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News: Paul & Fred have reached a settlement with Stardock!

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1  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Regarding 'Star Control: Origins' and Stardock on: October 02, 2018, 10:22:01 pm
So does me buying SC Origins undermine Fred and Paul’s ability to make Ghosts of the Precursors? And if so, how?
2  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Planet statistic on: June 06, 2016, 05:01:06 am
Thanks! That's exactly what I was after. And actually, I also stumbled on the same resource in Utlranomicon (by adding "tectonics" to my google search criteria)

3  The Ur-Quan Masters Re-Release / General UQM Discussion / Planet statistic on: June 05, 2016, 12:33:39 am
Hello lovely people, it's been a while but I thought I'd check in.

I've a desire to do a speed run of SC2, but based on the in-game calendar rather than actual earth minutes. Do do this well, I need a resource that shows me the vital stats of each planet (minerals, bio and hazard ratings).

I feel that such a thing exists but I cannot locate it on the interwebs. Can someone help me? I could probably dive into the code and do something but that makes my brain hurt. Hoping such a list already exists!

Incidentally, is there a community accepted world record for clocking this game by a certain date? eg by July 2158 or something?
4  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Abandoned planets on: June 05, 2016, 12:28:14 am
Project 6014 ends in June of 2169.

Yes, at the current rate of progress that is when P6014 will be complete Cheesy
5  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Questions about modifying the UQM data on: May 26, 2015, 12:32:05 pm
Hi folks!

Long time no see. Changing data for the uqm map is a piece of cake. If I can do it, ANYONE can do it. You can move stars around, change location of artifacts etc etc. The engine wasn't changed one jot.  The coordinates of all stars are just in there as numbers. I think I added 500 to everything to get them all to move up and to the right. The funnest thing was making new rainbow worlds (woops, spoiler).

Similarly, chaining text and conversations trees was relatively straightforward, but a also a bit brain hurty hurty and laborious.

Just don't ask me to remember how I did all that.
6  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Project 6014 – Ur-Quan Masters mod on: January 25, 2013, 01:00:28 pm
Lurg will change. Dialog will change. Lurg will not be the main enemy. :-)


Ssshhhh...
7  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Groombridge Log status update on: August 21, 2012, 08:11:29 am
How long is it?
8  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: things to know on: May 26, 2012, 12:51:31 am
That's an interesting post!
9  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Future UQM development on: May 24, 2012, 09:00:28 am
Unlikely, BUT there is an HD mod of UQM being done by many of the same people that are doing P6014.

So actually, yes.
10  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Project 6014 – Ur-Quan Masters mod on: March 05, 2012, 05:20:27 am
I know I am asking a longshot question but I am curious, do you guys currently plan on releasing another expanded demo or is the next goal aimed at a completed game and in either case, what kind of time table are you looking at for release right now?

It's a reasonable question.

I personally don't think there's much point in another expanded demo release. We sort of broke with SC2 tradition by having a fixed point in the plot with the Lurg encounter. To have another meaningful demo release we'd have to have another fixed point in the plot - and that takes us away from SC's open-endedness, or at least the ability to do almost anything in any order.

More likely the next release will be a beta for testing, I.e the full thing in buggy form. As for timeline, well that is utterly impossibly to predict and relies on all sorts of factors, not the least of which will be crew fatigue and motivation, or real life getting in the way. So much work to do though. So much work.

However, we're a diverse team, and others will have other opinions on releases. And I know some are way more optimistic/ambitious about final release dates than I am.


11  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Project 6014 – Ur-Quan Masters mod on: February 23, 2012, 09:19:02 am
Hey Cedric, isn't the story pretty much done by now anyway? I was udner the impression that only some dialogue was missing. If so, maybe the should be edited in somewhere so that anyone trying to not just give feedback but also suggest changes is aware of the fact that they are pretty late to the party.

The the story is basically sorted, but the dialogue is a long way from being written. So yes. Suggestions about plot are all a bit pointless at thus stage.

I'm afraid its mostly boring stuff like bugs that we want feedback on right now, and will do for the foreseeable future. I supposed ships too actually. They will take a LOT of tweaking to get right. I can see us releasing lots of 1.x's with various ship/melee improvements.

