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

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Author Topic: Star Control II fact #4 - Crew cost  (Read 15019 times)
Chrispy
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Re: Star Control II fact #4 - Crew cost
« Reply #15 on: January 08, 2004, 12:30:56 am »

kinda off topic, but I think it falls in with the unique thing.

I love how every planet has all those stats. and they all are acurate with each other.
« Last Edit: February 28, 2005, 03:22:14 am by Chrispy » Logged

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Re: Star Control II fact #4 - Crew cost
« Reply #16 on: January 15, 2004, 05:28:52 am »

Check out the Everchanging Book of Names.
http://ebon.pyorre.net/
It allows you to create your own dictionaries to make whatever types of names you desire.
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KarmaComa
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Re: Star Control II fact #4 - Crew cost
« Reply #17 on: January 23, 2004, 11:56:35 pm »

Quote

When you've made an alliance with the shofixti, the crew cost goes down by 2. Also, the number of crew recruited is set to 0 and will never be raised (or lowered) again.
So... if you get the Shofixti before you use 1000, can you become a heinous slave trader for 1RU/crew?

Cause that's a pretty good way to make RU! Smiley

Serious question, though.

I'm playing the game through for the first time in about 10 years, and I've totally forgotten everything about it!  It's great!  Talk about replay value!
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Death 999
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Re: Star Control II fact #4 - Crew cost
« Reply #18 on: January 24, 2004, 02:47:31 am »

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So... if you get the Shofixti before you use 1000, can you become a heinous slave trader for 1RU/crew?


No, that is a different counter than the number of crew recruited (read the original post). If you're a major slave trader, crew costs will be high despite high supply.
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drkstrjry
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Re: Star Control II fact #4 - Crew cost
« Reply #19 on: March 21, 2004, 09:22:08 am »

Not sure if this is the right place, being pretty  much a newbie to this game, but I can't seem to figure out how to load crew.  I'm merely at the beginning - exhausted my 1st crew in Sol, can't seem to figure out how to load more from the starbase - can't seem to do from any of the screens.  Help!  Thanx!
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Cronos
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Re: Star Control II fact #4 - Crew cost
« Reply #20 on: March 21, 2004, 05:11:47 pm »

Go to the fleet thingy, select your ship (or the skeletal wireframe of your ship) and press enter. Then, press the UP key and the crew will rise and deduct the necessary number of RU.

Congratulations, you've learned how to load up on crew Smiley
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Re: Star Control II fact #4 - Crew cost
« Reply #21 on: March 21, 2004, 08:20:27 pm »

D'Oh - I figured it out as soon as I finished that post - thanx!  Just takes some toying around with, as usual!
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Re: Star Control II fact #4 - Crew cost
« Reply #22 on: March 22, 2004, 05:08:36 am »

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No, that is a different counter than the number of crew recruited (read the original post). If you're a major slave trader, crew costs will be high despite high supply.


If u become a major slave trader after u bring back the shofixi from the brink of extinction and before 1000 crew expire ur crew cost stays at 1 RU even if u use the drugge. I'll double check anyway.
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Re: Star Control II fact #4 - Crew cost
« Reply #23 on: February 26, 2005, 03:47:31 am »

As I remember, you can put your own lists into NameMage. Just try it!
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Art
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Re: Star Control II fact #4 - Crew cost
« Reply #24 on: February 26, 2005, 10:05:18 am »

Indeed, AFAIK, unlike human starbase crew, the Shofixti have no compunction about being sacrificed for the cause to Druuge slave-traders. They're used to being sacrificed for things.

I wouldn't like randomized names; usually it's too obvious by what simple rules the names are generated, and it's more fun to have names that *mean* something, particularly in the course of a normal game where a newbie is unlikely to see more than 20 of any race -- it creates the illusion of greater depth, that every captain name is a reference to something. (At least for races like the humans and Syreen.)

Even the numbers are "evocative" numbers; you have numbers like 999, 13, and 666 showing up, which is cooler than seeing tons and tons of 342s and 734s and 108s.
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Arne
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Re: Star Control II fact #4 - Crew cost
« Reply #25 on: February 27, 2005, 05:53:30 am »

I think that even with 1000 names you have a 50% chance of seeing a duplicate after just 38 encounters.

I think it's sort of overkill, a generic title would work for me, like Spathi Captain.
A name could be generated/extracted for special characters, or if the player asks specifically.
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Art
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Re: Star Control II fact #4 - Crew cost
« Reply #26 on: February 27, 2005, 10:30:15 am »

Well, this is moot -- you're not *going* to see more than 20 or so of a given species' captains in a well-played game anyway. (As in a game where you don't purposely attack a guarded planet and keep on fighting it.)

In such a situation having a list of unique, interesting names seems like a plus, not a minus.
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Novus
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Re: Star Control II fact #4 - Crew cost
« Reply #27 on: February 27, 2005, 03:27:29 pm »

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I think that even with 1000 names you have a 50% chance of seeing a duplicate after just 38 encounters.

Unless you keep track of which names have been used previously, and for whom, which wouldn't be too hard to implement (I think).
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Death 999
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Re: Star Control II fact #4 - Crew cost
« Reply #28 on: February 28, 2005, 10:56:21 pm »

And... when you reach the 1000th ship? I'd just leave it random. Especially when you consider...

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Re: Star Control II fact #4 - Crew cost
« Reply #29 on: March 01, 2005, 08:25:46 pm »

I wouldn't call humans (or the members of most other races) semi-hard currency. More like soft and kinda squishy.

Yes, yes, that was bad.
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