Ambrosia Garden Archive
    • I discovered that if you place 4 unihabited spobs in a system, then place a habited spob in the system it will be shown as a vacant system unless you click on the ports list, if you place it far from the system's center and have complete radar failure it will be very hard to find as auto pilot will not help you (I think) (very good for neat missions). That way people who do not want to brodcast their location will be some what hard to find. My poast 'Invisable Spobs 101' tells how I found it and Space Pirate tod me I should poast it here. 🆒

      Cheers

    • Alternatively, (As Edwards has found View Post ) if you're using Nova Tools, you can put the habitable spöbs in the fifth-or-later Nav slots, and leave the first four Nav slots unused. This way, you get the effect Sylvanus has discovered, without the need for four uninhabited objects per obscured system.

      Some of the things that Mission Computer, and other editors, do to prevent problems make it difficult to find jucy stuff like this. First Negative Inaccuracy, now this...

      (Edit) Credit where credit is due.(/Edit)

      This post has been edited by Eugene Chin : 29 March 2005 - 07:42 PM

    • SP, Boyd's Missiles plug-in is still up at http://homepage.mac....issiles.sit.hqx

    • I humbly submit my very own creation, Reverse Thrust for Nova, made possible in part by damageless beams, recoil and contributions to the EVDC webboard from viewers like you.

    • Satori, on Mar 30 2005, 02:12 AM, said:

      Blink... wasm't that what Masamune was working on and not getting to work?
      View Post

      Masamune was able to get the planets to rotate -- what he couldn't do was then generate randomized missions to those planets (like the generic "Take 100 tons of medical to Earth" because the randomized missions don't reference spöbs with visbits.

    • Is there a work around that has been hypothesized/tried to get around the 'random missions not working on visible spobs?' I am having this problem and have thought of creating some apparently random missions that are actually fixed missions (always Earth version1 to Kania version 6, etc). This is very expensive as far as using up the number of available missions.

      I've been thinking about this problem and I haven't been able to come up with anything else. Any ideas?

    • SeattleLightning, on Apr 7 2005, 09:11 PM, said:

      Is there a work around that has been hypothesized/tried to get around the 'random missions not working on visible spobs?' I am having this problem and have thought of creating some apparently random missions that are actually fixed missions (always Earth version1 to Kania version 6, etc). This is very expensive as far as using up the number of available missions.

      I've been thinking about this problem and I haven't been able to come up with anything else. Any ideas?
      View Post

      Make a govt resource (that's a duplicate of the govt resource the spobs belong to) per spob group (by that I mean Earth, all variants), and set the mission to be available only on that govt's stellars.

      You will always have to specify at the destination in the case of "Kania 6" or whatever: you simply use the ID of the original version.

      Is that explicit enough or should I go into details?

      If, on the other hand, the govt of the spob changes depending on the moment, then I can't think of a walk-around

    • Can I nominate the work we did on Flying Your Carried Escort last year? I never got it completely working, but I think we were about two hours of tinkering away from a working implementation.

      Also, this thread should really be sticky.

      -reg

    • I have a new-and probably obvious-concept.

      "Known" bits-you could set certain bits for certain technology (perhaps only upon purchasing for some (discrimination), in other cases, just owning it). If you were to waltz into Sol (in EV) flying a Voinian Cruiser, you'd get at least a few odd looks upon landing-of course, this could be covered for discrimination and many other various things as well, so if you had the same Voinian Cruiser and went into U.E. space, it could be arranged so that they would refuse to sell you ships or outfits-or perhaps fuel, for that matter.

      -Bob

      This post has been edited by Consul Bob : 18 July 2005 - 11:00 AM

    • i thought of a plug idea that might be very interesting
      i was wondering if thair was any way to have your old ship(when it becomes an escort) keep all the outfits that your ship had

    • krabcat, on Jul 18 2005, 11:27 AM, said:

      i thought of a plug idea that might be very interesting
      i was wondering if thair was any way to have your old ship(when it becomes an escort) keep all the outfits that your ship had
      View Post

      IF< it were possible, it would be horribly complicated. Might be doable with one ship type and a limited number of outfits and weapons, and using all the crons (or something) and ship resources in Nova using up all of the different permutations.

      The problem is, of course, that Nova looks at the ship's RID # when it looks at your escorts, and then loads the default settings for those ships (which is why Iuso's Raven becomes a normal Nil'Kimas Raven on capture>escort).

    • This is certainly true. The only ways we know of to do this appear to, well, drain resources at a prodigious rate.

      Technically, you just need to check for the number you have of each outfit, and home in on a single resource. Of course, the combinations start to explode at a certain point.

      The best way I can see to do this is to have, say, ten different copies of each ship, and decide that, if you have a Light Blaster you get this one, if you have ___...

      Not fun, and gives access to a few really weird exploits.

    • Aelran, on Jul 21 2005, 01:52 PM, said:

      This is certainly true. The only ways we know of to do this appear to, well, drain resources at a prodigious rate.

      Technically, you just need to check for the number you have of each outfit, and home in on a single resource. Of course, the combinations start to explode at a certain point.

      The best way I can see to do this is to have, say, ten different copies of each ship, and decide that, if you have a Light Blaster you get this one, if you have ___...

      Not fun, and gives access to a few really weird exploits.
      View Post

      Wait, wouldn't it just be easier to make every outfit in the game stay when trading ships and for NCB ship changes? It's just a matter of checking the two little boxes (in MissionComputer) for every oütf resource.

    • That brings with it a whole slew of other problems, not the least of which is artificial overstocking of small ships.

    • nuku, on Jul 21 2005, 05:59 PM, said:

      Wait, wouldn't it just be easier to make every outfit in the game stay when trading ships and for NCB ship changes? It's just a matter of checking the two little boxes (in MissionComputer) for every oütf resource.
      View Post

      That makes the outfit stay on the player's ship, not on ships that become escorts.

    • A couple more threads for the list:

      Swappable Fighters: A method of changing the load-out of a carried fighter, without requiring the player to buy additional bays.

      Rotating System Solution: This is the thread with my solution to the Rotating System problem- the thread linked in the first post only contains the problem.

      Edwards

    • In flight adjustment of ship charasterics - A way to have missiles and carried ships affect your ship (speed, turning, radar, etc) and properly update in-flight, without opening the player info box.

      People seem to be really excited about this one...

      Also, the swapable fighters thing that Edward mentioned above, is currently being reworked, but the solution is very near.
      (Edit) Ok, here is a link to the post describing the latest version of a concept demonstration of swapping your fighters. Fighter Loadouts

      This post has been edited by Desprez : 17 November 2005 - 04:01 AM

    • I see this thread is very old.... But I have an idea for a "fun" plug-in, if anyone cares to try.

      I've always thought it would be neat to be able to get paint jobs, chrome trim packages ( 😛 ), etc. for one's ship. Not nasty, garish colours, but deep blue, red, some two-toned ones.... For any ship, really.

      Is this possible? Did I post this in the wrong place?

      EDIT: If anyone does want to try this, PLEASE make it Windows-compatable.

      This post has been edited by Moonshadovv : 31 December 2005 - 09:41 PM

    • You can paint, but you cant do really anything else to my knowing. There are MANY plugs that let you paint. Visit the Add ons section. You cant do anything that will alter the ships sprite.

      This post has been edited by Nelsonic : 31 December 2005 - 09:57 PM

    • oh, like the ships image in the game. You cant change the image, unless you make one yourself.