The Ur-Quan Masters Discussion Forum

The Ur-Quan Masters Re-Release => General UQM Discussion => Topic started by: JHGuitarFreak on January 29, 2006, 02:58:54 pm



Title: New Mod...
Post by: JHGuitarFreak on January 29, 2006, 02:58:54 pm
I have made a new mod based on the discussion at ( http://uqm.stack.nl/forum/index.php?topic=1699.0 )

It is the Kohr-Ah De-Cleansing mod, what it does is delay the Kohr-Ah Cleansing for 100 years effectively "De-Cleansing" the game. As in the discussion you can only load saved games before the utwig/supox time extension event.

and i have made fresh builds of the Ship Spin and the Time Mod...

The De-Cleansing mod and the Time Mod have new icons

(http://img96.imageshack.us/img96/9651/newicons8qu.png)



you can get these mods at my website located @  http://www.dickweed.0nx.com/downloads.htm


HAVE FUN ;)


ALSO...

you have to put the ship spin videos and audio in the ( .../content/slides/spins ) directory for the ship descriptions to work


Title: Re: New Mod...
Post by: Censored on January 30, 2006, 02:19:03 pm
that's not a mod, it's a cheat  :o


Title: Re: New Mod...
Post by: JHGuitarFreak on February 01, 2006, 04:26:47 am
it aint a cheat, you can still lose if you die...

it's not like i edited the source to make all friendly ships invulnerable and make it so you have max Ru's and credits when you begin the game.

this is for the people who are just starting out and dont want a time limit.

technically slowing the time down is also cheating (you dont run into as many probes in the beginning if you slow the time down)


Title: Re: New Mod...
Post by: gliffor on February 01, 2006, 06:09:14 pm
how can I use or edit this mode?


Title: Re: New Mod...
Post by: Clay on February 01, 2006, 08:33:53 pm
Is this really such a problem?  I played the game recently, armed only with vague memories of my brother playing from when I was 9, and had no problem with the time limit.

Of course. I was fully aware of there BEING a time limit, something I suppose newbies might not benefit from.


Title: Re: New Mod...
Post by: Halleck on February 01, 2006, 08:39:12 pm
Is this really such a problem?
Do a forums search to find the throes of newbies BEGGING for a patch like this... I think it will answer your question.  ;)


Title: Re: New Mod...
Post by: JHGuitarFreak on February 02, 2006, 07:11:49 am
how can I use or edit this mode?



if by "mode" you mean "mod", all you have to do is extract the desired mod (and the VC runtime) into the UQM base folder with winrar (http://www.rarlabs.com) (make sure you backup your original uqm.exe file) and run that instead of the original.

For editing you can use the source code and compile it yourself, the time mod is no different from the original source except for 2 lines in clock.h at lines 81-82.

the decleansing mod is made using the info in the discussion @ http://uqm.stack.nl/forum/index.php?topic=1699.0

the ship spin mod has a patch that you can use on the source, you can find the patch by going to bug #733 in bugzilla.



Title: Re: New Mod...
Post by: JHGuitarFreak on February 07, 2006, 04:44:06 am
One question to the developers...

What exactly changed in the source to make the 'KOHR_AH_VICTORIOUS_EVENT' an undeclared identifier? (using the words of VS 2003)

did the "event name" change?


{I'm trying to apply the mod to 0.5.0 and this is the only error i get}

Code:
..\uqm-0.5.0\src\sc2code\load.c(198): error C2065: 'KOHR_AH_VICTORIOUS_EVENT' : undeclared identifier


Title: Re: New Mod...
Post by: Novus on February 07, 2006, 10:08:58 am
There has been some cleaning up of header files. KOHR_AH_VICTORIOUS_EVENT is defined in src/sc2code/gameev.h. Try adding the following at the end of the includes in src/sc2code/load.c:

Code:
#include "gameev.h"


Title: Re: New Mod...
Post by: JHGuitarFreak on February 07, 2006, 07:16:37 pm
There has been some cleaning up of header files. KOHR_AH_VICTORIOUS_EVENT is defined in src/sc2code/gameev.h. Try adding the following at the end of the includes in src/sc2code/load.c:

