https://wiki.uqm.stack.nl/api.php?action=feedcontributions&user=Zeracles&feedformat=atomUltronomicon - User contributions [en]2024-03-28T21:01:26ZUser contributionsMediaWiki 1.35.7https://wiki.uqm.stack.nl/index.php?title=Talk:Main_Page&diff=33629Talk:Main Page2017-10-09T03:10:32Z<p>Zeracles: Reverted edits by Janice123 (talk) to last revision by Zeracles</p>
<hr />
<div>==Spoiler Warning==<br />
<br />
This warning isn't really the "first", "last", nor "only" spoiler warning. -- [[User:Svdb|SvdB]] 13:24, 27 Oct 2004 (CEST)<br />
<br />
Then call it The Spoiler Warning of Now and Forever. If you really think it's over the top, you can tone it down, but I think it gets the point accross well. [[User:Mmrnmhrm|Mmrnmhrm]] 17:30, 27 Oct 2004 (CEST)<br />
<br />
<br />
<br />
What is the status of the data on this page? Can it all be copied over the main wikipedia due to being free license or is it different to normal wikipedia?<br />
:I would think the folks over at Wikipedia would probably truncate or reject some of our more indepth articles, the logic being that we're the indepth SC2 wiki, and they're the not-so-indepth everything wiki. Aside from that, I would ask the author of the article in question, first. -[[User:Luminar|Luminar]] 00:53, 26 March 2006 (CET)<br />
<br />
::The top of this discussion page looked a bit untidy. I've added a heading to the above conversation, to push it below the contents. [[User:Big Mac|Big Mac]] 12:03, 22 October 2009 (UTC)<br />
<br />
==Spam==<br />
<br />
As long as the spam is looking to delete the bottom-most section, it might as well be a one that's not so important.<br />
<br />
:It's not that important actually. There's already a link to the copyright page on the bottom of every page here.<br />
:&mdash; [[User:Svdb|SvdB]] 11:12, 28 January 2006 (CET)<br />
<br />
:I daresay the spam has developed to a more malicious and overwhelming level rather than just petty and annoying. How long has this crap been going on for, and is there any way we can actually prevent or protect against spam before it actually happens, because otherwise all of the work on this wiki is going to be counter-vandalism. I feel kind of bad myself for choking up the change log with pseudo-reversions rather than actual article work. -[[User:Luminar|Luminar]] 16:58, 9 March 2006 (CET)<br />
<br />
::Perhaps we can implement a bot-defense system such as a captcha (prompting users to type in a random word that appears in an image) on either a per-registration, per-login, or per-post basis. Per-post would be the most effective, but it might be a hindrance to actual contributors.<br />
::I think the newer versions of mediawiki come with a captcha option... it's certainly worth a try. -[[User:Fadookie|Fadookie]] 07:56, 10 March 2006 (CET)<br />
<br />
:::I just noticed that on wikiquote, they automatically detect when you are adding external links to a page and generate a captcha. (Captchas are not generated for normal editing.) If there's any way for us to enable this feature, I think we ought to ASAP. It should help tremendously with hindering spammers, while not getting in the way of day-to-day wiki operations for our editors. -[[User:Fadookie|Fadookie]] 17:25, 14 April 2006 (CEST)<br />
<br />
::::I just realized someone had already enabled this feature when I was adding an external link to the music section. That's good then, hopefully it will deter the link spammers. -[[User:Fadookie|Fadookie]] 19:24, 14 April 2006 (CEST)<br />
<br />
:::::Yeah, on the 11 March. It doesn't so much deter spam as make automated spam impractical. And it's quite noticable. We now only have the occasional manual spammer. &mdash; [[User:Svdb|SvdB]] 12:37, 15 April 2006 (CEST)<br />
<br />
::::::Getting spammed rather badly again now, in the form of huge numbers of presumably fake users being added. I don't know whether this causes a problem (beyond messing up "Recent changes" since each new user appears as a change); if so, presumably putting a Captcha on registration would fix it. [[User:Wombat140|Wombat140]] ([[User talk:Wombat140|talk]]) 15:27, 30 January 2017 (CET)<br />
<br />
==Suggestions==<br />
I suggest putting links to the other SC2-related websites on the mainpage, e.g.<br />
Forum http://uqm.stack.nl/forum, sf.net, bug-report-page, etc.<br />
-[[User:HaJo|HaJo]] 22 February 2006 (CET)<br />
:Well, there is already a wikilink to the [[Links]] page down in the lower left. --[[User:Fyzixfighter|Fyzixfighter]] 01:47, 23 February 2006 (CET)<br />
<br />
<br />
Perhaps this page should be protected since it sees a lot of vandalism?<br />
--[[User:Luminar|Luminar]] 21:53, 24 February 2006 (CET)<br />
<br />
:That wouldn't help. They'd just pick another page. This way at least it's easy to see, and it's better that this page is spammed than some article page.<br />
:&mdash; [[User:Svdb|SvdB]] 05:43, 25 February 2006 (CET)<br />
<br />
Assertion 1: Ur-quan masters equivalent of Star Control II. Assertion 2: Star Control I and Star Control III are in existence. Assertion 3: Full knowledge of Star Control requires full knowledge of series. Assertion 4: Database identified as Ultronomicon deals exclusively with Ur-quan Masters. Conclusion A: Star Control databases must include information on Star Control I and Star Control III. Conclusion B: Database identified as Ultronomicon is incomplete. Query: Units identified as Humans from Earth are directed to either affirm or negate this argument. [[User:Daktaklakpak|Daktaklakpak]] 00:35, 10 February 2007 (CET)<br />
<br />
The Ultronomicon is not for SC3 stuff. See your talk page. &mdash; [[User:Svdb|SvdB]] 18:05, 10 February 2007 (CET)<br />
<br />
Statment: Information reveiwed. Query: Reasons as to ordering. Assertion 1: Wikis allow fanfic articles. Assertion 1 sub a: See [[Black Spathi Squadron]]. Assertion 2: SC3 equivalent of fanfic and/or cannon. Conclusion: Exclusion of SC3 equivalent of prejeduce. -An attempt to be logical by [[User:Daktaklakpak|Daktaklakpak]] 22:00, 14 February 2007 (CET)<br />
<br />
:The BSS page is not fanfic. The page does briefly include a reference/meta-information to the use of the BSS in fanfic. In reality, we've tried specifically to keep fanfic out. As SvdB has already pointed out to you ''numerous'' times, the Ultronomicon is dedicated to the description of the Star Control universe as intended by TFB (see [[Canon]]). The BSS is in that universe, hence the page. SC3 was not created by TFB, therefore none of the mythology, history, or other information of the SC universe it presents will be included in the Ultronomicon. period. This is not prejudice, as those of us of this opinion have likely played SC3, measured it and found it lackluster in comparison to TFB's SC1 and SC2. If you want to add information from SC1 or SC2, please do. Otherwise, please refrain from continuing to flog a decaying equine. --[[User:Fyzixfighter|Fyzixfighter]] 22:38, 14 February 2007 (CET)<br />
<br />
Daktaklakpak: You'll find that the administrators of the Ultronomicon are on one line regarding this policy. If you want to contribute, there's still plenty to be done. But what you're doing now is just a waste of time. &mdash; [[User:Svdb|SvdB]] 00:04, 15 February 2007 (CET)<br />
<br />
Query: Ownership of Trademark equivalent of Accolade. -Another attempt at logic by [[User:Daktaklakpak|Daktaklakpak]] 01:20, 16 February 2007 (CET)<br />
<br />
<br />
Hi there. Sorry, this is probably not the best place, but I don't know where else to put my comment. I'd like to see more screenshots of the actual game. I've never played or seen The Ur-Quan Masters or Star Control, and so to fully understand and learn about them I need to SEE something....... I came here from the Wikipedia article about Star Control.<br />
Yours interestedly,<br />
Gregor --[[User:89.196.12.185|89.196.12.185]] 12:51, 10 July 2007 (CEST)<br />
<br />
== Nice work ==<br />
<br />
I haven't really been paying attention to the developments on the Ultronomicon, but I must say it keeps getting better. I'm glad to see that people are still spending time on it.<br />
<br />
As I see it, the weak points at the moment are the overview pages. In particular the [[Main Page]] and some of the pages it links to are pretty bad (mainly the layout). As those are the pages which a first-time visitor will see first, improving them could significally help the general impression people get when they visit the Ultronomicon.<br />
&mdash; [[User:Svdb|SvdB]] 21:42, 23 March 2008 (CET)<br />
<br />
<br />
Elvish Pillager's Crazy Mod has its own section devoted to it so I guess you could make a wiki page for that. If you want webspace to host that quiz, The Pages of Now and Forever would be a better place to look. --[[User:Shiver|Shiver]] 05:27, 14 October 2008 (CEST)<br />
<br />
:[[EP-Mod]] only has a page devoted to it because it is a major modification. This quiz is just a minor project. This site is primarily for information on Star Control (both the universe and the games). [[User:Valaggar|Valaggar]] 13:51, 14 October 2008 (CEST)<br />
<br />
::I have to agree with Val on this one. IMO it doesn't merit a page, but we could add a link for it at [[Links#Fan pages]]. Another good metric (though not a perfect one) for fan-made stuff is how widespread/popular/talked-about it is in the fan community. Just my two cents though. --[[User:Fyzixfighter|Fyzixfighter]] 00:00, 18 October 2008 (CEST)<br />
<br />
== I suggest you move 'Main Page' to 'Ultramonicon' ==<br />
<br />
If you move your 'Main Page' to 'Ultranomicon' then it will improve your search engine optimisation and make the way your main page shows up on Google (and other search engines) look a lot better.<br />
<br />
You will need to do a bit of behind the scenes work, to get the navigation menu to update, but I think it will be worth the effort. [[User:Big Mac|Big Mac]] 12:12, 22 October 2009 (UTC)<br />
<br />
: We're already the top entry on Google for "Ultronomicon". In what way would our main page look a lot better on Google? &mdash; [[User:Svdb|SvdB]] 06:50, 23 October 2009 (UTC)<br />
<br />
:: I think I see the "problem". Unfortunately, probably not correctable. A search for "ultranomicon" returns this site as the 10th or so listing. Which would probably be about correct, since this site is an Ultronomicon and not an Ultranomicon. If you moved 'Main Page' to the misspelled variant, it could marginally affect Google's ranking, but probably quite little. What might work though, would be if other sites that link to here, left their links titled with the misspelled variation instead of the correct one. Not a good tradeoff, though.--[[User:Slylandro Spambot|Slylandro Spambot]] ([[User talk:Slylandro Spambot|talk]]) 22:07, 13 August 2012 (CEST)<br />
<br />
== Is this wiki still alive? ==<br />
Please, comment on this and make me think I'm not the only one frequenting this wiki :)<br />
<br />
:It's [[Ultronomicon:To-do|not finished]]. Did you try [[Special:RecentChanges|Recent Changes]]? If you're looking for the broader SC-community, I heartily recommend it; try [http://uqm.stack.nl/forum/ UQMF], [http://www.star-control.com/ PNF] or [http://community.livejournal.com/frungylovers/ Frungy Lovers]. If you're interested in fan projects, there are a few of those floating around. --[[User:Zeracles|Zeracles]] 08:31, 9 March 2010 (UTC)<br />
<br />
:Yes, the wiki is still alive. I haven't seen any major page overhauls in a long time, but we're still here. --[[User:Shiver|Shiver]] 09:55, 5 February 2011 (UTC)<br />
<br />
==``Hello"==<br />
This is just a friendly heads up that edits on this page merely comprising variants of ``hello" will be regarded as spam and reverted, though we welcome contributions here or anywhere else on the wiki of course. If you just want to hang out with your star control friends, the best places are [http://uqm.stack.nl/forum/ here], [http://www.star-control.com/community/ here] and [http://community.livejournal.com/frungylovers/ here]. Looking forward to seeing you on the forums! --[[User:Zeracles|Zeracles]] 10:28, 18 May 2010 (UTC)<br />
<br />
==Question==<br />
Is there a chance that the game could become an App? Maybe this could make it popular again. --[[Special:Contributions/93.220.42.3|93.220.42.3]] 10:37, 10 October 2011 (UTC)<br />
:People have talked about is before. See [http://forum.uqm.stack.nl/ the UQM forum]. &mdash; [[User:Svdb|SvdB]] 17:10, 11 October 2011 (UTC)</div>Zeracleshttps://wiki.uqm.stack.nl/index.php?title=User_talk:Wombat140&diff=33583User talk:Wombat1402017-02-19T07:13:47Z<p>Zeracles: /* Need help with bug problem */</p>
<hr />
<div>I have zero idea about installing the games and no idea about what forum you're talking about, sorry.<br />
<br />
== Need help with bug problem ==<br />
<br />
I know this is a question for the forums, but I'm asking here because I can't get into the forum; I've registered but the activation e-mail arrives blank wih no link in it. (I've tried requesting another activation e-mail, same result.) Am I right in thinking that the Bugzilla bug reporting thing no longer exists, by the way? <br />
<br />
The problem is simple, I started playing the game but none of the in-game menus have text in them, they're all blank - just 5 blank items, or 4, or 6, as the case may be. Things happen when I select them, it's evidently just the text that's affected. I've been trying to work out what everything does by trial and error, but there are limits to how much you can do that way! (I got as far as orbiting Mercury and scanning it, but can't find a way to land.) Do you know how to fix this? If not, could you maybe post it on the forum for me, please? Would like to be able to find a way past this - loved the game as far as I got!<br />
<br />
:Howdy Camper. this is beyond my range of experise. i'd solve it by deleting the game entirely and then downloading it again. [[User:Donutcity|Donutcity]] ([[User talk:Donutcity|talk]]) 22:23, 30 January 2017 (CET)<br />
::Thanks Donutcity, I might just end up doing that. Everything else works fine, that's the funny thing, but you could be right, our Internet's a bit wobbly and I've had things download with slight blips in them before. By the way I'm running it on Windows XP if that's any help, I forgot to say (not this computer, a different computer which doesn't have Internet and therefore can run whatever I like). And I installed it by the no-Internet method, as per http://wiki.uqm.stack.nl/The_Ur-Quan_Masters_Technical_FAQ#How_do_I_install_the_game_on_Windows_without_an_internet_connection.3F [[User:Wombat140|Wombat140]] ([[User talk:Wombat140|talk]]) 23:37, 30 January 2017 (CET)<br />
:::No, didn't work I'm afraid. Just occurred to me, do you think it might be a missing DLL? (something that the game uses that ought to already be on my computer, rather than being in the installation package, and happens not to be?) I've had problems vaguely like this with other downloaded indie programs before that turned out to be due to missing DLLs. Good news is, I've worked out a few more of the menu items and succeeded in landing on Mercury! I remembered that thing about the UQM files really being ZIP files with a different extension, and opened up the UQM content file to scout around for clues, and found a file called "gamestrings.txt" which includes the text of the menu items in what seems to be roughly the order in which they appear. Rather fun, working it out like a puzzle. I'm now stuck at the bit where you fight the Ilwrath, but I don't think that's the menus' fault, I think that's due to me not having got the hang of fighting yet. :-D [[User:Wombat140|Wombat140]] ([[User talk:Wombat140|talk]]) 20:11, 2 February 2017 (CET)<br />
::::G'day there. Is the forum registration issue one that you'd like to pursue? We could ask about that for you. A bug reporting thing still exists ([https://bugs.uqm.stack.nl/ here]), but that's as much I can contribute about this. That would be the correct place to report the menu text issue, and I see there was some activity there last year, so it's still active. Feel free to ask about the menus though. Cheers --[[User:Zeracles|Zeracles]] ([[User talk:Zeracles|talk]]) 03:00, 4 February 2017 (CET)<br />
:::::That would be good if you could ask whether anything can be done about the forum problem, please. And thanks for the link to the bug reporting thing. (The links for that in the wiki and on the forum seem to be outdated and give a different address which doesn't work.) I might post it in the future... but I haven't got a spare e-mail address and can't face sorting one out. Pity they arranged it like that, I don't see why. [[User:Wombat140|Wombat140]] ([[User talk:Wombat140|talk]]) 15:25, 4 February 2017 (CET)<br />
Been away for a bit with work but am looking into this now - will get back to you soon --[[User:Zeracles|Zeracles]] ([[User talk:Zeracles|talk]]) 07:06, 11 February 2017 (CET)<br />
<br />
Okay, I've asked the boss guy at the forum (meep-eep) about your problem and he may be able to help you. I fixed one link to the bug reporting site. If you see any more broken links on this wiki feel free to fix or let us know so we can. Another thing you can try is registering at the [http://www.star-control.com/community/ Star Control Discussion Board]. If you are able to register there that would imply that the problem lies with the UQM forum and not with you. And you would be able to discuss star control there too. --[[User:Zeracles|Zeracles]] ([[User talk:Zeracles|talk]]) 07:41, 11 February 2017 (CET)<br />
:I've found out what the problem is. You'll laugh. I'm playing on an old CRT monitor with the green broken. (We keep meaning to take it to see if it can be fixed - I've heard that it might be possible - but it never happens. LCD screens make me jittery.) The text was there all the time, but because those particular bits of text were in pure green, they were invisible! I only found out when I put a screenshot of Sol System into an image-editing filter to remind myself where Venus was. I must see about getting that monitor fixed. Until hen, is there any way of changing the text colour? I found a green font gradient file and changed it to white and that's got me a little of the text back, but apparently most of the green text - including the menus - doesn't use gradients. As regards the forums, I'm still getting the same problem - the UQM forum will send me an activation e-mail but it's blank. I tired joining the Star Control forum but that's causing a difffernt problem - that one has to be manually activated by a moderaor and it says it'll e-mail again when that happens; that was on Monday and so far there hasn't been any message.[[User:Wombat140|Wombat140]] ([[User talk:Wombat140|talk]]) 23:24, 16 February 2017 (CET)<br />
::Ah. I had a CRT with blue missing, many years ago. I'm not aware of any way to change the text colour. It's possible that the colours are different in UQM-HD, but I don't have that handy to check. If the meep at UQMF hasn't replied to you, he probably thinks the problem is at your end and is too busy to think about it any harder than that. I do see that a member has been able to register there successfully in the past two days. As for SCDB, it isn't surprising that they're slow to act, the mods there aren't exactly on the ball. When they do, though, let me know and we'll know how long it takes to register an account there, it sounds like it's not good enough - then maybe we can improve the response for future new members. Sorry about this. --[[User:Zeracles|Zeracles]] ([[User talk:Zeracles|talk]]) 08:13, 19 February 2017 (CET)</div>Zeracleshttps://wiki.uqm.stack.nl/index.php?title=User_talk:Wombat140&diff=33579User talk:Wombat1402017-02-11T06:41:47Z<p>Zeracles: /* Need help with bug problem */</p>
<hr />
<div>I have zero idea about installing the games and no idea about what forum you're talking about, sorry.<br />
<br />
== Need help with bug problem ==<br />
<br />
I know this is a question for the forums, but I'm asking here because I can't get into the forum; I've registered but the activation e-mail arrives blank wih no link in it. (I've tried requesting another activation e-mail, same result.) Am I right in thinking that the Bugzilla bug reporting thing no longer exists, by the way? <br />
<br />
The problem is simple, I started playing the game but none of the in-game menus have text in them, they're all blank - just 5 blank items, or 4, or 6, as the case may be. Things happen when I select them, it's evidently just the text that's affected. I've been trying to work out what everything does by trial and error, but there are limits to how much you can do that way! (I got as far as orbiting Mercury and scanning it, but can't find a way to land.) Do you know how to fix this? If not, could you maybe post it on the forum for me, please? Would like to be able to find a way past this - loved the game as far as I got!<br />
<br />
:Howdy Camper. this is beyond my range of experise. i'd solve it by deleting the game entirely and then downloading it again. [[User:Donutcity|Donutcity]] ([[User talk:Donutcity|talk]]) 22:23, 30 January 2017 (CET)<br />
::Thanks Donutcity, I might just end up doing that. Everything else works fine, that's the funny thing, but you could be right, our Internet's a bit wobbly and I've had things download with slight blips in them before. By the way I'm running it on Windows XP if that's any help, I forgot to say (not this computer, a different computer which doesn't have Internet and therefore can run whatever I like). And I installed it by the no-Internet method, as per http://wiki.uqm.stack.nl/The_Ur-Quan_Masters_Technical_FAQ#How_do_I_install_the_game_on_Windows_without_an_internet_connection.3F [[User:Wombat140|Wombat140]] ([[User talk:Wombat140|talk]]) 23:37, 30 January 2017 (CET)<br />
:::No, didn't work I'm afraid. Just occurred to me, do you think it might be a missing DLL? (something that the game uses that ought to already be on my computer, rather than being in the installation package, and happens not to be?) I've had problems vaguely like this with other downloaded indie programs before that turned out to be due to missing DLLs. Good news is, I've worked out a few more of the menu items and succeeded in landing on Mercury! I remembered that thing about the UQM files really being ZIP files with a different extension, and opened up the UQM content file to scout around for clues, and found a file called "gamestrings.txt" which includes the text of the menu items in what seems to be roughly the order in which they appear. Rather fun, working it out like a puzzle. I'm now stuck at the bit where you fight the Ilwrath, but I don't think that's the menus' fault, I think that's due to me not having got the hang of fighting yet. :-D [[User:Wombat140|Wombat140]] ([[User talk:Wombat140|talk]]) 20:11, 2 February 2017 (CET)<br />
::::G'day there. Is the forum registration issue one that you'd like to pursue? We could ask about that for you. A bug reporting thing still exists ([https://bugs.uqm.stack.nl/ here]), but that's as much I can contribute about this. That would be the correct place to report the menu text issue, and I see there was some activity there last year, so it's still active. Feel free to ask about the menus though. Cheers --[[User:Zeracles|Zeracles]] ([[User talk:Zeracles|talk]]) 03:00, 4 February 2017 (CET)<br />
:::::That would be good if you could ask whether anything can be done about the forum problem, please. And thanks for the link to the bug reporting thing. (The links for that in the wiki and on the forum seem to be outdated and give a different address which doesn't work.) I might post it in the future... but I haven't got a spare e-mail address and can't face sorting one out. Pity they arranged it like that, I don't see why. [[User:Wombat140|Wombat140]] ([[User talk:Wombat140|talk]]) 15:25, 4 February 2017 (CET)<br />
Been away for a bit with work but am looking into this now - will get back to you soon --[[User:Zeracles|Zeracles]] ([[User talk:Zeracles|talk]]) 07:06, 11 February 2017 (CET)<br />
<br />
Okay, I've asked the boss guy at the forum (meep-eep) about your problem and he may be able to help you. I fixed one link to the bug reporting site. If you see any more broken links on this wiki feel free to fix or let us know so we can. Another thing you can try is registering at the [http://www.star-control.com/community/ Star Control Discussion Board]. If you are able to register there that would imply that the problem lies with the UQM forum and not with you. And you would be able to discuss star control there too. --[[User:Zeracles|Zeracles]] ([[User talk:Zeracles|talk]]) 07:41, 11 February 2017 (CET)</div>Zeracleshttps://wiki.uqm.stack.nl/index.php?title=Links&diff=33578Links2017-02-11T06:13:25Z<p>Zeracles: /* Official The Ur-Quan Masters web pages */ update bug reporting link</p>
<hr />
<div>{{Safe}}<br />
<br />
==Official [[The Ur-Quan Masters]] web pages==<br />
===Relating to the actual game===<br />
*[http://sc2.sourceforge.net/ The Ur-Quan Masters home]<br />
*[http://uqm.stack.nl/forum/ The Ur-Quan Masters forum]<br />
*[https://bugs.uqm.stack.nl/ The Ur-Quan Masters bug database]<br />
*[http://uqm.stack.nl/files/snapshots/ Subversion snapshots of The Ur-Quan Masters] (including Windows binaries)<br />
*[http://sourceforge.net/projects/sc2/ The SourceForge project page]<br />
*[http://sc2.svn.sourceforge.net/viewvc/sc2/trunk/ The subversion web interface to the sources of The Ur-Quan Masters]<br />
<br />
===Relating to the [[Precursors Remixing Team|remixing project]]===<br />
*[http://www.spacesynth.net/precursors/ Precursors home]<br />
<br />
==[[Star Control]] related web pages==<br />
===Game information===<br />
*[http://www.star-control.com/ The Pages of Now & Forever] - The center of the Star Control community on the net<br />
*[[Wikipedia:Star Control|Star Control entry at Wikipedia]]<br />
*[http://www.mobygames.com/game_group/sheet/gameGroupId,41/ Star Control series at MobyGames]<br />
*[http://dmoz.org/Games/Video_Games/Action/Space_Combat/Star_Control_Series/ Star Control series at Open Directory]<br />
*[http://sa-matra.net/quotes Page listing the Star Control 2 dialogue (DOS version)].<br />
<br />
====Game Documentation====<br />
*The original [http://www.abandonia.com/files/extras/Star%20Control%202_Manual.zip Star Control 2 manual], from Abandonia<br />
*The original [http://www.abandonia.com/files/extras/Starmap.jpg the Deluxe Star Control 2 starmap], from Abandonia<br />
<br />
===[[Toys For Bob]] information===<br />
*[http://www.toysforbob.com/ The Toys For Bob home page]<br />
<br />
===Fan-made projects ===<br />
Mods, games and aids based on the SC2 universe / code.<br />
<br />
====Modified The Ur-Quan Masters code====<br />
<br />
*[http://eli.cedarswampstudios.org/1.4.1-src.tar.gz Elvish Pillager's Crazy Mod (1.4.1)] &mdash; see [http://uqm.stack.nl/forum/index.php?topic=3465.0 this thread] and its [[Elvish Pillager's Crazy Mod|Ultronomicon article]]<br />
*[http://eli.cedarswampstudios.org/balance-mod-1.0.2-src.tar.gz Elvish Pillager's Balance Mod for Netplay]<br />
*[http://uqm-mods.sourceforge.net/ Kohr-Ah Death's UQM for cheaters mods]<br />
<br />
====Accessibility mods for The Ur-Quan Masters====<br />
*Nic's [http://www.submedia.net/uqm/old/accessibility.zip mining graphics for the color-blind]<br />
*Valaggar's [http://ceruopran.googlepages.com/VLdruuge.zip mint green Druuge projectiles]<br />
<br />
====Translations====<br />
See the [[translations]] page.<br />
<br />
====Alternative content for the Ur-Quan Masters====<br />
See also the [[Star Control Music]] page.<br />
<br />
*Lance_Vader's and Valaggar's Utwig voicepack ([http://www.mediafire.com/?95xig0tx9eb without effects], [http://www.mediafire.com/?aznxsyiz9ic with effects])<br />
*Nic's [http://www.submedia.net/uqm/old/yellow-fried.uqm Yellow Kohr-Ah FRIED] (DOS SC2 original)<br />
*[http://www.submedia.net/uqm/old/mycon-speech.uqm Modified Mycon Dialogue] (Replaces an unimportant piece of Mycon dialogue with the DOS SC2 original dialogue that provides the location of the Mycon homeworld)<br />
*[http://forum.uqm.stack.nl/index.php?topic=4724.0 Missing Mycon dialogue add-on] (Similar to the above except that it adds both missing text and speech for the location of the Mycon homeworld)<br />
<br />
====Mods for other games====<br />
*[https://github.com/StarControlGalCiv/GalCiv2StarControl Galactic Civilizations II mod based on Star Control 2]<br />
*[https://github.com/StarControlGalCiv/GalCiv3StarControl Galactic Civilizations III mod based on Star Control 2]<br />
*[http://steamcommunity.com/sharedfiles/filedetails/?id=624186211 Galactic Civilizations III Steam Workshop Star Control 2 race collection]<br />
<br />
====Non-computer games====<br />
*[http://uqm.stack.nl/forum/index.php?topic=3479.0 Star Control Boardgame]<br />
<br />
====Aids====<br />
*If you've found the [[Portal Spawner]], The [http://bit.ly/IsFMse UQM Least-Fuel Route Finder] helps you calculate whether to use it for a given trip (and, if so, how).<br />
<br />
===Fan pages===<br />
If you've got a Star Control related web site you want others to know of, place it here!<br />
*[http://starcontroller.com/ Star Controller] &mdash; Star Control blog, frequently updated<br />
*[http://juicy.net63.net/ *juicy] The Ur-Quan Master fan site<br />
<br />
===Similar games===<br />
*[http://timewarp.sourceforge.net/ Star Control TimeWarp] - A Super-Melee clone with network play, multiple ships in the arena at once and multiple new ship designs<br />
*[http://sourceforge.net/projects/aftermath-wars/ Aftermath Wars] - A Super-Melee clone (in very early development) with stunning graphics<br />
*[http://xenoclone.com/project_xenoversus.html Xeno Versus: Space Melee] - A space combat game inspired by Super-Melee<br />
*[http://sourceforge.net/project/showfiles.php?group_id=33424&package_id=25799 Star Control Online] - A Super-Melee clone with up to fourteen ships in the arena at once (uses Super-Melee graphics)<br />
*[http://www.fileplanet.com/dl/dl.asp?/classicgaming/clones/frungy.zip Frungy] - A fan interpretation of the famous [[Zoq-Fot-Pik]] sport [[Frungy]]<br />
<br />
[[Category:About the Star Control series]]</div>Zeracleshttps://wiki.uqm.stack.nl/index.php?title=User_talk:Wombat140&diff=33577User talk:Wombat1402017-02-11T06:06:21Z<p>Zeracles: /* Need help with bug problem */</p>
<hr />
<div>I have zero idea about installing the games and no idea about what forum you're talking about, sorry.<br />
<br />
== Need help with bug problem ==<br />
<br />
I know this is a question for the forums, but I'm asking here because I can't get into the forum; I've registered but the activation e-mail arrives blank wih no link in it. (I've tried requesting another activation e-mail, same result.) Am I right in thinking that the Bugzilla bug reporting thing no longer exists, by the way? <br />
<br />
The problem is simple, I started playing the game but none of the in-game menus have text in them, they're all blank - just 5 blank items, or 4, or 6, as the case may be. Things happen when I select them, it's evidently just the text that's affected. I've been trying to work out what everything does by trial and error, but there are limits to how much you can do that way! (I got as far as orbiting Mercury and scanning it, but can't find a way to land.) Do you know how to fix this? If not, could you maybe post it on the forum for me, please? Would like to be able to find a way past this - loved the game as far as I got!<br />
<br />
:Howdy Camper. this is beyond my range of experise. i'd solve it by deleting the game entirely and then downloading it again. [[User:Donutcity|Donutcity]] ([[User talk:Donutcity|talk]]) 22:23, 30 January 2017 (CET)<br />
::Thanks Donutcity, I might just end up doing that. Everything else works fine, that's the funny thing, but you could be right, our Internet's a bit wobbly and I've had things download with slight blips in them before. By the way I'm running it on Windows XP if that's any help, I forgot to say (not this computer, a different computer which doesn't have Internet and therefore can run whatever I like). And I installed it by the no-Internet method, as per http://wiki.uqm.stack.nl/The_Ur-Quan_Masters_Technical_FAQ#How_do_I_install_the_game_on_Windows_without_an_internet_connection.3F [[User:Wombat140|Wombat140]] ([[User talk:Wombat140|talk]]) 23:37, 30 January 2017 (CET)<br />
:::No, didn't work I'm afraid. Just occurred to me, do you think it might be a missing DLL? (something that the game uses that ought to already be on my computer, rather than being in the installation package, and happens not to be?) I've had problems vaguely like this with other downloaded indie programs before that turned out to be due to missing DLLs. Good news is, I've worked out a few more of the menu items and succeeded in landing on Mercury! I remembered that thing about the UQM files really being ZIP files with a different extension, and opened up the UQM content file to scout around for clues, and found a file called "gamestrings.txt" which includes the text of the menu items in what seems to be roughly the order in which they appear. Rather fun, working it out like a puzzle. I'm now stuck at the bit where you fight the Ilwrath, but I don't think that's the menus' fault, I think that's due to me not having got the hang of fighting yet. :-D [[User:Wombat140|Wombat140]] ([[User talk:Wombat140|talk]]) 20:11, 2 February 2017 (CET)<br />
::::G'day there. Is the forum registration issue one that you'd like to pursue? We could ask about that for you. A bug reporting thing still exists ([https://bugs.uqm.stack.nl/ here]), but that's as much I can contribute about this. That would be the correct place to report the menu text issue, and I see there was some activity there last year, so it's still active. Feel free to ask about the menus though. Cheers --[[User:Zeracles|Zeracles]] ([[User talk:Zeracles|talk]]) 03:00, 4 February 2017 (CET)<br />
:::::That would be good if you could ask whether anything can be done about the forum problem, please. And thanks for the link to the bug reporting thing. (The links for that in the wiki and on the forum seem to be outdated and give a different address which doesn't work.) I might post it in the future... but I haven't got a spare e-mail address and can't face sorting one out. Pity they arranged it like that, I don't see why. [[User:Wombat140|Wombat140]] ([[User talk:Wombat140|talk]]) 15:25, 4 February 2017 (CET)<br />
Been away for a bit with work but am looking into this now - will get back to you soon --[[User:Zeracles|Zeracles]] ([[User talk:Zeracles|talk]]) 07:06, 11 February 2017 (CET)</div>Zeracleshttps://wiki.uqm.stack.nl/index.php?title=User_talk:Wombat140&diff=33576User talk:Wombat1402017-02-11T06:04:21Z<p>Zeracles: moving this discussion to more appropriate location</p>
<hr />
<div>I have zero idea about installing the games and no idea about what forum you're talking about, sorry.<br />
<br />
== Need help with bug problem ==<br />
<br />
I know this is a question for the forums, but I'm asking here because I can't get into the forum; I've registered but the activation e-mail arrives blank wih no link in it. (I've tried requesting another activation e-mail, same result.) Am I right in thinking that the Bugzilla bug reporting thing no longer exists, by the way? <br />
<br />
The problem is simple, I started playing the game but none of the in-game menus have text in them, they're all blank - just 5 blank items, or 4, or 6, as the case may be. Things happen when I select them, it's evidently just the text that's affected. I've been trying to work out what everything does by trial and error, but there are limits to how much you can do that way! (I got as far as orbiting Mercury and scanning it, but can't find a way to land.) Do you know how to fix this? If not, could you maybe post it on the forum for me, please? Would like to be able to find a way past this - loved the game as far as I got!<br />
<br />
:Howdy Camper. this is beyond my range of experise. i'd solve it by deleting the game entirely and then downloading it again. [[User:Donutcity|Donutcity]] ([[User talk:Donutcity|talk]]) 22:23, 30 January 2017 (CET)<br />
::Thanks Donutcity, I might just end up doing that. Everything else works fine, that's the funny thing, but you could be right, our Internet's a bit wobbly and I've had things download with slight blips in them before. By the way I'm running it on Windows XP if that's any help, I forgot to say (not this computer, a different computer which doesn't have Internet and therefore can run whatever I like). And I installed it by the no-Internet method, as per http://wiki.uqm.stack.nl/The_Ur-Quan_Masters_Technical_FAQ#How_do_I_install_the_game_on_Windows_without_an_internet_connection.3F [[User:Wombat140|Wombat140]] ([[User talk:Wombat140|talk]]) 23:37, 30 January 2017 (CET)<br />
:::No, didn't work I'm afraid. Just occurred to me, do you think it might be a missing DLL? (something that the game uses that ought to already be on my computer, rather than being in the installation package, and happens not to be?) I've had problems vaguely like this with other downloaded indie programs before that turned out to be due to missing DLLs. Good news is, I've worked out a few more of the menu items and succeeded in landing on Mercury! I remembered that thing about the UQM files really being ZIP files with a different extension, and opened up the UQM content file to scout around for clues, and found a file called "gamestrings.txt" which includes the text of the menu items in what seems to be roughly the order in which they appear. Rather fun, working it out like a puzzle. I'm now stuck at the bit where you fight the Ilwrath, but I don't think that's the menus' fault, I think that's due to me not having got the hang of fighting yet. :-D [[User:Wombat140|Wombat140]] ([[User talk:Wombat140|talk]]) 20:11, 2 February 2017 (CET)<br />
::::G'day there. Is the forum registration issue one that you'd like to pursue? We could ask about that for you. A bug reporting thing still exists ([https://bugs.uqm.stack.nl/ here]), but that's as much I can contribute about this. That would be the correct place to report the menu text issue, and I see there was some activity there last year, so it's still active. Feel free to ask about the menus though. Cheers --[[User:Zeracles|Zeracles]] ([[User talk:Zeracles|talk]]) 03:00, 4 February 2017 (CET)<br />
:::::That would be good if you could ask whether anything can be done about the forum problem, please. And thanks for the link to the bug reporting thing. (The links for that in the wiki and on the forum seem to be outdated and give a different address which doesn't work.) I might post it in the future... but I haven't got a spare e-mail address and can't face sorting one out. Pity they arranged it like that, I don't see why. [[User:Wombat140|Wombat140]] ([[User talk:Wombat140|talk]]) 15:25, 4 February 2017 (CET)</div>Zeracleshttps://wiki.uqm.stack.nl/index.php?title=Talk:Main_Page&diff=33575Talk:Main Page2017-02-11T06:03:54Z<p>Zeracles: /* Need help with bug problem */ moving this discussion to more appropriate location</p>
