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Author Topic: UQM Mod  (Read 11336 times)
lightman
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Re: UQM Mod
« Reply #45 on: March 06, 2004, 01:23:43 am »

The Orz "bad-things-in-quasispace" has been on the list from the start. I definitely want to add it, I just haven't really started on it yet.
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Orz Brain
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Re: UQM Mod
« Reply #46 on: March 06, 2004, 03:31:50 am »

I never heard anything about implants.   Huh  You sure you don't have em confused with the borg?
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Death 999
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Re: UQM Mod
« Reply #47 on: March 08, 2004, 09:06:32 pm »

Hmm. I guess that ear-covering headgear was just really reminiscent of the cyborg assistant that Lando Calrissian had at Cloud City, and that was an implant (and an out-plant, if you will)... but looking over the history I don't see anything about anything but genetic modification...
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FalconMWC
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Re: UQM Mod
« Reply #48 on: March 08, 2004, 09:13:28 pm »

D_999 - Are you referring to a implant like the one in System Shock 2?

I have never read anything beside genetic medifications for the androsnyth. However, does that mean it does not exist? I don't know, it makes sense why humans can't pilot androsnyth ships if the "andy's" HAD implants. Otherwise I don't know....  

O maybe once the androsynth were a separte species away in space they decided to create a implant. They were smart enough and if that is the case then that would explain why it is not known to man.  





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Zeep-Eeep
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Re: UQM Mod
« Reply #49 on: March 09, 2004, 12:00:32 am »

Maybe, being clones, they have a special mental link with each other.
In the captian view, it shows multiple Andros piloting their ship. So I
think that they all work together naturally. Which would be very efficent, but hard for humans to duplicate.
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Re: UQM Mod
« Reply #50 on: March 09, 2004, 01:11:14 am »

Than all the humans would have to do is have radios.
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Death 999
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Re: UQM Mod
« Reply #51 on: March 09, 2004, 06:52:19 pm »

YOU try flying a ship where all you can do is hit the turn left key, and have to relay the orders around manually. For battles on the time scale of our naval battles, it would work. For a fast ramming ship like the Androsynth, it would be a dismal failure.

Now, since some people don't seem to read, I will reiterate: I saw the funky metallic headgear they were wearing in the pictures, and an association was made to the cyborg in The Empire Strikes Back. That's all.
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FalconMWC
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Re: UQM Mod
« Reply #52 on: March 09, 2004, 07:27:42 pm »

Quote
YOU try flying a ship where all you can do is hit the turn left key, and have to relay the orders around manually. For battles on the time scale of our naval battles, it would work. For a fast ramming ship like the Androsynth, it would be a dismal failure.


True, It would work for docking, but it would result in disaster for battle.

Quote


Now, since some people don't seem to read, I will reiterate:


I am sure I am not among those people. I am the master of reading!  Roll Eyes
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I saw the funky metallic headgear they were wearing in the pictures, and an association was made to the cyborg in The Empire Strikes Back. That's all.

It just seems to me that if they had one it would be in the manual.

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Re: UQM Mod
« Reply #53 on: March 09, 2004, 08:44:42 pm »

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Talk with the member "HentaiZonga"(I think that is the name...but if you search by letter, you won't find anything similar to it), he already did it when there was 0.2v but stopped and disappeared when 3.0v came...You might get few good tips from him.


I tried HentiaZonga's mod a while and again yesterday I remember why I stopped using it It disregards acceration and top speed values making the first fight incredably difficult fighting a ilwrath avenger with equalized speed and acceleration making ships with strong weapons and high-turning rates the ideal ships.

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Agreed. Fred said there are no Androsynth, only Orz. He didn't say there are no Guardians, only Nemeses.

I do dislike however the idea that a human could captain a Guardian. We don't have the cranial wiring for it. And I mean that more literally than usual. If we can't reverse-engineer the more conventionally constructed StarRunner, we sure can't reverse-engineer a reconfiguring ship like a Guardian.

Maybe we could build them but not get the special to work. That would be useful for some things... maybe.


Actually the science crew at Sol could toy with the ship and figure out the controls by trial and error i would assume the implants they have would have to do with visual aide, I would assume the base would implement viewscreens as an altenative makeing the vessel slightly larger (perhaps make the sprite 10% larger) give it about 18 months 2 years before u are able to builds and pilot one of these technilogicly advanced vessels though.
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Re: UQM Mod
« Reply #54 on: March 10, 2004, 02:13:57 am »

And the Avatar beam's range... Just unfair  Wink
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Re: UQM Mod
« Reply #55 on: April 04, 2004, 01:16:26 am »

I've noticed something if you save on and UQM+ while travelling though  hyperspace and then load it in UQM your ship "slides" meaning it travels but is facing the wrong dirrection. Odd, I'm curious as to why probably a slight difference in the coding of game saves as mods are no longer present and are certain ones you can't reactivate namly Probe multiplier and Ur-quan/Koar-ah Agression. Is there anyway (within reason obviously) to program the setup screen to prompt upon starting of a new game and to play a modified game without having to go to setup to restore your settings?
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lightman
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Re: UQM Mod
« Reply #56 on: April 11, 2004, 06:38:09 pm »

Quote
I've noticed something if you save on and UQM+ while travelling though  hyperspace and then load it in UQM your ship "slides" meaning it travels but is facing the wrong dirrection. Odd, I'm curious as to why probably a slight difference in the coding of game saves as mods are no longer present and are certain ones you can't reactivate namly Probe multiplier and Ur-quan/Koar-ah Agression. Is there anyway (within reason obviously) to program the setup screen to prompt upon starting of a new game and to play a modified game without having to go to setup to restore your settings?


What exactly do you mean? The options in "setup" are stored in the savegame and loaded with everything else. I don't see any point in forcing the setup screen when you start a new game, you can just as easily go to the menu yourself.
« Last Edit: April 11, 2004, 06:38:37 pm by lightman » Logged

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