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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: Starcon with QUM ships on: March 02, 2003, 10:21:19 am
I don't know about the pseudo3D aspect of the map, but controling the "chokepoints" was the essence of strategy. How do you have the same linear LOC in the SC2 starmap? You'd have to have funky interweaving starlanes that isolate entire starclusters..........

The 3D map may have annoyed some people (not me), but I would be worried that anything else would change the game drastically. And not explicitly for the better.
2  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Starcon with QUM ships on: March 01, 2003, 01:18:25 pm
Ooh, yeah.

SC1 for the Genesis was my all time favorite 2 player game. Good balance, varied scenarios, fast paced action and hefty strategic requirement.

Man, a pumped up SC1 would be really great. Hell, a semiplayable SC1 would be great.......(My DOSbox just died).
3  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Excruciators, fun for the whole family on: March 01, 2003, 01:12:56 pm
There was also some mention somewhere about them being inserted directly into the brain. Neat.

I need one of those for my little brother. Agonizer booths are for pussies.
4  The Ur-Quan Masters Re-Release / Technical Issues / Re: Spawn point hell on: February 25, 2003, 03:14:22 pm
If you give the Shofixti to a random hyperspace patrol, they'll go through the "eagh, ach" routine, then let you go.

If for some reason, you stop to talk to the same random patrol (black dot), for instance to see if they now want to give you ships, they will invariably be "bad guy" Yehat. If you run from battle, they will respawn under you faster than you can possibly get away. And they stay "bad", too, no random chance of good guy.

Unless you have a studly fleet (I had a hard time getting in any hits, since the computer is awesome at using the shield on single-shot weapons, unless he's just empied his fuel tank by nailing me with a full stream of superheated plasma pellets) your only hope is that eventually the patrol's random ship counter will equal 1. Hopefully you just have to fight a single ship, which you can eventually kill off. Portal fast, because HE'LL STILL RESPAWN!

I had to revert to an earlier savegame because I kept getting jumped. Also, in the time this took, a bunch of other patrols spawned nearby and closed rapidly. In general I have a quick hand with the portal opener, but this was just too quick.

If you do the Shofixti exchange in a star system, at least you have the blinkie/invulnerable interval to jet away.
5  The Ur-Quan Masters Re-Release / Technical Issues / Re: Spawn point hell on: February 22, 2003, 07:52:41 am
Word to the wise:

Give the Shofixti to a Yehat at a planet. Don't do it in hyperspace. Just trust me.
6  The Ur-Quan Masters Re-Release / Technical Issues / Re: Newer UQM version on: February 18, 2003, 02:22:33 pm
Lars:

The lander dialog screen freezes on me too.

It doesn't happen all the time, so just save and load around it. Er, save exit load, to be more precise. Thankfully you're not far enough in the game that it would matter much if you had to start over.

Keep an eye out for this. EVERY time you spot an energy source/artifact, save. One clue it's about to happen is when you can't skip/ -> advance the autoscan. Of course, sometimes you spontaneously develop it on the surface, so good luck.
7  The Ur-Quan Masters Re-Release / Technical Issues / Re: Newer UQM version on: February 17, 2003, 05:59:45 am
I've had these exact two bugs.

The Zeta Hyades is a stack underrun, and is because there's a commented-out bit of dialog (kind of like remTHIS SPACE INTENTIONALLY LEFT BLANK) and it was fixed in the CVS about 10 min before I reported it. Get the latest.

The Talana hang is just an ongoing thing. It's well known and has been since the beginning, so I guess it must be trickier than it seems.

So I'm about to go up against the Sa-Matra, and I've been putting it off for about a week. I've used too many hints and walkthroughs so far, so I'm going to go in totally unarmed with any knowledge about it, even as to where the hell it is (back in the SC2 day I never got this far). Wish me luck, the fate of the galaxy rests in my hands. I'm off to d/l the ending now.
8  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Origin of Orz' word "Frumple" on: February 13, 2003, 04:00:11 pm
Um, sorry about going back OT after all these fascinating tangents, but I'm pretty sure that everyone (native english speaking) has heard *frumple* before.

As in, frumpy. As is, dowdy, plain, uninspired looking, usually pertaining to clothing.

"In the first few seasons of X-files, Agent Scully looked kind of like a frumpy housewife."

Granted, reverse engineering the word yields something like frumpulated or frumpulized, but still.
9  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Thraddash Issues (spoiler) on: February 13, 2003, 03:55:32 am
Um...........so I sent the Traddash off to fight the Ur-Quan, THEN became their allies, and now I can't get to the stinking helix.