<hr />
<div>==Spoiler Warning==<br />
<br />
This warning isn't really the "first", "last", nor "only" spoiler warning. -- [[User:Svdb|SvdB]] 13:24, 27 Oct 2004 (CEST)<br />
<br />
Then call it The Spoiler Warning of Now and Forever. If you really think it's over the top, you can tone it down, but I think it gets the point accross well. [[User:Mmrnmhrm|Mmrnmhrm]] 17:30, 27 Oct 2004 (CEST)<br />
<br />
<br />
<br />
What is the status of the data on this page? Can it all be copied over the main wikipedia due to being free license or is it different to normal wikipedia?<br />
:I would think the folks over at Wikipedia would probably truncate or reject some of our more indepth articles, the logic being that we're the indepth SC2 wiki, and they're the not-so-indepth everything wiki. Aside from that, I would ask the author of the article in question, first. -[[User:Luminar|Luminar]] 00:53, 26 March 2006 (CET)<br />
<br />
::The top of this discussion page looked a bit untidy. I've added a heading to the above conversation, to push it below the contents. [[User:Big Mac|Big Mac]] 12:03, 22 October 2009 (UTC)<br />
<br />
==Spam==<br />
<br />
As long as the spam is looking to delete the bottom-most section, it might as well be a one that's not so important.<br />
<br />
:It's not that important actually. There's already a link to the copyright page on the bottom of every page here.<br />
:&mdash; [[User:Svdb|SvdB]] 11:12, 28 January 2006 (CET)<br />
<br />
:I daresay the spam has developed to a more malicious and overwhelming level rather than just petty and annoying. How long has this crap been going on for, and is there any way we can actually prevent or protect against spam before it actually happens, because otherwise all of the work on this wiki is going to be counter-vandalism. I feel kind of bad myself for choking up the change log with pseudo-reversions rather than actual article work. -[[User:Luminar|Luminar]] 16:58, 9 March 2006 (CET)<br />
<br />
::Perhaps we can implement a bot-defense system such as a captcha (prompting users to type in a random word that appears in an image) on either a per-registration, per-login, or per-post basis. Per-post would be the most effective, but it might be a hindrance to actual contributors.<br />
::I think the newer versions of mediawiki come with a captcha option... it's certainly worth a try. -[[User:Fadookie|Fadookie]] 07:56, 10 March 2006 (CET)<br />
<br />
:::I just noticed that on wikiquote, they automatically detect when you are adding external links to a page and generate a captcha. (Captchas are not generated for normal editing.) If there's any way for us to enable this feature, I think we ought to ASAP. It should help tremendously with hindering spammers, while not getting in the way of day-to-day wiki operations for our editors. -[[User:Fadookie|Fadookie]] 17:25, 14 April 2006 (CEST)<br />
<br />
::::I just realized someone had already enabled this feature when I was adding an external link to the music section. That's good then, hopefully it will deter the link spammers. -[[User:Fadookie|Fadookie]] 19:24, 14 April 2006 (CEST)<br />
<br />
:::::Yeah, on the 11 March. It doesn't so much deter spam as make automated spam impractical. And it's quite noticable. We now only have the occasional manual spammer. &mdash; [[User:Svdb|SvdB]] 12:37, 15 April 2006 (CEST)<br />
<br />
::::::Getting spammed rather badly again now, in the form of huge numbers of presumably fake users being added. I don't know whether this causes a problem (beyond messing up "Recent changes" since each new user appears as a change); if so, presumably putting a Captcha on registration would fix it. [[User:Wombat140|Wombat140]] ([[User talk:Wombat140|talk]]) 15:27, 30 January 2017 (CET)<br />
<br />
==Suggestions==<br />
I suggest putting links to the other SC2-related websites on the mainpage, e.g.<br />
Forum http://uqm.stack.nl/forum, sf.net, bug-report-page, etc.<br />
-[[User:HaJo|HaJo]] 22 February 2006 (CET)<br />
:Well, there is already a wikilink to the [[Links]] page down in the lower left. --[[User:Fyzixfighter|Fyzixfighter]] 01:47, 23 February 2006 (CET)<br />
<br />
<br />
Perhaps this page should be protected since it sees a lot of vandalism?<br />
--[[User:Luminar|Luminar]] 21:53, 24 February 2006 (CET)<br />
<br />
:That wouldn't help. They'd just pick another page. This way at least it's easy to see, and it's better that this page is spammed than some article page.<br />
:&mdash; [[User:Svdb|SvdB]] 05:43, 25 February 2006 (CET)<br />
<br />
Assertion 1: Ur-quan masters equivalent of Star Control II. Assertion 2: Star Control I and Star Control III are in existence. Assertion 3: Full knowledge of Star Control requires full knowledge of series. Assertion 4: Database identified as Ultronomicon deals exclusively with Ur-quan Masters. Conclusion A: Star Control databases must include information on Star Control I and Star Control III. Conclusion B: Database identified as Ultronomicon is incomplete. Query: Units identified as Humans from Earth are directed to either affirm or negate this argument. [[User:Daktaklakpak|Daktaklakpak]] 00:35, 10 February 2007 (CET)<br />
<br />
The Ultronomicon is not for SC3 stuff. See your talk page. &mdash; [[User:Svdb|SvdB]] 18:05, 10 February 2007 (CET)<br />
<br />
Statment: Information reveiwed. Query: Reasons as to ordering. Assertion 1: Wikis allow fanfic articles. Assertion 1 sub a: See [[Black Spathi Squadron]]. Assertion 2: SC3 equivalent of fanfic and/or cannon. Conclusion: Exclusion of SC3 equivalent of prejeduce. -An attempt to be logical by [[User:Daktaklakpak|Daktaklakpak]] 22:00, 14 February 2007 (CET)<br />
<br />
:The BSS page is not fanfic. The page does briefly include a reference/meta-information to the use of the BSS in fanfic. In reality, we've tried specifically to keep fanfic out. As SvdB has already pointed out to you ''numerous'' times, the Ultronomicon is dedicated to the description of the Star Control universe as intended by TFB (see [[Canon]]). The BSS is in that universe, hence the page. SC3 was not created by TFB, therefore none of the mythology, history, or other information of the SC universe it presents will be included in the Ultronomicon. period. This is not prejudice, as those of us of this opinion have likely played SC3, measured it and found it lackluster in comparison to TFB's SC1 and SC2. If you want to add information from SC1 or SC2, please do. Otherwise, please refrain from continuing to flog a decaying equine. --[[User:Fyzixfighter|Fyzixfighter]] 22:38, 14 February 2007 (CET)<br />
<br />
Daktaklakpak: You'll find that the administrators of the Ultronomicon are on one line regarding this policy. If you want to contribute, there's still plenty to be done. But what you're doing now is just a waste of time. &mdash; [[User:Svdb|SvdB]] 00:04, 15 February 2007 (CET)<br />
<br />
Query: Ownership of Trademark equivalent of Accolade. -Another attempt at logic by [[User:Daktaklakpak|Daktaklakpak]] 01:20, 16 February 2007 (CET)<br />
<br />
<br />
Hi there. Sorry, this is probably not the best place, but I don't know where else to put my comment. I'd like to see more screenshots of the actual game. I've never played or seen The Ur-Quan Masters or Star Control, and so to fully understand and learn about them I need to SEE something....... I came here from the Wikipedia article about Star Control.<br />
Yours interestedly,<br />
Gregor --[[User:89.196.12.185|89.196.12.185]] 12:51, 10 July 2007 (CEST)<br />
<br />
== Nice work ==<br />
<br />
I haven't really been paying attention to the developments on the Ultronomicon, but I must say it keeps getting better. I'm glad to see that people are still spending time on it.<br />
<br />
As I see it, the weak points at the moment are the overview pages. In particular the [[Main Page]] and some of the pages it links to are pretty bad (mainly the layout). As those are the pages which a first-time visitor will see first, improving them could significally help the general impression people get when they visit the Ultronomicon.<br />
&mdash; [[User:Svdb|SvdB]] 21:42, 23 March 2008 (CET)<br />
<br />
<br />
Elvish Pillager's Crazy Mod has its own section devoted to it so I guess you could make a wiki page for that. If you want webspace to host that quiz, The Pages of Now and Forever would be a better place to look. --[[User:Shiver|Shiver]] 05:27, 14 October 2008 (CEST)<br />
<br />
:[[EP-Mod]] only has a page devoted to it because it is a major modification. This quiz is just a minor project. This site is primarily for information on Star Control (both the universe and the games). [[User:Valaggar|Valaggar]] 13:51, 14 October 2008 (CEST)<br />
<br />
::I have to agree with Val on this one. IMO it doesn't merit a page, but we could add a link for it at [[Links#Fan pages]]. Another good metric (though not a perfect one) for fan-made stuff is how widespread/popular/talked-about it is in the fan community. Just my two cents though. --[[User:Fyzixfighter|Fyzixfighter]] 00:00, 18 October 2008 (CEST)<br />
<br />
== I suggest you move 'Main Page' to 'Ultramonicon' ==<br />
<br />
If you move your 'Main Page' to 'Ultranomicon' then it will improve your search engine optimisation and make the way your main page shows up on Google (and other search engines) look a lot better.<br />
<br />
You will need to do a bit of behind the scenes work, to get the navigation menu to update, but I think it will be worth the effort. [[User:Big Mac|Big Mac]] 12:12, 22 October 2009 (UTC)<br />
<br />
: We're already the top entry on Google for "Ultronomicon". In what way would our main page look a lot better on Google? &mdash; [[User:Svdb|SvdB]] 06:50, 23 October 2009 (UTC)<br />
<br />
:: I think I see the "problem". Unfortunately, probably not correctable. A search for "ultranomicon" returns this site as the 10th or so listing. Which would probably be about correct, since this site is an Ultronomicon and not an Ultranomicon. If you moved 'Main Page' to the misspelled variant, it could marginally affect Google's ranking, but probably quite little. What might work though, would be if other sites that link to here, left their links titled with the misspelled variation instead of the correct one. Not a good tradeoff, though.--[[User:Slylandro Spambot|Slylandro Spambot]] ([[User talk:Slylandro Spambot|talk]]) 22:07, 13 August 2012 (CEST)<br />
<br />
== Is this wiki still alive? ==<br />
Please, comment on this and make me think I'm not the only one frequenting this wiki :)<br />
<br />
:It's [[Ultronomicon:To-do|not finished]]. Did you try [[Special:RecentChanges|Recent Changes]]? If you're looking for the broader SC-community, I heartily recommend it; try [http://uqm.stack.nl/forum/ UQMF], [http://www.star-control.com/ PNF] or [http://community.livejournal.com/frungylovers/ Frungy Lovers]. If you're interested in fan projects, there are a few of those floating around. --[[User:Zeracles|Zeracles]] 08:31, 9 March 2010 (UTC)<br />
<br />
:Yes, the wiki is still alive. I haven't seen any major page overhauls in a long time, but we're still here. --[[User:Shiver|Shiver]] 09:55, 5 February 2011 (UTC)<br />
<br />
==``Hello"==<br />
This is just a friendly heads up that edits on this page merely comprising variants of ``hello" will be regarded as spam and reverted, though we welcome contributions here or anywhere else on the wiki of course. If you just want to hang out with your star control friends, the best places are [http://uqm.stack.nl/forum/ here], [http://www.star-control.com/community/ here] and [http://community.livejournal.com/frungylovers/ here]. Looking forward to seeing you on the forums! --[[User:Zeracles|Zeracles]] 10:28, 18 May 2010 (UTC)<br />
<br />
==Question==<br />
Is there a chance that the game could become an App? Maybe this could make it popular again. --[[Special:Contributions/93.220.42.3|93.220.42.3]] 10:37, 10 October 2011 (UTC)<br />
:People have talked about is before. See [http://forum.uqm.stack.nl/ the UQM forum]. &mdash; [[User:Svdb|SvdB]] 17:10, 11 October 2011 (UTC)</div>Zeracleshttps://wiki.uqm.stack.nl/index.php?title=Talk:Main_Page&diff=33572Talk:Main Page2017-02-04T02:00:34Z<p>Zeracles: /* Need help with bug problem */</p>
<hr />
<div>==Spoiler Warning==<br />
<br />
This warning isn't really the "first", "last", nor "only" spoiler warning. -- [[User:Svdb|SvdB]] 13:24, 27 Oct 2004 (CEST)<br />
<br />
Then call it The Spoiler Warning of Now and Forever. If you really think it's over the top, you can tone it down, but I think it gets the point accross well. [[User:Mmrnmhrm|Mmrnmhrm]] 17:30, 27 Oct 2004 (CEST)<br />
<br />
<br />
<br />
What is the status of the data on this page? Can it all be copied over the main wikipedia due to being free license or is it different to normal wikipedia?<br />
:I would think the folks over at Wikipedia would probably truncate or reject some of our more indepth articles, the logic being that we're the indepth SC2 wiki, and they're the not-so-indepth everything wiki. Aside from that, I would ask the author of the article in question, first. -[[User:Luminar|Luminar]] 00:53, 26 March 2006 (CET)<br />
<br />
::The top of this discussion page looked a bit untidy. I've added a heading to the above conversation, to push it below the contents. [[User:Big Mac|Big Mac]] 12:03, 22 October 2009 (UTC)<br />
<br />
==Spam==<br />
<br />
As long as the spam is looking to delete the bottom-most section, it might as well be a one that's not so important.<br />
<br />
:It's not that important actually. There's already a link to the copyright page on the bottom of every page here.<br />
:&mdash; [[User:Svdb|SvdB]] 11:12, 28 January 2006 (CET)<br />
<br />
:I daresay the spam has developed to a more malicious and overwhelming level rather than just petty and annoying. How long has this crap been going on for, and is there any way we can actually prevent or protect against spam before it actually happens, because otherwise all of the work on this wiki is going to be counter-vandalism. I feel kind of bad myself for choking up the change log with pseudo-reversions rather than actual article work. -[[User:Luminar|Luminar]] 16:58, 9 March 2006 (CET)<br />
<br />
::Perhaps we can implement a bot-defense system such as a captcha (prompting users to type in a random word that appears in an image) on either a per-registration, per-login, or per-post basis. Per-post would be the most effective, but it might be a hindrance to actual contributors.<br />
::I think the newer versions of mediawiki come with a captcha option... it's certainly worth a try. -[[User:Fadookie|Fadookie]] 07:56, 10 March 2006 (CET)<br />
<br />
:::I just noticed that on wikiquote, they automatically detect when you are adding external links to a page and generate a captcha. (Captchas are not generated for normal editing.) If there's any way for us to enable this feature, I think we ought to ASAP. It should help tremendously with hindering spammers, while not getting in the way of day-to-day wiki operations for our editors. -[[User:Fadookie|Fadookie]] 17:25, 14 April 2006 (CEST)<br />
<br />
::::I just realized someone had already enabled this feature when I was adding an external link to the music section. That's good then, hopefully it will deter the link spammers. -[[User:Fadookie|Fadookie]] 19:24, 14 April 2006 (CEST)<br />
<br />
:::::Yeah, on the 11 March. It doesn't so much deter spam as make automated spam impractical. And it's quite noticable. We now only have the occasional manual spammer. &mdash; [[User:Svdb|SvdB]] 12:37, 15 April 2006 (CEST)<br />
<br />
::::::Getting spammed rather badly again now, in the form of huge numbers of presumably fake users being added. I don't know whether this causes a problem (beyond messing up "Recent changes" since each new user appears as a change); if so, presumably putting a Captcha on registration would fix it. [[User:Wombat140|Wombat140]] ([[User talk:Wombat140|talk]]) 15:27, 30 January 2017 (CET)<br />
<br />
==Suggestions==<br />
I suggest putting links to the other SC2-related websites on the mainpage, e.g.<br />
Forum http://uqm.stack.nl/forum, sf.net, bug-report-page, etc.<br />
-[[User:HaJo|HaJo]] 22 February 2006 (CET)<br />
:Well, there is already a wikilink to the [[Links]] page down in the lower left. --[[User:Fyzixfighter|Fyzixfighter]] 01:47, 23 February 2006 (CET)<br />
<br />
<br />
Perhaps this page should be protected since it sees a lot of vandalism?<br />
--[[User:Luminar|Luminar]] 21:53, 24 February 2006 (CET)<br />
<br />
:That wouldn't help. They'd just pick another page. This way at least it's easy to see, and it's better that this page is spammed than some article page.<br />
:&mdash; [[User:Svdb|SvdB]] 05:43, 25 February 2006 (CET)<br />
<br />
Assertion 1: Ur-quan masters equivalent of Star Control II. Assertion 2: Star Control I and Star Control III are in existence. Assertion 3: Full knowledge of Star Control requires full knowledge of series. Assertion 4: Database identified as Ultronomicon deals exclusively with Ur-quan Masters. Conclusion A: Star Control databases must include information on Star Control I and Star Control III. Conclusion B: Database identified as Ultronomicon is incomplete. Query: Units identified as Humans from Earth are directed to either affirm or negate this argument. [[User:Daktaklakpak|Daktaklakpak]] 00:35, 10 February 2007 (CET)<br />
<br />
The Ultronomicon is not for SC3 stuff. See your talk page. &mdash; [[User:Svdb|SvdB]] 18:05, 10 February 2007 (CET)<br />
<br />
Statment: Information reveiwed. Query: Reasons as to ordering. Assertion 1: Wikis allow fanfic articles. Assertion 1 sub a: See [[Black Spathi Squadron]]. Assertion 2: SC3 equivalent of fanfic and/or cannon. Conclusion: Exclusion of SC3 equivalent of prejeduce. -An attempt to be logical by [[User:Daktaklakpak|Daktaklakpak]] 22:00, 14 February 2007 (CET)<br />
<br />
:The BSS page is not fanfic. The page does briefly include a reference/meta-information to the use of the BSS in fanfic. In reality, we've tried specifically to keep fanfic out. As SvdB has already pointed out to you ''numerous'' times, the Ultronomicon is dedicated to the description of the Star Control universe as intended by TFB (see [[Canon]]). The BSS is in that universe, hence the page. SC3 was not created by TFB, therefore none of the mythology, history, or other information of the SC universe it presents will be included in the Ultronomicon. period. This is not prejudice, as those of us of this opinion have likely played SC3, measured it and found it lackluster in comparison to TFB's SC1 and SC2. If you want to add information from SC1 or SC2, please do. Otherwise, please refrain from continuing to flog a decaying equine. --[[User:Fyzixfighter|Fyzixfighter]] 22:38, 14 February 2007 (CET)<br />
<br />
Daktaklakpak: You'll find that the administrators of the Ultronomicon are on one line regarding this policy. If you want to contribute, there's still plenty to be done. But what you're doing now is just a waste of time. &mdash; [[User:Svdb|SvdB]] 00:04, 15 February 2007 (CET)<br />
<br />
Query: Ownership of Trademark equivalent of Accolade. -Another attempt at logic by [[User:Daktaklakpak|Daktaklakpak]] 01:20, 16 February 2007 (CET)<br />
<br />
<br />
Hi there. Sorry, this is probably not the best place, but I don't know where else to put my comment. I'd like to see more screenshots of the actual game. I've never played or seen The Ur-Quan Masters or Star Control, and so to fully understand and learn about them I need to SEE something....... I came here from the Wikipedia article about Star Control.<br />
Yours interestedly,<br />
Gregor --[[User:89.196.12.185|89.196.12.185]] 12:51, 10 July 2007 (CEST)<br />
<br />
== Nice work ==<br />
<br />
I haven't really been paying attention to the developments on the Ultronomicon, but I must say it keeps getting better. I'm glad to see that people are still spending time on it.<br />
<br />
As I see it, the weak points at the moment are the overview pages. In particular the [[Main Page]] and some of the pages it links to are pretty bad (mainly the layout). As those are the pages which a first-time visitor will see first, improving them could significally help the general impression people get when they visit the Ultronomicon.<br />
&mdash; [[User:Svdb|SvdB]] 21:42, 23 March 2008 (CET)<br />
<br />
<br />
Elvish Pillager's Crazy Mod has its own section devoted to it so I guess you could make a wiki page for that. If you want webspace to host that quiz, The Pages of Now and Forever would be a better place to look. --[[User:Shiver|Shiver]] 05:27, 14 October 2008 (CEST)<br />
<br />
:[[EP-Mod]] only has a page devoted to it because it is a major modification. This quiz is just a minor project. This site is primarily for information on Star Control (both the universe and the games). [[User:Valaggar|Valaggar]] 13:51, 14 October 2008 (CEST)<br />
<br />
::I have to agree with Val on this one. IMO it doesn't merit a page, but we could add a link for it at [[Links#Fan pages]]. Another good metric (though not a perfect one) for fan-made stuff is how widespread/popular/talked-about it is in the fan community. Just my two cents though. --[[User:Fyzixfighter|Fyzixfighter]] 00:00, 18 October 2008 (CEST)<br />
<br />
== I suggest you move 'Main Page' to 'Ultramonicon' ==<br />
<br />
If you move your 'Main Page' to 'Ultranomicon' then it will improve your search engine optimisation and make the way your main page shows up on Google (and other search engines) look a lot better.<br />
<br />
You will need to do a bit of behind the scenes work, to get the navigation menu to update, but I think it will be worth the effort. [[User:Big Mac|Big Mac]] 12:12, 22 October 2009 (UTC)<br />
<br />
: We're already the top entry on Google for "Ultronomicon". In what way would our main page look a lot better on Google? &mdash; [[User:Svdb|SvdB]] 06:50, 23 October 2009 (UTC)<br />
<br />
:: I think I see the "problem". Unfortunately, probably not correctable. A search for "ultranomicon" returns this site as the 10th or so listing. Which would probably be about correct, since this site is an Ultronomicon and not an Ultranomicon. If you moved 'Main Page' to the misspelled variant, it could marginally affect Google's ranking, but probably quite little. What might work though, would be if other sites that link to here, left their links titled with the misspelled variation instead of the correct one. Not a good tradeoff, though.--[[User:Slylandro Spambot|Slylandro Spambot]] ([[User talk:Slylandro Spambot|talk]]) 22:07, 13 August 2012 (CEST)<br />
<br />
== Is this wiki still alive? ==<br />
Please, comment on this and make me think I'm not the only one frequenting this wiki :)<br />
<br />
:It's [[Ultronomicon:To-do|not finished]]. Did you try [[Special:RecentChanges|Recent Changes]]? If you're looking for the broader SC-community, I heartily recommend it; try [http://uqm.stack.nl/forum/ UQMF], [http://www.star-control.com/ PNF] or [http://community.livejournal.com/frungylovers/ Frungy Lovers]. If you're interested in fan projects, there are a few of those floating around. --[[User:Zeracles|Zeracles]] 08:31, 9 March 2010 (UTC)<br />
<br />
:Yes, the wiki is still alive. I haven't seen any major page overhauls in a long time, but we're still here. --[[User:Shiver|Shiver]] 09:55, 5 February 2011 (UTC)<br />
<br />
==``Hello"==<br />
This is just a friendly heads up that edits on this page merely comprising variants of ``hello" will be regarded as spam and reverted, though we welcome contributions here or anywhere else on the wiki of course. If you just want to hang out with your star control friends, the best places are [http://uqm.stack.nl/forum/ here], [http://www.star-control.com/community/ here] and [http://community.livejournal.com/frungylovers/ here]. Looking forward to seeing you on the forums! --[[User:Zeracles|Zeracles]] 10:28, 18 May 2010 (UTC)<br />
<br />
==Question==<br />
Is there a chance that the game could become an App? Maybe this could make it popular again. --[[Special:Contributions/93.220.42.3|93.220.42.3]] 10:37, 10 October 2011 (UTC)<br />
:People have talked about is before. See [http://forum.uqm.stack.nl/ the UQM forum]. &mdash; [[User:Svdb|SvdB]] 17:10, 11 October 2011 (UTC)<br />
<br />
== Need help with bug problem ==<br />
<br />
I know this is a question for the forums, but I'm asking here because I can't get into the forum; I've registered but the activation e-mail arrives blank wih no link in it. (I've tried requesting another activation e-mail, same result.) Am I right in thinking that the Bugzilla bug reporting thing no longer exists, by the way? <br />
<br />
The problem is simple, I started playing the game but none of the in-game menus have text in them, they're all blank - just 5 blank items, or 4, or 6, as the case may be. Things happen when I select them, it's evidently just the text that's affected. I've been trying to work out what everything does by trial and error, but there are limits to how much you can do that way! (I got as far as orbiting Mercury and scanning it, but can't find a way to land.) Do you know how to fix this? If not, could you maybe post it on the forum for me, please? Would like to be able to find a way past this - loved the game as far as I got!<br />
<br />
:Howdy Camper. this is beyond my range of experise. i'd solve it by deleting the game entirely and then downloading it again. [[User:Donutcity|Donutcity]] ([[User talk:Donutcity|talk]]) 22:23, 30 January 2017 (CET)<br />
::Thanks Donutcity, I might just end up doing that. Everything else works fine, that's the funny thing, but you could be right, our Internet's a bit wobbly and I've had things download with slight blips in them before. By the way I'm running it on Windows XP if that's any help, I forgot to say (not this computer, a different computer which doesn't have Internet and therefore can run whatever I like). And I installed it by the no-Internet method, as per http://wiki.uqm.stack.nl/The_Ur-Quan_Masters_Technical_FAQ#How_do_I_install_the_game_on_Windows_without_an_internet_connection.3F [[User:Wombat140|Wombat140]] ([[User talk:Wombat140|talk]]) 23:37, 30 January 2017 (CET)<br />
:::No, didn't work I'm afraid. Just occurred to me, do you think it might be a missing DLL? (something that the game uses that ought to already be on my computer, rather than being in the installation package, and happens not to be?) I've had problems vaguely like this with other downloaded indie programs before that turned out to be due to missing DLLs. Good news is, I've worked out a few more of the menu items and succeeded in landing on Mercury! I remembered that thing about the UQM files really being ZIP files with a different extension, and opened up the UQM content file to scout around for clues, and found a file called "gamestrings.txt" which includes the text of the menu items in what seems to be roughly the order in which they appear. Rather fun, working it out like a puzzle. I'm now stuck at the bit where you fight the Ilwrath, but I don't think that's the menus' fault, I think that's due to me not having got the hang of fighting yet. :-D [[User:Wombat140|Wombat140]] ([[User talk:Wombat140|talk]]) 20:11, 2 February 2017 (CET)<br />
::::G'day there. Is the forum registration issue one that you'd like to pursue? We could ask about that for you. A bug reporting thing still exists ([https://bugs.uqm.stack.nl/ here]), but that's as much I can contribute about this. That would be the correct place to report the menu text issue, and I see there was some activity there last year, so it's still active. Feel free to ask about the menus though. Cheers --[[User:Zeracles|Zeracles]] ([[User talk:Zeracles|talk]]) 03:00, 4 February 2017 (CET)</div>Zeracleshttps://wiki.uqm.stack.nl/index.php?title=Super_Melee_rulesets&diff=33517Super Melee rulesets2016-07-23T07:04:05Z<p>Zeracles: Tidied up a little, moved some content into comment tag because I'm not sure what it meant</p>
<hr />
<div>==Preface==<br />
The Ur-Quan Masters provides a networked Super Melee arena and point costs for all the ships, but no standardized rules. Thus, different groups of fans have developed different rule sets for putting together their fleets for battle. This page is an attempt to collect all such rule sets and describe them. If you've played using rules that aren't described here, by all means add them!<br />
<br />
<br />
==Standard Rules for #uqm-arena== <br />
Players may use only one ship of each type and build up to a maximum fleet size of 200 points. The Thraddash Torch is banned. No game modifications are used.<br />
<br />
*In a serious game or tournament you are expected to build your team before connecting so that you can't base your ship choices on knowledge of your opponent's team.<br />
<br />
*Point limits other than 200 can be used, although they are uncommon. The outcome of a lower point game is drastically affected by each player's fleet composition, while higher point games don't leave much room for choice in fleet selection.<br />
<br />
*The [[Thraddash]] [[Torch]] is banned because the ship has the potential to stall matches and upset game balance if played to its limit.<br />
<br />
*Stalemates are resolved by forcing the faster of the two ships in play to go on the offensive.<br />
<br />
*Game modifications have become quite prevalent recently, making the standard rule set less ubiquitous.<br />
<br />
<br />
==Fleet Setup Rules==<br />
<br />
====No Duplicate Ships====<br />
<br />
No more than one of each ship type can appear in a player's fleet. This forces ship variety and prevents a player's fleet setup from having too much impact on the outcome of the melee match.<br />
<br />
====Duplicate Ships====<br />
<br />
The game can also be played simply with a point limit and no restriction on duplicate ships; this has fallen out of use since the result depends mostly on the teams used. Certain ship types tend to dominate most others. However, this ruleset has seen revival recently in games played with [[User:Shiver/Balance Mod|Shiver's Balance Mod]], which handles duplicates better than vanilla UQM.<br />
<br />
*In order to reasonably allow more of the same ship, players can take turns picking ships rather than connecting to each other with predetermined fleets.<br />
<br />
*30pt ships can be limited or banned, to keep them from skewing the game heavily.<br />
<br />
====Crap Fleets====<br />
<br />
In order for some of the less commonly used ships to see use, some players like to play with each player designing the other player's fleet. The fleet point limit should be considered a minimum rather than a maximum. This can be played with various point totals or allowances for duplicate ships, although duplicates can lead to undesirable results such as a fleet full of [[Drone|Drones]].<br />
<br />
====Random Teams====<br />
<br />
A random team can be more interesting, as you will often end up without such omnipresent mainstays as the [[Utwig]] [[Jugger]].<br />
<br />
====Auction====<br />
<br />
Players get a pool of points and ships are auctioned off to the highest bidder. The details of auction procedure are up to the players. Ideally, a separate person outside of the game should act as auctioneer. This format is best used with 4 or 6 players playing a tournament with their auction-bought ships and multiple copies of every ship type up for auction.<br />
<br />
====Fixed Number of Ships====<br />
<br />
Disregard point values and limit fleets by quantity. A "No Duplicates" rule is strongly recommended in conjunction with this. This places an emphasis on large, expensive craft or the opposite when combined with "Crap Fleets".<br />
<br />
====Alliance vs. Hierarchy====<br />
<br />
A match with the predetermined teams "Old Alliance Ships" against "Old Hierarchy Ships". It's an interesting match, since the creators of the game went to a great deal of effort to balance it in Star Control I. Unfortunately, it seems to favor the Alliance.<br />
<br />
<br />
==Other Rules==<br />
<br />
====Random Ship Selection====<br />
<br />
Use the random select button whenever the game prompts you to choose which ship to send into the arena. Ideally, both players should immediately mash this button any time the ship selection screen comes up to remove any doubt of cheating. This format is not great for fair competition, but the unusual ship match-ups add a lot of variety to the game. Random Ship Selection is best combined with a ban on 30pt ships, which tend to heavily skew a match depending on what is drawn against them.<br />
<br />
====Battle victor chooses ship for loser====<br />
Requires communication between players when ships are selected. When playing by the usual rules, the player who has just lost a ship picks a ship to easily defeat the other player's current ship. However, under these rules, the player with the victorious ship makes this choice for the player who has just lost a ship.<br />
<!-- damn unfortunately my command of English is ... Zer: not sure what these meant: This makes game much more needle. In case of Scout making successful hit, --><br />
<br />
====Left-to-Right====<br />
<br />
* Deploy ships in the order they are on your fleet list, starting from the upper-left ship slot and proceeding right.<br />
<br />
====Handicaps====<br />
<br />
* Disable one of the turning keys.<br />
<br />
* Play with a controller that makes the game more difficult, such as a joystick or dance pad.<br />
<br />
* Play with only one hand.<br />
<br />
* Play drunk.<br />
<br />
* Play high.<br />
<br />
<br />
[[Category:Game_mechanics]]</div>Zeracleshttps://wiki.uqm.stack.nl/index.php?title=Talk:Acid_World&diff=33403Talk:Acid World2016-03-29T07:05:20Z<p>Zeracles: reply</p>
<hr />
<div>New to wiki editing and this was my first attempt at a page. Have just found a discussion while digging around related to individual planet pages, and it seems that they were intentionally removed and converted to the single page listing in the past. Based on this, I would assume, my changes may not be desirable and thus I shall make no more for the moment until additional guidance is received.<br />
<br />
I am currently working on a series of planet art pieces for SC2 and was surprised that more details on the world types did not exist. My overall aim would be to continue as per this acid world page, improving on the details offered with regards to resources etc and also a listing of known worlds (and possibly their core stats). As I am anyway producing art work for my own project I'd thought to add them here as well.<br />
<br />
If nothing else, the list of planet types page could use some serious sprucing up as it provides little useful data. Perhaps some additional detailing and imagery can be added in place of individual planet pages.<br />
<br />
:My inclination is that if you can flesh out individual pages on these with enough non-trivial content, it might be fine. Make the best case you can for it with this page? Any planet art pieces you include should be clearly identified as fan-made (as on the ship pages with VileRancour's art). Before creating a lot of new pages, maybe wait for a bit and see whether anyone else has an opinion. Cheers --[[User:Zeracles|Zeracles]] ([[User talk:Zeracles|talk]]) 09:05, 29 March 2016 (CEST)</div>Zeracleshttps://wiki.uqm.stack.nl/index.php?title=Talk:DataPlate&diff=33273Talk:DataPlate2015-12-29T06:34:44Z<p>Zeracles: /* Hayes shout out */ verified</p>
<hr />
<div>==Hayes shout out==<br />
Hayes mentions the plates in game, even tho they had been omitted? Not a shock considering the work that goes into programming, but i'm trying to verify it. [[User:Donutcity|Donutcity]] ([[User talk:Donutcity|talk]]) 01:29, 29 December 2015 (CET)<br />
:From [http://sourceforge.net/p/sc2/uqm/ci/master/tree/sc2/content/base/comm/starbase/starbase.txt#l479 here]: ''We've found evidence of their presence just about everywhere from an orbital platform in Alpha Centauri, to a stack of DataPlates in a cave on Pluto to some nameless widget found in a voodoo shop in New Orleans.'' Cheers --[[User:Zeracles|Zeracles]] ([[User talk:Zeracles|talk]]) 07:34, 29 December 2015 (CET)</div>Zeracleshttps://wiki.uqm.stack.nl/index.php?title=User:Zeracles&diff=33200User:Zeracles2015-12-03T08:45:50Z<p>Zeracles: update link</p>
<hr />
<div>G'day there. I hang around here and on the forums ([http://www.star-control.com/community/ PNF/SCDB] and [http://uqm.stack.nl/forum/ UQMF]) chatting about Star Control, its community and occasionally doing stuff for the projects that good folks have started around the place. Star Control II is one of the first games I ever played, and if you're a Star Control fan too, I hope to see you around. Although I haven't done much work here for a while, I'm interested in helping to make things better and clarifying what can be improved in the main body of articles on this wiki. <br />
<br />
In real life I have an interest in [http://mesprylum.xyz/ astrophysics] and some experience (in order of decreasing competence) with matlab/octave, python and C. Although I'm not much of a gamer, I also like Doom, StarCraft and [http://www.baggygreen.com.au/ cricket]. I can be reached via my [[User talk:Zeracles|talk page]], or by PM on one of the forums. Cheers!<br />
==Current Projects==<br />
===History of the Star Control Fan Universe===<br />
Some speak of the internet as a collective intelligence, with its denizens as the neurons, etc. And every intelligence needs a memory. Of course the threads are still in the forum archives, but left like that, it isn't very well organised, and is effectively forgotten because it's not easy to find stuff. While some of what happens on the forums is mostly there for currency, some of it is worth remembering, and I think it would be good to make those threads easily accessible to any who may find them useful. It's a big job and I'm really just getting started. If you have some input I'm happy to hear it.<br />
<br />
[[User:Zeracles/History of the Star Control fan universe/Thread Catalogue|Thread Catalogue]]<br />
===Miscellany for Dragon's SC1 Remake===<br />
This is some procedurally generated art, and starmaps I worked on for [http://www.star-control.com/community/viewtopic.php?t=42 Dragon's SC1 remake]. Death 999 contributed part of the link-generating algorithm that I have demonstrated and implemented in both matlab/octave and C.<br />
<br />
[[User:Zeracles/Background|Starry Background]]<br />
<br />
[[User:Zeracles/Starmap|Starmap]]<br />
===<del>Project 6014</del>===<br />
<del>Like many others, I'm doing a little on this sequel mod for UQM. I'm working on concept, dialogue and whatever else time permits for a species new to 6014's plot.</del> This project has unfortunately descended into mediocrity and infighting.<br />
<br />
==Projects On Ice==<br />
I don't really have a lot of time for Star Controlling, which stops me from doing stuff and it sucks. I don't have time for these projects right now.<br />
===Planet Landing Risk-Reward Formula===<br />
