[ANN] -- EV Override 1.0.2 released

Ambrosia Software, Inc. has just released an EV Override 1.0.2 Updater. This updater only works if you already have an earlier version of EV Override. If you do not already have EV Override, you need to download the complete EV Override 1.0.2 package.

This updater brings EV Override up to EV Override 1.0.2, the latest version which contains a number of bug fixes and adds a number of new features. All of the files in the EV Override 1.0.2 Update should be extracted into your existing EV Override folder to properly upgrade EV Override to version 1.0.2.

Pilot files from previous versions of EV Override do NOT work with EV Override 1.0.2. You WILL need to start a new pilot with this version.

To obtain the EV Override 1.0.2 update, go to:

(url="http://"http://www.AmbrosiaSW.com/games/evo/addons.html")http://www.AmbrosiaS...evo/addons.html(/url)

.....

The following is a list of the bugs/additions in EV Override 1.0.2:

-- Removed spaceport bar from Verrill prime after destuction

-- Fixed a bug that sometimes caused the warp out sound to play multiple times

-- Changed default secondary trigger to the control key

-- Fixed some spelling errors in various mission text

-- Added a field to force up to 4 pers ships to always appear in a system

-- Weapon ammo type -999 will now cause the firing ship to be destroyed

-- Added ship type pilot skill variance

-- Finally fixed the bug that would cause all ships to appear the same

-- Zidagar ships given natural fuel regeneration (not player)

-- ships with solar panels (including player) given natural fuel regeneration

-- shield-related outfits drain fuel

-- UE Cruisers will appear via dudes after appropriate missions done

-- certain weapons (dispy rockets, defence pods) will detonate when count is up

-- brief 'Fine' mission added in relation to space mines

-- a few other changes implemented for b4/5

-- Made beams display a little nicer

-- Added a little randomness to keep computer ships from stacking up

-- Afterburners implemented for numerous ships.

-- shields reduced slightly for all fighters and other highly manoeuvrable ships

-- missing STR# added for Miranu Station (found this one myself : )

-- smoke trails implemented for a few weapons

-- x-offsets implemented for a few ships (UE and Voinian fighters)

-- marine outfit is given out to player during the UE D'Erlon missions

-- blind spots implemented for a few ships (human freighters and cargo transporters)

-- Missions can take away the player's money if desired

-- Added an activate-on-bit-cleared option to oops resources

-- Purchasing outfit items can alter mission bits

-- Outfit items can have secondary effects

-- Fleets can be controlled by mission bits

-- Allowed default inherent AI type in dude resource

-- Added flags to make AI ships more selective about missile selection

-- Beam weapons now stop when they hit something

-- Extended most resource templates by a few bytes for future expansion

-- Added a StartBitSet field to mission resource

-- Made the planet picture in the communication dialog a little nicer

-- Added a flag to optionally show target's armor on status display

-- Added mission bit support to 'dude' resources

-- Added a flag to support flak-type weapons

-- Added projectile weapon strength decay option

-- Adjusted freefall bomb speed

-- Added support for anti-fuel-scoop type outfits that drain fuel

-- Added oufit resource picture conflict workaround

-- Ships can have default outfit items at purchase time

-- Ships can have inherent fuel regeneration ability

-- Fixed a bug that was causing turrets to be somewhat inaccurate

-- Fixed the crooked beams problem

-- Fixed the start-disabled flag in the govt resources so it works again

-- Added the capability for AI ships to use afterburners

-- Added a "Marines" outfit type for plugin developers to use

-- AI ships can perform slightly more complex combat maneuvers

-- Added a fix for the users who couldn't hyperspace

-- Added reverse target-cycling (hold down shift + target key)

-- AI ships are no longer confused by rear attacks

-- Fixed a bug that would prevent some fleet types from appearing

-- Improved beam visibility slightly

-- Added ability to specify turret blind spots

-- Added the AvailShipType field and some related flags to the mission resource

-- Fixed the flickering communications message bug

-- Cycling targets once again allows a "no target" selection

-- Added an x-offset capability for unguided projectiles and beam weapons

-- Moved the armor indicator label into a pict resource

-- Made combat AI difficulty proportional to combat rating

-- Weapons can have smoke trails

-- Added a RefuseBitSet field to the mission resources

-- Unlicensed copies of the game no longer crash on startup

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Andrew Welch / el Presidente / Ambrosia Software, Inc.

Heh.. Oops.

Oh well, I was damned close there.

-S

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Chick: "I don't know to use a gun!"
Guy: "Ever use a camera? Same basic princible: Point and shoot."
-- From an unknown movie trailer I saw ages ago.

Yup, the bug(s, kinda) are still there. Is it even worth mentioning them?

Will: ever heard of non-run-on sentences... πŸ˜› πŸ˜‰

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-Shade

<-------- The information went data way -------->

(url="http://"http://www.theonion.com")The Onion, America's finest news source(/url)

Quote

Originally posted by ShadeOfBlue:
**Yup, the bug(s, kinda) are still there. Is it even worth mentioning them?
**

Well, sure, let's hear 'em -- they don't sound very major (which is a good thing πŸ™‚ )

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Andrew Welch / el Presidente / Ambrosia Software, Inc.

ARRGH! I can't believe this! I tried installing the patch by selecting the EV Override folder as the destination for unstuffing (as they said to do), and it didn't work. However, I just blithely assumed that it had, and fired it up, spent at least two full hours building up a new pilot, to the point where I had 500,000 credits, and was just about ready to start making the big bucks, when it started to dawn on me that none of the changes listed here were in place. I checked, and sure enough I had just wasted two hours doing effectively nothing.

