Someone should make an EV documentary and use the music for it...
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Looks like Killer Tracks has redone their website quite a bit:
If you go to the TrakFinder and search for Face of the Enemy, you can hear the full version.
Likewise, the EV Override title music is called Larry's Orchestral Adventure.
While the recording of Holst's Mars for EV Nova is done by a full orchestra, the couple of tracks above sound more like they were done with more of a studio orchestra (some key instruments and tactful mixing work).
It's very likely that the difference is due to the fact that you're running the port; it might come down to rounding errors in weapon damages, differences in AI behavior, or the game speed quirks that people have been mentioning. Either way it certainly isn't going to work exactly the same way as the original game did.
As I can recall, on an old PowerMac running the actual EV game, the Confederate ships almost always beat their Rebel counterparts -- though there were occasional lucky victories due to a Patrol Ship firing a missile into an asteroid or a Rebel Destroyer landing a few extra torpedoes.
It certainly makes sense that this should be true in general, the Confederates having newer ship designs, though in the hands of the player, the extra maneuverability and agility of the Rebel ships does give quite a bit of an advantage.
If there really is an EV4 beta, why are you testing an EVO port on it without first completing EV4?
All things considered, I feel like that would actually make sense... test a smaller universe with content you already have to make sure the engine works, before you complicate it with something bigger and more complex...
Ooh. F-25. If I ever pick up EVO again, that'll definitely be the plug-in I, well, plug in. My apologies if I couldn't put in the time to beta test it as well as I could.
It's definitely one of the most immersive plug-ins I've played though, far surpassing a lot of other games, even, that I've played. Nothing quite like the Great Expanse and the great beyond -- it really did feel like stepping into another universe, in a way.
I've always thought this would be really cool, but the way the game engine is designed definitely wouldn't allow it.
The fact is, all of the ships that are currently in your region of space are kept in the computer's memory, so trying to include the entire galaxy in this would mean hundreds or even thousands of ships, not to mention having to calculate AI moves and weapon trajectories across the whole thing. Of course a smartly designed game engine could probably approximate some of the stuff that happens far away, but it's still much more complex.
Actually if you think about it, Ares doesn't really have a continuous galaxy by any means -- every map is a single star system, and the only way to go between them is by means of jump gates (which incidentally, EV Nova has). The "warp" capability is really more of an in-system warp.
I suppose the closest thing to this would be something like an afterburner, although it's definitely a different technology used for different purposes.
Anyway, as cool as it would be, because this kind of system is so different from what's done in EV, it'll have to be left to discussion on theoretical or future game engines.
Woah, nice to see you AJ. I think I'd be just as eager to see all that work on NR go somewhere, but it's always that darned real life that gets in the way. I don't know if I have any EV-related expertise left, but maybe if you guys do revive the project I could hop back on to help in some way.
I definitely remember Skyhawk of Final Battle fame, and the ill-fated Xenocide 2 or Epsilon project. That was after similar failed projects like Nova (Adam Sommerfield and Stoffe) and VOID (I think by Jay.. something). I think just by watching all those attempts at a loosely-EV-inspired multiplayer game taught me a lot about how development projects work and how important the human element is in all that.
I guess none of my projects ever really got off the drawing board (except for one of those add-one-system-and-a-mission-string plug-ins), and time will tell whether I get anything done in the future.
Anyway I wonder if EVula's willing to resurrect his directory (well, maybe it's still functional) for us all to keep in touch... I guess there are probably networks on some of the social networking sites (on Facebook for example) that serve a similar purpose, but there's always something special about the oldschool Web 1.0 way of doing things...
Pardon me for asking (and please excuse me for not reading this carefully, I have wake up early tomorrow), but wouldn't this be possible, in a sense (not necessarily the "feasible" kind), by passing periodic pilot or debug logs as input to some kind of program that modified a version of the data files or a plug-in? Of course, you'd have the problem of those only getting loaded when you start the game up, and quitting and starting the game repeatedly wouldn't exactly be fun.
If I remember correctly, the networking system in the game Spaceward Ho! was basically a matter of sharing the game file -- writing to the game file allowed other clients to know when people were finished with their turns, and what they had done in that turn. This sounds like a similar type of thing, except you'd need to run some simple program -- server-side, perhaps -- in order to get this to work. The timing would be real hard though, and the quitting/starting of the game would have to be overcome somehow.
I haven't played this game in years, but I seem to recall that you could sell the bay. Could be wrong though.
As for a ship to go for after the Helian, an Arada all the way -- it's easily the most versatile ship in the game. I always liked the Crescent ships because of their speed and versatility, though I actually usually skipped the Lazira and went straight for the Crescent Warship.
If you want a little more adventure though, you could try buying a freighter-type ship or perhaps a UE military ship if you've done the proper missions for them.