In space, all warriors are cold warriors.
PS - Titles are irrelevant. If your work is good, people will find it and enjoy it however weak the title. If it is poor, no title will cover that up.
In fact, its best to be overcautious, both in terms of the file size and the number of resources in a file. During the creation of both EV Override and EV Nova , the developers had trouble with resources being lost from over-filled files; thats why the games split their data among so many different files.
Well, no resources were ever lost as such - at least in the course of Override. They just didn't get loaded.
In fact, Override had no problems with file size, just number of resources. Even then, that was only on 68K machines - PPCs never had a problem.
But, as you say, if in doubt - split.
I remember those 'asteroids' - most annoying thing in Frozen Heart. Like Dr. Trowel says, they're not asteroids but ships with a very short range weapon which does huge damage. Which wouldn't be a problem, except that they're extremely fast, can turn, and chase you - which is just a touch un-asteroid-like So annoyingly illogical This is how they're meant to behave though. That was the effect Martin settled for to make those systems suitably lethal.
How to get past them? Can't really remember what I did, but I don't remember cheating. Probably just: get in and out as fast as possible!
Also when a ship is marked as being an escape pod in the shďp
resource, will it need a bay for it to launch when your main ship
explodes also if one of these ships is on board will it
automaticaly launch or does the player still have to hit the eject
You don't need to have a bay, no, but you still need to hit eject (unless you have an Auto-eject system, of course).
I actually have two questions.
1. What happens when you use fighters as a sub munition?
You can't. From the Bible:
"SubType - The resource ID of the weapon type to create as submunitions. Anything except beams and fighters is handled."
Although: try it and see what happens - perhaps there's some undocumented effect rather than it just not working.
2. Is it possible to activate a mission when a certain weapon is fired?
There's no 'normal' way of doing this, but the people on these boards have come up with a lot of 'abnormal' ways of doing things over the years, so if you do some searching there might just be a way ...
This post has been edited by pac : 03 May 2007 - 05:19 PM
My perspective on this is that the planet desc is the information that your average space pilot needs to know, that he cares about. Of course, every planet (which isn't a tiny mining or research outpost) presumably has vast internal cultural and economic variation. But the pilot doesn't care - he only wants the information that is relevant to him, that affects broader interstellar affairs and his personal prospects: and that's what you need to supply.
(Naturally, there are some pilots who will want to know more - for them you can provide, if you care to, further background documents outside the framework of the game itself. Whether you do or not, you will always end up with more information in your head than appears in any form on the screen.)
Don't forget, we do the same thing routinely on our own world today with real , vast countries. I don't know where you're from, but I don't doubt that you can come up with a broad, short generalisation about the country next door to you (and it's people). Possibly it will have an element of accuracy. (Likely it will be cruel.) But it won't apply to every person, every region, every city of that country. So, when you ask, 'How do I do this?', bear in mind that you probably already do it every day (be it about Canada, Wales, France, Japan) without even thinking about it.
This post has been edited by pac : 01 May 2007 - 04:44 PM
Just to throw in my two (euro)cents: Josh is one of the many EVN players who prefer gameplay to story (no offence meant Josh, we both know it's true). This means that if you get such a TC finished, they will not care so much about what goes on "planetside", and will find a storyline boring if there aren't battles every two missions.
Story-heavy plug-ins/scenarios are a very nasty double-edged sword, in my experience. It can go wrong in (at least) two ways:
Firstly, let's say the story is really good, and the player likes it - is enthralled by it, even. But then they hit a really tough mission that they find really hard to beat. All of a sudden they find that they aren't even interested in the mission for itself as a challenge - they just want to get past it to get the next nugget of the story! The game itself has just become a chore to be endured so the player can reach the next text box.
Secondly, let's say the story is not so good - or maybe some would consider it good, but this player at least doesn't like it. In order to avoid the first problem above, the designer has made the missions fairly easy, trivial even. So the player rattles through trivial missions in order to read more plot which he doesn't buy into at all. Then he gets to the end of the whole thing and asks: what kind of major plotline was this? There were no gameplay challenges, and the plot was just trite nonsense!
