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Topic: Kohr-ah attack (Read 9420 times)
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Death 999
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We did. You did. Yes we can. No.
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Quite. I tried to play, twice. First time, I had collected all the antimatter off the rainbow worlds, yet the game said I had gotten only 9 planets' worth. I repeatedly toured all ten rainbow worlds. All had been stripped of antimatter.
Also, earlier that run, I had (saved and) taken up the offer of the Ploxis The result? On a gray screen, the text popped up: "You join the Ploxis. Then you die."
Second time, I somehow missed the event that lets you translate the babble of the daks. Can't win that way!
A game that...
cannot COUNT, dumps you to a freaking TERMINAL*, and FORGETS PLOT-CRITICAL EVENTS...
...is a bad one.
* not that I have anything against terminals, but it's out of place
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Lance_Vader
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Hm. I didn't run into any of those problems.
But I am glad that I didn't actually PAY to play that game.
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2Bad
Zebranky food

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While we're bagging sc3, does anyone want to mention to the creators that almost all senient space-faring life in the entire galaxy was wiped out by either extermination from the kohr-ah, or slave-shielded by the kzer-za. Yet both the kessarri quadrant, and the "crux quadrant" (where the crux races come from), had no previous contact with any ur-quan. Surely there are only 4 "quadrants" in a galaxy doubt the urquan would have missed such large areas of space before they met up again...
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Terrell
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I could see races that arose after the passage of the Kzer-Za or Kohr-Ah that we're not exterminated or enslaved if their races didn't have hyperwave tech at the time that the Ur-Quan were coming through their area. The Melnorme said when describing what happened to the Burvixese that they had been in long-range hyperwave contact with the Gg, who had come under attack by the Kohr-Ah, that the Kohr-Ah detected races by their Hyperwave Transmissions, and that they had already detected the radiations from the Druuge. When the Burvixese were kind enough to warn the Druuge that a hostile alien race was homing in on their hyperwave transmission the Druuge shut down all their transmitters and erected a powerful beacon on the Burvixese moon, the Kohr-Ah changed course and destroyed the Burvixese.
Of course there are also the Mael-Num who escaped and were never found again (they're the Melnorme now though right?) The Ur-Quan (both sub-races) may have not detected other races in their migration around the galaxy, especially races that may not have had much to notice.
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Draxas
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My take was that the Crux quadrant was the home quadrant of the Ur-Quan, where the original Doctrinal War was fought. So many thousands of years had passed since then, that the some of the subsentient residents from that time, who were not worthy of notice then, had developed sentience and starfaring technologies since that time. The Kessari quadrant could be similarly located in the wake of the Ur-Quans' passing, though closer to their current location (which would explain the general lack of numbers of sentient races in both quadrants).
Bad experiences with SC3? Here are some of mine:
*SC3 spoilers follow*
1. Collecting RU for the Doog. By the time I got the details of that quest, I had colonized all of the good and passable worlds available to me, and their RU supplies had been depleted by their own activities. It was quite a chore amassing that many RU using colonies with crap deposits to start out with. 2. Another terminal instance. Anyone else get the death message "You lied to the Owa elder."? It felt so out of place when it happened. What's the point of having multiple dialog options if all the "wrong" ones lead to something like this? I wonder how many other instances of game-ending dialog are in the script in order to keep you on the intended path? 3. Diplomacy. I believe I came within one instance of being relieved of command, for making too many "unprovoked" attacks on the native and Crux races. Nevermind that the Daktaklakpak were unintelligible for instance #1, the K'Tang were impossible to negotiate with for instance #2, and the Vyro-Ingo were completely insane and implacable for instance #3. 4. The K'Tang and the Daktaklakpak. I had gotten to a point in the game where I was stuck (and later on, I discovered I was just being forced to wait for an arbitrary event cue to occur), and was taking out my frustration on every Daktaklakpak I could find, figuring that they had no useful function to fulfill since I (for whatever arbitrary reason) was not able to give them the Eternal1's true name (another arbitrary event cue, why is this script so badly put together?). I wound up exterminating every last one of them, and then was told that I needed to give them the true name in order to extract useful information and/or artifacts from them. The only reason this didn't force a restart is because I was apprently a bit sloppy (or perhaps a system containing a Daktaklakpak was arbitrarily revealed for no good reason), and a single Dak remained.
