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Author Topic: About The Time Mod & The De-Cleansing Mod  (Read 6761 times)
TorNis
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About The Time Mod & The De-Cleansing Mod
« on: September 15, 2008, 08:03:32 pm »

Hello, I have 2 questions, that bothers me all time when I play UQM.
1. I remember, in DOS version, there was crew limit(few thousand ppl if I not mistaking), but what about UQM version? If crew in unlimited, I can kick all alien butts with no worries that I dont lose all my crew in game....but if crew is limited...I need to fight very carefully!

2. Is there a time limit to the game?
I read this one in Wiki FAQ, but I didn't understand exactly, that quote was from DOS version and have no reference to UQM game, or here is the same? I must complete game before January 2159 or not? It will sux, if UQM HAVE a LIMIT, coz I want to explore EVERY SINGLE PLANET!!!

Waiting for responce.
Thanks for attention.
« Last Edit: September 15, 2008, 09:22:48 pm by TorNis » Logged
Eco-Mono
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Re: Crew is limited? There is time limit?
« Reply #1 on: September 15, 2008, 08:15:39 pm »

1.) Crew doesn't have a "limit" per se, but if you buy more than a certain amount from the Starbase the cost per crew will increase to about double.

2.) Yes, the time limit is still in the game; it was part of the original and the UQM designers have a policy of "faithfulness until 1.0 release". That said, someone here (Death 999 I think?) made a "de-cleansing mod" that pushes the time limit back 99 years, so if that is more to your tastes you can use the alternate executable from his website.
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TorNis
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Re: Crew is limited? There is time limit?
« Reply #2 on: September 15, 2008, 08:28:13 pm »

Hehe, tnx for the mod, but i need instruction how to istall it. I did something, I wrote "patch -p0 < uqm-0.6.2-kh-dcm.diff" command, but year is still 2157...
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Re: Crew is limited? There is time limit?
« Reply #3 on: September 15, 2008, 08:43:22 pm »

If you are compiling UQM yourself, the diff was the right thing to use, and the patch has been applied already. It changes the END time of the game, not the start time.

If, however, you are running the Windows version installed using the UQM installer, what you want is the ZIP file from that website, which you unzip in the folder where UQM was installed. It should have an executable that replaces uqm.exe, with the patch compiled in.

Hope this helps Smiley
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TorNis
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Re: Crew is limited? There is time limit?
« Reply #4 on: September 15, 2008, 08:46:59 pm »

Just replace or run exe from zip??? Hm...but how can I check that mod actually works?
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TorNis
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Re: Time limit mode
« Reply #5 on: September 15, 2008, 09:02:35 pm »

Ok...I run "The Time Mod" and I counted the time, yeah, it works.
But, I have another question then.

I have now 2157, so how I can check, that The De-Cleansing Mod works? Only when 2159?
And after that time I must play only with this mod? If I launch normal exe when my game is (for expample) at 2176...I LOSE???
« Last Edit: September 15, 2008, 09:24:28 pm by TorNis » Logged
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Re: About The Time Mod & The De-Cleansing Mod
« Reply #6 on: September 15, 2008, 09:32:28 pm »

If you want to test it, you could always park your ship in hyperspace and come back to your computer half an hour later  Grin

And as for the save files... from my understanding of how triggers work in the game, one of three things might happen:
  • Once you get past the date when the cleansing would occur, you are safe and can play on the original EXE to your heart's content
  • The Kohr-Ah sphere of influence starts moving as soon as you load up the game
  • The Kohr-Ah don't go on their rampage, but all the races act as though they are.
But I'm not familiar enough with the code to know which it is.
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TorNis
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Re: About The Time Mod & The De-Cleansing Mod
« Reply #7 on: September 15, 2008, 09:43:35 pm »

If you want to test it, you could always park your ship in hyperspace and come back to your computer half an hour later  Grin
Good idea. But problem is that, Probe will appear and atack me >_> ....I must go to Beta Corvi and park in HyperSpace lol!

