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When piloting a krait for any length of time, the cloaking device is essential. As long as this still works in the same manner it should be fine. I'm not sure I'm understanding what the perceived 'problem' is though :).
Don't worry about it. We wouldn't want everyone to know about an exploit now, would we?
This post has been edited by Guy : 21 July 2007 - 04:15 AM
Okay, so you want EVO faster? Try this 1.0.3 patch Fixed: ECM System had SAD and Pursuit jamming values the wrong way around. Improved: Game speed increased by 50%! Now some said the speed should be doubled but I certainly wouldn't want it any faster than 1.5x, especially in the crescent. Note: The Blaze Turret has been set fire simultaneously in order to avoid a limit of only 4 effective turrets that would otherwise be imposed due to the reduced reload time. Let me know what you think of this - maybe you think it looks a bit too strange and would be happy with a max of only 4 turrets.
See what you think - I'd like some feedback on this, particularly the speed increase, before doing a proper 1.0.3 release.
(edit) removed
This post has been edited by Guy : 30 July 2007 - 08:11 PM
Is it me or has something happened to the tribute settings on all spöbs? I just recently dominated Outpost Topel (due to them having UE freighters) and it started eating away 1000 credits a day rather than paying me. In my player profile it labelled it as expense rather than income, you can check out the attachment (note that I don't have escorts of anykind at the moment). So I decided to have it drain me of all my credits, when I was finally reduced to less than a thousand credits I expected Nova to automatically release my domination but instead it maxed out my credit limit. Later I checked the resource through MC and found out that Topel had "0" for tribute. I find this to be the most bizarre bug ever. I also clicked at random spöbs and found out they too had "0" for tribute, wasn't this bug ever fixed? Could this happened due to perhaps the decompressions of these files somehow?
This post has been edited by Coraxus : 22 July 2007 - 05:58 PM
Tribute The stellar's tribute payout when dominated -1 or 0 Default amount (1000 credits x Tech Level) 1 and up This number of credits per day
This means stellers with their tech level set to -1 will indeed be giving you -1000 credits in tribute. Whoops. Better do something about that.
This post has been edited by Guy : 27 July 2007 - 11:57 PM
I'll try the patch soon, but looking at the excerpt from the bible you just posted, I had no idea that tech level could affect the tribute settings.
I started a new pilot with this patch, and got a Cargo Transporter for the first time ever, remembering that you had enabled FuelRegen for it and the Freighter. However, I've noticed that it isn't enabled for the player's ship with that patch (it is for the Freighter though) looking at the thing in MissionComp.
The speed increase seems fine, even if it is a bit weird to see such "high" values in places where they're supposed to be low.
Sorry if this is grave digging...
Having a few problems with the override plug....
i'm in a arada (4 guns - 2 turrets) and for some reason the turrets and guns seem to be on the same band... (i can have 4 guns but no turrets or the outfit i have at the moment is 2 guns 2 turrets)
don't know what version im playing... (i got it off the cd with all the ambrosia games...) guessing its the newest one?
also for some reason i opened my auron file off nova and it was wiped (after playing override)
need help because i love override (have unregistered version on an older machine) but am sick of hector!!!
One thing about Override was the fact that turrets took up both a fixed gun and turret slot, so you couldn't load up on as many primary weapons. There were a couple plugins for EVO that reversed this change, but it isn't a bug with this conversion.
That pilot file is probably gone because there aren't Override equivalents to things you had in Nova, so the game didn't know what to do with it.
The turrets didn't only take up both slots, some of the cannons and guns did the same thing too in the original Override. Yes there was a Nova plug-in extra as part of the Cold Fusion packaged called "Turrets is Turrets"
Yea there's that too, but I meant turret "fixes" for the original EVO. I remember more than a few of those.
As for feedback, the simultaneous firing of Blaze Turrets results in a volley effect, so the rapid-fire sound effect is lost, but that's better than having a useless extra turret.
NVM, I thought I'd taken out all of the plugins.
This post has been edited by Coraxus : 23 July 2007 - 03:53 PM
@angel-0a, on Jul 23 2007, 03:55 PM, said in EV Override for Nova released!:
Yup, the patch just modifies the base data, the 'Fixes' can be reapplied later in the proper 1.0.3 release.
Good good, so you're fine with how fast combat and everything goes in crescent space?
