Navigation

    Ambrosia Software Forum Archive
    • Register
    • Login
    • Search
    • Categories
    • Recent
    • Popular
    • Users
    • About
    • Visit Cythera Guides
    1. Home
    2. Qaanol
    Q

    Qaanol

    @Qaanol

    0
    Reputation
    1067
    Posts
    1
    Profile views
    0
    Followers
    0
    Following
    Joined Last Online

    • Profile
    • More
      • Following
      • Followers
      • Topics
      • Posts
      • Best
      • Groups
    Qaanol Follow

    Best posts made by Qaanol

    This user hasn't posted anything yet.

    Latest posts made by Qaanol

    RE: "Triple Agent

    @luke, on 02 November 2013 - 03:50 AM, said in "Triple Agent:

    Look, all I want to do is to work for all three Strands, or at least the Azdgari, then capture a Dreadnaught, then play through the Voinian mission string. Can someone tell me how to rig EVO (for EVN) to make this possible?

    Imagine a Dreadnaught launching a bunch of Azdara fighters. That's what I want. But my plug-in making skills are rusty. What must I do?

    I didn't realize there were so many ships in EVO you can't purchase... http://www.oocities....5482/ships.html
    What the heck? I vote for hax.

    FYI without any plug-ins in EVO you can do the UE string, the Voinian String, the Igadzra string, and your choice of either the Zidagar string or the Azdgari string.

    It's been a while so I don't remember exactly step-by-step which missions to accept in which order, but basically you accept one intro mission, then accept another before completing the first. I don't know if the EVN port still lets you do it, but EVO definitely does. I'm pretty sure for the Strands if you accept the first Igz mission then you have time to accept either the first Zid (and complete it) or the first Azd (I don't remember whether to complete Azd or Igz first.)

    I know I had a pilot with an Enhanced Arada (the mission ship with ridiculous shield recharge) equipped with a Plasma Siphon and a UE cloaking device among other things, escorted by six Voinian Dreadnoughts (the easiest way to capture them is, with the Observe V. Dreadnought mission active, to buy a V. Cruiser, capture something else so the Cruiser becomes your escort, repeat. Note that having escorts makes jumps take more days, so beware of time-critical missions.)

    There's no way to do all three strands without a plug-in, but all the Zid string gets you is like 10 or 20 tons of extra free space. Sure it's nice, but the Enhanced Arada and the rest of the Azd upgrades are way better, and the Plasma Siphon from Igz is both a fuel scoop and a weapon.

    This post has been edited by Qaanol : 15 November 2013 - 03:27 PM

    posted in EV: Override •
    RE: Alien appearance?

    Official word is the aliens’ appearances are unspecified.

    View Postpac, on 19 December 2006 - 02:24 PM, said:

    <snip>

    Quote

    What does the Strand species look like?

    How about the Miranu, Voinians, Emalgha, Hinwar, Kayans, and the other minor races?

    I have no idea. I decided very early on that I would rely on using distinctive character features - described in the text - to distinguish the aliens, as EV offered no natural way to show what aliens looked like (and coming up with decent alien graphics would have been prohibitively expensive anyway). So from that point on, I never thought about it - it would be no use me having an image of the alien in my head, when the reader couldn't share that image.

    posted in EV: Override •
    RE: I cant destroy the dreadnought

    Stop. Do not complete this mission.

    Spoiler

    It is your only chance to get Dreadnought escorts, and you do not want them yet because they slow you down in hyperspace.

    Wait until you have access to the ship you ultimately want. I recommend En. Arada. You already missed your chance to get the cloak on your final ship. Then use this mission to get 7 Dreadnoughts, and finally get your desired ship.

    Or complete it like a normal person. Your choice.

    @evweb, on 24 March 2013 - 06:16 PM, said in I cant destroy the dreadnought:

    I kinda agree, I tried taking on the Voinian Dreadnought in a shuttle alone (no escorts) yesterday, I was able to kill its interceptors and take down it's shields, but it got so boring I quit.

    Stock shuttle on strict play? I always found it difficult because the Interceptors can outrun the Shuttle in that mode. If you luck out and the mission-escort Destroyers take out the fighters you’re golden. But if you get the Popcorn Cannon first you can handle the Interceptors just fine, then slowly chip away at the Dreadnought.

