Features List for EV4

Quote

Originally posted by Cunjo:
**is it possible to have pers rescources that are effected by the pilot files? (if i have two pilots can you make it so that one will show up in the game while i am using another?) also, can you make it so that some characters (opponents) get tougher as you get better or as you get better ships?
**

I made an app that did exactly that for EVO pilots some years ago:

(url="http://"http://phair.csh.rit.edu/~seant/EV/persMaker/")http://phair.csh.rit...t/EV/persMaker/(/url)

Obviously it doesn't work for EVN pilots, but I'm thinking of updating it.

-STH

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"Create enigmas, not explanations." -Robert Smithson

Well, as long as we're wishing, here's my particular thumb up my particular backside...

...I want the AI that robs you and then turns around and tries to blow you up back. It was there until v. 1.0.5 or .6 or so, and I want it back, dammit. I had instances in SFA where I had Klingons with this behavior, and occasionally I would become repaired after they robbed me and were swinging around for the coup de grace, only to be blown up by my own torpedos... it was so cool when it happened.

I miss it.

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Quote

Originally posted by seant:
**I made an app that did exactly that for EVO pilots some years ago:

http://phair.csh.rit...t/EV/persMaker/

Obviously it doesn't work for EVN pilots, but I'm thinking of updating it.

-STH
**

Good luck: EVN pilot files are encrypted.

And UncleTwitchy, freakishly enough, that was your 777th post. Lucky AquaLung...

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Quote

Originally posted by Katana:
**Good luck: EVN pilot files are encrypted.
**

So are EV and EVO pilot files. The fact is that they are encrypted, but not particularly heavily.

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burn burn the truth, enjoy the flames in celebration

Now, I know this is more of a user feature request, but I've always wanted to see it.
There's always been 'board', but what I want there to be is 'rescue'. It'd work like the disabled-ship-missions except would be triggered by you silding up to the ship and pressing 'r' (or any other key). You'd improve relations with the owner government if you sent them back. The rescue reward would obviously be less then the 'attack/disable' penalty so you couldn't gain favor with a government by attacking their ships.. ๐Ÿ™‚

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Quote

Originally posted by macmaxbh:
**Now, I know this is more of a user feature request, but I've always wanted to see it.
There's always been 'board', but what I want there to be is 'rescue'. It'd work like the disabled-ship-missions except would be triggered by you silding up to the ship and pressing 'r' (or any other key). You'd improve relations with the owner government if you sent them back. The rescue reward would obviously be less then the 'attack/disable' penalty so you couldn't gain favor with a government by attacking their ships.. ๐Ÿ™‚

**

Yeah. Something like that would be nice. If you were in good with the feds and one of thier ships got disabled, it would be nice if you could choose to board and help them, instead of try to take thier stuff and capture them.
-Az

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Stuffit is a piece of .sit.

"Um, well, if you specify multiple wormholes in that field, it will randomly send you to one, and it will be one way, as wormholes that have at least one spรถb in their hypergate fields are no longer linked to the "random network." If the S7evyn wormhole had links to every other wormhole in it's hypergate fields, it would act as a random one way wormhole. Go read the Nova bible again. "

I think I've read the Nova Bible enough by now. In practice, this doesn't work. I linked Earth's wormhole to Obatta and another. After 10 tries, I had not exited any other wormhole other than the one in Obatta.

Your boat doesn't float.

Give it up. I'm right.

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When viewing a Terrapin for the first time, I realized that anything flies-if you throw it hard enough!

Quote

Originally posted by Zzap212:
**I think I've read the Nova Bible enough by now. In practice, this doesn't work. I linked Earth's wormhole to Obatta and another. After 10 tries, I had not exited any other wormhole other than the one in Obatta.
**

If that is the case, you seem to have found a bug. I'd email either Matt, or request mrxak to submit it to the beta list. In addition, I'll test it as well to attempt to verify it.