[[User:PsiPhi|PsiPhi]] first mentioned this idea [[User talk:PsiPhi/StarBox|in 2005]] (not that I was around, or even knew the ultronomicon existed at the time), and in october 2007 got us working on it [[Talk:Planet landing risk-reward formula|here]]. This is an excellent idea, but as he said back then, it's ambitious. We ([[User:PsiPhi|PsiPhi]], [[User:Fyzixfighter|Fyzixfighter]], [[User:Valaggar|Valaggar]] and yours truly) have been discussing it since, and many interesting and challenging issues have come up. This is one of those problems which I think gets more interesting the harder it gets. From my perspective it's great that some of the things I've learned in research are finding a use in Star Control.<br />
<br />
[[Talk:Planet landing risk-reward formula|Planet Landing Risk-Reward Formula Discussion]]<br />
===Balancing the Prices of UQM's Ships===<br />
This was initiated by [[User:Valaggar|Valaggar]]. Valaggar's implementation is clever, though he acknowledges the input of Elvish Pillager. See [[User_talk:Zeracles#Balancing_the_prices_of_UQM.27s_ships|here]].<br />
==User Pages==<br />
[[User:Zeracles/History of the Star Control fan universe/Thread Catalogue|Thread Catalogue]]<br />
<br />
[[User:Zeracles/Background|Starry Background]]<br />
<br />
[[User:Zeracles/Starmap|Starmap]]<br />
<br />
[[User:Zeracles/Deconstructing the UQM source|Deconstructing the UQM Source]]</div>Zeracleshttps://wiki.uqm.stack.nl/index.php?title=X-Form&diff=33199X-Form2015-12-03T08:43:22Z<p>Zeracles: /* Tactical Overview */ made this line more precise (I think)</p>
<hr />
<div>__NOTOC__<br />
[[Image:Star_control_i_x-form_databank.png|thumb|306px|Starship Databank Entry]]<br />
<br />
Flexibility is the key to survival. The robotic [[Mmrnmhrm]] understood this concept, as proven by their agreement to join the [[Chenjesu]] in their "Process", and their warships have integrated this concept wholly and fully. The Mmrnmhrm '''X-Form''', also known as the Mmrnmhrm '''Transformer''', could quickly transform from the slow but powerful X-Wing form to the quick, stinging Y-Wing form.{{ref|1}}<br />
<br />
==Propulsion==<br />
===X-Wing===<br />
The X-Wing form has an excellent turning rate, allowing it quickly to bring its formidable weaponry to bear upon its opponents. Its top speed is very low.<br />
<br />
===Y-Wing===<br />
The quick Y-Wing form relies on the concept of "If you can’t hit me, you can’t kill me". One of the fastest ships in the game, the Y-Wing form is hampered by its slow rate of turning. In this form, the ship can quite effectively evade enemy shots if flown by a skilled pilot.<br />
<br />
==Armament==<br />
===Primary===<br />
====X-Wing====<br />
The X-Wing form is equipped with a powerful twin-laser array that deals enormous damage at a short range. This weapon rapidly depletes the modest energy store of the Transformer, so use the laser array with care.<br />
<br />
====Y-Wing====<br />
The Y-Wing form uses long-range twin missile launchers with fair tracking systems. While the missiles cause little damage individually, their range when correctly mixed with the Y-Wing form’s immense speed can slowly demolish a ship, causing slow but constant attritional damage from a safe distance. Being able to outrun most ships, the Y-Wing form is vital to winning any battle.<br />
<br />
===Secondary===<br />
The secondary ability of the Transformer is to switch between the X-Wing and Y-Wing modes. This is a fairly intensive process, and will fully deplete the combat batteries of the Transformer.<br />
<br />
==Tactical Overview==<br />
When piloted skillfully the Transformer can prove a lethal adversary to most ships, either by attrition or by short and deadly laser-blast. An experienced pilot can use the flexibility of the versatile Transformer to overcome most ships. However, the Transformer can struggle in battles where speed and maneuverability are simultaneously required.<br />
<br />
An effective tactical use of the X-Form's transformation capability combines the strengths of both forms in a repeated hit-and-run strategy. The Y-Wing Form's high acceleration and top speed are effective at rapidly getting out of range of an enemy to recharge combat batteries. Once out of range, the X-Wing Form's high maneuverability can be used to quickly rotate around to face the enemy. Another quick switch to the Y-Wing allows the Transformer to attack with the long-range, homing missiles and to retreat again when the enemy gets too close.<br />
<br />
Transformation (by itself, without thrust) does not influence the X-Form's velocity, leading to another effective tactic. The Y-Wing form can be used to build up speed before transforming to X-wing form and strafing the enemy. This allows you to do high damage and then retreat quickly, and can work well when this attack is not expected. It is imperative that while in X-Wing form that you do not press the button to accelerate, as your speed will drop to the top speed of the X-form. You also have very little ability to maneuver, so make sure there are no planets nearby, as they will kill your crew and stop your movement.<br />
<br />
==Minutiae==<br />
<br />
*[[VUX]] [[limpet]]s will affect the two forms separately &mdash; limpets that attach to the ship while it is in X-Wing form will only affect its maneuverability in X-Wing form, and the same is true of the Y-Wing form.{{ref|2}}<br />
<br />
==Notes and references==<br />
{{note|1}}''The names for the two forms are found in the [[Star Control II]] manual, p. 85 (PC) or p. 36 (3DO).''<br />
{{note|2}}''From a [http://forum.uqm.stack.nl/index.php?topic=4259.msg55489#msg55489 mail] by [[Paul Reiche III]] to a [[Star Control II]] player:''<br />
::I should probably come up with some good rationale, but game-design-wise I think we were looking for ways to encourage the player to shift forms. When play-testing the Mmrnmhrm we noticed that more advanced players would engage in a very slow and (to some) boring strategy of remaining at long distance, constantly shooting missiles. By allowing the limpets to be negated in the alternate form, the player would be more likely to shift in order to avoid the limpet slowdown.<br />
<br />
::So for a rationale, hmm... Perhaps the Mmrnmhrm ship has total redundancy between key functional systems for its 2 forms, including hull plates. That way damage, besides loss of crew, would not affect the functionality of the alternate form.<br />
<br />
{{ShipBox|image=X-Form_icon.png|link=xform|race=[[Mmrnmhrm]]|crew=20|value=19|batt=10|regen=0.29 / 0.14|primary=Laser cannons / Missiles|prim-rate=0 / 20|prim-cost=1 / 1|secondary=Switch forms|sec-rate=0|sec-cost=10|speed=20 / 50|turn=0.33 / 0.07|accel=2.5 / 10|mass=3}}<br />
<br />
[[Category:Mmrnmhrm]]</div>Zeracleshttps://wiki.uqm.stack.nl/index.php?title=Leyland_Gravity_Whip&diff=33196Leyland Gravity Whip2015-10-03T09:12:43Z<p>Zeracles: </p>
<hr />
<div>The '''Leyland Gravity Whip''' is a maneuver that can be performed in the vicinity of a [[gravity well]], to increase the speed of a ship beyond its normal maximum. It is analogous to the [[wikipedia:Oberth_effect|actual maneuver]] used in real world astronautics.<br />
<br />
To perform a Gravity Whip, one moves at top speed closely past a gravity well. The closer you can get without hitting it, the better. At the moment the ship is closest to the gravity well, release the accelerator button (if you still had it pressed), and the gravity of the gravity well will "whip" or sling you. Take care not to try to accelerate (even along your trajectory) while moving faster than your ship's normal maximum speed, as this will actually slow your ship down until it reaches its normal maximum. Small adjustments to your direction can be done by accelerating perpendicular (at a 90-degree angle) to your current trajectory, without suffering a great loss of speed.<br />
<br />
[[Orz]] [[Nemesis#Secondary|Space Marines]] are trained in the use of the Gravity Whip maneuver. The [[Arilou]] [[Skiff]] and [[Slylandro]] [[Probe]], being unaffected by gravity, cannot perform a Gravity Whip.<br />
<br />
:''The Leyland Gravity Whip is named after [[Robert Leyland]], who was involved in the creation of [[Star Control]] and [[Star Control II]].''<br />
<br />
[[Category:Game mechanics]]</div>Zeracleshttps://wiki.uqm.stack.nl/index.php?title=Talk:Leyland_Gravity_Whip&diff=33193Talk:Leyland Gravity Whip2015-10-02T07:19:39Z<p>Zeracles: /* Real analogue */</p>
<hr />
<div>I read somewhere that the Space Marines '''were''' actually trained with the Gravity Whip. I've certainly watched them deliberately head for a planet to use it.--[[User:Gaeamil|Gaeamil]] 03:35, 20 April 2007 (CEST)<br />
<br />
:You are correct. From the SC2 manual: "Opponents would be wise to remember that Space Marines receive special training in using the Leyland Whip maneuver, and are exceptionally adept using a planet’s gravity to speed them toward their target." (pg. 96) --[[User:Fyzixfighter|Fyzixfighter]] 03:59, 20 April 2007 (CEST)<br />
<br />
::Finally, I was right about something! Score 1 for me being right, score 287 me being wrong. --[[User:Gaeamil|Gaeamil]] 06:56, 21 April 2007 (CEST)<br />
<br />
=Gravity Whop=<br />
I have to ask, what exactly is a "Gravity Whop". Is it meant simply as a joke about the sound your ship makes when it hits a planet? Why the capitalization? Is this referencing the game manual or some other source? Although I should not be the one to criticize adding some humor to the Ultronomicon, being partly responsible for [[Game Humor|this]], I found this a bit confusing, expecting a separate page to at least explain the joke, if it is a joke, or what a Gravity Whop is, if it isn't. For a moment, I thought it was a reference to something I've seen a lot in SC2 battles (don't recall if SC1 had it as well). Occasionally, it is possible for your ship to be "thrown" at incredibly fast speed without the use of a gravity whip. Usually it occurs when the two ships get "tangled" in each other, or an asteroid, or rarely from repeatedly striking the planet itself. I'm not sure if this was an intentional part of the program code's game dynamics or a fluke of its collision detection system in processing the action-reaction in transference of energy from one body to another. Has any one else ever experienced this phenomenon? --[[User:PsiPhi|PsiPhi]] 15:28, 17 October 2007 (CEST)<br />
<br />
:It seems that I was the one who put this in. It was a joke. If you get too close to the planet, instead of whipping around a planet you'd whop into it. I've removed it now, as it apparently was a cause for confusion, and it didn't quite fit in an encyclopedic work anyhow.<br />
:If I'm not mistaken, the getting thrown at incredible speed is a result of the code that tries to move overlapping objects apart. It may be a bug. &mdash; [[User:Svdb|SvdB]] 02:11, 23 October 2007 (CEST)<br />
:: About 10 years ago I emailed fred and paul with this question. Fred replied that it's not a bug, but a feature :). The email was on TPNOF but I can't find it anymore.--[[User:Angelfish|Angelfish]] 14:00, 18 July 2009 (UTC)<br />
:::This is the relevant part of that email: ''I would call this a "feature" (Did you really expect me to admit to a bug?). The problem is that since the ships have irregular protuberances it can sometimes be problematic to disengage them from each other if they've "locked horns" as it were. When this case occurs I try frantically to shake them loose from each other. This sometimes results in the side-effect you are experiencing.'' &mdash; [[User:Svdb|SvdB]] 22:53, 18 July 2009 (UTC)<br />
<br />
:I've definitely experienced this entanglement acceleration phenomenon, many times. I've seen it happen to Chmmr Avatars, in which case the zapsats get left behind. In fact I distinctly remember my flagship and a Kzer-Za Dreadnought warping on top of each other at the beginning of a battle (PC version). I don't think any incredible speed eventuated though. PsiPhi mentions it happening in the vicinity of planets, I seem to remember something like this, and it's always seemed counter-intuitive to me, but because it isn't real, maybe it's bound to.<br />
<br />
:It's a shame about having to get rid of that joke. --[[User:Zeracles|Zeracles]] 21:17, 23 October 2007 (CEST)<br />
<br />
::Yes, I agree. It was a decent pun. I almost regret asking now. Oh well, I guess it's for the best. --[[User:PsiPhi|PsiPhi]] 12:46, 24 October 2007 (CEST)<br />
<br />
=Real analogue=<br />
Don't know whether (and where) to note that the Leyland Gravity Whip is analogous to [[wikipedia:Oberth_effect|actual maneuver]] used in austronautics. --[[User:VeNoo|VeNoo]] ([[User talk:VeNoo|talk]]) 01:39, 2 October 2015 (CEST)<br />
:I don't think there'd be any problem with such a note, my first inclination would be to put it in the first paragraph. Cheers --[[User:Zeracles|Zeracles]] ([[User talk:Zeracles|talk]]) 09:19, 2 October 2015 (CEST)</div>Zeracleshttps://wiki.uqm.stack.nl/index.php?title=User_talk:Zeracles&diff=32965User talk:Zeracles2015-07-24T05:58:55Z<p>Zeracles: /* Zercales plz don't ban me */</p>
<hr />
<div>==Admin?==<br />
You've been doing a lot of good work protecting the Ultronomicon from spammers.<br />
Would you like to be an administrator, so you can ban them too? &mdash; [[User:Svdb|SvdB]] 19:55, 28 January 2011 (UTC)<br />
:Okay, and I should probably get back to doing real work here too. Cheers --[[User:Zeracles|Zeracles]] 20:57, 28 January 2011 (UTC)<br />
::Even better. You're now an administrator. Good luck. &mdash; [[User:Svdb|SvdB]] 23:32, 28 January 2011 (UTC)<br />
== Balancing the prices of UQM's ships ==<br />
<br />
Based on Shiver's forthcoming PvP guide, I think we could mathematically calculate new and perfectly balanced values for UQM's ships (using the data about how well each ship fares against each other ship).<br />
<br />
I have uploaded a C++ version here (EDIT: Link deleted, new link &mdash; version 1.02 &mdash; is [http://www.savefile.com/files/1329681 here]), but it makes an ugly oversimplification and it's not exactly mathematically proven. The probability of each outcome of each match-up should be taken into account, I guess.<br />
<br />
-With hope that you can sort things out, [[User:Valaggar|Valaggar]] 17:33, 15 January 2008 (CET)<br />
<br />
Yes, I had this in mind as an application of the idea I put on that page, I guess the only thing at the moment is that my real life has been quite busy in recent times, resubmitting our paper (it's morning where I live and I only just saw this before heading out to face a busy day). I was actually thinking of running the simulations in matlab too, but we can do it every which way :)<br />
<br />
There are all kinds of issues to consider here, but I may have some time coming up. I've been watching Shiver's guide with keen interest.<br />
<br />
There are also other things we can look at with the approach I suggested. For example, I saw the talk in the dreadnought=banana boat thread on UQMF and actually I think one of the main reasons for the weakness of the dreadnought is that the limited number of directions is a disadvantage for any ship with long range weapons which do not track the enemy. This effect we could test by seeing what happens when we add more directions. There are many other interesting speculations like this too.<br />
<br />
For instance, it was also mentioned that the dreadnought was not designed for retreat, it is for frontal assault. Now, I think that because one is never really concerned with holding a position in melee, ships against which this would be difficult are disadvantaged. Like the dreadnought, which is no banana boat, at least as I argue here, because melee doesn't do it justice.<br />
<br />
I also think the dreadnought is better in numbers, and that there are some ships which would be terrible in numbers like the eluder.<br />
<br />
All kinds of things we could test. But a lot of work. Anyway, thanks Val --[[User:Zeracles|Zeracles]] 21:46, 15 January 2008 (CET)<br />
<br />
My apologies, for I was in a great hurry yesterday - I didn't have time to look at your program and misunderstood what you had in mind, Val. I see now that it's mainly an algorithm which deduces values assuming quantities which summarise the match-ups, and what those quantities are is a different but related question. I don't know when I'll have time, but this is really excellent, I will look more closely ASAP.<br />
<br />
Oh and it was also mentioned in the dreadnought=banana boat thread that the marauder was better - just as an aside, I suspect this could change completely with numbers. Both of the marauder's weapons are more likely to cause friendly damage than the dreadnought's. --[[User:Zeracles|Zeracles]] 19:22, 16 January 2008 (CET)<br />
<br />
:Thank you very much, Zeracles. But what do you mean with the Marauder causing friendly damage? The Marauder doesn't collide with its own shurikens or F.R.I.E.D. jets. [[User:Valaggar|Valaggar]] 19:36, 16 January 2008 (CET)<br />
<br />
:If your algorithm is what I suspect it is (and if it isn't, this is because I don't know any of C's variants), I think it's clever. You'll correct me if I'm wrong, but here is what I understand it to be:<br />
:*The outlook for each match-up is summarised with a number between 0 and 1. It would seem natural to me to have this as probability of victory.<br />
:*The sum of these for each ship gives one a first guess at how effective it is, its x-value.<br />
:*The cleverness of the algorithm comes in here - a ship is not necessarily very useful if it is only really good against weak ships (which opponents may never choose). So, we reward it for being good against other ships which are strong, i.e., ships which have high x-values. This is achieved by weighting the sum of match-up values with the opposing ship's x-values.<br />
:*These weighted sums give us a new x-value for each ship, a ``second guess".<br />
:*These new x-values are used to again make weighted sums of the original match-up values for a third guess at the x-values.<br />
:*We continue iterating until these x-values converge.<br />
:If this is right, it sounds good to me. Well done! A possible worry is whether we can guarantee convergence (and related to this could be how you normalise the values between iterations, which I'm not clear on), but seeing as how it seems to work now, we can probably already be almost certain that this is sound.<br />
<br />
:If you go with interpreting the input as probabilities, then even if Shiver's values are not very precise for individual match-ups, I think this should work well when all of them are thrown together. It would be interesting to see what you get if you put the match-up values in assuming computer vs computer - I suspect this will deliver ship prices closer to the default ones than that guy's mod (I'd put a link but again I'm just posting quickly before another busy day!). Also, if we ever do get to doing melee simulations, the probabilities we get out of that would be refinement of Shiver's values.<br />
<br />
:You speak of an ugly oversimplification . . . you put the problem very well, so I'll just quote you :)<br />
<br />
:''Also note that I used the rather gross oversimplification that ships merely have a certain chance of winning, not taking into account how damaged the victor's ship comes out of the combat (it's not necessarily directly proportional to the chance of winning, as, for instance: the Scout barely has a chance of winning, yet it still can deal considerable damage; the Drone barely has a chance of winning, yet it doesn't deal much damage generally; etc.). This is something that really needs improvement (and professional help ;)).''<br />
<br />
:Maybe we'll think about that if I haven't embarrassed myself and completely missed the point of your algorithm. It may then be that probabilities as input are not the way to go. Then again, for the precision required to pin down how much damage ships will do, on average, it seems to me that simulations would be most valuable. But we can always guess and see what happens. Great work! I stand ready (well, apart from my real life interfering) to assist in any way I can. This could be worthy of a page - I think in the main body of pages, but a user page at least.<br />
<br />
:About the marauder, I was just assuming that while an individual marauder can't hurt itself, it would still be able to hurt its friends. I suppose because if melee was to be extended to third person, it would be natural to be consistent and allow friendly fire for all the ships (but obviously kzer-za fighters will have enough sense not to attack friends). Still, it could be argued that it would be equally consistent to retain all the settings of the first person melee, then again we know it wasn't designed with third person in mind.<br />
<br />
:Well, how's this for a tactic dreadnoughts could employ in numbers (which marauders couldn't!) - the fighters don't necessarily return to the ship from which they came. They return some friendly ship which is low on crew, to make it last a bit longer (or even be sent out only for the purpose of jumping into a friendly ship rather than attacking the enemy - with enough support, the front line dreadnoughts could be virtually indestructible!). These are the sorts of interesting tactics not reproduced in third person games I have seen. But then again the only third person games I've played are Dune II and StarCraft (terminators are the zealots of Star Control, are they not?). --[[User:Zeracles|Zeracles]] 19:53, 17 January 2008 (CET)<br />
<br />
::You've got it completely right. That's my algorithm summarized.<br />
<br />
::Regarding the converging and normalizing of values: At the very least, empiric testing shows they converge ''(unless one ship has 1 against each other ship, in which case the limit of the uber ship's price is infinity, and the limit of all other prices is zero. Which reflects the idealized reality represented by the algorithm pretty well, as a ship that ''always'' defeats every other ship renders those other ships useless)''. By "converge" I mean that the proportions between them stabilize (as, without normalizing, the variables themselves will quickly overflow, even as doubles; were overflowing not a problem, the proportions between them would still be conserved by normalizing... I think. I'll look into it tomorrow).<br />
<br />
::To normalize, I first search the initial array of match-up values for the cell with the highest number (if there are multiple such cells, the first of them gets chosen). Its x coordinate is assigned to the variable maxx, its y coordinate is assigned to the variable maxy. In every iteration, I divide match-up value and each x-value by (curmax / 100), where curmax is the cell with the x coordinate maxx and the y coordinate maxy in the current iteration.<br />
<br />
::And "that guy" with the balance mod is Elvish Pillager, the world champion at Super Melee, so show some respect. ;) Actually, he provided the inspiration for Point 3 in your bulleted list. We dueled once (many months ago) on #uqm-arena, and he won, and I blamed my defeat on the imbalance of UQM's ships. He said that the ships are only slightly imbalanced. I replied that my algorithm shows they are badly imba. (yes I still remember that dialog!) He said that my values are off, and said that a ship good against a single good ship is worth more than a ship good against multiple weak ships. I had to concede on that point. He suggested an inaccurate approach, though (calculating the "first guess" x-value by adding 1 for each ship that the current ship has a probability higher than 50% of defeating; and the x-value stopped at this "first guess"). But still, the credit for the idea goes to him, just as the credit for the idea of *colours* being related to perception goes to you, although it was me who integrated it into my theory and refined it. Rant over. [[User:Valaggar|Valaggar]] 21:36, 17 January 2008 (CET)<br />
<br />
::I'm starting to think that the input should be how much damage gets done as a proportion of the opposing ship's max crew. This introduces some complications, though. Like with the podship and penetrator, negative values come into it. And it's more difficult. But of course, we can try everything. Under this, whether one can get negative values in those cases depends on what the opposing ship's crew was at the beginning. But the probable outcome of a fight depends on the respective crews too. What this starts to question is the assumption of both ships initiating with a clean slate (though this isn't clear in Shiver's thinking, I think this is mostly assumed in the outlooks). Related is the question of how to handle the intruder's ability to warp close to the enemy.<br />
<br />
::Possibly the only solution is to hit the problem with full melee simulation. So, we have virtual players show up for a nuke BBQ and choose their ships based on some initial ship prices. As the melee progresses they make choices based on experience of previous outcomes regarding crew levels and such. Er, which assumes this is part of informing the tactics of these virtual players. Anyway, after some fighting, see how useful the ships were and update values.<br />
<br />
::Um, forget my stupid idea (although it probably just seems more work than it is because this would be a simulation, you wouldn't have to sit there watching and turning the handle). This is far far away and we should probably just go with probability/damage fraction as input for your algorithm.<br />
<br />
::I haven't really thought the normalisation through but is there a reason why you divide by (curmax/100) and not simply curmax?<br />
<br />
::About credit for ideas . . . hmm. --[[User:Zeracles|Zeracles]] 20:41, 18 January 2008 (CET)<br />
<br />
:::Regarding normalizing: Yes, it does indeed preserve proportions. If mtch[x][y][n] stands for y's match-up value against x as of iteration n (x and y range from 0 to 24, n is greater than 0), and curmax[i] stands for the curmax as of iteration i, then:<br />
:::'''mtch[x][y][n] = <font color="green">(</font>(mtch[x][y][0]/curmax[0]) * <font color="red">(</font>(a[0][x][n-1]/curmax[n-1]) + (a[1][x][n-1]/curmax[n-1]) + ... + (a[24][x][n-1]/curmax[n-1])<font color="red">)</font><font color="green">)</font> / curmax[n]'''<br />
:::'''mtch[x][y][n] = (mtch[x][y][0] * <font color="red">(</font>mtch[0][x][n-1] + mtch[1][x][n-1] + ... + mtch[24][x][n-1]<font color="red">)</font>) / (curmax[0] * curmax[n-1] * curmax[n])<br />
:::Without normalizing, mtch[x][y][n] would be equal to only the numerator of that last fraction. Since all members of the array (as of iteration n) are divided by the same denominator, the proportions between the members of the array are indeed preserved.<br />
<br />
:::Regarding dividing by curmax/100 instead of curmax: It was a matter of personal preference, I preferred having values between 0 and 100 rather than between 0 and 1. Nevertheless, I've changed the algorithm so that curmax = mtch[maxx][maxy][cur] / 100 and division is by curmax, not curmax / 100. And the final X values are now normalized too, to be more fit for using in-game (no need for a 20000pts maximum fleet). [http://www.savefile.com/files/1325746]<br />
<br />
:::I'll ramble on about your idea of using damage/max_crew instead of chance_of_victory tomorrow, it's past midnight right now. :) [[User:Valaggar|Valaggar]] 23:41, 18 January 2008 (CET)<br />
<br />
:::Let's analyze the problem at its very core, under the guidance of the Ultron. All readers who wish to enter trance-state may do so now.<br />
:::What do we actually mean by "balance"? Or, more importantly, what do we want to obtain by attaining this "balance"? The answer is that we want to make the frequency of usage of ships as evenly distributed as possible. Prices (in conjunction with the rule that a fleet's cost cannot be more than 200pts) are the way this is implemented. Therefore, prices have to be changed in such a way as to minimize the standard deviation of the victory probabilities for player A for each possible fleet choice of A (assuming optimal choice of fleet by player B). The set of prices for which this is the lowest, is the most balanced set of prices.<br />
:::In addition to fleet cost being at most 200pts, we will want to use the restriction that there cannot be two ships of the same type in the same fleet. This is the general rule at Melee tournaments, and a good way to assure variety.<br />
:::There's my two bani. [[User:Valaggar|Valaggar]] 21:20, 19 January 2008 (CET)<br />
===Probability of victory vs damage fraction===<br />
Good to hear about the convergence. I may check through your code, just because annoying bugs creep in for even the best of us, but I'm sure it's fine.<br />
<br />
I recognise the point you make about what we are trying to achieve - we are looking for balance, to ensure variety, in the case of tournaments, and because players make choices throughout a battle, the probability input is probably preferred over the damage fraction. But undeniably, that's an ideal and there are always going to be instances where a player employs several ships to nag away at one because the player has spent that member of his fleet which would be the natural enemy. This case favours the damage fraction input.<br />
<br />
Now, I suspect the ideal input mode would be somewhere in between, but heavily in favour of the probability of victory (interestingly, I think this is more the case at the beginning of a melee, and less so towards the end!). However, away from the tournament aspect of this and into the prospective third person arena (personally, I'm sure we will see it someday), I think it could be more the other way. That's an aside, and because I suspect (faithful) third person SC would be quite different from traditional RTS, it may not even be all that impoprtant.<br />
<br />
For our purposes (presumably releasing this when Shiver's guide is finished, but it's up to you of course), I think you're right that it would be best to use the probability interpretation. But there is also the possibility of doing both - perhaps a weighted average of both probability of victory and damage fraction. Probably the easiest way to code this would be to have an additional input file which has the damage fraction values. Also I would have an input file which has two numbers - what to normalise the final x values to (some may find it pleasing/tractable to have this max at 30), and how to weight the probability of victory and damage fraction inputs, expressed as one of these weights probably. All this just so you don't have to compile the code every time you make a change. Just a suggestion.<br />
<br />
If you do this, when you release the values you could provide some options.<br />
<br />
Testing of the sort in my stupid idea a while back would tell us where the balance is, but that's for another time - it would tell us the victory probabilities assuming given fleet selections which you speak of. Where the balance is would be affected by, I think, the point limit and restriction on having two identical ships. So they could be different for different tournament conditions.<br />
<br />
Good work! --[[User:Zeracles|Zeracles]] 18:14, 20 January 2008 (CET)<br />
<br />
:I've made [http://www.savefile.com/files/1329681 the change] you proposed.<br />
:By the way, I have to make a slight correction to a reply I posted above. I tested again the situation where one ship has 1 against each other ship, and its value does ''not'' actually tend to infinity &mdash; far from it. Just replace the uppermost row with 1's (let the first number as 0.5) and the leftmost column with 0's (let the uppermost number as 0.5) and you'll see. The ubership has 30 (when 30 is given in options.in, obviously), and others have values around 20, 18, 16, 13, 9.<br />
:I fear that this shows a grave omission in my algorithm.<br />
<br />
:Regarding the damage fraction values: Well, Shiver's guide doesn't exactly list the probabilities of victory, it lists how good each ship is against each ship. I think this ''does'' actually take into account both probability of victory and damage fraction, especially considering the text he backs his outlooks up with.<br />
<br />
:Regarding simulating Melee matches: Such a simulation would be horrendously difficult to implement, unfortunately. An excellent AI would have to be developed, and probably using [http://uqm.stack.nl/forum/index.php?topic=3473.0 learning AI]'s ''would'' be necessary, as a purely iterative approach would take years (if not decades) to run. Melee is based on many high-level tactics (such as the movement pattern of an Y-form, or flanking, or gravity whipping, or other complex and delicate maneuvers), which have to be taken into account as indivisible objects in the process of computing the optimal next move.<br />
<br />
:Also, if the standard deviation of the victory probabilities for player A for each possible fleet choice of A (assuming optimal choice of fleet by player B) is called as "imbalance coefficient" of a set of prices, we only need a way to calculate the imbalance coefficient for any given set of prices (and then we can set the prices via trial and error, starting either from the vanilla prices or from EP's balance mod prices). I think. [[User:Valaggar|Valaggar]] 19:38, 20 January 2008 (CET)<br />
<br />
===Melee modelling===<br />
Reorganised this page a bit.<br />
<br />
Well, if there is still a problem I can look it into it when/if I have time.<br />
<br />
Not being able to quantify the extent to which Shiver's values take into account either measure is a problem, and it makes his outlooks difficult to interpret if we care about consistently weighting the measures (which we may not for a first application). Think about the skiff vs avatar case for example. The way to do this properly is with simulation.<br />
<br />
You'll forgive me if I don't judiciously prove this overnight, but actually, ''no'', using learning AI's would ''not'' be necessary. It seems you underestimate either my seriousness or competence, and while there isn't much I can do about these fallacies, perhaps I can do just a little about your overestimation of how difficult the task would be.<br />
<br />
Now there's a reason why, on [[Talk:Super-Melee tactics|this page]] I drew your attention to the planet landing formula work. That problem has striking similarities. To try every strategy one needs to model the melee environment. How difficult is this really, when we have the game's source? It would probably take me longer to learn enough C than it would to do it. Then model each strategy - now, how many possible strategies are there? Not many, you know. In fact, they can all be defined completely by vectors - check out how I have defined the strategy space formalism. No matter how complex and delicate they may look in the end, if humans can do them, there's actually a simple underlying pattern - because a simple strategy often still maps to a complex series of moves.<br />
<br />
So define them and code them in as part of the melee environment, which you then run iteratively for each strategy pair. As for taking years or decades, no. Have you never played melee in frenzy mode? Good old 486 computers can handle it, so a complete melee simulation on faster computers might only take a few seconds. And then to the issue of choosing a strategy - this is just like in the planet lander problem - instead of maximising RU gained, one is maximising damage done (not in every circumstance, but there's the starting point). The control structure of the code would even be similar to that of the planet lander code I've started (and as I've shown, a lot of the conceptual work is already outlined).<br />
<br />
I estimate that melee simulation is only in the order of a factor of roughly 25<sup>2</sup> more difficult than the planet lander problem (and it's at least that many times more valuable). Which is not as bad as you say. In reality, the only thing which would stop me is time and lack of assistance. If it was to succeed, it would truly be a blow for the star control cause. There's my pitch. As I've said before, a learning AI learns by experience anyway, so you'll end up doing at least as much work in my opinion, and then your results will not be as easy to interpret. Nor will they be as sturdy.<br />
<br />
About the imbalance coefficient, could you backtrack a bit and explain what ``optimal choice of fleet by player B" means? I haven't given it much thought but don't we just want to make the probability of victory the same for any fleet selection which nudges the point limit? I think you could be on to something interesting here with this trial and error approach. But I'm still optimistic about your algorithm! Have you looked into it any more? If so, is it more likely to be a theoretical or coding problem? --[[User:Zeracles|Zeracles]] 19:54, 21 January 2008 (CET)<br />
<br />
:I don't know how to word this, but I'm really deeply sorry about underestimating you. I feel thoroughly ashamed of myself, and I must retire now to perform rituals of anguish. Before I go, though, I will reply to your last questions.<br />
:Regarding "assuming optimal choice of fleet by player B": Since for each possible choice of fleet by player A, player B can also choose a lot of possible fleets (and in each of these cases, A's chances of winning are different), we disregard A's probability of winning against all but one of these fleet choices of B. The only fleet choice of B that is taken into account is that one which has the greatest probability of victory for the greatest number of possible fleet choices of A. We only take this choice into account because that's what B would choose with ~100% probability, assuming he's a good enough player &mdash; and good players are the type of players we're trying to tailor the prices for, I suppose. Other possible fleet choices of B are of negligible probability. ... umm, maybe we could actually also take into account those other possible fleet choices which are good enough, though not exactly the best? You know, because even good players aren't ''that'' good.<br />
:And yes, I guess that, in the end, the probability of victory for any fleet selection which nudges the point limit will be (nearly) the same. Reducing the imbalance coefficient until it hits the lowest value (whether it is indeed zero or just close) is the way this end will be attained.<br />
<br />
:Regarding my old algorithm and what type of problem that is: Theoretical. I've looked over the code and I located no problem. I've thought over the algorithm and realized that it wouldn't be normal for it to give 0 to the non-uber ships. I've tested the program when all ships except the uber-ship have 0 against every ship (excluding themselves), and I've tested the program with only three ships, and the results confirm the hypothesis that it's a theoretical rather than a coding problem.<br />
:Now, my old algorithm was anyway doomed from its inception (from a balance standpoint), as balance means not limiting player choices, and just giving values to ships that are directly proportional to how good the ships are... this is not enough to balance it. Some ships will still be rather useless. An Umgah Drone which is rated for what is worth, is not worth much. But an Umgah Drone which has a price smaller than what it would deserve (say it has 2 instead of 7, for example) would be more on par with other ships (it would be as if all of its match-up values were multiplied by something larger than one).<br />
