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April 19, 2019, 12:44:08 pm
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News: Paul Reiche and Fred Ford want to continue the story they started when they created Star Control II — The Ur-Quan Masters. «Happy days and jubilation!» «But wait!» «There is something wrong here... something which makes my sheath retract and my talons ooze.» «Please, Captain, we need your help!»

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1  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: The UQM MegaMod - Now on MacOS X! on: September 04, 2017, 10:04:06 pm
Yes and it has MegaMod 7.2 on title screen too.

Apparently I need 7.3! Duh!
2  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: The UQM MegaMod - Now on MacOS X! on: August 29, 2017, 12:37:50 pm
https://pasteboard.co/GHSFimV.png
3  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: The UQM MegaMod - Now on MacOS X! on: August 26, 2017, 09:29:04 pm
Yes, I did... no menu
4  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: The UQM MegaMod - Now on MacOS X! on: August 25, 2017, 08:57:48 am
"C:\Games\Adventure\Ur-Quan Masters High Definition\UrQuanMasters.exe"

has pictograms on

C:\Games\Adventure\Ur-Quan Masters High Definition\content\addons

has .uqm

But have terminator/adama/etc references instead in the menus.
5  The Ur-Quan Masters Re-Release / Starbase Café / Re: Outsider, SC inspired web comic... on: August 14, 2017, 10:03:21 am
This is neat but should probably trade some quality for speed.

Absolutely glacial.
6  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: The UQM MegaMod - Now on MacOS X! on: August 13, 2017, 12:42:13 pm
Checking in after a while and confused about many options.

Graphics remixes are for what exactly?  Can I preview?

What is a normalized Shofixti voice?

I tried sero menu in every directory of the installation and none worked.
7  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: New Mod: Mega Mod for 0.7.0 and UQM-HD on: September 01, 2016, 01:14:25 am
I tried to defend the Thraddash from being killed by the Ilwrath, and awaited the invasion at the home system of the rhinos. But regrettably I was unsuccessful with that, it didn't work.

Does the game create a mass of Ilwrath enemies?  I thought it just sent the influence bubble.  If you could actually fight the war with the Thraddash it would be pretty awesome.
8  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Ok, now how do I save them? on: June 22, 2016, 03:58:43 am
But, if you send the Ilwrath, you can be quicker. If you reach the Sa-Matra before the Ilwrath reach the Thraddash, the resulting end-of-game upheavals may change history, but you'll have no influence on that, nor will you know about it, as the fight against the Sa-Matra is not something any ship-captain can surive (besides Arilou captains, who can just skip out, and Pkunk captains, who can, if lucky, re-birth). In this case, the fate of the Ilwrath and Thraddash is left open.

What?  The player survives.
9  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: New Mod: Mega Mod for 0.7.0 and UQM-HD on: June 09, 2016, 09:05:21 pm
So I guess the mods are less mod and more of a fork to create?  And if I want the HD and mega mods it would mean I must essentially write a fork of the mega HD version.
10  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: New Mod: Mega Mod for 0.7.0 and UQM-HD on: June 08, 2016, 05:46:59 am
How would I learn to create my own mods?
11  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: New Mod: Mega Mod for 0.7.0 and UQM-HD on: June 07, 2016, 02:31:01 pm
I was running the standard but just got HD since you mentioned it has that wonderful resource improvement.  I guess that version is the future of the game?

Thank you!
12  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Ok, now how do I save them? on: June 05, 2016, 12:27:22 pm
Is genociding the Thraddash necessary to win?  I do not remember
13  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: New Mod: Mega Mod for 0.7.0 and UQM-HD on: June 05, 2016, 12:19:38 pm
How do you make a mod for this game?

I would like a lander fix to: make resources over the cargo limit stay on the planet [if possible as a smaller resource, if not just like the DOS version] and optionally not lose any crew on lander expeditions.

UQM-HD does that for the resources.

And what do you mean by, "not lose crew"?
As in invincible lander?

