The Ur-Quan Masters Discussion Forum

The Ur-Quan Masters Re-Release => General UQM Discussion => Topic started by: RockasaurusRex2000 on March 24, 2003, 05:10:15 am



Title: Saving the Pkunk
Post by: RockasaurusRex2000 on March 24, 2003, 05:10:15 am
So, after you start the Yehat civil war, are the Pkunk saved for good?


Title: Re: Saving the Pkunk
Post by: Shiver on March 24, 2003, 09:17:39 am
One word answer: yes.


Title: Re: Saving the Pkunk
Post by: zixyer on March 24, 2003, 02:49:31 pm
That's a four word answer


Title: Re: Saving the Pkunk
Post by: Death 999 on March 24, 2003, 09:57:41 pm
no, the answer started after the colon.
/me can't believe he's writing this.


Title: Re: Saving the Pkunk
Post by: Lukipela on March 24, 2003, 10:31:48 pm
Engaging in a bit of nitpicking are we?  ;D


Title: Re: Saving the Pkunk
Post by: Omni-Sama on March 25, 2003, 05:39:00 am
Two Words:  Nitpicking's for losers.  :P

Anyways, returning to the subject at hand, yes the Pkunk are saved if the Yehat civil war is started.  Sure, they're assimilated back with their bretheren, but they will emerge and help you when the time comes...  the Pkunk are too cool to be blown to pieces or made into squashed Pkunk egg omelettes.


Title: Re: Saving the Pkunk
Post by: Mr Danger Dave The first on March 25, 2003, 08:01:16 am
I wonder what a fried pkunk would tast like  :o hmmm i bet its like chicken  ;D


Title: Re: Saving the Pkunk
Post by: Corsus on March 25, 2003, 08:37:29 pm
How can I start that civil war?


Title: Re: Saving the Pkunk
Post by: Death 999 on March 25, 2003, 10:15:54 pm
In short, if you can bring a Shofixti scout manned by Shofixti to the Yehat, they will realize their error and there you go. However, this is obviously a rather tricky endeavor considering that the Shofixti are extinct -- or are they? Talk to Trademaster Greenish and Commander Hayes, and take it from there.

Before you get too involved, be sure that you can escape from combat...


Title: Re: Saving the Pkunk
Post by: GermanNightmare on March 26, 2003, 04:33:56 am
And although insults are not a mean of communication (at least here!) - ever once in a while they work wonders  :D


Title: Re: Saving the Pkunk
Post by: EkcoTimer on March 29, 2003, 10:33:53 pm
wait a minute, I started a civil war, and made the pkunk go back twice, and they still weren't saved...What gives ???


Title: Re: Saving the Pkunk
Post by: GermanNightmare on March 30, 2003, 01:49:36 am
If you refer to the Pkunks' sphere of influence disappearing, that's totally normal. They were absorbed by the Yehat and both will join you in the final battle around the Sa-Matra!


Title: Re: Saving the Pkunk
Post by: Kohr-Ah_Primat on April 16, 2003, 11:09:56 am
Quote
I wonder what a fried pkunk would tast like  :o hmmm i bet its like chicken  ;D


Mmm... F.R.I.E.D. Pkunk...


You can also help insure the Pkunk race's survival by keeping all the 'gifts' they give you, and not ever using them in battle! That's what... 24 Pkunk? Lot more than Tanaka and company had to work with!

And before you suggest that they might get blow apart at the Sa-matra battle, note you can always empty them ships before departing for the final battle.
Even if you offload their crew at the starbase and compact the pilot, you still have 20 Pkunk running around on your starbase! *smiles brightly*


Title: Re: Saving the Pkunk
Post by: Lukipela on April 16, 2003, 01:02:56 pm
And that's a good thing? Loopy bird brains getting in the way all the time, and ignoring the regular starbase crew.... And what happens when the shofixti arrive?


Title: Re: Saving the Pkunk
Post by: Kohr-Ah_Primat on April 16, 2003, 01:12:07 pm
Oye, you seem to love the Pkunk about as much as I love the Umgah, and we seem to hate them respectively in equal amounts as well.

Well, you have Orz stomping around the base in mechanical exoskeletons (which further leads me to believe that all Orz marines are Orz, even if you transfer crew from your precursor ship to the Orz Nemesi).

So a few Pkunk won't matter, will they?


Title: Re: Saving the Pkunk
Post by: Lukipela on April 16, 2003, 01:31:50 pm
One Pkunk would be one too many.

The Orz on base must be quite amusing. I wonder what they actually do, except stomp around? How do you explain to an Orz what needs to be done, and how do you make sure he's understood?


Title: Re: Saving the Pkunk
Post by: Kohr-Ah_Primat on April 16, 2003, 01:36:31 pm
I'm sure he'll go where you point him.
After all, alliance parties are for enjoyment, and all that.

Just point him where to go, and there'll be jumping smiley peppers for all to be had. After all, in their book, us humans are considered happy campers to our Orzy friends.


Title: Re: Saving the Pkunk
Post by: GermanNightmare on April 16, 2003, 02:06:50 pm
Hey LP, I never thought this day would ever come: something we disagree on!

I've always liked the Pkunk and felt very good when I had them around - like a moral support of some kind. Why would you send the Ilwrath to the Thraddash if you wanted the Pkunk dead?


