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Author Topic: New crazy mod  (Read 55421 times)
Valaggar
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Re: New crazy mod
« Reply #30 on: March 10, 2007, 08:19:06 am »

The "smarter" fighters won't be so smart actually, since they would also shoot Kohr-Ah disks for example, this being a significant slowdown in their advance.
Plus, their speed remaining the same, many ships would be able to take them down. And they would still be affected by asteroids and won't dodge projectiles... the only addition would be that they shoot anything but friendly things and planets on their way.
And to really keep from overpowering the Dreadnought, you can simply double the amount of damage it takes from everything.

There are always solutions for keeping the balance.
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Elvish Pillager
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Re: New crazy mod
« Reply #31 on: March 10, 2007, 12:57:42 pm »

The "smarter" fighters won't be so smart actually, since they would also shoot Kohr-Ah disks for example, this being a significant slowdown in their advance.
I don't want to make Ur-Quan fighters stupider.
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Re: New crazy mod
« Reply #32 on: March 10, 2007, 01:21:49 pm »

At least isn't there a way to make two types of Dreadnought (current and my-idea)?
Hmm.

It would be nice if I could make more kinds of ships.

I may work on that.
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Re: New crazy mod
« Reply #33 on: March 11, 2007, 11:34:24 am »

The source files are included just if you're curious.
Or if you're not running Windows?
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Re: New crazy mod
« Reply #34 on: March 14, 2007, 11:40:01 am »

Version 1.3.0!

source: http://eli.cedarswampstudios.org/1.3.0-src.tar.gz

changes:
You can now pick up to 30 ships per team
Planets no longer re-appear painfully close to ships
If many planets are destroyed at about the same time, they now come back slowly instead of all at once

Syreen remade.
 42 HP
 primary: homing laser
 secondary: compel the enemy to thrust and turn towards you
 has a Zap-Sat
 has an awesome mace

Slylandro remade.
 25 HP
 regenerates energy, has inertia
 primary: sheaf of missiles
 secondary: nothing
 27 points

Arilou remade. now is the "Arilou Wizard."
 16 HP
 has inertia
 primary + thrust: confusion ray
 primary + right: auto-aiming magic missile
 primary + left: fireball
 secondary + thrust: safer teleport
 secondary + left: summon demon
 secondary + right: invisibility (both players can see you, but weapons can't track you, energy regens half as fast while invis)
 costs 28

Orz changed up
 back to 16 HP
 has one invincible marine, automatically launched
 less acceleration
 auto-aiming turret
 shots double speed, double damage, double range, 10 HP each
 new secondary: wing lasers

Pkunk rebalanced, auto-regenerating, and with less regen rate than in 1.2.1
Zap-Sats now always have 10 mass_points again (almost all shots will die when hitting one)
Zap-Sats now shoot down asteroids
Chmmr now has three lasers, cost is up to 34 again
VUX has higher regen rate, firing limpet stalls regen
improved the Pkunk, Ilwrath, and Mmrnmhrm AI
Ur-Quan cost 42 now
Chenjesu shots now always start out moving straight forwards (instead of homing immediately)
Many homing shots no longer chase cloaked enemies (this was a bug)
« Last Edit: March 14, 2007, 05:10:17 pm by Elvish Pillager » Logged

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Re: New crazy mod
« Reply #35 on: March 14, 2007, 06:29:03 pm »

The Syreen mace is not only an awesome mace, it's also an awesome idea - but, frankly, it deals too little damage to be actually useful. It should be rebalanced.
It's not designed to be an amazingly useful thing. It's quite annoying trying to actually hit something with it, so I prefer that it stay as an additional weapon rather than the most effective thing.

Also, it can be quite useful when you play against AI Pkunk and Ilwrath - they slam you backwards and the mace goes right through them.

Also, the Syreen special doesn't work.
You have to hold the key down.