@angel-0a, on Jul 24 2007, 08:25 AM, said in EV Override for Nova released!:
That's what I wanted to hear :). One odd thing I noticed after making them simultaneous, the AI don't seem to fire their weapons as fast as the player can.
I think the slower rate of fire might have to do with how the AI doesn't have a lead foot on its weapons fire. Same thing goes with Zidagar and phased disruption beams, unlike a player, the AI only fires when it has a direct lock on its target, which isn't very often considering how much "ramming" goes on.
Something that doesn't have to do with this patch in particular is that UE Destroyers lose in toe-to-toe battles with Voinian Frigates, which I don't remember happening in the original. I thought you might have "corrected" Neutron Turrets to fire twice as fast as the regular Neutron Cannon, but it's not that.
And if by fine with combat in the Crescent you mean scared of Azdara swarms again, yes.
Well I noticed the slower rate of fire when I, with 3 Blaze Turrets, took on a UE Destroyer at close range. So he was constantly firing Blaze at me but at a slower rate than I could fire Blaze at him.
And yeah, I have noticed that Destroyers seem to be losing against Frigates. I have a possible explanation for this: EV/O granted AI ships about 75% more ammunition than stock. Nova doesn't. In a 1-1 fight, Destroyer vs Frigate, the Destroyer will easily use up all of its 5 Rockets and 5 Hunter Missiles well before the fight is over while the Frigate still has Rockets coming out of its ears. The 3 extra Rockets and Hunter Missiles that an AI Destroyer had in the original game could well have been the difference between winning and losing. The only way to make up for this in Nova would be to make ships come with extra ammo as stock but I'm not really keen on doing that.
Now there's one more problem with increasing the game speed to 1.5x that I keep meaning to mention: Ships can only turn in multiples of 30°/second. This is bad news for ships which previously turned at 30°/second because I can't set their turn rate to 45° - they're still stuck at 30° while other ships get a 50% boost.
In terms of the destroyer vs. frigate, doesn't the strength field and combat odds get taken in to account as well? Because as far as I can tell, every UE warship gets defeated by their counterparts, only the UE Cruiser can take on any Voinian warship (except the dreadnought of course) on a single 1 on 1 combat.
I was under the impression those Strength fields were just arbitrarily assigned values. A Voinian Supply Ship has almost the same "strength" as an Igazra.
The extra AI ammo thing is news to me, and probably does explain what's happening with those Destroyers.
I'll look at some Blaze Turrets again, I figured it would be difficult to gauge with the rockets and missiles being used by the AI.
Edit: After removing all secondary weapons, I dueled a couple Destroyers: It looks like you're right, the AI seems to fire at about 75% of the speed of the player (or do that much damage).
I also tried testing 15Ëš increments, why bother displaying those values if it's not being registered?
This post has been edited by Angel/0A : 25 July 2007 - 03:45 AM
As far as the EV/O ports go, the strength simply determines how many kills you get from destroying that ship. It's been set to crew*5, which supposedly means you get the same number of kills from the ship as you did in the original game. The combat odds have all been set to 32767 since EV/O didn't have any such feature.
@angel-0a, on Jul 25 2007, 07:46 AM, said in EV Override for Nova released!:
Edit: After removing all secondary weapons, I dueled a couple Destroyers: <snip> It looks like you're right, the AI seems to fire at about 75% of the speed of the player (or do that much damage).
Hm, it is strange. I thought it might have to do with strict play (what with the player getting a 50% speed boost on non-strict play) but from my observation (no damage tests or anything) enabling strict play didn't change anything.
I also tried testing 15° increments, why bother displaying those values if it's not being registered?
Bug. Forgot some piece of code after upgrading the turn system from EV/O. I dunno, but it's rather disappointing whatever the reason. The good news is they do stack up, so if your ship is supposed to turn at 45° and you buy a 45° upgrade then you do end up turning at 90°. Of course, if your ship turns at 60° and you buy a 45° upgrade then you also only end up turning at 90°.
Btw, I'm sure you realise this but just in case: Facelift isn't compatible with the patch
This post has been edited by Guy : 25 July 2007 - 04:46 AM
@guy, on Jul 25 2007, 05:26 AM, said in EV Override for Nova released!:
Aww...
That's one thing that bugged me about EVO, the graininess of the sprites. Facelift makes everything smooth and glowy. How does the game handle multiple plugins that contain/alter the same resource anyway?
It just loads the plug-ins in alphabetical order, and uses the resources it loads last when there is a conflict.