I think that EV mission strings need to be structured something more like action films. Now, action films can have a strong plot - although they don't have to. Whether they do or not, that plot has to be regularly punctuated by action scenes. This needn't be seen as a limit on creativity, but a stimulus to it: work created without any structure tends to develop a flabby nature, and restricting it to an arbitrary structure (any arbitrary structure) will tend to make it more focused. Think of haikus, for example: having to express your thoughts in just three lines of defined length forces you to come up with the most succinct way of putting them you can.
Now, if the plot you have in mind doesn't allow for a mission of more gameplay significance at fairly regular intervals, you might be well advised to pick another form for that story: just as a man who wants to tell a story ranging across five continents and 200 years with a cast of thousands would be unwise to write it as a haiku!
Which isn't to say you can't stretch the boundaries of the genre. A film that springs to mind is Aliens (Alien would be an even better example, but it is less definitively as action film). Once it gets where it's going, it's a relatively conventional action film, but it makes its audience wait for it, spending an hour or more establishing the situation and characters and building the foreboding before the blood and guts start to fly. A confident scenario designer could take a similar route: but would have to be certain that the substance they had waiting was enough to justify that build-up.
But let's get back on topic! This is a very interesting and well-thought through back-plot. The only thing I would suggest regarding that itself is to do with the timeline: in the Post Contact period, in particular, it could be more compact. Why 50 years before the Contact Wars even begin to subside? Does the Ascendancy War really need to last 45 years? We only need to look at the 20th century (or any century of human history for that matter) to see that incredible events and changes can happen within a very short timespan. Empires rose and fell. One of the biggest issues by the end of the century (Israel) was, literally, not even on the map at the beginning. One of the most militaristic countries at the beginning of the century (Germany) was one of the most peaceful by the end (and got split into two and later reunified along the way).
Why does it matter? Well, perhaps technological advances will mean that your cast of characters will have lived for centuries anyway, but assuming that they haven't, a narrower timespan ensures that those characters have lived this history. Let's say that Contact was just 50 years ago instead of 200. Even with modern lifespans, that would mean that a huge chunk of society still remembers what pre-FTL life was like. The very individuals who first made contact with the Khyim might still be alive. The various conflicts will have been the formative experiences of the characters involved in the story.
Moving on to more EV-specific things, the next challenge for you is to analyse overall gameplay issues. What will make flying and fighting in one area of the galaxy different from another? There are many tools to use (interference, asteroids, murk, different mixes of ships, different levels of hostility), it's just a question of deciding how to use them to fix different 'moods' for different areas. Also, technology: what different technologies (outfits, ships, weapons) will the different governments and species have to offer? This is as much a stylistic issue as one of game balance or variety: their ships and technology are the primary way in which the player will experience that culture, so it needs to be appropriately distinctive and representative. At the same time, it's rarely wise to make one group 'just better'.
That's all I have for now: good luck with your idea!
I'm curious, Peter. How exactly would you apply trigonometry to the purposes of mapping? I think that I see the basic principles, but I'm not certain.
It's nothing sophisticated. Let's say you've decided that the average distance between systems should be 15. But you don't want a grid of systems so they'll usually be at irregular angles to each other. Some rough mental trigonometry ensures that you get the right x- and y-axis adjustments to maintain the same average distance between systems. (In theory. In practice, the Override map is a bit patchy, with areas where the average distance between systems becomes much larger, chiefly because it became necessary to fit the 'Crescent' around the initially completed, denser groups of systems.)
The calculator got more of a work-out when doing things like positioning five fins evenly round a ship design though.
Edit: Incidentally, if I were starting over, I would draw it all up on graph paper first.
This post has been edited by pac : 23 April 2007 - 09:38 AM
Is this a nova TC or stand alone game using the nova engine?
The answer to your question is in the very first paragraph of this thread!
Besides, there is no difference between the two things you describe: a Nova TC and a 'stand alone game using the Nova engine' amount to the same thing.
This post has been edited by pac : 19 April 2007 - 06:30 AM
Normally I wouldn't mind, but try making up an entire galaxy like this, guess and check after each change.
I don't need to try. I did it, 200+ systems.
But then, I wasn't really guessing. Just settle on an average distance you want to have between systems and with a little trigonometry the numbers aren't too hard to calculate. If you're doing a whole load of systems in a batch, you can always draw them up on graph paper in advance. The coordinate system is inverted from what you might initially expect, but it's easy to get used to.