<br />
:Anyway, if we would be interested in giving prices to ships proportional to how good they are... "how good a ship is" is actually quite an artificial concept, given the rock-paper-scissors nature of the game... still, it might be possible, I don't know... it's a little too late in the evening/night for this.<br />
<br />
:And sorry again for my horrible behaviour, Zeracles. [[User:Valaggar|Valaggar]] 22:16, 21 January 2008 (CET)<br />
===Knowledge of the enemy===<br />
Just as an aside, if you saw [http://uqm.stack.nl/forum/index.php?topic=3982.msg51797#msg51797 my last post on the UQMF], the set of numbers which goes into the code I talk about is the vector which defines strategy. One would change this vector in real time to adapt to changing situations. If you are for example harrassing the enemy with eluders and they are straying too close to the enemy before turning and releasing BUTTs, simply change the relevant element of the strategy vector. If you then find that they are releasing too frequently and shorting out their energy, another real time adaptation may be in order. As commander, instead of telling units what to do, you are telling them what tactics to adopt. For what it's worth it's probably closer to what you call RTT, then again I'm not sure what the distinction between RTS and RTT is.<br />
<br />
Okay, optimal choice of fleet by player B seems to assume player B already knows what player A's fleet is. Tournament conditions come into it. And another question is whether it should be right that the probability of victory should approach the same value for any fleet selection - there is value in choosing a fleet which covers a range of abilities to counter a range of possible enemies. What this possible range is depends on whether the composition of the enemy fleet is known. Depends on tournament conditions. About not assuming that B's choice is perfect . . . I don't know how one would quantify this imperfection.<br />
<br />
For the case where B doesn't know the composition of A's fleet, well, B doesn't have an optimal choice. Rather, there is an ''optimal probability'' of selecting each particular fleet composition. I won't go any further with this just yet, but an alternative way of posing the balance problem might be to make this optimal probability the same for each particular combination. It may not be exactly the same as the imbalance coefficient approach. So the values which achieve balance may be different - depending on tournament conditions.<br />
<br />
My description is probably a bit confused, but this touches on a game theoretic consideration. Anyway, the trial-and-error approach sounds right, but unless you have a way of calculating this imbalance coefficient, it appears beyond reach at this point.<br />
<br />
Of course, in the third person arena, knowing the composition of the enemy fleet becomes knowledge of the disposition of the enemy, and some ships will have value added for their ability to come by this knowledge. While I've speculated that mobile ships like the eluder would be terrible in numbers, they have value as scouts and for spoiling formations like the dreadnought formation I've described. Then again, the mauler isn't mobile but could be good at spoiling formations, while being good in numbers itself.<br />
<br />
I wouldn't throw out your algorithm just yet - there are no uber-ships . . . I'm looking into it.<br />
<br />
Regarding the question of how good a ship is, as I think you know (and as I'm only noting) this is probably only a question which can be answered globally, by looking at what effect sets of values have on balance. Yes, it's an artificial concept, which disturbs an idealist like me, as artificial as looking for balance in the first place. It may not be a question we can answer yet. But the algorithm could still be a valuable first step. I wouldn't say it limits player choices - it's the point limit which does that - I would say it modifies the suitability of the choices.<br />
<br />
This is very interesting! What's this rock-paper-scissors? I grew up with scissor-paper-rock :P Good lord, just saw the [[wikipedia:Rock, Paper, Scissors|wiki article]] . . . --[[User:Zeracles|Zeracles]] 21:52, 22 January 2008 (CET)<br />
<br />
:(re first paragraph) Yes, and that post was very interesting indeed. In addition to this (by the way, those numbers would be probably changed via sliders, I guess), it would also be, probably, a good idea to implement a planning screen &mdash; i.e. an in-game screen where you set orders for each ship (such as "flank this", "move here") ''and'' a script showing how they are to carry those orders (e.g. "If enemy is low on battery then charge in. Retreat if enemy battery is not low anymore, then stay between 2/3 and 3/3 of its range, sidestepping its shots to waste its battery."). The script might even be represented via additional lines on the map (for instance, if the script tells your three Supox Blades to "attack this Dreadnought formation if no Marauders are within X distance units from it", then a transparent circle of radius X can be seen around the Dreadnought, with a small floating Marauder icons on its border, and a transparent yellow line goes from the circle to the opaque red line that shows the path on which the Blade will attack &mdash; the yellow line being titled "then". The transparent things should probably be shown only if a certain key is pressed, in order not to clutter the screen.).<br />
:And scripts should be saveable (both during and before the game) and loadable.<br />
:An RTT is basically an RTS without base- and unit-building. See [[wikipedia:Real-time tactics|wikipedia]]. [[User:Valaggar|Valaggar]] 17:15, 23 January 2008 (CET)<br />
===Weighting with Probability===<br />
All sounds good. Is this sort of thing found anywhere in modern third person games? I wouldn't know, I'm not really a serious gamer. I know scripts are implemented in-game in some recent releases, but I suspect these are for lower level activities. Anyway, StarCraft II is coming soon so that would probably indicate the avant garde. If this sort of thing hasn't appeared anywhere else, this would be an argument for doing something original in third person melee, hopefully attracting new players in the process. And I think it would be the most faithful adaptation of melee to third person.<br />
<br />
About RTT/RTS, I knew that much, but I was wondering how the experience would be all that different between them, I can still see an RTT turning into a clickfest. But it could just be that I haven't played any of these fabled RTTs. In any case, I don't see third person SC being RTS. From a game-design perspective, if one wants battles to take place on times which are small compared with the things which happen outside the battle (completing the various quests, resource gathering, et cetera), such that battles are instantaneous, raising an entire armada on the site of a battle doesn't make much sense (it doesn't really make sense in RTS games either!). I guess there could still be a place for upgrades and such, though. Something to watch out for would be substituting for the real value in RTS games of maintaining a balance between technological progression and actual war-making. <br />
<br />
Regardless of where the unit production is in the game, the costs need to be assessed and balanced somewhere, so I really think this question we've been discussing is important.<br />
<br />
And so, returning to your algorithm, I've been too busy to look into it like I thought I would, but a tentative panacea has occurred to me anyway. I haven't thought it through at all, and indeed it has been some time since I considered this carefully, but how about also weighting the match-up values with the probability of facing each other ship? So in the problem with the uber-ship, the trouble was that a ship is still given some reduced credit for being good against weak ships, even though it's completely useless against the uber-ship. In view of that, the probability of a ship facing anything but an uber-ship is zero. Weighted like that, along with the fact that it's useless against the uber-ship, one should get zero for the x-value of any non-uber ship. I haven't thought it through at all, but do you think this has any chance of helping? --[[User:Zeracles|Zeracles]] 00:17, 17 February 2008 (CET)<br />
<br />
:(re "is this thing found anywhere in modern third person games") Not to my knowledge. There was an open-source game which has something like this &mdash; except that ''that entire game'' is about the robots battling each other using AIs preprogrammed by the player (and uncontrollable during the actual battle). I have to caution you, however, that I'm not really a serious gamer either.<br />
:(re "regardless of where the [...]") Well, if more than two ships are in the arena at once, the outcome changes significantly... see also the <nowiki><small></nowiki> text below.<br />
:(re returning to my algorithm) Weighting match-up values too was what I did in an earlier stage of the algorithm... I can't remember why I scrapped it. I think the numbers didn't converge or something... I'll check it out anyway. In the meantime...<br />
<br />
Below is the subconscious reasoning that went into the manufacturing of that algorithm (I'll substitute "goodness" for "x-value", and count in reverse order):<br />
<br />
:Assuming random choice of ship by player B, the probability that player A's ship will win (the goodness of A's ship) is the arithmetic mean of its probabilities of victory against each ship.{{ref|1}}<br />
<br />
:However, player B doesn't pick a ship at random. The probability of him picking a certain ship is directly proportional to that ship's goodness ("goodness" = arithmetic mean of its probabilities of victory against each ship).<br />
<br />
:Therefore, the probability that player A's ship will win (A's ship's goodness<sub>0</sub>, i.e. its balanced price) is the arithmetic mean of its probabilities of victory against each ship, weighted by that ship's goodness1.<small>Here's a weak spot in the algorithm: we assume that each player's fleet is made of only one ship. This algorithm should normally be used to assign goodnesses to fleets &mdash; as each player's fleet is indeed made of only one fleet. But there are millions of possible fleets, so this would take decades to do, per my extrapolations.</small> In the same way (because goodness<sub>0</sub> is only an approximation, it doesn't take into account the enemy's knowledge of the ships' goodness<sub>0</sub>s):<br />
<br />
:Goodness<sub>1</sub> of a ship is the arithmetic mean of its probabilities of victory against each ship, weighted by that ship's goodness<sub>2</sub>.<br />
:Goodness<sub>2</sub> of a ship is the arithmetic mean of its probabilities of victory against each ship, weighted by that ship's goodness<sub>3</sub>.<br />
:Goodness<sub>3</sub> of a ship is the arithmetic mean of its probabilities of victory against each ship, weighted by that ship's goodness<sub>4</sub>.<br />
:Goodness<sub>4</sub> of a ship is the arithmetic mean of its probabilities of victory against each ship, weighted by that ship's goodness<sub>5</sub>.<br />
:...<br />
:Goodness<sub>X-1</sub> of a ship is the arithmetic mean of its probabilities of victory against each ship, weighted by that ship's goodness<sub>X</sub>.<br />
:Goodness<sub>X</sub> of a ship is the arithmetic mean of its probabilities of victory against each ship. (X is ideally equal to infinity)<br />
<br />
:So, to calculate the goodness<sub>0</sub> of ship A:<br />
:1. Calculate goodness<sub>X</sub> (mean of probs)<br />
:2. Calculate goodness<sub>X-1</sub> (mean of probs weighted by goodness<sub>X</sub>)<br />
:...<br><br />
:k. Calculate goodness<sub>0</sub> (mean of probs weighted by goodness<sub>1</sub>)<br />
<br />
::That we use arithmetic mean instead of sum doesn't affect the results (similar to how normalizing doesn't affect the results).<br />
<br />
::Another weak spot in this, in addition to what I already mentioned, is the well-known inaccuracy of the algorithm for dealing with uber-ships. Or rather, not with uber-ships, but with ships that completely supersede other ships &mdash; the superseded ships will never be used. We could of course just run a "supersede check" before applying the algorithm &mdash; thus eliminating superseded ships from the picture &mdash; but I fear that being partially superseded may count too. That if ship A completely supersedes ship B, with the exception that ship B's match-up value against ship C is greater than ship A's one, then my algorithm still isn't going to give accurate results. (In this view, all ships are at least partially superseded by another ship)<br />
<br />
{{note|1}} This is because, if the probability of event E can be p1 with a probability of q1, p2 with a probability of q2, p3 with a probability of q3... pn with a probability of qn, then the probability of event E is equal to p1*q1 + p2*q2 + p3*q3 + ... + pn*qn. [[User:Valaggar|Valaggar]] 19:04, 17 February 2008 (CET)<br />
----<br />
Hi Val, in case you've tried it, has weighting the match-up values with probabilities helped, perchance? --[[User:Zeracles|Zeracles]] 19:07, 24 March 2008 (CET)<br />
<br />
:I'm not sure what you mean (and I, frankly, haven't tried to hard to understand it either), but what I can reveal is that I've abandoned this over-simplistic way of looking at the problem (it's not going to be of any use, really &mdash; it doesn't even resemble the minimax algorithm much, which it should considering the [over]simplification it hinges upon), and am trying a rigorous, game theoretic approach. I have a document describing what I'm planning to do, but it's in Romanian; I'll translate it and put it here. I confess I haven't made much progress, both due to my absolute lack of knowledge in game theoretic matters, to the little time I've put in the problem, and to the complexity of the problem. [[User:Valaggar|Valaggar]] 20:11, 24 March 2008 (CET)<br />
<br />
::[http://www.mediafire.com/?onxmotfrgex Here]'s the thing. [[User:Valaggar|Valaggar]] 21:33, 24 March 2008 (CET)<br />
===Let the Games Begin!===<br />
About what I meant, I was thinking the probabilities would be game theoretic, but as I said I hadn't and still haven't thought it through at all. So, if one goes back to where I first mentioned this with respect to the uber-ship problem, the opposite player will always choose the uber-ship, so the probability of facing anything but an uber-ship is zero. Of course, game theoretic solutions don't necessarily say what choices players should make with certainty, more generally, there are optimal probabilities assigned to choices. This is where one would get the probabilities to weight the x-values . . . somehow (and this does depend on the composition of the enemy fleet). I should have said it then.<br />
<br />
One can sort of scale that up too, the probability with which a player should select each possible fleet should be the same. The same as similar thoughts above.<br />
<br />
But since you're already following the game theory path (and I don't know much about it either), maybe the way to go is for me to investigate your algorithm, since you've abandoned it. This way we avoid duplication of effort. I would either exhaustively show that the algorithm doesn't work or find a spark of usefulness, so it's a win either way.<br />
<br />
I haven't read through that thought starter of yours, maybe you'd like to develop it more first, but it looks very interesting. I forsee that you will become a great game theorist, almost as great as you are a linguist :) --[[User:Zeracles|Zeracles]] 19:08, 25 March 2008 (CET)<br />
<br />
== Talk about Utwig ==<br />
<br />
Did the Utwig join the Hierarchy? --[[User:Videogamer13|Videogamer13]] 16:28, 3 November 2010 (UTC)<br />
<br />
== Zercales plz don't ban me ==<br />
<br />
'''It was an accident I am sure Ultronomicon can unedited my changes I told them I am sure they can do something'''<br />
Respectfully,<br />
Ahmed4040amr<br />
:Don't do that again. If you want to discuss changes to or deletion of pages, please do so on talk pages. If you are unhappy with the conduct of another user you should refer them an admin, not deface their user pages. Uh, and if that user happens to be an admin, refer the matter to SvdB. --[[User:Zeracles|Zeracles]] ([[User talk:Zeracles|talk]]) 07:58, 24 July 2015 (CEST)</div>Zeracleshttps://wiki.uqm.stack.nl/index.php?title=User:Zeracles&diff=32964User:Zeracles2015-07-24T05:58:01Z<p>Zeracles: Reverted edits by Ahmed4040amr (talk) to last revision by Zeracles</p>
<hr />
<div>G'day there. I hang around here and on the forums ([http://www.star-control.com/community/ PNF/SCDB] and [http://uqm.stack.nl/forum/ UQMF]) chatting about Star Control, its community and occasionally doing stuff for the projects that good folks have started around the place. Star Control II is one of the first games I ever played, and if you're a Star Control fan too, I hope to see you around. Although I haven't done much work here for a while, I'm interested in helping to make things better and clarifying what can be improved in the main body of articles on this wiki. <br />
<br />
In real life I have an interest in [http://www.physics.usyd.edu.au/~asmith/ astrophysics] and some experience (in order of decreasing competence) with matlab/octave, python and C. Although I'm not much of a gamer, I also like Doom, StarCraft and [http://www.baggygreen.com.au/ cricket]. I can be reached via my [[User talk:Zeracles|talk page]], or by PM on one of the forums. Cheers!<br />
==Current Projects==<br />
===History of the Star Control Fan Universe===<br />
Some speak of the internet as a collective intelligence, with its denizens as the neurons, etc. And every intelligence needs a memory. Of course the threads are still in the forum archives, but left like that, it isn't very well organised, and is effectively forgotten because it's not easy to find stuff. While some of what happens on the forums is mostly there for currency, some of it is worth remembering, and I think it would be good to make those threads easily accessible to any who may find them useful. It's a big job and I'm really just getting started. If you have some input I'm happy to hear it.<br />
<br />
[[User:Zeracles/History of the Star Control fan universe/Thread Catalogue|Thread Catalogue]]<br />
===Miscellany for Dragon's SC1 Remake===<br />
This is some procedurally generated art, and starmaps I worked on for [http://www.star-control.com/community/viewtopic.php?t=42 Dragon's SC1 remake]. Death 999 contributed part of the link-generating algorithm that I have demonstrated and implemented in both matlab/octave and C.<br />
<br />
[[User:Zeracles/Background|Starry Background]]<br />
<br />
[[User:Zeracles/Starmap|Starmap]]<br />
===<del>Project 6014</del>===<br />
<del>Like many others, I'm doing a little on this sequel mod for UQM. I'm working on concept, dialogue and whatever else time permits for a species new to 6014's plot.</del> This project has unfortunately descended into mediocrity and infighting.<br />
<br />
==Projects On Ice==<br />
I don't really have a lot of time for Star Controlling, which stops me from doing stuff and it sucks. I don't have time for these projects right now.<br />
===Planet Landing Risk-Reward Formula===<br />
[[User:PsiPhi|PsiPhi]] first mentioned this idea [[User talk:PsiPhi/StarBox|in 2005]] (not that I was around, or even knew the ultronomicon existed at the time), and in october 2007 got us working on it [[Talk:Planet landing risk-reward formula|here]]. This is an excellent idea, but as he said back then, it's ambitious. We ([[User:PsiPhi|PsiPhi]], [[User:Fyzixfighter|Fyzixfighter]], [[User:Valaggar|Valaggar]] and yours truly) have been discussing it since, and many interesting and challenging issues have come up. This is one of those problems which I think gets more interesting the harder it gets. From my perspective it's great that some of the things I've learned in research are finding a use in Star Control.<br />
<br />
[[Talk:Planet landing risk-reward formula|Planet Landing Risk-Reward Formula Discussion]]<br />
===Balancing the Prices of UQM's Ships===<br />
This was initiated by [[User:Valaggar|Valaggar]]. Valaggar's implementation is clever, though he acknowledges the input of Elvish Pillager. See [[User_talk:Zeracles#Balancing_the_prices_of_UQM.27s_ships|here]].<br />
==User Pages==<br />
[[User:Zeracles/History of the Star Control fan universe/Thread Catalogue|Thread Catalogue]]<br />
<br />
[[User:Zeracles/Background|Starry Background]]<br />
<br />
[[User:Zeracles/Starmap|Starmap]]<br />
<br />
[[User:Zeracles/Deconstructing the UQM source|Deconstructing the UQM Source]]</div>Zeracleshttps://wiki.uqm.stack.nl/index.php?title=Talk:SC2_Teams&diff=32322Talk:SC2 Teams2015-06-16T20:52:09Z<p>Zeracles: thanks</p>
<hr />
<div>Ahmed, could you clarify the purpose of this page and what you envisage its value to this wiki to be? I don't see that it adds anything that we don't already have. --[[User:Zeracles|Zeracles]] ([[User talk:Zeracles|talk]]) 07:01, 3 April 2015 (CEST)<br />
<br />
:Do you remember my SC2 teams article,I made it for [[beginners/people needing some data]] about the game's teams,since at first people just make untrue rumors about who is with who and some just get confused while reading articles about the alliance or a specific species,and my article is just a small summery to a large group of articles.<br />
:'''THANK YOU!''' (--Ahmed)<br />
<br />
::In its current form it looks like a candidate for deletion, as I am not convinced that it adds sufficient value to the wiki (and I have to say that your other edits may have to go as well). However, I'm very busy right now so will not discuss or act on it for now. I'll come back to this when I have some time. --[[User:Zeracles|Zeracles]] ([[User talk:Zeracles|talk]]) 12:11, 12 April 2015 (CEST)<br />
<br />
:::I agree about deletion, Zeracles. This page doesn't add anything new. [[User:PsiPhi|PsiPhi]] ([[User talk:PsiPhi|talk]]) 22:27, 16 June 2015 (CEST)<br />
<br />
::::Thanks (and great to see you again!). --[[User:Zeracles|Zeracles]] ([[User talk:Zeracles|talk]]) 22:52, 16 June 2015 (CEST)</div>Zeracleshttps://wiki.uqm.stack.nl/index.php?title=Talk:SC2_Teams&diff=32309Talk:SC2 Teams2015-04-12T10:11:06Z<p>Zeracles: not convinced</p>
<hr />
<div>Ahmed, could you clarify the purpose of this page and what you envisage its value to this wiki to be? I don't see that it adds anything that we don't already have. --[[User:Zeracles|Zeracles]] ([[User talk:Zeracles|talk]]) 07:01, 3 April 2015 (CEST)<br />
<br />
:Do you remember my SC2 teams article,I made it for [[beginners/people needing some data]] about the game's teams,since at first people just make untrue rumors about who is with who and some just get confused while reading articles about the alliance or a specific species,and my article is just a small summery to a large group of articles.<br />
:'''THANK YOU!''' (--Ahmed)<br />
<br />
::In its current form it looks like a candidate for deletion, as I am not convinced that it adds sufficient value to the wiki (and I have to say that your other edits may have to go as well). However, I'm very busy right now so will not discuss or act on it for now. I'll come back to this when I have some time. --[[User:Zeracles|Zeracles]] ([[User talk:Zeracles|talk]]) 12:11, 12 April 2015 (CEST)</div>Zeracleshttps://wiki.uqm.stack.nl/index.php?title=Talk:SC2_Teams&diff=32308Talk:SC2 Teams2015-04-12T10:06:54Z<p>Zeracles: moving Ahmed's reply here, where it belongs</p>
<hr />
<div>Ahmed, could you clarify the purpose of this page and what you envisage its value to this wiki to be? I don't see that it adds anything that we don't already have. --[[User:Zeracles|Zeracles]] ([[User talk:Zeracles|talk]]) 07:01, 3 April 2015 (CEST)<br />
<br />
Do you remember my SC2 teams article,I made it for [[beginners/people needing some data]] about the game's teams,since at first people just make untrue rumors about who is with who and some just get confused while reading articles about the alliance or a specific species,and my article is just a small summery to a large group of articles.<br />
'''THANK YOU!''' (--Ahmed)</div>Zeracleshttps://wiki.uqm.stack.nl/index.php?title=User_talk:Zeracles&diff=32307User talk:Zeracles2015-04-12T10:06:42Z<p>Zeracles: /* MESSAGE TO ZERACLES */ moving comment to the article's talk page, where it belongs</p>
<hr />
<div>==Admin?==<br />
You've been doing a lot of good work protecting the Ultronomicon from spammers.<br />
Would you like to be an administrator, so you can ban them too? &mdash; [[User:Svdb|SvdB]] 19:55, 28 January 2011 (UTC)<br />
:Okay, and I should probably get back to doing real work here too. Cheers --[[User:Zeracles|Zeracles]] 20:57, 28 January 2011 (UTC)<br />
::Even better. You're now an administrator. Good luck. &mdash; [[User:Svdb|SvdB]] 23:32, 28 January 2011 (UTC)<br />
== Balancing the prices of UQM's ships ==<br />
<br />
Based on Shiver's forthcoming PvP guide, I think we could mathematically calculate new and perfectly balanced values for UQM's ships (using the data about how well each ship fares against each other ship).<br />
<br />
I have uploaded a C++ version here (EDIT: Link deleted, new link &mdash; version 1.02 &mdash; is [http://www.savefile.com/files/1329681 here]), but it makes an ugly oversimplification and it's not exactly mathematically proven. The probability of each outcome of each match-up should be taken into account, I guess.<br />
<br />
-With hope that you can sort things out, [[User:Valaggar|Valaggar]] 17:33, 15 January 2008 (CET)<br />
<br />
Yes, I had this in mind as an application of the idea I put on that page, I guess the only thing at the moment is that my real life has been quite busy in recent times, resubmitting our paper (it's morning where I live and I only just saw this before heading out to face a busy day). I was actually thinking of running the simulations in matlab too, but we can do it every which way :)<br />
<br />
There are all kinds of issues to consider here, but I may have some time coming up. I've been watching Shiver's guide with keen interest.<br />
<br />
There are also other things we can look at with the approach I suggested. For example, I saw the talk in the dreadnought=banana boat thread on UQMF and actually I think one of the main reasons for the weakness of the dreadnought is that the limited number of directions is a disadvantage for any ship with long range weapons which do not track the enemy. This effect we could test by seeing what happens when we add more directions. There are many other interesting speculations like this too.<br />
<br />
For instance, it was also mentioned that the dreadnought was not designed for retreat, it is for frontal assault. Now, I think that because one is never really concerned with holding a position in melee, ships against which this would be difficult are disadvantaged. Like the dreadnought, which is no banana boat, at least as I argue here, because melee doesn't do it justice.<br />
<br />
I also think the dreadnought is better in numbers, and that there are some ships which would be terrible in numbers like the eluder.<br />
<br />
All kinds of things we could test. But a lot of work. Anyway, thanks Val --[[User:Zeracles|Zeracles]] 21:46, 15 January 2008 (CET)<br />
<br />
My apologies, for I was in a great hurry yesterday - I didn't have time to look at your program and misunderstood what you had in mind, Val. I see now that it's mainly an algorithm which deduces values assuming quantities which summarise the match-ups, and what those quantities are is a different but related question. I don't know when I'll have time, but this is really excellent, I will look more closely ASAP.<br />
<br />
Oh and it was also mentioned in the dreadnought=banana boat thread that the marauder was better - just as an aside, I suspect this could change completely with numbers. Both of the marauder's weapons are more likely to cause friendly damage than the dreadnought's. --[[User:Zeracles|Zeracles]] 19:22, 16 January 2008 (CET)<br />
<br />
:Thank you very much, Zeracles. But what do you mean with the Marauder causing friendly damage? The Marauder doesn't collide with its own shurikens or F.R.I.E.D. jets. [[User:Valaggar|Valaggar]] 19:36, 16 January 2008 (CET)<br />
<br />
:If your algorithm is what I suspect it is (and if it isn't, this is because I don't know any of C's variants), I think it's clever. You'll correct me if I'm wrong, but here is what I understand it to be:<br />
:*The outlook for each match-up is summarised with a number between 0 and 1. It would seem natural to me to have this as probability of victory.<br />
:*The sum of these for each ship gives one a first guess at how effective it is, its x-value.<br />
:*The cleverness of the algorithm comes in here - a ship is not necessarily very useful if it is only really good against weak ships (which opponents may never choose). So, we reward it for being good against other ships which are strong, i.e., ships which have high x-values. This is achieved by weighting the sum of match-up values with the opposing ship's x-values.<br />
:*These weighted sums give us a new x-value for each ship, a ``second guess".<br />
:*These new x-values are used to again make weighted sums of the original match-up values for a third guess at the x-values.<br />
:*We continue iterating until these x-values converge.<br />
:If this is right, it sounds good to me. Well done! A possible worry is whether we can guarantee convergence (and related to this could be how you normalise the values between iterations, which I'm not clear on), but seeing as how it seems to work now, we can probably already be almost certain that this is sound.<br />
<br />
:If you go with interpreting the input as probabilities, then even if Shiver's values are not very precise for individual match-ups, I think this should work well when all of them are thrown together. It would be interesting to see what you get if you put the match-up values in assuming computer vs computer - I suspect this will deliver ship prices closer to the default ones than that guy's mod (I'd put a link but again I'm just posting quickly before another busy day!). Also, if we ever do get to doing melee simulations, the probabilities we get out of that would be refinement of Shiver's values.<br />
<br />
:You speak of an ugly oversimplification . . . you put the problem very well, so I'll just quote you :)<br />
<br />
:''Also note that I used the rather gross oversimplification that ships merely have a certain chance of winning, not taking into account how damaged the victor's ship comes out of the combat (it's not necessarily directly proportional to the chance of winning, as, for instance: the Scout barely has a chance of winning, yet it still can deal considerable damage; the Drone barely has a chance of winning, yet it doesn't deal much damage generally; etc.). This is something that really needs improvement (and professional help ;)).''<br />
<br />
:Maybe we'll think about that if I haven't embarrassed myself and completely missed the point of your algorithm. It may then be that probabilities as input are not the way to go. Then again, for the precision required to pin down how much damage ships will do, on average, it seems to me that simulations would be most valuable. But we can always guess and see what happens. Great work! I stand ready (well, apart from my real life interfering) to assist in any way I can. This could be worthy of a page - I think in the main body of pages, but a user page at least.<br />
<br />
:About the marauder, I was just assuming that while an individual marauder can't hurt itself, it would still be able to hurt its friends. I suppose because if melee was to be extended to third person, it would be natural to be consistent and allow friendly fire for all the ships (but obviously kzer-za fighters will have enough sense not to attack friends). Still, it could be argued that it would be equally consistent to retain all the settings of the first person melee, then again we know it wasn't designed with third person in mind.<br />
<br />
:Well, how's this for a tactic dreadnoughts could employ in numbers (which marauders couldn't!) - the fighters don't necessarily return to the ship from which they came. They return some friendly ship which is low on crew, to make it last a bit longer (or even be sent out only for the purpose of jumping into a friendly ship rather than attacking the enemy - with enough support, the front line dreadnoughts could be virtually indestructible!). These are the sorts of interesting tactics not reproduced in third person games I have seen. But then again the only third person games I've played are Dune II and StarCraft (terminators are the zealots of Star Control, are they not?). --[[User:Zeracles|Zeracles]] 19:53, 17 January 2008 (CET)<br />
<br />
::You've got it completely right. That's my algorithm summarized.<br />
<br />
::Regarding the converging and normalizing of values: At the very least, empiric testing shows they converge ''(unless one ship has 1 against each other ship, in which case the limit of the uber ship's price is infinity, and the limit of all other prices is zero. Which reflects the idealized reality represented by the algorithm pretty well, as a ship that ''always'' defeats every other ship renders those other ships useless)''. By "converge" I mean that the proportions between them stabilize (as, without normalizing, the variables themselves will quickly overflow, even as doubles; were overflowing not a problem, the proportions between them would still be conserved by normalizing... I think. I'll look into it tomorrow).<br />
<br />
::To normalize, I first search the initial array of match-up values for the cell with the highest number (if there are multiple such cells, the first of them gets chosen). Its x coordinate is assigned to the variable maxx, its y coordinate is assigned to the variable maxy. In every iteration, I divide match-up value and each x-value by (curmax / 100), where curmax is the cell with the x coordinate maxx and the y coordinate maxy in the current iteration.<br />
<br />
::And "that guy" with the balance mod is Elvish Pillager, the world champion at Super Melee, so show some respect. ;) Actually, he provided the inspiration for Point 3 in your bulleted list. We dueled once (many months ago) on #uqm-arena, and he won, and I blamed my defeat on the imbalance of UQM's ships. He said that the ships are only slightly imbalanced. I replied that my algorithm shows they are badly imba. (yes I still remember that dialog!) He said that my values are off, and said that a ship good against a single good ship is worth more than a ship good against multiple weak ships. I had to concede on that point. He suggested an inaccurate approach, though (calculating the "first guess" x-value by adding 1 for each ship that the current ship has a probability higher than 50% of defeating; and the x-value stopped at this "first guess"). But still, the credit for the idea goes to him, just as the credit for the idea of *colours* being related to perception goes to you, although it was me who integrated it into my theory and refined it. Rant over. [[User:Valaggar|Valaggar]] 21:36, 17 January 2008 (CET)<br />
<br />
::I'm starting to think that the input should be how much damage gets done as a proportion of the opposing ship's max crew. This introduces some complications, though. Like with the podship and penetrator, negative values come into it. And it's more difficult. But of course, we can try everything. Under this, whether one can get negative values in those cases depends on what the opposing ship's crew was at the beginning. But the probable outcome of a fight depends on the respective crews too. What this starts to question is the assumption of both ships initiating with a clean slate (though this isn't clear in Shiver's thinking, I think this is mostly assumed in the outlooks). Related is the question of how to handle the intruder's ability to warp close to the enemy.<br />
<br />
::Possibly the only solution is to hit the problem with full melee simulation. So, we have virtual players show up for a nuke BBQ and choose their ships based on some initial ship prices. As the melee progresses they make choices based on experience of previous outcomes regarding crew levels and such. Er, which assumes this is part of informing the tactics of these virtual players. Anyway, after some fighting, see how useful the ships were and update values.<br />
<br />
::Um, forget my stupid idea (although it probably just seems more work than it is because this would be a simulation, you wouldn't have to sit there watching and turning the handle). This is far far away and we should probably just go with probability/damage fraction as input for your algorithm.<br />
<br />
::I haven't really thought the normalisation through but is there a reason why you divide by (curmax/100) and not simply curmax?<br />
<br />
::About credit for ideas . . . hmm. --[[User:Zeracles|Zeracles]] 20:41, 18 January 2008 (CET)<br />
<br />
:::Regarding normalizing: Yes, it does indeed preserve proportions. If mtch[x][y][n] stands for y's match-up value against x as of iteration n (x and y range from 0 to 24, n is greater than 0), and curmax[i] stands for the curmax as of iteration i, then:<br />
:::'''mtch[x][y][n] = <font color="green">(</font>(mtch[x][y][0]/curmax[0]) * <font color="red">(</font>(a[0][x][n-1]/curmax[n-1]) + (a[1][x][n-1]/curmax[n-1]) + ... + (a[24][x][n-1]/curmax[n-1])<font color="red">)</font><font color="green">)</font> / curmax[n]'''<br />
:::'''mtch[x][y][n] = (mtch[x][y][0] * <font color="red">(</font>mtch[0][x][n-1] + mtch[1][x][n-1] + ... + mtch[24][x][n-1]<font color="red">)</font>) / (curmax[0] * curmax[n-1] * curmax[n])<br />
:::Without normalizing, mtch[x][y][n] would be equal to only the numerator of that last fraction. Since all members of the array (as of iteration n) are divided by the same denominator, the proportions between the members of the array are indeed preserved.<br />
<br />
:::Regarding dividing by curmax/100 instead of curmax: It was a matter of personal preference, I preferred having values between 0 and 100 rather than between 0 and 1. Nevertheless, I've changed the algorithm so that curmax = mtch[maxx][maxy][cur] / 100 and division is by curmax, not curmax / 100. And the final X values are now normalized too, to be more fit for using in-game (no need for a 20000pts maximum fleet). [http://www.savefile.com/files/1325746]<br />
<br />
:::I'll ramble on about your idea of using damage/max_crew instead of chance_of_victory tomorrow, it's past midnight right now. :) [[User:Valaggar|Valaggar]] 23:41, 18 January 2008 (CET)<br />
