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

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511  The Ur-Quan Masters Re-Release / Starbase Café / Re: There's something wrong with this forum... on: June 12, 2009, 07:19:19 pm
Well, it hasn't exactly been achieved, but the problem has been acknowledged, meaning that there's a good chance of a fix appearing eventually.


...Dark Forces gathering? What on earth has that to do with the topic title?
512  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: new devices? on: June 11, 2009, 02:45:13 am
Strange though it may seem, I don't think I would like that. It simply doesn't make sense for them to want to change sides. Also they're essentially insane.

On the other hand, if it was willing to be recruited due to the Talking Pet's influence, then maybe...
513  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Don't forget the Mmrnmhrm on: June 11, 2009, 01:48:48 am
No, I think it was based on Fred/Paul's words. "Fwiffo" is apparently both of them on IRC.
514  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: new devices? on: June 10, 2009, 11:58:50 pm
I like the first idea. And the Utwig mask to get the VUX to like you also sounds good, but I think that if it gives you ships it should add them directly to your fleet rather than creating an alliance.

And I'd also like a cloaking device for the flagship. It would cause ships to ignore you in systems and (possibly) in HyperSpace, but have no effect in combat (the explanation could be that the flagship is too big for the cloak to work at close range, or something).
515  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Newbie question: Star Com told me to do something, but I didn't write it down on: June 10, 2009, 11:52:06 pm
Quote from: Alvarin
Use the Spathi Eluder . Against the Kohr-Ah  and the Ur-Quan piloted by the AI it's the best ship . Better though is to avoid them altogether .
The best ship obtainable early in the game, perhaps, but the Avatar and the Jugger are much better. They also have the advantage of preventing the Dreadnought from launching fighters.
516  The Ur-Quan Masters Re-Release / Starbase Café / There's something wrong with this forum... on: June 10, 2009, 11:47:22 pm
Some parts of the forum don't seem to work as they should.  Undecided  If I click the "new" button beside a topic, it takes me to the first page rather than the first unread post, and when I click the "Quote" button beside a post, I get an error: "An Error Has Occurred! Unable to load the 'quotefast' template."

Is this fixable somehow? Undecided
517  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Don't forget the Mmrnmhrm on: June 10, 2009, 11:43:39 pm
I was certain I remembered hearing a theory that the Chenjesu are constructed, and upon checking the wiki I found it fairly quickly.

Quote from: Chenjesu article
Their rare physiology, advanced sentience and peculiar evolutionary path leads some to speculate that they are the product of an ancient, peaceful culture. An alternate explanation is that they are mostly software, interacting with their environment through some kind of field manipulation mechanism.

And the source for that is apparently an IRC chat with Fred Ford and/or Paul Reich III:
Quote
   <_Stilgar> <zenir> Q: how did the chmmr/taalo evolve.. especially to sentients?
    <Fwiffo> Adaptation and evolution require the ability to change in response to the environment. The Taalo and Chenjesu must either be the product of a previous culture, or they must be mostly software with some kind of field [manipulation] ability.

So while it's true there's no in-game indication of it, there is evidence from the creator that they may be constructed.




As for the Precursors thing... the Precursors are the only ancient advance race that we know of who could have created the Mmrnmhrm. It's quite possible that there's another advanced race out there, but since we don't know about it we're more likely to suggest it was the Precursors.



EDIT: And yes, I was off by an order of magnitude with the Precursors: they lived between about 300,000 and 250,000 years before the events of SC2.
518  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: A star control 1 remake that may actually get finished on: June 10, 2009, 11:31:32 pm
Yet, that means it's a different game, though the premise at least is the same.
519  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Don't forget the Mmrnmhrm on: June 10, 2009, 09:05:47 pm
I don't see what's wrong with the idea that the Precursors created the Mrnrnmhrm. Sure, they disappeared 20,000 years(?) ago, but the disappearance was of the "went somewhere else" type rather than the "became extinct" type. It's perfectly conceivable that they may be still alive somewhere else in the galaxy (or in some other galaxy, or even in a QuasiSpace-like place).

Quote from: UAF
Actually, constructed races aren't that rare in the SC universe if you think about it.
The Androsynth are another one. And possibly the Humans and or the Syreen are too..
Oh, and the Evil Ones were probably created by the Umgah.
Kzer-za and Kohr-ah are sort off constructed as well.
Apart from the Evil Ones, those aren't constructed races. Rather, they are modifications of existing races. The only intelligent constructed races are the Mrnrnmhrm, Chenjesu(?), and Mycon.
520  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: A star control 1 remake that may actually get finished on: June 10, 2009, 07:59:26 pm
While I definitely like the idea of an SC1 remake, it strikes me that you're doing way more work than necessary. All the code for the melee combat is available from UQM – are you using that? And the graphics are all there too.

I've occasionally thought about remaking SC1 with the help of the UQM code, but chances are it'll never happen.

Quote from: Dragon
Regarding the stategic game: guesst has done a bit of digging for the original star generation algorithm but with no joy so I'll probably just have to make it up.
You could try decompiling the original SC1 to assembly and trying to find the algorithm. Obviously you would need to know a lot about assembly code though to do that. Still, I think that'd be the ideal route to take.

Quote from: Dragon
I'm aiming for platform independence so C# was out straight off the bat as mono didn't exist back when I started.
I thought you said you were using DirectX? And Windows.h? Those are hardly platform independent.
521  The Ur-Quan Masters Re-Release / Technical Issues / Re: Voices on the Mac Version on: April 02, 2009, 05:44:44 am
Will there also be an in-game way to enable or disable add-ons, then? Because running via Terminal doesn't seem like a good solution...
522  The Ur-Quan Masters Re-Release / Technical Issues / Re: Voices on the Mac Version on: April 01, 2009, 02:49:10 am
1.  Download uqm-0.6.0-voice.uqm from http://sc2.sourceforge.net/downloads.php and save it to /Applications/The Ur-Quan Masters.app/Contents/Resources/content/packages/addons/voice.
*** Note:  You will need to create the 'voice' directory.
...What? I just placed it in Ur-Quan Masters.app/Contents/Resources/content/packages/ and it worked...
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