The Ur-Quan Masters Home Page Welcome, Guest. Please login or register.
Did you miss your activation email?
May 23, 2024, 12:36:43 pm
Home Help Search Login Register
News: Celebrating 30 years of Star Control 2 - The Ur-Quan Masters

 1   The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Free Stars: Children of Infinity (UQM2) Kickstarter is Live!  on: May 18, 2024, 03:08:46 pm 
Started by Halleck | Last post by Alvarin
Kickstarter campaign has ended, reaching 680k out of 100k goal.
Stretch goals include, together with enhanced content, ports to consoles and English voice-overs.
Early estimates for game release are very preliminarily set to August 2025.

 2   The Ur-Quan Masters Re-Release / Starbase Café / Re: Who runs this place  on: May 02, 2024, 01:48:24 am 
Started by jmorgan | Last post by Zeroarmy
There appears to already be a pretty comprehensive backup of these forums on the Way Back Machine. I had the same concern as often only a tiny fraction of dead forums can be found on, but when I checked some of the very old threads I participated in, they were all already archived years ago. Additionally, here's a small sampling of pages I just checked:

Random thread from 2002 w/ one reply, first archived in 2020:

Random thread from 2005 + page 94 of General Discussion w/ zero replies, first archived 2022:

Random thread from 2003 + page 49 of Technical issues, first archived 2022:

Random thread from 2004-2007 + page 24 of the Starbase Café, all 6 pages have been archived (the Way Back Machine is sometimes really bad about archiving multi-page threads):

Your thread, first archived a little more than a month after you posted it:

The newest thread in the General Discussion (posted April 24, 2024) has not yet been archived (*/, but the second newest (posted October 24, 2024) has been (

Here you can see that more than 10,000 pages from this forum are already on the Way Back Machine:*/*

My sampling included a few more very old, middle aged, and new threads and everything I checked that was more than a few months old had already been archived.

In contrast, I found a fair number of gaps in the forums over on the Pages of Now and Forever. Examples:*/*/

 3   The Ur-Quan Masters Re-Release / General UQM Discussion / Re: UQM Ship Scales: Question for Paul and/or Fred  on: April 27, 2024, 09:40:20 pm 
Started by JHGuitarFreak | Last post by Zeroarmy
But, in-game, the scout has a crew compliment of 6 and Commander Heyes did mention that he traveled aboard a Scout before.
No mention how exactly he fit on-board, given that the Shofixti are smaller than Humans on average and their ships would more match their physiology, only that he was worried about the Glory device.

Commander Hayes said he "once flew as an observer aboard one of their ships" and that it had a "Glory Device' ... strapped to the bottom of its hull," but he never specifically referred to the ship as a Scout.

Looking at how much space the visible Shofixti takes up in relation to the rest of the ship in the large view, it would be pretty impossible for Hayes to fit in there.

The engine for the rear thrust very likely extends to or just before the cockpit's rear wall. If the Shofixti can ball themselves up real good and remain like that for prolonged periods of time, you could maybe fit 1-2 in the area between the pilot's seat and the cockpit wall that the control panel blocks from view, and if there's some empty space between the external glory device and paws and another small compartment between the engine and cockpit wall, perhaps another 3-4 balled Shofixti could fit in there. In which case, they wouldn't be onboard to actively man their own stations, but so that one of them can roll out and take over flight control if the pilot dies.

(Another option is the Captain's Window is simply representative of what the cockpit looks like when most of the crew have perished, and if you actually looked into a fully crewed Scout, you'd see a wall of hair behind the pilot with the odd hand, snout, or ear sticking out of it because there's only enough space below and/or behind the cockpit to fit more than a couple Shofixti. If so, perhaps Pistol Shrimp can fix this for the sequel.  Tongue).

In any case, I can't see Hayes being able to fill a comparable amount of space, even if you cleared out all the Shofixti, save the pilot. He wouldn't fit crouched behind the pilot and even if you could shove him in an empty space near the glory device/engine, he's no longer an observer; he's dead weight. He couldn't see anything, get into the cockpit to take over should the need arises, and it would be a very tight and uncomfortable fit for him.

It would make more sense if he was simply aboard a larger, never before seen Shofixti ship. For example, they had to have cargo ships, troop transports, etc, and it feels very in-character for them to strap a Glory Device onto anything that flies, even if we have nothing in canon to tell us that they did. With a war raging, occasionally repurposing civilian and/or military transport vehicles for patrol missions makes sense, especially if you have a habit of blowing up your main fighter class with wild abandon and you need to occasionally accommodate larger Alliance members who want to participate in an observation exchange program.

As an aside: I'd love to know where the life support system, water filtration system, and ration storage area(s) are supposed to be stored on a Shofixti Scout. Captain Tanaka (and his brother, Katana) took a pretty long time to get home from Mycon space and then remained in orbit around Delta Gorno for a bit with no mention of food, water, or oxygen being a problem, as far as I can remember.

