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News: Celebrating 30 years of Star Control 2 - The Ur-Quan Masters

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1  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Track names on: October 13, 2012, 09:39:38 pm
Thanks for the reply; as a curiosity, I nicknamed it "orbiting the hot planet", since the first time I heard it was orbiting Zeeman I -the hottest world of the game-.
2  The Ur-Quan Masters Re-Release / General UQM Discussion / Track names on: October 13, 2012, 12:57:34 pm
Hi. I was wondering if someone knows the name of the track whose filename is "orbit4.ogg" -if it has a name-

Also, long ago I found that the other tracks played when orbiting a planet had names such as "Approach the gas giant" for "orbit5.ogg" or "The cold moons" for "orbit2.ogg", but not sure if those names are real.
3  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Dream voice casting on: May 04, 2011, 12:00:27 am
I'd leave the original voices: being used to play Star Control II without -of course- voices, to play UQM with the 3DO ones was a shock for me. The Ilwrath, the Kohr-Ah, the Ur-Quan, and the Druuge (just to mention three) voices were,simply put, awesome. I didn't like some of them -I imagined a more parrot-like voice for the Orz, since they've a beak, and the Yehat lose a bit of what they're without the AWK!, BRAAK!, etc.-, but overall actors did a great job.
4  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Battle with another ships on: May 03, 2011, 11:54:03 pm
Let's try this: Avenger VS Klingon Bird Of Prey (or the Romulan Warbird of The Classic Series), or a Cruiser VS Kirk's Enterprise.
5  The Ur-Quan Masters Re-Release / Starbase Café / Re: Most evil people in history. on: May 03, 2011, 10:25:05 am
Don't forget the Japanese during WWII; the way they treated POWs or above all their Unit 731 in China: http://en.wikipedia.org/wiki/Unit_731

"the Japanese" is probably not quite a proper description, though, since that would also include civilians living in mainland Japan. In pretty much every case of atrocities and crimes perpetrated by a state, the civilians have nothing to do with it.


Sorry, I meant the japanese military, and even among them there were exceptions. Search, however, for the harsh training and brainwashing they received.
6  The Ur-Quan Masters Re-Release / Starbase Café / Re: Most evil people in history. on: May 01, 2011, 11:02:36 pm
Don't forget the Japanese during WWII; the way they treated POWs or above all their Unit 731 in China: http://en.wikipedia.org/wiki/Unit_731
7  The Ur-Quan Masters Re-Release / General UQM Discussion / The aspect of slave-shielded worlds in the navigation view. on: May 01, 2011, 02:35:09 am
This is not a bug (at least for me), but something interest to see and that, in my opinion, should be fixed.
Look at Earth when you're approaching to the Starbase or leaving it. It appears as a red crescent surrounded by the slave shield, and as is logical its illuminated side points toward the Sun. Now,look at other skave worlds: all of them look exactly like Earth, even being in different positions of their orbits; instead of a crescent, they'd look like a gibbous moon, for example, and their illuminated sides should point to their stars.
8  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: The best Star Control game on: April 26, 2011, 10:54:22 pm
I see Star Control 3 as an average game since I've seen worse games, so I'll give it a chance. However, as we often compare SC3 with its predecessor, we can clearly see the tragedy. When it comes to Star Control 1, I've been searching for DOS version for an year or two. Found nothing, but I guess it can possibly still be found in other versions since I've managed to get one last summer. It was Sega Genesis version, but emulation speed was just pathetic. It ran far too slow. I believe Amiga version can be found too, I'll snoop around, maybe I find something.

Agreed. Alone, SC3 is not be a bad game despite its -not few- flaws. Hell, if SC3 was not SC3 but a game totally unrelated to the Star Control saga with its own aliens, etc. sure it would have been much more loved.

SC1 by alone is quite fun. However, it gains a lot when you play it after SC2/UQM, knowing much more about the background of the different races, etc.
9  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Can I use flagship in meele? on: April 26, 2011, 10:44:56 pm
.SHP files (and editors thereof) won't do you any good with UQM. Those were for the original SC2, UQM's ship data is all in the source code.

