Title: Key requests, time slowing Post by: Dominic E. on June 01, 2004, 11:39:11 am I'd like to request that users be allowed to use the left shift for firing on the planet lander. Quick keys for navagation (N) and starmap (G) would be useful as well. Also, is there any possiblity of slowing down the rate time passes when in a solar system, or at least in orbit around a planet? I'm always rushed to finish the game (and especially with this new limit on lander carrying capacity, seemingly even after the upgrade) and I'd like to be able to slow it down enough to enjoy it before (the Spathi & Pkunk vanish, the Kohr-Ah end the game) :-/
Title: Re: Key requests, time slowing Post by: Krulle on June 01, 2004, 02:36:26 pm The lander always had a cargo capacity, regarding both the Bio-Data and the mineral load.
The upgrade just enlarges the cargo capacity. And while you're in the menus or in orbit, time does not continue (as far as i know). Read http://uqm.stack.nl/cgi-bin/yabb/YaBB.pl?board=Gendiscuss;action=display;num=1083928004;start=4#0 for more info. Further slowing of time is not possible, you can just push the time limit a little bit more if you complete certain side-quests. And the time limit never bothered me. Nontheless, Enjoy! Krulle Title: Re: Key requests, time slowing Post by: FalconMWC on June 01, 2004, 08:19:52 pm Certain people have beat it in less than 9 months - I think there is plenty of time left for you to enjoy it.
Or you can save, then enjoy the4 game and load. Title: Re: Key requests, time slowing Post by: Death 999 on June 01, 2004, 08:59:15 pm Just because it is possible to finish the game in 9 months does not mean that that is a sensible way the game could progress, for someone who had no previous experience.
Title: Re: Key requests, time slowing Post by: FalconMWC on June 01, 2004, 10:15:13 pm Correct, but what I am saying is, that if a experienced person can beat teh game in 9 months, then there is plenty of time for someone who is not familiar to beat it and enjoy it as long as they save/load their game.
Title: Re: Key requests, time slowing Post by: Dominic E. on June 02, 2004, 06:02:14 am How about the key shortcuts then? The left shift for firing on the lander really would be more convenient. (Come to think of it, I'm not sure why the original creators didn't let you use reverse with the lander... that might be something you could add, to make it easier to take out those monsters that get right on you, and you can't hit them without moving forward and turning around, by which time they're on you again)
Title: Re: Key requests, time slowing Post by: Michael Martin on June 02, 2004, 06:39:50 am Edit your keys.cfg, change the line "Lander-Fire: RightShift" to "Lander-Fire: LeftShift".
(keys.cfg is located in the directory above where your savegames are, which is listed in the stuff printed out when you start UQM.) Title: Re: Key requests, time slowing Post by: Deciheximal on June 02, 2004, 08:41:18 am Er, sorry. By "in orbit", I meant the close up view when navagating around a planet, where you can see any moons it has. Time can be slowed at any point, the developers just have to decide to make the change.
So what you're saying Krulle is that the cargo capacity of the lander is the same as the PC version? I thought the current release of UQM seems both smaller compared to non-upgraded and upgraded landers. I could dig out the CD and run it on DosBox (though DosBox might still have issues with the palette) to find out. But would it make a difference? Are the developers receptive to making such changes from the current version? Title: Re: Key requests, time slowing Post by: Vassago_Umara on June 02, 2004, 08:43:56 am Even in the PC version it was 100 minerals before upgrade and 200 after.
Title: Re: Key requests, time slowing Post by: Paxtez on June 02, 2004, 10:17:25 am Quote Even in the PC version it was 100 minerals before upgrade and 200 after. The PC version was 64 before and 128 after. Title: Re: Key requests, time slowing Post by: Deciheximal on June 02, 2004, 10:37:18 am A start of the current UQM version and moon-grab until the lander is full put 50 cargo in the hold. So whether it's 64 or 100 before upgrade, the original game still could hold more.
Title: Re: Key requests, time slowing Post by: Krulle on June 02, 2004, 12:24:46 pm That actually never bothered me. I land when it looks like there's something to get. I never cared for how many turns it took me to get everything worthwhile aboard. I am at the planet anyway.
Maybe the Melnorme could sell you ANOTHER lander cargo upgrade. Krulle Title: Re: Key requests, time slowing Post by: Deciheximal on June 02, 2004, 10:53:07 pm It does kind of bother me. In the beginning of the game, those extra RU count every little bit, and leaving one or two mineral sources on the surface or spending expensive fuel to go back and get them just slow me down. :( Which, of course, makes the game even more rushed.