Re the Ur-Quan fighter craft:
A number of factors make me think they would be at the most 50% the size of the Shofixti:

- They have only a single crew member on-board
- They are so fragile that meteors destroy them (ie, basically no hull armour/mass)
- They actually have a limited fuel reserve (need to return to Dreadnought or they die)

All of those suggest that they are missing a large number of 'basic' systems that even the tiny Shofixti scout has.  I think they literally are just a pilot seat, basic thruster system (with small fuel/life support tanks), encased in paper-thin hull and with a tiny swivelling laser gun, and not much else.  I'd be inclined to think this is all to make the fighters smaller, so the Dreadnought can carry more of them.

The range issue may be by design. Restricting autonomy may be the best way the Ur-Quan found to ensure the compliance of their enslaved alien fighter pilots. If you don't have the ability to fly beyond the scope of the immediate battle or enter hyperspace, you have little choice but to engage the enemy and try to return to your Dreadnought for refueling. This would also...

A) Motivate pilots to fight with as much fury and gusto as they can muster as they'd likely be punished if they hesitated in battle and they can't try to escape the consequences of such mistakes by making a run for it.

B) Prevent enslaved aliens from escaping with Ur-Quan secrets. A Dreadnought's alien crew members would have access to technology and battle plans beyond the scope of what Battle Thralls are given. Fear of annihilation would likely prevent a defector's species from taking them back, but an alliance of free aliens or individual free aliens still engaged in active resistance against the Ur-Quan would probably welcome defectors. The threat of retaliation against their species can't be used to keep Dreadnought crews in check in this case as wiping out an overall loyal Battle Thrall over the actions of a few Dreadnought crew members would reduce the Ur-Quan's combat effectiveness to a greater degree than tolerating defections, and it would ultimately prove to be a hollow threat anyway as the Ur-Quan are motivated to take great care to avoid going to such extremes (only reaching the Sa-Matra in a Precursor vessel with the help of a re-evolved Dynarri resulted in them promising to annihilate humans completely). Thus, keeping a tight leash around Dreadnought crews may be their preferred solution to the problem of potential defectors.

The crew disparity issue makes sense to me as, per my previous comments, I struggle to see how a Shofixti Scout has room for more than a single crew member. That this isn't the case seems to be a joke related to how small the Shofixti are or an oversight with how the large image was drawn for SC1. Below is a larger view of the Ur-Quan fighter from SC1.

It seems like it has a larger cockpit than a Scout due to the rounded front and possibly reduced engine size (a thinner hull may also add a bit of room), but you would need more space if you wanted to comfortably fit a single Ilwrath or Mycon in a ship comparable in size to a Shofixti Scout. That means you could probably load up a fighter with more than one of their smaller fallow slaves, like the Umgah, but the limited strength + range of a fighter versus the impact on a Dreadnought's "health" + the reduction in the overall number of fighters it can launch probably makes giving some fighters the ability to take more than one hit a poor trade off, as far as the Ur-Quan are concerned.

The asteroid issue does present a problem. Sure, they could have paper thin hulls, but I think it would've made more sense for a planetary collision to continue to damage them (as was the case in SC1), since hitting a planet always takes out at least 1 crew member, and for fighters to instead bounce off asteroids, since they're apparently supposed to be similar in size to Shofixti Scouts. Of course, the decision to do the opposite made it a little harder to kill a Dreadnought as it was always easier in SC1 to lure fighters into a planet than into an asteroid, and I appreciate that the most logical solutions don't always make for the best game mechanics.

 4   The Ur-Quan Masters Re-Release / General UQM Discussion / Free Stars: Children of Infinity (UQM2) Kickstarter is Live!  on: April 16, 2024, 04:43:40 pm 
Started by Halleck | Last post by Halleck
The moment we've been waiting for for many years has finally come!

Please go give Pistol Shrimp all your money to finish the sequel to UQM!

 5   The Ur-Quan Masters Re-Release / Technical Issues / Re: Windows XP support in 0.8.0?  on: April 02, 2024, 07:22:06 pm 
Started by DMano | Last post by JHGuitarFreak
Hold! What you are doing is wrong! Why do you do this thing?

 6   The Ur-Quan Masters Re-Release / Technical Issues / Re: Windows XP support in 0.8.0?  on: April 02, 2024, 03:34:47 pm 
Started by DMano | Last post by Death 999
Not that it wouldn't be solvable (though I'm not your man for that purpose), but why are you attempting this?

 7   The Ur-Quan Masters Re-Release / Technical Issues / Windows XP support in 0.8.0?  on: February 25, 2024, 07:58:41 am 
Started by DMano | Last post by DMano
I'm trying to run Ur-Quan Masters v0.8.0 in a Windows XP VM that I set up.  However, on trying to start the game I get the following error:

The procedure entry point GetTickCount64 could not be located in the dynamic link library KERNEL32.dll.

I don't particularly feel like compiling it myself right now, so if someone knows if I need to downgrade to a prior release, or if someone else is willing to recompile it for 32-bit Windows, if need be, that would be appreciated.

Login with username, password and session length

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!