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

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1  The Ur-Quan Masters Re-Release / General UQM Discussion / Earthling Cruiser: The Ship that Could Have Been.. on: September 17, 2003, 08:11:13 am
Hey guys, if anyone remembers my previous post about the Earthling nukes, they'll probably recall I have an affinity for the pokey little Cruiser.  There's no ship I'd rather take on a Drednaught in, seriously.  Anyway, I beleve that if the Earthling had one unit higher top speed, and possibly one unit faster recharge, it'd be utterly invincible, or at least one of the top ships.  Seriously.  I'd like to try this out, and create a mod where the Earthling's engines are one unit faster.  Unfortunately, I have absolutely no bleeping idea how to do this.  The FAQs aren't really that informative--shouldn't this be a relatively easy operation?  Which file should I be modifying in the Earthling folder?  Thanks in advance.
2  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Favorite Ship Layout? on: August 24, 2003, 12:10:46 pm
My setup is Hellbore, Hellbore, PDS (this nifty tool makes sure the Dreadnaughts never fire those damn fighters, even though I'd use the PDS nowhere else), tracking, tracking, tracking, crewpod, fuel, then the entire rest of the ship devoted to Shivas.  Nothing can survive three seconds of sustained fire with this baby.
3  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: UQM fork on: August 19, 2003, 11:20:59 am
I'm surprised no one else has said this--I support Brent's physics modifications 100%.  They'd be freaking sweet!  At last fast ships have a REAL advantage, that is, a cumulative delta-V increase over slower ones.  No longer can an Ur-Quan use a pincer move with fighters!  The projectile bit--THANK YOU.  No single element of SC1 and 2 annoys me more.  The stuff about no plants and no asteroids in deep space is, in a word, brilliant, simply because there's literally nothing out there.  Of all the things SC2 does well, capturing the vastness and emptiness of space is definitely not one of them.  I'm not so sure about his other ideas, namely multiple ships on screen at once (if implemented correctly it'd be a whole new game, but it'd be a bitch to pull off), but Brent, go with your original physics ideas.  They'll completely overhaul the game into something much better.
4  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: FIghting Melnorme on: August 14, 2003, 01:19:46 pm
Morrowind--fantasy influence+sci-fi setting=greatest game ever produced.  

Oh well, since that doesn't exist, I'll have to settle for Deus Ex.  

