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Joystick Magazine 1996 September
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cd joy 74 No16.iso
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CD MIEUX-MIEUX N°13
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Escape Velocity
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Plug-ins
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DeathStar Folder.sit
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README DeathStar
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The Escape Velocity DeathStar Plug-In
By
Göran Lind (f91-gli@nada.kth.se) and
Göran Alterland (f91-gal@nada.kth.se)
Date
4 July1996 - Independence Day!
Revistion History
This is 2.0.1 - More new missions, all ships now rendered, more systems
plots, lots and lots of bugfixes
1.1.1 - New with missions, 3D Graphics and improved ships/weapons
1.0 - first version relased to the public.
What is it?
The Escape Velocity DeathStar Plug-In (EVDS to its friends) is
a plug-in module for Ambrosia Software's fabulous game Escape
Velocity. You activate it by placing it in the Escape Velocity
plug-in folder and restarting the game. It contains lots of new
features and improvements, so you shouldn't use it with plugs
other than those from Ambrosia. It requires EV 1.0.2 for full
mission functionality.
What does it do?
It extends the game with a number of new additions - ships, weapons
and stellar systems. It introduces the DeathStar, a formidable ship
with infinite shields, an annihilation beam powerful enough to crush the
Alien Cruiser with a single shot and a DeathStar bay holding up to two
Star Enforcer. Its long range weaponary consists of a super-charged
torpedo bay, capable of launching more than 20 torpedos simultaneously.
This ship is not designed loose any battle, so it will require an coordinated
attack of several Star Enforcers or of another DeathStar to crush it.
The ship that the DeathStar uses for fighters, the Star Enforcer, is a
superb ship in its own right. It is quite speedy, has a annihilation
ray with enough punch to knock out a ConFed Cruiser in one mighty
blast. It has the same long range weapon as the DeathStar - although
with lower simultaneous launching capacity. This is a ship that will
crush any opposition from "ordinary" EV ships. The only situation
when it can fail is when attempting to take over a world defended
by a large amount of powerful defenders - it's to slow to shake them
all so they will eventually erode it's shield. At a formidable price to
themselves of course. This ship also has bays, two of them in fact.
It has X-wing bays and Hexfighter bays. Both these are ships that
differ somewhat in stats but offer superior performance in the
rapier/lightning ship category.
The asking price, of course, is substancial. You'll have to pay a hefty 100M
credits for a Star Enforcer, and a whopping 400 Mcr for a DeathStar.
Because we realise that that kind of money whould take a while to acquire
by any conventional means, we also bring you the SuperFreighter - a ship
with a 500 ton cargo bay and most other specs falling somewhere between
the Kestrel and the Corvette. The asking price is 25M. This is high enough
to preclude its usage on any conventional milk run unless you can stand
flying hundreds of times with one ship. But there are some new systems
that contain extremely profitable trade-routes, giving a total of somewhere
around 10M per run. Of course, these systems are swamped with pirates and
other vermin just to make sure you really earn those 10M. It's no easy
task being attacked by ten pirate Kestrels while flying your fully-loaded
SuperFreighter.
As of version, 1.1.1, we also introduce some new ships to fully explore the
possibilities of the scenario. There is the Field Cruiser, a ship with an almost
inpenetrable shield used by the player who is couragely challanged. You won't
do much fighting in it, although it comes in very handy for carrying you across
bad sections of space. In fact, many rich people travel in those so if you got that
kind of inclination there is money to be made here. It'll take you a while, though.
There might be other ships in there as well, but we forget. Oh, that's it... don't
mess with the Defense Cube!
To balance and integrate all those ships there is a need for serious gadgetry.
We've already mentioned the Annihilation Beams and Rays as well as the
SuperTorpedos, but there are also things like an Annihilation Beam Turret
and the Wave Motion Gun. Buyer Beware!
The Universe has undergone major surgery and is now an definetly a better
place to be in. There are lots of new systems to explore even if you should
be aware of the fact that New Antigua is a safe and easy place compared to
most of them. There are also secret systems that open up only after long
and hard play and the successful completion of tough missions. All this is
integreted in a new overall plot in an effort to draw the player deeper into
the game (and further from productivity).
There are some other changes made to the game, but these we leave
as an exercise for the player. Enjoy!
Bugs
The documentation sucks. SOME SHIPS - NOTABLY THE FIELD
CRUISER, MAY CRASH YOUR SAVED PILOT FILES. BACKUP
IS RELIGION! This happens only on some computers like
6100s and we don't really know why. Also the spelling sucks
throughout the plug and this documentation. So English is not our
first tounge. Anybody able and willing to spellcheck and send us a
list of corrections is hereby invited.
Future
We will add missions and refinements when and if Escape Velocity ever
becomes stable and the plug-in interface gets a bit firmer defined. As
of this moment, that must be EV 1.0.3 because 1.0.2 is still far from ideal
in this respect. There is a really annoying bug in EV 1.0.2 that precludes
the usage of missions from affecting systems - a major letdown for serious
mission creation.
Wishlist
A stable verison of EV to pay for, an Ambrosia release of the Strata or Infini-D
models used to render the standard ships, and a specification of the colourmap used.