But you should have let the Slylandro as it was in version 1.2.1, I liked that long electric arc. In my copy I'm still using the old Slylandro.
The old slylandro was cool to play because it looked cool and tended to beat things. On the other hand, the whole ship was totally lame to play against. I couldn't find any way to keep the lightning without making it either overpowered or useless.

I've been playing this mod with three other people in netplay, and most of my decisions are based on that rather than on what it's fun to fight against the AI with.
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Re: New crazy mod
« Reply #36 on: March 17, 2007, 04:04:40 pm »

Version 1.3.1. Where's Edmund?

http://eli.cedarswampstudios.org/1.3.1-src.tar.gz

Changes:

Asteroids no longer chase the AI: it made battles boring, the AI couldn't handle it, and this is a lot easier than fixing the AI.
Also, I've reduced the number of asteroids from 12 to 10.
A bug which made the game hang if you had more than 16 of the same ship on your team has been fixed.

The Pkunk now ressurect exactly once every time.
The Shofixti now regenerate half as fast, but their primary fires twice as much and does twice as much damage per shot.
The Yehat now have a higher fire rate, shield a bit less, and their secondary doesn't cost energy (although you don't regain any while using it.)
The Earthling missiles now accelerate without a max speed. (They used to accelerate a little just after being fired.)
The Earthling secondary now can't fire just after firing a missile, so you usually can't shoot down your own missiles.
The Earthling now fires less frequently (back to its original fire rate) and its special no longer stalls energy regen.

Recostings:

Androsynth 18 -> 24
Chmmr 34 -> 39
Ilwrath 44 -> 41
Mmrnmhrm 37 -> 32
Orz 40 -> 43
Syreen 39 -> 42
Umgah 16 -> 26
Ur-Quan 42 -> 45
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Valaggar
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Re: New crazy mod
« Reply #37 on: March 17, 2007, 04:22:52 pm »

I was too lazy to mail Edmund as I did every time until 1.3.0, so I just compiled myself the mod for Windows. Unfortunately, I had to host it on SaveFile:
http://www.savefile.com/files/559782
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Valaggar
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Re: New crazy mod
« Reply #38 on: March 17, 2007, 04:59:17 pm »

Never mind, use this link instetad. This one is properly compiled:
http://www.savefile.com/files/559854
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Re: New crazy mod
« Reply #39 on: March 22, 2007, 03:47:50 am »

Great work EP!  It's a refreshing twist on Super Melee.  However, I was wondering....could you include some sort of config file with this, so players could modify some of the game elements themselves?  Like when a planet is destoyed, setting it not to reappear, or being able to increase/decrease the time interval of the planet reappearing, or setting the number of planets and asteroids.  Things like that...

If not, would you be able to make a very simple mod that just eliminated all of the planets, and maybe added a bunch more asteroids instead?

Actually, it would be great to see some sort of planet tracking icon (maybe something at the edge of the screen) that helped you track where the planet was when it goes off screen, or at least in which direction it was, in normal Super Melee.  It's kind of annoying that you can't tell where it is until it's too late sometimes.
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Re: New crazy mod
« Reply #40 on: March 24, 2007, 01:13:56 pm »

Version 1.3.2. Sort of a bug-fix release...

http://eli.cedarswampstudios.org/1.3.2-src.tar.gz

Changes:

Planets can no longer do damage to a ship more than once on collision. YAY! (Previously, a ship could stick to a planet and take many hits. Now, a ship doesn't take planet damage if it was touching a planet already on the previous frame.)

The Syreen song now works for BOTH players. (Previously, it only worked for the second player, not for the host / top player.)
The Umgah cone now only does 7 damage per frame to planets. (Previously, an Umgah could fly around very safely, while waiting for the opponent to take damage from planets...)
The Arilou Wizard's magic missile might not cause OOS anymore.
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Re: New crazy mod
« Reply #41 on: March 29, 2007, 10:23:22 pm »

You know, that syreen mace is a very interesting idea. If there was ever a new SC, it would make an interesting special for another ship. Maybe not with the androsynth comet, but perhaps one could wrangle an asteroid and use that to mace things.
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Re: New crazy mod
« Reply #42 on: March 30, 2007, 11:01:06 pm »

I've run into maces like this in a bunch of games (usually top-scrolling shooters, though) and always liked the idea. The particular movement/combat scheme in UQM is actually not that good for the mace, as they go. It took a good deal of work to make it a sensible weapon at all.