Yeah. This game does not generate too many happy memories for me, but somehow I did manage to finish it despite this nonsense. Not like the ending was worthwhile, though.
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Lukipela
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The Ancient One
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I could see races that arose after the passage of the Kzer-Za or Kohr-Ah that we're not exterminated or enslaved if their races didn't have hyperwave tech at the time that the Ur-Quan were coming through their area. The Melnorme said when describing what happened to the Burvixese that they had been in long-range hyperwave contact with the Gg, who had come under attack by the Kohr-Ah, that the Kohr-Ah detected races by their Hyperwave Transmissions, and that they had already detected the radiations from the Druuge. When the Burvixese were kind enough to warn the Druuge that a hostile alien race was homing in on their hyperwave transmission the Druuge shut down all their transmitters and erected a powerful beacon on the Burvixese moon, the Kohr-Ah changed course and destroyed the Burvixese.
This always seemed odd to me. The Kohr-Ah are suppsedly terrified of intelligence evoivng, and spend their entire life hunting it down. And yet, they can't find anyone without a hyperwawe caster? I always assumed that this was just the first stage in cleansing a quadrant. First, hone in on any civilizations advanced enough to use hyperwave transmitters and cleanse any filth that could be a potential threat. Then spread the fleet out, find all lifebearing planets in the quadrant, and wipe each and every one out, leaving them barren and void.
Of course, had I been in charge, I would probably have detonated all suns on my way out of the quadrant as well, leaving a beautiful tranquil void behind.
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What's up doc?
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Novus
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Fot or not?
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The lack of Kohr-Ah cleansing (at least in the area we can access) makes more sense when you consider that both Ur-Quan groups dropped everything for their ritual combat with each other. Outside the area thus protected (!) by the Kzer-Za, there may be little behind after the Kohr-Ah went past.
Essentially, the Druuge were saved by the combination of their little Caster trick and the presence of the Kzer-Za. The Burvixese home world may have been a rush job.
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2Bad
Zebranky food

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All very well that the races escaped due to no casters or hadn't evolved to sentience yet, but where are all the red shielded worlds in the kessari quadrant? I think the people who made SC3 didn't really pay much attention to the details of the SC2 storyline.
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Holocat
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The only tech we know that can even cause a star to cough was that Precursor bomb. That the device is precursor and unreplicable by the chmmr would imply that the even the mighty Ur-Quan do not have planet or sun busting technology; They were caught off-guard when the Shofixti did what they did, after all. They can probably make a planet uninhabitable, but not reduce it to chunks a la a Death Star. I recall Burvexese still having life when you get there, just no intelligent life.
My opinion regarding their travel is that neither Ur Quan left colonies. They're purpose was to regroup, resupply, and head to the doctrinal conflict; Given all the shenannigins that were going on in our home quadrant when their conflict erupted anew, I wonder what the rest of Kzer-Za space is like.
For the Kor-Ah, It's a real possiblity that they've made every planet in their wake is a lifeless husk. Then again, this implies that there lies logic in insanity. While this is true, it does not in turn imply that the Kor-Ah follow that particular logic.
To throw another wrench into the gearworks, we can't be entirely sure of each total journey, can we? We know the Kzer-Za arrived first, got stymied by our defensive line, and used the Sa Matra to break us down (I believe this is because they saw the Kor Ah coming and knew they had to end it *now.*)
But are we really 180 degrees from the original conflict? We could be 270 or 90 or any other degree and only the speeds of their respective conquests need to change to compensate.
Unless there's some remark that shows that we are indeed at 180 and i've forgotten it, since I didn't get all the optional conversations this time around...
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Draxas
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I seem to recall the Melnorme mentioning that the two Ur-Quan subraces met again on the opposite side of the galaxy (Read: second conflict, home quadrant) at the end of their historical accounts. This implies that they've both gone approximately 180 degrees, but who can say?
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