1.0.2 :)

let's keep it going

whoever said there should be music in 1.0.2.. are you nuts? its ok if you are

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Well, no one seems to have suggested the single simplest thing that would hugely enhance EV - 128 ship resources instead of just 64. Enough said.

Having basic text formatting in dialogs would be great too - just bold, italic, and underline would be enough.

Smarter missile AI would be good too.

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I claim my First Amendment rights to express myself through the use of high explosives.

Or perhaps even 256 ships. Also more outfits and weapons. By the way, what is the current maximum for systems in EVO?

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

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Obormot wrote:
**Or perhaps even 256 ships. Also more outfits and weapons. By the way, what is the current maximum for systems in EVO?

**

Or perhaps you could do your research before making these suggestions. With it's current design, there can never be more than 99 shďps in EVO, even if Matt did expand it, because of the shipyard picts. Large pics go from 5000-5064, and small ones start at 5100. However, I agree with you in that the limit of ships is very crippling in terms of making plug-ins; it simply does not allow enough room for expansion. If 1.0.2 did support +64 ships, it would be one of the greatest upgrades for EV or EVO.

Max systs, I wouldn't worry about. It's way up there. It's interesting though, to notice how much data the mďsn resources take up, and you can have 512, while with smaller ships, there are only 64. I believe, if I recall correctly, it has something to do with memory.

Regardless, I think we should be happy we have a software company/programmer that listens to us at all..

~Bomb

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Or perhaps you could do your research before making these suggestions. With it's current design, there can never be more than 99 shďps in EVO, even if Matt did expand it, because of the shipyard picts. Large pics go from 5000-5064, and small ones start at 5100.

Oh, wow. What a huge, impossible, crippling problem. If Matt expanded the ships, it wouldn't be too hard then to expand the picts, such as raise the ids of everything after large shipyards up by 200.

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

Jericon, I don't really think you needed to close the topic just because it was getting too long, and taking too long to load, it kept everything in one place, and thats why there are pages, just click to the last page to see whats new.

The music idea, I don't think Ambrosia wants to go and spend a bunch of money on music now, however it would be cool if it triggered the CD player to play whatever CD you have in the drive (if its a music CD).

Or another thing, when you land on a planet, EVO should allow background apps to do some processing, that way I can listen to MP3's at the same time. The way it is now, SoundJam (mp3 player) keeps playing while EVO is going but doesn't start the next song until you quit, but if you allowed it to load the next song everytime you landed, then that would be cool.

Chamrin

yeah, that mp3 thing - i got the same problem. all you need to do is hit escape and the next song will start. and a cd will just play anyway i think. problem with the "bump up the ID#'s thing" is you'd also need a converter of some kind. shouldn't be that hard to do, in fact maybe all you need is a little patching program...

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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

Could they maybe add a multiplayer feature too? Their main problem with this was the "new universe" they'd have to make, but instead it could be an arena type thing where all you do is fight your friends in an empty system.

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#29 on the Periodic Table

Quote

Obormot wrote:
**Oh, wow. What a huge, impossible, crippling problem. If Matt expanded the ships, it wouldn't be too hard then to expand the picts, such as raise the ids of everything after large shipyards up by 200.

**

Once again, you have no idea what you're talking about. If you do what you suggest, every EVO plug (in addition to EVO itself) ever made would be obsolete and programmed wrong. It doesn't matter, since it'll never happen either way.

~Bomb

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Bomb wrote:
**Once again, you have no idea what you're talking about. If you do what you suggest, every EVO plug (in addition to EVO itself) ever made would be obsolete and programmed wrong. It doesn't matter, since it'll never happen either way.

~Bomb**

Please, I would like to ask that you don't assume everyone else to be idiots before commenting. It would be very simple to write a converter app that would simply change all necessary PICT ID's, and update any reference to those ID's in other resources. Note that this would be only where the ID's are used, not the... oh, what's it called... index or position or something. The game would take these into account.