<br />
:::Let's analyze the problem at its very core, under the guidance of the Ultron. All readers who wish to enter trance-state may do so now.<br />
:::What do we actually mean by "balance"? Or, more importantly, what do we want to obtain by attaining this "balance"? The answer is that we want to make the frequency of usage of ships as evenly distributed as possible. Prices (in conjunction with the rule that a fleet's cost cannot be more than 200pts) are the way this is implemented. Therefore, prices have to be changed in such a way as to minimize the standard deviation of the victory probabilities for player A for each possible fleet choice of A (assuming optimal choice of fleet by player B). The set of prices for which this is the lowest, is the most balanced set of prices.<br />
:::In addition to fleet cost being at most 200pts, we will want to use the restriction that there cannot be two ships of the same type in the same fleet. This is the general rule at Melee tournaments, and a good way to assure variety.<br />
:::There's my two bani. [[User:Valaggar|Valaggar]] 21:20, 19 January 2008 (CET)<br />
===Probability of victory vs damage fraction===<br />
Good to hear about the convergence. I may check through your code, just because annoying bugs creep in for even the best of us, but I'm sure it's fine.<br />
<br />
I recognise the point you make about what we are trying to achieve - we are looking for balance, to ensure variety, in the case of tournaments, and because players make choices throughout a battle, the probability input is probably preferred over the damage fraction. But undeniably, that's an ideal and there are always going to be instances where a player employs several ships to nag away at one because the player has spent that member of his fleet which would be the natural enemy. This case favours the damage fraction input.<br />
<br />
Now, I suspect the ideal input mode would be somewhere in between, but heavily in favour of the probability of victory (interestingly, I think this is more the case at the beginning of a melee, and less so towards the end!). However, away from the tournament aspect of this and into the prospective third person arena (personally, I'm sure we will see it someday), I think it could be more the other way. That's an aside, and because I suspect (faithful) third person SC would be quite different from traditional RTS, it may not even be all that impoprtant.<br />
<br />
For our purposes (presumably releasing this when Shiver's guide is finished, but it's up to you of course), I think you're right that it would be best to use the probability interpretation. But there is also the possibility of doing both - perhaps a weighted average of both probability of victory and damage fraction. Probably the easiest way to code this would be to have an additional input file which has the damage fraction values. Also I would have an input file which has two numbers - what to normalise the final x values to (some may find it pleasing/tractable to have this max at 30), and how to weight the probability of victory and damage fraction inputs, expressed as one of these weights probably. All this just so you don't have to compile the code every time you make a change. Just a suggestion.<br />
<br />
If you do this, when you release the values you could provide some options.<br />
<br />
Testing of the sort in my stupid idea a while back would tell us where the balance is, but that's for another time - it would tell us the victory probabilities assuming given fleet selections which you speak of. Where the balance is would be affected by, I think, the point limit and restriction on having two identical ships. So they could be different for different tournament conditions.<br />
<br />
Good work! --[[User:Zeracles|Zeracles]] 18:14, 20 January 2008 (CET)<br />
<br />
:I've made [http://www.savefile.com/files/1329681 the change] you proposed.<br />
:By the way, I have to make a slight correction to a reply I posted above. I tested again the situation where one ship has 1 against each other ship, and its value does ''not'' actually tend to infinity &mdash; far from it. Just replace the uppermost row with 1's (let the first number as 0.5) and the leftmost column with 0's (let the uppermost number as 0.5) and you'll see. The ubership has 30 (when 30 is given in options.in, obviously), and others have values around 20, 18, 16, 13, 9.<br />
:I fear that this shows a grave omission in my algorithm.<br />
<br />
:Regarding the damage fraction values: Well, Shiver's guide doesn't exactly list the probabilities of victory, it lists how good each ship is against each ship. I think this ''does'' actually take into account both probability of victory and damage fraction, especially considering the text he backs his outlooks up with.<br />
<br />
:Regarding simulating Melee matches: Such a simulation would be horrendously difficult to implement, unfortunately. An excellent AI would have to be developed, and probably using [http://uqm.stack.nl/forum/index.php?topic=3473.0 learning AI]'s ''would'' be necessary, as a purely iterative approach would take years (if not decades) to run. Melee is based on many high-level tactics (such as the movement pattern of an Y-form, or flanking, or gravity whipping, or other complex and delicate maneuvers), which have to be taken into account as indivisible objects in the process of computing the optimal next move.<br />
<br />
:Also, if the standard deviation of the victory probabilities for player A for each possible fleet choice of A (assuming optimal choice of fleet by player B) is called as "imbalance coefficient" of a set of prices, we only need a way to calculate the imbalance coefficient for any given set of prices (and then we can set the prices via trial and error, starting either from the vanilla prices or from EP's balance mod prices). I think. [[User:Valaggar|Valaggar]] 19:38, 20 January 2008 (CET)<br />
<br />
===Melee modelling===<br />
Reorganised this page a bit.<br />
<br />
Well, if there is still a problem I can look it into it when/if I have time.<br />
<br />
Not being able to quantify the extent to which Shiver's values take into account either measure is a problem, and it makes his outlooks difficult to interpret if we care about consistently weighting the measures (which we may not for a first application). Think about the skiff vs avatar case for example. The way to do this properly is with simulation.<br />
<br />
You'll forgive me if I don't judiciously prove this overnight, but actually, ''no'', using learning AI's would ''not'' be necessary. It seems you underestimate either my seriousness or competence, and while there isn't much I can do about these fallacies, perhaps I can do just a little about your overestimation of how difficult the task would be.<br />
<br />
Now there's a reason why, on [[Talk:Super-Melee tactics|this page]] I drew your attention to the planet landing formula work. That problem has striking similarities. To try every strategy one needs to model the melee environment. How difficult is this really, when we have the game's source? It would probably take me longer to learn enough C than it would to do it. Then model each strategy - now, how many possible strategies are there? Not many, you know. In fact, they can all be defined completely by vectors - check out how I have defined the strategy space formalism. No matter how complex and delicate they may look in the end, if humans can do them, there's actually a simple underlying pattern - because a simple strategy often still maps to a complex series of moves.<br />
<br />
So define them and code them in as part of the melee environment, which you then run iteratively for each strategy pair. As for taking years or decades, no. Have you never played melee in frenzy mode? Good old 486 computers can handle it, so a complete melee simulation on faster computers might only take a few seconds. And then to the issue of choosing a strategy - this is just like in the planet lander problem - instead of maximising RU gained, one is maximising damage done (not in every circumstance, but there's the starting point). The control structure of the code would even be similar to that of the planet lander code I've started (and as I've shown, a lot of the conceptual work is already outlined).<br />
<br />
I estimate that melee simulation is only in the order of a factor of roughly 25<sup>2</sup> more difficult than the planet lander problem (and it's at least that many times more valuable). Which is not as bad as you say. In reality, the only thing which would stop me is time and lack of assistance. If it was to succeed, it would truly be a blow for the star control cause. There's my pitch. As I've said before, a learning AI learns by experience anyway, so you'll end up doing at least as much work in my opinion, and then your results will not be as easy to interpret. Nor will they be as sturdy.<br />
<br />
About the imbalance coefficient, could you backtrack a bit and explain what ``optimal choice of fleet by player B" means? I haven't given it much thought but don't we just want to make the probability of victory the same for any fleet selection which nudges the point limit? I think you could be on to something interesting here with this trial and error approach. But I'm still optimistic about your algorithm! Have you looked into it any more? If so, is it more likely to be a theoretical or coding problem? --[[User:Zeracles|Zeracles]] 19:54, 21 January 2008 (CET)<br />
<br />
:I don't know how to word this, but I'm really deeply sorry about underestimating you. I feel thoroughly ashamed of myself, and I must retire now to perform rituals of anguish. Before I go, though, I will reply to your last questions.<br />
:Regarding "assuming optimal choice of fleet by player B": Since for each possible choice of fleet by player A, player B can also choose a lot of possible fleets (and in each of these cases, A's chances of winning are different), we disregard A's probability of winning against all but one of these fleet choices of B. The only fleet choice of B that is taken into account is that one which has the greatest probability of victory for the greatest number of possible fleet choices of A. We only take this choice into account because that's what B would choose with ~100% probability, assuming he's a good enough player &mdash; and good players are the type of players we're trying to tailor the prices for, I suppose. Other possible fleet choices of B are of negligible probability. ... umm, maybe we could actually also take into account those other possible fleet choices which are good enough, though not exactly the best? You know, because even good players aren't ''that'' good.<br />
:And yes, I guess that, in the end, the probability of victory for any fleet selection which nudges the point limit will be (nearly) the same. Reducing the imbalance coefficient until it hits the lowest value (whether it is indeed zero or just close) is the way this end will be attained.<br />
<br />
:Regarding my old algorithm and what type of problem that is: Theoretical. I've looked over the code and I located no problem. I've thought over the algorithm and realized that it wouldn't be normal for it to give 0 to the non-uber ships. I've tested the program when all ships except the uber-ship have 0 against every ship (excluding themselves), and I've tested the program with only three ships, and the results confirm the hypothesis that it's a theoretical rather than a coding problem.<br />
:Now, my old algorithm was anyway doomed from its inception (from a balance standpoint), as balance means not limiting player choices, and just giving values to ships that are directly proportional to how good the ships are... this is not enough to balance it. Some ships will still be rather useless. An Umgah Drone which is rated for what is worth, is not worth much. But an Umgah Drone which has a price smaller than what it would deserve (say it has 2 instead of 7, for example) would be more on par with other ships (it would be as if all of its match-up values were multiplied by something larger than one).<br />
<br />
:Anyway, if we would be interested in giving prices to ships proportional to how good they are... "how good a ship is" is actually quite an artificial concept, given the rock-paper-scissors nature of the game... still, it might be possible, I don't know... it's a little too late in the evening/night for this.<br />
<br />
:And sorry again for my horrible behaviour, Zeracles. [[User:Valaggar|Valaggar]] 22:16, 21 January 2008 (CET)<br />
===Knowledge of the enemy===<br />
Just as an aside, if you saw [http://uqm.stack.nl/forum/index.php?topic=3982.msg51797#msg51797 my last post on the UQMF], the set of numbers which goes into the code I talk about is the vector which defines strategy. One would change this vector in real time to adapt to changing situations. If you are for example harrassing the enemy with eluders and they are straying too close to the enemy before turning and releasing BUTTs, simply change the relevant element of the strategy vector. If you then find that they are releasing too frequently and shorting out their energy, another real time adaptation may be in order. As commander, instead of telling units what to do, you are telling them what tactics to adopt. For what it's worth it's probably closer to what you call RTT, then again I'm not sure what the distinction between RTS and RTT is.<br />
<br />
Okay, optimal choice of fleet by player B seems to assume player B already knows what player A's fleet is. Tournament conditions come into it. And another question is whether it should be right that the probability of victory should approach the same value for any fleet selection - there is value in choosing a fleet which covers a range of abilities to counter a range of possible enemies. What this possible range is depends on whether the composition of the enemy fleet is known. Depends on tournament conditions. About not assuming that B's choice is perfect . . . I don't know how one would quantify this imperfection.<br />
<br />
For the case where B doesn't know the composition of A's fleet, well, B doesn't have an optimal choice. Rather, there is an ''optimal probability'' of selecting each particular fleet composition. I won't go any further with this just yet, but an alternative way of posing the balance problem might be to make this optimal probability the same for each particular combination. It may not be exactly the same as the imbalance coefficient approach. So the values which achieve balance may be different - depending on tournament conditions.<br />
<br />
My description is probably a bit confused, but this touches on a game theoretic consideration. Anyway, the trial-and-error approach sounds right, but unless you have a way of calculating this imbalance coefficient, it appears beyond reach at this point.<br />
<br />
Of course, in the third person arena, knowing the composition of the enemy fleet becomes knowledge of the disposition of the enemy, and some ships will have value added for their ability to come by this knowledge. While I've speculated that mobile ships like the eluder would be terrible in numbers, they have value as scouts and for spoiling formations like the dreadnought formation I've described. Then again, the mauler isn't mobile but could be good at spoiling formations, while being good in numbers itself.<br />
<br />
I wouldn't throw out your algorithm just yet - there are no uber-ships . . . I'm looking into it.<br />
<br />
Regarding the question of how good a ship is, as I think you know (and as I'm only noting) this is probably only a question which can be answered globally, by looking at what effect sets of values have on balance. Yes, it's an artificial concept, which disturbs an idealist like me, as artificial as looking for balance in the first place. It may not be a question we can answer yet. But the algorithm could still be a valuable first step. I wouldn't say it limits player choices - it's the point limit which does that - I would say it modifies the suitability of the choices.<br />
<br />
This is very interesting! What's this rock-paper-scissors? I grew up with scissor-paper-rock :P Good lord, just saw the [[wikipedia:Rock, Paper, Scissors|wiki article]] . . . --[[User:Zeracles|Zeracles]] 21:52, 22 January 2008 (CET)<br />
<br />
:(re first paragraph) Yes, and that post was very interesting indeed. In addition to this (by the way, those numbers would be probably changed via sliders, I guess), it would also be, probably, a good idea to implement a planning screen &mdash; i.e. an in-game screen where you set orders for each ship (such as "flank this", "move here") ''and'' a script showing how they are to carry those orders (e.g. "If enemy is low on battery then charge in. Retreat if enemy battery is not low anymore, then stay between 2/3 and 3/3 of its range, sidestepping its shots to waste its battery."). The script might even be represented via additional lines on the map (for instance, if the script tells your three Supox Blades to "attack this Dreadnought formation if no Marauders are within X distance units from it", then a transparent circle of radius X can be seen around the Dreadnought, with a small floating Marauder icons on its border, and a transparent yellow line goes from the circle to the opaque red line that shows the path on which the Blade will attack &mdash; the yellow line being titled "then". The transparent things should probably be shown only if a certain key is pressed, in order not to clutter the screen.).<br />
:And scripts should be saveable (both during and before the game) and loadable.<br />
:An RTT is basically an RTS without base- and unit-building. See [[wikipedia:Real-time tactics|wikipedia]]. [[User:Valaggar|Valaggar]] 17:15, 23 January 2008 (CET)<br />
===Weighting with Probability===<br />
All sounds good. Is this sort of thing found anywhere in modern third person games? I wouldn't know, I'm not really a serious gamer. I know scripts are implemented in-game in some recent releases, but I suspect these are for lower level activities. Anyway, StarCraft II is coming soon so that would probably indicate the avant garde. If this sort of thing hasn't appeared anywhere else, this would be an argument for doing something original in third person melee, hopefully attracting new players in the process. And I think it would be the most faithful adaptation of melee to third person.<br />
<br />
About RTT/RTS, I knew that much, but I was wondering how the experience would be all that different between them, I can still see an RTT turning into a clickfest. But it could just be that I haven't played any of these fabled RTTs. In any case, I don't see third person SC being RTS. From a game-design perspective, if one wants battles to take place on times which are small compared with the things which happen outside the battle (completing the various quests, resource gathering, et cetera), such that battles are instantaneous, raising an entire armada on the site of a battle doesn't make much sense (it doesn't really make sense in RTS games either!). I guess there could still be a place for upgrades and such, though. Something to watch out for would be substituting for the real value in RTS games of maintaining a balance between technological progression and actual war-making. <br />
<br />
Regardless of where the unit production is in the game, the costs need to be assessed and balanced somewhere, so I really think this question we've been discussing is important.<br />
<br />
And so, returning to your algorithm, I've been too busy to look into it like I thought I would, but a tentative panacea has occurred to me anyway. I haven't thought it through at all, and indeed it has been some time since I considered this carefully, but how about also weighting the match-up values with the probability of facing each other ship? So in the problem with the uber-ship, the trouble was that a ship is still given some reduced credit for being good against weak ships, even though it's completely useless against the uber-ship. In view of that, the probability of a ship facing anything but an uber-ship is zero. Weighted like that, along with the fact that it's useless against the uber-ship, one should get zero for the x-value of any non-uber ship. I haven't thought it through at all, but do you think this has any chance of helping? --[[User:Zeracles|Zeracles]] 00:17, 17 February 2008 (CET)<br />
<br />
:(re "is this thing found anywhere in modern third person games") Not to my knowledge. There was an open-source game which has something like this &mdash; except that ''that entire game'' is about the robots battling each other using AIs preprogrammed by the player (and uncontrollable during the actual battle). I have to caution you, however, that I'm not really a serious gamer either.<br />
:(re "regardless of where the [...]") Well, if more than two ships are in the arena at once, the outcome changes significantly... see also the <nowiki><small></nowiki> text below.<br />
:(re returning to my algorithm) Weighting match-up values too was what I did in an earlier stage of the algorithm... I can't remember why I scrapped it. I think the numbers didn't converge or something... I'll check it out anyway. In the meantime...<br />
<br />
Below is the subconscious reasoning that went into the manufacturing of that algorithm (I'll substitute "goodness" for "x-value", and count in reverse order):<br />
<br />
:Assuming random choice of ship by player B, the probability that player A's ship will win (the goodness of A's ship) is the arithmetic mean of its probabilities of victory against each ship.{{ref|1}}<br />
<br />
:However, player B doesn't pick a ship at random. The probability of him picking a certain ship is directly proportional to that ship's goodness ("goodness" = arithmetic mean of its probabilities of victory against each ship).<br />
<br />
:Therefore, the probability that player A's ship will win (A's ship's goodness<sub>0</sub>, i.e. its balanced price) is the arithmetic mean of its probabilities of victory against each ship, weighted by that ship's goodness1.<small>Here's a weak spot in the algorithm: we assume that each player's fleet is made of only one ship. This algorithm should normally be used to assign goodnesses to fleets &mdash; as each player's fleet is indeed made of only one fleet. But there are millions of possible fleets, so this would take decades to do, per my extrapolations.</small> In the same way (because goodness<sub>0</sub> is only an approximation, it doesn't take into account the enemy's knowledge of the ships' goodness<sub>0</sub>s):<br />
<br />
:Goodness<sub>1</sub> of a ship is the arithmetic mean of its probabilities of victory against each ship, weighted by that ship's goodness<sub>2</sub>.<br />
:Goodness<sub>2</sub> of a ship is the arithmetic mean of its probabilities of victory against each ship, weighted by that ship's goodness<sub>3</sub>.<br />
:Goodness<sub>3</sub> of a ship is the arithmetic mean of its probabilities of victory against each ship, weighted by that ship's goodness<sub>4</sub>.<br />
:Goodness<sub>4</sub> of a ship is the arithmetic mean of its probabilities of victory against each ship, weighted by that ship's goodness<sub>5</sub>.<br />
:...<br />
:Goodness<sub>X-1</sub> of a ship is the arithmetic mean of its probabilities of victory against each ship, weighted by that ship's goodness<sub>X</sub>.<br />
:Goodness<sub>X</sub> of a ship is the arithmetic mean of its probabilities of victory against each ship. (X is ideally equal to infinity)<br />
<br />
:So, to calculate the goodness<sub>0</sub> of ship A:<br />
:1. Calculate goodness<sub>X</sub> (mean of probs)<br />
:2. Calculate goodness<sub>X-1</sub> (mean of probs weighted by goodness<sub>X</sub>)<br />
:...<br><br />
:k. Calculate goodness<sub>0</sub> (mean of probs weighted by goodness<sub>1</sub>)<br />
<br />
::That we use arithmetic mean instead of sum doesn't affect the results (similar to how normalizing doesn't affect the results).<br />
<br />
::Another weak spot in this, in addition to what I already mentioned, is the well-known inaccuracy of the algorithm for dealing with uber-ships. Or rather, not with uber-ships, but with ships that completely supersede other ships &mdash; the superseded ships will never be used. We could of course just run a "supersede check" before applying the algorithm &mdash; thus eliminating superseded ships from the picture &mdash; but I fear that being partially superseded may count too. That if ship A completely supersedes ship B, with the exception that ship B's match-up value against ship C is greater than ship A's one, then my algorithm still isn't going to give accurate results. (In this view, all ships are at least partially superseded by another ship)<br />
<br />
{{note|1}} This is because, if the probability of event E can be p1 with a probability of q1, p2 with a probability of q2, p3 with a probability of q3... pn with a probability of qn, then the probability of event E is equal to p1*q1 + p2*q2 + p3*q3 + ... + pn*qn. [[User:Valaggar|Valaggar]] 19:04, 17 February 2008 (CET)<br />
----<br />
Hi Val, in case you've tried it, has weighting the match-up values with probabilities helped, perchance? --[[User:Zeracles|Zeracles]] 19:07, 24 March 2008 (CET)<br />
<br />
:I'm not sure what you mean (and I, frankly, haven't tried to hard to understand it either), but what I can reveal is that I've abandoned this over-simplistic way of looking at the problem (it's not going to be of any use, really &mdash; it doesn't even resemble the minimax algorithm much, which it should considering the [over]simplification it hinges upon), and am trying a rigorous, game theoretic approach. I have a document describing what I'm planning to do, but it's in Romanian; I'll translate it and put it here. I confess I haven't made much progress, both due to my absolute lack of knowledge in game theoretic matters, to the little time I've put in the problem, and to the complexity of the problem. [[User:Valaggar|Valaggar]] 20:11, 24 March 2008 (CET)<br />
<br />
::[http://www.mediafire.com/?onxmotfrgex Here]'s the thing. [[User:Valaggar|Valaggar]] 21:33, 24 March 2008 (CET)<br />
===Let the Games Begin!===<br />
About what I meant, I was thinking the probabilities would be game theoretic, but as I said I hadn't and still haven't thought it through at all. So, if one goes back to where I first mentioned this with respect to the uber-ship problem, the opposite player will always choose the uber-ship, so the probability of facing anything but an uber-ship is zero. Of course, game theoretic solutions don't necessarily say what choices players should make with certainty, more generally, there are optimal probabilities assigned to choices. This is where one would get the probabilities to weight the x-values . . . somehow (and this does depend on the composition of the enemy fleet). I should have said it then.<br />
<br />
One can sort of scale that up too, the probability with which a player should select each possible fleet should be the same. The same as similar thoughts above.<br />
<br />
But since you're already following the game theory path (and I don't know much about it either), maybe the way to go is for me to investigate your algorithm, since you've abandoned it. This way we avoid duplication of effort. I would either exhaustively show that the algorithm doesn't work or find a spark of usefulness, so it's a win either way.<br />
<br />
I haven't read through that thought starter of yours, maybe you'd like to develop it more first, but it looks very interesting. I forsee that you will become a great game theorist, almost as great as you are a linguist :) --[[User:Zeracles|Zeracles]] 19:08, 25 March 2008 (CET)<br />
<br />
== Talk about Utwig ==<br />
<br />
Did the Utwig join the Hierarchy? --[[User:Videogamer13|Videogamer13]] 16:28, 3 November 2010 (UTC)</div>Zeracleshttps://wiki.uqm.stack.nl/index.php?title=Talk:SC2_Teams&diff=32293Talk:SC2 Teams2015-04-03T05:01:06Z<p>Zeracles: Purpose of this page?</p>
<hr />
<div>Ahmed, could you clarify the purpose of this page and what you envisage its value to this wiki to be? I don't see that it adds anything that we don't already have. --[[User:Zeracles|Zeracles]] ([[User talk:Zeracles|talk]]) 07:01, 3 April 2015 (CEST)</div>Zeracleshttps://wiki.uqm.stack.nl/index.php?title=Arcturus&diff=27641Arcturus2014-05-10T14:19:37Z<p>Zeracles: </p>
<hr />
<div>'''Arcturus''' is an [[List of star types|orange dwarf star]] located at 964.5 : 579.1, with eight planets and two moons. The system was the home of the [[Burvixese]] race and the the first in our region of the galaxy visited by the [[Ur-Quan Kohr-Ah]], <br />
<br />
The following is a list of planets and moons in this star system:<br />
*[[Arcturus I|Planet I]] - [[List of planet types#Redux (Reduction)|Redux World]] - Burvixese homeworld<br />
**Moon I-A - [[List of planet types#Selenic|Selenic World]] - [[Burvixese HyperWave Broadcaster|HyperWave Broadcaster]] of [[Druuge]] design<br />
*Planet II - [[List of planet types#Chondrite|Chondrite World]]<br />
*Planet III - [[List of planet types#Noble|Noble World]]<br />
*Planet IV - [[List of planet types#Water|Water World]]<br />
*Planet V - [[List of planet types#Noble|Noble World]]<br />
*Planet VI - [[List of planet types#Pellucid|Pellucid World]]<br />
*Planet VII - [[List of planet types#Gas Giant|Gas Giant]]<br />
**Moon VII-B - [[List of planet types#Urea|Urea World]]<br />
*Planet VIII - [[List of planet types#Vinylogous|Vinylogous World]]<br />
<br />
[[Category:Stars]]</div>Zeracleshttps://wiki.uqm.stack.nl/index.php?title=Walkthrough&diff=27632Walkthrough2014-04-26T10:55:47Z<p>Zeracles: /* Slylandro Probes */</p>
<hr />
<div>==About This Walkthrough==<br />
<br />
For a linear game, the structure of a walkthrough is simple: it consists of step-by-step instructions. The Ur-Quan Masters is not linear. Instead, multiple plot lines advance simultaneously (some of them entirely without the player's intervention). This walkthrough is structured to reflect that aspect of the game. If you don't know what you need to do to advance the plot, if you're missing some critical piece of information, you can probably find it here. But this is not a step-by-step guide to beating The Ur-Quan Masters.<br />
<br />
Plot spoilers have been kept to a minimum, in hopes that the game will be able to reveal itself to you as the creators intended.<br />
<br />
==Starting The Ur-Quan Masters==<br />
<br />
{{hint|Save your game on a regular basis. Keeping multiple saves will let you go further back if you make a mistake without realizing it. If you use a lot of saves, be sure to familiarize yourself with the interface for selecting which one to load. It shows the in-game date of the save, the position of your ship and other information to help you choose your load point more easily.}}<br />
<br />
{{hint|If you want to depend as little as possible on this walkthrough, keep a notebook (a single sheet of paper is not remotely enough) to record what you learn from the people you talk to. The story can drive itself without needing too much slow planet-by-planet exploration, and it can be more satisfying to make progress without referring to outside sources like this guide.}}<br />
<br />
Upon first starting the game, you will be at the edge of our solar system, called [[Sol]].<br />
<br />
*You will find [[Earth]] (the third planet) surrounded by a red shield. In addition to the [[Luna|Moon]], there is a space station orbiting the Earth. When you approach, a drone will fly out and converse with you. Upon reaching the station, you can make contact with [[Hayes]], who will tell you that the station needs radioactive minerals and that you can find them on [[Mercury]].<br />
*Go to Mercury, scan it and dispatch a [[Lander]] to collect the radioactive (orange) minerals. Mercury is inhospitable, so it is advisable to land near the minerals and return to the ship (use the escape or secondary fire key) as soon as you have acquired the radioactives. If the Lander is destroyed, you can go back to Earth and get another from Hayes.<br />
<br />
{{hint|Radioactive materials can also be found on the moons of [[Jupiter]], which are less dangerous than Mercury.}}<br />
<br />
{{hint|[[Lander Hints]] can provide more suggestions on gathering resources using the lander.}}<br />
<br />
{{hint|The trip to Mercury is a bit tedious. At the beginning of the game your ship is really slow at first. As you acquire more [[RU]] (Resource Units) and better technology from [[Melnorme]], you will be able to make it faster, better at turning, and stronger in combat.}}<br />
<br />
*Take the radioactives back the [[Earth_Starbase|Starbase]] and give them to Commander Hayes. He will send you to the moon.<br />
<br />
*Scanning the moon, you will notice that the "Energy" scan has detected something. Dispatch a Lander and investigate.<br />
<br />
*When you get back to Earth and talk to Hayes, you will be interrupted by an [[Avenger|Ilwrath Avenger]], which attacks your ship.<br />
<br />
{{hint|[[Fighting Hints]] can provide suggestions on dealing with space combat.}}<br />
<br />
*After you have defeated the Avenger, Hayes will arrange to configure the Starbase to maintain and upgrade your ship.<br />
<br />
At this point, the linear portion of the game is over. The rest of this walkthrough consists of instructions for intermediate objectives, including acquiring items, forming alliances with other races, and instigating various events.<br />
<br />
==Gaining Allies==<br />
Some of the aliens you encounter can be convinced to help you. In some cases, this means a formal alliance: they send a delegation to Earth and you can build their race's ships at the [[Starbase]]. In other cases, they will give you a few ships but you will not be able to build them yourself.<br />
<br />
Most of these alliances are optional, but you may find them useful. Check the [[Walkthrough#Final Mission|final mission]] section for a list of required alliances.<br />
<br />
===The Spathi===<br />
<br />
*To communicate with the [[Spathi]], [[the Captain]] must learn their secret cypher, either by meeting [[Fwiffo]] on Pluto, or by buying information from the [[Melnorme]].<br />
*Once the captain knows the cypher, he can find the [[The Safe Ones|Spathi leaders]] on Epsilon Gruis Ia (241.6 : 368.7). Give them the secret cypher and ask them to join your alliance. They will require that you prove yourself by eliminating the '[[Evil Ones]]' from their historic homeworld, Epsilon Gruis I.<br />
*Land, eliminate the Evil Ones, and collect the biological information that they leave.<br />
*Return to Epsilon Gruis Ia. The Spathi will thank you and ask you to come back later. As usual in this kind of situation, it does not matter how much game time passes before you return. Start another dialogue with them and they will ally themselves with you.<br />
<br />
===The Pkunk===<br />
Any [[Pkunk]] you meet will be friendly. They will direct you to their homeworld, Gamma Krueger I (052.2 : 052.5). When you get there, they will offer you the [[Clear Spindle]] and you can convince them to give you four [[Fury]] ships. You can never build these ships at the Starbase.<br />
{{hint|Make sure that you have four empty spaces in your fleet when you visit the Pkunk homeworld. If you don't want the Fury ships, you can scrap them later for RU}}<br />
<br />
===The Orz===<br />
You can make a formal alliance with the [[Orz]] just by conversing with them in space. They can be found near their homeworld, Gamma Vulpeculae I (371.3 : 253.7).<br />
<br />
===The Shofixti===<br />
Making an alliance with the [[Shofixti]] is a more complicated process.<br />
<br />
*(Optional) Visit [[ZEX]] of the [[VUX]] at his private planet, Alpha Cerenkov I (422.1 : 198.6). (The [[Melnorme]] can tell you where to find him.) He offers to give you the remaining female Shofixti if you bring him a certain [[VUX_Beast|legendary monster]].<br />
*Capture the beast at [[Delta_Lyncis|Delta Lyncis I]] (570.4 : 979.5). This is difficult unless your Lander has been upgraded by the Melnorme.<br />
*Bring the creature to ZEX at Alpha Cerenkov I (422.1 : 198.6).<br />
*Land on the planet's surface and retrieve the [[Shofixti Maidens]].<br />
*Take them to the Delta Gorno system (290.8 : 026.9), where you can find Tanaka, a male Shofixti piloting a [[Scout|Shofixti Scout]]. He will attack you. Flee repeatedly (this consumes a good deal of fuel, so be sure you have enough) until he realizes you're not the enemy. The fastest way to gain his trust is to insult him (the Melnorme hint at this).<br />
*Once he trusts you, you can give him the maidens, and two months later, the Shofixti will arrive at Earth and ally themselves with you.<br />
<br />
{{hint|If you kill Tanaka, his brother [[Katana]] will appear in the system. Katana can also be used to repopulate the Shofixti species.}}<br />
<br />
The [[Shofixti]] are very useful allies. Once they join your alliance, the [[Crew_cost|crew cost]] goes down by 2 credits.<br />
<br />
{{hint|If you lose a thousand or more crew, the cost per crewman will increase from 3 to 5. If the Shofixti ally with you before this point, the cost will be 1 RU per crewman from then on (regardless of how many you lose). If the RU cost has already increased due to crew loss, the Shofixti will permanently set it to 3 RUs.}}<br />
<br />
===The Yehat===<br />
<br />
Take a Shofixti Scout to [[Yehat]] space (near Gamma Serpentis I (492.3 : 029.4)) and show it to a Yehat pilot in a hyperspace or in a planetary system. A civil war will begin, and one side will be happy to supply you with four Yehat [[Terminator]]s whenever you meet them in space. The other side is hostile, and there is no way to tell the difference until you talk, so be prepared to fight.<br />
<br />
There is no way to make a formal alliance with the Yehat.<br />
<br />
===The Zoq-Fot-Pik===<br />
<br />
To recruit the [[Zoq-Fot-Pik]], go to their homeworld at Alpha Tucanae I (400.0 : 543.7). The Zoq-Fot-Pik willingly join your alliance. (You can find out where they are by investigating Rigel after Hayes tells you about a transmission from that direction)<br />
<br />
{{hint|The journey to to Alpha Tucanae is hazardous. You need to be able to out-run or out-gun the Ur-Quan ships in the vicinity.}}<br />
<br />
===The Arilou===<br />
The [[Arilou]] will not make a formal alliance directly, but they will provide you with some of their [[Skiff]] vessels if you complete the process to acquire the [[Walkthrough#Portal Spawner|Portal Spawner]] device. The Skiffs are waiting for you when you return to the Starbase.<br />
<br />
===The Syreen===<br />
<br />
*Go to a [[Shattered World]] and collect the [[Egg Fragments]]. There are three Shattered Worlds to choose from: Beta Copernicus I (600.8 : 263.1), Gamma Brahe I (635.4 : 272.9), and Gamma Scorpii I (647.9 : 206.2).<br />
*Either (a) go to the Mycon Homeworld at Epsilon Scorpii (629.1 : 220.8) and ask about the Egg Fragments, or (b) buy information on the Syreen from a [[Melnorme]] trader.<br />
