The Ur-Quan Masters Discussion Forum

The Ur-Quan Masters Re-Release => General UQM Discussion => Topic started by: Mr._Jangles on September 11, 2004, 06:43:32 am



Title: Quasi/Hyper Space Co-Ordinates
Post by: Mr._Jangles on September 11, 2004, 06:43:32 am
Quasi Space               Hyper Space             Descrip
      ÄÄÄÄÄÄÄÄÄÄÄÄÄ             ÄÄÄÄÄÄÄÄÄÄÄÄÄ            ÄÄÄÄÄÄÄ
      448.0 x 504.0             565.7 x 971.2            Delta Lyncis
      458.0 x 492.0             860.7 x 015.1            Unimportant
      466.0 x 514.0             230.1 x 398.8            Spathi Space
      468.0 x 464.0             921.0 x 610.4            Arcturas
      476.0 x 458.0             409.0 x 774.8            Ur-Quan/Thraddash
      476.0 x 496.0             611.6 x 413.1            Ur-Quan Space
      488.0 x 538.0             973.5 x 315.3            Druuge Space
      492.0 x 492.0             005.0 x 164.7            Ilwrath Space
      502.0 x 460.0             318.3 x 490.6            Zoq-Fot-Pik Space
      506.0 x 474.0             190.9 x 092.6            Sol Vicinity
      516.0 x 466.0             567.3 x 120.7            Mycon Space
      520.0 x 514.0             011.1 x 940.9            Slylandro Space
      520.0 x 540.0             589.9 x 621.3            Heart of Ur-Quan
      530.0 x 528.0             775.2 x 890.6            Supox Space
      544.0 x 532.0             036.8 x 633.2            Arilou Space
     *500.0 x 500.0             043.8 x 637.2            Arilou Entrance


Title: Re: Quasi/Hyper Space Co-Ordinates
Post by: Chrispy on September 11, 2004, 07:57:19 am
I smell a noob :D


Title: Re: Quasi/Hyper Space Co-Ordinates
Post by: Zeep-Eeep on September 11, 2004, 10:26:45 am
No doubt. But, hey, a helpful sort of noob.


Title: Re: Quasi/Hyper Space Co-Ordinates
Post by: Sander Scamper on September 11, 2004, 11:06:46 am
There are helpful noobs? =p JK...Welcome!


Title: Re: Quasi/Hyper Space Co-Ordinates
Post by: Defender on September 11, 2004, 10:13:19 pm
didnt we used to hold noobs by there feet and make them tell us all there dirty little secrets? ;D if anything else we can see how much change this one has. ;)

~DEFIANT


Title: Re: Quasi/Hyper Space Co-Ordinates
Post by: Mr._Jangles on September 11, 2004, 10:21:21 pm
Im full of info bout the game!!!! ask me ANYTHING  ;D ;D ;D ;


Title: Re: Quasi/Hyper Space Co-Ordinates
Post by: Chrispy on September 12, 2004, 02:49:25 am
Why is it called star control?


Title: Re: Quasi/Hyper Space Co-Ordinates
Post by: Tiberian on September 12, 2004, 03:06:35 pm
What was the year when Androsynths started their rebellion?


Title: Re: Quasi/Hyper Space Co-Ordinates
Post by: Chrispy on September 12, 2004, 07:44:39 pm
Quote
Probably 'cause in the first one, you controlled stars?  ::)

Wrong ::)


Title: Re: Quasi/Hyper Space Co-Ordinates
Post by: Sander Scamper on September 12, 2004, 07:53:47 pm
*puts on his nerd glasses* StarCon, is a direct play on words of the older game Archon, which i'm told is similar in play.


Title: Re: Quasi/Hyper Space Co-Ordinates
Post by: Chrispy on September 13, 2004, 07:12:26 am
Bingo, you win an excuse to post pointlessly and up your post count!


Title: Re: Quasi/Hyper Space Co-Ordinates
Post by: Art on September 13, 2004, 09:01:46 am
What evidence do we have for the StarCon/Archon connection? They're made by totally different companies, have pretty different gameplay even though they're in the same subgenre of turn-based strategy with action encounters, and Star Control was always officially called "Star Control" -- StarCon is a totally unofficial nickname. It only actually became a game name when they decided to call Star Control 4 that to make it sound cooler.

I can't think of any particular reason for Star Control to be called that except that the original version was an expanding, territory-control game where you did, indeed, seek to control more stars than your opponent. (Of course we all know the game-story explanation about how the Earth faction of the Alliance is named after the original space-based military body of the UN that primarily served as a peacekeeping and police force directing the colonization efforts.)


