Coraxus, on Feb 17 2006, 03:12 PM, said:
Well, because seeing that Nova could support more additional voices, the extra voice from the downloads would fill in those extra voice slots, even though standby acknowledgements are no longer used in Nova.View Post
Uh, I still don't get it. Nova still only supports 10 voices per type per set. This is an EV plug so could have easily been included with EVO when it was first released - seeing as it wasn't I see no reason why I should add it now.
Dr. Trowel, on Feb 18 2006, 06:46 AM, said:
By the way, since there is all this talk about game speed.... Way back in 2003 there was discussion about the port making weapons too slow, and by how much. (Guy, you may have even been involved -- I don't remember.) Using ConText and quick Excel calculations, I made a never-released plug that multiplied all weapon speeds by 1.5 and all "count" fields by 0.67. Here it is:
Whether this should be official or not, I dunno. Figuring out what best brings original EVO game balance to the Nova engine is now more complicated, since, if I'm reading things correctly, it appears Guy went back to the ship speed numbers used in the original EVO game instead of the doubled ones in vers. 1.0.0 of the port. Do weapon speeds need to be halved to make them correct relative to the new ship speeds? Should that be on top of the X1.5 adjustment in my plug, or not?View Post
The problem with the original port was that ship speeds had been doubled but nothing else. To bring the rest of the game up to the same speed you would need to double ship accel, turn, shield recharge, fuel regen, outfits that modify these, cloak fuel consumption, weap speed, turn, fuel consumption, halve weap reload, count and maybe some other values I can't remember right now. I did try it like this but decided it might be a bit fast for some players and there's no way to slow it down (wheras you can always use caps to speed it up).
Edwards, on Feb 19 2006, 10:06 AM, said:
In all bars for thirty days, I believe. Anyone here played EVO recently, and can confirm this?View Post
Okay, I'll see about setting this up.
Edwards, on Feb 19 2006, 10:06 AM, said:
Huh? Hard-wired destinations (spob RID: xxx) are unaffected by considerations about transient spobs, so there should at least still be a mission to Outpost Omicron. What other "hard-wiring" were you considering?View Post
Wait, you mean Gamma? Since Gamma is always there (even though it gets replaced with a different version) then if I just leave it as it is you should get sent to both Alpha and Gamma, right?
Edwards, on Feb 19 2006, 10:06 AM, said:
Incorrect. I came up with a fairly long-winded explaination of just how Nova handles "transient spobs", and the upshot of it was that it only knows that the spob is transient if another system at the same x/y coordinates doesn't contain the spob - it doesn't care whether the spob's system's visibility can change. Therefore, offsetting works.View Post
Ah, okay. I'd like to keep things as simple as possible though, for compatibility with future plug conversion. The FE missions seem to be the only ones of real importance and if I can have the random missions go to both alpha and gamma then I may just leave it as it is. Or I could have one random mission to cover alpha and gamma then hard-wire the other two to theta and omicron, so there would always be three possible destinations.
This post has been edited by Guy : 20 February 2006 - 12:33 AM