*Go to Betelgeuse I (412.5 : 377.0) and make contact with the [[Syreen]] at the orbiting station. Ask her about Syra and show her the Egg Fragments.<br />
*Take the Syreen Shuttle to Epsilon Camelopardalis 1a (593.7 : 393.7, deep in Ur-Quan space). Dispatch a Lander to the energy signature.<br />
*Go to Talana to finalize the plans. Your role is to give the [[Mycon]] information that will lure them into her trap.<br />
*Go to the Mycon homeworld (Epsilon Scorpii I, 629.1 : 220.8) and persuade Mycon to move to Organon, in accordance with Talana's instructions.<br />
*At this point, you may need to wait some time before continuing the process. You can view the Mycon's progress on the Starmap.<br />
*Return to Betelgeuse and talk to Talana. She will make a formal alliance with you, and you will be able to build Syreen ships at the Starbase.<br />
<br />
{{hint|Unlike other alien races, [[Hayes|Commander Hayes]] will not inform you that the Syreen have joined your Alliance. However, their ships will be available for you to build.}}<br />
{{hint|While the Mycon fleet is out of position, you can steal the [[Walkthrough#Mycon Sun Device|Sun Device]] from Beta Brahe I (639.5 : 231.2)}}<br />
<br />
===The Thraddash===<br />
<br />
*Go to the [[Thraddash]] territory (Draconis/Apodis constellation) and wait until a ship shows up in HyperSpace.<br />
*Attack the Thraddash and keep doing this until you have destroyed at least 25 of their ships.<br />
*The Thraddash will be impressed with your "fighting skills" and respect and admire you and ask you if you could create their new culture.<br />
*if you steal the Aqua Helix before destroying the 25 ships and making the Thraddash your ally then you will not be able to do so.<br />
{{hint|Neither the Thraddash nor Commander Hayes will tell you that you have become allies, but you will be able to build their Torch ships.}}<br />
{{hint|You can then go to Zeta Draconis and they will let you explore the surface and you can steal the Aqua Helix.}}<br />
<br />
===The Supox and the Utwig===<br />
[[Walkthrough#Ultron|Fix the Ultron]] and bring it to an [[Utwig]] space. Find a captain in space or at their home planet (taking it to Zeta Hyades VIb (850.0 : 937.2) does not work) and show him the repaired Ultron. He will take it, and the [[Supox]] and Utwig will both make formal alliances with you immediately.<br />
<br />
===The Chmmr===<br />
<br />
*First, complete the '''Ilwrath Removal''' quest.<br />
*Take the Sun Device to [[Procyon]] (074.2 : 226.8) and orbit the slave-shielded world (planet II). Use the Device.<br />
*The [[Chmmr]] will emerge, and if you do not already have the Talking Pet and/or the Precursor Bomb, they will instruct you to acquire them. In the meantime, they will ally with you formally and provide you with the Avatar designs.<br />
*When you return with the Talking Pet and the Bomb (or, if you already had them, immediately) they will provide you with infinite RU and equip you with the Improved Precursor Bomb. You are now ready to begin the [[walkthrough#Final_Mission|final mission]].<br />
<br />
==Collecting Devices==<br />
<br />
With a few exceptions, these devices can be collected in almost any order. The order in which they appear here is mostly arbitrary and un-motivated. <br />
<br />
===Umgah Caster===<br />
<br />
Make a formal alliance with [[Walkthrough#The Spathi|the Spathi]], and wait several months for them to disappear from the Starmap. [[Hayes]] will also inform you of their disappearance. Once they have disappeared, you can pick up the [[Umgah Caster]] from Epsilon Gruis Ia.<br />
<br />
===Portal Spawner===<br />
<br />
*Go to Alpha Pavonis VII (056.2 : 800.0) and retreive the warp pod from the wreckage of the Ur-Quan [[Dreadnought]]. (The Umgah, Thraddash or Melnorme can tell you to look there; the Arilou will directly point it out to you)<br />
*For the three days from the 17th through the 19th of each month, a naturally-occurring portal will be open at the coordinates 043.8 : 637.2, not far from Gamma Circini. Go through the portal to [[Quasispace]].<br />
*Navigate to the Arilou Homeworld, [[Falayalaralfali]], in the upper right region of Quasispace.<br />
*The Arilou will use the warp pod to make a [[Portal Spawner]] for your flagship. If you return to HyperSpace without the portal spawner, the naturally-occurring portal remains your only route to QuasiSpace.<br />
<br />
===Sun Device===<br />
<br />
The [[Sun Device]] is located on Beta Brahe I (639.5 : 231.2), but it is guarded by a large (infinite, in fact) fleet of [[Mycon]] [[Podship]]s. To acquire it, follow the steps to form an alliance with [[Walkthrough#The Syreen|the Syreen]], and either visit Beta Brahe I while they are away or after they come back. If you wait for them to come back, you still have to fight them, but the fleet deployed at Beta Brahe I is finite, and can be destroyed so that you can pick up the Sun Device.<br />
<br />
===Clear Spindle===<br />
The [[Clear Spindle]] can be obtained when you visit the [[Walkthrough#The Pkunk|Pkunk]] homeworld, Gamma Krueger I (052.2 : 052.5).<br />
<br />
===Rosy Sphere===<br />
<br />
You can purchase the [[Rosy Sphere]] (needed for the Ultron) from the Druuge at the Zeta Persei (946.9 : 280.6) star system. The cost is 100 crew or one [[Mycon]] [[Deep Child]] fragment or the Burvix Caster. If you have not already shown your Egg Fragment to Talana, you should do so before you trade it away to the Druuge.<br />
<br />
===Aqua Helix===<br />
The [[Aqua Helix]] is one of three devices needed to repair the [[Ultron|Broken Ultron]] for the [[Utwig]]. There are 3 ways to obtain it:<br />
#Tell the [[Thraddash]] (Delta Draconis I (253.5 : 835.8)) to attack the Ur-Quan's enemies, then go to Zeta Draconis (277.6 : 867.3) while the fleet is gone.<br />
#Take the Umgah Caster to the Ilwrath and command them to attack the Thraddash. The Thraddash will be too busy fighting the Ilwrath to stop you from taking the Helix.<br />
#If you manage to destroy 25 Thraddash ships (ships destroyed at their worlds don't count), they will admire and respect you and form a new culture to fit your example. After doing this, you may travel to Zeta Draconis and retrieve the artifact unharmed.<br />
<br />
===Ultron===<br />
<br />
*Make contact with the [[Supox]] (near Beta Librae I (741.4 : 912.4)). The Supox will give you the Broken Ultron. In addition, you will need the [[Walkthrough#Clear Spindle|Clear Spindle]], the [[Walkthrough#Aqua Helix|Aqua Helix]] and the [[Walkthrough#Rosy Sphere|Rosy Sphere]]. These four items can be acquired in any order.<br />
*Combine the Broken Ultron with the other three items by "using" them in your device list after acquiring the Broken Ultron.<br />
<br />
===Precursor Bomb===<br />
<br />
*When you give the repaired Ultron [[Walkthrough#The Supox and the Utwig|to the Utwig]], they will tell you to go to Zeta Hyades VIb (850.0 : 937.2) to retrieve the powerful Precursor Bomb device.<br />
*When you arrive, you will have to fight a small contingent of [[Druuge]] [[Maulers]] before you can dispatch a Lander to the surface to pick up the bomb.<br />
<br />
===Taalo Shield===<br />
The [[Taalo Shield]] is a device that stops the [[Dnyarri]] from being able to control your mind. Since you will get a [[Dnyarri]] soon, this device is important.<br />
*Go to Delta Vulpeculae 2c (372.1 : 261.9), in Orz space. The Shield is on 2c, a moon in this system. It is guarded by Orz, but they will allow you through if you are friendly.<br />
<br />
===Talking Pet===<br />
This creature was discovered by the Arilou and restored by the Umgah, who also accidentally unlocked the mental powers that are totally suppressed in most [[Talking Pet|Talking Pets]].<br />
*First, go to the Arilou homeworld in QuasiSpace, and ask them about the talking pet.<br />
*Bring the Taalo Shield to Beta Orionis (197.8 : 596.8). The Talking Pet will try to have you kill yourself, but the Taalo Shield will stop him. He then summons several Umgah to attack you. Fight off the Umgah Drones.<br />
*Once the Drones are defeated, you can take the Talking Pet. The grateful Umgah will hail you as a hero, give you 500 biological data units as a reward... then immediately attack you, since heroes are boring. To make the attack interesting, they will graciously give you several Umgah Drones-take them and run!<br />
<br />
==Other Quests==<br />
<br />
===Burvix Caster===<br />
This device is an alternative to the Umgah Caster. The [[Melnorme]] can tell you about the [[Burvixese]] and where to find their homeworld.<br />
*Go to Arcturus (964.5 : 579.1). The Caster is on a moon orbiting the first planet.<br />
<br />
{{hint|Once you acquire the Umgah Caster, a better use for this Caster surfaces: Load up the Flagship with empty High-Efficiency Fuel Tanks and go to Zeta Persei. The Druuge will fill your fuel tanks to the brim in exchange for the Burvix Caster. This fuel can be used or returned to the Starbase for a huge amount of RUs.}}<br />
<br />
{{hint|The Burvix Caster can also be exchanged for the Rosy Sphere, one of the replacement parts for the Ultron. This is one of several ways to acquire the device.}}<br />
<br />
{{hint|You cannot perform either trade if you have already completed the mission to acquire the Precursor Bomb as the Druuge will be hostile to you from that point on.}}<br />
<br />
===Ilwrath Removal===<br />
*First, acquire one of the hypercasters:<br />
** the [[Burvixese Hyperwave Broadcaster]] or<br />
** the [[Umgah HyperWave Broadcaster|Umgah Caster]] from the [[Walkthrough#The_Spathi|Spathi]] ally quest.<br />
<br />
*Go to the [[Ilwrath]] home system Alpha Tauri (022.9 : 366.6) and use the Umgah Caster. They will believe you to be the twin gods Dogar and Kazon, allowing you to command them to stop attacking the Pkunk.<br />
The Ilwrath will attack the Thraddash, and the battle will annihilate both the Ilwrath AND the Thraddash Fleets.<br />
<br />
===Slylandro Probes===<br />
<br />
The Slylandro Probes belong to a race of creatures that live in a gas giant, Beta Corvi IV ( 033.3 : 981.2 ). You can learn about them from the Melnorme, who sell the location of their homeworld as "information about current events." In addition, the Thraddash and Zoq-Fot-Pik can both tell you what general direction the probes are coming from.<br />
<br />
You can go directly to the Slylandro homeworld at Beta Corvi IV at 033.3 : 981.2 and ask about the probes as much as you like, but you will not be offered the option of informing them that the probes are attacking ships. For this you will have to encounter a probe, converse with it, inevitably fight it and then return to the Slylandro homeworld, at which time all dialogue options will be available.<br />
<br />
If you convince them that the probes are destroying ships, The Slylandro will give you a code to destroy any probe you meet. If you destroy the probes with the code you still get the RU.<br />
<br />
The next time you return to Beta Corvi IV (even if it is immediately after you leave with the code), the Slylandro will inform you that they have succeeded in reprogramming a probe to seek out other probes and order them to self-destruct. From this point on, the number of probes will go down until you will no longer encounter them in the game.<br />
<br />
==Final Mission==<br />
<br />
To initiate the final mission, you will need the [[Walkthrough#Sun Device|Sun Device]], [[Walkthrough#Precursor Bomb|Precursor Bomb]] and [[Walkthrough#Talking Pet|Talking Pet]] in your cargo hold. Take these to Procyon II and use the Sun Device while in orbit. When you regain control of the Flagship, you will appear back at the Starbase around Earth.<br />
<br />
Equip your ship and fly to the location of the Sa-Matra at Delta Crateris (620.0 : 593.5). Use your Talking Pet to confuse the large Ur-Quan fleet preventing your approach to the Sa-Matra. Following this, only six Ur-Quan ships will stand between you and the Sa-Matra &mdash; three [[Ur-Quan Kzer-Za]] [[Dreadnought]]s and three [[Ur-Quan Kohr-Ah]] [[Marauder]]s. After defeating them, you may be supplied with as many [[Pkunk]] [[Fury|Furies]] and [[Yehat]] [[Terminator]]s as you can carry (up to four of each). The appearance of these reinforcements is dependent upon you starting the [[Walkthrough#The Yehat|Yehat civil war]]. <br />
<br />
Finally, you will have to perform two daunting tasks &mdash; the first, eliminating the eight shield generators that power a force field protecting the only entrance to the Sa-Matra, which sits guarded inside a cocoon of asteroids. While trying to eliminate these shield generators, you will be chased and harried by flaming, homing fireballs/comets of some kind, and small green blobs that, rather than shoot at you, simply bump into you causing a small amount of damage but a transferring a lot of momentum. The Pkunk Fury is well capable of flying around and eluding these slower adversaries, and its main weapon is ideal for strafing runs on the shield generators. You may want to fly around first so all the fireballs and green blobs come out of the Sa-Matra, so you don't have to worry about them coming out right next to you. Note that it is possible to destroy the fireballs and green blobs with your weapons. However, if any of the shield generators are still intact, the Sa-Matra will automatically send out new ones to replace those you've destroyed.<br />
<br />
Your second task will be to rush your bomb-laden Flagship into the asteroid shell for the final blow against the Ur-Quan. One approach is to rely on luck, that your Flagship gets a good initial placement in the battle when it's sent in, and filling the Flagship with as many full crew pods to survive the onslaught of the green blobs and fireballs. A second approach is to first use any remaining ships in your fleet to destroy any fireballs and green blobs left over from the first task. Since all the shield generators have been destroyed by this point, these will not be replaced when they are destroyed. With all the fireballs and green blobs destroyed, it is very easy to maneuver your Flagship into position to destroy the Sa-Matra. When you enter the asteroid shell with your Flagship, you will automatically activate the bomb and get away with the escape pod. Now enjoy the ending movie. :-)<br />
<br />
==Other Useful Information==<br />
<br />
===The Melnorme Traders===<br />
Melnorme Traders are present at every super-giant star system in the game -- if you don't see them when you reach the system, check the planets or wait for them to come out into view. Also, if your ship runs out of fuel and is dead in the water, a Trader will appear and offer to help. Furthermore, if you use either the Umgah or Burvix Caster while in hyperspace, a Trader vessel will come looking for you.<br />
<br />
===Mineral-Rich Worlds===<br />
*''Overall list'': [[List_of_top_mineral_planets | List of the Richest Mineral Worlds]]<br />
*''Early game list'': [[List_of_top_early_mineral_planets | List of Early Game Mineral Worlds]]<br />
<br />
===Biological-Rich Worlds===<br />
*''Overall list'': [[List_of_top_biological_planets | List of the Richest Biological Worlds]]<br />
*''Early game list'': [[List_of_top_early_biological_planets | List of Early Game Biological Worlds]]<br />
<br />
===Rainbow Worlds===<br />
#(862.5 : 700.0) [[Alpha Andromedae]] I<br />
#(766.6 : 866.6) [[Beta Leporis]] I<br />
#(039.5 : 745.8) [[Beta Pegasi]] I<br />
#(853.4 : 879.7) [[Gamma Aquarii]] I<br />
#(602.0 : 297.9) [[Gamma Kepler]] I<br />
#(741.6 : 508.3) [[Gamma Reticuli]] I<br />
#(996.0 : 904.2) [[Groombridge]] I<br />
#(283.6 : 785.7) [[Epsilon Draconis]] I<br />
#(543.7 : 827.0) [[Epsilon Lipi]] I<br />
#(468.1 : 091.6) [[Zeta Sexantis]] I<br />
<br />
''More information'': [[Rainbow_World | Rainbow Worlds]]<br />
<br />
==External Links==<br />
[http://www.gamefaqs.com/computer/doswin/game/564589.html GameFAQs set of Star Control 2 walkthroughs]<br />
<br />
<br />
[[Category:FAQs]]</div>Zeracleshttps://wiki.uqm.stack.nl/index.php?title=Jugger&diff=27571Jugger2013-10-19T06:58:28Z<p>Zeracles: minor changes</p>
<hr />
<div>__NOTOC__<br />
<br />
[[Image:Notext_VR_jugger.png|thumb|306px|Fan-made image by VileRancour.]]<br />
<br />
The [[Utwig]] '''Jugger''' is one of the most dangerous ships in our region of space, thanks to its unique weapons and shield systems. During the events of Star Control II, this ship design fares very well in large-scale warfare against the [[Ur-Quan]] [[Kohr-Ah]], inflicting grievous casualties on the Kohr-Ah fleet before the Utwig themselves sustain too many losses to continue, withdrawing back to their space.<br />
<br />
==Propulsion==<br />
The Jugger's thrusters are about average relative to other spacecraft. This ship accelerates somewhat slowly, but can build up to enough top speed to pursue and overtake various low and medium speed enemy craft. It is outfitted with a set of amazingly powerful turning jets, and is capable of coming about as quickly as a vessel less than half its size.<br />
<br />
==Armament==<br />
===Primary===<br />
The Jugger's main weapon is an array of six forward-facing, "energy spear" cannons powered by an extremely efficient combat dynamo system. With it, the cannons have a virtually limitless supply of energy, and are able to fire without drawing any energy from the combat batteries. While weak individually, three or four energy spears will generally hit with each salvo. Each cannon "spear" will kill one member of the enemy's crew upon striking the ship.<br />
<br />
===Secondary===<br />
The Jugger is equipped with a unique shielding system. It is capable of absorbing an almost limitless amount of punishment from both kinetic and energy-based attacks, and it in fact converts this energy for storage in its combat batteries! However, the vessel is not capable of replenishing energy on its own, so if the combat batteries run out, the shield is no longer usable for the duration of the engagement. A Jugger always enters battle with its batteries at half of their maximum capacity.<br />
<br />
==Tactical Overview==<br />
* While ideally the Jugger's shield would block all damage and never lose energy, in practice neither the AI or any human being can achieve this 'perfect shielding'. Consequently, the Jugger is highly vulnerable to low-damage, low-fire-rate weapons such as the [[Mmrnmhrm]] [[X-Form|X-Form's]] missiles which realistically take more energy to shield against than they impart on impact. Conversely, weapons such as the [[Chmmr]] [[Avatar|Avatar's]] laser or the [[Ur-Quan]] [[Dreadnought|Dreadnought's]] fusion bolt are powerful enough that with care the shield will absorb far more than it uses. Additionally, there are weapons that the shield does not protect against or absorb energy from, as noted below.<br />
<br />
* The Jugger is a rock-paper-scissors sort of ship in Super Melee, being extraordinarily weak against some ships and extraordinarily strong against others. Any ship (piloted by a human player) that is faster and can use low-damage weaponry can deplete a Jugger's shield and eventually kill it, while any ship that is slower and/or using a weapon that recharges the Jugger's shield by more units per frame than it loses is toast. Because of this, it it much more advisable to reserve this ship for an advantageous position ship-wise in a melee battle than send it out indiscriminately when another is lost.<br />
<br />
* The Jugger's poor acceleration makes [[gravity well|gravity wells]] dangerous when travelling at full speed. This, combined with the excellent turning rate of the ship and unique weapons systems, make [[pillboxing]] a wildly popular tactic.<br />
<br />
* The Jugger is one of the better ships in the game against the [[Sa-Matra]], along with the [[Pkunk]] [[Fury]], as its shield renders the Sa-Matra's comets useless. It has some trouble being bounced around by the sentinel orbs, however.<br />
<br />
==Minutiae==<br />
<br />
* The Jugger's shield does not absorb energy from collisions with the [[Androsynth]] [[Guardian]] in its Blazer form. While a shielded Jugger won't take damage from the Blazer, it also cannot re-energize its batteries from it.<br />
<br />
* Orz space marines are repelled (but not harmed) by the Jugger's shield. This provides the Jugger with no energy gain.<br />
<br />
* The shield does not protect against the [[Shofixti]] [[Scout]]'s [[Glory Device]]. The Jugger takes the same amount of damage from the explosion whether it is shielded or unshielded.<br />
<br />
{{ShipBox|image=Jugger_icon.png|link=jugger|race=[[Utwig]]|crew=20|value=22|batt=20|regen=0|primary=Energy spears|prim-rate=7|prim-cost=0|secondary=Absorption shield|sec-rate=12|sec-cost=1|thrust=6|speed=36|turn=0.5|accel=0.86|mass=8}}<br />
<br />
[[Category:Utwig]]</div>Zeracleshttps://wiki.uqm.stack.nl/index.php?title=Intruder&diff=27567Intruder2013-10-09T03:49:13Z<p>Zeracles: </p>
<hr />
<div>__NOTOC__<br />
[[Image:Star_control_i_VUX_intruder_databank.png|thumb|306px|Starship Databank Entry]]<br />
The [[VUX]] '''Intruder''' is mighty, yet sluggish. The VUX compensate for their limited mobility by deploying biological limpet parasites to slow down enemy vessels. They also possess precise hyperspace instruments which allow the Intruder to warp into TrueSpace and arrive very close to a given target, performing surprise attacks often to devastating effect. The Intruder's stasis-pulse battery has huge capacity but a slow rate of recovery. This ship benefits from a small outline, often making it a difficult target to hit.<br />
<br />
==Propulsion==<br />
The Intruder is slow and unmaneuverable. Fortunately, its rate of acceleration is enough to get some good speed from a [[gravity whip]] maneuver. Beyond that, VUX captains depend on their limpet armament to compensate for the Intruder's lack of mobility.<br />
<br />
==Armament==<br />
===Primary===<br />
Intruders are armed with a powerful gigawatt laser that can slice through the hull of any ship in a matter of moments. The laser's modest range and rapid energy consumption demand accuracy and foresight in order for it to be used effectively, however. This weapon sputters pitifully when fired with a depleted battery.<br />
<br />
===Secondary===<br />
The other weapon carried aboard the Intruder is the "limpet", which launches into space encased within a protective cocoon and propels itself toward an enemy vessel. Upon nearing a target, the cocoon cracks, releasing the limpet to clamp down upon the enemy vessel's hull. While no crew are harmed when a limpet attaches, the combination of inflicted damage and added mass reduces a starship's mobility. Only after battle can a damaged ship remove any offending limpets. The VUX are able to mass-produce and deploy this bio-weapon with ease; the energy requirements of this subsystem are therefore minimal. <br />
<br />
===Additional===<br />
When the Intruder warps into combat, it arrives very close to its opponent. The impact of this varies. An Intruder may surprise and eliminate the enemy almost immediately. In other instances, the VUX's initial facing angle may point directly opposite of its adversary, allowing the enemy an easy escape from the Intruder. Note that the Intruder's warp-in ability is disabled during The Ur-Quan Master's main game and occurs only within the "Super Melee" combat simulator.<br />
<br />
==Tactical Overview==<br />
* The Intruder's characteristic close range arrival can best be taken advantage of against stationary targets. An opposing craft that is already in motion as the Intruder appears will usually escape before the Intruder can take advantage of the situation. A VUX warp-in is most devastating during the first bout of a battle where both ships enter the arena simultaneously and begin combat at a complete stop.<br />
<br />
* The Intruder is so slow that chasing after the enemy tends to be futile, even self-destructive. By default, Intruder pilots should instead fly defensively, laying down curtains of limpets in their wake. Warp-in ambushes and gravity whip maneuvers are both big exceptions to this, momentarily enabling effective offense.<br />
<br />
* A popular tactic with the Intruder is to gradually coat the enemy ship with so many limpets that they are effectively immobile, then close in from behind and finish them off. A well-executed gravity whip which crosses in front of the target's flight path can greatly assist with this approach.<br />
<br />
* Limpets vary in usefulness depending upon opponent. For instance, non-inertial spacecraft (the [[Skiff]], [[Probe]], and blazer form of the [[Guardian]]) are much less impeded by limpets than every other ship. A ring of [[Avatar]] ZapSats will easily dispatch any number of limpets, if present. Limpets slip right through the shield systems of the [[Jugger]] and [[Terminator]], which makes the Intruder a serious threat to both ships.<br />
<br />
* Ships with long-range weapons--particularly homing weapons--are the bane of the Intruder, being able to pound the Intruder to scrap metal from far outside the laser's range. An Intruder must either quickly eliminate such enemies at point-blank range or ensnare them with limpets and finish them off.<br />
<br />
==Minutiae==<br />
<br />
These are the exact effects an individual limpet has on a ship's mobility when it affixes:{{ref|1}}<br />
<br />
*Turn delay increases by 1 up to a limit of 255.<br />
*Acceleration delay increases by 1 up to a limit of 255.<br />
*Acceleration increment decreases by 1 down to a limit of 4.<br />
*Top speed = Old top speed * (New acceleration increment / Old acceleration increment).<br />
*If a ship's acceleration increment is already at 4 or less, top speed will be set to 8.<br />
<br />
==Notes and references==<br />
<br />
{{note|1}}''From [http://forum.uqm.stack.nl/index.php?topic=4424.0 this] forum thread. For an explanation of the affected properties, see [[Table of ship properties#Explanation of properties|this page]].''<br />
<br />
{{ShipBox|image=Intruder_icon.png|link=intruder|race=[[VUX]]|crew=20|value=12|batt=40|regen=0.111|primary=Gigawatt Laser|prim-cost=1|prim-rate=0|secondary=Limpets|sec-cost=2|sec-rate=7|speed=21|turn=0.142|accel=1.4|mass=6}}<br />
<br />
[[Category:Ships]]<br />
[[Category:VUX]]</div>Zeracleshttps://wiki.uqm.stack.nl/index.php?title=User:Zeracles/Starmap/Minimal_Spanning_Tree&diff=27413User:Zeracles/Starmap/Minimal Spanning Tree2013-09-01T06:22:26Z<p>Zeracles: /* Code */ adjust links</p>
<hr />
<div>I originally coded up [[wikipedia:Prim's_algorithm|Jarnik/Prim's algorithm]]. In the process of optimising it, I unwittingly reinvented [[wikipedia:Bor%C5%AFvka%27s_algorithm|Boruvka's algorithm]], which handles large numbers of input points better, at least the way I've done it. Demonstration [http://www.star-control.com/forum/index.php/topic,1660.msg35209.html#msg35209 here].<br />
==Minimally Connected Opaque Friend Graph==<br />
The matlab/octave code below for Boruvka's algorithm also contains an option to create a Minimally Connected Opaque Friend Graph (MCOFG). This is a graph I invented for the purpose of adding links to a completed MST to get closed loops, which were present in the original Star Control 1 starmaps. Actually, the MCOFG has another very interesting use in my real life work, but that's another story.<br />
<br />
The basic properties of the graph are<br />
*all the points are connected<br />
*each point is directly linked to ``nearby" points<br />
*no individual link occupies a path in space similar to that traced by other link(s)<br />
It is ``minimal" because only close neighbours are connected, and with ``opaque friends" because links can't go ``through" nearby points (the ``friends"). Graph geeks will realise that the Delaunay Tessellation (which we also considered) seems to satisfy these criteria, but it has edge effects; it will produce a convex hull at the edges, linking points that may be nowhere near each other, meaning that it only partially satisfies the ``nearby" criterion. The MCOFG is also far easier to implement than the delaunay tessellation! The MST is a good starting point in the construction of this graph, because it guarantees the connection of all points. It is also used to define ``nearby" and thus ``friends", by using the length of the longest MST link hosted at any given node to define a radius within which links to additional points will be considered.<br />
<br />
So, to generate the graph, we first generate an MST. For each point, we examine its MST links, and remember the length of the longest one. Points within this distance around the point are considered local, and potential friends. To determine whether each of these potential friends should be linked to the point, we consider all points that are closer. If r_2 is the distance to the point we are considering linking, and r_1 is a point closer to the point we are finding friends for, and \theta is the angle between vectors '''r_2''' and '''r_1''', we compute the product<br />
<br>((r_2)/(2r_1))*((\pi/2)/(\theta))<br />
<br>If it's less than one, the link '''r_2''' is allowed. When there are many points closer to consider, the products for each of them are multiplied together, and if the result if less than one, the link is allowed. This approach is motivated by the third condition for this graph, that no individual link occupies a path in space similar to that traced by other link(s). If one has points 1, 2, and 3, in that order on a straight line, 1 should not be linked to 3, because this duplicates the paths 1 to 2 and 2 to 3. With our approach, 1 will not be linked to 3 because 2 is closer to one, and the angle \theta is zero, so the product will be very much greater then one.<br />
<br />
The motivation for the inclusion of the distance component (r_2/r_1) is that if two points subtend a small angle \theta, but are at similar distances, the link to the more distant one shouldn't be broken. As for normalisation, the factors of two in the angular and distance components are there so that we can actually get values of less than one.<br />
<br />
There are also two numbers that can be tweaked to vary the connectedness of the graph.<br />
The product is divided by ``friendliness" f, i.e.<br />
<br>((r_2)/(2r_1))*((\pi/2)/(\theta))*(1/f)<br />
<br>to vary the number of links. Higher values of f lead to more connections, more friends. The locality factor l influences the radius within which points are considered for friendship, which is by default the length of the longest local MST link. l = 2, say, would double this.<br />
<br />
==Efficiency Method==<br />
In discussion on the forum Death 999 contributed a method that has become our preferred method for closed loop generation - I'll insert a description when I get a moment. It is implemented in both versions of the code available below.<br />
<br />
==Code==<br />
When prototyping, I wrote a [http://www.physics.usyd.edu.au/~asmith/files/sc1/MSTclosure.m matlab/octave version available here], and have recently done a [http://www.physics.usyd.edu.au/~asmith/files/sc1/MSTclosure.c C conversion available here].</div>Zeracleshttps://wiki.uqm.stack.nl/index.php?title=User:Zeracles/Starmap/Minimal_Spanning_Tree&diff=27411User:Zeracles/Starmap/Minimal Spanning Tree2013-08-27T04:38:05Z<p>Zeracles: updated method and code</p>
<hr />
<div>I originally coded up [[wikipedia:Prim's_algorithm|Jarnik/Prim's algorithm]]. In the process of optimising it, I unwittingly reinvented [[wikipedia:Bor%C5%AFvka%27s_algorithm|Boruvka's algorithm]], which handles large numbers of input points better, at least the way I've done it. Demonstration [http://www.star-control.com/forum/index.php/topic,1660.msg35209.html#msg35209 here].<br />
==Minimally Connected Opaque Friend Graph==<br />
The matlab/octave code below for Boruvka's algorithm also contains an option to create a Minimally Connected Opaque Friend Graph (MCOFG). This is a graph I invented for the purpose of adding links to a completed MST to get closed loops, which were present in the original Star Control 1 starmaps. Actually, the MCOFG has another very interesting use in my real life work, but that's another story.<br />
<br />
The basic properties of the graph are<br />
*all the points are connected<br />
*each point is directly linked to ``nearby" points<br />
*no individual link occupies a path in space similar to that traced by other link(s)<br />
It is ``minimal" because only close neighbours are connected, and with ``opaque friends" because links can't go ``through" nearby points (the ``friends"). Graph geeks will realise that the Delaunay Tessellation (which we also considered) seems to satisfy these criteria, but it has edge effects; it will produce a convex hull at the edges, linking points that may be nowhere near each other, meaning that it only partially satisfies the ``nearby" criterion. The MCOFG is also far easier to implement than the delaunay tessellation! The MST is a good starting point in the construction of this graph, because it guarantees the connection of all points. It is also used to define ``nearby" and thus ``friends", by using the length of the longest MST link hosted at any given node to define a radius within which links to additional points will be considered.<br />
<br />
So, to generate the graph, we first generate an MST. For each point, we examine its MST links, and remember the length of the longest one. Points within this distance around the point are considered local, and potential friends. To determine whether each of these potential friends should be linked to the point, we consider all points that are closer. If r_2 is the distance to the point we are considering linking, and r_1 is a point closer to the point we are finding friends for, and \theta is the angle between vectors '''r_2''' and '''r_1''', we compute the product<br />
<br>((r_2)/(2r_1))*((\pi/2)/(\theta))<br />
<br>If it's less than one, the link '''r_2''' is allowed. When there are many points closer to consider, the products for each of them are multiplied together, and if the result if less than one, the link is allowed. This approach is motivated by the third condition for this graph, that no individual link occupies a path in space similar to that traced by other link(s). If one has points 1, 2, and 3, in that order on a straight line, 1 should not be linked to 3, because this duplicates the paths 1 to 2 and 2 to 3. With our approach, 1 will not be linked to 3 because 2 is closer to one, and the angle \theta is zero, so the product will be very much greater then one.<br />
<br />
The motivation for the inclusion of the distance component (r_2/r_1) is that if two points subtend a small angle \theta, but are at similar distances, the link to the more distant one shouldn't be broken. As for normalisation, the factors of two in the angular and distance components are there so that we can actually get values of less than one.<br />
<br />
There are also two numbers that can be tweaked to vary the connectedness of the graph.<br />
The product is divided by ``friendliness" f, i.e.<br />
<br>((r_2)/(2r_1))*((\pi/2)/(\theta))*(1/f)<br />
<br>to vary the number of links. Higher values of f lead to more connections, more friends. The locality factor l influences the radius within which points are considered for friendship, which is by default the length of the longest local MST link. l = 2, say, would double this.<br />
<br />
==Efficiency Method==<br />
In discussion on the forum Death 999 contributed a method that has become our preferred method for closed loop generation - I'll insert a description when I get a moment. It is implemented in both versions of the code available below.<br />
<br />
==Code==<br />
When prototyping, I wrote a [http://www.physics.usyd.edu.au/~asmith/files/MSTclosure.m matlab/octave version available here], and have recently done a [http://www.physics.usyd.edu.au/~asmith/files/MSTclosure.c C conversion available here].</div>Zeracleshttps://wiki.uqm.stack.nl/index.php?title=User:Zeracles&diff=27410User:Zeracles2013-08-27T04:28:33Z<p>Zeracles: /* Current Projects */</p>
<hr />
<div>G'day there. I hang around here and on the forums ([http://www.star-control.com/community/ PNF/SCDB] and [http://uqm.stack.nl/forum/ UQMF]) chatting about Star Control, its community and occasionally doing stuff for the projects that good folks have started around the place. Star Control II is one of the first games I ever played, and if you're a Star Control fan too, I hope to see you around. Although I haven't done much work here for a while, I'm interested in helping to make things better and clarifying what can be improved in the main body of articles on this wiki. <br />
<br />
In real life I have an interest in [http://www.physics.usyd.edu.au/~asmith/ astrophysics] and some experience (in order of decreasing competence) with matlab/octave, python and C. Although I'm not much of a gamer, I also like Doom, StarCraft and [http://www.baggygreen.com.au/ cricket]. I can be reached via my [[User talk:Zeracles|talk page]], or by PM on one of the forums. Cheers!<br />
==Current Projects==<br />
===History of the Star Control Fan Universe===<br />
Some speak of the internet as a collective intelligence, with its denizens as the neurons, etc. And every intelligence needs a memory. Of course the threads are still in the forum archives, but left like that, it isn't very well organised, and is effectively forgotten because it's not easy to find stuff. While some of what happens on the forums is mostly there for currency, some of it is worth remembering, and I think it would be good to make those threads easily accessible to any who may find them useful. It's a big job and I'm really just getting started. If you have some input I'm happy to hear it.<br />
<br />
[[User:Zeracles/History of the Star Control fan universe/Thread Catalogue|Thread Catalogue]]<br />
===Miscellany for Dragon's SC1 Remake===<br />
This is some procedurally generated art, and starmaps I worked on for [http://www.star-control.com/community/viewtopic.php?t=42 Dragon's SC1 remake]. Death 999 contributed part of the link-generating algorithm that I have demonstrated and implemented in both matlab/octave and C.<br />
<br />
[[User:Zeracles/Background|Starry Background]]<br />
<br />
[[User:Zeracles/Starmap|Starmap]]<br />
===<del>Project 6014</del>===<br />
<del>Like many others, I'm doing a little on this sequel mod for UQM. I'm working on concept, dialogue and whatever else time permits for a species new to 6014's plot.</del> This project has unfortunately descended into mediocrity and infighting.<br />
<br />
==Projects On Ice==<br />
I don't really have a lot of time for Star Controlling, which stops me from doing stuff and it sucks. I don't have time for these projects right now.<br />
===Planet Landing Risk-Reward Formula===<br />
