Ambrosia Garden Archive
    • EVO Versions


      How many versions are there of EVO??? I only have 1.0 and whats the difference??
      BOOMING

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    • bug fixes. 1.0.2 added a lot of engine improvement, like better AI and smoke for rockets/missiles.

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      "Then shall they deliver you up to be afflicted, and shall kill you: and ye shall be hated of all nations for my name`s sake. And then shall many be offended, and shall betray one another, and shall hate one another. And many false prophets shall rise, and shall deceive many" - Matthew, 24:9-11

    • Quote

      Originally posted by BOOMING BRUIN:
      **How many versions are there of EVO??? I only have 1.0 and whats the difference??
      BOOMING
      **

      Here are the change lists.

      EV Override™ 1.0.2 Notes
      ------------------------

      Change history:

      Version 1.0.2 -- Initial released 6/5/2000

      -- Removed spaceport bar from Verrill prime after destuction

      -- Fixed a bug that sometimes caused the warp out sound to play multiple times

      -- Changed default secondary trigger to the control key

      -- Fixed some spelling errors in various mission text

      -- Added a field to force up to 4 pers ships to always appear in a system

      -- Weapon ammo type -999 will now cause the firing ship to be destroyed

      -- Added ship type pilot skill variance

      -- Finally fixed the bug that would cause all ships to appear the same

      -- Zidagar ships given natural fuel regeneration (not player)

      -- ships with solar panels (including player) given natural fuel regeneration

      -- shield-related outfits drain fuel

      -- UE Cruisers will appear via dudes after appropriate missions done

      -- certain weapons (dispy rockets, defence pods) will detonate when count is up

      -- brief 'Fine' mission added in relation to space mines

      -- a few other changes implemented for b4/5

      -- Made beams display a little nicer

      -- Added a little randomness to keep computer ships from stacking up

      -- Afterburners implemented for numerous ships.

      -- shields reduced slightly for all fighters and other highly manoeuvrable ships

      -- missing STR# added for Miranu Station (found this one myself : )

      -- smoke trails implemented for a few weapons

      -- x-offsets implemented for a few ships (UE and Voinian fighters)

      -- marine outfit is given out to player during the UE D'Erlon missions

      -- blind spots implemented for a few ships (human freighters and cargo transporters)

      -- Missions can take away the player's money if desired

      -- Added an activate-on-bit-cleared option to oops resources

      -- Purchasing outfit items can alter mission bits

      -- Outfit items can have secondary effects

      -- Fleets can be controlled by mission bits

      -- Allowed default inherent AI type in dude resource

      -- Added flags to make AI ships more selective about missile selection

      -- Beam weapons now stop when they hit something

      -- Extended most resource templates by a few bytes for future expansion

      -- Added a StartBitSet field to mission resource

      -- Made the planet picture in the communication dialog a little nicer

      -- Added a flag to optionally show target's armor on status display

      -- Added mission bit support to 'dude' resources

      -- Added a flag to support flak-type weapons

      -- Added projectile weapon strength decay option

      -- Adjusted freefall bomb speed

      -- Added support for anti-fuel-scoop type outfits that drain fuel

      -- Added oufit resource picture conflict workaround

      -- Ships can have default outfit items at purchase time

      -- Ships can have inherent fuel regeneration ability

      -- Fixed a bug that was causing turrets to be somewhat inaccurate

      -- Fixed the crooked beams problem

      -- Fixed the start-disabled flag in the govt resources so it works again

      -- Added the capability for AI ships to use afterburners

      -- Added a "Marines" outfit type for plugin developers to use

      -- AI ships can perform slightly more complex combat maneuvers

      -- Added a fix for the users who couldn't hyperspace

      -- Added reverse target-cycling (hold down shift + target key)

      -- AI ships are no longer confused by rear attacks

      -- Fixed a bug that would prevent some fleet types from appearing

      -- Improved beam visibility slightly

      -- Added ability to specify turret blind spots

      -- Added the AvailShipType field and some related flags to the mission resource

      -- Fixed the flickering communications message bug

      -- Cycling targets once again allows a "no target" selection

      -- Added an x-offset capability for unguided projectiles and beam weapons

      -- Moved the armor indicator label into a pict resource

      -- Made combat AI difficulty proportional to combat rating

      -- Weapons can have smoke trails

      -- Added a RefuseBitSet field to the mission resources

      -- Unlicensed copies of the game no longer crash on startup

      .....

      Version 1.0.1 -- released 10/5/98

      -- Added an option to use QuickDraw for graphics, offering greater compatability

      -- Added code to ensure that hyperspace jumps won't accidentally stop

      -- Added a flag for plugin designers to show SpecialShipSyst on map

      -- Added a workaround to fix unexplored-visbit-system problem

      -- Hyper route is fixed when a visbit interferes with the system layout

      -- No more selling back mass expansions and having too many outfit items

      -- Plunder dialog no longer offers captured ammo the player can't use

      -- Random missions to hidden systems will no longer be made available

      -- Captain Hector no longer appears the same day the game is registered

      -- Fixed problem with incorrect missile behavior with extremely low game speed settings.

      -- Changed to latest version of Sprite Animation Toolkit.

      -- Fixed crash-on-quit bug that occurred when switching back from 8-bit color

      -- Fixed some drawing artifacts in the message area

      -- Various (mostly mission) bug fixes including: New Tokyo has bar desc after VisBit change, cargo delivery confusion fixed for numerous missions, Azdgari warship targets in 'Hunt ' missions given proper names, and fixed bars with no available escorts

      -- Eased up on mission abortion penalties

      -- Added a few new interesting bits & pieces

      -- Messed about with weapon stats a bit (speeds and damages up and down)

      -- All weapon speeds accelerated by ~125%

      -- Checked a few outfits could/could not be sold

      -- Most turrets take up gun slots to prevent multiple gun/turret combos

      -- Adjusted ship turret/gun slots to match this

      -- Included some extra descriptive text to explain some outfit items' behaviour

      -- Various other minor alterations

      -- Enabled 'green arrow for misn ships' for appropriate missions

      -- Moved SC recruitment mission from New Tokyo to Molos - makes less sense but is bugproof

      .....

      Version 1.0.0 -- Initial release 4/29/98

      .....

      Lit Nerd

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      God Bless America and all who defend her!

    • Quote

      Originally posted by Lit Nerd:
      **Here are the change lists.

      EV Override™ 1.0.2 Notes**

      i was wondering does it cost anything to get the updated versions at all or not???
      BOOMING!

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    • You might be thinking Mac OS X Jaguar Update, but in this case, it doesn't cost anything. It is FREE!

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