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Author
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Topic: New crazy mod (Read 55495 times)
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edmund
Zebranky food
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Posts: 14
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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?)
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« Last Edit: February 19, 2007, 12:20:00 pm by edmund »
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Elvish Pillager
Enlightened
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Posts: 625
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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! My mod
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Valaggar
Guest
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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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Anthony
*Smell* controller
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Posts: 358
Star Control Lives!
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Wow, this mod is awesome! A new experience altogether . 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
Zebranky food
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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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Pages: [1] 2 3 ... 9
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