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The pilot must board one or more disabled ships (which may then be repaired). Note for 1.0.0: You must close to visual range to register an "Observe". The pilot must pass through the system where the special ships are located. If any ship is disabled or destroyed then the mission will fail. All ships must survive intact until the end of the mission. Like "Disable" but at least one of the disabled ships must be boarded. Like "Destory", ships may flee the system, but all ships will be regenerated and repaired upon re-entering the system. If any of the ships is destroyed, the mission will fail. All ships must be disabled without destroying them. Target ships may flee the system but remaining ships will be regenerated upon re-entering the Ship Location System. Ship Goal: If a Ship Goal is specified, it must be accomplished at some point before the mission will successfully complete at the Return Destination. The Resource ID of this System's sÿst record is included after the name. Ship Location: This field specifies the System in which any special ships associated with this mission will be found. These goals include landing at the Travel Destination and completing the Ship Goal (if any). Landing at this location will complete this mission once all other goals have been accomplished.
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It uses the same format as the Mission Start field (above). Return to: This field designates the mission's Return Destination. If a destination is specified here, the pilot must make planetfall at this location before travelling to the Return Destination. Travel to: This field designates the mission's Travel Destination. There is also a varient of this type that also excludes Allies of the listed government. "Random Non-Family Heraan Gövt (135) Spöb" The mission has an equal chance to appear on any planet or station whose goveernment does not match this field ("Family Heraan" in this example). There is also a varient of this type that includes Allies of the listed government. The mission has an equal chance to appear on any planet or station whose goveernment exactly matches this field ("Federeation" in this example). The mission has an equal chance to appear on any inhabited planet or station. Each is accompanied by its Resource ID for developers. The planet or station is listed first, the system in which it is located is last. Available from: This field indicates the planet/station where the mission can potentially be acquired. Mission Name: The Mission Name is used to list Mission BBS missions as well as in the Active Missions list. It is only needed for plug-in developers. ResID: This is the Resource ID of this mission and is not significant for use in general play. Generally (but not always) mission flow occurs in numerical order based on this number. Mission Number: This is the number of each mission within its storyline.
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#GLADIUS SHIPYARDS EV NOVA HOW TO#
Directions on how to make a pilotlog can be found here and a tutorial on reading one can be found here. Using a pilotlog file in conjunction with these Walkthroughs is an effective method for determining where a pilot is in the storyline. The storylines are covered on a mission by mission basis no information is provided regarding the plot or story details.Įxcept where otherwise noted, arrows between missions indicate storyline flow based upon successful completion of each mission. Other EV:Nova versions may vary in places in terms of mission flow and/or requirements. These Walkthroughs are based on data extracted from Ambrosia Software's Escape Velocity Nova version 1.0.3 (except where noted). However, some may be affected by changes to the galaxy that occur near the end of certain Major Storylines. These missions neither affect nor are affected directly by the Major or Minor storylines. The Bounty Hunter Storyline does not restrict access, but will not cross-over to a Major Storyline if one has already started. The Wild Geese Storyline, once started, prevents any Major Storyline from starting until you reach a cross-over point. However, they do not restrict Major Storyline access in the same manner.
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These storylines do not directly lead to the end game, but can cross-over into one of the Major Storylines. Only one Major Storyline may be followed by a given pilot and doing so may prevent starting or continuing either of the Minor Storylines. Completion of one of them transports the pilot to a hidden system where the developers hang out. These storylines provide the central plot for EV Nova.
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