Quote

**Give it up. I'm right.

**

That is rather conceited of you, and not very necessary. Of course, it wasn't necessary for him to use that degree of sarcasm, but it was only that- sarcasm. Don't take him too seriously. ๐Ÿ˜›

Katana, seant cracked the encryption on both EV and EVO long ago, and EVN not long after it was released. ๐Ÿ˜‰

~ SpacePirate

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Eat blazing electric death!

Quote

Originally posted by Katana:
**
Good luck: EVN pilot files are encrypted.
**

Huh. Maybe I should crack it and figure out the data structure, then. :rolleyes:

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"Create enigmas, not explanations." -Robert Smithson

I think this would be useful too:

S ... is starting a mission automaticly but what about X ... so the mission appears like it does using S ... but it wont automaticly set "accepted" so you can choose between "yes" and "no" again!? Only a little tweak but it`s a good one I think ๐Ÿ˜‰

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Space Pirate, don't bother.

Katana...

I apologize. I accidentally set one field for the Sol wormhole to Obatta, but I set the next one for a wormhole that doesn't exist.

After making sure that I had two actual wormholes in the field, I tried it again and again, bringing me to Englightenement (sp) twice and Obatta once.

The fields you suggested do create random 1-way wormholes.

But I stand by my words. I believe that there should be a more functional feature, so that you don't have to manually imput each field. What if I wanted more than the number of fields? What if I wanted to link to two seperate classes of wormholes?

Or peraps I wanted a number of 2 way wormholes that only linked to certain ones? Instead of entering each field manually, it would make life a lot easier to have a single class-type field.

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When viewing a Terrapin for the first time, I realized that anything flies-if you throw it hard enough!

I thought about drive engines, the way that ships fly. Inertial drive engines on Polaris ships prove to be very advantageous but at rare times, it would expose its achelle's heal's.

I was thinking why not have an engine drive that would behave just exactly the way ships in Ares would.

Another item: Bring back the ability to loot fighters from plundered ships carrying them. I know it used to be done on EV Classic.

And speaking of plundering, it would be interesting to see pirates plundering more than just your credits.

Finally as for merchant ships selling outfits and stuff, why not also make them have trade commodities like you would do on spobs? You could even have attributes on high or low the price can be set.

Oh yeah, I also wanted to add that there should also be another attribute for shipyard graphic management. In nova, it uses the same pics for communications, I think it should have an option to use customized pics like spobs do sometimes.
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(This message has been edited by Coraxus (edited 01-15-2004).)

Quote

Originally posted by Coraxus:
Oh yeah, I also wanted to add that there should also be another attribute for shipyard graphic management. In nova, it uses the same pics for communications, I think it should have an option to use customized pics like spobs do sometimes.

That would make it possible to duplicate the EV/EVO scenario even better...

Which reminds me. One feature i would LOVE to see is the ability to set your own coordinates for the pilot info. That would be awesome.

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It seems as if EV's missions/combat engine has a lot to gain from Ares. A more diverse range of AI and ship behaviors, dynamic and scripted advanced mission events, and the way that stellar objects are treated all merit consideration :).

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An Lxxx (or some other letter if L is taken) control bit that would land a player at spob xxx when the bit is evaluated, moving her directly to the planet's landed screen.

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To quote a pillar of American society: D'OH!

For realistic explosions, support explsion sound volume control that would be relative to ship's mass in size. (ie. a fighter exploding will sound more quiet than an exploding heavy warship).

Also, make an option for guided weapon to detonate or go off automatically if the acquired target had already been destroyed. This could help clean up the mess.

For a radical idea, make a checklist in the player info box to give pilots or captains the ability to set certain outfits and weapons (1st or 2nd triggered) on or offline, it's like turning on or off extensions on your Mac. This feature would be more advantageous during a battle. Even possibly create side effects when outfits or weapons go on or offline.

Finally, make uninhabitat system that are between governement control system make ships belonging to that system behave in the same manner towards the players as if the player was in a government controlled system. Unless that was done already in EVN, but I don't remember.

