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mcb
------------------ Matt Burch (url="http://"mailto:mburch@ambrosiasw.com")mailto:mburch@ambrosiasw.com(/url)mburch@ambrosiasw.com
Quote
Originally posted by mburch: **Enjoy: http://www.AmbrosiaS...TML/000007.html
**
Totally cool , but the banking ships will make it very hard for plug designers :frown:
------------------ R & R software
Originally posted by Rodger: **Totally cool , but the banking ships will make it very hard for plug designers :frown:
It's optional. Not all ships have to (or should) have it. ditto with the glows, running lights, etc.
------------------ Andrew Welch / el Presidente / Ambrosia Software, Inc.
------------------
Originally posted by Joseph Strife: *** increased max number of mission bits
Yeah, we knew people would ask this question. I won't answer it, though, because we haven't necessarily written them in stone. I will say that you can have over 10,000 mission bits (no, that isn't a typo).
*** increased max number of mission bits
IMHO the constants below also need increasing badly.
MaxShipClasses 64 MaxWeaponTypes 64 MaxShotsOnScreen 128 MaxNebulae 4
Also upping the number of spšbs in a system would be cool.
------------------ Durandal 7400
My perpetually unfinished* EV plugin: (url="http://"http://personal.vineyard.net/ablakesl/")UFP(/url) *maybe not anymore after EV3 is out
(This message has been edited by Durandal 7400 (edited 08-31-2000).)
(This message has been edited by Durandal 7400 (edited 09-02-2000).)
For anyone not bothered going to the progress page here's the complete text with my annotations.
Completed features/changes/additions as of 1-September-2000:
If any of my descriptions are wrong then feel free to elaborate further.
------------------ (url="http://"http://celticstarbase.tsx.org")http://celticstarbase.tsx.org(/url) (url="http://"mailto:celticstarbase@esatclear.ie")mailto:celticstarbase@esatclear.ie(/url)celticstarbase@esatclear.ie
MaxSimultaneousMissions 8
It was upped. Though I agree with you on the others, spobs and nebula's shouldn't be too hard, you don't have to be able to land on all the spobs, just have them there for effect. Number of weapons and ships needs to go up yeah, and definently max number of shots on the screen needs to go up into the thousands
Chamrin
(quote)Originally posted by Chamrin: **
My perpetually unfinished* EV plugin: (url="http://"http://personal.vineyard.net/ablakesl/")UFP(/url) *maybe not anymore after EV3 is out **
Drdundle,
Anyway, Since there seems to be banking and ship effects, ie the manticores spinning, can you have ships that do both? It would require an insanely high number of frames though, to bank and have it spin at the same time.
S.a.S
------------------ Hip Hop Recomendation of the week: People Under the Stairs - The Next Step
(url="http://"http://www.AmbrosiaSW.com/cgi-bin/ubb/newsdisplay.cgi?action=topics&number;=20&forum;=*EV/EVO+chronicles&DaysPrune;=25&article;=000024&startpoint;=")The Tides of War(/url)
It wouldn't really take an insane number of ship sprites. The best way to do it would be to have the normal set of ship sprites, and then all you need is 2 more sets, one for banking port, and one for satrboard. That's not too hard. Plug-in developers shouldn't have too much of a problem with it, just render the ships you already have, but tilt them so they are banked when they spin...Simple :eek:
------------------ Kberg
We are the Borg.
Lower your shields and surrender your builds.
We will add your networkable and technologicaly distinctive game to our own collection.
Your builds will adapt to service us.
RESISTANCE IS FUTILE.
This all kicks ass, but what does the "Immobile ships for ground attack" thing mean?
<B>* AI ships consider the odds before attacking </B>
Eshay! This is going to rule. Also the thing about moving parts, um, will you put in optional moving turrets?
Also, is basking like strafing? Will there be retro-rockets?
One asthetic thing, when you doninate a planet, the guys sorta come out in a weird way, they should fly right for you, and come out at intervals, bang bang bang bang, one after the other.
Keep it up, you guys rule...
------------------ "How can I make it go faster?" -Me-
"Just bung a couple more engines on the back" -Them-
It means that stuff will be firing at you from the planet and you have to use a special weapon against it because the normal ones won't work.
Ten thousand mission bits????
Holy jumping jesus on a pogostick!
(raises a beer to Ambrosia)
------------------ When I am working on a problem I never think about beauty. I only think about how to solve the problem. But when I have finished, if the solution is not beautiful, I know it is wrong. - Buckminster Fuller (1895-1983)
They'll never use them all, don't worry.
Nah, not worried... HAPPY.
That's a lot of room to muck around in.
Originally posted by Durandal 7400: ** IMHO the constants below also need increasing badly.
MaxShipClasses 64 MaxWeaponTypes 64 MaxShotsOnScreen 128 MaxNebulae 4 **
MaxShipClasses should be increased to at least 512 or 1024. (why not?)
MaxWeaponTypes should be increased to at least 512 or 1024.
MaxShotsOnScreen should be increased to 2048 or 4096 to allow for more versatiliyy in the kind of effects plugin developers can make, with extremely small shots. For example, a weapon that shoots 1x1 pixel bolts with a reload of 1 and a speed of 1000 to emulate a beam with a set speed instead of infinite speed.
MaxNebulae should be at least 128. Why not? It gives more options for plugin developers and won't slow down the game at all.
MaxOutfits should be more like 2048. Why not? It allows loads of expandiblity. People with small amounts of ram wouldn't be able to play the really big plugs, but if you don't increase the max there won't be any really big plugs.
------------------ -Yoda
Doees this mean you can have a pilotable ship act as an escape pod for a larger ship? Kind of like the saucer section separating from the Enterprise-D on Star Trek: The Next Generation? That would be really, really cool.
If your big capital ship gets destroyed, you could eject in some kind of quick light capital ship (like the saucer section of the enterprise) and still kick ass. Then when that gets destroyed, you eject in some kind of little quick fighter (like the captain's yacht on the saucer section of the Enterprise-D). Then when that gets destroyed, you could eject in a standard escape pod on autopilot. That's going to be really, really cool for plugin developers.
Please tell me that's what His Burchness meant...
I seem to remember hearing something to the effect that if your ship is destroyed you can escape in a carried ship (ie if you are in a Kestrel, you can escape in a Lightning) That's what I thought was meant by it. And yes what this means is you can make a suacer section thing, I believe Matt may have already done one as a test.
I'm predicting an all new form of cheating to result from this, Shuttles that carry large ships. Take off from the start system and self destruct, all of a sudden you've got a capital ship that you "magically" stored in your Shuttle's hull. Null space pockets ought to explain it. :rolleyes:
------------------ "Competition is a good thing, Darwin thought highly of it." -Robert Heinlein, Door Into Summer
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