Why do you say Starfury has better combat and ship design? How is it different from EV Nova? Overall I'd say the win goes to Starfury, mainly because MM tends to add things in patches (cloaking is planned), and EV:N has a couple of features that REALLY annoy me.ĭo the games play much the same? It sounds like this might be the case, since the differences you mentioned are more detail-oriented.
EV:N for windows has a few port-related problems with the text being small and sometimes cut off. I get better performance out of Starfury, though your milage may vary there. EV:N lets you capture ships and have escorts, Starfury doesn't.ĮV:N has a better trading system, the missions are equal- though EV:N has no difficult levels and the missions are MUCH harder. If you're running Windows, Starfury is moddable, EV:N is not, though that may change soon.
It also has a normal registration system (EV:N requires you to re-approve your registration code with Ambrosia if you reinstall after a certain length of time), and no cheating humor ships running around. Hopefully you found this guide helpful.Starfury has much better combat, and better in general ship design. If both versions have edits to the same data, it will launch P4Merge (or whatever your external merge tool of choice is) which will then require you to manually choose which version of the component you want to keep. If the conflict is a relatively simple one, SmartMerge will be able to determine the correct course of action and merge the data.
If you’ve done everything right, the next time you have a merge conflict with Unity scenes or prefabs, you should be able to right click on the file in File Status in SourceTree, go to Resolve Conflicts, and then Launch External Merge Tool. The easiest way that I’ve found to do this in SourceTree is to open the Terminal and enter the following: git config –global mergetool.keepBackup false In his Gamasutra post that summarizes his GDC talk, Tim Pettersen also recommends turning off “keepBackup” for your merge tool, which will help keep your working directory clean. Note that these lines should be the same on OSX but I’ve only tested on Windows. If you’re using something other than P4Merge, you will need to determine the correct path and order of the command line arguments. Prefab use “%programs%\Perforce\p4merge” “%b” “%r” “%l” “%d”
The following is a guide on setting up SmartMerge with SourceTree, and assumes you’ve already followed the guide that Tim provided (although you can skip the steps about handling large Unity assets if you’re not working with a server that supports it for all my Champlain friends, unfortunately Pineapple does not have git lfs support yet). Unfortunately, getting all of the great version control tools with Unity and git to work well with SourceTree isn’t totally clear-cut.
SourceTree is also a great piece of software that makes git more accessible to a lot more people. If you haven’t, you should check out Tim Pettersen’s full guide to setting up git with Unity. I think it blows the rest out of the water. The basic point of this post is as follows: git is an incredible piece of version control.
The setup process for OSX will be similar but some of the specifics about things like file paths will be different. This guide is aimed at developers on Windows. So thank you, mysterious vanishing developer(s)! Major credit also goes to Tim Pettersen ( for his GDC 2017 talk on incorporating Unity with git which is what got me started down this path. The only reason I’m writing this post is that it looks like their website is down and isn’t available in the Wayback Machine. Before I begin, I want to give credit to whoever wrote the blog post that used to be located at the following link: