1.0.2 :)

EV hyperjumping is not realspace faster-than-light travel; that's impossible. EV hyperjumping is a dimensional transit - warping regular space to form an entry into hyperspace, then zipping throught the rift.

Of course, EV isn't much for accurate physics - there's no scale for speed, planets are too small and too close together - it's fine as it is, though Ares/Swoop-style parallax scrolling would be great (some stars move more slowly than others).

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"Be quiet. I'm inspiring you."
-my Spanish teacher

for the record, the stars are 18 pixel sprites if i'm not mistaken. notice how when one moves off the screen another one appears at the other side? like objects in malestrom.
seen that weird looking 1
8 sprite in the EV Graphics file? that's it πŸ˜‰

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"what do you call a boomerang that don't come back?"
"a stick."

(url="http://"http://209.67.19.99/~da_mac/orion/")()rion Productions(/url)
~ Robin ( (url="http://"mailto:funky_cheeze@usa.net")mailto:funky_cheeze@usa.net(/url)funky_cheeze@usa.net

Here's my list of things that I think should be added to EVO 1.02.
-make the cost of fuel editable, so you can set the highest price, and then the higher a planet's tech level is, the cheaper fuel is, say like 5% cheaper per tech level.
-picture support in missions, or can this already be done with a quicktime movie with only 1 frame?
-fix the smug penalty in the governments box. (currently if its set to anything, then government will attack you if you are carrying any cargo or is this how its supposed to be?)
-visbits for nebulas also more nebula's.
-A change system function in mission resource. So you can have it move you to a new system upon completing a mission. Heres how it should work, when you land on the Return stellar, you are instantly transported to a new steller before the mission dialog comes up saying you have completed the mission. Could be very useful with visbits, and as well as just saying the player got thrown across the galaxy.
-A change time function, have several years pass, not the big of a deal really.
-ship upkeep cost, set in each ship resource, plug designers should probably keep this low, but makes game more challenging.

Other people's ideas that are cool.
-allowing you to get paid with a negative number, allows players to pay for other peoples services, get robbed etc...
-That scrolling star idea.
-I think someone mentioned this, allowing missions to take away a outfit, even if it was not given in that mission.
-visbits for fleets

I already told him about these (he said they were good ideas), but here they are again. Just so you know who thought of them. πŸ˜‰
-In the dude resource make it so if you set the AI type to 0, then all the ships in the dude resource would use their standard AI type, allowing you to have fighters and cruisers and traders all in the same dude resource. Making it much easier to set up things in a system.
-He already added this, but the availshiptype, that lets you specify a mission to be available only to a person if they have a certain ship, like say only offered to those who have a bulk freighter, or a certain AI type, like for all wimpy trader AI's (AI type 1).

Chamrin

one thing i've always wondered is whether evo can be modified so that you can own more than one ship, keeping the unused one(s) stashed somewhere. my strategies for fighting strands and voinians require different ships, not to mention dominating planets. also, it would be nice to grab a shuttle to do urgent mission without having to scrap my heavy freighter. i suppose a rental fee, similar to that for escorts, would make sense as well.

Hold on... Matt Burch lists an AvailShipType flag. Does that mean that mission can be set so that they're offered only by a certain kind of ship? That would be very nice!

Bubbles

(This message has been edited by Bubbles (edited 03-31-2000).)

Err... by the way, where is Matt Burch at the moment? He dosn't seem to be saying very much at the moment...

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Hornet
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"Time can be considered as the 4th dimension. It can be streched, squeezed and manipulated like matter." --- Roger Hawkings

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Bubbles wrote:
**Hold on... Matt Burch lists an AvailShipType flag. Does that mean that mission can be set so that they're offered only by a certain kind of ship? That would be very nice!
**

Missions relying on ships -- whoa, nice!! πŸ™‚

J~

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=-=-=-=-=-=-=-=-=-=-=-=-=-=
http://jonpearse.cjb.net
jon@jonpearse.cjb.net
AIM: JonPearse1 / HEGildor

- A life -- cool, where can I download one of those

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ShadeOfBlue wrote:
**Hey Matt, the AI sounds great, but I have one thing to ask. Could you change it back to where a gun only takes up a gun slot and a turret only takes up a turret spot? I don't think it's that hard of a change plus a lot of people have been complaining about it. And with that spiffy new AI, were going to need those extra slots.:)
**

If I recall correctly, this issue is solevable by editing the wΓ«ap or the ΓΆutfit resource. One of the two has a string box contining a unch of different info, one of which is what slots it takes up. Theortically, you could make a plug-in that makes all turrets ONLY take one turret slot, and all cannons take cannon slots.