    I assume this is on actual EV Override on actual Mac OS ≤9.

    posted in EV: Override •
    RE: Time for another question!

    A weapon takes 1 frame to fire and Reload frames to reload before firing again, so a weapon with Reload=15 will fire once every 16 frames.

    A beam deals damage each frame it is on screen, including the frame it fire, each frame of its Count, and the duration it fades out. So a beam with Count=1 that has no fadeout, will deal damage for 2 frames each time it fires.

    So each of your beams deals 30DMG(1+Count)/(1+Reload) damage per second, in this case 3030*2/16 = 112.5 dps.

    Your projectiles, if they all hit their targets, deal 30DMG/(1+Reload) = 3030/16 = 56.25 dps.

    A missile has only one chance to be jammed. The game picks a number at random from 0 to the JamVuln of the missile. It adds that to the corresponding Jamming of the target, and if the result exceeds 100 the missile is jammed. Repeat for each jamming type. There might be some edge cases: try testing a 100 jammer against 1-vuln missiles, and the same for 99-2.

    Burst reload is independent of number of launchers owned.

    This post has been edited by Qaanol : 06 March 2013 - 02:11 PM

    posted in EV Developer's Corner •
    RE: Negative Inaccuracy hack - "fixed"?

    Only the x coordinate need be nonzero.

    posted in EV Developer's Corner •
    RE: Negative Inaccuracy hack - "fixed"?

    Pardon me while I link to the same thread you did, 15 posts lower.

    posted in EV Developer's Corner •
    RE: Multiple Ammo Types

    What's with all the "increase max" for tokens that can't be purchased?

    @guy, on 26 August 2012 - 10:23 PM, said in Multiple Ammo Types:

    Find a solution for capturing fighters. Desprez, who came up with way more complex stuff than this, allowed capture of fighters to replace lost ones by using a MaxAmmo of 1 and making every fighter purchased grant 1 launcher (see topic). The downside to this would be that the more fighters you purchase the faster they launch, but perhaps there would be a way around this...

    BurstCount=1, BurstReload=Reload.

    posted in EV Developer's Corner •
    RE: Cron-less counting

    Is this robust in the case where fighters die in combat (or are salvaged from a carrier)?

    What if I want 2 bays, with exactly 1 Gunboat in one and exactly 2 Patrol Ships in the other?

    Given the constraints of the Nova engine, it seems far simpler to just make 2 different expansion bay outfits for sale.

    posted in EV Developer's Corner •
    RE: EVN Resource Editor

    @reclusiveone, on 06 July 2012 - 11:48 AM, said in EVN Resource Editor:

    Haven't tested this, but the Nova Bible says you can't capture ships if you don't have a crew. Can anyone in the Vell-os storyline confirm?

    You can capture them to use as your escort, but you cannot capture them to replace your current ship. Or at least that is how it worked last I checked.

    posted in EV Developer's Corner •
    RE: Fixing changes to EV

    @harimogura, on 07 June 2012 - 07:26 AM, said in Fixing changes to EV:

    Hey thanks for the tip, there is indeed a flare plug-in. It's much better, but I think the whole 30˚ inaccuracy thing needs to be turned off. I'm not sure what the mismatch is (when I open the original EV Data, it does indeed show 30 under inaccuracy), but when I fired up EV it looks like those flares go out in a straight line.

    Being the one who made the Active Flares for EVCN, I can speak to this issue. In the original EVC, flares did indeed have very slight inaccuracy, which you can spot if you look carefully. I suspect the 30° figure applied to the 20% speed reduction from the firing ship, so it amounted to only about 6° inaccuracy in practice.

    In EVN, there is no way to match the 80% velocity figure while retaining the ability to impact missiles. In fact, the 30° inaccuracy you see in the wëap resources in Active Flares, does nothing. Instead it is the 180° SubTheta combined with the 100 Speed of the submunition that make the Active Flares deviate from a straight line. If you want to make them deviate less, I recommend changing the Speed of the submunition to something lower, like 50. I may well do so in a future update, after I determine what speed best approximates the EVC behavior.

    posted in EV Developer's Corner •