Ambrosia Garden Archive
    • Er, I don't think that's what he was asking. Scary fleet, though it'd take far too long to get it.
      In the official port, the cloak isn't removed on abort (or fail). It should all work fine in this one though. I'll test the mission just to be sure.
      (EDIT): Yeah, it works for me.

      This post has been edited by Guy : 12 October 2005 - 06:51 PM

    • Who likes the Forklift? I've added this back as a special little easter egg in the update 😉

      Bah, I'd like to know what you think so I guess I should tell you. Plus you have to work hard to get it even if you do know: It's found on Council Station.

    • Guy, when you post your update (and I find the time) I'll probably have to change my sig and website to reflect the obsolescence of the fix plugs. 🙂

    • Heh, and the "CFN Turrets is Turrets" will be redundant as well. So what's keeping you so occupied these days?

      If anyone's testing this could they post any strings they've completed, with or without issues?

      Wow, I've just looked at Council Station's defence fleet. I knew it was big but not that big.
      (would you believe I did the Voinian string for the first time only a couple of days ago?)

      This post has been edited by Guy : 15 October 2005 - 08:29 PM

    • Guy, on Oct 15 2005, 08:24 PM, said:

      So what's keeping you so occupied these days?
      View Post

      Career developments and an imminent birth in the family. Exciting, but kind of a double whammy!

    • Has anybody noticed that renegades will also try to capture ships to add as their own escorts? I just witnessed a renegade arada making a Miranu courier a renegade ship, kupo. Is there a "thing" that disables this kind of behavior in the govt resource?

      Also, I haven't noticed this until now, but I find it interesting that whenever a ship kills its target, it will just float in the direction its facing as if disable until the target itself blows up, then it picks up on it's usual AI routine.

      This post has been edited by Coraxus : 20 October 2005 - 07:05 PM

    • Okay, I think this is about ready for release. I've made one final fix (UE Cruiser will appear when it should during the Voinian string) and made two separate read mes. Has anyone tested this on a PC? Is the original PC port any different to the mac one?
      Check it out. If no one complains I'll upload it tomorrow.
      (EDIT:Removed)

      Coraxus, on Oct 21 2005, 01:00 PM, said:

      Has anybody noticed that renegades will also try to capture ships to add as their own escorts? I just witnessed a renegade arada making a Miranu courier a renegade ship, kupo. Is there a "thing" that disables this kind of behavior in the govt resource?
      View Post

      Cool, never seen that. No way to control it in the govt though.

      Coraxus, on Oct 21 2005, 01:00 PM, said:

      Also, I haven't noticed this until now, but I find it interesting that whenever a ship kills its target, it will just float in the direction its facing as if disable until the target itself blows up, then it picks up on it's usual AI routine.
      View Post

      Yeah, I know about that. Even if someone else is still picking on them they'll sit and wait til the old target is completely gone. Don't know if you can prevent that or not.

      This post has been edited by Guy : 11 November 2005 - 07:32 PM

    • Sorry. Solved itself.

      This post has been edited by Frequency 245 : 21 October 2005 - 03:12 AM

    • Guy, on Oct 20 2005, 08:18 PM, said:

      Yeah, I know about that. Even if someone else is still picking on them they'll sit and wait til the old target is completely gone. Don't know if you can prevent that or not.
      View Post

      You can imagine how the Vorik system will look when you have tons of UE warships just floating about after killing the dreadnaught, 😄 (assuming of course many survive the aftermath, kupo.) since that ship does take awhile to blow up hehe.

      BTW, the archive isn't working at all, I can't unstuff the file from that link, when I clicked on it, Finder was using its archive to extract but was stalling, I tried open it directly with ZipIt (for some reason it didn't get launched upon double clicking the archive) and it says there's an encoding problem with it.