-----

1.3.3, the first release without _any_ global changes (only ones to specific ships)

http://eli.cedarswampstudios.org/1.3.3-src.tar.gz

Changes:

- the Thraddash have been redesigned (the old design, I disliked and turned out to actually be a little buggy, though I could easily have fixed that.)
 Energy regeneration is a bit faster.
 The Afterburner is back, but not on the ship itself - on its shots!
 Primary: same as before, but starts at zero velocity and accelerates using the afterburner, leaving a trail.
 Secondary: same as primary, but costs more, causes more of a delay, is homing, and has more fuel.

- the VUX have been redesigned (the old design, it had @#$%^&* limpets in it.)
 They now regenerate 1 energy per 3 frames (instead of having to wait a whole second without using an attack to get back 8 energy)
 Also, they turn and accelerate somewhat faster.
 Primary: same as before.
 Secondary: Repel shots from the ship, because the VUX are so repulsive, har! har! har!
 (it costs 5 energy for a half-second of repulsion; holding down the key to repel continually works)

- the OOS when playing the Arilou ship _should_ finally be solved.
- the Arilou AI no longer flees constantly, which was annoying.
- the Shofixti, again, can't regenerate if it only has one crew in it. Tongue
- the Slylandro shots have been reduced to 1 HP (from 10), but:
- the Slylandro are now immune to Syreen song, Confusion rays, limpets, and the Orz marine.
- speaking of Orz, the bug where they release the marine before actually appearing is fixed.
- the Pkunk now slow down the simulation. Whenever there's a Pkunk in the arena, it goes at 12 fps.
- also, the Pkunk now accelerate 3/4 as fast, so that they're easier to control.
- the Zoq-Fot primary has been changed somewhat and made much more powerful. It costs 16 now.
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Valaggar
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Re: New crazy mod
« Reply #43 on: March 31, 2007, 10:25:09 am »

Great work, Elvish! Though the Pkunk slowdown needs to be worked on a bit. I mean, instead of decreasing the frame rate, it would be better to decrease the speed of everything, because it's annoying to see the game running like it were Supreme Commander on a Pentium.
Windows executable here:
http://www.savefile.com/files/594845
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Re: New crazy mod
« Reply #44 on: April 01, 2007, 09:47:31 pm »

1.3.4, again, only to individual ships.

http://eli.cedarswampstudios.org/1.3.4-src.tar.gz

Changes:

- when the Pkunk slow down the game in netplay, they no longer also increase the net delay.
- a bug where the Pkunk doesn't respawn at the center of the ressurect animation is fixed.
- a bug where Pkunk could take more than 1 damage from a planet is fixed.
- the Orz energy regen rate has been reduced to its rate in original UQM.
- new Orz secondary: spend all energy to become invincible and do 7 damage to anything you hit for 5 seconds.
- a bug where the Orz couldn't use its secondary or release its marine in the second fight is fixed.
- the Arilou teleportation can no longer destroy you outright. (it can still put you where you are about to take damage.)
- the OOS with Arilou is EVEN MORE LIKELY THAN LAST TIME to be solved! Yay! Tongue
- the Supox secondary has been replaced with simply "accelerate away from opponent." Other controls are usable.
- the Spathi primary weapon fires three times as many particles.
- the Spathi ship's cost has been raised from 22 to 35.
- the Mmrnmhrm primary weapon has been un-nerfed - it's now twice as powerful as the original Mmrnmhrm weapon.
- the Slylandro now have 12 crew, fire 8 missiles, and the missiles go less than half as fast and last less than twice as long.
- the Melnorme ship's cost has been reduced from 28 to 21.
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