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

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Author Topic: Hoo-ray! SC2 Guide finished.  (Read 10940 times)
Arne
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Re: Hoo-ray! SC2 Guide finished.
« Reply #30 on: October 16, 2004, 12:44:12 am »

I just completed the game for the first time with a little help of a guide. Since I'm a noob, you may or may not find my play technique interesting.


I got thrusters early, and I hardly saw the Slylandro cuz I did the deactivation quest early aswell.

I didn't run into that many hostile ships, and when I had to battle Mycon and Druuge my Flagship was pretty powerful (no point defence, spread lvl2 gun and front lvl3 gun, shivas&tracking,etc) so I never really used the escort ships.

I kept Fwiffo.

It took ages before I figured out that I could run from a battle, so I got into problems at the Mycon homeworld... >_<;

I made the mistake of bringing Avatars to the final battle, luckily I had some Arilou and Pkunk ships, which did all the work.

It was tricky to get the flagship into the opening cuz I got blasted when I spawned at the wrong place/too far away.
« Last Edit: October 16, 2004, 12:45:18 am by Arne » Logged
Shiver
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Re: Hoo-ray! SC2 Guide finished.
« Reply #31 on: October 16, 2004, 02:07:16 am »

Didn't do the Yehat plot line, did you? If you did, it wouldn't matter what you brought into the last fight as long as it could kill a few measly Ur-Quan.
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Art
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Re: Hoo-ray! SC2 Guide finished.
« Reply #32 on: October 16, 2004, 03:23:55 am »

In case you didn't know, if you play your cards right the crippled flagship with the Precursor bomb on it never needs to see combat. Once all the shield generators are destroyed, the Sa-Matra's defense units (those orange fireballs and green bounce-balls) stop regenerating; you can use some more escort ships to destroy them (Terminators are a good choice) and waltz your flagship into the Sa-Matra trouble-free.
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Arne
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Re: Hoo-ray! SC2 Guide finished.
« Reply #33 on: October 16, 2004, 04:32:45 am »

I did the Yehat-Pkunk quest, and their ships filled the slots of my lost Avatars. Unfortunately, I failed to notice that the Sa-Matra stopped shooting when the shield gens were gone...

I just unzipped the contents and watched/read the unimplemented end material. The Mark II is a new precursor service ship? The Precursor factory world is not on the map is it? It must be less than 50 fuel / 500 units away, maybe 'below' the Sol as there's no species there blocking. The Slylandro are above though, and the captain apparently run into one of their probes in the story.

Since I'm doing fanart still (nothin to post atm.) I cant help to wonder about the Sa-Matra looking... strange. The precursor ships are blue and organic? The flagship doesn't look that organic other than the spine, but I suppose they had to make it a bit bulky to make the modules work. The Mark II looks a bit like the Sa-Matra though.

Oh, and another question, why does the starbase guy mention some guys fainting? Is it the Ilwrath... sorry, Dill-Rats - Thraddash conflict?

I actually tried staying inside the Thraddash system at the time of their annihilation, but the only thing that updated was the planet surface, not the ships roaming around. I had to exit and enter again for them to disappear.

Are there any special features if you wait till year 59? The guide just says the game is over.
« Last Edit: October 16, 2004, 04:41:28 am by Arne » Logged
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Re: Hoo-ray! SC2 Guide finished.
« Reply #34 on: October 16, 2004, 07:02:06 am »

Quote
I just unzipped the contents and watched/read the unimplemented end material. The Mark II is a new precursor service ship? The Precursor factory world is not on the map is it?


Yeah it is, it's on the semi-hidden system of Vela I. If you had followed the guide through you would've been there. To find it, zoom in as close as you can around the Zeeman supergiant.

Quote
Since I'm doing fanart still (nothin to post atm.) I cant help to wonder about the Sa-Matra looking... strange. The precursor ships are blue and organic? The flagship doesn't look that organic other than the spine, but I suppose they had to make it a bit bulky to make the modules work. The Mark II looks a bit like the Sa-Matra though.


The Sa-Matra didn't look organic to me, it's just curvey and colorful.

Quote
Oh, and another question, why does the starbase guy mention some guys fainting? Is it the Ilwrath... sorry, Dill-Rats - Thraddash conflict?


That comes up whenever a species is killed off, or maybe just the first time that happens. If the Pkunk join the Yehat it says that too, so don't take it too seriously.

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Are there any special features if you wait till year 59? The guide just says the game is over.


In the bad ending, the Kohr-Ah's sphere of influence flies around and exterminates everyone else. They blow up the starbase at the end and send you a brief "you lose" kind of message.
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Sander Scamper
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Re: Hoo-ray! SC2 Guide finished.
« Reply #35 on: October 17, 2004, 10:51:48 am »

Instead of waiting around a very long time for no reason, could someone please just post the end game text?
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"Space is a dangerous place where wimps eat flaming plasma death" -The Zot....or is it the Fot?? We may never know...unless the guy in the back tells us!

