EV3 progress log updates

Quote

Originally posted by mburch:
**Enjoy:
http://www.AmbrosiaS...TML/000007.html

mcb

**

Totally cool 🆒,
but the banking ships will make it very hard for plug designers :frown:

------------------
R & R software

Quote

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.

  • increased max number of mission bits
  • increased max number of outfit items
  • increased max number of fleets
  • increased max number of governments
  • increased max number of dude resources
  • increased max number of missions
  • increased max number of simultaneous missions
  • increased max number of ships in a system
  • increased max size of desc resources
    When you say all of this, how much did u increase the number. oh, and one more idea can you think about. For bigger ships, can you make bigger escape pod and smaller ships make smaller escape because when your ship explodes, your crew is going to want to get out too. Well, it just can idea.

------------------

Quote

Originally posted by Joseph Strife:
*** increased max number of mission bits

  • increased max number of outfit items
  • increased max number of fleets
  • increased max number of governments
  • increased max number of dude resources
  • increased max number of missions
  • increased max number of simultaneous missions
  • increased max number of ships in a system
  • increased max size of desc resources
    When you say all of this, how much did u increase the number.
    **

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).

------------------
Andrew Welch / el Presidente / Ambrosia Software, Inc.

*** increased max number of mission bits

  • increased max number of outfit items
  • increased max number of fleets
  • increased max number of governments
  • increased max number of dude resources
  • increased max number of missions
  • increased max number of simultaneous missions
  • increased max number of ships in a system
  • increased max size of desc resources**

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:

  • replaced old graphics engine with new system capable of 16-bit color and translucency effects
  • replaced all uses of mission bits with new mission bit scripting system
  • game can optionally be run in a window and allow background event processing (you can do other stuff when your wating fo your ship to refuel)
  • increased max number of mission bits
  • increased max number of outfit items
  • increased max number of fleets
  • increased max number of governments
  • increased max number of dude resources
  • increased max number of missions
  • increased max number of simultaneous missions
  • increased max number of ships in a system
  • increased max size of desc resources
  • weapon particle effects
  • weapon submunitions (multiple other weapons coming out of a weapon)
  • weapon ionization effects
  • immobile ships, for ground-attack missions (huh?)
  • up to four ModTypes per outfit item
  • game speed is automatically adjusted to remain constant on all systems (the game won't be any faster on your MPG4 than on your G3 by default unless you make it so)
  • one spob can exist in multiple colocated systs
  • restructured govt-resource ally/enemy relationships
  • added Contribute/Require field pairs to misn, ship, and outf resources
  • missions can be offered from anywhere in the spaceport (you have to check the shipyard, commodity exchange and outfitters for missions as well as the bar and mission computer)
  • missions can advance the game clock (when you get a mission you can somehow leap forward in time)
  • better beam graphics (thankfully)
  • outfit items can alter the max number of another item(you can get an outfit that lets you carry 2000 javelin rockets instead of just 1000)
  • each system can have its own unique background color
  • murky-system graphical effect
  • AI ships can fire guns at long range, if possible (I think this means an end to the Monty Python)
  • AI ships are smarter about weapon selection
  • AI ships consider the odds before attacking (a Pirate Defender won't take on a Rebel Cruiser)
  • shipyard/outfitter icons are created on the fly (I think this means that they don't have to include the 32x32 pics for the shipyard and outfitters)
  • added big preview pict in shipyard info dialog( I think this means instead of seeing a 100x100 pic of a ship you see ones the size that Andrew posted, not sure about this one)
  • added optional still pictures to mission briefings
  • animated stellar objects (the planets spin!)
  • banking-ship graphics (ships tilt to the side when they make a sharp turn)
  • animated parts on ships (alternating, cycling, or folding/unfolding) (the middle of the ship can continuosly spin, even if the ship is stationary)
  • ship engine glows
  • ship running lights
  • more default outfit items per ship (not limited to four like in EVO e.g. Fuelscoop, autorefueler, speed upgarde and thrust upgrade but now you can also have a RCM upgrade and a few others as well))
  • escape ships (different escape pods for each ship?)
  • added optional bar pictures (picture of bar signs, inside of the bar etc.)
  • new outfit modtype allows modification of effective system murkiness
  • changed ScanGovt to a bitmask type field and added corresponding field in govt
  • fleets can display a message when arriving in a system
  • allowed for planet-type ships that can only be hit by special weapons (interesting, assuming this means what I think it means)

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

  • increased max number of simultaneous missions

IMHO the constants below also need increasing badly.

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:
**

  • increased max number of simultaneous missions

IMHO the constants below also need increasing badly.

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 🙂

------------------
Durandal 7400

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.

Chamrin

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.

------------------
(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

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.

------------------
(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

Nah, not worried... HAPPY.

That's a lot of room to muck around in.

Quote

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

  • escape ships

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... 🙂

🙂

------------------
-Yoda

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

(url="http://"http://boards.gamers.com/messages/overview.asp?name=jivesboard")Official Resistance Webboard(/url)

Channel #EV3 now open on EFNet, give us a visit.