Helioforge

Helioforge

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

If you ramp up the hyperspace speed a thousand times, it's like having stargates posted all around the gravity wells :)

4 Replies 3,580 Views

For as long as I was playing Sins, I was modifying existing mods to enhance my gameplay experience, and all my alterations were just personal preference, things I liked better when done in a certain way, etc... Adding up all those details, I get a more cohesive set, and would like to make them into a proper mod Unfortunately, I tried putting those details into "Reference Data" as a base mod... ...but that didn't work (I got a glit

4 Replies 3,023 Views

Want a bit more lore? There is an extra loadscreen file they left in that has a nice and sinful Vasari domination feel to it, and it says it's Beta 4 (or 3, I forgot) It also goes on to explain how there are "placemarkers" put in the game, possibly before they made all the meshes for each faction. Oh, and there are 2 pictures of a fourth race in all the playerpicture files, if you want to know some of the other directions they could have went (I'm sure that this board is packed wi

12 Replies 10,210 Views

After having some lucky success with making abilities actually work (and not minidump), I ran into a problem that makes no sence. I'm trying to do a simple conversion of one of my working abilities: The design is that the fleet ships have the ability infrastructure built in, but the power for those abilities comes form the base (sort of like the Starwars Droid Command Center, but not so extreme) The attached code works, but gives antima

2 Replies 5,885 Views

Here's the current final version of my ability. I tried 4 different ways of doing it, and after tons of minidumps and a lot of alterations, this way works best for me. It is designed to be put into the standard "swarm defense ship", so that they all become support ships for one another. It's only one of three abilities that work together to make the fleet act as one entity. There are a couple more that I couldn't get working, one of which is vital to the whole Central Command design... <

8 Replies 10,430 Views

Oh, Canada ;) I tried doing a 4th race modification, for the pictures, and it worked just fine, it recognized the 4th row of pictures on a 4th race marker I copied from the TEC files. Unfortunately, I used a copy of the Reference Files folder as my base, and the game wouldn't recognize anything but the small map-set (I thought Reference Files was supposed to be the base for new mods) Anyway, it's really easy to do (should have brought those files too) I called the new race "Fo

13 Replies 14,104 Views

"This week on OVERHAULIN', we're taking a trip to the Trade Coalition for a 6-part special on the KOL battleship... You should have seen the General's face when his flagship was gone! .....All we did was cover it with a black drop-cloth when it went into eclipse with that moon. We called the General, pretending to be 'galactic security' and told him one of the local militias must have ran off with it, but we could trace the hyperspace field lines to track it d

22 Replies 11,252 Views

Consolidate all the multiple-instances of Shield-Armor-Weapons upgrades into 6 or 8 levels on each button, if you do this across the board (with extraction efficiency, cargo holds, broadcast power, etc, you can free up enough space to do lots of other things)...

6 Replies 5,452 Views

Hmmmmmm...... Go ahead and continue to make all your fourth race pictures and put them into the fourth row of your player-picture files... There are player specific files in the "Window" folder, player-specific lines in the GalaxyScenario-definitions file, and of course the "player" files in game-info. I'm guessing you have all these files already copied and renamed to match your fourth race, and one. One of those sets of files contains the graphics pointe

13 Replies 14,104 Views

>>>> My art thesis was "naming is deciding", and it's point was that if you put a sticker on something [I]others will tend not to look at the thing itself[/I]. The entire point of these mods is to explore the game's potential, and if you decide for others based on your preferences, then you miss the vastness of that potential. As a developer you would be most interested in finding the limits of the engine, so that

7 Replies 33,875 Views

Have you played Sins so much that you go into the text editor to modify sins and try to use the mousewheel to make the font larger!!! It's so frustrating!!! :) :D :)

0 Replies 1,556 Views

I like the set you have chosen, but mine has the Asgard, Various Borg factions, some Babylon 5 characters (Lyta, Delenn, and Lorien as advent), etc.. oh, did you change all four sets of pictures or just the one?

2 Replies 1,608 Views

How about Borderline!!! YAY!!!!!!!!!! anyway, how much restraint you use will depend entirely on your goals, If you want to wipe the mat with 9 unfair players, then you have the power. When that gets boring your goals will change, and you will modify the game to fulfill some other secret wish :) :D mu hu ha ha ah ahahahhha ha aha

9 Replies 6,234 Views

Close enough!!! It doesn't sound like the Lynch-Pin design where you take out the main ship to cripple the fleet, but it sounds like an integral component to making it work! thanks so very much... happiness +85

8 Replies 10,430 Views

If you are questioning the general widsom of the 7 Deadly concept, I see it this way, It is easier to remove the features you don't like than to try and combine all the features you do like, without getting a minidump :) Personally, all the extra stars simply blind me and make it hard to look at the screen, but I can remove them from 1.3 and still get the "Real Moons" and the SinsPlus planets without going crazy or blind... With this in mind, Seven Deadly Sins is a solid concept, an

4,959 Replies 12,522,916 Views