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

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31  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Ridiculous UQM mod on: February 10, 2009, 03:43:07 pm
Personally, I think this is great. Not the mod it self per se, but the fact that jaychant is actually doing something.

Most people who saunter into the forums looking to make a mod/sequel want someone else to program it for them. At least here, jaychant is taking the time to poke around the code and learn something. Perchance it may lead something great down the road -- for UQM or elsewhere.

Good job, I say!
32  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Net Melee Tournaments for Feb 2009 on: February 04, 2009, 04:28:03 pm
Ahh, I can't make this one. Interestingly, I will be up at the casinos that day, so the element of chance remains the theme of the day.
33  The Ur-Quan Masters Re-Release / Starbase Café / Re: NFL, Super Bowl Sunday on: February 01, 2009, 03:53:54 pm
Since my team is not in the big dance -  again - (Ny Jets), I will pull for the underdog Cardinals.

However, history is not on the Cardinals side. Usually when an elite offense goes up against an elite defense, the elite defense wins. See Tampa Bay vs Oakland from a few years ago. That being said, I think the Cardinals have to continue to generate turnovers on defense as they have done so far in the playoffs, if they are going to pull off the upset.
34  The Ur-Quan Masters Re-Release / Starbase Café / Re: Questons about Space Rangers 1 & 2 (PC games) on: December 18, 2008, 10:27:56 pm
I played SR2 and thought it was pretty good. Didn't know there was an expansion for it though. Is it in English? Maybe I'll have to try it.

SR2 isn't really too hard on your system to play, so hopefully you'll be fine with that extra RAM.

I have the first game (came w/ SR2), but I never bothered to try it out.
35  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Starbase functionality on: December 10, 2008, 04:42:08 pm
From the window you can see some sparkling lights over the Vindicator. Would those be the minor repairs which don't require flying inside the dock?

I'm pretty sure that Hayes mentions that his staff makes minor repairs to holes in the Vindicator caused by micro-meteorites.
36  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: December Duplicates Tournament on: December 03, 2008, 04:34:01 am
Ahh, I finally get to field my "Five Mycons of Doom" fleet.  Grin

I will try to make it to this one.
37  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: favourite ship matchups? on: November 20, 2008, 03:33:17 pm
Torch vs Torch. Both human controlled.   Cheesy
38  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Fighting Chmmr Avatar on: November 12, 2008, 12:20:45 am
It does 12 damage...ouch! Only a Melnorme red bolt and a point-blank glory device detonation do more damage.
39  The Ur-Quan Masters Re-Release / Starbase Café / Re: Pointless Current Events Post on: November 10, 2008, 10:31:50 pm
Rome is an interesting comparison, but I will address one of the points you make:

ONE MAJOR DIFFERENCE: Rome didn't start facing this sort of trouble for several hundred years, but America has only been around for 230 years and is already facing this trouble!

Rome was a Republic (and a monarchy) long before it turned into an empire. The Republic faced LOADS of problems, including civil wars, political instability, and the sack of Rome itself at the hands of foreign invaders. The Romans were notoriously resilient in overcoming these sort of calamities, and their resiliency was arguably their greatest strength.

Things are pretty down for the US right now, to be sure. Not quite as bad as the Republic, IMO, but it remains to be seen how resilient the US is in the coming years.
40  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Precursor Battleship wisdom by Valaggar Redux on: October 29, 2008, 09:16:30 pm
And how exactly would it be taken? The Sa-Matra is many times larger than the flagship and presumably has a proportionally larger crew. Furthermore, although the guardian fleet was distracted by the dynarri, it will return when the dynarri exhausts itself -- probably sooner than later. You would be left with an under-crewed flagship and a huge melee going on inside the Sa-Matra. Not a good position to be in when the Kzer-Za/Kohr-Ah fleet returns.

Better to blow it up I say.
41  The Ur-Quan Masters Re-Release / Starbase Café / Re: FALLOT 3: A POST BLACK ISLE ROLE PLAYING GAME on: October 29, 2008, 02:25:04 pm
I really liked the first two Fallout games, so I'm definitely curious about this one. I'm a little skeptical though because it's made by the same company that made Oblivion -- which I found lacking as far as RPGs go. Nevertheless, I'll be interested to hear what others have to say about it before making any kind of decision on whether or not to pick it up.
42  The Ur-Quan Masters Re-Release / Starbase Café / Re: Outsider, SC inspired web comic... on: October 21, 2008, 09:29:30 pm
Regarding technology, don't forget that in MoO1, the available technologies in your tech tree varied from game to game. There were a few, core technologies that you were guaranteed to get (like nuclear missiles, for example). But most everything else only had a 50% chance being available for research. (Psilons, I believe, had a higher percentage.)

Personally, I liked this better than the MoO2 alternative and I think it was beneficial in several ways. First, it added replay value in that no two games are alike, tech-wise. Second, you couldn't count on one particular tech for being your powerhouse for any given game. For example, if you relied on black hole generators to wipe out swarms of Klackon raiders, you might be screwed if have no backup plan. Lastly, I think it encouraged diplomacy and spying as alternate means to acquire that 'must-have' piece of technology.

The original suffers from AI players that can't figure out how to crack a series of missile bases underneath a planetary defense shield. Maybe if the AI knew it needed a ton of bombers to go on the offensive it would be truly flawless for its time. MoO 2 didn't have the same problem, but you are right that the second game turns into a huge micromanagement chore after a while.

The AI does build some pretty poor ships. It also sends in unescorted transports, which you can laugh at unless they are Bulrathi.  On higher difficulties, however, the AI usually packs in LOTS of biological weapons on its ships that will make short work of your colonies. (The AI doesn't seem to suffer any diplomatic penalty for using these either.  Angry )
43  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Star Control on TV on: October 10, 2008, 03:40:28 pm
I always thought the top-down, outline view of the Mycon resembled the Millennium Falcon -- minus the cockpit.
44  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: delay when coming from hyperspace encounter on: October 10, 2008, 03:36:09 pm
I'm against it.

I like the idea that you have to EARN your way into Ur-Quan space. (The biggest danger, I suppose, is when one of those spoors turns out to be a Probe, and approaches you much faster then the other battlegroups. You have to be ready for this too, and I think it rightly adds to the games challenge.)

Long story short, don't go to enemy territory if you're not ready, as Alvarin said.
45  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Idea for UQM on: September 19, 2008, 05:42:39 pm
try to find master of orion 2 it is t he best of the series...

That is debatable. Sure, MoO2 has prettier graphics, but MoO1 has a few gameplay advantages over its successor. (Spying, larger battles, random tech tree every game, simpler production/colony management, etc...)

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