Helioforge

Helioforge

Joined Member # 3086803
31 Posts 437 Replies 11,810 Reputation

How about this: Put the fighter mesh ITSELF in the explosion effect: having it spinning out of control and burning up... Timing will be critical swapping out the real fighter for the burning fighter effect, but if you put a one-second burst effect, no one will notice...

13 Replies 18,358 Views

Version 2: ...Entok Militia ...Thesk Obliterators http://files.filefront.com/Confluence+Militia+Packzip/;10681954;/fileinfo.html Version 3: ...Entok Militia ...Thesk Obliterators ...Space Whales http://files.filefront.com/Confluence+Militia+3zip/;10781596;/fileinfo.html <spa

34 Replies 32,284 Views

Just saw the newest show of Galactica where they find Earth... So to keep the game accurate you are going to have to give everyone some Novalith cannons and have them destroy all the planets right away (but everyone also starts with a big fleet so it's okay!!!) :CONGRAT: :NOTSURE:

272 Replies 259,955 Views

I would "Walk" all my fleets simultaneously: Left Fleet, Right Fleet, taking over planets as I go, and use any extra resources on weapons turrets on the closest to the front (I don't stop at choke-points). Doesn't matter where the turrets are put, because when you have enough of them, the AI runs away at the sight of them... When you occupy about half the map, make a move on all the leftover enemy homeworlds, and wiping out their resources (then just survive their attacks

58 Replies 31,557 Views

Also, in Uzzi's Sins Plus: the TEC have the derelict KOL battleships, Derelict Carriers, and the Akkan as cruisers (you just have to put them into the cruiser slots so that you can build them)... It's all easy to do... Just copy a frigate entity that somewhat matches the type of ship it is (for less work in converting), and copy over as many of the stats as will copy over, into the new file...

4 Replies 3,953 Views

If you want the AI to STAY in the gravity well and FIGHT, you have to attack their home planet, they never run from their home planet... Although last night I played a game where I destroyed their home planet, they moved their home planet to the Ice planet next door, so I sent my ships there, and they immediately MOVED their home planet designation to a far-away asteroid and left!!!

24 Replies 14,283 Views

Have you tried plugging in [I][B]Planet Elevators[/B][/I]??? You have to add some Null Points to make them work, but there are a couple of them that should be used for other things (I adopted one of the flat ones for a siege platform, and it works perfectly)...

14 Replies 19,274 Views

You may have to make the frigate [I]FUNCTION AS[/I] a planet module... ...by copying over as much statistics that can transfer (and setting the acceleration and max speed to ZERO so it doesn't try to run off on ya)... ...unless of course you NEEDED the planet module framework for things like Tradeport functionality, etc... ...Then hopefully the DEVS will tell you the command, or that it's not possible...

4 Replies 4,897 Views

There should be settings in the [I]Effects[/I] menu inside the game (can be accessed during game play, or before game starts). Set planet textures to minimum (along with ship textures, etc if it's still to slow), along with skyboxes, dust clouds, planet rings, etc...

1 Replies 2,426 Views

Oh, Seriously though, I found a couple of files on the net that may help (I haven't tried to run them yet): dotXSICTK...it's a conversion toolkit for xsi files xsidump13...it's a 6year old file, but might help if it loads current file format quick3D_Viewer_4...looks to preview 3D files like picture file viewers Again, I haven't tried any of them yet, but they could help...

19 Replies 63,757 Views

We could do our own translations with a [B]SINS ROSETTA STONE[/B]... all we do is put two String-files side-by-side, one with each language (or use internet web-translators to compile multi-language description) Hast du die Spiele Verstanden???

9 Replies 8,795 Views

You can give ships extra abilities [B][I]BY PROXY[/I][/B], you just have to have a ship in your fleet endowing the first ship with the ability... It's a bit tricky to do, but for some things it works perfectly...

3 Replies 1,483 Views

I'm putting in a second militia now, it's designed to be somewhat opposite of the Entok and will fill in gaps that the original races have... Ships should not only have positive abilities, but should sometimes have negative abilities, like making them capturable and such... I'll try not to spoil the surprise...

3 Replies 3,124 Views

The only problem I can see is that this construct works for abilities that affect EVERYONE, and ownership of all the Ability Sources spoils this as a viable solution...

4 Replies 4,604 Views

If you make allies with neighboring factions, then park your fleets on their two best planets (and declare war) you can usually wipe out their civilization in no time...

28 Replies 18,414 Views

[I]Sure[/I] it is... (This is my suggestion for [I]everything[/I] :) ... Put an Ability Source at [I]every gravitywell[/I], using the GalaxyScenarioDef file, with the ability you want. Have your scouts auto-capture the Ability Source when they first explore the system (this is the trickiest detail), and viola!!! The Ability Source is a short way of saying "Invisible/Indestructible/Immobile frigate whose only purpose is to deliver the ability to every target i

4 Replies 4,604 Views

My first priority was to make new models, because it lends itself perfectly for such a thing... ...but I can't convert files with the SINS converters, all they do is open a screen for a split second and then close... ...and all MESH converters on the net don't put them into any recognizable format... Do'h!!!

6 Replies 5,414 Views