Mega Mod's god mode takes care of that.

Basically I hate the lander mode and would like to not have to micro it.  Invincible landers, or not losing crew if the lander is hit  and launches to the ship would work.

Can god mode apply that to the lander only?
14  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: New Mod: Mega Mod for 0.7.0 and UQM-HD on: June 04, 2016, 04:35:45 pm
How do you make a mod for this game?

I would like a lander fix to: make resources over the cargo limit stay on the planet [if possible as a smaller resource, if not just like the DOS version] and optionally not lose any crew on lander expeditions.
15  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: TW-ligt plot on: May 16, 2005, 06:04:10 am
Ok, cool idea here.

The player never gets arrested.  He didn't actually break any laws.

But he gets kicked out of Star Control, and loses his rank.  The humans don't trust a captain who would sell crew.  You keep your ship and fleet because you built them technically as a Pkunk captain.  So alliance bases no longer do business with you, and you are unpopular with many of them.

This makes it open, and the player can clear the accusations at any time.

You can keep the moral dilemma by having certain things that make the game easier if you steal them from the alliance, although it will make other parts of the game harder because you won't have full cooperation later.  Whether you steal also affects the ending, and some other moral dilemmas in the game would be the Chmmr and the AI controlled ships.

Quote
Actually that's not a problem. It is indeed possible and even likely that the Ur-quan original HW was somewhere in the area of SC2's starmap since the Taalo are the ones who met them, however it doesn't have to be that way since the milieu did span over most of the galaxy. At any case the Ur-quans did not start their paths in their HW - they did it in the area of the Maul-num HW, where the first doctrinal war begun.
Which means that the Maul-num HW is more or less in the opposite side of the galaxy then ours.


Good point.

Quote
I like the last idea. We don't really have to answer who warned the Niko or why. The player will learn that it happened around 2,400 years ago, which is 100 years after the Gzerllion left the Ger, but that's the only thing he'll find.
Whoever saved the Niko did it while they were still fairly primitive, and instructed them to "spread the word, warn others and prepare themselves for the coming of the evil Kohr-ah."

Over the years the Niko developed into the theocracy they are now, with corrupted and power hungry "Church of Ssssirpa" as their leaders.
Their belief is now that anyone who follows the Church of Ssssirpa is protected from all harm, and that everyone must be converted into followers.
The player coming and claiming that the Kohr-ah are defeated will only cause them trouble and convince them that removing him from the picture is essential.


Yes, although while he is a threat they want to discredit and get out of there, he also gave the Niko credibility in the point of view of other new arm races, which makes their joining when the Mrmrnmhrm show up more logical.

As for Ssssirpa actually being the Gerzillion (who warned races in the area), that's actually a very cool idea.  Maybe he gave them technology for space travel, proving his divine nature and greatly influencing Niko cultural development. Though, as I saw it, the church of Ssssirpa was not the only religion on their planet, and the Niko had many competing religions, explaining the drive to convert by force and make church leaders powerful.  Maybe the Gerzillion happened to match Ssssirpa most out of all the Niko religious concepts, and that's how the church got power, or the church of Ssssirpa was started immediately when the Gerzillion showed up.  But if Ssssirpa actually exists, that means there's no secret the Niko leaders are guarding, and doing the Mrmrnmhrm plot suggests doubt in the existence of Ssssirpa.  And how would they explain the similarity of the Gerzillion legend to Ssssirpa (unless both became so exaggerated in legend that the 2 were not that similar)?

Of course, I'm still partial to the idea that the prophet of Ssssirpa got drunk and came up with doomsday (which he just happened to be right about) in a stupor, and that's the big secret that you keep trying to learn about the Niko origin, because I have an odd sense of humor.  The idea of a doomsday cult with questionable origins happening to be right by luck amuses me.  Maybe both ideas could work if the prophet made the prediction before the Gerzillion showed up, confirming it and becoming Ssssirpa in their legends.
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