Wait, this is a Star Control forum.  Let me say that if you could choose who to ally with and who to fight, and actually destroy their civilization, I think it'd be really cool.  Maybe it's just me, but I'd like to tell the Green Ur-Quan I'm helping them win their war against the Kohr-Ah, so they'd fight with me, then I'd turn on them, and go after the Zoq-Fot-Pik...
Good times.  Some races...just annoy me.  But I don't know if I'd go for the Melnorme or not.
5  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Have to stop the Pkunk from entering Yehat spa on: August 11, 2003, 06:37:10 am
Okay, I'll head over to the Yehat (haven't met them yet) now and see what I can do.  Perhaps it was a mistake to visit the Pkunk before the Zot-Foq-Pilk...
6  The Ur-Quan Masters Re-Release / General UQM Discussion / Have to stop the Pkunk from entering Yehat space on: August 11, 2003, 03:54:00 am
I've heard on this board that if it happens, the Pkunk will be annihilated.  What can I do to prevent this?  It's December 2155 in my game, so am I out of time already?  I guess it doesn't really matter, I just kind of like the Pkunk.  
7  The Ur-Quan Masters Re-Release / General UQM Discussion / Regarding Ship Upgrades on: August 08, 2003, 12:11:35 pm
I'm sure those who played SC1 remember how individual ships could be upgraded with individual packs--for example, in my experience if you stick a thruster artifact and a dynamo artifact on a Cruiser you get a darn good ship (maybe I'm just hung up on the humans).  Can you buy/find/steal the equipment to do this in SC2, or is this capacity reserved for the flagship and its swapout modules?  Sorry if this is a n00b question, but my search didn't find anything regarding this topic.
8  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Fastest way to get Lander upgrades on: August 08, 2003, 07:04:59 am
WOW, thanks a lot everyone, I didn't expect to get nearly as much help as this!  Frumple, your strategy was invaluable.  My sincerest thanks.  Now I must go dominate the Ilwrath mercilessly.
9  The Ur-Quan Masters Re-Release / General UQM Discussion / Fastest way to get Lander upgrades on: August 07, 2003, 06:07:53 am
I am sooo sick of my lander blowing up on lighnting worlds.  I'm still near the beginning of the game--where should I go to get upgrades for the lander?  Can you even do this in the game?
10  The Ur-Quan Masters Re-Release / General UQM Discussion / Earthling Nuke=Weak on: August 04, 2003, 11:27:01 am
Obviously, as anyone who's played the game will attest.  What's the deal with the Cruiser's paltry nuclear missiles?  They're nukes, yet they only do 4 crewman's worth of damage?  This is odd, when an acidic bubble does half as much.  This is in the future, so we can assume they're using thermonuclear, or hydrogen, bombs, pushing the yield well into the megatons.  How would enemy ships be damaged so little by such a godly weapon?  As far as I can tell, there are two possibilites.  One, the alien ships have awesome armor, and nukes just aren't that powerful compared to peer weapons.  The immediate problem I have with this theory is that it means each ship would need tons and tons of armor to withstand an attack, and would weigh hundreds of thousands of tons.  How do they move around so fast?  It requires a leap of the imagination--alien tech makes it possible--but I'm just a little too jaded and realisitc to go there.  I prefer the second take: The animation of a nuke hitting a ship is a graphig representation of the event happening, not a pixel-verbatim take.  I mean, the ships aren't really that big compared to the planet they're fighting around!  I believe that the nuke automatically goes off at a preset range, say 600 meters, to insure payload delivery and that it won't be shot down or dismantled or something by shipboard countermeasures.  At that range, in space, the damage threshold starts to make more sense.  But a graphic representation, not a verbatim one, opens the door to a whole host of other problems with the game--does each limpet now represent a cloud of them?  Is the Arilou ship...bah, never mind.

Just some random thoughts I had a moment ago.  I applaud SC and SC2 for not making humans the uber-force, and in fact making them on a rather inferior setting compared to the other races, but you still can't hide this discrepancy.  What is your take on this theory?
11  The Ur-Quan Masters Re-Release / Technical Issues / Re: Clockspeed Problem on: August 04, 2003, 06:49:32 am
Yeah, I'll report it as a bug tonight.  So no one else running version 0.2 has encountered this?  My preliminary system specs are Pentium 4 1.7 GHz, GeForce 4 TI 4400 video card, Windows XP, 784 MB DDRAM, onboard sound card, no other programs running while I use UQM.
12  The Ur-Quan Masters Re-Release / Technical Issues / Clockspeed Problem on: August 04, 2003, 05:51:47 am
Hey guys, I looked at the technical issues FAQ, but couldn't seem to find an answer to this.  If I missed something, sorry, but it sure doesn't look like it.  I have the most recent version of UQM, downloaded about 10 days ago, and the melee and lander screens are still out of control with the clockspeed--both run way too fast.  Is there a variable I need to alter, even with the new build, to get correct frame rates?  Has this ever happened to anyone else?
13  The Ur-Quan Masters Re-Release / Technical Issues / Going to the Moon in the Main Game on: July 30, 2003, 02:19:21 am
Hello all, this is my first post here and my first run through of this awesome game.  I played the original back on the Genesis years ago, but never tried the sequel until now.  Here's my problem: I've just started a new game, and enterered the Sol system.  I talked to the Urquan probe around Earth, then went to the moon.  My shuttle landed and found the structure there, and I got the first page of analysis on it.  Then the screen says MORE, like it has more to say, but I can't advance the text.  It just sits there.  No button does anything--enter, shift, spacebar, escape, none function.  The F12 quit button still does, however, so I don't think the game itself is crashing.  Has anyone encountered this unusual discrepancy before?
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