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Author Topic: Project 6014 – Ur-Quan Masters mod  (Read 199686 times)
OakTea
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #465 on: March 09, 2012, 12:01:01 am »

But the prologue is not the real game, and in case of P6014 it's not even necessary, since we have an intro sequence where all can be summarized until reaching Beta Naos incident.

Okay, this is really clever.

This is true...the intro, when combined with the outro leaves virtually no gaps in the story that could be left until after the incident.  Perhaps the player character won't be Zelnick/the same person, even!
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Kwayne
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #466 on: March 09, 2012, 12:33:52 am »

But the prologue is not the real game, and in case of P6014 it's not even necessary, since we have an intro sequence where all can be summarized until reaching Beta Naos incident.

Okay, this is really clever.

This is true...the intro, when combined with the outro leaves virtually no gaps in the story that could be left until after the incident.  Perhaps the player character won't be Zelnick/the same person, even!

We discussed the idea in the group, but a passionate resistance came up against it.
However if you think about it, as long as the game has interaction with Precursor technology in it, Zelnick's person might be necessary as he seem to have a natural (maybe unique) talent for it.
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OakTea
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #467 on: March 09, 2012, 04:46:30 am »

Yes, that's certainly a good reason to keep him alive.  The only argument that I could see for having another PC would be to allow for a female/gender-neutral character (not that it'll prevent girls from enjoying the game).

I can't wait to find out how Zelnick gets out alive!  Arilou jumping in and saving them?  Orz pulling them *below* (caring for the humans more than the Shofixti)?  Or maybe...
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(PS.  In the final game, the Lurg Prawn is probably going to be more powerful...I think the AI just needs work, as it doesn't use its primary weapon very often.  It's powerful when it actually attacks!  Smiley)
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JudgeYohance
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #468 on: March 09, 2012, 06:27:21 am »

I'll bet he asks them about the glowing bits and in their state of confusion, runs for it :p
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CelticMinstrel
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #469 on: March 09, 2012, 03:30:19 pm »

(click to show/hide)
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dathinvaderzim
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #470 on: March 13, 2012, 01:52:52 pm »

I might be able to help with some sound and music and effects depending on what's needed. I could make new planets or try making weapons explosions or run some voices through FL studio to make them more interesting, help with plot writing, etc.

By the way, how will the update effect it? Will I have to start all over again when the project's finished?

Also, you should be able to mod your main ship a little bit. Only having one cargo space is a real downer, especially when I have to use like 100 fuel to go look for those patrol.
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Kwayne
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #471 on: March 14, 2012, 08:24:33 am »

If my wish comes true, the events in the demo won't happen in the full game, so you'll have to start over again -- but then the starting point is different so it won't matter.

There are more than one possible schemes about what the flagship is supposed to be in the full game. Right now I'm for keeping the Explorer, and if that'll be the case then yes the customization of it should be less limited. The other possibility -- as the end of the demo implies -- is to use a Precursor ship like the one in SC2, with the same upgrade mechanics.

I also wanted to make planet surface textures but sadly most of them are generated by code.
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CelticMinstrel
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #472 on: March 15, 2012, 12:23:03 am »

If the Explorer isn't used as a flagship, then what would it be used for?
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OakTea
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #473 on: March 15, 2012, 04:43:10 am »

Chmmr battleships.
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Kwayne
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #474 on: March 15, 2012, 08:32:22 am »

Personally I would stick to the one-ship-per-race routine, so in the theoretical occasion of the Explorer getting cut out of the game I would ditch it mercilessly and use its weapons for the ship of another race.
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CelticMinstrel
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #475 on: March 15, 2012, 02:18:07 pm »

Chmmr battleships.
Replacing the Avatar, then?
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OakTea
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #476 on: March 15, 2012, 10:05:51 pm »

I was imagining it as a supplement to the Avatar.  Or yes, perhaps it could be recycled in another (new) race's ship.
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JudgeYohance
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #477 on: March 16, 2012, 04:43:58 am »

Quote
Or yes, perhaps it could be recycled in another (new) race's ship.

I agree, I think the ship should be given to me and found over a secret rainbow world where I instill my wisdom of gaming to those who can find me
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Valos Cor
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #478 on: March 25, 2012, 09:02:29 pm »

You guys are awesome!  Wow, a Youtube video?  Awesome.  It deserves more likes than it has though.  I haven't read all of the new posts, but it looks like you have made huge progress!  The video screens of all the races, the Humans, the Shofixti, and of course the Syreen are wonderful.  That was the first time I've seen a video of the combat gameplay.  Dczanik, were those clips of just fighting with the Awesome Cyborg or human vs. human?  It really makes me wish I could actually battle a human for once.

Downloading and playing this now.  I'm so glad that the mod is alive and well, thanks for making this and keep up the good work!
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Re: Project 6014 – Ur-Quan Masters mod
« Reply #479 on: March 26, 2012, 02:09:08 am »

It really makes me wish I could actually battle a human for once.

Head on over to #uqm-arena on Freenode! The people there aren't terribly active, but they're always glad to help a newbie learn. Smiley
« Last Edit: March 26, 2012, 02:10:42 am by oldlaptop » Logged

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