Code:
#include "gameev.h"

O RLY?

that was right in front of my face too :D


Title: Re: New Mod...
Post by: JHGuitarFreak on February 07, 2006, 10:33:36 pm
I have compiled the mods for 0.5.0 now, same link as before

http://www.dickweed.0nyx.com


Title: Re: New Mod...
Post by: Clay on February 09, 2006, 03:29:53 am
You know, since there seems to be weekly threads of "OMG, KOHR-AH ARE MEAN AND KILLED E'BODY!" or "OMG SLYLANDRO PWNED ME!", perhaps someone should engineer an "Easy Mode" with a more forgiving "cleansing speed" and perhaps a stupider opponent in melee.  It's not terribly uncommon when old-school games are ported to new-school platforms.


Title: Re: New Mod...
Post by: Michael Martin on February 09, 2006, 04:35:01 am
"OMG SLYLANDRO PWNED ME!"

Hopefully the MetaChron will help with the Kohr-Ah.  As for "OMGWTFBBQNERFSLYLANDROPLZKTHXBYE", I would suggest that such a nerf-the-Probes patch start out with the probes at "Weak" AI, and advance through "Good" to the default "Awesome" as they become more numerous.

(... must... resist... making... "OMGWTFBBQNERFSLYLANDROPLZKTHXBYE"... a FAQ...)


Title: Re: New Mod...
Post by: Shiver on February 09, 2006, 04:35:47 am
Screw that, someone needs to make a Master Ninja: Swift Kick To The Crotch difficulty.


Changes:

*Right at the start the Ilwrath and Spathi earthguard forces are right where they're supposed to be at the start - IN YOUR FACE. Fwiffo still joins you afterwards; he can be found cowering in the corner after you put the smack-down on the hierarchy earthguard forces.

*Slylandro probes now use lightning AND medium range missiles.

*VUX get their close proximity warp trick back.

*The Ur-Quan and Kohr-Ah send special detachments to hunt you down. These battle groups use cloaking devices and sneak up on you in both hyperspace and various star systems.

*While in Spathi space before making an alliance with them the Black Spathi Squadron will attack you relentlessly. They conveniently disappear once the alliance is made.

*Hellbore cannons have been determined to be overpowered. The fix: we've removed them from the Melnorme tech list and have given them to the Ur-Quan. Dreadnoughts fire hellbore bursts instead of fusion now.

*The Kohr-Ah's spinning blades get a homing function to compete with the Ur-Quan hellbore cannons.

*The starbase sells everything at 1.5 x the original price.

*The Sa-Matra has a device installed onto it that instantly kills all Pkunk that come within 20 AUs of it.

*The Orz figure out that humans are virtually identical to Androsynth after a year and a half of game time. Good luck killing their entire sphere of influence before they get to Sol.

*All enemies ships set off Glory Devices when killed.

*During battle, the planet obstacle now moves to interdict your ship's flight path whenever it is not on camera. Conversely, it politely moves aside for the computer just enough to give them a gravity whip no matter what angle they approach it from.


Title: Re: New Mod...
Post by: Michael Martin on February 09, 2006, 04:44:16 am
Screw that, someone needs to make a Master Ninja: Swift Kick To The Crotch difficulty.

That's the one where you don't rescue the Starbase, and just tough out the lack of upgrades or readily available fuel.


Title: Re: New Mod...
Post by: Clay on February 09, 2006, 04:48:05 am
It should be noted that the Kohr-ah spinnies DO home after you release your attack button, albeit slowly...


Title: Re: New Mod...
Post by: JHGuitarFreak on February 09, 2006, 04:49:17 am

*The Kohr-Ah's spinning blades get a homing function to compete with the Ur-Quan hellbore cannons.


They already have the homing function, but it's probably not as powerful as you would like it


Title: Re: New Mod...
Post by: JHGuitarFreak on February 09, 2006, 04:49:51 am
It should be noted that the Kohr-ah spinnies DO home after you release your attack button, albeit slowly...

damn, you beat me to it  :D


Title: Re: New Mod...
Post by: Clay on February 09, 2006, 04:57:17 am
The Pkunk notified me of your intent. ;D