What do we do.

well, as far as promoting higher quality plugs, I think it might get more people to the point of releasing something, quality can come after that.

shrugs

as I said, I have no particular attachment to any of these ideas. I just want to experiment with what kind of things would be interesting. I hope you all understand that.

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-Bohemian Muskrat

Quote

Originally posted by Bohemian Muskrat:
**what about creating a program which manufactures useable plugs from controlled inputs. Select 400 system, select three governments, set values for first gov at 20-45 systems, seccond at 50-65, third at 70-100. then you designate the governments of your ship graphics as well as ship type. every govt recieves a range of tech level planets (planet graphics also inputted) one could keep playing with this until one finds a combination which is interesting, and then sticks in all the other parts of a plug we expect...

**

dont forget to put in an input box (kinda like the one you use to post) for creating descs so that you dont have to input thiem in the program yourself.

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I have a TC for EV with maybe over 60 models for deferent ships if anyone is interested in converting them to EVN, some are of EVN quality. Also, I myself am using Bryce5 and would be perfectly cabable of making models if anyone asked.

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Prime...Awacins

I think there should be an "holy path" of plug-in learning, that we would build together, that would not really be a tutorial as these kind of things are boring, but rather sets the bases (two words on the ressource fork, plugs-ins vs direct editing of data files, small history of EV) then lets the guy find by himself how to do things, not telling "now for the outfit ressource, named oütf, the first field tells the importance of the outfit in the outfitting dialog, higher-"weighted" outfits appear first, etc..." but: "Let's begin by the oütf ressource. It's the simplest, and you can do real odd things with! Most fields in it are pretty much self explanatory, so tinker with 'em (price, for instance), save, and see in-game how it fares! Also, for non-weapons outfits, you can tinker with modval to change how much the outfit is useful: take the solar panel outfit to turn it into an ultra-fast energy recharger. Hint: check the other energy-recharging outfits (reactors) to see what you should do, unless you want an ultra-slow energy recharger."

It's much more fun and is much faster to discover things (and bugs) by yourself than having them explained to you. Especially, this "holy path" should be heavily based on the Nova data files (back in the days of EV I learned almost everything except flag meanings just by looking up the ressources with ResEdit and the templates). The holy path should also state the Bible is the ultimate reference, anything else is here to make it more available, and sometimes tell "the complete reference of all the things an outfit can do and what the modval states for in each case can be found in the Bible" (maybe a more friendly way) to make the guy get the habit of looking it for reference. The holy path should explain some things in detail (cargo upgrade, shield and fuel increase and the values to put, 100 is one jump for instance) and leave the other things for later.

What d'ya think y'all?

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The (url="http://"https://secure.ambrosiasw.com/cgi-bin/store/hazel.cgi?action=serve&item;=breakdown.html&BREAKDOWN;_SKUID=1480")Ambrosia Mac CD(/url) with other registrations - 5$. Paying for (url="http://"http://www.ambrosiasw.com/games/evn/")EV Nova(/url) as it's such a great game - 30$.
The (url="http://"http://www.ambrosiasw.com/games/evn/tshirts.html")1337 EV Nova T-shirt(/url) - 22$. The (url="http://"http://w00tware.ev-nova.net/")NovaTools(/url) by wOOtWare to tinker with your Nova - FREE!
The feeling you're a Nova geek - priceless.
There are things you can't buy or that are free, for everything else, there's indeed Eurocard Mastercard.

Quote

Originally posted by Zacha Pedro:
**I think there should be an "holy path" of plug-in learning, that we would build together, that would not really be a tutorial as these kind of things are boring, but rather sets the bases (two words on the ressource fork, plugs-ins vs direct editing of data files, small history of EV) then lets the guy find by himself how to do things, not telling "now for the outfit ressource, named oütf, the first field tells the importance of the outfit in the outfitting dialog, higher-"weighted" outfits appear first, etc..." but: "Let's begin by the oütf ressource. It's the simplest, and you can do real odd things with! Most fields in it are pretty much self explanatory, so tinker with 'em (price, for instance), save, and see in-game how it fares! Also, for non-weapons outfits, you can tinker with modval to change how much the outfit is useful: take the solar panel outfit to turn it into an ultra-fast energy recharger. Hint: check the other energy-recharging outfits (reactors) to see what you should do, unless you want an ultra-slow energy recharger."

It's much more fun and is much faster to discover things (and bugs) by yourself than having them explained to you. Especially, this "holy path" should be heavily based on the Nova data files (back in the days of EV I learned almost everything except flag meanings just by looking up the ressources with ResEdit and the templates). The holy path should also state the Bible is the ultimate reference, anything else is here to make it more available, and sometimes tell "the complete reference of all the things an outfit can do and what the modval states for in each case can be found in the Bible" (maybe a more friendly way) to make the guy get the habit of looking it for reference. The holy path should explain some things in detail (cargo upgrade, shield and fuel increase and the values to put, 100 is one jump for instance) and leave the other things for later.

What d'ya think y'all?

**

that would be good. What we could do, is set up something where we get a small collection of some classic plugins and put them into a package that we call the "holy path collection" (of course we would have to get permision from the creators to put them in). Then we put them all into a zip file with text files that put in stuff like whet you suggested. It would be agood resource for those who just started out. (don't forget a text file for control bits :))

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How do you prove that you exist?... mabey we don't exist... ~Vivi Ornentier~