Ambrosia Garden Archive
    • Captured ship stays disabled


      Hi, I'm finishing up a port of an old EV plugin to Nova and I noticed that when I capture ships and take them as my own, I end up in the new ship, but disabled. It's been a while since I've played vanilla EV Nova but I'm pretty sure this is not how it's supposed to work. However, I have no idea what resources govern this mechanic. Thoughts?

    • You're right, it's not supposed to work like that. If you switch ships, the ship you just captured is supposed to be repaired to 33% armour. My guess is something is wrong with your copy of EVN as I'm fairly sure that procedure is hard coded into the engine, no resource can alter it.

    • You got me worried so I ran the following tests.

      1. Vanilla Nova does not exhibit the bug. My armor was set to 34% and I was able to drive away.
      2. Unmodified EV Classic does not exhibit the bug. My armor was set to 33% and I was able to drive away.
      3. EV Classic + plug-in does exhibit the bug, both in plug-in ships and unmodified classic ships. Furthermore, I've noticed a pattern, where the first column is the total armor of the captured ship, and the second is the percent armor it starts with when captured:
      250 -> 3% (2.5?)
      400 -> 4%
      600 -> 6%
      1,500 -> 12%
      2,500 -> 16%
      4,000 -> 20%
      10,000 -> 26%
      15,000 -> 28%
      20,000 -> 29%
      32,000 -> 30%
      I'm quite sure that these numbers do not vary. The data fits well with a function like 30x / (x+1), which also behaves roughly linearly for small x, which explains why the first three terms seem to fit nicely on a line.

      I hope this is convincing enough evidence that the plug-in is at fault. The remaining question is why on earth the game should behave this way. I confess I am utterly confused.

    • So, I have an update on this matter for anyone who cares: the bug does not occur for newly created pilots. While I'm not satisfied with this, it at least means that I can release the plug without having to solve the problem. If anyone has thoughts on why the bug appeared in the first place, I'd still be happy to hear them.

    • I'm just as puzzled as you are. This update you've posted is helpful, though, as përs ships work the same way. If a plug-in containing a new/altered përs ship is installed in EVN but the user doesn't start a new pilot, they will not see the new përs ships nor see alterations to existing përs ships.

      Since this bug seems to affect only pilots existing before the plug-in is installed and not pilots created after, it sounds like it works the same way. However, I still have no ideas as to the cause. Still, I find bugs like this fascinating and would love to hear about any more information you can gather on it. 🙂