UQM/SC2 = World Peace.
Arne
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Re: Hoo-ray! SC2 Guide finished.
« Reply #36 on: October 17, 2004, 06:47:38 pm »

If you use UQM, you can go into the game folder, packages, unzip the file there (took ages for me), then find the slides/ folder for the good ending. I couldn't find the bad ending.

Works similar to a .pk3, anyone know?

With the help of Shiver's guide I found some new neat aspects of the game, like the Druuge fuel deal (I never even found the Druuge caster before).

There's no way to deactivate or talk through slave shields (other than Chmmr) is there? I tried using all the items, even the utwig bomb, tehe.

Maybe make some saves for each step?
« Last Edit: October 17, 2004, 06:58:42 pm by Arne » Logged
Sander Scamper
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Re: Hoo-ray! SC2 Guide finished.
« Reply #37 on: October 17, 2004, 08:18:28 pm »

I wish you could berate the Spathi for being cowards....Maybe claim that I will lower their shield and unleash the Ultimate Evil on them =p
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"Space is a dangerous place where wimps eat flaming plasma death" -The Zot....or is it the Fot?? We may never know...unless the guy in the back tells us!

UQM/SC2 = World Peace.
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Re: Hoo-ray! SC2 Guide finished.
« Reply #38 on: October 18, 2004, 06:48:05 am »

Nope, slave shields are so well insulated that the ability to talk through them probably has more to do with the Chenjesu's unique, natural super-sensitive receivers than with your special transmitter.

After all, the transmitters aren't actually special technology; they're just transmitters built a lot bigger with more energy running through them than the ones your Starbase can be bothered to make. The Ur-Quan would be stupid to use a shielding technology that the Umgah could easily circumvent.
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Sander Scamper
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Re: Hoo-ray! SC2 Guide finished.
« Reply #39 on: October 18, 2004, 09:32:39 am »

How do we know that they care that the slave shield can/not be talked through?
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"Oops!" KA-BOOM!!

"Space is a dangerous place where wimps eat flaming plasma death" -The Zot....or is it the Fot?? We may never know...unless the guy in the back tells us!

UQM/SC2 = World Peace.
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Re: Hoo-ray! SC2 Guide finished.
« Reply #40 on: October 18, 2004, 01:11:54 pm »

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I couldn't find the bad ending.

There is no bad ending. The screen just fades to black and the main menu comes back on.
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Re: Hoo-ray! SC2 Guide finished.
« Reply #41 on: October 18, 2004, 02:06:37 pm »

3DO/PC change?
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"Space is a dangerous place where wimps eat flaming plasma death" -The Zot....or is it the Fot?? We may never know...unless the guy in the back tells us!

UQM/SC2 = World Peace.
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Re: Hoo-ray! SC2 Guide finished.
« Reply #42 on: October 18, 2004, 06:02:26 pm »

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How do we know that they care that the slave shield can/not be talked through?


Well, if that was the case - I think it would be a lot easier to find a way to "break" the slave shield.
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Death 999
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Re: Hoo-ray! SC2 Guide finished.
« Reply #43 on: October 18, 2004, 10:55:57 pm »

If you really need to send a message up and down, note that red light can get through. Just send up a signal only using red light, and it'll be fine.

If it diffuses this, making conventional lasers impractical, send it up in large areas. (have a large area of some desert be able to turn black or white, flash it on and off).

To send messages down, the most obvious way is to put a shutter in front of the sun.
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Re: Hoo-ray! SC2 Guide finished.
« Reply #44 on: October 18, 2004, 11:06:02 pm »

You interpreted the slave shield as being red because it's transparent to red light? I interpreted it as being opaque and emitting its own red glow (or, perhaps, absorbing all radiant energy from outside and re-emitting that energy randomly in the longer-wavelength part of the spectrum, which makes slightly more sense). Whatever it is, it doesn't transmit light through directly; the slave shield "glows" and "pulsates" "unceasingly".

I actually pictured there being no day/night cycle on Earth anymore because the shield absorbs the sun's energy and randomly re-emits it at a constant rate all over the globe. (This would allow the human race to survive, but would, of course, wreak ecological havoc with everything else on the planet. Perhaps the Ur-Quan helped them build sunlamp greenhouses to keep less robust plants alive. Or perhaps they just didn't care.) I could be wrong about that, but I am pretty sure the shield isn't meant to let you see any patterns of light at all from either side of it. It does specifically say that no humans ever saw the stars again while the shield was up.
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