[[User:PsiPhi|PsiPhi]] first mentioned this idea [[User talk:PsiPhi/StarBox|in 2005]] (not that I was around, or even knew the ultronomicon existed at the time), and in october 2007 got us working on it [[Talk:Planet landing risk-reward formula|here]]. This is an excellent idea, but as he said back then, it's ambitious. We ([[User:PsiPhi|PsiPhi]], [[User:Fyzixfighter|Fyzixfighter]], [[User:Valaggar|Valaggar]] and yours truly) have been discussing it since, and many interesting and challenging issues have come up. This is one of those problems which I think gets more interesting the harder it gets. From my perspective it's great that some of the things I've learned in research are finding a use in Star Control.<br />
<br />
[[Talk:Planet landing risk-reward formula|Planet Landing Risk-Reward Formula Discussion]]<br />
===Balancing the Prices of UQM's Ships===<br />
This was initiated by [[User:Valaggar|Valaggar]]. Valaggar's implementation is clever, though he acknowledges the input of Elvish Pillager. See [[User_talk:Zeracles#Balancing_the_prices_of_UQM.27s_ships|here]].<br />
==User Pages==<br />
[[User:Zeracles/History of the Star Control fan universe/Thread Catalogue|Thread Catalogue]]<br />
<br />
[[User:Zeracles/Background|Starry Background]]<br />
<br />
[[User:Zeracles/Starmap|Starmap]]<br />
<br />
[[User:Zeracles/Deconstructing the UQM source|Deconstructing the UQM Source]]</div>Zeracleshttps://wiki.uqm.stack.nl/index.php?title=User_talk:Fyzixfighter&diff=27371User talk:Fyzixfighter2013-07-26T08:39:41Z<p>Zeracles: /* Spam */</p>
<hr />
<div>You added the list of stars and constellations that do not have basic in reality. I have some memory loss, so I dont want to change the page without someone double checking, but I seem to remember Wolf 359 is a real star with a companion black hole, so Wolf could be removed from the list<br />
<br />
:True, but in the SC2 universe, Wolf is a constellation, whereas the in real life Wolf 359 is a single star. Are there other Wolf stars, like a Wolf catalog of stars? There's also a type of stars called Wolf-Rayet. Imho, since its not a star-star or constellation-constellation correlation, I think that it would belong on the list. We can always include a mention of Wolf 359 in the entry, also. --[[User:Fyzixfighter|Fyzixfighter]] 06:09, 17 Nov 2005 (CET)<br />
<br />
::I seem to recall it being documented somewhere that the HyperSpace starmap shows stars that are actually different from the way that we (in reality) see and name stars in "TrueSpace". Stars in HyperSpace are different from those stars in TrueSpace, even if they have the same name. What we see as Betelgeuse in the HyperSpace map is actually not the same Betelgeuse star that we see right now in the 21st century. I think it's explained as humans, when they see the stars as they appear from HyperSpace, assign their own familiar names to these stars. --[[User:Phoenix|Phoenix]] [[User_talk:Phoenix|(t)]] 07:16, 17 Nov 2005 (CET)<br />
<br />
:::On the hyperspace star map that came with the game: "The positions are based on HyperSpace coordinates, which may be unsettling to some students of TrueSpace astronomy. Defined long ago by Chenjesu stargazers, the constellations are now accepted by all Alliance races as ''the'' standard. Due to the great diffuculty in pronouncing the Chenjesu language, each race has translated the names into their own tongue. When it came time for Earth to adopt this system, the United Nations decided to use traditional astrological designations at random." I think I might need to be more explicit on that list, to say that these are the names that are neither real constellation names or individual star names. --[[User:Fyzixfighter|Fyzixfighter]] 08:01, 17 Nov 2005 (CET)<br />
<br />
Hi there. In the Probe article, I think you left a sentence dangling: "Unlike catalog item 2419, this". I'd finish it myself if I knew the rest. :-) --[[User:Doubleyou|Doubleyou]] 00:11, 2 Dec 2005 (CET)<br />
:Blast, guess I forgot something when I was moving everything around. IIRC that sentence fragment was part of an intermediate draft of that paragraph and is now redundant. Fixing... --[[User:Fyzixfighter|Fyzixfighter]] 00:37, 2 Dec 2005 (CET)<br />
<br />
Hey FyzixFighter, is there some rule preventing you from obliterating [http://wiki.uqm.stack.nl/Game_Humor this page]? --[[User:Shiver|Shiver]] 05:41, 2 July 2009 (UTC)<br />
<br />
== Cargo images ==<br />
<br />
FYI, people complained that my old cargo images taken from the UQM content were too tiny. We should probably use the wiki software to scale those up 2x (and the new ones you uploaded) for wherever they are used in articles, unless somebody wants to scale them manually and upload new versions.<br />
-[[User:Fadookie|Fadookie]] 01:37, 16 January 2006 (CET)<br />
:Thanks for the reminder. Yeah, I remember seeing the comments about that and agree the raw images are much too small. I believe <crossing-fingers> that I uploaded copies of all the raw images, except those that had already been uploaded. Not being a really aesthetic person, I avoided figuring out the right scale but, like you've already noted, the wiki software can easily resize them to whatever we decide on. I hope I didn't offend anyone or step on anyone's toes when I made those uploads, but I kind of agree with Svdb that it's more honest to present the raw material instead of enhanced images, unless we all agree on how to enhance those images - just my R$ 0.0456600. --[[User:Fyzixfighter|Fyzixfighter]] 04:20, 16 January 2006 (CET)<br />
::I agree with you and SvdB about using the straight game content, and not only out of laziness. :)<br />
::There are other places for enhanced images... i.e. PONAF. Back when the Ultronomicon was a bit younger, there was discussion about using PONAF's animated gifs of each race's comm screen, but I was against this (as was SvdB if I recall). There is a place for everything, and I don't think that the Ultronomicon is the place for 'enhanced' content, especially if it is scaled to an arbitrary size with an arbitrary resizing algorithm that tries to make the graphics appear smoother than they actually are.<br />
::The only kind of pre-upload scaling I would support for the Ultronomicon is nearest neighbor 2x (basic, pixelated scaling), although screenshots of UQM using its internal scalers for purposes of comparison may be appropriate.<br />
::-[[User:Fadookie|Fadookie]] 07:08, 16 January 2006 (CET)<br />
<br />
== Footer nav plate. ==<br />
<br />
What are you planning to do with those footer nav plates? I think they're nice, but main Ultronomicon pages shouldn't refer to pages in the User namespace. &mdash; [[User:Svdb|SvdB]] 05:58, 6 October 2006 (CEST)<br />
<br />
:Sorry about that - yeah, I was planning on moving them out of my personal namespace. They still might need a little work, but you're right that they should be in the main space. I'll move them over today. --[[User:Fyzixfighter|Fyzixfighter]] 19:45, 6 October 2006 (CEST)<br />
<br />
== SC2/UQM star database? ==<br />
<br />
Is there a small database defining all the stars? Or is there any XML files around defining all starnames, their positions in space, their color and their size (how big it should be on a map)? It would be neat to create a vector-based starmap of the 2D-universe... maybe by using SVG. It would not be hard to do it, given the right data :)<br />
<br />
-- MrMist<br />
<br />
:Well, I might not be the best one to answer your question as the limits of my involvement with UQM is basically this wiki. But I can tell you that you're not the first, nor will you be the last to want to do something like this. In fact, several fans have created a number of maps [http://starcontrol.classicgaming.gamespy.com/sc2/maps.shtml]. The topic has also come up on the UQM discussion boards more than once, so I would recommend scanning the threads there. One in particular [http://uqm.stack.nl/forum/index.php?topic=3133.msg39391#msg39391] has a link to the data you're looking for, and tells you where you can find it in the actual game code. Likewise, someone awhile back created a page of [[Star Coordinates]] (though it lacks the color and size).--[[User:Fyzixfighter|Fyzixfighter]] 02:14, 17 December 2006 (CET)<br />
<br />
:There is functionality in uqm that can print a list of all the info you'd need. It's not in XML format, but it would be trivial to change the code to dump it anyway you like. You'd need to compile the game from source in debug mode though.<br />
:An interactive SVG based starmap exists. See [http://seijin.ath.cx/cgi-bin/uqm/ this page].<br />
: &mdash; [[User:Svdb|SvdB]] 07:19, 17 December 2006 (CET)<br />
<br />
::[[Image:screen.png|thumb|right|Screenshot of current starmap]]I'm more interested in creating a completely vectorized map, rather than using loads of bitmaps to draw the elements of the maps. Luckily I found some files in the CVS, that reflects all the constellation positions in simple, readable format. I've made some scripts transforming the data to XML, and I've made a XSLT stylesheet, transforming the document to SVG. I'm attaching a screenshot of the SVG at the current state of development. --[[User:MrMist|MrMist]] 11:50, 19 December 2006 (CET)<br />
<br />
:::Oh, you're only interested in the stars, not the planets. Right, plandata.c should be enough then.<br />
:::Note however, that the Ultronomicon is not an image dump for SC2-related pictures. If an image does not go with an article, it doesn't have a place here. I'll leave it for the moment, but don't expect it to last. Actually, even this discussion shouldn't be here. We have the [http://uqm.stack.nl/forum/ UQM forum] for things like this. &mdash; [[User:Svdb|SvdB]] 12:41, 19 December 2006 (CET)<br />
<br />
:::: Ah. I see. Well... I though this wiki was supposed to contain all things surrounding Ur-Quan Masters. As for the picture: I just wanted to provide an example to describe the things I've been requesting, and also to document the current progress of development. It was kind of natural to provide a visual example. I did however not expect it to be such a big problem to post a screenshot. Don't worry... I'll quit writing here right away.--[[User:MrMist|MrMist]] 14:22, 19 December 2006 (CET)<br />
<br />
Oh, you wanted to make a starmap for in the Ultronomicon. I misunderstood. In that case a request for information is appropriate here. I apologise for jumping to conclusions. &mdash; [[User:Svdb|SvdB]] 17:47, 20 December 2006 (CET)<br />
<br />
==SC1 and SC3==<br />
Assertion 1: Ur-quan masters equivalent of Star Control II. Assertion 2: Star Control I and Star Control III are in existence. Assertion 3: Full knowledge of Star Control requires full knowledge of series. Assertion 4: Database identified as Ultronomicon deals exclusively with Ur-quan Masters. Conclusion A: Star Control databases must include information on Star Control I and Star Control III. Conclusion B: Database identified as Ultronomicon is incomplete. Query: Unit identified as Fyyzixfighter is directed to either affirm or negate this argument. -A petetionning [[User:Daktaklakpak|Daktaklakpak]] 22:17, 14 February 2007 (CET)<br />
<br />
==FYI==<br />
The name of the Avatar laser is actually a "Terawatt Laser". http://starcontrol.classicgaming.gamespy.com/sc2/shipspecs/rw-chmmr-spec.jpg [[User:68.88.74.19|68.88.74.19]] 02:46, 10 May 2007 (CEST)<br />
<br />
:Sorry, that image is not part of the accepted Star Control [[canon]]. It is a fan-made image - I'll try and hunt down who created it. In actuality, I believe it is a touched up version of the 3DO spinning image of the ship. The names on it, and the other fan-made images for SC2 unique ships, are for the most part fan-made also, and do not appear anywhere in the canon. The Star Control Writers FAQ is also not necessarily canon. I don't know where the person got the name terawatt from in that FAQ, but it's not from the manuals, the RPRG, or the game itself - therefore, it's fanfic plain and simple. Of course I'm open the idea that I may have missed something (as I discovered as I listened to the 3DO ship descriptions), but please remember how we define canon for the Ultronomicon. Cheers. --[[User:Fyzixfighter|Fyzixfighter]] 04:51, 10 May 2007 (CEST)<br />
<br />
Perhaps they used their brains and engaged in critical thinking rather than just replaying SC2 dialogue over and over again to arrive at that conclusion? The VUX laser is, after all, named a Megawatt laser. [[User:68.88.74.19|68.88.74.19]] 21:18, 10 May 2007 (CEST)<br />
<br />
:Honestly I'm fine with people extrapolating when they're creating fan-fiction. However, we strive on the Ultronomicon to stick to canon. Any reading between the lines and critical thinking should be guided by the canon. Also, please don't insinuate that I didn't use my brains nor think critically about this topic. Let me show you how I consider this critically: if someone used their critical thinking to get "Terawatt" then I have to question their reasoning abilities because the jump from Tera- to Giga- (the VUX laser is a Gigawatt not a Megawatt) seems simply based on the general fact that the Avatar laser is more powerful. The SC2 manual states that the Avatar laser has "twice the destructive force of the feared VUX laser" (a point which is confirmed in-game, see also [[List of weapons]] for damage]]). A terawatt (10^12) is not twice a <s>megawatt</s> gigawatt (10^9) (or 30 dB greater if you like a log scale - a factor of 2 would be 3dB by the way). It looks like tera- was chosen simply because it's just the next metric prefix above giga-, but why not call it an Petawatt or an Exawatt or a Zetawatt (I think the argument for Zeta- is a little bit easier since a Zetawatt is 240 dBm and a Gigawatt is 120 dBm). We really should then call it a "2 Gigawatt Laser", assuming of course that laser power scales as destructive force, which it may not in such a non-linear regime (I've played with Terawatt/Gigawatt pulsed lasers (~25fs pulses) to drive non-linear processes). I certainly would be interested in knowing the reasoning behind "Terawatt" to see if the reasoning was more subtle and insightful than "Terawatt is the next metric unit above Gigawatt, therefore let's call it a Terawatt".<br />
<br />
:If you want to call it a terawatt in your gameplay and when talking with others, go ahead, I really couldn't care less; but please avoid non-canon terminology to the Ultronomicon. We certainly would appreciate your help on making the Ultronomicon better, and it would be sad if you don't based solely on this one disagreement of acceptable canon. However, if the adherence to this defined canon is too much of a sticking point, then we are at an impasse and any material you add based on non-canon sources will be removed. --[[User:Fyzixfighter|Fyzixfighter]] 00:41, 11 May 2007 (CEST)<br />
<br />
::Quick defense in the case of the Terawatt, however, can you say where you found the name x-ray laser? I never heard it.--[[User:Gaeamil|Gaeamil]] 06:21, 13 May 2007 (CEST)<br />
<br />
:It is named so in the 3DO ship spin video. I don't know where it can be found on the Internet, if it can - I don't know if Fyzixfighter had the 3DO SC2. [[User:Valaggar|Valaggar]] 07:52, 13 May 2007 (CEST)<br />
<br />
::Are those the videos where the ship rotates while a female voice describes them? If so, they're all on the Pages of Now and Forever.--[[User:Gaeamil|Gaeamil]] 07:54, 13 May 2007 (CEST)<br />
<br />
:::Yep, that's where I found them (I don't have the 3DO version personally). Go here [http://starcontrol.classicgaming.gamespy.com/3do/] and click on any of the ships on the left to play the videos. --[[User:Fyzixfighter|Fyzixfighter]] 08:07, 13 May 2007 (CEST)<br />
<br />
== 3DO Ship Spin Models ==<br />
<br />
We can use the 3DO Ship Spin images together with in-game/Databank pictures on ship pages. I just wanted you to know that, I don't think anyone has any objections. [[User:Valaggar|Valaggar]] 11:48, 13 May 2007 (CEST)<br />
<br />
:There was some similar discussion in regards to including animated gifs for the spec images over on [[Talk:Blade]]. I'm inclined to agree that moving images/video on the page would be distracting, and a steady state image is preferable. I'm also not sure if the hi-res movie files are still up on fileplanet, leaving us with only the lowres vids on PONAF. I think including a link to the specific page on PONAF with the 3DO video would work, without being too distracting and still providing access to the info, but I'm still mulling over the manner of including the link (in a template, external link section, see also section, in-line link,...). --[[User:Fyzixfighter|Fyzixfighter]] 23:04, 13 May 2007 (CEST)<br />
<br />
So we should indeed use the ''images'', and make them link to the 3DO videos? Sounds good. [[User:Valaggar|Valaggar]] 13:02, 14 May 2007 (CEST)<br />
<br />
:Depends on which ''images'' you're talking about - I'm not exactly certain I understand which images you mean. --[[User:Fyzixfighter|Fyzixfighter]] 17:18, 14 May 2007 (CEST)<br />
<br />
I mean screenshots from the 3DO videos. However, I don't see a method to take them - my screen capture software (both 2 programs) don't capture that well, and RealPlayer doesn't seem to have a "save" option. There must be a way anyway. [[User:Valaggar|Valaggar]] 17:31, 14 May 2007 (CEST)<br />
<br />
==Pointless articles==<br />
The following articles are just cluttering the wiki and are included in your "Pointless articles" section. I support their deletion.<br />
*[[Alpha Lyrae]]<br />
*[[Beta Andromedae]]<br />
*[[Beta Centauri]]<br />
*[[Beta Lyrae]]<br />
*[[Delta Centauri]]<br />
*[[Epsilon Centauri]]<br />
*[[Gamma Centauri]]<br />
*[[Zeta Centauri]]<br />
*[[Achernar]]<br />
*[[Canopus]]<br />
*[[Capella]]<br />
<br />
You know, non-admins cannot delete articles. [[User:Valaggar|Valaggar]] 16:42, 1 June 2007 (CEST)<br />
<br />
:Yeah, I've been meaning to get to that list but school/work has been quite busy as of late (I'm only posting now because I'm waiting on a measurement). I'd definitely be in favor of getting rid of the Lyrae star pages and Beta Andromedae - those are completely non-notable. The Centauri stars I hesitate on since they're close to Sol (and Delta C. is actually somewhat notable - most # of BioUnits on a single planet) but the same could be said for Lyrae and Canopus - but I think Centauri has a slightly more prominent position in pop sci-fi simply because of Alpha Centauri so some people might find those of interest. I'm torn on Achernar, Canopus, and Capella since those are single star "constellations" and we have pages on other non-notable constellations. But since this a wiki and not paper (it's all just electrons), eventually it might be nice to have pages for every star. My preference though would be to start on the notable stars before doing the non-notable ones. Let me think on a bit more before I do something (I should have time this weekend). --[[User:Fyzixfighter|Fyzixfighter]] 00:16, 2 June 2007 (CEST)<br />
<br />
::Cluttering the wiki means cluttering the "Random page" feature, and this I don't like. Plus, we have Sage's planetary database.<br />
<br />
==Image Upload Test==<br />
G'day Fyzix, regarding the recent image upload and your subsequent deletion, please see [http://uqm.stack.nl/forum/index.php?board=2;topic=3916.4#msg51155 this UQMF thread].<br />
<br />
Cheers --[[User:Zeracles|Zeracles]] 19:57, 7 December 2007 (CET)<br />
<br />
:Thanks Zeracles. Sometimes it's hard getting out of defensive mode given the number of vandals we've had. Anyways, again thanks for the heads up. --[[User:Fyzixfighter|Fyzixfighter]] 23:37, 7 December 2007 (CET)<br />
<br />
I should've put in a good description, sorry.<br />
-ptx<br />
<br />
== Vandalism ==<br />
I see you fight with vandalism on almost daily basis. Why not require wiki user login? That would solve the anonymous vandalism at least... ?<br />
<br />
[[User:Ptx|Ptx]] 16:55, 13 December 2007 (CET)<br />
<br />
:It might, but we've also had instances of anons creating random user names and then vandalizing several pages. Also, I am but a lowly sysop, only able to delete, undelete, rollback, and ban - [[User:Svdb]] (aka meep-eep) is the administrator/bureaucrat/maintainer of the Ultronomicon and would set those kind of things. I'm sure he's already considered that option, so you'd have to ask him why this isn't done. Honestly, I don't mind devoting a lot of time to fighting the anon vandalism - there's little else that I intend to add (I usual compare new edits to canon and make stylistic edits these days), and fighting vandalism is a way to defend something that I and others have put a lot of time into. We've also had good contributions from anons, so the price of fighting the spam/vandalism is worth it for me. --[[User:Fyzixfighter|Fyzixfighter]] 19:15, 13 December 2007 (CET)<br />
:And you do it all so well too :) --[[User:Zeracles|Zeracles]] 03:05, 16 December 2007 (CET)<br />
<br />
Do you have any idea why the wiki is under siege right now? We might need to take more drastic measures if this is going to be a long-term problem. --[[User:Shiver|Shiver]] 23:06, 27 May 2011 (UTC)<br />
<br />
:That is a really good question - this is really starting to get annoying. Doing a google search for some of the phrases the anon-IPs (especially the ones with misspellings) shows that a lot of online forum/comment sections are getting hit by this same bot. The IPs geolocate to a bunch of different places so maybe the bot is spoofing IPs. And looking at most of the edit summaries it uses, it looks like the bot is using brute force to get past the captcha protection. My guess is that SvdB is aware, but perhaps it would be good idea to email him. As much as I am reluctant to suggest it, perhaps disabling editing by anonymous IPs is the only way to stop this - but SvdB is the only one who can make that change I believe. --[[User:Fyzixfighter|Fyzixfighter]] 00:47, 28 May 2011 (UTC)<br />
<br />
==Concerning the Flagship==<br />
<br />
Friend Fyzixfighter,<br />
<br />
'''Concerning the "Flagship" section of this wiki''',<br />
<br />
I have added a -spoiler warning- in this part of the wiki. I acted in good faith as you already understood. I read the main page about the spoilers section after you have repaired my addition(spoiler warning).<br />
<br />
This is not my wiki to control and I respect that. Allow me to express my disagreement though.<br />
<br />
Concerning the part about the destruction of the flagship, what exactly does it serve?<br />
<br />
You, or someone, might say "hey this is a plot element of the flagship", yes I agree with that. Why don't you add a plot section(like in wikipedia)? You can put all the spoilers in a plot section.<br />
<br />
I went in the flagship part because I had a question concerning the sideway guns and instead I found that the ship is going to be destroyed. Whenever I go to (for example)wikipedia to check if a movie is good, I skip the plot and I check the criticism and the general receive of the press. Here, in this article, how could I ever skip it?<br />
<br />
What is the purpose of giving information for a weapon system (in the game) to someone who doesn't know the game, when in the same time you throw him spoilers?<br />
<br />
Don't get me wrong, I understand the "spoiler policy" of this wiki, does this wiki understand how to manage it's "spoiler policy" though?<br />
<br />
The reason I wrote here was because I didn't know any other way to communicate with you. If this was the wrong place, please feel free to delete the comment.<br />
<br />
Thank you.<br />
[[User:Polemos|Polemos]] 00:32, 21 December 2008 (CET)<br />
<br />
:I can understand your disagreement and consternation. Sometimes it can be difficult for those of us who have played the game so much to predict others' intents when exploring the wiki. As to your suggestion of creating separate sections, it might work, but I have some reservations about it. My main worry would be that each section would contain only a few sentences, which may not look very nice. Your comparison to movie articles on wikipedia isn't perfect because each movie has tons of other stuff to talk about besides the plot - here not so much. I think the closest thing we do have is a "Gameplay Notes" section on some of the pages, but even then the spoiler information is still in the main body of the article. Also, I don't see a "plot" section working for every article (indeed for most articles) with spoiler information. In my experience, the spoiler policy is adequate (and similar to other video game wikis) because of the limited size of the SC universe and it works with most articles. Your concern would best be handled by better organization of material (if possible) rather than revamping the spoiler policy. Honestly, that is something that is still needed on several of the pages, for example the Flagship page as you noted, so that the information is organized into a coherent and allows the reader to easily navigate it. If I have time, I might take a look into it, but if you're up to it, go ahead and take a shot at it on the Flagship page (but, like all of us, be ready to have your work edited by others). I'd recommend looking at some of the [[list of ships|ship]] pages as something of a guide - IMO the general format used on those pages could be easily adapted for the Flagship and can accommodate a Plot/History/whatever section (I would lose the tactical overview section though). How does this sound? --[[User:Fyzixfighter|Fyzixfighter]] 18:45, 22 December 2008 (CET)<br />
<br />
== About full quotes ==<br />
<br />
For example,<br />
<br />
1) http://wiki.uqm.stack.nl/Spathi#note_2<br />
<br />
As this question was about Spathi, the answer was provided by FF & PR3. The unrelated part about VUX should belong to corresponded article, and ''if'' the answer was provided. As of now, this part looks alienated to the whole article, and should be removed.<br />
<br />
By the way, this should be a common thing to other reference types, like:<br />
<br />
''Aricle about '''X'''''<br />
<br />
''Notes and references:''<br />
<br />
''Somebody'': Who are '''X''' and how do '''Y''' look like and where are '''Z''' from, etc.<br />
<br />
''FF and PR3'': '''X''' are ... Once upon a time they lived on the planet of... Soon they encountered the culture of ...<br />
<br />
As you can see, only the first part is answered and it is related to proper article. This way, Y and Z should be cutted, and they distract of main part and do not contribute at all.<br />
<br />
[[User:Masterius|Masterius]] 13:08, 21 January 2009 (CET)<br />
<br />
:First off, welcome and thank you for taking an interest in the project. It's always nice to have fresh blood around here. I'm sorry but I respectfully disagree with you on a few points. For one thing it is disingenuous to alter quoted text without some kind of indication (brackets for added words, and ellipses for removed text). If this were a long extended quote, only part of which addressed the topic, and was worked into the main body then I would agree with you. However, this is a very short snippet and in my view the amount of distraction it causes is negligible. It's also not in the main body where clarity is much more important, but in the notes and references section where I feel completeness and transparency are important. That said, if others also feel that the second part is distract then I would be fine with cutting it and indicating the omission with "..." or "[...]", though it might look kind of funny. --[[User:Fyzixfighter|Fyzixfighter]] 19:06, 21 January 2009 (CET)<br />
<br />
::Thank you for welcoming me and letting me know about the requirement to indicate the changing of quoting. I don't know how much people left here that still edit the articles and look for some minor things. This may appear negligible and most people would ignore this. But for the sake of rightness and accuracy, yes, this would be good to segregate such parts. As the main parts are already complete. [[User:Masterius|Masterius]] 14:19, 22 January 2009 (CET)<br />
<br />
== Re: Thraddash Arms ==<br />
<br />
I haven't played The Ur-Quan Masters in a LONG time, but I seem to remember if you punched both the afterburner, turn, and the guns at the same time, he'd display three arms pushing three different buttons, or maybe four. [[Special:Contributions/99.160.9.30|99.160.9.30]] 00:05, 19 June 2009 (UTC)<br />
<br />
::: It is possible however that those could have been feet stomping on pedals. It was a 40x40 pixelled square, after all. [[Special:Contributions/99.160.9.30|99.160.9.30]] 00:20, 19 June 2009 (UTC)<br />
<br />
== Umgah joined the Alliance ==<br />
<br />
I have played the Ur-Quan Masters. I go to Beta Orionis I, homeworld of Umgah, and I conversed them and they gave 2 Drone ships and joined the Alliance, but the player can't buy a ship at starbase. --[[User:Videogamer13|Videogamer13]] 12:28, 23 September 2010 (UTC)<br />
<br />
:One of the principal ways to tell if a race joins the alliance is if you can build their ship at the starbase. There are several examples, like the Pkunk, the Yehat, and the Arilou, which provide occasionally provide ships for your SIS escort fleet, but they do not officially join the New Alliance. Again, this is evident from what ships you can build at the starbase, ie native alien captains are being sent to the earth starbase. With regards to the Umgah, I remember them making you the "Great Hero", but quickly changing it to "Great Enemy" because of their strange sense of humor. But perhaps I'm remembering it incorrectly. In your view, what do the Umgah say that makes you think they join the Alliance? --[[User:Fyzixfighter|Fyzixfighter]] 20:43, 23 September 2010 (UTC)<br />
<br />
I don't know, they say you are the "Great Hero" and they gave 2 Drone ships to Vindicator. --[[User:Videogamer13|Videogamer13]] 11:56, 24 September 2010 (UTC)<br />
<br />
== The Hierarchy vs. Alliance ==<br />
<br />
Just like the Al-Qaeda war against US, and just like Christian/Jewish Alliance against the Muslim. The Ur-Quan Hierarchy have threaten the Alliance on the first threat to start a war. Like a religious war, the Al-Qaeda terrorists destroy the World Trade Center on New York on the first threat on Sept 11, 2001, then the Christian/Jewish Alliance (US-Israel Alliance) strikes back. The Ur-Quan Hierarchy is similar to Islam, and the Alliance are the Christianity and Judaism. --[[User:Videogamer13|Videogamer13]] 15:39, 24 September 2010 (UTC)<br />
<br />
== Utwig ==<br />
<br />
Did the Utwig join the Hierarchy? --[[User:Videogamer13|Videogamer13]] 06:29, 10 October 2010 (UTC)<br />
<br />
:Not that I'm aware of. Joining the Hierarchy happens one of two ways - actively seeking out the Ur-Quan Kzer-Za with the intent to join, or being conquered by the Ur-Quan Kzer-Za. The only known example of the former is the Mycon. The Kzer-Za never got to the Utwig, and several other races like the Supox and the Druuge because of the arrival of the Kohr-Ah, which re-initiated the Doctrinal Conflict. The Utwig were beginning to be attacked by the Kohr-Ah (not the Kzer-Za who run the Hierarchy) when this happened. There is the possibility that, based on your actions, the Utwig become hostile to you, attacking you on sight, but hostility towards you is not the same as joining the Hierarchy. --[[User:Fyzixfighter|Fyzixfighter]] 15:05, 4 November 2010 (UTC)<br />
<br />
== Orz ==<br />
<br />
If the player talk too much about the Androsynth to them, the Orz will attack the player. But why the Orz never join the Hierarchy? --[[User:Sc2player|Sc2player]] 07:36, 4 November 2010 (UTC)<br />
<br />
:Hostility towards you is not the same as joining the Hierarchy. Joining the Hierarchy happens one of two ways - actively seeking out the Ur-Quan Kzer-Za with the intent to join, or being conquered by the Ur-Quan Kzer-Za. The only known example of the former is the Mycon. The Orz cannot be in the latter group since the Kzer-Za are probably unaware of them, or if they are aware are too distracted by the renewed Doctrinal Conflict to care at the moment. Again, hostility is not the same as being part of the Hierarchy. For example, the Kohr-Ah also attack the player, but they are definitely not part of the Hierarchy. --[[User:Fyzixfighter|Fyzixfighter]] 15:09, 4 November 2010 (UTC)<br />
<br />
== Can't log in to forum site ==<br />
<br />
I have a problem with logging in to [http://forum.uqm.stack.nl/ forum site]. But I have already registered, when I log in and I get an error message. --[[User:Videogamer13|Videogamer13]] 17:54, 4 November 2010 (UTC)<br />
:Wish I could help, but I don't frequent the forum much and I have nothing to do with its operation. Sorry. --[[User:Fyzixfighter|Fyzixfighter]] 20:22, 4 November 2010 (UTC)<br />
:What does the error message say? --[[User:Zeracles|Zeracles]] 04:58, 5 November 2010 (UTC)<br />
:It says "sorry, log in failed", and I don't know how to validate an email. --[[User:Videogamer13|Videogamer13]] 10:49, 5 November 2010 (UTC)<br />
::Assuming the procedure hasn't changed since 2007, you should have received an email from ``The Ur-Quan Masters Discussion Forum" containing a link that you must click on to activate your account. --[[User:Zeracles|Zeracles]] 11:17, 5 November 2010 (UTC)<br />
:I've tried it but doesn't work. --[[User:Videogamer13|Videogamer13]] 19:42, 5 November 2010 (UTC)<br />
::Are you sure? I see that the latest member there is [http://forum.uqm.stack.nl/index.php?action=profile;u=3567 videogamer]. Isn't that you? It indicates you've never logged in. You do that by entering your username and password [http://forum.uqm.stack.nl/index.php?action=login here]. --[[User:Zeracles|Zeracles]] 03:19, 6 November 2010 (UTC)<br />
:Yes, that is my profile. I can't log in and it says "Your email address needs to be validate before you can log in", but I don't know how to validate an email address. And I just entered activation code correctly that I already know but it doesn't work and it says "invalid activation code". --[[User:Videogamer13|Videogamer13]] 14:13, 6 November 2010 (UTC)<br />
::Sorry, not sure how to help here. Maybe if you ask meep-eep (svdb@stack.nl). You might also have better luck at [http://www.star-control.com/community/ SCDB]. --[[User:Zeracles|Zeracles]] 14:48, 6 November 2010 (UTC)<br />
<br />
===The Ur-Quan Masters version 0.7.0===<br />
<br />
When the version 0.7.0 of the UQM release? --[[User:Videogamer13|Videogamer13]] 04:08, 4 December 2010 (UTC)<br />
<br />
== Death March ==<br />
<br />
The game is still continue and not lost yet when the Kohr-Ah reached Earth during the Death March. Only one way to lose the game by the Flagship is destroyed. So, why the game ends after the Death March? --[[User:Videogamer13|Videogamer13]] 20:36, 6 November 2010 (UTC)<br />
<br />
:I'm not sure I understand the question. Are you asking what is the rationale for the game ending when the Death March reaches Earth? I'm guessing the reason is because, when the Kohr-Ah get to Earth, they destroy the Earth Starbase thus making it impossible for you refuel/recrew/repair the flagship so you're effectively dead in space, or soon will be. It also makes the end movie/cinematics impossible, so from a game design perspective it also makes sense. I guess there is the alternative that in-game you could still destroy the Sa-Matra and to avoid the adrift-in-space death scenario, you find a suitable planet, make one last landing and set up a last colony of humanity (a la Battlestar Galactica), but again that would require the game designers to have created an additional movie/cinematic for this alternate ending. It's also not really a victory, likely not even a pyrrhic victory. You probably don't have enough crew for a minimum viable population and the new colony will unlikely survive more than a few generations. <br />
:Or are you asking why the Ultronomicon says this is what happens? I'm assuming because that's what does happen in-game, but honestly I've never let it get that far so can't personally confirm this. --[[User:Fyzixfighter|Fyzixfighter]] 03:30, 7 November 2010 (UTC)<br />
<br />
::I know that Kohr-Ah cleanse all of the sentient life are the Druuge, Mycon, VUX, Orz, Spathi, Zoq-Fot-Pik, Arilou, Umgah, Thraddash, Supox, Utwig, Yehat, Pkunk, Ilwrath and Humans. But why the Kohr-Ah didn't cleanse the Syreen, Shofixti and Chmmr? --[[User:Videogamer13|Videogamer13]] 17:38, 22 January 2011 (UTC)<br />
<br />
:::Simple answer: it's programmed that way - IIRC during the death march the center of the Kohr-Ah sphere of influence moves to the nearest sphere of influence center, exterminates that race, and then repeating the process until all spheres of influence are gone, before moving to Sol. The Syreen, Shofixti and Chmmr don't have spheres of influence so we don't see when or if the death march gets to those places after the game over condition. From a game play perspective this is appropriate since it is very easy to see whether a sphere of influence still exists on the star map, and see how close one is to the game over condition. From the game universe perspective, I would imagine the Kohr-Ah would probably go after them eventually, probably after wiping out earth. They probably go after the major sources of civilizations that they can easily detect (the most likely threats) and later go after the minor, slave-shielded worlds (not major threats after all). Perhaps earth is the first they go after, and the Chmmr, Syreen and Shofixti are next, but we don't find out because we don't see past the game over condition (see the ending of [[wikipedia:Only You Can Save Mankind|Only You Can Save Mankind]]). --[[User:Fyzixfighter|Fyzixfighter]] 02:12, 23 January 2011 (UTC)<br />
<br />
== Suggestion: Ban spam accounts indefinitely ==<br />
<br />
Spambots that register an account to spam should be banned without expiration date. This makes it easier for the eventual 'clean up useless accounts' day, where thoroughly inactive accounts with an infinite ban period can be wiped away quickly. IPs should not be banned indefinitely, obviously, but I sincerely doubt someone is ever going to use those accounts again.<br />
<br />
Neither would I worry too much about blocking account creation; you fix that when you clean up the accounts. Anyway, just a suggestion. --[[User:Svip|Svip]] ([[User talk:Svip|talk]]) 13:40, 27 August 2012 (CEST)<br />
<br />
== Spam ==<br />
<br />
Just wanted to let you know that I appreciate that you're still so consistently fighting the spammers on the Ultronomicon.<br />
(And of course I appreciate the contributions of others as well.)<br />
If you know of a way that I can make this easier, please let me know. — [[User:Svdb|SvdB]] ([[User talk:Svdb|talk]]) 18:54, 10 December 2012 (CET)<br />
<br />
:Thanks. The others and I do what we can and I'm sure that I'm being far too generous in giving a lot of these new accounts the benefit of the doubt. As to a way to make this easier, I don't know for certain. We're already using captcha for username registration and new users have a certain wait period before they can edit, correct? I've been looking at MediaWiki's [http://www.mediawiki.org/wiki/Manual:Combating_spam Combating spam] and [http://www.mediawiki.org/wiki/Anti-spam_features Anti-spam features], and I wonder if using the DNS-based blacklist and/or participating in Project Honeypot might be useful. The advantage seems to be that there is already mediawiki support for those features. Another possibility (but I don't know how easy it would be to implement or if mediawiki supports it) might be when registering a new username to require an email address and to have the user confirm registration through a link provided in an email, similar to how I've seen some other sites (and honestly I don't recall if we already do this). Anyways, just some thoughts. --[[User:Fyzixfighter|Fyzixfighter]] ([[User talk:Fyzixfighter|talk]]) 03:30, 11 December 2012 (CET)<br />