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Zitchas

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And the stars are made from a little PICT resource that's basically a two-tone line- gray and lighter gray. You could make green stars by changing that little thing.

Actually, you can change that pict to whatever size you want, you could have the stars look like Elvis if you want. There's actually a plugin that makes the stars slightly bigger and colorful.

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We come in peace, shoot to kill, shoot to kill, shoot to kill...

For the record, the AvailShipType field is used to make it so that certain missions are only offered to certain ships (not by, as someone mentioned above, you already can do that with pers ships, etc.). Aside from the obvious (eg. cargo missions only for trading vessels, raiding missions for warships, missions for a certain government only for ships of that government, luxury cruises for liners, etc.) there are a few other possiblities - for example, end one mission by telling the player in the description that they have to capture a certain ship type (one that is normally unavailable to them by other means) and take it to a certain planet. At this planet, there would be a mission available which the player can only get if they are flying the captured ship type - thus you make it seem to the player as though they have just done a mission to capture and deliver a ship somewhere.

I don't plan to implement AvailShipType in Override itself, as it would confuse long-time players to make missions unavailable depending on your ship class, and this might lead to problems, pseudo-bug reports, etc. - but it is a very handy feature.

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... you wonder if their eating of the eels isn't a little too overt ...

Whoever said that the lines idea was a bad one assumed that I got the idea from star trek. Well, you're stupid for thinking that. πŸ˜‰ You didn't read a word of what I wrote. I said that it would help make the motion of the stars more apparent. Computer games do not have infinite frames per second. When you jump out of a system in EVO, you will notice that after enough speed picks up it looks pretty crappy with little dots blinking on and off everywhere. Faint gray lines (not multicolored lines like in star trek, star wars, or pokemon) would make it easier to see where the star is.

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Hornet wrote:
**Err... by the way, where is Matt Burch at the moment? He dosn't seem to be saying very much at the moment...
**

Matt sometimes comes around #ev on efnet, if however you wish to talk to him and you come, don't be like, "OH ITS MATT BURCH THE GOD OF ALL" cause he hates that, just act normal, and give everyone respect. And you'll fit in. That means don't act like a Moron.

Sorry if I sound a little harsh. πŸ˜‰

Chamrin

(This message has been edited by Chamrin (edited 03-31-2000).)

Ooh! Ooh! I've got an idea! Well, actually several, but bare with me here.

-Allow for in-game music
-Weapons that actually detonate when they reach the end of their range (i.e.: A rocket reaches it's max range, a explodes, damaging everything near by.)
-Allow for shield effects
-Fuel trails from ships would be awesome.
-Two words: Muzzle Flashes
-Parallax scrolling would be great
-Have projectile weapons be targetable (i.e.: If Big Bad Missile O' Doom is flying toward you, you can just lock onto it, and pour your laser batteries
into it.)
-Enemy ships that can cloak (that would DEFINATLY make the game harder)
-Weapons that are more effective in closer range (i.e.: A beam does more dammage the closer you are to your target.)

-Servack

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Meddle not in the affairs of dragons, for you are cruchy and taste good with catsup.

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mburch wrote:
**I just thought I'd post a snippet of one beta tester's comments on the new, improved combat AI in EVO 1.0.2b2:

(1) New combat AI. Holy Guacamole does it make things difficult.
It is going to make breaking through blockades incredibly tough (...)
No more Monty Python, and fighters now scare the crap out of you!!
I cannot tell you how much I love it!
(...)
Now people will actually have to be very skilled to perform the
age-old 'Monty-Python' maneuver. I tried it several time on an
Igazra (?sp) while I was flying in a Crescent Warship, and of
about 15 attempts, it actually worked once. It makes fighters
deadly (5 Krait actually took me down in the said Crescent Warship,
but at a cost of 3 Krait; of course, my later attempts were more
successful, but never again will a player sneer at a group of
incoming fighters).

mcb πŸ™‚

**

WHAT!? THATS INSANE!eek!

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Crazy Galaxy, Why am I
always caught in the
middle of all the Death,
Destruction, And Boom?
-Vice Admiral Jon

(This message has been edited by Vice Admiral Jon (edited 03-31-2000).)

Everyone knows EV gets too easy as you get better ships, but now there is always a challenge. I don't know why you don't like it Jon, but everyone else sure does. It will be like an almost entirely new game, with everything we love in it.

Chamrin

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This is getting really long and slow for people to load... Start a new topic = )

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-Jericon