12  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Project 6014 – Ur-Quan Masters mod on: February 23, 2012, 08:53:22 am
I think everyone is jumping the gun quite a bit. The purpose of the demo is to give us a taste of what is to come, they are hardly going to give us exact details on the Chmmr plans to turn Earth into a ice cream stand or the Orz plans to conquer the Pkunk via the use of a limerick contest (Oh damnit now I spoiled the ending!)

The demo gave us all a taste and now we are all fighting with each other as we try to guess on what comes next. That's great! But I am noticing several comments towards what the creators should do or are doing wrong in our various opinions.  Let's be careful not to spit any venom at the creators when we do not know anything close to the full story yet.

That's basically exactly right Smiley

Although, it is only natural (and fun) to speculate. And we do sort of leave ourselves opon to unreasonable amounts of scrutiny when releasing little teasers and demos
13  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Project 6014 Demo 0.2.1 released! on: January 21, 2012, 09:02:31 pm
Clearly the YouTube posts were a cunning idea dzanick
14  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Project 6014 Demo v 0.2 release on: December 27, 2011, 06:01:28 am
Also after I finished fighting the Lurg, going down to the planet, examining the ship thing, and lifting off the game crashed again

Yeah we know all about that one (happened to me too!) Will be fixed when we release the 0.2.1 patch
15  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Project6014's new ships on: December 11, 2011, 09:08:49 pm
Quote from: Gekko
Quote from: Cedric6014
Quote from: Gekko
Baul is useless, period. First tests showed that we might finally have found the ship that counters Androsynth, but this turned out to be a bit incorrect for now. The ship is a Shofixti with more crew and damage potential as the ship always damages itself when firing, almost without any exceptions. The only matches where Baul can come on top are against some flankers, but Slylandro is still too agile. The ship needs one of these changes to be usable: 1) more crew so it can fight longer. Think of it like the Druuge 2) No self damage so it can actually hide in the bubbles. This makes the ship into a strong Androsynth counter 3) Hold key to increase firing range like Chenjesu and Kohr-Ah to manage with the self-damaging shots. This won't improve the ship on its own though.

Gekko: what would be really useful is if you could give some pointers on how we could amend the Baul to actually be a good counter for the Androsynth

To counter an Androsynth the ship needs to be able to force the Andro into taking damage with each attack. This can be achieved simply by making Baul immune to its own fire. This will turn the ship into a camper that always surrounds itself in a defensive cloud much like Androsynth does in some rare matches like against Slylandro (Slylandro being the only ship I can use to defeat Androsynth most of the time, excluding 30 point ships). Now, assume that the ship is camping inside its cloud. The Andro will be maneuvering near the danger zone and deploy a barrage of bubbles to drive the ship away from the camp. Baul will flee a bit, but will be still deploy the gas clouds. Andro will be attacking with the comet the instant it has finished deploying bubbles, having used maybe half of its battery for this. It knows the Baul will be in a less dangerous position as it can't destroy the bubbles with anything except blowing up the gas, and this cannot be done as it would neutralize the defensive perimeter. So what follows is a game where Baul is circling much like an escaping Vux, trying to make a grid while avoiding the comet. I believe that the ship will be defeating Andro pretty well with simply this one change.

What happens is that Baul is now a pretty defensive ship as it can hide in the danger zone, but this can be easily countered with cheaper ships that have longer range. Right now the ship cannot be played offensively too well as the ship is too slow to catch many ships, and will be damaging itself if it tries to fire forwards.

Quote
One of my goals for this mod is to introduce ships that rebalance the melee fleet to what it 'should' be.

Shiver's Balance Mod for P6014? Should be easier now that bmod is for 0.7.0... Not sure how easy. B-Mod is already a result of hundreds of hours of coding from Shiver's part and a vast quantity of testing. The B-Mod is THE place to begin seeing how to fix the balance.

Quote
We want ships that are good counters for:
Chmmr, Kohr Ah, Androsynth

Chmmr, not really. I refer to Oldlaptop's comment.
Kohr-Ah, why not? It's a bit difficult.
Androsynth, hell yes.

Quote
And ships that are weak against:
Yehat, Mycon, Chenjesu, Ur-Quan

Good picks. I'd like to see those more. The banana boat is already done pretty well in B-Mod, refer to it.

Quote
Maye its something we address properly when we have all new ships drafted.

Come up with interesting ideas in the same manner as you have done so far. #uqm-arena will then hammer down the balance in your face and tell you how the numbers need to be!

Comment from Gekko over at the SCDB which I felt would be useful here
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