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Escape Velocity Resource Bible

Escape Velocity Resource Bible

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FilenameEscape_Velocity_Resource_Bible.pdf
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The Escape Velocity Resource Bible Last Revision: 6/27/96 WARNING: This information is not guaranteed to be 100% accurate. Use at your own risk. Has been known to cause cancer in laboratory animals. Caveat lector. by Matt Burch ©1996 by Ambrosia Software, Inc. All Rights Reserved Worldwide ocs.com http://www.replacementd Escape Velocity Resource Bible Page 1 Part I - Game Constants MaxShipsInSystem 36 MaxStellarObjects 1500 MaxSystems 1000 MaxShipClasses 64 MaxStellarClasses 64 JumpDistance 1000 pixels MaxWeaponTypes 64 MaxOutfitItemTypes 128 MaxBeamsOnScreen 8 MaxDudeTypes 128 MaxGovts 128 MaxExplosionsOnScreen 16 MaxMissions 256 NumMissionBits 256 MaxCargoTypes 64 MaxPersonTypes 512 MaxShotsOnScreen 64 MaxAsteroids 10 MaxNebulae 4 MaxSimultaneousMissions 8 MaxDisasters 128 MaxFleets 128 Escape Velocity Resource Bible Page 2 Part II - Resource Descriptions Note: EV's resources all start at ID number 128, but the internal storage for all data file info is zero-based. Therefore, when a field in the EV data file is said to refer to a government, stellar object, etc., it refers to it by its index number (starts at 0) unless it is specifically stated that it is referring to the ID number, which starts at 128. Note: Some of EV's fields refer to other resource IDs or index numbers, but their values are offset by a certain amount to indicate type. For example, the mïsn resource's AvailStel field refers to the index number of a gövt resource when its value is between 10000 and 10063. In cases like this, it is necessary to add to or subtract from the field in order to force the value into the proper range: in this instance, you'd subtract 10000 to find the index number of the gövt. Note: If a user wants to distribute a new scenario file to other use…

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