Helioforge

Helioforge

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

The Marza is the best for destroying enemy fleets (and planets) :CONGRAT: Also, you might like an AKKAN or two (one in every fleet) :) (and of course, 700 LRMs, do dee dooo)... :NOTSURE:

8 Replies 6,018 Views

In the code, it seems that it sets a variable giving you 99 of them, but nothing happened other than the announcement of the "achievement", and a little pink pony graphic on the planet... I was hoping it was a superweapon, like the Ancient Drones on Atlantis, or the missing ingredient for the intergalactic recipe for pork-chops :) :D [I]Now made with Horses!!![/I] anyway, just colonize every planet you see, because it's a planet-bonus...

13 Replies 28,351 Views

Yeah, with the phase-lane system in place, if you are not Vasari and you have youf main fleet stuck on the wrong side of the galaxy, you might as well build shipyards where you need the fleet and scrap the existing fleet!!!

3 Replies 5,450 Views

Each gravity well type has a corresponding entity file, so if you want to add asteroids to the Asteroid Field, or even the Wormhole or the Star, then just find it's entity file, and just under the first part are the resource asteroids and neutral extractors, grouped together...

3 Replies 1,969 Views

You can do it very easily... Go into the PlanetTerran, PlanetIce, PlanetDesert ENTITY files, there you can make any type of planet have as much as it will allow (I have seen as much as 8 total, but more could be possible) If you want it assigned to a planet type you designed, then copy the closest entity file to what you want, rename it as your planet type, and go from there...

3 Replies 1,969 Views

Ok thanks, Oh, XSI crashes on startup (but I left it in the system because it seems everyone here uses it. I have .Net 2.0 installed, and installed the SINS version of DirectX... Maybe the problem is with converting FROM TGA and not to it... (or the conversion itself destroys either the Alpha channel data or the Transparent Color Zero data, depending on how it's implemented)...

2 Replies 2,451 Views

Just give me 100 new meshes and I'll do the rest, better yet, tell me which programs convert from 3DS to Mesh and I'll use the 3D editor I got off the Internet... Give a man a fish, he eats for a day [I]Give a man a [B]horse[/B], he eats for a week![/I]

11 Replies 21,544 Views

Once I had a trade route that encircled the ENTIRE GALAXY, [I]except for the one enemy planet I didn't conquer yet[/I], and when I took over that planet and built a tradeport, the trade route reverted to a tiny section in the corner, although I expected to make a complete circle... :NOTSURE:

8 Replies 42,831 Views

How about if the miner ship also deploys a mine ability ship, whose sole function is to give the mines the ability to explode like mines! You would only need one per gravity well, (I think), and you could make it indestructible, and invisible, since it's not supposed to be seen and does not impact the game other than to make the mines explode...

3 Replies 3,773 Views

Oh wait, if you destroy the miner ship, the mines don't have anything to tell them to blow up like mines, because strikecraft have no abilities, darn, almost had it...

3 Replies 3,773 Views

Just DESTROY the miner ship after it deploys the mines and set the mines to zero degredation with no host. If the miner ship itself is a deployed entity (from like a SOVA), then you won't miss it anyway...

3 Replies 3,773 Views

If the spyship is [I]classified[/I] as a tradeship, then your trading partners won't attack it, and you will have more of an incentive to make trade agreements!!! How do you implement it so that you DONT get attacked (to be fair, you have no weapons on SPY ship), AND make it so you see the planet that the tradeship is in??? I looked at the tradeport entity file, and since it spawns it's own ships, that's how the tradeship is immune to being noticed, but those ships don't

13 Replies 25,986 Views

Isn't there a Real Solar System mod that had proper sizes for the planets in THIS solar system??? You could replace the SINS meshes with those meshes, but keep the regular SINS planet textures...

2 Replies 3,711 Views

I was wondering which programs were used to make SINS??? what Paint programs, what 3D programs, what File Conversion programs, etc... this will help me to determine the source of some file-incompatibility issues I'm having, so I can make the files play nice with Sins :) :D

2 Replies 2,451 Views

Make a cheap ship with no weapons that has Statcount and classicication as a KOL battleship, but it only costs a few credits as it's made of styrofoam, and litter your grawitywells with them so that enemy scouts see them and think you are going to invade (if they don't look too closely, you might get away with it :) It would only be fair that there are ways to recognize it as a decoy, but nothing too obvious...

2 Replies 2,492 Views

Make a nice [B]long-range[/B] Capital Ability that does tons of damage to all ships within range or the primary target ship, then fire it at the LRMs In other words, revamp the Radiation Bomb that the Marza has, to do just enough damage to wipe out a fleet of LRM's Anyway, you can only have 16 Marzas :) :D (and you might like a couple Akkans instead so you can colonize)

32 Replies 17,178 Views

My cat ran away when it saw the typo: Spay ships :) run kitty, run... You could make the spy ships indestructible, and/or make the icon that represents them very hard to see, so no one knows it's there...

13 Replies 25,986 Views

Oh, and if you do all this and end up with Sins reading it all as solid blocks, with NO transparent Color Zero, then that's the stage I'm at on the Infocard Icons, and the RaceLogos, and a few other graphics I'd already changed (I'm going to download a [I]TGA-specific[/I] file converter to see if this fixes it)...

6 Replies 5,088 Views