Thanks for letting me know. That may explain why they're no more on the Star Control website.
10  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Can I use flagship in meele? on: April 25, 2011, 02:14:54 am
There were (and I'm not sure if still are) some ship editors in the Pages of Now and Forever; one changed ship stats (as well as captain's names) and the other the graphics. Some people made with it fun ships using the already existing as chassis -ie: the Tardis from Doctor Who using the Skiff-; I'll have to check the page to see if they're still. there and download them.
11  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Slow down a certain race's march *spoilers* on: April 25, 2011, 02:11:29 am
Cool!. I hope to try it one of these days.

BTW, when they wipe out Utwig and Yehat in your experiment?
12  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Can I use flagship in meele? on: April 24, 2011, 11:30:37 am
Long ago, before UQM was released with the current license, I remember someone was able to make a .shp file for the Precursor flagship and put it on the Pages of Now and Forever. I've lost it since, but I remember it was the ship as when you start the game (perhaps with even less antimatter thrusters/turning jets)  -ie: underpowered, underarmed, etc-.

If there's a way to have a flagship as the one you've much later in the game -with Hellbores, point-defenses, all engines, etc-., let me know; it would be fun to kill Avatars with it.
13  The Ur-Quan Masters Re-Release / Technical Issues / Re: game text/dialogues on: April 24, 2011, 11:26:23 am
I've compiled all the dialog into a single file (plus the .dat one) in order to use it with the Linux, etc. fortune program.
If you want it, let me know.
14  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: What is the fastest way to ally with Spatchi? Reply as soon as possible! on: April 19, 2011, 09:50:58 pm
Well, it really helps to have met Fwiffo, who's hanging out on pluto. He'll kill 7 of your crew, but don't fight him. He'll join you. Actually, you can go ahead and kill him and still get the alliance, but it's better not to. Anyway, the point is, he gave you a password. Go to Epislon Gruis, and find the planet with the freaky teddy bears on it. Catch them all. They sit still, but do NOT touch them. They'll nail you.

Then talk to the people on the moon nearby. Come back a few times to make sure they actually go ahead with their promises.

Then you're allied, and you'll remain allied for several months, at which point they disappear. So get your ships early.

Or don't scrap his ship in order to obtain resources.
15  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Review and Comparison between Star Control 2 and Star Control 3 on: April 15, 2011, 04:39:23 pm
Nice review.

I don't know if this topic is the best place to talk about this, but I didn't want to revive posts that have been dead for years, so here I go:

As most -if not all of you-, I agree that SC3 is an error. A great error that should not have existed. Let's see: bugs -I remember that one that made you not to advance in the adventure-, a shitty HyperMelee without some classical ships of StarControl -the Broodhome, the Avenger, the Terminator...-, with a poor AI whose main tactic is to run away -for example, try to fight a Daktaklakpak with a Marauder; 'nuff said- and that makes possible to defeat -keeping distances- a Marauder, a Dreadnought, or even a Colony ship with a ship so humble as a Cruiser (something quite hard in SC2 as you know), unimaginative new ships whose weapons were mostly mines or missiles, an useless "2.5D" mode, more bugs -for example, I remember how when fighting a Precursor colony ship with a Daktaklakpak being near of the planet and in melee mode she would not try to use the point-defense nor moving, so I drilled her until both crashed into the planet-, and not only ugly but also dark old ships -the Avatar looked like a ripoff of a X-Wing, even with what looked as a R2-D2 unit-. And, of course, ugly aliens, inconsistencies, more inconsistencies, and lame excuses or aliens -for example, in my opinion, the collapse of hyperspace due dumping antimatter into the Rainbow Worlds is a quite lame excuse, like the Eternal Ones-. And many more, that would make a quite lengthy post that you surely know.

On the positive, I liked the first MIDI of the main screen -however, it could not be compared to the SCII MODs, of course-, the heavy metal victory ditty of the Heralds, the Xchaggers that would be a very good idea if they had been worked better, and little more.

By alone, SC3 could have been a relatively good game despite its many flaws. However, compared to SC2 is just a crap. And me, when I got it thinking I could see a 3-D Terminator Tongue

PS: on the changes on some ships, I think it made sense in some cases such as the Cruiser -it seems logical we improved our vessels in the interwar period as occurred in real-life with sea warships in the interval between WWI and WWII and/or designed a new model of ship-. In others -the already mentioned Avatar, the best example-, certainly not.
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