Ambrosia Garden Archive
    • What does the Override 1.0.2 Update Change?


      Well, the title says it all. What does 1.0.2 do? A friend of mine has EVO 1.0.2, and I know a few features, like smoke from the missiles and another thing with the UE and Voinian fighter. What else does EVO 1.0.2 do and change?

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    • the AI is deadlier, and you must have an afterburner or you're dead.

      there is the marine gear outfit, ect ect ect.

      i think that covers everyhing

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    • Whoa!! Have I been dead or sumthin?? Where can I get this?

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      Very funny, now beam down my clothes. These ladies look rest-less..... uh-oh...

    • Quote

      Originally posted by Whurp:
      **the AI is deadlier, and you must have an afterburner or you're dead.

      there is the marine gear outfit, ect ect ect.

      i think that covers everyhing

      **

      No, there are quite a few more changes in EVO 1.0.2...

      mcb

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      Matt Burch
      (url="http://"mailto:mburch@ambrosiasw.com")mailto:mburch@ambrosiasw.com(/url)mburch@ambrosiasw.com

    • The Monty Python is trickier (but still possible) against certain ships, there's smoke trails, bug fixes, turrets now take up a gun slot in addition to a turret slot, mines are illegal (mwahahaha), and some other stuff that I can't remember right now. Read the version history (although it sometimes doesn't fully reveal what's new ;)).

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      "I like ice cream without chunky bits in it... they get stuck in my tubes." — Bungie's Soul

    • All guided projectiles except Hunter Missiles rarely seem to hit their targets in 1.0.2

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      (url="http://"http://celticstarbase.tsx.org")http://celticstarbase.tsx.org(/url)
      (url="http://"mailto:celticstarbase@esatclear.ie")mailto:celticstarbase@esatclear.ie(/url)celticstarbase@esatclear.ie

    • Eh hem... Where can I get it????

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      Very funny, now beam down my clothes. These ladies look rest-less..... uh-oh...

    • Quote

      Originally posted by Alien 5672:
      **Eh hem... Where can I get it????
      **

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

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    • Quote

      Originally posted by Toothpaste:
      turrets now take up a gun slot in addition to a turret slot

      That's been the case since 1.0.1..

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      Excusez-moi, ętes cette votre tęte?

      AIM: evandrewm

    • Change history:

      Version 1.0.2 -- Initial released 6/5/2000

      -- 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

      There ya go...PEACE YO!

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      ~Kwanza~

      "Quoted the Kwanza Man...nevermore"

      AIM: Kwanzar26

      Kwanzasoft Graphics
      (url="http://"http://www.crosswinds.net/~kwanza")www.crosswinds.net/~kwanza(/url)

    • Quote

      Originally posted by Captain Carnotaur:
      **Well, the title says it all. What does 1.0.2 do? A friend of mine has EVO 1.0.2, and I know a few features, like smoke from the missiles and another thing with the UE and Voinian fighter. What else does EVO 1.0.2 do and change?
      **

      The big ones are 1) all guided weapons are now useless, since everyone
      except you has a killer ECM. 2) Computer-controlled fighters are a lot
      more aggressive and actually shoot their opponents.

      Basically, 1.0.2 makes combat a lot more fun.

    • so they made it harder....?

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    • The AI does its job...Nearly all kinds of guided missiles hit their target, the monty python technique is harder (you need a really fast ship) and there is many other changes I dont remember...

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      "Terrorists are here to terrorise"!
      -Quote from Vladmimir Ilich Ulianov alias Lenin-