Title: Re: Quasi/Hyper Space Co-Ordinates
Post by: Art on September 13, 2004, 09:03:19 am
Ach, never mind, just found this thing:

http://uqm.stack.nl/cgi-bin/yabb/YaBB.pl?board=Gendiscuss;action=display;num=1052236603

Who'dathunkit.


Title: Re: Quasi/Hyper Space Co-Ordinates
Post by: Sander Scamper on September 13, 2004, 02:38:59 pm
Ripped shamelessly...

Game. Set. Match, Art =p

Post count upperer!


Title: Re: Quasi/Hyper Space Co-Ordinates
Post by: Rib Rdb on September 14, 2004, 02:09:33 pm
Quote
and Star Control was always officially called "Star Control" -- StarCon is a totally unofficial nickname. It only actually became a game name when they decided to call Star Control 4 that to make it sound cooler.

Wasn't the executable named starcon2.exe?


Title: Re: Quasi/Hyper Space Co-Ordinates
Post by: Sander Scamper on September 14, 2004, 03:03:17 pm
Thief 3's exe is T3main.exe, so I doubt thats the real reason/


Title: Re: Quasi/Hyper Space Co-Ordinates
Post by: Rib Rdb on September 15, 2004, 05:34:06 am
I'm not saying that's the reason, just evidence that the authors used the nickname starcon


Title: Re: Quasi/Hyper Space Co-Ordinates
Post by: Zeep-Eeep on September 15, 2004, 07:16:46 am
Quote:
Star Control was always officially called "Star Control" -- StarCon is a totally unofficial nickname. It only actually became a game name when they decided to call Star Control 4 that to make it sound cooler.

Actually, I think that the StarCon name came eariler; possibly as a result
of the old DOS filenames being starcon and starcon2. DOS filenames
were limited to 8 characters, and star control wouldn't fit. After you
type "starcon" enough, it starts to stick.


Title: Re: Quasi/Hyper Space Co-Ordinates
Post by: Art on September 15, 2004, 08:05:37 pm
Yeah, but in the *game* it was Star Control...

I mean, DOS filename length limits are responsible for a lot of nicknames. Rise of the Triad became Rott, and all that.


Title: Re: Quasi/Hyper Space Co-Ordinates
Post by: Sander Scamper on September 15, 2004, 08:08:03 pm
Its amazing how little I know about all this older tech...I feel like I missed out on so much =/


Title: Re: Quasi/Hyper Space Co-Ordinates
Post by: Art on September 16, 2004, 04:41:59 am
It seems that super-long-range communication through Hyperspace is fairly difficult. The only example we have is the Melnorme picking up your signals with the Umgah or Burvix Caster, and we don't know what strange tech they have, nor do we know where exactly they are at all times (how the heck do they keep moving from supergiant star to supergiant star?) But the best the ZFP can do is to go to Rigel and, from there, send a signal that's so diffuse by the time it gets to you that Hayes has no idea what it means.

True, the Kzer-Za could have more advanced tech, but I still think it's unlikely that the whole Kzer-Za fleet could conference (or could relay a message to wherever their Supreme Leader is) in the time it takes for the Kzer-Za captain to talk to you.


Title: Re: Quasi/Hyper Space Co-Ordinates
Post by: Zeep-Eeep on September 16, 2004, 06:03:27 am
Quote:
Its amazing how little I know about all this older tech...I feel like I missed out on so much =/

Count yourself lucky. You're not missing much.

...

Edit: My apologies to any FreeDOS fans/developers.


Title: Re: Quasi/Hyper Space Co-Ordinates
Post by: meep-eep on September 16, 2004, 06:29:04 am
Quote
(how the heck do they keep moving from supergiant star to supergiant star?)

They don't. There are 9 Melnorme traders in supergiant systems. If you kill one, it won't appear any more in that system, but there will be the others in the other supergiant systems.


Title: Re: Quasi/Hyper Space Co-Ordinates
Post by: Art on September 16, 2004, 08:17:19 am
...And yet this is not reflected in the conversations, where it's basically assumed that every time you talk to him he's Trade Master Greenish with a Subordinate Ochre (even though this isn't reflected in the combat screens). He certainly seems to remember previous conversations with you, saying things like "We have to stop meeting like this" when you run into him in Hyperspace, and so on.

This should probably just be seen as a collision between SC2's game-features and story-features, like the unusual degree of continuity in conversations with all aliens of the same species you encounter. (Sure, they can monitor nearby transmissions, but how does each new VUX captain know so much about what I said to the other VUX that I just blew up?)