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Interesting ... every time I've posted this article, it essentially ended the string. Is it ending one even as strong as this one?
No, I completely skipped over it, and since that was the end of the string I was at a loss as to what I could post.
------------------ All work and no beer make Homer something something...
Quote
Dinoman wrote: **And, how bout a guidance like a right turret or a left turret? **
I had been wondering about something similar; it would be a side firing cannon. That way, you could say fly in circles around a ship, flanking it, and pummel it. This would only work very well a fighter against a bigger, slower ship, but it could also have another use. You could say, have a ship with mainly defensive cababilities. It wouldn't need be very fast, but it should have a good turning rate. You could then give it standard weapons of a forward firing weapon, a right firing weapon, a backwards firing weapon, and a left firing weapon. When it started firing all four and spinning, it would create a whirlwind of energy.
------------------ -Shade
"Cannibals are people to."
(url="http://"http://www.theonion.com")The Onion, America's finest news source(/url)
(This message has been edited by ShadeOfBlue (edited 03-20-2000).)
Cruiser that was an interesting waffle on fleets and is definately one I sympathise with. although most of your suggestions on changing the game engine aren't possible in the near future (i don't think) I cant see it being to much hassle to allow escorts to select targets Matt Burch please do it !? my current plug in will in the later stages have a large focus on interfleet battles as I think this is a prety cool part of EV .
But it looks to me like you are lusting for a space strategy game :rolleyes:.
give Ares a try..
Also I think somthing which would make an unbelievable improvement to EV would be the inclusion of an AI that started automaticaly near to the systems centre thus allowing for orbital Battle stations which don't appear miles from the system centre. Is there any other solution to this?!
------------------ 'Stormbringer!' he cried and then the hellsword struck his chest. H e felt the icy touch of the blade against his heart,felt his body constrict,felt it sucking his soul from the very depths of his being,felt his whole personality being drawn into the Runesword. [mailto:jr.watkins@virgin. net](http://mailto:jr.watkins@virgin.<br /> net)jr.watkins@virgin. net
Oh yeah, something else that would kick ass - side to side thrusters. Whether they would be part of every ship or an optional outfit, it'd be awesome. Instead or say, turning to your right, accelerating, turning back to the left, and strafing a cluster of ships, you could push the whatever button was assigned to the left thruster and glide sideways sweeping the enemy. It'd also be great for doging stuff. Say, if someone else fired a rocket at close range you could just kind of "hop" to the side instead of getting blown away as you tried to turn. It might be a good idea, though, to limit the speed to something less than full speed to limit it's power, say maybe 1/2 maximum.
Yes, I realize it is late in the development and these features almost certainly won't be incorperated into EV:O 1.0.2, if ever, but they're just suggestions from Matt's customers in case he might sometime decide to implement them.
ShadeOfBlue wrote: **I had been wondering about something similar; it would be a side firing cannon. That way, you could say fly in circles around a ship, flanking it, and pummel it. This would only work very well a fighter against a bigger, slower ship, but it could also have another use. You could say, have a ship with mainly defensive cababilities. It wouldn't need be very fast, but it should have a good turning rate. You could then give it standard weapons of a forward firing weapon, a right firing weapon, a backwards firing weapon, and a left firing weapon. When it started firing all four and spinning, it would create a whirlwind of energy.:) **
Just on this, mattb has been working on giving turrets 'blind spots', so that when you make a turret you can specify that it can only fire to the flanks or to the front, the rear or any combination. So what you're describing might well be in 1.0.2 templates (but not in the actual game - it will be there for future plugin developers).
------------------
What would also be cool, if there are front turreted beams and rear turreted beams. That would be a nice addition.
------------------ ~ThE kWaNzA mAn~ "Thou shalt not mess with the fury of KwAnZa!"
Kwanzar wrote: **What would also be cool, if there are front turreted beams and rear turreted beams. That would be a nice addition. **
I believe that all turrets (including turreted beams) will be able to have specified 'blind spots'. So you could have front turreted beams, rear turreted beams as well as side turreted beams (if you wanted).
I would love it if there could be an X axis offset for guns/missiles as there is a Y axis offest for turrets. That way you could really give your fighter wing cannons, etc.
------------------ -Jason
http://www.geocities.com/ev_scourge/
Just render your ships weapons in pairs with the appropriate spacing, this way you can create wing firing cannons. I have small plug that you can download which shows exactly this here: (url="http://"http://www.sfu.ca/~kberg")www.sfu.ca/~kberg(/url)
It's really easy.
kberg wrote: **Just render your ships weapons in pairs with the appropriate spacing, this way you can create wing firing cannons. I have small plug that you can download which shows exactly this here: www.sfu.ca/~kberg
It's really easy. **
I have done that (cf. Falcon from Galactic Scourge), however you need a new weapon and outfit for each ship and it would look really silly on the wrong ship, so you must limit its sale (as was not done with the Defiant weapon in one of the Star Trak Plugs).
Wouldn't it be nice if a player had to consider the spacing of the weapon in a ship. Also, custom graphics like this do not work for seeking weapons.