Title: Re: Saving the Pkunk
Post by: Lukipela on April 16, 2003, 02:17:45 pm
Well, I don't dislike them enough to want them dead (I did try to prevent them from going to the Yehat as well). I just find them quite annoying. Especially now that htye have voices. In the old days, I just found them mildly annoying, but with their new voices, well, they get on my nerves a LOT. However, I have accepted that as the leader of my great alliance, I cannot, and mustn't let personal feelings stand in the way of inter-species cooperation.

That said, when the war is over, and I get to resign, I will never ever ever visit the Pkunk again. If it can be arranged, I won't even see a picture of one.

also, you have to send the ilwrath away to get to procyon (or at least I thought so).


Title: Re: Saving the Pkunk
Post by: Kohr-Ah_Primat on April 17, 2003, 01:08:59 pm
I maintain that you don't have to send them away.
I also believe that extermination of all living races is a good thing, so take anything I say with a grain of salt.

I find the Pkunk quite cute. I can't get angry with them simply because they're so forgiving, even if you try to pick a fight with them by insulting them.


Title: Re: Saving the Pkunk
Post by: Matticus on April 17, 2003, 06:18:00 pm
I actually never knew about the fleet of Ilwrath ships around Procyon until my most recent play through UQM. You could imagine my surprise when I entered Procyon with thoughts of freeing the Chmmr. =)


Title: Re: Saving the Pkunk
Post by: Kohr-Ah_Primat on April 18, 2003, 12:37:24 am
I actually have yet to see that.
I conjecture it was an add-in they made between PC to 3D0.


Title: Re: Saving the Pkunk
Post by: Lukipela on April 21, 2003, 06:28:24 pm
Hmmm.. It's a pity the PC code is lost, cuz I'm sure that happened in the PC version as well. Maybe it's some sort of probability thing? Depending on how much you go to Procyon, or maybe just pure chance. I know I stumbled around a LOT trying to get that fleet away from Procyon... Oh well, it's something we will never know I suppose...


Title: Re: Saving the Pkunk
Post by: Death 999 on April 21, 2003, 09:04:30 pm
I agree with Primat - the Pkunk are KEEYOOT!
/me slaps a "Save the Pkunk" bumper sticker on his marauder.
<- you can see why he's the bottom of the hierarchy


Title: Re: Saving the Pkunk
Post by: Kohr-Ah_Primat on April 22, 2003, 05:50:57 am
Well, I'm in a suddenly genocidal mood today.
I'm torn between:

Avast ye delinquent alien birds! Ye are being conquered!
or
Hey bird brains! Got any froot loops? Ha ha!

Then again, who's to say I can't go with both...


Title: Re: Saving the Pkunk
Post by: Omni-Sama on April 23, 2003, 03:36:43 am
Quote
I find the Pkunk quite cute. I can't get angry with them simply because they're so forgiving, even if you try to pick a fight with them by insulting them.

Wow, you love the Pkunk but now you want to kill them?  You have really erratic mood swings, don't you?  I couldn't hurt the Pkunk... there's a little place in my heart for those bird brains, especially their hippy, peace-loving ways.


Title: Re: Saving the Pkunk
Post by: Kohr-Ah_Primat on April 23, 2003, 05:51:21 am
Oh god yes. Beyond the fact that I'm a Gemini, I'm also victim to incredibly unstable moods. I think Excruciators have an odd effect on one's brain chemistry balance.

But you can chalk up things like sympathy to Dnyarri to my inner instability.

I mean today I'm utterly indifferent to the Pkunk, while I think that the Mycon are tres cool and very wise.


(...there must be a reason why I keep thinking of the "Pkunks" as simply the "Punks").


Title: Re: Saving the Pkunk
Post by: Wudstock on April 23, 2003, 07:33:16 am
Im with the Kohr-ah on releasing some Pkunk into the base - they are way to cool to just let them be absorbed into the Yehat, make sure you do the same to the Thradd too of course :)

But as for taking away Pkunk ships before attacking the Sa-Matra i say Hell No! Pkunk are one of the best ships for the job and what better way to honor the mighty Pkunk by letting them be the only modern race to defeat a precursor battleship?


Title: Re: Saving the Pkunk
Post by: Omni-Sama on April 23, 2003, 08:11:33 am
Quote
Oh god yes. Beyond the fact that I'm a Gemini, I'm also victim to incredibly unstable moods. I think Excruciators have an odd effect on one's brain chemistry balance.

Wooohooo!  Go Gemini!  I'm a Gemini twin too...  that must be why I have a multiple personalities and stuff.  It also shows you my two sides: insanity and further insanity.  I switch between them often.

I wonder if the Pkunk have horoscopes...  that'd be cool.


Title: Re: Saving the Pkunk
Post by: Kohr-Ah_Primat on April 23, 2003, 09:12:17 am
Quote
The stars are in auspicious alignment, the various significant moons
are in the correct houses, and ambient psychic energies are in
balance. All is well, and the universe is at peace. Well, actually
2/3 of our civilization has been decimated by the Ilwrath, but besides that
all is well. It is good to see you again.

Given how much stock and faith they put in astrology, I imagine they would.