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Author Topic: New crazy mod  (Read 48904 times)
Elvish Pillager
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New crazy mod
« on: February 19, 2007, 01:18:04 am »

I've made a crazy mod of UQM melee, modifying all the ships and populating the arena with extra planets. I think it rocks.

^_^

Anyhow, I'd love to play someone with these rules. All the ships' point costs probably need rebalancing...

To install, download this: http://eli.cedarswampstudios.org/1.1.0-src.tar.gz
replace the src/ directory with it, and compile as normal.

If someone on Windows knows how to compile it, it would be nice of them to post a Windows binary... a lot of guys in #uqm-arena were unable to do that, so it would be awfully useful.

(Geez... As usual when I post up something like this, it's late and the posting is almost nominal. Maybe I'll go into more detail tomorrow.)
« Last Edit: February 22, 2007, 11:31:47 pm by Elvish Pillager » Logged

My team of four Androsynth and three Chmmr is the most unfair team ever!
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Re: New crazy mod
« Reply #1 on: February 19, 2007, 01:20:02 am »

Multiple planets sounds very cool, but I'm on Windows, so I guess I'm screwed?
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Elvish Pillager
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Re: New crazy mod
« Reply #2 on: February 19, 2007, 11:02:20 am »

Multiple planets sounds very cool, but I'm on Windows, so I guess I'm screwed?

Not if you know how to compile C code... or if someone else does it...
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My team of four Androsynth and three Chmmr is the most unfair team ever!
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edmund
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Re: New crazy mod
« Reply #3 on: February 19, 2007, 11:19:31 am »

Unless someone beats me to it, I'll have a go at a Windows binary.

Later that night...

This was the most fun I've had with SC2 in years!

http://homepages.paradise.net.nz/~ejrh/temp/uqm-ep.exe

Just put it in the same place as your normal uqm.exe and run it from there.

Since it was compiled with VS.Net 2003, it may complain about not finding msvcr71.dll.  I doni't know what the solution to this is, unfortunately.  (Perhaps a mingw compile instead?)
« Last Edit: February 19, 2007, 12:20:00 pm by edmund » Logged
Elvish Pillager
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Re: New crazy mod
« Reply #4 on: February 19, 2007, 12:25:12 pm »

A more detailed description of the rules:

There are sixteen planets in the arena, and twelve asteroids (there are five in normal melee.) The planets do about half as much damage as normal planets, although still with a minimum of one damage.

All other changes are to the individual ships, listed below:


Androsynth
Primary: Long range (long for a laser, that is) dual laser
Secondary: Blazer form *and* bubbles

Arilou
Primary: Auto-aim laser (no change)
Secondary: Flee the arena. Choose a new ship.

Chenjesu
Primary: Crystal shot (now slightly homing)
Secondary: DOGIs with point-defense

Chmmr
Primary: Laser (no change)
Secondary: Tractor beam (no change)
Nine zap-sats, in a half circle around the Chmmr.

Druuge
Primary: Recoil cannon (now with 10x impact on hit)
Secondary: Sacrifice crew (no change)

Earthling
Primary: More homing nuclear missiles
Secondary: Awesome point defense, no energy cost

Ilwrath
Primary: 5x flamethrower
Secondary: Cloaking (no change)
Ship is now really fast.

Kohr-Ah
Primary: disks (no change)
Secondary: Long-duration plasma spray

Melnorme
Primary: Starspray, medium-range homing shots
Secondary: Confusion ray (now fires much more frequently)
Ship is now a bunch faster and moves kind of jerky.

Mmrnmhrm
Primary: Septuple laser / homing missiles (missiles are slightly improved)
Secondary: Transform (no energy cost, can be done more frequently)

Mycon
Primary: Hold it like a chenjesu or kohr-ah shot, then release it and it behaves like an old Mycon shot
Secondary: Hold the secondary key and turn to turn fast at a steep energy cost
Ship is completely immobile
Ship automatically regenerates quite fast, but this reduces energy regen when you're damaged
Ship starts with 1/3 max energy

Orz
Primary: Howitzer (now fires a bit more often)
Secondary: 7 HP marines that don't get killed by planets. (they have enough HP to get into a flaming Androsynth)

Pkunk
Primary: Triple shot (no change)
Secondary: Insult (no change)
Ship is now REALLY fast, has 36 crew, and only takes 1 damage ever from planets.
And, of course, it ressurects 50% of the time.

Shofixti
Primary: Ten Damage Mendokusai Energy Dart
Secondary: Self-destruct (no change)

Slylandro
Primary: "lightning" (no change)
Secondary: Eat asteroid (no change)
Ship now spins three times as fast.

