Ambrosia Garden Archive
    • Yeah, sorry I missed this before. Looks amazing dude. Nice work.

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    • I was wondering how you were doing teritories fo the govts, while it makes sense for pirates to have islands but not really nations such as England and Spain.

    • Quote

      Originally posted by Ashton:
      I was wondering how you were doing teritories fo the govts, while it makes sense for pirates to have islands but not really nations such as England and Spain.

      Well, since England is a series of islands you could have several systems (England, Scotland, etc) really close together. Since the islands are obviously not completely to scale (like planets in ev), you could just give the large pictures or have them be 'conglomerate islands' like I suggested above (a bunch of spobs clase together, though I'm not sure how you you would fix the scan map problem...
      As for Spain... well, I'm not familiar with EV:N's engine, but could you have a "repeating series of spobs" to form a sort of coastline that would be fatal, like the reefs someone suggested?

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      (This message has been edited by Entropy (edited 09-12-2002).)

    • Quote

      Originally posted by Entropy:
      **Well, since England is a series of islands you could have several systems (England, Scotland, etc) really close together. Since the islands are obviously not completely to scale (like planets in ev), you could just give the large pictures or have them be 'conglomerate islands' like I suggested above (a bunch of spobs clase together, though I'm not sure how you you would fix the scan map problem...
      As for Spain... well, I'm not familiar with EV:N's engine, but could you have a "repeating series of spobs" to form a sort of coastline that would be fatal, like the reefs someone suggested?

      **

      May have been my idea. not sure though.
      I would suggest doing something like an island port (like ellis island) and not have any systems within the continent. The map can take care of continents and the systems with the island ports can be on the "coastline".

      If you jumpm out over a deadly, will it kill you? It would be really wierd to fly to the edge of a system and suddenly you're on the other end of it! A ring of reefs? something to stop you from flying off the edge? But thats useless unless you can jump out without dying.

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      You can't accelerate to lightspeed. But no one ever said anything about hitching a ride on something already moving faster than light...

    • Quote

      Originally posted by Artanis:
      **If you jumpm out over a deadly, will it kill you? It would be really wierd to fly to the edge of a system and suddenly you're on the other end of it! A ring of reefs? something to stop you from flying off the edge? But thats useless unless you can jump out without dying.
      **

      If you are reffering to deadly spobs, fear not, I have the situation well in hand. The spobs are a lot bigger then they seem....... Bwahahaaa!

      But yes, the map will be a nice big nebula with the continents, but the systems end near the coast. That, I think, solves a big prob, because most ocean-border countries have lots of nice little islands on them.

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    • I think it's kind of silly to do this. The EV engine just isn't cut out for it. One of the things that most dinstinguishes this time period and mode of transportation is that it is sailing-- it is dependent on the winds, which can be variable and changing, or not present at all. Sailing isn't just pointing in one direction and pressing the forward key and depleting your fuel stock by 100 units, it's a lot more complicated, and it is impossible to justly represent it with the way Nova handles movement. The winds and their finicky behavior are a major part of life on the high seas, but Nova can't represent this. It was designed around the behavior of spaceships, not sea-ships, and there can't be collisions either.

      All these ideas like replacing spaceships with sea-ships or wwII planes or submarines or mid 18th century steam locomotives or whatever just seem a bit much for me, since the engine lacks what makes these things distinctive in terms of mechanics and so on. They're interesting ideas, but they don't sound that fun in actual practice. So many tricks must be put in to the plugin to get only a kludgy hackish approximation of what you're trying to repreresnt. Neat as a theoretical exercise, but in reality it's a lot better to find a game engine that is more suited for this kind of thing.

      Besides, a game was already made that can capture all this much better than anything using the EV engine ever can. It's called "Pirates!" Anyone remember that one? It had all sorts of fun details and things for the player to do, when you boarded another ship you'd have a sword fight with the enemy captain, etc.

    • Originally posted by Mantaray:

      You're a genius! Submunitions, I should have thought of that. Yes, cannons will be
      turrets in disguise, with the "blind front and back" and the "shoot closest to target"
      thingies.

      Sorry to burst your bubble, but the AI will not extrapolate submunitions' range...in other words, they won't fire submunitioning weapons unless the target is within the INITIAL SHOT's range. I have reported this lack-of-feature/bug to Ambrosia, but they haven't done anything about it so far...

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    • Quote

      Originally posted by SD:
      < snip>

      I think it's a great idea. It's innovative, and the EV engine is actually perfectly suited for it. Think about it, sailing through the caribbean is so similar to flying around. commodities, pirates, bars, money.

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    • Quote

      Originally posted by SD:
      < snip>

      Some people take a few things a little seriously.

      You'd be surprised what EVN can do. It may not look perfect, but it certainly isn't what you seem to think it is.

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    • Quote

      Originally posted by SD:
      **
      Besides, a game was already made that can capture all this much better than anything using the EV engine ever can. It's called "Pirates!" Anyone remember that one? It had all sorts of fun details and things for the player to do, when you boarded another ship you'd have a sword fight with the enemy captain, etc.**

      Yes, I remember it, I used to have 'Pirates! Gold.' I hated its breathing guts after a while because there was no real point to it other than to capture cities, and the only way you could get better ships/more cannons was to capture them, and when you're in the equivalent of a rowboat, that's not exactly the wisest idea.

