Ambrosia Garden Archive
    • BUGS!


      I got an idea from Captain Skyblade to see just how many bugs people have found in ev 1.0.5, since there seem to be many many complaints.

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      Long Live The Rebellion!

    • Welcome to the Boards! Next time, don't type the subject in all Caps. Mods an andrew don't like it. This might get locked because of it.

      The biggest thing I see is the alien fighter argument. 2 or 3? I always get two.

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      PETJ: Person for the Ethical Treatment of Jimbob
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      (This message has been edited by Jimbob (edited 06-26-2002).)

    • thanks, don't want the moderators getting mad, now do we? there's also the thing with buying rebel ships after the alien missions when you're a feddie.

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      Long Live The Rebellion!

    • The descriptions of the shield boosters lie.

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    • Quote

      Originally posted by gun rider:
      **...the thing with buying rebel ships after the alien missions when you're a feddie.

      **

      As I said before, that's just the Rebels giving up. 😛

      Um, there are a few features I'd like to add, but not much that's buggie... I'd like to be able to get rid of the forklift, for one.

      Oh, also, maybe missiles and torps should be massless. Would they really weigh a ton each? Just a thought.

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      (This message has been edited by Rawzer (edited 06-26-2002).)

    • (QUOTE)Originally posted by General Rak:
      The descriptions of the shield boosters lie. (QUOTE)

      That's true.

      1. They don't increase your shield charging rate by much.
      2. It is not "illegal". If it was, you'd be attacked by Confed ships.

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      A life without danger is no life at all. -Blood Eagle

    • The description of the Sheild Capacitor is confusing, it says 15 terrawatts, but that's only 1.5 units of sheilds.
      The fact that, damage per second, laser cannons do more damage than proton cannons is a minor bug, but one that I like 😄
      And why can't I use my captured Corvettes cargo space? Doesn't the shipyard description say that they are meant to serve as secure freighters?
      In Res-edit, the acceleration values you put in are halved, so the thrust encancement only increases your acceleration by 75, and the engine upgrade increases your speed by 150.

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      Hand me the gun and say that again.

    • Quote

      Originally posted by Blood Eagle:
      It is not "illegal". If it was, you'd be attacked by Confed ships.

      There are plenty of things which, despite being illegal, can be done without any serious risk of the military shooting at you, and I see no reason for installing shield upgrades not to be one of them.

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      David Arthur
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    • Well, since we're talking about descriptions, the description for the Rapier says it's got missiles. Which would be nice, but no, it doesn't have any.

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      Mike Lee (Firebird)
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    • Bugs Bugs Bugs. Here's a few tiny little things I've stumbled upon:

      Bug #1: Infinate mission possibilities. I've previously used this technique when I've been lazy. Land on any planet with a mission computer. You know for a fact that the shortest distance you'll have to travel is 2 jumps for a mission correct? This isn't to mention that rush jobs are the best type of mission you can fly (With the exception of the medical supplies missions). What are the odds of getting a rush mission to a destination within two jumps? Not too bad. What abot 2 missions? Looking dismal. That's where this trick comes in. Pick the system you want to travel to. Look into the mission computer. If there are no missions to your system selection, accept the first one on the list. Open up your mission info screen, 'i' by default, and cancel the mission. go back to the mission computer and everything has been refreshed. Repeat until you've got several rush missions to your planet of choice. Nothing beats 200,000 credits worth of mission goods waiting to be delivered in your light freighter 10 minues after you start the game.

      Bug #2: Another minor little itty bitty bug that involves maximum ammo limitation. Go buy yourself 999 Javalin rockets. You won't be able to purchase any more. Now, go find a clipper and disable it. Capture it's ammo. You'll have an additional 40 or less Javalin rockets added to your ammo load, breaking the 1000 mark. Because Javalins weight nothing, I've used this trick before, over long periods of time, to increase the value of my ship. One of the best methods I've found involves Space-Bombing a corvette and ripping off it's ammo supply.

      Could we consider the Monty-Python a bug? How about the maximum speed change as you rotate your ship. Ever notice that some angles are better for outrunning missiles and torps than others?

      This also raises the following question:

      Are these indeed bugs, or are they simply admitted shortcomings in the engine that Burch was unwilling to spend the time to fix?

      -AJ

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      0-60 3.0s...1320ft/9.2s...Head Gasket Bursts...

    • Quote

      Originally posted by AJ:
      **Could we consider the Monty-Python a bug? How about the maximum speed change as you rotate your ship. Ever notice that some angles are better for outrunning missiles and torps than others?

      **

      Heh, here we are, talking about bugs...I need to go and do some testing of NR, come to think of it.

      Well, yeah, about this bug you're talking about here...is this really a maximum speed change, or just the fact that the missile is losing speed?

      Also, on the subject of weapons, a couple more -- sometimes missiles fly at me from another ship, but it's traveling at a speed 100 times faster than it's supposed to. And guns and turrets don't behave the same way; guns will add your ship speed to the weapon speed; turrets have the shortcoming of shots flying out behind you when you're using your afterburner (or just going plain fast). One of the reasons why in EV, guns are better than turrets.

