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June 15, 2021, 09:40:30 am
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News: Paul & Fred have reached a settlement with Stardock!

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16  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Net Melee Balance Mod: ALL ABOARD on: March 28, 2009, 02:55:23 am
If I understand your question, no the mod isn't in anyway an official part of UQM and it probably won't ever be. But you already have the option to run either base UQM or the mod with a single installation -- just run uqm.exe instead of the shortcut to uqm-balance.exe.
17  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Net Melee Balance Mod: ALL ABOARD on: March 27, 2009, 04:48:51 am
This is really good work.  The changes to the Skiff and Torch were really needed (and the knockback effect on the new Torch weapon is very fun!).

However, I do have a bug to report. I'm not entirely sure what specifically happens to cause it, but some ways into a battle with a Dreadnought, a sync error often crops up. So far, it's the only ship I've seen that causes an error. To the extent of my testing, it's always when fighters are deployed, usually a lot of them. It probably has something to do with the new fighter AI behaviour?
18  The Ur-Quan Masters Re-Release / General UQM Discussion / Illwrath melee visibility - balance/technical feasibility? on: March 16, 2009, 03:49:25 am
I don't know how much this has been discussed, but with the advent of netplay, the Illwrath cloak could be modified to be visible on the Illwrath player's side.

I know most experienced players have little difficulty telling where the Illwrath is in a general sense, but were the ship visible to the player they could tell precisely which way they were turned for involved maneuvers (and to avoid crashing into the planet). Is this a good feature, or is it better the way it is? If it were made visible, do you think the point cost of the Illwrath would need to be inflated accordingly, or is the Illwrath already overpriced?

In my opinion, I think it would make the Avenger a better and more interesting ship (I remember the feature was included in a version of Timewarp, and I thought it worked well).

I'd also like to ask, not having looked at the source code yet, how easy would it be to add this? I'm interested enough to do the work myself, but when I think of the UQM source code I have this image of a gigantic ball of sticky yarn that takes months to unravel so I just have not gone there.
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