(url="http://"http://www.geocities.com/ev_scourge/")www.geocities.com/ev_scourge/(/url)
FYI...
The EVO 1.0.2 engine now includes a couple of features users have been requesting for a long time: namely, visible missile trails and weapon x-offsets. The full changes list is at: (url="http://"http://www.AmbrosiaSW.com/webboard/Forum18/HTML/000002.html")http://www.AmbrosiaS...TML/000002.html(/url)
mcb
------------------ ----------------------------------------------------------------------- Matt Burch | "If it's not on fire, it's a software problem." mburch@ukans.edu | [http://www.ambrosiasw.com/~mburch/ -----------------------------------------------------------------------://http://www.ambrosiasw.com/~mburch/ ...---------------](http://www.ambrosiasw.com/~mburch/<br /> -----------------------------------------------------------------------)
mburch wrote: **FYI...
The EVO 1.0.2 engine now includes a couple of features users have been requesting for a long time: namely, visible missile trails and weapon x-offsets. The full changes list is at: http://www.AmbrosiaS...TML/000002.html
mcb **
Wow! That's really great, Matt! This is so going to kick ass.
Question: are the visible trails built into the engine? or can you create different pics to be used as the exhaust? I assume the option will be controlled by a flag. Correct? Man, you've really got me excited.
Yes, they are stored as a set of icons in the EVO app. I guess you could change them if you wanted, though.
The smoke trails are controlled by flags - there are a couple of styles, and a couple of levels of persistence.
Unreal. So we can finally make our decaying plasma charges?
------------------ Three years and my pizza still isn't here.
Maybe I should call.
Hey, Matt, can you add an extra SpecialShips field and an extra AuxShips field to make missions a bit more complex?
An ablative armor option for armor outfits would be great too - that is, armor that doesn't regenerate. But I suppose that's asking for too much.
Since 1.0.2 seems to be such a major upgrade, why not call it EVO 1.1, or EVO 2.0?
------------------ "I can no longer sit back and allow Communist infiltration, Communist indoctrination, communist subversion, and the international Communist conspiracy to sap and impurify all of our precious bodily fluids." -Gen. Jack Ripper, Dr. Strangelove
(This message has been edited by ColdFusion (edited 03-23-2000).)
Hey, Matt, I have one very very important "upgrade" that could possibly (please please please?) be included in 1.0.2, namely: thousands/millions of colors. Cause 256 just isn't enough, especially for the planetary landing scenes. Actually, I have a whole bunch o' good ideas including: Movies for shipyards instead of static pics(so you could show the ship rotating, firing etc), and muzzle flashes (that would be EXTREMELY cool), and visible damage to ships (bits would fly off), as well as different parts of the ship that can be damaged (ie, you could damage the engines, so it couldnt go as fast, or you could take out the weapons, or the bridge (kill all the officers heh heh heh), etc.
Another thing that would be really cool is if the limits were upped. I'm thinking like 2500 systems, 4000 spobs, 256-512 ships (at least), 512-1024 outfits, 256-512 weaps, etc. Wow, that would be great. Also, umm oh yeah, movies whereever you can put a pict, so you could have the captain of a ship actually speaking to you over the comm, and that would be superlatively fantastic.
Some other stuff that might be nice are actual planetary systems, so that the planets move around a central star, and moons go around their parent planets, and the planets rotate, and ... that would be extremely complicated, wouldnt it? Actually, hmm, if you defind a central point for each planet/moon and some simple charachteristics such as mass and distance rom center, and then used some simple math to figure out the path, it wouldnt be that hard... you could define a simple shading algorithm so peaople don't have to render planets with the sun fixed at 45-45 RA and declination hmm, wouldnt be to hard at all! Or maybe that's just me wishing I could be programming it. Huh.
I can just imagine Matt reading this list: "Millions of colors... movies... damage stuff... planetary systems, check. Do you want fries with that, sir?" Oh well, I can hope.
-Machiavelli "The ends DO justify the means"
MAtt, all the modifications that you're making to the engine sound great. My personal favorite is the refuseSetBit, that'll make a big difference in how mission strings are constructed. So I don't want to sound picky, but as long as we're assembling a wish-list, I thought I'd mention one that I've always wanted: negative PayValues for missions. If it's possible, it would open up a whole bunch of mission scenarios that are hard or impossible now: for instance it would allow characters in the plug to sell objects to the player. It would allow for government fines, landing fees, daylight robbery, and hiring of përs to help the player. How cool would that be?
Just an idea.
Bubbles
(This message has been edited by Bubbles (edited 03-24-2000).)
Bubbles- I thought all you had to do is have a negative sign in the pay field. I'm pretty sure I've seen this done, but I guess I could be wrong.
Matt- just one last thing, can afterburners leave trails? A ship leaving a trail whenever it applied thrust would be neat, but it'd kinda imply fuel usage, which doesn't happen unless you use the afterburner. Of course, I mean besides the trails ships make on your watery eyes after hours of play.
Nope. I just checked to make 100% sure. It doesn't work. It's a shame, though, isn't it? It would also make gambling missions possible too, with odds that you could manipulate.