      This post has been edited by Coraxus : 21 October 2005 - 09:12 AM

    • Coraxus, on Oct 22 2005, 03:09 AM, said:

      BTW, the archive isn't working at all, I can't unstuff the file from that link, when I clicked on it, Finder was using its archive to extract but was stalling, I tried open it directly with ZipIt (for some reason it didn't get launched upon double clicking the archive) and it says there's an encoding problem with it.
      View Post

      Ah, stupid thing didn't upload properly. Okay, it's fixed now.

    • Coraxus, on Oct 22 2005, 03:09 AM, said:

      You can imagine how the Vorik system will look when you have tons of UE warships just floating about after killing the dreadnaught, 😄 (assuming of course many survive the aftermath, kupo.) since that ship does take awhile to blow up hehe.
      View Post

      Try setting death delays to 1. The ship never disappears and the attackers will float aimlessly forever. :laugh:

      This post has been edited by Guy : 22 October 2005 - 05:57 PM

    • Here are three things I noticed about EVO 1.0.2 over the weekend:

      The Hunter Missile, contrary to what I think you were trying to say earlier, can in fact turn either direction, clockwise and counterclockwise, equally well. Or, at least, it can definitely do those things when fired by the player. I haven't checked AI missiles.

      The Emalgha Turret is fully turreted, contrary to its picture and description. It is only the Emalgha ships that restrict their turrets (all their turrets) to front-quadrant-hood. On other ships the ET can fire in any direction.

      And I encountered a really bizarre bug that I can't fully explain. In effect, Voinian Heavy Fighter outfits don't appear to be removed when I sell them, and I can sell them again and again just raking in the cash.

      I bought a Voinian Cruiser and sold its 4 Heavy Fighters. This gave me a million credits. I left the outfitters and then went back in. My fighters were back so I sold them again for another million. And left, and returned, and kept getting free millions (I already had over 100 mil, so it wasn't really that big a deal.) I disabled and boarded Voinian Heavy Fighters, which added them to my bay until I had 10. After that when I boarded more it gave me the normal capture/plunder/etc. dialog. Anyway, I went back to an outfitter and sold all 10 fighters, getting 2.5 million, and still had the 10 fighters. I don't know what's up with it.

    • Qaanol, on Nov 8 2005, 08:22 AM, said:

      Here are three things I noticed about EVO 1.0.2 over the weekend:

      The Hunter Missile, contrary to what I think you were trying to say earlier, can in fact turn either direction, clockwise and counterclockwise, equally well. Or, at least, it can definitely do those things when fired by the player. I haven't checked AI missiles.
      View Post

      Hm, it might have just been my machine. It definitely didn't work for me. What about other weapons? Fix the guidance types and then see if they turn as fast in one direction as they do in the other.

      Qaanol, on Nov 8 2005, 08:22 AM, said:

      The Emalgha Turret is fully turreted, contrary to its picture and description. It is only the Emalgha ships that restrict their turrets (all their turrets) to front-quadrant-hood. On other ships the ET can fire in any direction.
      View Post

      Yup, same for the DMG. I think that was a change made in 1.0.2. Another thing I like to 'fix'.

      Qaanol, on Nov 8 2005, 08:22 AM, said:

      And I encountered a really bizarre bug that I can't fully explain. In effect, Voinian Heavy Fighter outfits don't appear to be removed when I sell them, and I can sell them again and again just raking in the cash.

      I bought a Voinian Cruiser and sold its 4 Heavy Fighters. This gave me a million credits. I left the outfitters and then went back in. My fighters were back so I sold them again for another million. And left, and returned, and kept getting free millions (I already had over 100 mil, so it wasn't really that big a deal.) I disabled and boarded Voinian Heavy Fighters, which added them to my bay until I had 10. After that when I boarded more it gave me the normal capture/plunder/etc. dialog. Anyway, I went back to an outfitter and sold all 10 fighters, getting 2.5 million, and still had the 10 fighters. I don't know what's up with it.
      View Post

      Now that's really weird. I'll see if I can do the same...
      Nope, doesn't work. I reckon there's a number of bugs that only show on certain machines.

