Ambrosia Garden Archive
    • mission help


      yeah. i'm making a plug-in for EV, the original for those that don't know :), and i was wondering if there is a way to take away money. just figured since i wrote it out, i might as well ask if it's possible. anyone know how? schmelta v says bad money value for - numbers in the cash reward box.

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      The Boomerang Gun, for your murder suicides.
      Battlenet: ev3-antihero8 (url="http://"http://www.boardgame.f2s.com/cgi-bin/ikonboard/ikonboard.cgi")Board? Games!(/url)

    • Try using Res-Edit for editing that specific field. 🙂

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      YakKa Foob MoG. GRuG
      PubbuWuP ZiNk WattooM
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    • Quote

      Originally posted by antihero:
      yeah. i'm making a plug-in for EV, the original for those that don't know:) , and i was wondering if there is a way to take away money. just figured since i wrote it out, i might as well ask if it's possible. anyone know how? schmelta v says bad money value for - numbers in the cash reward box.

      Support for taking money away from the player was not implemented until EV Override 1.0.2, so you can't do it in the original Escape Velocity, at least not directly.

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      David Arthur
      (url="http://"http://davidarthur.evula.net/")davidarthur.evula.net(/url): MissionComputer and the Talon plug-in for the original Escape Velocity
      MissionComputer 1.1.1 Now Available

    • One indirect way of taking away money is to create an item which is 'given' to the player at the end of a mission which has a negative effect -- eg, gives you a worse turn rate, or a ridiculous distance from the centre before you jump. This forces the player to 'pay a fine' (ie, buy an item which reverses the effect). You can set it up so that the reverse-effect item is only available after that mission, and you can only have one of them.

      As David says, you can't take away money directly.

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      M A R T I N • T U R N E R
      (url="http://"http://www.AmbrosiaSW.com/cgi-bin/vftp/show.pl?product=evo&category;=plugins&display;=downloads&file;=FrozenHeart104.sit.bin")Frozen Heart(/url)
      (url="http://"http://www.AmbrosiaSW.com/cgi-bin/vftp/show.pl?product=evo&category;=plugins&display;=downloads&file;=FemmeFatale.sea.bin")Femme Fatale(/url)
      (url="http://"http://www.ambrosiasw.com/cgi-bin/vftp/dl-redirect.pl?path=evo/plugins&file;=Frozen Heart - the No.hqx")Frozen Heart - the Novel(/url)

    • Quote

      Originally posted by Martin Turner:
      **One indirect way of taking away money is to create an item which is 'given' to the player at the end of a mission which has a negative effect -- eg, gives you a worse turn rate, or a ridiculous distance from the centre before you jump. This forces the player to 'pay a fine' (ie, buy an item which reverses the effect). You can set it up so that the reverse-effect item is only available after that mission, and you can only have one of them.

      As David says, you can't take away money directly.

      **

      You mean like giving them the Denver Boot?

      My, the possibilities... You evacuate a colony and somehow a bratty little kid stays on, getting into everything, ruining crew efficiency (special cargo awarded at mission completion). You have to take a tough mission in your semi-crippled ship to return the kid (probably, to find or visbit the only spob with the special tech level allowing it to "buy and sell" that special cargo.)

      (Hmm. There was actually a similar bit in one of Melissa Michael's "Skyrider" books, when she took on a passenger who could not tolerate combat accelerations. To preserve his life she had to risk all of theirs.)

      Or, simpler, you have to transport/tow/install some nasty, bulky, highly sensitive bit of gear that interferes badly with some part of the ship until you can deliver it. "I'm sorry, Captain, but the interstellar particle collector is quite incompatible with your sheilds. You will have to have those de-activated for the duration of this mission. But of course we have to go into the Dark Nebulae! Where do you think the best concentration of interstellar particles is?"

      Right. Back to work on my TC. You guys get such neat ideas!

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      everywhere else, it's --
      "Nomuse"

    • Quote

      Originally posted by Martin Turner:
      **One indirect way of taking away money is to create an item which is 'given' to the player at the end of a mission which has a negative effect -- eg, gives you a worse turn rate, or a ridiculous distance from the centre before you jump. This forces the player to 'pay a fine' (ie, buy an item which reverses the effect). You can set it up so that the reverse-effect item is only available after that mission, and you can only have one of them.

      As David says, you can't take away money directly.

      **

      gonna try that, thanks. teach all of you not to play that mission string 🙂

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      The Boomerang Gun, for your murder suicides.
      Battlenet: ev3-antihero8 (url="http://"http://www.boardgame.f2s.com/cgi-bin/ikonboard/ikonboard.cgi")Board? Games!(/url)

    • It could be like a thing given by the govt, a device that makes sure your fine is paid, or something of that nature. I'm sure one of those govts would have come up with something like that...

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      If at first you don't succeed, deny you ever tried.