From post: 138622, Topic: tid=9376, author=RAYfighter wrote:This sounds very interesting to me. It would mean that the 2-sides gameplay might be possible even within current given game today. Without any hardcoded modifications. Well, almost.
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Marvin
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MiaZ
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Sounds like a good plan!From post: 138629, Topic: tid=9376, author=Marvin wrote:From post: 138622, Topic: tid=9376, author=RAYfighter wrote:This sounds very interesting to me. It would mean that the 2-sides gameplay might be possible even within current given game today. Without any hardcoded modifications. Well, almost.Btw, the file in question is one of the few which is often changed whenever Vice adds a new option to the game. Ergo, every time there's an update to the game, you'll probably need to crosscheck your modded version of the file against any changes made by the update.
Is this file an encrypted file? If its not hard to make this mod, lets do it!
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Marvin
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KingArthur
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Good Advice Marv. I NEVER Mod a File Without the ORIGIONAL FILE Safely Sitting in My DOCS/PICS. lol.
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mcspedfreak
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i just got my key about an hour ago and straight away i noticed one key i would LOVE to have: Free look toggle.
(hold assigned key to look around with mouse /controller) i cant afford the track IR system just yet and really feel this function would add to immersion and situation awareness.
(hold assigned key to look around with mouse /controller) i cant afford the track IR system just yet and really feel this function would add to immersion and situation awareness.
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Major Grubert
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there is one "free mouse look around" key
dunno which one it is
dunno which one it is
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mcspedfreak
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oh really? i just looked and searched cause i didnt want to feel like an idiot... hehe ... maybe i failed?
EDIT: nvm ... F10 for cockpit mode... yeah.. i was looking for it under "View Controls" and just spotted it under misc... nvm i'll just go into a corner and read a bit more.... :/
[Edited on 6-18-2012 by mcspedfreak]
EDIT: nvm ... F10 for cockpit mode... yeah.. i was looking for it under "View Controls" and just spotted it under misc... nvm i'll just go into a corner and read a bit more.... :/
[Edited on 6-18-2012 by mcspedfreak]
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MiaZ
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oh ok, I had a look at the file.
I can see how you could rename the factions but I cant see how you could take them out altogether.
I don't understand much about what it all means but as far as I can tell the text.dat is just naming of things.
Editing that file you could change the names of everything and the text onscreen but you would still have 5 factions with all the same reputations in the same areas and so forth. If you left a faction nameless it would be just a nameless faction with the AI for that faction still flying around with same reputations, just without a name.
Is that right? Do I understand this file what it does?
Which makes me think of another problem. If we did take out 3 factions it would mess up the contracts available around the places.
The type of mod I am thinking Rayfighter is meaning would be to have the upper part of the map as 80% or high reputation for one faction and low reputation levels for the the other, mirrored the same thing the lower half with factions reversed.
Then contracts being offered by only two factions.
But then what will happen to the AI that is without a faction now? Could you merge them together to be part of one or other of them? Would it be limiting the type of contracts on offer?
-I don't know but its looking like a type of modding that is beyond me for sure. LOL
Though a dedicated "war server" with only two Clans playing could still work. It maybe easier to leave the factions in as they are maybe?
[Edited on 6-18-2012 by MiaZ]
I can see how you could rename the factions but I cant see how you could take them out altogether.
I don't understand much about what it all means but as far as I can tell the text.dat is just naming of things.
Editing that file you could change the names of everything and the text onscreen but you would still have 5 factions with all the same reputations in the same areas and so forth. If you left a faction nameless it would be just a nameless faction with the AI for that faction still flying around with same reputations, just without a name.
Is that right? Do I understand this file what it does?
Which makes me think of another problem. If we did take out 3 factions it would mess up the contracts available around the places.
The type of mod I am thinking Rayfighter is meaning would be to have the upper part of the map as 80% or high reputation for one faction and low reputation levels for the the other, mirrored the same thing the lower half with factions reversed.
Then contracts being offered by only two factions.
But then what will happen to the AI that is without a faction now? Could you merge them together to be part of one or other of them? Would it be limiting the type of contracts on offer?
-I don't know but its looking like a type of modding that is beyond me for sure. LOL
Though a dedicated "war server" with only two Clans playing could still work. It maybe easier to leave the factions in as they are maybe?
[Edited on 6-18-2012 by MiaZ]
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DaveK
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I think that a major reason that there isn't clan conflict is that there are too many systems for clans to grab; if a clan grabs a big chunk of the Evoverse it has to work so hard keeping its % up that there isn't much time to go and grab more and anyway there isn't a great need to take another clans space because there is more than enough to go round - and that's without taking the hundreds of uncharted systems into account
A suggestion: Any mileage (as a tryout without having to set up complex game changes or rule changes) in limiting clans to fewer systems than there are clans and keeping it all within a quadrant so that there can be border skirmishes? If there are going to be real clan wars we don't need a handful or two systems each - just one to defend and then gaining more would require taking them off some other clan.
