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The Ur-Quan Masters Re-Release / General UQM Discussion / Re: here is save game editor
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on: July 28, 2006, 04:55:21 am
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Did you find my site by search engine or by a link somewhere on these forums?
lol dude the link's in your sig! I only found a post with your sig in it after much searching though. And could you or someone please put some info on what the mods actually do in the "notes" section on the mods dl page? I assume the "decleansing" mod stops the kohr-ah attack and allows you to play indefinitely, but what about the others? Even a one-line comment would be great. Cheers
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The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Kohr-ah attack
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on: July 26, 2006, 06:51:53 am
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All very well that the races escaped due to no casters or hadn't evolved to sentience yet, but where are all the red shielded worlds in the kessari quadrant? I think the people who made SC3 didn't really pay much attention to the details of the SC2 storyline.
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The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Kohr-ah attack
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on: July 20, 2006, 05:05:24 am
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While we're bagging sc3, does anyone want to mention to the creators that almost all senient space-faring life in the entire galaxy was wiped out by either extermination from the kohr-ah, or slave-shielded by the kzer-za. Yet both the kessarri quadrant, and the "crux quadrant" (where the crux races come from), had no previous contact with any ur-quan. Surely there are only 4 "quadrants" in a galaxy doubt the urquan would have missed such large areas of space before they met up again...
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The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Kohr - Ah Crew
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on: July 20, 2006, 04:58:32 am
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They will then migrate there with as many as will follow them, close the door behind them, and live contentedly alone. Since they cannot "cleanse" this galaxy, they will leave and go somewhere else that is already cleansed.
hmm sounds more like the actions of the cowardly spathi to me...
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The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Kohr - Ah Crew
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on: July 14, 2006, 04:44:33 am
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A shame nobody thought to ask about this during one of the IRC interviews with TFB. Then again, who knows if they even thought about it much at all?
heheh so true, 56 posts later and I doubt TFB even thought about it enough to have a definitive answer in their heads, but it does make you wonder why they chose to use "crew" as a measure of hitpoints for ships, maybe it was just purely to be original and different from other games that used "hull", and allows for neat special weapons like the syreen crew steal. And you all must admit this is the only decent debate going on in this forum at the moment.
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The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Kohr - Ah Crew
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on: July 13, 2006, 06:54:18 am
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I think that the Ultronomicon is as close to cannon as you can possibly get, without it being written by TFB, and in the absence of them clearing up the matter definitely I think we should consider the Ultronomicon as an authoritative source on the matter, as nowhere is there a mention of a "sub-sentient" slave race that serves the kohr-ah, except the talking pets who couldn't do any jobs, and since the crew are green and not grey, they should be considered sentient crew like all others (such that the syreen can steal them, though why you'd want kohr-ah on your ship, or mycons for that matter, or how they would survive in the atmosphere is beyond me, those crazy syreen), the only logical solution is that there are 42 kohr-ah on a marauder, with an officer captain in charge.
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The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Kohr-ah attack
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on: July 12, 2006, 08:53:18 am
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I just gave the fixed ultron to the utwig and the ultron tells them to attack the kohr-ah (after they mistakingly think it tells them to attack you, and then all ur-quan), it does this automatically, the way people are talking it seems that you have a choice, so there would be two different end times, but if they automatically attack the kohr-ah then you automatically get the extra year, and have no choice in the matter, therefore the melnorme's triangle thingy is incorrect.
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The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Kohr - Ah Crew
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on: July 11, 2006, 05:51:26 am
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Quote from the Ultronomicon:
"...The other Ur-Quan, meant to serve as manual laborers and soldiers, were optimized for strength and diligence in performing manual tasks, altered to function better as cooperative groups and to remain staunchly faithful to simple orders, with the Ur-Quan's natural tendency to genetically encoded racial memory greatly amplified."
Proof that the kohr-ah were altered to work together in groups...
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The Ur-Quan Masters Re-Release / General UQM Discussion / here is save game editor
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on: July 07, 2006, 10:30:20 am
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I found a link to a neat little save game editor for those of you that like to kit out your ship with shiva furnaces and hellbore cannons, without the tedious necessity of mining all those hazardous planets. (I should note that I have finished sc2 many times the honest way, in case anyone cares to say that cheating ruins the game experience..) http://www.dickweed.0nyx.com/downloads.htmThanks to Kohr-ah Death for hosting it (and creating it??) Anyway it doesn't seem to come with any instructions, and was a pain to get going, so here are some tips, read it to avoid hassles: 1. Download the file and run it, then copy the file from the desktop (or where ever it installs to) and put it in "c:\documents and settings\[current user]\application data\uqm\save. My ass was sore after trying to get it to work, first from the desktop, then from the main uqm directory, only to read the uqm manual and find that the saved games are saved in the directory above. [current user] is the name of the user logged in, probably your name. 2. Savegame "0" in the game is file # 1 in the editor, and savegame 1 is file #2, etc. Again thought it didn't work at first... edit file #1 but load savegame 0 etc... 3. The RU limit appears to be 999999999 (though why would you need that much?), and you can only give yourself as much crew and fuel as you have pods on your ship. Though you can use the editor to alter the pods as well as thrusters. 4. You can give yourself shiva furnaces etc. before you have the technology from the melnormne, but if you sell it, it doesn't seem to give you any rus and you can't get it back (without using the editor again or getting the tech). Don't know if they work in combat or not either I didn't test. Well that should save you 15-20mins of frustration, if you find anything else interesting about it please let me know. Like how to edit melnorme credits...looks like i have to visit a planet or two afterall... Have fun conquering the universe while leaving precious resourcses for future generations.
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The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Kohr - Ah Crew
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on: June 29, 2006, 10:23:09 am
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Also its pretty well documented that the ur-quan were collectively brown before the Dynarri split them into green and black factions. The melnorme tell the story in historical data.
I still vote for 42 kohr-ah squashed into a sub-marine type designed ship, rather than robotic crew, that kohr-ah wouldn't trust. Otherwise the kzer-ze would have them too...more reliable than stupid battle thralls.
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The Ur-Quan Masters Re-Release / General UQM Discussion / Re: what does TFB think of sc3 storyline
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on: June 19, 2006, 03:50:11 am
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I personally think there should be no direct contradiction to sc3, as to not alienate or confuse people new to the game, and unaware of the politics behind the game. But its good that the races and events of sc3 are all from another quadrant, so its very easy to just "ignore" them completely in a sequal. Except for those pesky ortog cows... :p
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The Ur-Quan Masters Re-Release / General UQM Discussion / Re: what does TFB think of sc3 storyline
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on: June 18, 2006, 03:29:10 am
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Cheers I read it through, basically they said they hadn't thought it through enough at the time to have solid details, and wanted to explore what happened to the androsynth, and make the orz a prominent bad guy. I was thinking though that with the sc4 petition and more time, the guys at TFB would have thought future plots through more clearly. I would love to know what they thought actually happened to the precussors (unless it was already answered in the chat, but hey, its a big read!) He also said that they don't own any of the rights to anything related to sc3, so I take it sc4 made by TFB must be a "timewarp" style (sc3 never happened) game? Unless they want to pay Legend/Accolade some money :p So sc4 will really be the "real sc3", with events happening more or less right after the end of sc2, or maybe far in the future where the events of sc3 could have happened (therefore keeping it a true "sc4") but the events of sc3 are just never mentioned (as the races were in a different quadrant anyway) They also said they liked the precussors being cows hehe.
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