im just wondering what's so great about the upgrade.what all does it add?
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Sorry, which upgrade? What is it called?
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Are you talking about the Emalgha Freighter Upgrade? It doesn't do all that much unless you really know how to soup up an Emalgha Freighter.
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I think he means version 1.02... Am I correct bonzai?
If I am, then all that was really added was smoke trails, and AI have afterburners. Obviously some bugs were deleted also, but...
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Version 1.0.2 isn't really much different ingame, except for the AI changes and some improvements to the way beams are handled. However, because 1.0.2 was the byproduct of some of the early developmental work on Nova, there's some fairly major under-the-hood upgrades, and as a result most new plugins require the upgrade.
Anyway, here's the version history for 1.0.2:
Quote
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
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David Arthur
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