This could be done by agreement within the present game on an agreeable server to see how clanwars would pan out; there is a major issue in getting enough of us together at the same time often enough for it to work given the general agreement that attacking another clan's territory when they are off line isn't fair/permitted/the way to get people to happily blow each other up
Just a thought, before lots of time and effort is spent trying to set up a big complicated system that might not actually be needed. I suspect that a lot of clan members enjoy pootling around doing contracts and other chores in their territories as a way to unwind ad then visit a warzone or organise pVp or add ]x[ to their names to get the combat buzz.
A small clarification: clans don't get more $$$ for more territory in the sense of sectors they control (for example several sub-systems all contribute to Sierra) - they get more $$$ for the number of major systems they control

A suggestion: Any mileage (as a tryout without having to set up complex game changes or rule changes) in limiting clans to fewer systems than there are clans and keeping it all within a quadrant so that there can be border skirmishes? If there are going to be real clan wars we don't need a handful or two systems each - just one to defend and then gaining more would require taking them off some other clan.
This could be done by agreement within the present game on an agreeable server to see how clanwars would pan out; there is a major issue in getting enough of us together at the same time often enough for it to work given the general agreement that attacking another clan's territory when they are off line isn't fair/permitted/the way to get people to happily blow each other up
Just a thought, before lots of time and effort is spent trying to set up a big complicated system that might not actually be needed. I suspect that a lot of clan members enjoy pootling around doing contracts and other chores in their territories as a way to unwind ad then visit a warzone or organise pVp or add ]x[ to their names to get the combat buzz.
A small clarification: clans don't get more $$$ for more territory in the sense of sectors they control (for example several sub-systems all contribute to Sierra) - they get more $$$ for the number of major systems they control
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Marvin
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KingArthur
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Let's Just Simplify Things and ASK ALL PILOTS WHO WISH TO PARTICIPATE TO CHOOSE One Side Or Another and TAG Themselves Appropriately.
Should Any Trouble Makers Wearing ClanTags Interfere I'm Sure the ADMIN Would Be MORE Than Happy to BAN THEM FROM THE SERVER.
Pilots who Want this should Have NO PROBLEM with choosing ONE of TWO TAGS.
The RULES Would Have to Be CREATED, POSTED and ENFORCED so NO ONE could Plead Ignorance.
Should Any Trouble Makers Wearing ClanTags Interfere I'm Sure the ADMIN Would Be MORE Than Happy to BAN THEM FROM THE SERVER.
Pilots who Want this should Have NO PROBLEM with choosing ONE of TWO TAGS.
The RULES Would Have to Be CREATED, POSTED and ENFORCED so NO ONE could Plead Ignorance.
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Marvin
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Q: Who reads the message at log-on to any server (especially long ones like on G1)? Who reads all the posts at the forum? Even the stickied ones?From post: 138775, Topic: tid=9376, author=KingArthur wrote:The RULES Would Have to Be CREATED, POSTED and ENFORCED so NO ONE could Plead Ignorance.
A: Some* of us. But certainly not all of us. Ergo, to say "NO ONE" might (just might) be a bit of a stretch.
* Personally, if the post is over ten lines long ... then I'm likely to fall asleep before getting to the end. Once I even fell asleep while reading Cindy's story ... the ironic part being I'd fallen asleep at the same time the character in the story passed out.
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DaveK
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oops - mine was 14 lines - rats rats ratsFrom post: 138777, Topic: tid=9376, author=Marvin wrote:
Personally, if the post is over ten lines long ... then I'm likely to fall asleep before getting to the end.
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KingArthur
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Then Those Who DON'T READ DON'T PARTICIPATE. Simple.
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SeeJay
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You can never stop pilots to log on that don't read the forum.
They jump in and join the fun without knowing any rules. That is a fact.
To have any kind of warlike system working, it has to be coded into the game.
That's my 2 cents. We have all seen this tried and failed several times already.
I'm not a pessimisit, just stating my experiences.
They jump in and join the fun without knowing any rules. That is a fact.
To have any kind of warlike system working, it has to be coded into the game.
That's my 2 cents. We have all seen this tried and failed several times already.
I'm not a pessimisit, just stating my experiences.
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Marvin
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oni14128
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-How about pay a price to have stored equipment or ships ferried to the station you are currently in?
-Also make the targeting brackets smaller on un-targeted ships and remove their names.
-Be able to stack equipment/missiles in your cargo bay. Maybe something like 5 units per bay and have to be docked to equip them. That way you can stock up after visiting a construct station and go on you way selling lots, or have a fighter with two missile cap that can reload without having to return to a base/planet.
Sorry if any of this is double posted, I didn't have the time to read all 38 pages of this thread.
-Also make the targeting brackets smaller on un-targeted ships and remove their names.
-Be able to stack equipment/missiles in your cargo bay. Maybe something like 5 units per bay and have to be docked to equip them. That way you can stock up after visiting a construct station and go on you way selling lots, or have a fighter with two missile cap that can reload without having to return to a base/planet.
Sorry if any of this is double posted, I didn't have the time to read all 38 pages of this thread.