On the plus side, now I do have the patch in place, and it's working. πŸ˜›

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Make a hole with the gun perpendicular to the name of this town on a desktop globe. Exit wound in a foreign nation, showing the home of the one this was written for.

Quote

Originally posted by andrew:
**Well, sure, let's hear 'em -- they don't sound very major (which is a good thing:) )
**

Yeah, they're not. The first one is my target display; oh, hold on a scond, I was just testing (just after I typed display I went into EV:O to check it out for sure and try something...) and found out what caused it. :rolleyes: I had one of those windows that can't be closed (the normal way) and sit in front of everything off to the side of my screen. It just so happens to be where my target display is. However, it dissapears during the game, but if you board a disabled ship for some reason it would make that part of the display "stick" there unless you went back to the menu screen. Now with that window thing turned off it doesn't do it anymore.
Scratch 1...

The second one is even less serious, and I think it's more of a way that the engine handles velocity. If I fly alongside a ship of the same type (in strict play so no speed bonus), I usually match its speed perfectly. However, if I turn to the side a bit and thrust again, I can go noticably faster than the other ship. Like I said, I think it's more of how EV/O handles veolcities.
Scratch 2...

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-Shade

<-------- The information went data way -------->

(url="http://"http://www.theonion.com")The Onion, America's finest news source(/url)

Smoke trails in space??? Isn't that impossible?

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It is only a scratch
-I cut off your arm!!
No you didn't

Having the docs app in the update is silly. It takes up too much space and is rather unnecesary. If you agree, PLEASE respond to my other post. I hope we can get this changed.

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"I don't get involved in politics. My IQ is too high."
-VootGoo, your standard issue Dwarven Fighter I played when I was 12.
p.s. His INT was 6.

Quote

Originally posted by Desert Fox:
**Smoke trails in space??? Isn't that impossible?
**

Who cares? It looks cool.

Dragon

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Well it doesn't have to be smoke trials it could just be called that the rocket could be emmitting something like small particles of dust or such.

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Will...

<<-- Added reverse target-cycling (hold down shift + target key)>>

That means wasting secondary fire while cycling backwards! (Yes, I keep my secondary weapon on while cycling through ships to kill)

And I'm still mad there's no converter from 1.0.1 pilots to 1.0.2.

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-Duuuude
"I'm cool"

Quote

Originally posted by andrew:
**Well, sure, let's hear 'em -- they don't sound very major (which is a good thing:) )

**

Well, the FAQ is messed up. I already sent you an help@ an e-mail about it.
(Also, please see my post about "2 EVO 1.0.2 bugs")
Jude

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(This message has been edited by Jude (edited 06-07-2000).)

Hey why isn't it possible to use a 1.0.0 or 1.0.1 player in 1.0.2? Did some of the mission bits change or something?

Nooooooooooooooooooooooo....I donΒ΄t want to throw away my old player-files.

Why do they say "slightly", it makes it sound as nothing (even though it is).

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If itΒ΄s quality software you can read "Made with Macintosh" -Shadow

(This message has been edited by Shadow (edited 06-07-2000).)

Quote

Originally posted by Mad_Bomber:
Hey why isn't it possible to use a 1.0.0 or 1.0.1 player in 1.0.2? Did some of the mission bits change or something?

No, the engine changed too much too allow it. =(

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OpenGL Avara!

AIM: EVAndrewM

Who's General Failure and why's he reading my disk?

Well that actually makes it better. I'm forced to play through the game again and remember all the cool stuff that happened. My old files were a Voinian Cruiser and a UE Cruiser, with pretty much all mission strings I could get finished, so it's nice to look back. πŸ˜„

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Formerly COpperman - #29 on the Periodic Table

(url="http://"mailto:kroekers@home.com")mailto:kroekers@home.com(/url)kroekers@home.com

Quote

Originally posted by SunDude:
**< <-- Added reverse target-cycling (hold down shift + target key)>>

That means wasting secondary fire while cycling backwards! (Yes, I keep my secondary weapon on while cycling through ships to kill)
**

That's exactly why they moved the default secondary trigger to the Control key. After thinking about it for a while, perhaps it would have been better to make the reverse key the option key, like it is for Weapons...

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Knucklehead, Aeon Productions

=======================

(Insert witty remark here)

Here's a bug for you to fix for EVO 1.0.3 (which you will surely make. You want to live, correct?). I noticed that with a new pilot, if you go to the bar and watch the news, it says stuff like the price of Munb leaves went down on whatever the planet is, I forget its name.
Well, how does United Earth know about that planet, when I haven't even talked to the Miranu yet? BUG. It's annoying to see that; it makes me feel like I'm playing a computer game, when I should feel like I'm kicking some guys' asses in outer space.

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Quote

Originally posted by Hypah:
**Here's a bug for you to fix for EVO 1.0.3 (which you will surely make. You want to live, correct?). I noticed that with a new pilot, if you go to the bar and watch the news, it says stuff like the price of Munb leaves went down on whatever the planet is, I forget its name.
Well, how does United Earth know about that planet, when I haven't even talked to the Miranu yet? BUG. It's annoying to see that; it makes me feel like I'm playing a computer game, when I should feel like I'm kicking some guys' asses in outer space.
**

No, they aren't makeing a 1.0.3. =P It's not really a bug; it's just the way news is set up...

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-Shade

<-------- The information went data way -------->

(url="http://"http://www.theonion.com")The Onion, America's finest news source(/url)