Title: Slylandro in-system?!! Post by: Flewellyn on March 28, 2006, 08:26:27 am I have been a fan of SC2 and UQM for, well, 14 years. Ever since it came out, anyway. I have been playing regularly for about that long. And I have seen a lot of things in the game.
One thing I have never seen, however, was something that I saw just earlier tonight, after downloading the new 0.5 UQM release. I was cruising around Spathi space, in the early phase of the game, doing some mining, when I saw a Slylandro probe IN A STAR SYSTEM. I have NEVER seen this. Ever. I have, of course, encountered probes all over hyperspace, I kind of expect that, especially early on when I haven't visited the Slylandro homeworld. But in a star system? This was new. Have I just been supremely fortunate all this time? Or is this a new feature? If it's new, I like it fine, I was just...surprised. Title: Re: Slylandro in-system?!! Post by: xdeath5 on March 28, 2006, 09:17:07 am I can't be positive, but i think it is a new feature. I have never seen them in a star system before either, until I was watching my friend play today (whom has only started playing this current version) and he says it's quite common. I've played the last two versions without seeing this, so I'm pretty sure it's new.
Title: Re: Slylandro in-system?!! Post by: Novus on March 28, 2006, 09:34:31 am Apparently there was some code in the game (since PC SC2, presumably) to handle Probes in solar systems that never got executed and the way it was prevented looked more like a bug than a feature. Therefore, it was fixed in UQM 0.5. See bug 768 (http://uqm.stack.nl/cgi-bin/bugs/show_bug.cgi?id=768) for details.
Title: Re: Slylandro in-system?!! Post by: Flewellyn on March 28, 2006, 10:16:21 am Now that's interesting...a bug from the original game that the UQM team just now fixed?
Wow...I've heard of some bugs staying buried for long periods of time, but...that's pretty darn long! Title: Re: Slylandro in-system?!! Post by: Novus on March 28, 2006, 01:46:18 pm Now that's interesting...a bug from the original game that the UQM team just now fixed? Not the only one. Check out bugs 108 (Quasispace mega warp) (http://uqm.stack.nl/cgi-bin/bugs/show_bug.cgi?id=108), 283 (blaze after Blazer mode ends) (http://uqm.stack.nl/cgi-bin/bugs/show_bug.cgi?id=283), 592 (crashes when "beating game differently") (http://uqm.stack.nl/cgi-bin/bugs/show_bug.cgi?id=592) and, if my memory serves me, 619 (emergency warp-out resurrection system) (http://uqm.stack.nl/cgi-bin/bugs/show_bug.cgi?id=619). And there's probably more.Wow...I've heard of some bugs staying buried for long periods of time, but...that's pretty darn long! Title: Re: Slylandro in-system?!! Post by: Zeep-Eeep on March 28, 2006, 02:38:37 pm The Andro blaze mode bug was wonderful to have
in melee. In a way I'm sorry it's been fixed. I used it before, but I never knew what triggered the "ability". Title: Re: Slylandro in-system?!! Post by: meep-eep on March 28, 2006, 06:12:39 pm And there's probably more. An incomplete list (http://uqm.stack.nl/wiki/Original_Star_Control_II_Bugs) can be found in the Ultronomicon.Title: Re: Slylandro in-system?!! Post by: Koowluh on March 29, 2006, 08:24:26 pm I was amazed myself when seeing the probes go about their business in a star system. I actually managed to stay out of attention range of one and see it depart the system. It was a pretty weird sight seeing a probe move away from you for a change...
Title: Re: Slylandro in-system?!! Post by: guesst on March 30, 2006, 12:44:16 am now if we can only fix that cloaking item bug...
Title: Re: Slylandro in-system?!! Post by: staar on March 30, 2006, 10:22:33 am I have seen this before too but it was a bit more shocking to me because when I saw it I was in earth space... I think it was orbiting venus or something.. I basically just ignored it and left.. the next time I came back it was gone... anyways like you until this version I had never seen it on my 3d0....
