Ambrosia Garden Archive
    • Question About Countermeasures


      (EDIT)Original question was incredibly stupid. But here's a new one:

      Is there any way to make fighters less vulnerable to regular, non-guided weaponry (maybe make them harder to hit, or weapons do less damage...)?

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      (This message has been edited by UE_Research & Development (edited 11-03-2003).)

    • (edit: realized that wouldn't work)

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      (This message has been edited by Artanis (edited 11-03-2003).)

    • Make them tiny. Either that or pump the shield regeneration rate WAY up. This is actually not too far out for the game mechanics- if they have a small value for the shields, big blasts still get through, but it takes alot of small-arms fire to really hurt them. This works best with fighters that have significant armor, of course.

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      ~Charlie
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    • That actually reminds me of a game I have (Independance War 2 - Edge of Chaos) where shields tend to stop blasts, but they have to recharge before you can use them again, so big blasts get through, and rapid fire weapons get through. It's quite cool actually.

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    • If you are doing a TC, then you could set all capital ships to have enormous armour but only the same level of shields as smaller ships. Smaller ships, on the other hand, would have very little armour.

      If you then set most of your weapons to have high damage against armour but low damage against shields, you would effectively create a two tier system which gave small ships advantages against certain classes of weapon.
      Of course, you could then have some critical hits weapons which pass through shields - deadly against small ships but not so effective against capital ships.

      One of the big problems of EVx is that nobody has ever bothered to define how shields, hyperdrive etc actually work, so cool effects of this nature would go rather unnoticed. However, in your universe you can define them anyway you want.

      Some interesting examples: Frank Herbert's Dune has shields which will not permit fast objects to pass through, but allow slow objects
      Asimov's early work (eg, Black Friar of the Flame in the Early Asimov) has ships where the shield has to be momentarily dropped in order to fire. You would have to think for a moment about how to implement that.

      Unfortunately, most people seem to have been brought up on Star Trek, which has one of the most uninspiring approaches to shields (although eminently suitable for the Star Trek games which were Elite's predecessors).

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    • Why did Matt get rid of the "decoys missiles" flag????? It seems like such a simple thing to keep, and implement from earlier version, and it wouldn't conflict with the engine either. Why did ATMOS take the power to do this away???

      (tangent)
      Why does the EVN bible insist that the AI types Escort etc not be used? Will it crash the game or something? If we could find a way that it wouldn't screw things up, it could be usefull, for making additional escorts (that start disabled) or something similar. Sorry if this has been gone over before.
      (end tangent)

      ~Dimpfinator

    • Quote

      Originally posted by Dimpfinator:
      **Why does the EVN bible insist that the AI types Escort etc not be used? Will it crash the game or something? If we could find a way that it wouldn't screw things up, it could be usefull, for making additional escorts (that start disabled) or something similar. Sorry if this has been gone over before.
      **

      It won't crash the game - however, it'll result in some strange AI behaviour, that's all. If you can make use of this strange behaviour then by all means do.

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      (url="http://"http://www.mazca.com/")Mazca(/url) , Moderator, (url="http://"http://www.AmbrosiaSW.com/cgi-bin/ubb/forumdisplay.cgi?action=topics&number;=9&SUBMIT;=Go&urgaylol;=yes")EV Developer's Corner(/url)
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    • Quote

      Originally posted by Mazca:
      **It won't crash the game - however, it'll result in some strange AI behaviour, that's all. If you can make use of this strange behaviour then by all means do.

      **

      I find it interesting that on the EVD FAQ, it encourages you to take advantage of strange things, and in the Bible, it tells you to avoid them.

      Then again, those encouragements came (as well as I can remember (too lazy to check, plus I have a big project I should be working on)) from Martin Turner, and the Bible text from Matt Burch...

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      The programmer's code of entomology: there's always another bug.

    • Quote

      Originally posted by orcaloverbri9:
      **I find it interesting that on the EVD FAQ, it encourages you to take advantage of strange things, and in the Bible, it tells you to avoid them.

      Then again, those encouragements came (as well as I can remember (too lazy to check, plus I have a big project I should be working on)) from Martin Turner, and the Bible text from Matt Burch...

      **

      The Bible is basically the official text that tells you how to make plugins that work correctly. If a small aspect does not work in the way you'd expect, the Bible will probably tell you not to use it - if you did, your plugin wouldn't work 'correctly'.

      However, as we all know, the best way to make fresh and exciting plugins is to twist the engine in ways it wasn't designed to do. Such as this. 🙂

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      (url="http://"http://www.mazca.com/")Mazca(/url) , Moderator, (url="http://"http://www.AmbrosiaSW.com/cgi-bin/ubb/forumdisplay.cgi?action=topics&number;=9&SUBMIT;=Go&urgaylol;=yes")EV Developer's Corner(/url)
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    • Quote

      Originally posted by Mazca:
      **The Bible is basically the official text that tells you how to make plugins that work correctly. If a small aspect does not work in the way you'd expect, the Bible will probably tell you not to use it - if you did, your plugin wouldn't work 'correctly'.

      However, as we all know, the best way to make fresh and exciting plugins is to twist the engine in ways it wasn't designed to do. Such as this. 🙂

      **

      Ahhh...CooOOOool!!! Gonna start work on that soon. Right after SAT IIs and my current plugin...(that one's almost done 🙂 )

      ~Dimpfinator

    • Quote

      Originally posted by Dimpfinator:
      Why did Matt get rid of the "decoys missiles" flag????? It seems like such a simple thing to keep, and implement from earlier version, and it wouldn't conflict with the engine either. Why did ATMOS take the power to do this away???

      WHat has Matt got to do with ATMOS? We didn't take away anything.

      The flag was removed because it's an easier engine calculation to make a rear-firing PDS weapon that's called a flare launcher... plus, it works more often.

      all the best,

      Dave @ ATMOS

    • Quote

      Originally posted by Dimpfinator:
      **Ahhh...CooOOOool!!! Gonna start work on that soon. Right after SAT IIs and my current plugin...(that one's almost done:) )

      ~Dimpfinator**

      Assuming that the EVN effect is the same as the EVO one, if you set the AI to 5 (Naval Fighter), it'll just sit there until provoked, and will have no ally connections, and if set to six (Escort), they seem to just use the standard AI routine for a freighter (1 (Wimpy) & 2 (Beefy)) until provoked, in which case they fight to the death like a warship (3).

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      The programmer's code of entomology: there's always another bug.

    • Quote

      Originally posted by pipeline:
      WHat has Matt got to do with ATMOS? We didn't take away anything.

      The flag was removed because it's an easier engine calculation to make a rear-firing PDS weapon that's called a flare launcher... plus, it works more often.

      all the best,

      Dave @ ATMOS(/B)

      I thought that Matt rewrote the game virtually for atmos, and he left out that flag...My bad.
      Thanks for straighening that out.

      ~Dimpfinator

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