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I have been amusing myself porting various EV Classic and Override plugins to work in Nova, and I have run into a problem, and a question. Any info would be appreciated.
First, the problem. A mission requires me to go to a system and destroy the special ships (i.e. Blockade Mines). When I jump in to the system, I see the ships only long enough to watch them self-destruct! Is there some flag that has to be set in the dude or misn that will get them to hold still long enough to be shot at?
And the question. Does the tech level or special tech in the spob resource serve any purpose or have any effect if the spob only has a bar or commodity center. There is no shipyard or outfitter.
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Originally posted by JohnnyAndrews: **I have been amusing myself porting various EV Classic and Override plugins to work in Nova, and I have run into a problem, and a question. Any info would be appreciated.
First, the problem. A mission requires me to go to a system and destroy the special ships (i.e. Blockade Mines). When I jump in to the system, I see the ships only long enough to watch them self-destruct! Is there some flag that has to be set in the dude or misn that will get them to hold still long enough to be shot at?**
Make sure the ships haven't been given a negative recharge rate for shields or armour. That might do bad things. Are there any other ship in system that might try to destroy them?
Not that I'm aware of.
------------------ (url="http://"http://homepage.mac.com/jonathanboyd/evn/index.html")Classic4Nova plug-in(/url)
Actually, there's a small one: the default tribute given by a planet is techlevel*1000 (it was always that in EV(O), can be overrided in EVN).
As for the first problem, your mines have a problem. They must suffer from depression. Improve their living conditions.
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Originally posted by Zacha Pedro: Actually, there's a small one: the default tribute given by a planet is techlevel*1000 (it was always that in EV(O), can be overrided in EVN).
It can? How?
Originally posted by Zacha Pedro: As for the first problem, your mines have a problem. They must suffer from depression. Improve their living conditions.
Lol, so true.
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Originally posted by JohnnyAndrews: **And the question. Does the tech level or special tech in the spob resource serve any purpose or have any effect if the spob only has a bar or commodity center. There is no shipyard or outfitter.
**
Boyd evidently isn't aware that tech levels affect which escorts you can hire in bars.
Anyways, in EVN the tribute thing can be overridden using the "Tribute" field in the spöb resource.
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Ok, these are mines, right? So they probably have a weapon called "self destruct" or whatever, which is meant to inflict damage on the player from close range. Perhaps they're using stand-off tactics, for some reason, meaning that they fire their weapons from long range, causing them to blow up.
Originally posted by Phyvo: Boyd evidently isn't aware that tech levels affect which escorts you can hire in bars.
Doh. I never hire escorts, so I guess it slipped my mind. Good thing I'm not the only one here!
No negatives that I can see. Below are the specifications for the shďp, düde, wëap, and oütf. The mission specifies
ShipCount ShipSyst ShipDude ShipGoal ShipBehav ShipNameID ShipStart 8 1151 473 0 -1 -1 0
so they should sit there and wait to be killed, or shoot back when I start shooting at them. Instead they explode as soon as I enter the system.
There is also an earlier mission where some should appear when I leave the planet, and I am supposed to destroy them before re-landing. Those also apppear only to immediately explode. In both missions, I get the OnSuccess text after landing at my destination.
I checked the PilotLog, and b1000 is definitely on.