I post the results here)

Btw, what do u mean by Kor-Ah sphere will move anyway and all race will die anyway? Or I didnt understand your sentence " but all the races act as though they are")))))
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Re: About The Time Mod & The De-Cleansing Mod
« Reply #8 on: September 15, 2008, 09:59:48 pm »

Btw, what do u mean by Kor-Ah sphere will move anyway and all race will die anyway? Or I didnt understand your sentence " but all the races act as though they are")))))
The idea is, the races wouldn't be wiped out and the Kohr-ah would stay put, but if you talked to the ZFP for instance they'd still say the Kohr-ah won the war, the Kzer-za would tell you to run, etc.

EDIT: Again though, I'm not sure what will happen, because I don't know if it checks whether you passed the time limit, or whether you HIT the time limit.
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Re: About The Time Mod & The De-Cleansing Mod
« Reply #9 on: September 16, 2008, 02:20:36 am »

If you want to test it, you could always park your ship in hyperspace and come back to your computer half an hour later  Grin
Good idea. But problem is that, Probe will appear and atack me >_> ....I must go to Beta Corvi and park in HyperSpace lol!

Quasispace is better for just parking.  I mean, after you go to Beta Corvi, you just get the code; it doesn't make the probes disappear all at once.  So you park there, leave for a couple hours, and then come back to find it asking if you want to fight or talk.
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TorNis
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Re: About The Time Mod & The De-Cleansing Mod
« Reply #10 on: September 16, 2008, 06:52:19 pm »

Well, here is report.

When I launched normal exe with diff file patched or something(maybe I failed to patch),  Kohr-Ah destoyed anybody!
But when launched a uqm-kh-dcm.exe , script was passed, like it should be(for 100 years).

It seems, that in this case, I MUST RUN everytime when i want to play the uqm-kh-dcm.exe !
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Death 999
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Re: About The Time Mod & The De-Cleansing Mod
« Reply #11 on: September 17, 2008, 04:10:45 pm »

I am not the creator of any time-related mods.

By the way, the most RU you could actually usefully spend would be around 150k plus fuel expenses. So make that 200k. At a rough estimate, I'd say there are over 10 million RU lying around.

Just sayin', in both cases.
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Re: About The Time Mod & The De-Cleansing Mod
« Reply #12 on: September 17, 2008, 05:18:49 pm »

Returning to the first question, after losing 1000 crew, Hayes will mention it. Not sure what happens in case player loses 2000...
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Re: About The Time Mod & The De-Cleansing Mod
« Reply #13 on: September 17, 2008, 06:38:00 pm »

It seems, that in this case, I MUST RUN everytime when i want to play the uqm-kh-dcm.exe !
Actually, as far as I can tell, the mod affects when the Kohr-Ah death march is set up at the start of the game to begin and changes the start date of the death march when a saved game is loaded. So, when running the mod or when using a saved game produced by the mod, the Kohr-Ah are always delayed.

Also, UQM may consider a saved game corrupt if too much time has passed (25 years past the maximum end-game time). Be warned.
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TorNis
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Re: About The Time Mod & The De-Cleansing Mod
« Reply #14 on: September 17, 2008, 06:54:31 pm »

Death 999, well, in my game, RU problem is solved I think.
I have all buyed all stuff from Trade Master and have around 100k RU + 2k Credits(I buy fuel with credits).
So, I don't need anymore RU, so I just scan planets for Radioactive/Exotic/Lifeform/Artifacts.
I dunno if I need a lot of RU when I will meet Druuge...(in description, they are kinda tricky evil traders)

Gekko, lmao, I never lose 1000 crew) ...in past, I was in tence, that if I start to lose 3 or more everytime in planet dispatching, some day, I will lose to ability to buy them! Now, I lose only few crew after battle with Korh-Ah(Ur-Quan ships sux, Korh-Ah is tougher).

Quote
Also, UQM may consider a saved game corrupt if too much time has passed (25 years past the maximum end-game time). Be warned.
Novus, WTF? Are u sure? Only extra 25 years? Well, I think this is enough to scan every planet in universe and not to quick following the main plot.

P.S. I didnt manage to save Pkunk >_>....there were destroyed by Yehat, is it bad? I don't think so.
When I started to find some aftifacts, I come with idea, that I could have saved Pkunk, If I send some Hyper-Ware signal to Ilwrath or somethin like that. Am I right?

P.S.S. Is it good, that Spathi blocked themselves?
« Last Edit: September 17, 2008, 07:47:42 pm by TorNis » Logged
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