First of all, I'm so happy about the release of Evochron Legacy.
I really like the new size relations (although the player ship is still way too big compared to the cities on planets), the new ship designs, the new planet landscapes (with the flying animals) and the new building system. I also like the new loading screen (that startup sequence) and that ships now cast shadows. Beautiful!
As in previous versions, I find the HUD symbology and all these decorative frames/borders in the UI quite distracting; I'd prefer a much simpler layout. Maybe I'm going to convert the HUD mod I did for EM for the new game, we'll see.
It would be cool if some of the Earth-like planets (like Pearl) could have some more landscape features, for example forests. I think the new trees are quite FPS-friendly, so maybe it could work?
One question: I can build modules on planetary surfaces, right? So I could theoretically build a 4th city on Pearl. Could I do this also on an enemy planet? For example I fly to Sierra, build some modules and use this as a starting point for taking over the other modules on that planet. Or isn't this possible? (Such ground battles city vs. city seem like a quite cool idea, esp. with the new landscape features).
Second question: Which multiplayer server should I use? Some years ago I used Olympus Prime...
[Edited on 21-2-16 by haloterm]
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haloterm
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Marvin
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Cities are aligned with the orbiting space station. If no station exists in the sector, the city will be tagged as IMG (hover your cursor over the city icon).From post: 185759, Topic: tid=12471, author=haloterm wrote:One question: I can build modules on planetary surfaces, right? So I could theoretically build a 4th city on Pearl. Could I do this also on an enemy planet? For example I fly to Sierra, build some modules and use this as a starting point for taking over the other modules on that planet. Or isn't this possible?
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DeathTech
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You can build modules anywhere within the distance and location restrictions.From post: 185759, Topic: tid=12471, author=haloterm wrote:First of all, I'm so happy about the release of Evochron Legacy.
I really like the new size relations (although the player ship is still way too big compared to the cities on planets), the new ship designs, the new planet landscapes (with the flying animals) and the new building system. I also like the new loading screen (that startup sequence) and that ships now cast shadows. Beautiful!
As in previous versions, I find the HUD symbology and all these decorative frames/borders in the UI quite distracting; I'd prefer a much simpler layout. Maybe I'm going to convert the HUD mod I did for EM for the new game, we'll see.
It would be cool if some of the Earth-like planets (like Pearl) could have some more landscape features, for example forests. I think the new trees are quite FPS-friendly, so maybe it could work?
One question: I can build modules on planetary surfaces, right? So I could theoretically build a 4th city on Pearl. Could I do this also on an enemy planet? For example I fly to Sierra, build some modules and use this as a starting point for taking over the other modules on that planet. Or isn't this possible? (Such ground battles city vs. city seem like a quite cool idea, esp. with the new landscape features).
Second question: Which multiplayer server should I use? Some years ago I used Olympus Prime...
[Edited on 21-2-16 by haloterm]
Unlike Evochron Mercenary you can now build space stations in adjacent sectors.
And as long as things aren't too close together you should be fine.
Keep in mind cities can't be built too close to the planet poles.
"For example I fly to Sierra, build some modules and use this as a starting point for taking over the other modules on that planet. "
No.
Keep in mind that cities rely on a command module in orbit to instruct its allegiance.
If there is none it will be IMG or "neutral" like Marvin said.
You can build anywhere technically.
Both allied as enemy as empty space.
And I have nothing to say on MP servers.
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My full in-depth tutorial series on Evochron Legacy: http://www.starwraith.com/forum/viewthr ... ?tid=12302
www.twitch.tv/deathtech154
https://twitter.com/DeathTech154
My full in-depth tutorial series on Evochron Legacy: http://www.starwraith.com/forum/viewthr ... ?tid=12302
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haloterm
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Thanks for the answers. I see... that's a pity, because it wastes some potential. Imagine in multiplayer you land with an invasion force on the dark side of a planet, build a base and then start out to take over the other cities, one by one. Other players would need to defend these cities. This could lead to real exciting multiplayer events, esp. with the new planet surfaces with the higher mountains and canyons.
Of course you can still play this right now, but if cities automatically change alignment with the command module, there is no reason for that gameplay-wise. It's far easier to just capture the flag (i.e. the command module).
Maybe Vice could comment on this, esp. how hard it would be to implement my idea and what possible negative side effects could be?
Of course you can still play this right now, but if cities automatically change alignment with the command module, there is no reason for that gameplay-wise. It's far easier to just capture the flag (i.e. the command module).
Maybe Vice could comment on this, esp. how hard it would be to implement my idea and what possible negative side effects could be?
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DaveK
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The planets rotate so you'd have to build you city pretty quickly before you were lit upFrom post: 185801, Topic: tid=12471, author=haloterm wrote:Imagine in multiplayer you land with an invasion force on the dark side of a planet, build a base and then start out to take over the other cities, one by one. Other players would need to defend these cities. This could lead to real exciting multiplayer events, esp. with the new planet surfaces with the higher mountains and canyons.
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Life is like a sewer... what you get out of it depends on what you put into it. - Bob Newhart
Hell is being in a pure platinum asteroid field... with a diamond mining beam


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haloterm
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How long does building one module take then?From post: 185805, Topic: tid=12471, author=DaveK wrote:The planets rotate so you'd have to build you city pretty quickly before you were lit upFrom post: 185801, Topic: tid=12471, author=haloterm wrote:Imagine in multiplayer you land with an invasion force on the dark side of a planet, build a base and then start out to take over the other cities, one by one. Other players would need to defend these cities. This could lead to real exciting multiplayer events, esp. with the new planet surfaces with the higher mountains and canyons.
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CS-ACI-
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Hello,
Building one module is instant, what takes a little time is placement.
The other factor to consider about the time needed is gathering the materials needed to build.
It takes 8:44 to collect 250 units of metal from an asteroid, You then have to add the travel time to and from you building point.
Steve
Building one module is instant, what takes a little time is placement.
The other factor to consider about the time needed is gathering the materials needed to build.
It takes 8:44 to collect 250 units of metal from an asteroid, You then have to add the travel time to and from you building point.
Steve
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Desk jockey and experimental pilot.
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Desk jockey and experimental pilot.
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Marvin
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matchbox2022
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We're already trying to implement a CTF kind of system for planets. That and nothing stops you from organizing an event where a city is built and you can fly and attack another city.From post: 185801, Topic: tid=12471, author=haloterm wrote:Thanks for the answers. I see... that's a pity, because it wastes some potential. Imagine in multiplayer you land with an invasion force on the dark side of a planet, build a base and then start out to take over the other cities, one by one. Other players would need to defend these cities. This could lead to real exciting multiplayer events, esp. with the new planet surfaces with the higher mountains and canyons.
Of course you can still play this right now, but if cities automatically change alignment with the command module, there is no reason for that gameplay-wise. It's far easier to just capture the flag (i.e. the command module).
Maybe Vice could comment on this, esp. how hard it would be to implement my idea and what possible negative side effects could be?
Once you start firing on it it defends itself quite well.
Do, or do not, there is no try.
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- An Asian father.

