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I have currently started on Discovery. The work is very slow and I'm only working on ye olde crappy land EVO 1.0.2, but I found out a solution to my VisBit problem:
(Using EVO as an example)
There's a plugin for the UE story line. There is two endings; one where Earth gets captured by the Voinians, one where it stays the same but a message comes up saying 'Earth is free from Voinian threat' (say).
The failed mission (Voinians win) bit is 500. The second fail bit is 499. The system 'Sol', the unchanged one is set to disapear at bit 499. The Voinian captured one appears at bit 500.
The success mission (Earth is freed) sets the bits 499 and 501. The new 'liberated' Earth appears at bit 501. So, you see, it is possible to have several systems all in one, changing round.
This is how I would do it in EVO. Is there an easier way to do it in EVN?
Also, Discovery is turning out nicely. I have a 112 page manuscript on the story ( TOP SECRET ) in full. If/when I do finally make it for EVN, I will release the script. It contains EVERY aspect of EACH of the 14 governments, including physical looks, behaviour, government types, voting systems, why they hate/like certain others, minorities ect.
Need graphics though. Not yet, not until I get Nova. But I will need them sometime.
--gav
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Quote
Originally posted by pistgavin: **Is there an easier way to do it in EVN? **
No, it's just that EVN has a lot more bits available for the developer.
Matrix
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Well, the standard (beginning of game) Earth should be not visible when either b499 is set (visibility = !b499). Voinian Earth should be visible when b499 is set (OnFail = b499 b500, visibility = b500). Non-Voinian Earth should be visible when b501 is set (OnSuccess = b499 b501, visibility = b501).
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Or, you could discard b499 and set the visibility for the old Sol to "!b500 & !b501".
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