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Nosumus Fortiolis Quad Volimus
I'm the only guy in the universe that can make horses cry.
(url="http://"http://www.evula.org/ddstation")DryDock Station(/url), look and download stuff, and....stuff!| Remember folks, an (url="http://"http://www.apple.com")apple(/url) a day, keeps Bill Gates away!

(This message has been edited by Coraxus (edited 01-20-2004).)

"For a radical idea, make a checklist in the player info box to give pilots or captains the ability to set certain outfits and weapons (1st or 2nd triggered) on or offline, it's like turning on or off extensions on your Mac."

I suggested this in one of my previous posts as an "order dialogue" box or something.

It would really enhance gameplay.

It would be even better if you could, say

ย•tell escorts to disable, not destroy
ย•tell your "crew" not to destroy the enemy ship
ย•tell your "navigator" to set a course directly to XXX (automatically plots the shortest route for you)

It would also be nice if there were different escort formations. For example, when you tell them to defend, they would form around you in a box or circle to offer better protection, of other formations, just so that the eye doesn't get bored. There's nothing that says you have the lead your fleet into battle.

I also think a feature that a "smart" feature might be good to. I.E. weapons won't fire if the target is out of range and if the target is out of range, missiles (not normal projectiles) self destruct, even if their target is still active.

This would be great because as your enemy got closer, level after level of weaponry would fire, without the need to pause the battle to check the "order dialogue" box or something.

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When viewing a Terrapin for the first time, I realized that anything flies-if you throw it hard enough!

Quote

Originally posted by Zzap212:
**ย•tell your "crew" not to destroy the enemy ship
**

Which reminds me, having the safety set should also disable point defense weaponry, or at least have some other way to turn it off. Additionally, having a method for point defense weapons to target different err... targets would be awesome. If you have a large ship, not every person sitting in a turret/console to control a turret would target the exact same enemy, if there are multiple targets, the Engine should choose the targets based on how many pd weapons you have (Having only one PD weapon would allow the engine to target only one enemy, two will allow two...), and either choose a target randomly, or follow in a logical "arc of fire", automatically targetting the next target using minimal movement of the turret, for a more realistic effect.

I would also love to have a way to set the pilot info in the main screen... A poor oversight in the design of the main menu, imo.

Additionally, having a method to create your own fleet formations for each escort command. If you set the "defend me" command, you could have it customized to have the escorts hover around you, as stated above, etc.

~ SpacePirate

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Eat blazing electric death!

Quote

Originally posted by Zzap212:
**"For a radical idea, make a checklist in the player info box to give pilots or captains the ability to set certain outfits and weapons (1st or 2nd triggered) on or offline, it's like turning on or off extensions on your Mac."

I suggested this in one of my previous posts as an "order dialogue" box or something.
**

And I suggested it before you... so dont blame others because of repeating ideas. And since we all have posted different ways of using this "check list/order dialogue" it wont be the same idea anyway.

- Let the R operator choose between more than only one of two ways. Example: R(b0001 b0002 b0003 b0004 b0005 b0006)

- If iTunes is active show a small menu in the top middle of the screen so you are able to control iTunes while playing. (That would be so cool ๐Ÿ˜‰ ๐Ÿ˜„ )

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Quote

Originally posted by Terek E`Ban:
- Let the R operator choose between more than only one of two ways. Example: R(b0001 b0002 b0003 b0004 b0005 b0006)(/B)

You can do this pretty trivially with nested R ops, as long as the number of choices you're working with is a power of 2.

R( R(b0001 b0002) R( R(b0003 b0004) R(b0005 b0006) ) )

It gets a little kludgier if you want to do something else, since you can't distribute the probabilities quite equally - in my example it's really 25/25/12.5/12.5/12.5/12.5, rather than 1/6th odds for each value. You can improve that with more nesting if you feel especially anal.

-reg

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