Ambrosia Garden Archive
    • Game tempo/ non seeking modules.


      My first post here:

      When EV:O first came out, I was playing on a Quadra 660AV, set up to 225% speed to make up for the slowness of the computer.
      Now I'm running 1.0.2 on a Powermac 6500/225, and I appreciate the extra speed, although I often run with the game speed set down (50%), where it's not far off what I got used to on my old computer. (And yes, I do know that this shortens cannon range, but since it seems to do it uniformly for the AI ships as well, I'm willing to live with it.)
      A couple of things I've noticed, which I'm wondering if anyone else has any insight into the causes of:

      1. The game tempo, in terms of ratio between firing speed/flying, seems to be up; as a result, battles are more furious, and even a big ship can find itself in trouble with a swarm of fighters. I don't mind this, it does up the challenge, but it did strike me as an odd impression.

      2. SADs and SAEs. Wow, are they lousy. (most of the guided weapons aren't that great, but these really are ineffective for me.) Recently launched about 10-12 SAEs at a renegade CW, and I think maybe 2 connected. My impression when I used to play was that SADs were only moderately effective, but I could get most of my SAEs to hit anything but a Zidagar ship. Now, however, I don't find any of them worthwhile, and it doesn't take much (if any) effort to avoid enemy SAD/SAE modules launched at me.
        Might this be related to the game speed setting (as for example, in classic EV,
        the inability of the Confed Cruiser to turn), or is it just inherent to my current setup.
        In which case, I seem to remember a plug that claimed to uniformly increase the effectiveness of guided weapons - any recommendations, pro or con?

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    • Quote

      Originally posted by rickertk:
      My first post here:

      Welcome! 🙂

      Quote

      1) The game tempo, in terms of ratio between firing speed/flying, seems to be up; as a result, battles are more furious, and even a big ship can find itself in trouble with a swarm of fighters. I don't mind this, it does up the challenge, but it did strike me as an odd impression.

      I've noticed that too when I turned up the game speed. I think it might have something to do with the same problem that causes gun ranges to decrease; the AI doesn't seem to handle slower speeds very well.

      Quote

      **2) SADs and SAEs. Wow, are they lousy. (most of the guided weapons aren't that great, but these really are ineffective for me.) Recently launched about 10-12 SAEs at a renegade CW, and I think maybe 2 connected. My impression when I used to play was that SADs were only moderately effective, but I could get most of my SAEs to hit anything but a Zidagar ship. Now, however, I don't find any of them worthwhile, and it doesn't take much (if any) effort to avoid enemy SAD/SAE modules launched at me.
      Might this be related to the game speed setting (as for example, in classic EV,
      the inability of the Confed Cruiser to turn), or is it just inherent to my current setup.
      In which case, I seem to remember a plug that claimed to uniformly increase the effectiveness of guided weapons - any recommendations, pro or con?
      **

      This is a bug I've seen fairly often with lower game speed settings. Personally, I'd just recommend turning up the game speed. Increasing the effectiveness of all guided weapons will affect the AI as well, remember, and already fearsome enemy ships can get better. Besides, the renegade (url="http://"http://www.andrew.cmu.edu/~dsghosh/evosite/shipyard3.html#cresw")Crescent Warship(/url) you fight might have been tougher to target because of the interference from the system -- they generally only appear in systems with high levels of interference -- though I'm not definite if this does indeed affect guided projectile targeting.

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    • Quote

      Originally posted by shayborg:
      **This is a bug I've seen fairly often with lower game speed settings. Personally, they generally only appear in systems with high levels of interference -- though I'm not definite if this does indeed affect guided projectile targeting.
      **

      It does 🙂

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      "I- I Swear Officer.. The Dwarf was on fire when I got here!"

    • I had the same problem with the "tempo".

      (educated guess)
      The problem is that weapons fire every so many frames-it counts the number of frames, and fires every time it gets to the weapon's recharge speed, then resets the count. With a PPC processor, though, the screen will update at more than 30 fps, which was the standard frame rate at the time that the game was made. If it goes up to 90, then the weapons will fire three times faster.
      (/educated guess)

      This presents a bit of a problem, and the only way that I've found to turn the weapon speed down to normal is to use resedit to increase the recharge time of each weapon (and the recharge rate of ships' shields while you're at it, sence that's also frame-based).

      Decreasing the firing and recharge rates by three times worked for me, so I'd advise trying that first. For reference, my computer is 350 mhz.

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