Your browser does not seem to support JavaScript. As a result, your viewing experience will be diminished, and you have been placed in read-only mode.
Please download a browser that supports JavaScript, or enable it if it's disabled (i.e. NoScript).
How many versions are there of EVO??? I only have 1.0 and whats the difference?? BOOMING
------------------
bug fixes. 1.0.2 added a lot of engine improvement, like better AI and smoke for rockets/missiles.
------------------ "Then shall they deliver you up to be afflicted, and shall kill you: and ye shall be hated of all nations for my name`s sake. And then shall many be offended, and shall betray one another, and shall hate one another. And many false prophets shall rise, and shall deceive many" - Matthew, 24:9-11
Quote
Originally posted by BOOMING BRUIN: **How many versions are there of EVO??? I only have 1.0 and whats the difference?? BOOMING **
Here are the change lists.
EV Override 1.0.2 Notes ------------------------
Change history:
Version 1.0.2 -- Initial released 6/5/2000
-- Removed spaceport bar from Verrill prime after destuction
-- Fixed a bug that sometimes caused the warp out sound to play multiple times
-- Changed default secondary trigger to the control key
-- Fixed some spelling errors in various mission text
-- Added a field to force up to 4 pers ships to always appear in a system
-- Weapon ammo type -999 will now cause the firing ship to be destroyed
-- Added ship type pilot skill variance
-- Finally fixed the bug that would cause all ships to appear the same
-- Zidagar ships given natural fuel regeneration (not player)
-- ships with solar panels (including player) given natural fuel regeneration
-- shield-related outfits drain fuel
-- UE Cruisers will appear via dudes after appropriate missions done
-- certain weapons (dispy rockets, defence pods) will detonate when count is up
-- brief 'Fine' mission added in relation to space mines
-- a few other changes implemented for b4/5
-- Made beams display a little nicer
-- Added a little randomness to keep computer ships from stacking up
-- Afterburners implemented for numerous ships.
-- shields reduced slightly for all fighters and other highly manoeuvrable ships
-- missing STR# added for Miranu Station (found this one myself : )
-- smoke trails implemented for a few weapons
-- x-offsets implemented for a few ships (UE and Voinian fighters)
-- marine outfit is given out to player during the UE D'Erlon missions
-- blind spots implemented for a few ships (human freighters and cargo transporters)
-- Missions can take away the player's money if desired
-- Added an activate-on-bit-cleared option to oops resources
-- Purchasing outfit items can alter mission bits
-- Outfit items can have secondary effects
-- Fleets can be controlled by mission bits
-- Allowed default inherent AI type in dude resource
-- Added flags to make AI ships more selective about missile selection
-- Beam weapons now stop when they hit something
-- Extended most resource templates by a few bytes for future expansion
-- Added a StartBitSet field to mission resource
-- Made the planet picture in the communication dialog a little nicer
-- Added a flag to optionally show target's armor on status display
-- Added mission bit support to 'dude' resources
-- Added a flag to support flak-type weapons
-- Added projectile weapon strength decay option
-- Adjusted freefall bomb speed
-- Added support for anti-fuel-scoop type outfits that drain fuel
-- Added oufit resource picture conflict workaround
-- Ships can have default outfit items at purchase time
-- Ships can have inherent fuel regeneration ability
-- Fixed a bug that was causing turrets to be somewhat inaccurate
-- Fixed the crooked beams problem
-- Fixed the start-disabled flag in the govt resources so it works again
-- Added the capability for AI ships to use afterburners
-- Added a "Marines" outfit type for plugin developers to use
-- AI ships can perform slightly more complex combat maneuvers
-- Added a fix for the users who couldn't hyperspace
-- Added reverse target-cycling (hold down shift + target key)
-- AI ships are no longer confused by rear attacks
-- Fixed a bug that would prevent some fleet types from appearing
-- Improved beam visibility slightly
-- Added ability to specify turret blind spots
-- Added the AvailShipType field and some related flags to the mission resource
-- Fixed the flickering communications message bug
-- Cycling targets once again allows a "no target" selection
-- Added an x-offset capability for unguided projectiles and beam weapons
-- Moved the armor indicator label into a pict resource
-- Made combat AI difficulty proportional to combat rating
-- Weapons can have smoke trails
-- Added a RefuseBitSet field to the mission resources
-- Unlicensed copies of the game no longer crash on startup
.....
Version 1.0.1 -- released 10/5/98
-- Added an option to use QuickDraw for graphics, offering greater compatability
-- Added code to ensure that hyperspace jumps won't accidentally stop
-- Added a flag for plugin designers to show SpecialShipSyst on map
-- Added a workaround to fix unexplored-visbit-system problem
-- Hyper route is fixed when a visbit interferes with the system layout
-- No more selling back mass expansions and having too many outfit items
-- Plunder dialog no longer offers captured ammo the player can't use
-- Random missions to hidden systems will no longer be made available
-- Captain Hector no longer appears the same day the game is registered
-- Fixed problem with incorrect missile behavior with extremely low game speed settings.
-- Changed to latest version of Sprite Animation Toolkit.
-- Fixed crash-on-quit bug that occurred when switching back from 8-bit color
-- Fixed some drawing artifacts in the message area
-- Various (mostly mission) bug fixes including: New Tokyo has bar desc after VisBit change, cargo delivery confusion fixed for numerous missions, Azdgari warship targets in 'Hunt ' missions given proper names, and fixed bars with no available escorts
-- Eased up on mission abortion penalties
-- Added a few new interesting bits & pieces
-- Messed about with weapon stats a bit (speeds and damages up and down)
-- All weapon speeds accelerated by ~125%
-- Checked a few outfits could/could not be sold
-- Most turrets take up gun slots to prevent multiple gun/turret combos
-- Adjusted ship turret/gun slots to match this
-- Included some extra descriptive text to explain some outfit items' behaviour
-- Various other minor alterations
-- Enabled 'green arrow for misn ships' for appropriate missions
-- Moved SC recruitment mission from New Tokyo to Molos - makes less sense but is bugproof
Version 1.0.0 -- Initial release 4/29/98
Lit Nerd
------------------ God Bless America and all who defend her!
Originally posted by Lit Nerd: **Here are the change lists.
EV Override 1.0.2 Notes**
i was wondering does it cost anything to get the updated versions at all or not??? BOOMING!
You might be thinking Mac OS X Jaguar Update, but in this case, it doesn't cost anything. It is FREE!