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MiaZ
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From post: 138805, Topic: tid=9376, author=oni14128 wrote:-
-Also make the targeting brackets smaller on un-targeted ships and remove their names.
.
This is something i would love to see. The second part really.
I can mod the un targeted ships brackets but I cant remove the name from them.
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MiaZ
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Oh yes. Rebels and guild versus the others, don't know why i did'nt think of that. : ) we have two side already.From post: 138770, Topic: tid=9376, author=Marvin wrote:There are already two factions ... three on one side and two on the other (guess which is which). Get somebody good with a spreadsheet (like SeeJay) to (in an orderly fashion) assign specific objectives to each one. And I'd suggest making the Federation the 3-faction side since the Fed is older (and most likely bigger) than the Alliance. The only really, really big problem is if you really (yes, that's a lot of "really"s) want to split the universe top and bottom. That would require a change in the uinverse file ... which is coded. And, if you change the universe file, it won't work in MP unless everyone (including the server) uses the same modded file.
I think it can be done. But, considering all the stuff Vice has on his plate right now, I'd spend the next few weeks putting it all down on paper ... in outline form ... with somebody planning it out via a spreadsheet. Then, when things calm down on the Dev end of things, present the idea to Vice. (Granted, someone else can probably make the changes ... but Vice still needs to do the coding.)
The balancing of reputations to be friendly to one side in the south and or not in the north part is somthing not so easy .
If its something that needs Vices input I would rather he spend his time on more important thing for the moment.
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Marvin
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From post: 138805, Topic: tid=9376, author=oni14128 wrote:--Be able to stack equipment/missiles in your cargo bay. Maybe something like 5 units per bay and have to be docked to equip them. That way you can stock up after visiting a construct station and go on you way selling lots, or have a fighter with two missile cap that can reload without having to return to a base/planet.
From post: 138807, Topic: tid=9376, author=MiaZ wrote:The balancing of reputations to be friendly to one side in the south and or not in the north part is somthing not so easy .
[Edited on 6-19-2012 by Marvin]
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MiaZ
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From post: 138809, Topic: tid=9376, author=Marvin wrote:From post: 138807, Topic: tid=9376, author=MiaZ wrote:The balancing of reputations to be friendly to one side in the south and or not in the north part is somthing not so easy .True. Global Reputation affects all factions ... 'though some pilots will swear that, after completing enough contracts (and thereby changing Faction Reputation in MP), they're never bothered by the "good guys" much (if at all). If that's true, both sides would need to flip a coin to see who goes north and who goes south, then "settle" their chosen sides by doing the appropriate contracts ... then modding the quadrant maps to reflect the new reputation.
Except that would only work for whoever does the contracts. I suppose, if the contracts were co-op, everyone involved would receive the upgraded reputation. For the others ... well, you could always give them a pilot profile ... one that reflects the upgrade.
And all that could be done without involving Vice.
The thing is that, if there rep is low for navy and energy but high for rebels and guild, you get tons of reds. Red navy and energy and miners AI.
The other way around though and not many AI reds around.
SO I'm not sure what would need to be changed to change that situation.
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[Edited on 6-19-2012 by MiaZ]
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Marvin
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Major Grubert
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3d nav map
spherical or cubical, dunno what's easier to code
i'd like the one from homeworld 2 for exemple, where you can see only part you have been with your ships or probes, with zoom in and out and total spin rotate freedom, planets astero suns nebula etc could be displayed with simple colored shapes with attached names, distances indicators and maybe a "jump calculator" from points to points in options with dedicated "Radar Computer C6"
spherical or cubical, dunno what's easier to code
i'd like the one from homeworld 2 for exemple, where you can see only part you have been with your ships or probes, with zoom in and out and total spin rotate freedom, planets astero suns nebula etc could be displayed with simple colored shapes with attached names, distances indicators and maybe a "jump calculator" from points to points in options with dedicated "Radar Computer C6"
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oni14128
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Bounty missions that actually have you hunt down your target. To do this maybe have a "last seen at" waypoint then make a piece of equipment that sees recent jump trajectories and have you have to find the right one within a given time in order to find the bounty.
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oni14128
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I understand that they can already be loaded into the bays. I'm just saying that being able to stack them would be nice. How much space does 1 missile take up when compared to 1 unit of an item. I'm not saying lets be able to put 25 torps per bay that would make things way to easy. But 5 or 3 would be nice. Clans could use that to have dedicated transports for rearming. I'm fairly new to the game so not sure how people have been playing. EM is everything that's great about the space sim genre and nothing that isn't. It was just nice in games like the X series where you could load up transports with missiles and have them follow you for quick reloads. Plus it would make pirating ships more profitable if they were carrying a load 4 cargo bays of 5 fulcrum drives each.From post: 138808, Topic: tid=9376, author=Marvin wrote:Excals "reload" themselves ... which is why they're so popular. And you can already load weapons into your cargo bay ... in fact, the buying and selling of Fulcrum Torpedoes is one of the quickest ways of acquiring a few billion credits. You load eight of them on the missile rails and another five in your cargo bays ... then find a place to sell the whole lot at a high price.