    • Well I submitted the update some time ago but now that pipeline's away it doesn't look like it's going to get posted for some time. So if anyone wants it you can get the final release here. I think the only thing changed since the last one I posted is that beams really are the correct length now and will fire from the nose of ships as they did in the original EVO (thanks to orca for pointing this out ;)).

      (EDIT) I've pulled the update from the addons and have been in contact with Mikee about making an official update. In the mean time, here's the link for the latest release. Changes since last include:
      - fixed some missions which were supposed to be critical (offered first)
      - further corrections to exit points
      - further modifications to the main menu (slightly less grainy; added missing frames to button animation; orbs light up when you click)
      - added starry background to planet comm
      - converted target picts to be compatible with Nova 1.0.9
      - should now work on windows
      - the package is now a complete stand-alone update and does not require the existing port to be installed

      (EDIT:Removed)

      This post has been edited by Guy : 30 January 2007 - 05:47 AM

    • Huzzah!

      Oh, and to everybody else.... That's a 5.9 MB download that Guy is pointing you to there. 😉 It's coming through rather slowly on my cable modem, but I'm sure it will be worth the wait.

    • Wait...how did you know when Guy edited a three and a half month old post? That's kind of scary...

      This post has been edited by orcaloverbri9 : 28 January 2006 - 10:19 PM

    • orcaloverbri9, on Jan 28 2006, 09:19 PM, said:

      Wait...how did you know when Guy edited a three and a half month old post? That's kind of scary...
      View Post

      Magic.

      Advanced technology.

      Obsessive webboard monitoring.

      Well... those things, and the fact that Guy recently linked to the modified post in a post on the EVO board. :rolleyes: I thought a few more people might be interested in his updated... update.

      (Edit: Also note that Guy's post was only 2 1/2 months old. That makes this all much less impressive.)

      This post has been edited by Dr. Trowel : 29 January 2006 - 11:17 AM

    • Dr. Trowel, on Jan 29 2006, 09:16 AM, said:

      Magic.

      Advanced technology.

      Obsessive webboard monitoring.

      Well... those things, and the fact that Guy recently linked to the modified post in a post on the EVO board. :rolleyes: I thought a few more people might be interested in his updated... update.

      (Edit: Also note that Guy's post was only 2 1/2 months old. That makes this all much less impressive.)
      View Post

      At least the update is the only thing that came from the EVO boards, right?

      Flee in terror, you vikimedegies.

    • Guy, on Nov 11 2005, 05:39 PM, said:

      Well I submitted the update some time ago but now that pipeline's away it doesn't look like it's going to get posted for some time. So if anyone wants it you can get the final release here. I think the only thing changed since the last one I posted is that beams really are the correct length now and will fire from the nose of ships as they did in the original EVO (thanks to orca for pointing this out ;)).

      (EDIT) I've pulled the update from the addons and have been in contact with Mikee about making an official update. In the mean time, here's the link for the latest release. Changes since last include:
      - fixed some missions which were supposed to be critical (offered first)
      - further corrections to exit points
      - further modifications to the main menu (slightly less grainy; added missing frames to button animation; orbs light up when you click)
      - added starry background to planet comm
      - converted target picts to be compatible with Nova 1.0.9
      - should now work on windows
      - the package is now a complete stand-alone update and does not require the existing port to be installed

      EV Nova Override Update
      View Post

      1. Drop all the .bin files in the "Nova Files Override" folder onto the Convert Plugins program supplied with Nova. Once all the files have been converted to .rez format you should delete the originals.

      What program? I never got that..

    • Alien5672, on Jan 31 2006, 04:43 AM, said:

      What program? I never got that..View Post

      If you have the Windows version of Nova, there should be a program in your Nova directory called "Convert Plug-ins.exe", which is what he is referring to. If you do not have it, re-install Nova.
      If you are using a Macintosh, you do not need to convert the .bin files. If they do not expand into plug-in files automatically or when you double-click them, you should download Stuffit Expander from www.stuffit.com.

      Edwards