Title: Re: Key requests, time slowing Post by: Death 999 on June 07, 2004, 11:06:47 pm Well, unless it's a treasure world or better, you shouldn't go around mining the heavy planets with high fuel costs. If you save 4 or 8 fuel by not landing on a heavy planet, that could let you hit another whole star system before having to go back...
Title: Re: Key requests, time slowing Post by: Jetriot on June 08, 2004, 12:20:34 am If the time limit bothers you I know theres a trainer out there for the dos version of the game where you can change the time limit to whatever you want.
Title: Re: Key requests, time slowing Post by: Ego1607 on June 11, 2004, 04:43:35 am Are there any editors i could use to extend the time limit on the UGM 0,3? I tryed searching, but found nothing. I realy want more time to explore the game, so i'd be VERY gratefull.
Title: Re: Key requests, time slowing Post by: FalconMWC on June 12, 2004, 07:25:58 pm Can't you just save your game once you have all the RU you want then loadwhen you know and want to do the things next?
Also, Quote Editing the saved game by hand (with a hex editor) is not really an option as the relevant data in the saved game is compressed. It should be possible to write a savegame editor, which would have to replicate the way the savegame is loaded from the game. It is however not very hard to edit the source to give you more time. But that means you have to recompile the source yourself. I don't know whether you have the skills and tools to do that. If not, maybe someone else could do it for you. This is what has to be done: - edit src/sc2code/globdata.h, and edit the line saying '#define YEARS_TO_KOHRAH_VICTORY 4', by replacing the 4 by however many years you want (excluding the extra year you get for the Utwig mission). Races in the game will think you've got this many years now, but the Kohr-Ah victory has already been scheduled, and the date is saved in your saved game, so this will only help for new games. If you want to change this date, you'll need to make the following modification (in addition to this one): - edit src/sc2code/load.c, and insert before the line saying "UnlockEvent (hEvent);" the following lines: if (EventPtr->func_index == KOHR_AH_VICTORIOUS_EVENT) { UnlockEvent (hEvent); FreeEvent (hEvent); continue; } Then leave the lines after that alone that say UnlockEvent (hEvent); PutEvent (hEvent); } } and then add: AddEvent (ABSOLUTE_EVENT, 2, 17, START_YEAR + YEARS_TO_KOHRAH_VICTORY, KOHR_AH_VICTORIOUS_EVENT); These first section of code added makes sure the event from the savegame is not loaded, and the second section adds the event to be triggered when you want it. (I couldn't just modify the event from the saved game, as the queue should always be sorted on date). If you're already in the extension time this won't work; the event for the destruction of the first race is already scheduled. Something similar can be done for that, but let's see if this is enough for your purposes first. Title: Re: Key requests, time slowing Post by: Art on July 06, 2004, 04:03:40 pm Well, for what it's worth, time *only* passes when in navigation mode (traveling through hyperspace or a star system). Everything else in the game -- talking with aliens, cruising over a planet surface, battling hostile ships, and so on -- freezes time. So there's no real reason that you should be consuming huge amounts of time, even if you are taking it easy. Yes, that includes orbit around a planet (scanning and analyzing the planet and so on), so no need to get all rushed with your lander.
Time will *only* pass when you're in the mode labeled "Navigate". So you can stop time just by opening the menu (everything on screen will freeze). If you always travel through Hyperspace by autopilot (unless you need to take evasive action against pursuing Ur-Quan) and you don't spend long periods of time drifting and turning in Truespace, you should be fine. Other than that, all you need to do is to put some hard limits on how much time you spend mining -- or, rather, how much time you spend traveling from planet to planet in order to mine. As Commander Hayes says, spend a year on it *at most*. Be smart about it, plan your flight paths to minimize flight time (visit a whole constellation at once before going back) and once your flagship is moderately powerful, ease off on mining (unless you find a really juicy Ruby World) and focus on collecting life forms and Rainbow Worlds for credits and killing hostiles for RU. That's overall more fun -- c'mon, mining is boring as heck -- and should get you all the resources you need with time to spare. Other things: Get QuasiSpace as soon as you can -- the only reason I ran out of time my first game was that I put investigating the variable green star low on my list of priorities. And do not hang around in Hyperspace waiting for encounters if you can avoid it; if you want to go hunting for ships to kill, keep it in a solar system, as time passes much more slowly in Truespace. |