Undocumented EVO to EVN differences

#16: Shield Recharge values are calculated differently.

To convert from EV values to EVN values, use this equation:

( ( EV Shields / 100 ) / EV ShieldRe ) * 1000 = EVN Shield Recharge

#17: Shipyard thumbnail images generated by automatically scaling down full size, rather than being stored separately.

#18: No separate image for Hail Ship dialog.

Possible workaround: assign a .mov containing a still frame of the appropriate size as the shipyard movie, and leave the hail image in as a PICT. This will not apply to the shipyard thumbnails, however, due to #17.

#19: In EV, in-game shield values are calculated by dividing the ResEdit value by 10. For very well shielded ships, however, If the ResEdit value is specified with a negative number this will only be divided by 2.

This is unnecessary in EVN since the Shield field supports larger integers.

Quote

Originally posted by Martin Turner:
#1 For example, I have noticed that the overall ship speed is slower in EVN compared to the same figures in EVO.

I'm not sure if anyone has an actual value for this.

Although I do not, the EV ports used a 2x multiplier for speed and acceleration which, I find, works well enough.

-reg

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(This message has been edited by Regulus (edited 10-16-2003).)

Quote

Originally posted by seant:
EDIT:I just realized that doing this would mean the 'flares' could be controlled in the same way as escorts. Not really a good solution, I guess.)

Well, it would be akward, yes, but it doesn't really matter. You could tell it to come back and it'd ignore you. Tell it to lock on a new target? Ignored. Command it to hold position? Already done it.

On the good side, they'd travel with you from system to system. Not realistic, but hey, some creatove writing could get around all this. Plus it's kinda cool to have them follow you.

You'd have to make a unique boom resource, though. Big explosions won't look all that great for a flare. 🙂

Any questionable solution can be handled with clever writing.

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#20: AI ships no longer have a fuel/energy limit to fuel/energy draining weapons -- in EV it was 100 units, and I think it may have been the same in EVO. (actually, credit goes to Stoffe on this one)

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Mike Lee (Firebird)
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Quote

Originally posted by Firebird:
**#20: AI ships no longer have a fuel/energy limit to fuel/energy draining weapons -- in EV it was 100 units, and I think it may have been the same in EVO. (actually, credit goes to Stoffe on this one)

**

I always wonder why that limit was put in in the first place - it makes no sense whatsoever 🙂

Seeing the Zidaras in EVO using their main weapon for about five seconds before abandoning it in favour of their rather sparse phase turrets was always baffling.

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Quote

Originally posted by Mazca:
**I always wonder why that limit was put in in the first place - it makes no sense whatsoever:)

Seeing the Zidaras in EVO using their main weapon for about five seconds before abandoning it in favour of their rather sparse phase turrets was always baffling.

**

I guess it might be because the old engine never kept track of fuel consumption -- sometimes you'll disable a ship just about to make a hyperjump, and upon boarding it discover that it only had 50 fuel or something.

But yeah, 100 units was way too small, even for the particle beam-capable frigates in EV classic.

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Mike Lee (Firebird)
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Quote

Originally posted by seant:
Anyway, I think one could simulate the decoy flares by making carried 'ships' and a launcher bay. If the ships had 0 speed and lacked jamming abilities, I'd think homing weapons would go toward them (kinda like how astroids screw them up).

No, because once a homing weapon is locked on a ship, it only goes for that ship (or asteroids if that flag has been checked).

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#21 The obvious one - Nova won't run with plugins unless it's registered

This fact is perhaps less well known than it should be — certainly if someone is thinking of putting up a 48MB plugin, they might want people to really understand that it would be a waste of time downloading if Nova was unregistered.

Also, I would expect to receive lots of 'Your plugin doesn't work' emails from people who hadn't registered.

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Hi Martin

These differences are from a player's perspective.

In EVO and EV a recently captured Escort (or Escorts) could follow your ship while your other escorts were on 'hold'. This is the only control a player has over which ships 'defend'.

In EV and EVO the player could accept and then cancel a mission while landed, in order to bring up a completely new set of missions on offer, thereby making available more suitable/profitable missions.

Recently disabled pirates are finished off in EVN, however in EV and EVO the player could disable enemy ships such as pirates and they would remain untouched by new 'police/allied' vessels. This was extremely useful in EV and EVO as the player could create a safety buffer by having enough disabled ships present in the system to fill the system/engine allocation. While your armor and shields regenerated you could plunder undisturbed by further pirates.
The player could always leave an unboarded disabled ship which was then available for harvesting of fuel, after the playerhas taken a newly captured ship as his/her own ship.
Essential in isolated areas as the fuel on board your captured ship may be very low and your Meizner fuel scoop is of course not transferred to your captured ship.

Enemy ships open fire with their Primary Weapons earlier and also at greater distance in EVN compared to those in EV an EVO.
This makes the Monty Python more difficult.
It also affects the balance between AI controlled ships as powerful Primary Weapons are more effective.

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