      And Weep, yeah, submunitions WILL fire even if the target isn't within the initial shot's range. Of course, that's for dumbfire rockets Turrets just might work differently But you seem to be talking about PD turrets Aargh. MATT!!!!!!!! WE NEED HELP!!!!!! (professional, preferably )

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      (This message has been edited by spacecowboy (edited 09-15-2002).)

    • Quote

      Originally posted by Artanis in sig:
      You can't accelerate to lightspeed. But no one ever said anything about hitching a ride on something already moving faster than light...

      Sorry to go off-topic, but how would you accomplish that?

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    • Quote

      Originally posted by P-Psycho:
      **Sorry to go off-topic, but how would you accomplish that?

      **

      Read K-PAX.

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    • Originally posted by spacecowboy:

      And Weep, yeah, submunitions WILL fire even if the target isn't within the initial shot's
      range.

      I never said that the submunitions wouldn't fire. I said the AI will not fire the weapon unless the target is within the initial munition's range.

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    • Quote

      Originally posted by Weepul 884:
      **Originally posted by spacecowboy:

      And Weep, yeah, submunitions WILL fire even if the target isn't within the initial shot's
      range.

      I never said that the submunitions wouldn't fire. I said the AI will not fire the weapon unless the target is within the initial munition's range.

      **

      Well, that's not much of a surprise, seeing as RAGE gunboats don't fire Wraithii until I'm within FPC range.

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      “You’re only given a little spark of madness. You mustn’t lose it.”
      -- Robin Williams

    • Quote

      Originally posted by Weepul 884:
      **Originally posted by spacecowboy:

      And Weep, yeah, submunitions WILL fire even if the target isn't within the initial shot's
      range.

      I never said that the submunitions wouldn't fire. I said the AI will not fire the weapon unless the target is within the initial munition's range.

      **

      AIs that don't shoot back! Wheee!
      Not really fun though.

      After 15 minutes of barinstorming, I can think of no solution.

      Don't give up. I want to play your plugin.

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      You can't accelerate to lightspeed. But no one ever said anything about hitching a ride on something already moving faster than light...

    • Quote

      Originally posted by Weepul 884:
      **Originally posted by spacecowboy:

      And Weep, yeah, submunitions WILL fire even if the target isn't within the initial shot's
      range.

      I never said that the submunitions wouldn't fire. I said the AI will not fire the weapon unless the target is within the initial munition's range.

      **

      Hmm... What controls when the initial shot explodes? I do not remember upon what it is based. Is it the range? I thought there was another field for it...

      This plugin looks really good, but a new screenshot would be nice 😛 .

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    • That would be the count field, V.

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    • Quote

      Originally posted by spacecowboy:
      a 'shot' is a solid iron ball. Designed to put a big hole in the side of a ship, thus letting water in.

      Sorry: wrong. Shot was designed to crash into the side of the ship and create huge splinters on the other side. These splinters could cut a man in half and devastated guncrews. The shot rarely penetrated and even if it did it was always above the waterline - a shot hitting the water would have all it's energy spent instantly and ships were rarely sunk in battle therefore you should change the thing that says "Disabled" when you've almost destroyed a ship to "Colours Struck" as this more accurately reflects the practices of the time. Also, make all weapons disabling weapons.

      Make the ship running lights a flapping ensign. When the ship strikes her colours have the animation stop, going back to the original sprite: one without a flag.

      Another weapon: Boarding parties: a very short range weapon which launches your Marines against the other ship.

      Also when you buy ships make the crew value in the shîp resource the minimum value needed to sail the ship (pretty low) then give a few 'crew' outfits and then make missions to take some of them off you randomly due to disease and press-ganging. Also you could make Royal Navy warships hail you and impress some of your crew.

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      (This message has been edited by Admiral Slathkill II (edited 10-07-2002).)

    • Forgive me if this question has been answered already but I dont have enough time in this class to read the whole topic and then ask the question. What are you going to do about the ships sailing over the islands?

      I suppose you could assign the planet an invisible repulsor beam, with 0 accuracy so that ships get repelled to a certain distance from the island. Thats the only way I can think of to get round that problem.

      (edit)
      Oh yeah it looks really cool by the way!
      (/edit)

      ewan

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      (This message has been edited by Jules (edited 10-08-2002).)

    • Quote

      Originally posted by Admiral Slathkill II:
      **Sorry: wrong. Shot was designed to crash into the side of the ship and create huge splinters on the other side. These splinters could cut a man in half and devastated guncrews. The shot rarely penetrated and even if it did it was always above the waterline - a shot hitting the water would have all it's energy spent instantly

      **

      Thats also slightly wrong. Nelson in the Battle of the Nile in some cases fired his shots so they would rebound off the water and hit the French ships and so caused more damage. That is where Barns Wallece (SP) got his idea for the Bouncing Bomb.

      Oh another thing. Remeber that pirate ships in those days were small fast vessels which would NOT get involved with goven't ships. If they did they would lose.

      ---Burning cow---

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