      Oh, and I didn't mention this -- the proton cannon does less damage than the laser cannon when you take reload rates into account. And, the weapon damage formula in the EV Bible is wrong; it's supposed to be /2, not /4. I believe this was fixed in EVO, but I have yet to verify that (and it's been so many years since I pointed that out!).

      Well, I think EV already is a good game, but it also is an old one that's hard to have fun playing anymore (especially after learning monty python). So, yeah, I'm not sure Matt would actually bother making a 1.0.6. If the demand is high enough, I guess there's no reason against it.

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      Mike Lee (Firebird)
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    • Or another thing we could do is get some plugin developer to make a plugin that fixes the bugs.

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      Long Live The Rebellion!

    • Quote

      Originally posted by gun rider:
      **Or another thing we could do is get some plugin developer to make a plugin that fixes the bugs.

      **

      People often fail to understand this - plugins are limited in scope. They cannot make changes to the engine, only the scenario. So, in this case a plugin could fix the niggles with mistakes in item descriptions, as could the Rebel ship buying bug, but at the same time fixing problems like the Monty Python, missile speed angles and so on are impossible without a game update by Matt Burch or someone else with the source code.

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      (url="http://"http://www.mazca.com/")Mazca(/url) , Moderator, EV Developer's Corner
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    • I think it would be possible for the AI of Override to be ported for use in an EV 1.0.6. Although the AI in Override still isn't the smartest, it is an excellent improvement over EV.

      Player should not be given access to Rebel ships and tech after completing the Confederation mission string. For obvious reasons, no doubt?

      The final alien mission should be looked into. While ResEdit says there should be three alien fighters, a good number of members here have spoken of two to even five at times (I've always had just two).

      That's all I can think of at the moment... I know there's more. A version 1.0.6 would be quite cool; bring the old EV some extra life. I for one would even completely redo the graphics for Ambrosia just for some extra taste while playing. 😉

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    • I think it would be possible for the AI of Override to be ported for use in an EV 1.0.6. Although the AI in Override still isn't the smartest, it is an excellent improvement over EV.

      I think there's a plug-in that's supposed to do that, but as far as I can tell, it doesn't work.

      Player should not be given access to Rebel ships and tech after completing the Confederation mission string. For obvious reasons, no doubt?

      Yup. If someone were to fix this, I think other things should be added to EV as well to bring it some more life. I think extra missions were put into the game between two versions of the game (including the Rebel tractor beam mission); I don't see why that can't happen again.

      The final alien mission should be looked into. While ResEdit says there should be three alien fighters, a good number of members here have spoken of two to even five at times (I've always had just two).

      Well, if you check the Alien Cruiser stats, it carries 3. Since you saw one earlier, maybe that's why there's two, but I can't think of any logical game reason why there should be anything other than three.

      That's all I can think of at the moment... I know there's more. A version 1.0.6 would be quite cool; bring the old EV some extra life. I for one would even completely redo the graphics for Ambrosia just for some extra taste while playing.;)

      I suppose you're right. We could use some of that around here, though judging from activity on the boards, Override needs that even more badly. Especially the graphics. There is, of course, Magma, but that's just one style of redoing the graphics; there are other ways to do it and still maintain coolness.

      The thing is, however, will all this be necessary when people release TC's for Nova that are just ports of EV? Actually I would most like to see Ambrosia do it themselves; I don't like the idea of people competing to release their own port.

      That's all I'm going to say...for now.

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      Mike Lee (Firebird)
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    • Quote

      Originally posted by Firebird:
      **
      Well, if you check the Alien Cruiser stats, it carries 3. Since you saw one earlier, maybe that's why there's two, but I can't think of any logical game reason why there should be anything other than three.

      **

      That's how many there are suppost to be, yet folks often find more or less.

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      (This message has been edited by Captain Skyblade (edited 06-28-2002).)

    • Quote

      Originally posted by Captain Skyblade:
      **That's how many there are suppost to be, yet folks often find more or less.

      **

      Every time I did the Rebel alien mission I encountered two alien fighters, while in the Confed one it was always three. I never did figure out why, as they both definitely call on the same shďp resource.

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      (url="http://"http://www.mazca.com/")Mazca(/url) , Moderator, EV Developer's Corner
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    • Quote

      Originally posted by Mazca:
      Every time I did the Rebel alien mission I encountered two alien fighters, while in the Confed one it was always three. I never did figure out why, as they both definitely call on the same shďp resource.

      In both strings - on both 1.0.4 and 1.0.5 - I've always gotten the three fighters the resources call for.

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    • I think it's actually three fighters. There's the first one you see, which, unless it's destroyed, rejoins its comrades. That accounts for the three you finally see. I've always seen three. Next time you do the missions, destroy it (or try to) and see how many you see at the end.

      -Ace 😉

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      "War not determine who right...War determine who left"

    • Quote

      Originally posted by Firebird:
      **Heh, here we are, talking about bugs...I need to go and do some testing of NR, come to think of it...
      **

      Roger that......slacker 🙂

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      Joe Burnette
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