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

One thing which would make a real improvement to EVO and would I assume be very easy to implement
A flag to clear all but one mission bit-this would allow for infinite missions through the loading of sequal plug ins.
I suppose thered be problems with visbits etc but would allow for endlessly continuing storylines.
I really hope Matt Burch takes some more of the suggestions in these topics on board especially including more ships at least up to 99

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[mailto:jr.watkins@virgin.
net](http://mailto:jr.watkins@virgin.<br />
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net

I will add the following suggestions to the pool:

- have energy weapons (marked by a flag) do less damage at longer range
- do not allow beams to go through ships, as they do now
- This would, IMO, be mad cool: allow for random variables in resources! In other words, have a value that, when put into a number field, makes EVO randomize that number. Possible applications:
A. a gravimetric shear weapon that generates random amount of impact, positive or negative
B. A fluctuating wormhole in a system, i.e. a link to a random system

Also the following stuff:

- Make escape pods destroyable
- Make fighters and escorts upgradeable (ditto for escape pods)

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

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- do not allow beams to go through ships, as they do now

Matt added that 2 days ago, he's one step ahead of you ;). Beam weapons will still be able to go through asteroids, just not ships.

Also one thing that would be cool, is if he could seperate the mass damage and energy damage so you can have a weapon that does 0 damage to sheilds or 0 damage to armor.

Chamrin

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A. a gravimetric shear weapon that generates random amount of impact, positive or negative
B. A fluctuating wormhole in a system, i.e. a link to a random system

fluxuating wormhole / random system... that'd be bloody annoying. same for the impact thing. however, taking out engines could be fun. i.e. weak areas of the hull or something like that. I'm thinking carma 2 style... front, top, left, right damage. and x/y too... but that'd be like huge and kinda hard to design, i think...

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- Make escape pods destroyable
- Make fighters and escorts upgradeable (ditto for escape pods)

um, no, and maybe. you never see races blowing up enemy escape pods, do you? as for upgrading fighters and escorts, outfitting those would be cool, but owie painfully too much stuff to save in the pilot file!! plus, they "reload" every time you re-dock them, by the way. (atleast i think anyway). customizing a fighter, that in itself could be neat, but think interface wise. it'd be akward i think. and too big as well. maybe i'm thinking just bare-bones, super-small super-fast z80 assembly programming here, but still...

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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

Quote

Robin wrote:
**um, no, and maybe. you never see races blowing up enemy escape pods, do you?
**

Of course you do. I've seen it numerous times on Star Trek. You, know such that they don't escape with information, or to instill the fear that no one survives after encountering a ship of that gov't, or something like that.

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

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Robin wrote:
**maybe i'm thinking just bare-bones, super-small super-fast z80 assembly programming here, but still...
**

ROTFL! 🙂

mcb (who programs pics/hc11s/8051s for his day job)

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Matt Burch | "If it's not on fire, it's a software problem."
mburch@ukans.edu | [http://www.ambrosiasw.com/~mburch/
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I think escape pods should be destroyable as well, but their behaviour should also be modified.

I figure that an escape pods behaviour should be modified to act with a dumb AI who's only goal is to reach the nearest planet fast. This way, the escape pod will blast off from the ship, target the nearest spob, and use half it's fuel to blast it quickly towards that spob. Once it reaches a certain distance, the escape pod would turn around and slowly decelerate until it lands on the spob.

If that planet doesn't have a shipyard, then there's a new ferry passenger mission posted to the mission board... If a player boards an escape pod, they automatically accept a ferry passenger mission to the escape pods destination. If the player is really immoral, or just hates whoever happens to be in the escape pod, then they could also destroy the escape pod...

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(This message has been edited by kberg (edited 04-03-2000).)

kberg! I did make a mission like that!

What happes is there is an escape pod pers. It is a derelict. You board it and the guy asks you if you can take him to a certain planet. Had to make a new ship though...

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Three years and my pizza still isn't here.

Maybe I should call.