Spathi
Primary: Shotgun, costs all energy, 24 damage potential
Secondary: BUTTs, much more frequently

Supox
Primary: Triple invincible shot
Secondary: Move strangely (no change)

Syreen
Primary: Shoot (no change)
Secondary: Really powerful unlimited range syreen song

Thraddash
Primary: Long range 6 damage cannon
Secondary: Short range high-damage flamethrower
Ship is now slow, and has 42 crew and 42 energy. It's a heavy.

Umgah
Primary: Anti-matter cone (now instant death to anything but planets and Supox shot)
Secondary: Move backwards (no change)

Ur-Quan
Primary: Fusion blast (no change)
Secondary: Four autonomous fighters for the price of one, and when they come back you end up with more crew than you started with

Utwig
Primary: 6 shooter (now fires much more frequently)
Secondary: Shield (now doesn't restore energy)
Ship starts with large energy banks

VUX
Primary: Laser (no change)
Secondary: Excessive amount of really fast long-range limpets

Yehat
Primary: Twin auto-cannons (no change)
Secondary: Inverse tractor beam, tractors the Yehat towards its opponent
Shield automatically turns on and off constantly at no energy cost.
Shield now protects against planets.

Zoq-fot
Primary: Ridiculous, long range, high spread, wimpy shot
Secondary: Frequent tonguing, no energy cost
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My team of four Androsynth and three Chmmr is the most unfair team ever!
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Elvish Pillager
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Re: New crazy mod
« Reply #5 on: February 19, 2007, 03:02:23 pm »

Bugfix release 1.0.1 is out! Grin

The Spathi and Mmrnmhrm X-form primary weapons did crash the Windows version. Those problems *should* be fixed in this version. (Of course, I'm not on windows, so I really can't be sure. I can always release 1.0.2.)

Please note that version 1.0.0 will not be able to play over the network with 1.0.1.

Also, the Yehat ship's point value has been raised, and the UQM window has a spiffy new title.

You can get the sources at the same URL as before. Edmund's Windows binary has not yet been updated.
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Re: New crazy mod
« Reply #6 on: February 19, 2007, 04:35:33 pm »

Hm.

So basically, you're making all the ships really overpowered and unbalanced?
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Re: New crazy mod
« Reply #7 on: February 19, 2007, 05:15:43 pm »

He does make them overpowered, yes. But not unbalanced, if he balances the costs well. Of course, now the rock-paper-scissors rule is different.
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Re: New crazy mod
« Reply #8 on: February 19, 2007, 06:04:54 pm »

Well the key here is its a fun mod. Overpowered can be loads and loads of fun!
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Neonlare
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Re: New crazy mod
« Reply #9 on: February 19, 2007, 06:05:29 pm »



I can't run it due to that bug Sad/.
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Elvish Pillager
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Re: New crazy mod
« Reply #10 on: February 19, 2007, 06:34:21 pm »

Oh dear, Edmund's build does seem to have some problems.

...

And suddenly, in a flash, before anyone installed the previous version, 1.0.2 was released!

- Arilou can no longer freeze a match by teleporting out during their victory ditty (this was a bug)
- Arilou can no longer teleport out against other Arilou (this could have been a problem)
- Some costs have been revised (Arilou now cost 50!)
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My team of four Androsynth and three Chmmr is the most unfair team ever!
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countchocula86
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Re: New crazy mod
« Reply #11 on: February 19, 2007, 08:17:05 pm »

Maybe, if possible, you could add planets with differing gravities?



Suddenly images of Ender floating through the battleroom, with all the star arrangements, falls into my mind haha
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Elvish Pillager
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Re: New crazy mod
« Reply #12 on: February 19, 2007, 09:05:32 pm »

Maybe, if possible, you could add planets with differing gravities?
Doesn't seem particularly desirable. Also, I wouldn't want to do that without coming up with a good intuitive way to show how much gravity each planet had, which would probably be more difficult than actually implementing it would be.
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Re: New crazy mod
« Reply #13 on: February 19, 2007, 09:42:35 pm »

Wow, this mod is awesome!  A new experience altogether Cheesy.  The planet thing is a nice challenge.

Thank you edmund for compiling it for Windows.  And thanks Elvish Pillager for the mod.  Lots of fun.
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edmund
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Re: New crazy mod
« Reply #14 on: February 20, 2007, 12:17:49 am »

I have assumed Elvish Pilliger has put the new source in the same place as the old, and recompiled it:

http://homepages.paradise.net.nz/~ejrh/temp/uqm-ep-1.0.2.zip (991 kB)

Regarding crashes: those were most likely due to incompatible library files that came with the official uqm package.  I have now bundled the correct library versions.

Install instructions:

  • Make a complete copy of your existing UQM install (we need this for the content).
  • Unzip the contents of uqm-ep-1.0.2.zip into it, overwriting the EXE and DLL files.
  • Play by running uqm-ep.exe.
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