Type shďp ID 461 Name Blockade Mine File KalarB5 S1 holds 5 Shield 600 Accel 1 Speed 1 Maneuver 60 Fuel 0 freeMass 20 Armor 0 ShieldRege 30 WType_1 -1 WType_2 -1 WType_3 -1 WType_4 334 WCount_1 0 WCount_2 0 WCount_3 0 WCount_4 2 Ammo_1 0 Ammo_2 0 Ammo_3 0 Ammo_4 0 MaxGun 2 MaxTur 2 TechLevel 260 Cost 20012000 DeathDelay 20 ArmorRech 0 Explode1 4 Explode2 5 DispWeight 50 Mass 100 Length 12 InherentAI 3 Crew 0 Strength 20 InherentGo -1 Flags 0x0118 PodCount 0 DefaultIte -1 DefaultIte -1 DefaultIte -1 DefaultIte -1 ItemCount_ 0 ItemCount_ 0 ItemCount_ 0 ItemCount_ 0 FuelRegen 0 SkillVar -1 Flags2 0x0000 Contributes0 0x00000000 Contributes1 0x00000000 Availability b1000 AppearOn OnPurchase Deionize 1 IonizeMax 500 KeyCarried 0 DefaultIte -1 DefaultIte -1 DefaultIte -1 DefaultIte -1 ItemCount2 0 ItemCount2 0 ItemCount2 0 ItemCount2 0 Require0 0x00000000 Require1 0x00000000 BuyRandom 100 HireRandom 0 OnCapture OnRetire ShortName Blockade Mine CommName Mine LongName Centauri Blockade Mine MovieFile WType2_1 -1 WType2_2 -1 WType2_3 -1 WType2_4 -1 WCount2_1 0 WCount2_2 0 WCount2_3 0 WCount2_4 0 Ammo2_1 0 Ammo2_2 0 Ammo2_3 0 Ammo2_4 0 SubTitle Babylon5 Flags3 0x0300 UpgradeTo -1 EscUpgrdCo 0 EscSellVal 0 EscortType -1 EOR
Type düde ID 473 Name Blockade Mines File KalarB5 D3 AIType 3 Govt 252 Booty 0 InfoTypes 0 ShipTypes1 461 ShipTypes2 461 ShipTypes3 461 ShipTypes4 461 ShipTypes5 -1 ShipTypes6 -1 ShipTypes7 -1 ShipTypes8 -1 ShipTypes9 -1 ShipTypes1 -1 ShipTypes1 -1 ShipTypes1 -1 ShipTypes1 -1 ShipTypes1 -1 ShipTypes1 -1 ShipTypes1 -1 Probs1 25 Probs2 25 Probs3 25 Probs4 25 Probs5 0 Probs6 0 Probs7 0 Probs8 0 Probs9 0 Probs10 0 Probs11 0 Probs12 0 Probs13 0 Probs14 0 Probs15 0 Probs16 0 EOR
Type wëap ID 334 Name Energy Mine File KalarB5 D3 Reload 60 Count 270 MassDmg 2500 EnergyDmg 2500 Guidance 7 Speed 600 AmmoType -1300 Graphic 8 Inaccuracy 1 Sound 27 Impact 150 ExplodType 2 ProxRadius 50 BlastRadiu 250 Flags 0x0042 Seeker 0 SmokeSet 0 Decay 0 Particles 0 PartVel 0 PartLifeMi 0 PartLifeMa 0 PartColor #000000 BeamLength 0 BeamWidth 0 Falloff 0 BeamColor #000000 CoronaColo #000000 SubCount 0 SubType -1 SubTheta 0 SubLimit 0 ProxSafety 0 Flags2 0x0000 Ionization 0 HitParticl 9 HitPartLif 9 HitPartVel 800 HitPartCol #FFBF00 Recoil 0 ExitType 0 BurstCount 0 BurstReloa 0 JamVuln1 0 JamVuln2 0 JamVuln3 0 JamVuln4 0 Flags3 0x0000 Durability 0 GuidedTurn 0 MaxAmmo 0 LiDensity 0 LiAmplitud 0 IonizeColo #000000 EOR
Type oütf ID 478 Name Energy Mine File KalarB5 D1 DispWeight 50 Mass 0 TechLevel 260 ModType 1 ModVal 334 Max 999 Flags 0x4100 Cost 10000000 ModType2 -1 ModVal2 0 ModType3 -1 ModVal3 0 ModType4 -1 ModVal4 0 Contribute 0x00000000 Contribute 0x00000000 Require0 0x00000000 Require1 0x00000000 Availability b1000 OnPurchase OnSell ShortName Energy Mine LCName energy mine LCPlural energy mines ItemClass 0 ScanMask 0x0000 BuyRandom 0 RequireGov 127 EOR
Originally posted by JohnnyAndrews: **Type shďp ID 461 Name Blockade Mine (...) Armor 0 **
Try changing this to 1. I suspect it may be the source of your troubles.
Jonathan,
You were right. Thank you.
Apparently dudes have to have armor to stick around long enough to be killed. This affected several other dudes as well.
Hrm. By any chance were you using my converter (included with EVONE)? I am very sure I had this fix automatically done. But yeah, armor needs to be at least 1 in Nova, in EV/O, 0 was acceptable.
~ SP
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(This message has been edited by SpacePirate (edited 07-13-2004).)
SpacePirate,
I have EVONE and EVNEW, but I have never got around to exploring them. I just use ConText and ResStore, and ResEdit.
I have also run into another oddity. I tried moving the hypergates into the next available slot in the system (i.e. Nav3, Nav4, whatever) so they would be selectable with the command keys. But when I did this, the hypergates, although they are visible when you are in the system, aren't listed as part of the system when you select the system on the map display???
Did you make it "inhabited"? Stellars that aren't inhabited don't show up in the ports section of the map display... That's my only idea...
(This message has been edited by Phyvo (edited 07-14-2004).)