I hope I can still get it after the Dil-rats kill 'em off. I have no choice, my savegames are all after this.

This is a bug, btw. Broken scripting.
10  The Ur-Quan Masters Re-Release / Technical Issues / Spawn point hell on: February 13, 2003, 12:05:43 am
Started the Yehat civil war, now I'm stuck in the crossfire.

Sweet jesus. I can't even get a split second to portal out.

Shouldn't have talked to that random HyperSpace patrol. Next time, I'm going to go to a planet and talk, that way I know for a fact I can fight my way clear. As long as nobody's orbiting in HyperSpace.

I remember seeing something similar posted before, but neither a search nor a manual search (phsically reading all the thread titles) turned it up. I thought maybe I'd read it in Bugzilla, but it's not there either. Did I have a prophetic dream or something?
11  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Why do the Melnorme want biologicals? on: February 12, 2003, 11:30:59 pm
Actually, how do we know that we're capturing the same species of animals over and over and over?

Maybe SC uses the Star Trek system: some of the purple octopusses have earrings, some have dots on their neck, some have bumps on their forehead, some are slightly greenish with pointy ears, etc.
12  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Why do the Melnorme want biologicals? on: February 12, 2003, 08:32:50 pm
I'm hoping for a Noah's arc kind of thing, only with modern outsourcing techniques. Maybe they're going to pay me to put them back where I found them after the war's over?  Roll Eyes

Otherwise, I'd feel guilty about strip-mining the galaxy of all life. And all usefull minerals. Er, all minerals that are laying around on the surface in convenient dot form.  Wink
13  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Why aren't battle thralls fighting the Kohr-Ah on: February 12, 2003, 04:41:29 am
Talk about post-traumatic stress. Two subspecies who literally control-freak on the whole galaxy so that they'll never have to be afraid again. Of course, they'd turn on each other once they were the only two left. Why? Because fear is not rational. There's no "Ah, all better," ever. Once there's no alien stand-in for the "other", they'll find it in each other. Not even slave shielded races will be safe, because after all non-shielded races are gone, the answerless fear will still remain. And once there's no "other" kind of Ur-Quan, they'll find it within their brothers, until there's only one Ur-Quan left, who will die without offspring, probably of simple starvation. Either Ur-Quan path, unless stopped, will end with the destruction of all life in the galaxy.

The Kzer-Za are willing to let their conscience get the better of them and let some species live, in a contained way, but only because they have a proactive (if neurotic) way of dealing with their fear. They can never ever truly address and resolve their fear, because it's not about the rest of the galaxy, it's about something that doesn't exist: the event that caused them suffering, removed from the here and now by millenia. Nothing will "make it go away", because it's already gone.

Of course, maybe they'll get lucky and be stuck on chasing those rascally IDF critters. So long as there's a barbarian at the gates, something more "other" than their brothers, they won't turn.

Or maybe they'll set their sights on other galaxies, leaving this dead galaxy behind, only to get their butts kicked by the Sentient Milleu II and their fleet of Super Sa-Matras.

So while you may not be the universe's only hope, you most likely are this galaxy's last chance.

14  The Ur-Quan Masters Re-Release / Technical Issues / Re: Newer UQM version on: February 12, 2003, 04:10:21 am
More detail for the lander text-advance bug: It coincides with an inability to skip ahead in the autoscan. If you spot it, time to save.
15  The Ur-Quan Masters Re-Release / Technical Issues / Re: Newer UQM version on: February 12, 2003, 04:08:14 am
Nope. Checked.

Also, Striker asked for bugs relating to his baby builds to not be posted in the officially sanctioned place. Probably pure CYA, but I'm respecting his wishes. That leaves right smack dab here as the only place for me to contribute any beta (or in this case, pre-alpha) testing.

Speaking of which, my general sound quality has taken a noticable hit in the last build. Near constant skipping and scratching, plus the synching dropped off a bit. It wasn't exactly perfect before, so I'd advise against reverting to the previous......um.....thingie with the code and stuff and keep plugging away. I know there's something new with mixSDL vs. SDL_mix, although I have no idea what the hell that means.

Small price to pay for having correct melee and lander clocking. Although, I have noticed a tiny little "hang" in the lander controls, where it seems the directional keys continue to register a split nanosecond after I release them. Maybe it's a wetware problem and my arcade skills took the week off.
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