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

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Froborr
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Slyl Probes in TrueSpace...
« on: May 20, 2006, 10:10:29 am »

Weird enough to run into a Slylandro Probe wandering around a star system... even weirder to encounter two of them.  At SOL.  Has anyone seen this happen before?  Is it a bug?  A really bizarre buried feature?
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Zeep-Eeep
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Re: Slyl Probes in TrueSpace...
« Reply #1 on: May 20, 2006, 05:58:30 pm »

It seems the probes popping up in solar systems was in the code, but
disabled. In the current version, the code has been ... corrected to
include in-system probes.

It's odd, perhaps, but it is kosher.
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RTyp06
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Re: Slyl Probes in TrueSpace...
« Reply #2 on: May 22, 2006, 11:32:38 pm »

Yeah I've seen two in the same system. No more than two yet though. I'm glad they activated this, makes the game better imo.
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Froborr
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Re: Slyl Probes in TrueSpace...
« Reply #3 on: May 22, 2006, 11:36:45 pm »

Definitely agree it's cool.  Still, it nearly gave me a heart attack when I saw two of them drifting around in the Sol system.
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Draxas
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Re: Slyl Probes in TrueSpace...
« Reply #4 on: May 23, 2006, 08:08:04 pm »

If they can pop up in Sol (where I thought the contents were always fixed at "nothing besides that red-dot Ur-Quan probe), then they could potentially pop up anywhere, at any time... That's a little weird, and could possibly be construed as a bug in some circumstances.

First of all, could you potentially get ambushed by a probe at the very start of the game, before visiting the starbase? That's practically a death sentence for most new players.
Second, what about systems with very important fleets that should always be there? I'm thinking "no Sa-Matra guards" here.
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XR4-IT
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Re: Slyl Probes in TrueSpace...
« Reply #5 on: May 23, 2006, 09:53:13 pm »

If they can pop up in Sol (where I thought the contents were always fixed at "nothing besides that red-dot Ur-Quan probe), then they could potentially pop up anywhere, at any time... That's a little weird, and could possibly be construed as a bug in some circumstances.

First of all, could you potentially get ambushed by a probe at the very start of the game, before visiting the starbase? That's practically a death sentence for most new players.
Second, what about systems with very important fleets that should always be there? I'm thinking "no Sa-Matra guards" here.

My first time through the game I took so long that the Kohr-Ah went on there killing spree and when I went to Sol there were some Kohr-Ah ships in the star system.
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Draxas
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Re: Slyl Probes in TrueSpace...
« Reply #6 on: May 23, 2006, 09:58:44 pm »

Hmm, good point, hadn't thought of that. I guess maybe the contents of Sol (at least fleetwise) are not fixed after the red-dot probe leaves the system, which could very possibly make my other point moot.
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Re: Slyl Probes in TrueSpace...
« Reply #7 on: May 30, 2006, 11:51:18 am »

While wandering around Alpha Giclas, I caught a Slylandro Smiley



Also I haven't seen any probes coming after me in hyperspace yet.
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Re: Slyl Probes in TrueSpace...
« Reply #8 on: May 30, 2006, 05:01:26 pm »

Nothing would scare me more then dropping into a system for some comfortable safe mining... only to be chased out by dozens... nay... HUNDREDS of probes protesting "We Come in Peace!" Grin
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rgtm202006
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Re: Slyl Probes in TrueSpace...
« Reply #9 on: June 01, 2006, 08:29:53 pm »

I haven't encountered such high numbers but I have come across close to two dozen probes in a solar system before. Actually its not that bad if you have the pass. Just sit around and collect everytime they confront you. Cool
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JJLTK81
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Re: Slyl Probes in TrueSpace...
« Reply #10 on: June 22, 2006, 03:06:35 pm »

You Flagship Looks Diffrent? Is that Red Module a Dynamo or Something? (Beneath the Ion Cannon) Can you Share with us that File?
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Elerium
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Re: Slyl Probes in TrueSpace...
« Reply #11 on: June 22, 2006, 05:25:27 pm »

Huh? My flagship has 2 Ion Bolt Guns, 3 Dynamos, a Storage Unit, Crew Pod and Fuel Tank with full loadup of thrusters/turning jets in that picture. Nothing new Tongue
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Orzy-man!
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Re: Slyl Probes in TrueSpace...
« Reply #12 on: June 23, 2006, 04:21:00 am »

I have encountered the Sly. at SOL also. When I saw them I immediately thought to myself.

"What are you doing here? Get the $#@! out of my system!!"


Quote
My first time through the game I took so long that the Kohr-Ah went on there killing spree and when I went to Sol there were some Kohr-Ah ships in the star system.


Wait... If they were there wouldn't they have destroyed the starbase?Killing commander Hayes?
« Last Edit: June 23, 2006, 04:26:24 am by Orzy-man! » Logged

Holocat
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Re: Slyl Probes in TrueSpace...
« Reply #13 on: June 23, 2006, 05:59:33 am »

I thought it was pretty neat.  It's a drain on crew (and because I get into the game, I don't like losing green dots, because they're live green dots with feelings and families and hobbies and such things) but with each probe worth 550 RUs, your first Eluder ship in the first system, and it not being THAT long before you can kit out the Vindicator (if you concentrate, grab 6-8 cargo slots and fill them a few times).  You can make quite a good deal off those probes...
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Orzy-man!
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Re: Slyl Probes in TrueSpace...
« Reply #14 on: June 26, 2006, 06:19:17 am »

Yeah but they are annoying when you aren't in the mood for fighting. I mean come on! Even the way their ships fly is annoying, tumbling! I do manage to kill them with Eluder-Fu. (Flying up to it and immediately turning around and fireing off some BUTT torpedoes.) You gotta do it at the right time though and is not recommended for a newbie. If you are new to the game then just Hyperspace out. Your flagship will lose only ten crew. (Even though I don't like to think of them as 'crew', more like 'hull strength' or just plain 'health'.)
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