Title: Re: Slylandro in-system?!! Post by: Zeep-Eeep on March 30, 2006, 03:46:45 pm I think I may have to install UQM 0.5 and play it again. This
sounds like a new feature. Title: Re: Slylandro in-system?!! Post by: Draxas on March 31, 2006, 01:06:39 am It's funny, that's something I always wondered about. Especially with the relatively high priority the probes are supposed to have for Rainbow worlds, I wondered why I never saw one in any systems. I would half expect there to be a probe orbiting every Rainbow world... And knowing their odd behavioral problems, chipping away at it with that arm of theirs. :P
What can I say, the more you know... However, this brings up an interesting question. Wouldn't this make it easier to explore hostile SOIs? As far as I'm aware, only one type of alien ship can inhabit a given system at a time. I get the feeling this is why you never see any ships in a giant star system other than the Melnorme, even if it's sitting right in the middle of someone's SOI. I've also seen it happening in Yehat space, just before the Pkunk get absorbed; you never see the two types of ships in the same system, it's either one or the other. So by extension, couldn't you potentially jump from system to system in a hostile SOI, and wind up being safe (relatively) from harm each time you encounter a probe, instead of a fleet of 20 battlegroups of the SOI's ships? This could be yet another good reason to ignore the destruct code sidequest... Either way, though, I definitely need to get my hands on 0.50 now, if only to check this out. Title: Re: Slylandro in-system?!! Post by: Zeep-Eeep on March 31, 2006, 02:28:00 am Usually, you're right. But, for example, the black and green
Ur-Quan co-exist around the Sa-Marta. If the general rule is that there should be one species per system, I can see how having one probe around would be an advantage. Title: Re: Slylandro in-system?!! Post by: Draxas on March 31, 2006, 09:33:00 pm I believe the Sa-Matra defense force is the only heterogeneous fleet in the entire game, so they're definiely the exception rather than the rule. Besides, if other ships were in a system with a probe, one or the other wouldn't be around for much longer anyway...
Title: Re: Slylandro in-system?!! Post by: guesst on March 31, 2006, 09:55:07 pm So, hypothetically, the game doesn't limit how may races can co-habitate a system, eh? That's interesting.
So once they get this thing mod-able we could have a war councel in some system will every in-game race swimming around some system. Not that I can think of what use this would be, but it'd be cool, I guess. Title: Re: Slylandro in-system?!! Post by: Flewellyn on April 02, 2006, 02:36:20 pm Not the only one. Check out bugs 108 (Quasispace mega warp) (http://uqm.stack.nl/cgi-bin/bugs/show_bug.cgi?id=108), 283 (blaze after Blazer mode ends) (http://uqm.stack.nl/cgi-bin/bugs/show_bug.cgi?id=283), 592 (crashes when "beating game differently") (http://uqm.stack.nl/cgi-bin/bugs/show_bug.cgi?id=592) and, if my memory serves me, 619 (emergency warp-out resurrection system) (http://uqm.stack.nl/cgi-bin/bugs/show_bug.cgi?id=619). And there's probably more. Oh, wow. I remember triggering 108 way back when I was playing the game on my 286 on DOS. I thought I must have been hallucinating, particularly since I'd had a strange dream in which I was playing the game, and I ran into an area where Hyperspace and Quasispace were overlapping, and I teleported out of the regular starmap. Seeing this happen in real life was...unnerving, to say the least. Title: Re: Slylandro in-system?!! Post by: OmegaPaladin on April 05, 2006, 03:12:17 am So, hypothetically, the game doesn't limit how may races can co-habitate a system, eh? That's interesting. So once they get this thing mod-able we could have a war councel in some system will every in-game race swimming around some system. Not that I can think of what use this would be, but it'd be cool, I guess. What use? You could join forces with your allies in battling the Kohr-Ah! 8) Title: Re: Slylandro in-system?!! Post by: Zeep-Eeep on April 05, 2006, 01:51:34 pm Even if there were ship mixes in the same system, would
the computer battle itself? Alien ships just seem to react to the player's ship. It would be neat to see other ships meet and have one disappear. Get ready to RUMBLE! Title: Re: Slylandro in-system?!! Post by: guesst on April 05, 2006, 08:11:04 pm Hey, if were talking about a mod here, we could make it happen. Scripted fighting. Just have the ships circle each other (or circle a pre-defined center) and the object then becomes to avoid the hostile ship. (An alternative to the sort of getting past the impassible ring of baddys thing.)
Title: Re: Slylandro in-system?!! Post by: Nathanael on April 06, 2006, 04:37:27 am You know what mod i'd like to see. A mod that lets u go online and find someone to join u in the game. Always dreamed of co-opping the game. Think of it blowing up the Sa-matra with a guy over the internet. :D
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