Engine Changes you wish were in EVN

I could be wrong, but I think the problem with displaying the ships as 3D ships rendered in real-time is the same as having a utility to render them as appropriate for EVN: you would need a file format for your ship model that EVN could read, and most every app for 3D development uses a different format. I think the current system is good... more eye-candy is always fun, but as things are at present we have the maximum amount of flexibility.

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Quote

Originally posted by rebelswin_85:
I could be wrong, but I think the problem with displaying the ships as 3D ships rendered in real-time is the same as having a utility to render them as appropriate for EVN: you would need a file format for your ship model that EVN could read, and most every app for 3D development uses a different format.

True, but most applications have the ability to convert to some standard format such as 3DS or 3DMF. If it used a common format like that, it would be feasible.

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Well, better looks. I always found it strange that a game made in this modern day still uses thousands of colors...

Don't you like the colors of EVN? It may be uncommon that a modern game uses thousands of colors, but as well uncommon are the low system requirements for example. Millions of colors would not really add anything to the game we dont already have.

Another feature that would be nice to see:

If you eject in a fighter, why does the engine put you in the worst fighter you have on board (yes, i know, because it has the lowest RID) but why doesn't it put you just into the fighter with the highest strenght?

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Quote

Originally posted by bmac:
**Another feature that would be nice to see:

If you eject in a fighter, why does the engine put you in the worst fighter you have on board (yes, i know, because it has the lowest RID) but why doesn't it put you just into the fighter with the highest strenght?

**

Order your ships in descending strength order...

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Quote

Originally posted by orcaloverbri9:
**You can already customize whether ships or weapons are hit by it. However, there is nothing like the jamming.

**

But you can't have a PDF that attacks all ships with one that only attacks fighters.

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Order your ships in descending strength order...

It'd be a lot of extra work for me... 😉

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But you can't have a PDF that attacks all ships with one that only attacks fighters.

Make the PD do only shield damage, so it can not destroy fighters.

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Quote

Originally posted by geek#1:
But you can't have a PDF that attacks all ships with one that only attacks fighters.

Like I said, nothing like the jamming system.

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A checkbox in the misn resource allowing you to have the same mission twice or more simultaneously.

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Just make another copy or three of the mďsn and the dëscs that are engine-mandated.

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im curious... did you happen to read the book Ender's Game, or Ender's Shadow???
Mazer Rackham sounds familiar like from the book.

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I'd like to see an outf that over-rides the effects of a player-controlled ship's InherentGovt. If I steal a Confed cruiser, it might make sense for Rebels to mistake me for a Confed. If I then go to work for the Rebs and "get my ID transponders changed," it would no longer make sense for my new allies to keep attacking my ex-Confed cruiser.

(I hope I'm correctly remembering how InherentGovt currently works here.)

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Actually, there is an outfit that does that.

From the bible, about ModVal values:

48             IFF scrambler            a govt class value. any govt with this
                                         value in its Class1-4 fields will
                                         fooled into thinking the player is
                                         a friendly ship and will not attack
                                         without provocation. note that this
                                         outfit will only work when carried
                                         by the player.

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Since I don't know much about the inner workings of Nova's engine, is there a feature where players can unload stuff onto ships whether its disabled or not?

Also I would like to know if A.I. ships that disable your ship will be able to trigger a mission.

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Quote

Originally posted by Phyvo:
**Actually, there is an outfit that does that.

From the bible, about ModVal values:

48             IFF scrambler            a govt class value. any govt with this
                                         value in its Class1-4 fields will
                                         fooled into thinking the player is
                                         a friendly ship and will not attack
                                         without provocation. note that this
                                         outfit will only work when carried
                                         by the player.

**

But that doesn't cover ships hating you based on the ship you're flying, only liking you.

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Quote

Originally posted by Coraxus:
**Since I don't know much about the inner workings of Nova's engine, is there a feature where players can unload stuff onto ships whether its disabled or not?

Also I would like to know if A.I. ships that disable your ship will be able to trigger a mission.
**

The only possible interaction between non-disabled ships is when an AI ship refuels the player.

You could have one mission that automatically starts another on failure and use the 0x0004 flag: Mission fails if player is disabled or destroyed.

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I'd like to see the engine evaluate an NCB on weapon fire, and also have a "key wëap" sprite option like the key carried ship.

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Quote

Originally posted by Neon Soldier:
**I'd like to (...) have a "key wëap" sprite option like the key carried ship.

**

Yup. Take an Abomination, remove all its Fusion Pulse Batteries, and give it an Ion Cannon. When the Ion Cannon fires, I believe the sprite will still show the blazes that were designed for the FPBs. Neon Soldier's idea (or some other way of letting the engine know what weapon or class of weapons goes with a particular ship's firing animation) could fix that sort of thing.

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Quote

Originally posted by Dr. Trowel:
I'd like to see an outf that over-rides the effects of a player-controlled ship's InherentGovt. If I steal a Confed cruiser, it might make sense for Rebels to mistake me for a Confed. If I then go to work for the Rebs and "get my ID transponders changed," it would no longer make sense for my new allies to keep attacking my ex-Confed cruiser.

Couldn't you just Cxxx the player into a copy of the ship that has no inherent govt defined? I would think this could be done rather easily, either via a mission or buyable outfit. Or, it could have an inherent govt defined that the offering govt doesn't recognize as an enemy, but will keep it's relationship with other govts.

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Quote

Originally posted by slouch:
**Couldn't you just Cxxx the player into a copy of the ship that has no inherent govt defined? I would think this could be done rather easily, either via a mission or buyable outfit. Or, it could have an inherent govt defined that the offering govt doesn't recognize as an enemy, but will keep it's relationship with other govts.

**

The Cxxx solution had occurred to me, but the work could get a bit annoying if the number of capturable ship types was large. Also, if the plug-writer wanted to change any other attribute of a ship later , he or she would have to remember to make sure that both ship resources matched each other.

Thus, an InherentGovt override outf isn't essential, but would be a nice convenience.

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Quote

Originally posted by Dr. Trowel:
**Yup. Take an Abomination, remove all its Fusion Pulse Batteries, and give it an Ion Cannon. When the Ion Cannon fires, I believe the sprite will still show the blazes that were designed for the FPBs. Neon Soldier's idea (or some other way of letting the engine know what weapon or class of weapons goes with a particular ship's firing animation) could fix that sort of thing.

**

That's a good use for it, but I was thinking of a more obvious problem. In SS, we have a lot of sprites that show missiles on big, exposed racks. A key wëap type would allow us to remove them from the sprite when the magazine was empty. It could be designed so only one extra sprite was there it would be the "empty" graphic, but if more than one extra set was there, it would display in sequence the removal of one missile for every shot fired.

No mutual exclusion of extra frames would be nice too... i.e., a ship could bank AND unfold to fire AND have a keycarried ship or whatever all at once.

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