dudes in Nova, tech levels

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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Quote

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?

Quote

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.

Not that I'm aware of.

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(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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Quote

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?

Quote

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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Quote

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.

Quote

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!

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(url="http://"http://homepage.mac.com/jonathanboyd/evn/index.html")Classic4Nova plug-in(/url)

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 •

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Quote

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.

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(url="http://"http://homepage.mac.com/jonathanboyd/evn/index.html")Classic4Nova plug-in(/url)

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.

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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???

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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...

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(This message has been edited by Phyvo (edited 07-14-2004).)