<br />
::Ok, I've set up the use of DNS blacklists now. Let's see if this pays off. If it doesn't, I'll enable confirmed email addresses for account creation and edits.<br />
::And yes, we are using a CAPTCHA for editing by anonymous users and for creating new accounts. And unconfirmed users cannot create new pages for 7 days. — [[User:Svdb|SvdB]] ([[User talk:Svdb|talk]]) 20:36, 18 December 2012 (CET)<br />
<br />
:::Ok, using DNS blacklists wasn't enough apparently. So I've now turned on obligatory email address confirmation.<br />
<br />
G'day, just going to state the obvious, that the spam has reached an unacceptable level (again). Not only is the fight against it time-consuming, but the recent changes page is now so dominated by crap that it cannot serve its intended purpose. I tried looking to the Doom wiki for inspiration - from looking at their [http://doomwiki.org/wiki/Doom_Wiki:Central_Processing ``Central Processing" page], they recently encountered spam of the sort we have. See the subheadings ``5 Abuse Filter" and ``21 New AbuseFilter", which appears to have done the job for them. I assume that only the bureaucrats could implement it here, but do you have any other thoughts? --[[User:Zeracles|Zeracles]] ([[User talk:Zeracles|talk]]) 06:09, 26 July 2013 (CEST)<br />
<br />
:I didn't mind it so much when it was like 5 new accounts a day and I was still looking for a job so most of my day was free, but now that I have a full time job I can only check the recent changes list in the morning and in the evening. But, yeah, it's getting pretty bad of late. The suggestion in [http://doomwiki.org/wiki/Doom_Wiki:Central_Processing#New_AbuseFilter 21 New AbuseFilter] looks interesting - 5 successful edits before being able to create a new page, talk page, or user talk page. That might be a good way to distinguish spambots from real humans, until the spambotters figure a way around it. I don't think it would stop the creation of random spambot users though. Two other possibilities that I've thought about are changing the captcha text and simply disabling account creation for a month or so. My guess is the spambotters did a kind of brute force attack to learn the possible captcha answers and now just randomly try one of the known correct solutions each time. Perhaps if the account creation is disabled for a certain amount of time then the wiki would fall off their radar (but I wouldn't hold my breath on that one). My preference would be for the "21 New AbuseFilter" solution and updating the captcha text/answers. --[[User:Fyzixfighter|Fyzixfighter]] ([[User talk:Fyzixfighter|talk]]) 06:31, 26 July 2013 (CEST)<br />
<br />
::Yeah, you've done more than anyone else to stay on top of the spam, and well done on the new job! I think you're right, the filter against page creation (user talk pages in particular) by new users and updated captcha should stop the deluge. I PMed a heads-up to Svdb/meep through UQMF so hopefully we'll see what he thinks. --[[User:Zeracles|Zeracles]] ([[User talk:Zeracles|talk]]) 10:39, 26 July 2013 (CEST)</div>Zeracleshttps://wiki.uqm.stack.nl/index.php?title=User_talk:Fyzixfighter&diff=27369User talk:Fyzixfighter2013-07-26T04:09:09Z<p>Zeracles: /* Spam */</p>
<hr />
<div>You added the list of stars and constellations that do not have basic in reality. I have some memory loss, so I dont want to change the page without someone double checking, but I seem to remember Wolf 359 is a real star with a companion black hole, so Wolf could be removed from the list<br />
<br />
:True, but in the SC2 universe, Wolf is a constellation, whereas the in real life Wolf 359 is a single star. Are there other Wolf stars, like a Wolf catalog of stars? There's also a type of stars called Wolf-Rayet. Imho, since its not a star-star or constellation-constellation correlation, I think that it would belong on the list. We can always include a mention of Wolf 359 in the entry, also. --[[User:Fyzixfighter|Fyzixfighter]] 06:09, 17 Nov 2005 (CET)<br />
<br />
::I seem to recall it being documented somewhere that the HyperSpace starmap shows stars that are actually different from the way that we (in reality) see and name stars in "TrueSpace". Stars in HyperSpace are different from those stars in TrueSpace, even if they have the same name. What we see as Betelgeuse in the HyperSpace map is actually not the same Betelgeuse star that we see right now in the 21st century. I think it's explained as humans, when they see the stars as they appear from HyperSpace, assign their own familiar names to these stars. --[[User:Phoenix|Phoenix]] [[User_talk:Phoenix|(t)]] 07:16, 17 Nov 2005 (CET)<br />
<br />
:::On the hyperspace star map that came with the game: "The positions are based on HyperSpace coordinates, which may be unsettling to some students of TrueSpace astronomy. Defined long ago by Chenjesu stargazers, the constellations are now accepted by all Alliance races as ''the'' standard. Due to the great diffuculty in pronouncing the Chenjesu language, each race has translated the names into their own tongue. When it came time for Earth to adopt this system, the United Nations decided to use traditional astrological designations at random." I think I might need to be more explicit on that list, to say that these are the names that are neither real constellation names or individual star names. --[[User:Fyzixfighter|Fyzixfighter]] 08:01, 17 Nov 2005 (CET)<br />
<br />
Hi there. In the Probe article, I think you left a sentence dangling: "Unlike catalog item 2419, this". I'd finish it myself if I knew the rest. :-) --[[User:Doubleyou|Doubleyou]] 00:11, 2 Dec 2005 (CET)<br />
:Blast, guess I forgot something when I was moving everything around. IIRC that sentence fragment was part of an intermediate draft of that paragraph and is now redundant. Fixing... --[[User:Fyzixfighter|Fyzixfighter]] 00:37, 2 Dec 2005 (CET)<br />
<br />
Hey FyzixFighter, is there some rule preventing you from obliterating [http://wiki.uqm.stack.nl/Game_Humor this page]? --[[User:Shiver|Shiver]] 05:41, 2 July 2009 (UTC)<br />
<br />
== Cargo images ==<br />
<br />
FYI, people complained that my old cargo images taken from the UQM content were too tiny. We should probably use the wiki software to scale those up 2x (and the new ones you uploaded) for wherever they are used in articles, unless somebody wants to scale them manually and upload new versions.<br />
-[[User:Fadookie|Fadookie]] 01:37, 16 January 2006 (CET)<br />
:Thanks for the reminder. Yeah, I remember seeing the comments about that and agree the raw images are much too small. I believe <crossing-fingers> that I uploaded copies of all the raw images, except those that had already been uploaded. Not being a really aesthetic person, I avoided figuring out the right scale but, like you've already noted, the wiki software can easily resize them to whatever we decide on. I hope I didn't offend anyone or step on anyone's toes when I made those uploads, but I kind of agree with Svdb that it's more honest to present the raw material instead of enhanced images, unless we all agree on how to enhance those images - just my R$ 0.0456600. --[[User:Fyzixfighter|Fyzixfighter]] 04:20, 16 January 2006 (CET)<br />
::I agree with you and SvdB about using the straight game content, and not only out of laziness. :)<br />
::There are other places for enhanced images... i.e. PONAF. Back when the Ultronomicon was a bit younger, there was discussion about using PONAF's animated gifs of each race's comm screen, but I was against this (as was SvdB if I recall). There is a place for everything, and I don't think that the Ultronomicon is the place for 'enhanced' content, especially if it is scaled to an arbitrary size with an arbitrary resizing algorithm that tries to make the graphics appear smoother than they actually are.<br />
::The only kind of pre-upload scaling I would support for the Ultronomicon is nearest neighbor 2x (basic, pixelated scaling), although screenshots of UQM using its internal scalers for purposes of comparison may be appropriate.<br />
::-[[User:Fadookie|Fadookie]] 07:08, 16 January 2006 (CET)<br />
<br />
== Footer nav plate. ==<br />
<br />
What are you planning to do with those footer nav plates? I think they're nice, but main Ultronomicon pages shouldn't refer to pages in the User namespace. &mdash; [[User:Svdb|SvdB]] 05:58, 6 October 2006 (CEST)<br />
<br />
:Sorry about that - yeah, I was planning on moving them out of my personal namespace. They still might need a little work, but you're right that they should be in the main space. I'll move them over today. --[[User:Fyzixfighter|Fyzixfighter]] 19:45, 6 October 2006 (CEST)<br />
<br />
== SC2/UQM star database? ==<br />
<br />
Is there a small database defining all the stars? Or is there any XML files around defining all starnames, their positions in space, their color and their size (how big it should be on a map)? It would be neat to create a vector-based starmap of the 2D-universe... maybe by using SVG. It would not be hard to do it, given the right data :)<br />
<br />
-- MrMist<br />
<br />
:Well, I might not be the best one to answer your question as the limits of my involvement with UQM is basically this wiki. But I can tell you that you're not the first, nor will you be the last to want to do something like this. In fact, several fans have created a number of maps [http://starcontrol.classicgaming.gamespy.com/sc2/maps.shtml]. The topic has also come up on the UQM discussion boards more than once, so I would recommend scanning the threads there. One in particular [http://uqm.stack.nl/forum/index.php?topic=3133.msg39391#msg39391] has a link to the data you're looking for, and tells you where you can find it in the actual game code. Likewise, someone awhile back created a page of [[Star Coordinates]] (though it lacks the color and size).--[[User:Fyzixfighter|Fyzixfighter]] 02:14, 17 December 2006 (CET)<br />
<br />
:There is functionality in uqm that can print a list of all the info you'd need. It's not in XML format, but it would be trivial to change the code to dump it anyway you like. You'd need to compile the game from source in debug mode though.<br />
:An interactive SVG based starmap exists. See [http://seijin.ath.cx/cgi-bin/uqm/ this page].<br />
: &mdash; [[User:Svdb|SvdB]] 07:19, 17 December 2006 (CET)<br />
<br />
::[[Image:screen.png|thumb|right|Screenshot of current starmap]]I'm more interested in creating a completely vectorized map, rather than using loads of bitmaps to draw the elements of the maps. Luckily I found some files in the CVS, that reflects all the constellation positions in simple, readable format. I've made some scripts transforming the data to XML, and I've made a XSLT stylesheet, transforming the document to SVG. I'm attaching a screenshot of the SVG at the current state of development. --[[User:MrMist|MrMist]] 11:50, 19 December 2006 (CET)<br />
<br />
:::Oh, you're only interested in the stars, not the planets. Right, plandata.c should be enough then.<br />
:::Note however, that the Ultronomicon is not an image dump for SC2-related pictures. If an image does not go with an article, it doesn't have a place here. I'll leave it for the moment, but don't expect it to last. Actually, even this discussion shouldn't be here. We have the [http://uqm.stack.nl/forum/ UQM forum] for things like this. &mdash; [[User:Svdb|SvdB]] 12:41, 19 December 2006 (CET)<br />
<br />
:::: Ah. I see. Well... I though this wiki was supposed to contain all things surrounding Ur-Quan Masters. As for the picture: I just wanted to provide an example to describe the things I've been requesting, and also to document the current progress of development. It was kind of natural to provide a visual example. I did however not expect it to be such a big problem to post a screenshot. Don't worry... I'll quit writing here right away.--[[User:MrMist|MrMist]] 14:22, 19 December 2006 (CET)<br />
<br />
Oh, you wanted to make a starmap for in the Ultronomicon. I misunderstood. In that case a request for information is appropriate here. I apologise for jumping to conclusions. &mdash; [[User:Svdb|SvdB]] 17:47, 20 December 2006 (CET)<br />
<br />
==SC1 and SC3==<br />
Assertion 1: Ur-quan masters equivalent of Star Control II. Assertion 2: Star Control I and Star Control III are in existence. Assertion 3: Full knowledge of Star Control requires full knowledge of series. Assertion 4: Database identified as Ultronomicon deals exclusively with Ur-quan Masters. Conclusion A: Star Control databases must include information on Star Control I and Star Control III. Conclusion B: Database identified as Ultronomicon is incomplete. Query: Unit identified as Fyyzixfighter is directed to either affirm or negate this argument. -A petetionning [[User:Daktaklakpak|Daktaklakpak]] 22:17, 14 February 2007 (CET)<br />
<br />
==FYI==<br />
The name of the Avatar laser is actually a "Terawatt Laser". http://starcontrol.classicgaming.gamespy.com/sc2/shipspecs/rw-chmmr-spec.jpg [[User:68.88.74.19|68.88.74.19]] 02:46, 10 May 2007 (CEST)<br />
<br />
:Sorry, that image is not part of the accepted Star Control [[canon]]. It is a fan-made image - I'll try and hunt down who created it. In actuality, I believe it is a touched up version of the 3DO spinning image of the ship. The names on it, and the other fan-made images for SC2 unique ships, are for the most part fan-made also, and do not appear anywhere in the canon. The Star Control Writers FAQ is also not necessarily canon. I don't know where the person got the name terawatt from in that FAQ, but it's not from the manuals, the RPRG, or the game itself - therefore, it's fanfic plain and simple. Of course I'm open the idea that I may have missed something (as I discovered as I listened to the 3DO ship descriptions), but please remember how we define canon for the Ultronomicon. Cheers. --[[User:Fyzixfighter|Fyzixfighter]] 04:51, 10 May 2007 (CEST)<br />
<br />
Perhaps they used their brains and engaged in critical thinking rather than just replaying SC2 dialogue over and over again to arrive at that conclusion? The VUX laser is, after all, named a Megawatt laser. [[User:68.88.74.19|68.88.74.19]] 21:18, 10 May 2007 (CEST)<br />
<br />
:Honestly I'm fine with people extrapolating when they're creating fan-fiction. However, we strive on the Ultronomicon to stick to canon. Any reading between the lines and critical thinking should be guided by the canon. Also, please don't insinuate that I didn't use my brains nor think critically about this topic. Let me show you how I consider this critically: if someone used their critical thinking to get "Terawatt" then I have to question their reasoning abilities because the jump from Tera- to Giga- (the VUX laser is a Gigawatt not a Megawatt) seems simply based on the general fact that the Avatar laser is more powerful. The SC2 manual states that the Avatar laser has "twice the destructive force of the feared VUX laser" (a point which is confirmed in-game, see also [[List of weapons]] for damage]]). A terawatt (10^12) is not twice a <s>megawatt</s> gigawatt (10^9) (or 30 dB greater if you like a log scale - a factor of 2 would be 3dB by the way). It looks like tera- was chosen simply because it's just the next metric prefix above giga-, but why not call it an Petawatt or an Exawatt or a Zetawatt (I think the argument for Zeta- is a little bit easier since a Zetawatt is 240 dBm and a Gigawatt is 120 dBm). We really should then call it a "2 Gigawatt Laser", assuming of course that laser power scales as destructive force, which it may not in such a non-linear regime (I've played with Terawatt/Gigawatt pulsed lasers (~25fs pulses) to drive non-linear processes). I certainly would be interested in knowing the reasoning behind "Terawatt" to see if the reasoning was more subtle and insightful than "Terawatt is the next metric unit above Gigawatt, therefore let's call it a Terawatt".<br />
<br />
:If you want to call it a terawatt in your gameplay and when talking with others, go ahead, I really couldn't care less; but please avoid non-canon terminology to the Ultronomicon. We certainly would appreciate your help on making the Ultronomicon better, and it would be sad if you don't based solely on this one disagreement of acceptable canon. However, if the adherence to this defined canon is too much of a sticking point, then we are at an impasse and any material you add based on non-canon sources will be removed. --[[User:Fyzixfighter|Fyzixfighter]] 00:41, 11 May 2007 (CEST)<br />
<br />
::Quick defense in the case of the Terawatt, however, can you say where you found the name x-ray laser? I never heard it.--[[User:Gaeamil|Gaeamil]] 06:21, 13 May 2007 (CEST)<br />
<br />
:It is named so in the 3DO ship spin video. I don't know where it can be found on the Internet, if it can - I don't know if Fyzixfighter had the 3DO SC2. [[User:Valaggar|Valaggar]] 07:52, 13 May 2007 (CEST)<br />
<br />
::Are those the videos where the ship rotates while a female voice describes them? If so, they're all on the Pages of Now and Forever.--[[User:Gaeamil|Gaeamil]] 07:54, 13 May 2007 (CEST)<br />
<br />
:::Yep, that's where I found them (I don't have the 3DO version personally). Go here [http://starcontrol.classicgaming.gamespy.com/3do/] and click on any of the ships on the left to play the videos. --[[User:Fyzixfighter|Fyzixfighter]] 08:07, 13 May 2007 (CEST)<br />
<br />
== 3DO Ship Spin Models ==<br />
<br />
We can use the 3DO Ship Spin images together with in-game/Databank pictures on ship pages. I just wanted you to know that, I don't think anyone has any objections. [[User:Valaggar|Valaggar]] 11:48, 13 May 2007 (CEST)<br />
<br />
:There was some similar discussion in regards to including animated gifs for the spec images over on [[Talk:Blade]]. I'm inclined to agree that moving images/video on the page would be distracting, and a steady state image is preferable. I'm also not sure if the hi-res movie files are still up on fileplanet, leaving us with only the lowres vids on PONAF. I think including a link to the specific page on PONAF with the 3DO video would work, without being too distracting and still providing access to the info, but I'm still mulling over the manner of including the link (in a template, external link section, see also section, in-line link,...). --[[User:Fyzixfighter|Fyzixfighter]] 23:04, 13 May 2007 (CEST)<br />
<br />
So we should indeed use the ''images'', and make them link to the 3DO videos? Sounds good. [[User:Valaggar|Valaggar]] 13:02, 14 May 2007 (CEST)<br />
<br />
:Depends on which ''images'' you're talking about - I'm not exactly certain I understand which images you mean. --[[User:Fyzixfighter|Fyzixfighter]] 17:18, 14 May 2007 (CEST)<br />
<br />
I mean screenshots from the 3DO videos. However, I don't see a method to take them - my screen capture software (both 2 programs) don't capture that well, and RealPlayer doesn't seem to have a "save" option. There must be a way anyway. [[User:Valaggar|Valaggar]] 17:31, 14 May 2007 (CEST)<br />
<br />
==Pointless articles==<br />
The following articles are just cluttering the wiki and are included in your "Pointless articles" section. I support their deletion.<br />
*[[Alpha Lyrae]]<br />
*[[Beta Andromedae]]<br />
*[[Beta Centauri]]<br />
*[[Beta Lyrae]]<br />
*[[Delta Centauri]]<br />
*[[Epsilon Centauri]]<br />
*[[Gamma Centauri]]<br />
*[[Zeta Centauri]]<br />
*[[Achernar]]<br />
*[[Canopus]]<br />
*[[Capella]]<br />
<br />
You know, non-admins cannot delete articles. [[User:Valaggar|Valaggar]] 16:42, 1 June 2007 (CEST)<br />
<br />
:Yeah, I've been meaning to get to that list but school/work has been quite busy as of late (I'm only posting now because I'm waiting on a measurement). I'd definitely be in favor of getting rid of the Lyrae star pages and Beta Andromedae - those are completely non-notable. The Centauri stars I hesitate on since they're close to Sol (and Delta C. is actually somewhat notable - most # of BioUnits on a single planet) but the same could be said for Lyrae and Canopus - but I think Centauri has a slightly more prominent position in pop sci-fi simply because of Alpha Centauri so some people might find those of interest. I'm torn on Achernar, Canopus, and Capella since those are single star "constellations" and we have pages on other non-notable constellations. But since this a wiki and not paper (it's all just electrons), eventually it might be nice to have pages for every star. My preference though would be to start on the notable stars before doing the non-notable ones. Let me think on a bit more before I do something (I should have time this weekend). --[[User:Fyzixfighter|Fyzixfighter]] 00:16, 2 June 2007 (CEST)<br />
<br />
::Cluttering the wiki means cluttering the "Random page" feature, and this I don't like. Plus, we have Sage's planetary database.<br />
<br />
==Image Upload Test==<br />
G'day Fyzix, regarding the recent image upload and your subsequent deletion, please see [http://uqm.stack.nl/forum/index.php?board=2;topic=3916.4#msg51155 this UQMF thread].<br />
<br />
Cheers --[[User:Zeracles|Zeracles]] 19:57, 7 December 2007 (CET)<br />
<br />
:Thanks Zeracles. Sometimes it's hard getting out of defensive mode given the number of vandals we've had. Anyways, again thanks for the heads up. --[[User:Fyzixfighter|Fyzixfighter]] 23:37, 7 December 2007 (CET)<br />
<br />
I should've put in a good description, sorry.<br />
-ptx<br />
<br />
== Vandalism ==<br />
I see you fight with vandalism on almost daily basis. Why not require wiki user login? That would solve the anonymous vandalism at least... ?<br />
<br />
[[User:Ptx|Ptx]] 16:55, 13 December 2007 (CET)<br />
<br />
:It might, but we've also had instances of anons creating random user names and then vandalizing several pages. Also, I am but a lowly sysop, only able to delete, undelete, rollback, and ban - [[User:Svdb]] (aka meep-eep) is the administrator/bureaucrat/maintainer of the Ultronomicon and would set those kind of things. I'm sure he's already considered that option, so you'd have to ask him why this isn't done. Honestly, I don't mind devoting a lot of time to fighting the anon vandalism - there's little else that I intend to add (I usual compare new edits to canon and make stylistic edits these days), and fighting vandalism is a way to defend something that I and others have put a lot of time into. We've also had good contributions from anons, so the price of fighting the spam/vandalism is worth it for me. --[[User:Fyzixfighter|Fyzixfighter]] 19:15, 13 December 2007 (CET)<br />
:And you do it all so well too :) --[[User:Zeracles|Zeracles]] 03:05, 16 December 2007 (CET)<br />
<br />
Do you have any idea why the wiki is under siege right now? We might need to take more drastic measures if this is going to be a long-term problem. --[[User:Shiver|Shiver]] 23:06, 27 May 2011 (UTC)<br />
<br />
:That is a really good question - this is really starting to get annoying. Doing a google search for some of the phrases the anon-IPs (especially the ones with misspellings) shows that a lot of online forum/comment sections are getting hit by this same bot. The IPs geolocate to a bunch of different places so maybe the bot is spoofing IPs. And looking at most of the edit summaries it uses, it looks like the bot is using brute force to get past the captcha protection. My guess is that SvdB is aware, but perhaps it would be good idea to email him. As much as I am reluctant to suggest it, perhaps disabling editing by anonymous IPs is the only way to stop this - but SvdB is the only one who can make that change I believe. --[[User:Fyzixfighter|Fyzixfighter]] 00:47, 28 May 2011 (UTC)<br />
<br />
==Concerning the Flagship==<br />
<br />
Friend Fyzixfighter,<br />
<br />
'''Concerning the "Flagship" section of this wiki''',<br />
<br />
I have added a -spoiler warning- in this part of the wiki. I acted in good faith as you already understood. I read the main page about the spoilers section after you have repaired my addition(spoiler warning).<br />
<br />
This is not my wiki to control and I respect that. Allow me to express my disagreement though.<br />
<br />
Concerning the part about the destruction of the flagship, what exactly does it serve?<br />
<br />
You, or someone, might say "hey this is a plot element of the flagship", yes I agree with that. Why don't you add a plot section(like in wikipedia)? You can put all the spoilers in a plot section.<br />
<br />
I went in the flagship part because I had a question concerning the sideway guns and instead I found that the ship is going to be destroyed. Whenever I go to (for example)wikipedia to check if a movie is good, I skip the plot and I check the criticism and the general receive of the press. Here, in this article, how could I ever skip it?<br />
<br />
What is the purpose of giving information for a weapon system (in the game) to someone who doesn't know the game, when in the same time you throw him spoilers?<br />
<br />
Don't get me wrong, I understand the "spoiler policy" of this wiki, does this wiki understand how to manage it's "spoiler policy" though?<br />
<br />
The reason I wrote here was because I didn't know any other way to communicate with you. If this was the wrong place, please feel free to delete the comment.<br />
<br />
Thank you.<br />
[[User:Polemos|Polemos]] 00:32, 21 December 2008 (CET)<br />
<br />
:I can understand your disagreement and consternation. Sometimes it can be difficult for those of us who have played the game so much to predict others' intents when exploring the wiki. As to your suggestion of creating separate sections, it might work, but I have some reservations about it. My main worry would be that each section would contain only a few sentences, which may not look very nice. Your comparison to movie articles on wikipedia isn't perfect because each movie has tons of other stuff to talk about besides the plot - here not so much. I think the closest thing we do have is a "Gameplay Notes" section on some of the pages, but even then the spoiler information is still in the main body of the article. Also, I don't see a "plot" section working for every article (indeed for most articles) with spoiler information. In my experience, the spoiler policy is adequate (and similar to other video game wikis) because of the limited size of the SC universe and it works with most articles. Your concern would best be handled by better organization of material (if possible) rather than revamping the spoiler policy. Honestly, that is something that is still needed on several of the pages, for example the Flagship page as you noted, so that the information is organized into a coherent and allows the reader to easily navigate it. If I have time, I might take a look into it, but if you're up to it, go ahead and take a shot at it on the Flagship page (but, like all of us, be ready to have your work edited by others). I'd recommend looking at some of the [[list of ships|ship]] pages as something of a guide - IMO the general format used on those pages could be easily adapted for the Flagship and can accommodate a Plot/History/whatever section (I would lose the tactical overview section though). How does this sound? --[[User:Fyzixfighter|Fyzixfighter]] 18:45, 22 December 2008 (CET)<br />
<br />
== About full quotes ==<br />
<br />
For example,<br />
<br />
1) http://wiki.uqm.stack.nl/Spathi#note_2<br />
<br />
As this question was about Spathi, the answer was provided by FF & PR3. The unrelated part about VUX should belong to corresponded article, and ''if'' the answer was provided. As of now, this part looks alienated to the whole article, and should be removed.<br />
<br />
By the way, this should be a common thing to other reference types, like:<br />
<br />
''Aricle about '''X'''''<br />
<br />
''Notes and references:''<br />
<br />
''Somebody'': Who are '''X''' and how do '''Y''' look like and where are '''Z''' from, etc.<br />
<br />
''FF and PR3'': '''X''' are ... Once upon a time they lived on the planet of... Soon they encountered the culture of ...<br />
<br />
As you can see, only the first part is answered and it is related to proper article. This way, Y and Z should be cutted, and they distract of main part and do not contribute at all.<br />
<br />
[[User:Masterius|Masterius]] 13:08, 21 January 2009 (CET)<br />
<br />
:First off, welcome and thank you for taking an interest in the project. It's always nice to have fresh blood around here. I'm sorry but I respectfully disagree with you on a few points. For one thing it is disingenuous to alter quoted text without some kind of indication (brackets for added words, and ellipses for removed text). If this were a long extended quote, only part of which addressed the topic, and was worked into the main body then I would agree with you. However, this is a very short snippet and in my view the amount of distraction it causes is negligible. It's also not in the main body where clarity is much more important, but in the notes and references section where I feel completeness and transparency are important. That said, if others also feel that the second part is distract then I would be fine with cutting it and indicating the omission with "..." or "[...]", though it might look kind of funny. --[[User:Fyzixfighter|Fyzixfighter]] 19:06, 21 January 2009 (CET)<br />
<br />
::Thank you for welcoming me and letting me know about the requirement to indicate the changing of quoting. I don't know how much people left here that still edit the articles and look for some minor things. This may appear negligible and most people would ignore this. But for the sake of rightness and accuracy, yes, this would be good to segregate such parts. As the main parts are already complete. [[User:Masterius|Masterius]] 14:19, 22 January 2009 (CET)<br />
<br />
== Re: Thraddash Arms ==<br />
<br />
I haven't played The Ur-Quan Masters in a LONG time, but I seem to remember if you punched both the afterburner, turn, and the guns at the same time, he'd display three arms pushing three different buttons, or maybe four. [[Special:Contributions/99.160.9.30|99.160.9.30]] 00:05, 19 June 2009 (UTC)<br />
<br />
::: It is possible however that those could have been feet stomping on pedals. It was a 40x40 pixelled square, after all. [[Special:Contributions/99.160.9.30|99.160.9.30]] 00:20, 19 June 2009 (UTC)<br />
<br />
== Umgah joined the Alliance ==<br />
<br />
I have played the Ur-Quan Masters. I go to Beta Orionis I, homeworld of Umgah, and I conversed them and they gave 2 Drone ships and joined the Alliance, but the player can't buy a ship at starbase. --[[User:Videogamer13|Videogamer13]] 12:28, 23 September 2010 (UTC)<br />
<br />
:One of the principal ways to tell if a race joins the alliance is if you can build their ship at the starbase. There are several examples, like the Pkunk, the Yehat, and the Arilou, which provide occasionally provide ships for your SIS escort fleet, but they do not officially join the New Alliance. Again, this is evident from what ships you can build at the starbase, ie native alien captains are being sent to the earth starbase. With regards to the Umgah, I remember them making you the "Great Hero", but quickly changing it to "Great Enemy" because of their strange sense of humor. But perhaps I'm remembering it incorrectly. In your view, what do the Umgah say that makes you think they join the Alliance? --[[User:Fyzixfighter|Fyzixfighter]] 20:43, 23 September 2010 (UTC)<br />
<br />
I don't know, they say you are the "Great Hero" and they gave 2 Drone ships to Vindicator. --[[User:Videogamer13|Videogamer13]] 11:56, 24 September 2010 (UTC)<br />
<br />
== The Hierarchy vs. Alliance ==<br />
<br />
Just like the Al-Qaeda war against US, and just like Christian/Jewish Alliance against the Muslim. The Ur-Quan Hierarchy have threaten the Alliance on the first threat to start a war. Like a religious war, the Al-Qaeda terrorists destroy the World Trade Center on New York on the first threat on Sept 11, 2001, then the Christian/Jewish Alliance (US-Israel Alliance) strikes back. The Ur-Quan Hierarchy is similar to Islam, and the Alliance are the Christianity and Judaism. --[[User:Videogamer13|Videogamer13]] 15:39, 24 September 2010 (UTC)<br />
<br />
== Utwig ==<br />
<br />
Did the Utwig join the Hierarchy? --[[User:Videogamer13|Videogamer13]] 06:29, 10 October 2010 (UTC)<br />
<br />
:Not that I'm aware of. Joining the Hierarchy happens one of two ways - actively seeking out the Ur-Quan Kzer-Za with the intent to join, or being conquered by the Ur-Quan Kzer-Za. The only known example of the former is the Mycon. The Kzer-Za never got to the Utwig, and several other races like the Supox and the Druuge because of the arrival of the Kohr-Ah, which re-initiated the Doctrinal Conflict. The Utwig were beginning to be attacked by the Kohr-Ah (not the Kzer-Za who run the Hierarchy) when this happened. There is the possibility that, based on your actions, the Utwig become hostile to you, attacking you on sight, but hostility towards you is not the same as joining the Hierarchy. --[[User:Fyzixfighter|Fyzixfighter]] 15:05, 4 November 2010 (UTC)<br />
<br />
== Orz ==<br />
<br />
If the player talk too much about the Androsynth to them, the Orz will attack the player. But why the Orz never join the Hierarchy? --[[User:Sc2player|Sc2player]] 07:36, 4 November 2010 (UTC)<br />
<br />
:Hostility towards you is not the same as joining the Hierarchy. Joining the Hierarchy happens one of two ways - actively seeking out the Ur-Quan Kzer-Za with the intent to join, or being conquered by the Ur-Quan Kzer-Za. The only known example of the former is the Mycon. The Orz cannot be in the latter group since the Kzer-Za are probably unaware of them, or if they are aware are too distracted by the renewed Doctrinal Conflict to care at the moment. Again, hostility is not the same as being part of the Hierarchy. For example, the Kohr-Ah also attack the player, but they are definitely not part of the Hierarchy. --[[User:Fyzixfighter|Fyzixfighter]] 15:09, 4 November 2010 (UTC)<br />
<br />
== Can't log in to forum site ==<br />
<br />
I have a problem with logging in to [http://forum.uqm.stack.nl/ forum site]. But I have already registered, when I log in and I get an error message. --[[User:Videogamer13|Videogamer13]] 17:54, 4 November 2010 (UTC)<br />
:Wish I could help, but I don't frequent the forum much and I have nothing to do with its operation. Sorry. --[[User:Fyzixfighter|Fyzixfighter]] 20:22, 4 November 2010 (UTC)<br />
:What does the error message say? --[[User:Zeracles|Zeracles]] 04:58, 5 November 2010 (UTC)<br />
:It says "sorry, log in failed", and I don't know how to validate an email. --[[User:Videogamer13|Videogamer13]] 10:49, 5 November 2010 (UTC)<br />
::Assuming the procedure hasn't changed since 2007, you should have received an email from ``The Ur-Quan Masters Discussion Forum" containing a link that you must click on to activate your account. --[[User:Zeracles|Zeracles]] 11:17, 5 November 2010 (UTC)<br />
:I've tried it but doesn't work. --[[User:Videogamer13|Videogamer13]] 19:42, 5 November 2010 (UTC)<br />
::Are you sure? I see that the latest member there is [http://forum.uqm.stack.nl/index.php?action=profile;u=3567 videogamer]. Isn't that you? It indicates you've never logged in. You do that by entering your username and password [http://forum.uqm.stack.nl/index.php?action=login here]. --[[User:Zeracles|Zeracles]] 03:19, 6 November 2010 (UTC)<br />
:Yes, that is my profile. I can't log in and it says "Your email address needs to be validate before you can log in", but I don't know how to validate an email address. And I just entered activation code correctly that I already know but it doesn't work and it says "invalid activation code". --[[User:Videogamer13|Videogamer13]] 14:13, 6 November 2010 (UTC)<br />
::Sorry, not sure how to help here. Maybe if you ask meep-eep (svdb@stack.nl). You might also have better luck at [http://www.star-control.com/community/ SCDB]. --[[User:Zeracles|Zeracles]] 14:48, 6 November 2010 (UTC)<br />
<br />
===The Ur-Quan Masters version 0.7.0===<br />
<br />
When the version 0.7.0 of the UQM release? --[[User:Videogamer13|Videogamer13]] 04:08, 4 December 2010 (UTC)<br />
<br />
== Death March ==<br />
<br />
The game is still continue and not lost yet when the Kohr-Ah reached Earth during the Death March. Only one way to lose the game by the Flagship is destroyed. So, why the game ends after the Death March? --[[User:Videogamer13|Videogamer13]] 20:36, 6 November 2010 (UTC)<br />
<br />
:I'm not sure I understand the question. Are you asking what is the rationale for the game ending when the Death March reaches Earth? I'm guessing the reason is because, when the Kohr-Ah get to Earth, they destroy the Earth Starbase thus making it impossible for you refuel/recrew/repair the flagship so you're effectively dead in space, or soon will be. It also makes the end movie/cinematics impossible, so from a game design perspective it also makes sense. I guess there is the alternative that in-game you could still destroy the Sa-Matra and to avoid the adrift-in-space death scenario, you find a suitable planet, make one last landing and set up a last colony of humanity (a la Battlestar Galactica), but again that would require the game designers to have created an additional movie/cinematic for this alternate ending. It's also not really a victory, likely not even a pyrrhic victory. You probably don't have enough crew for a minimum viable population and the new colony will unlikely survive more than a few generations. <br />
:Or are you asking why the Ultronomicon says this is what happens? I'm assuming because that's what does happen in-game, but honestly I've never let it get that far so can't personally confirm this. --[[User:Fyzixfighter|Fyzixfighter]] 03:30, 7 November 2010 (UTC)<br />
<br />
::I know that Kohr-Ah cleanse all of the sentient life are the Druuge, Mycon, VUX, Orz, Spathi, Zoq-Fot-Pik, Arilou, Umgah, Thraddash, Supox, Utwig, Yehat, Pkunk, Ilwrath and Humans. But why the Kohr-Ah didn't cleanse the Syreen, Shofixti and Chmmr? --[[User:Videogamer13|Videogamer13]] 17:38, 22 January 2011 (UTC)<br />
<br />
:::Simple answer: it's programmed that way - IIRC during the death march the center of the Kohr-Ah sphere of influence moves to the nearest sphere of influence center, exterminates that race, and then repeating the process until all spheres of influence are gone, before moving to Sol. The Syreen, Shofixti and Chmmr don't have spheres of influence so we don't see when or if the death march gets to those places after the game over condition. From a game play perspective this is appropriate since it is very easy to see whether a sphere of influence still exists on the star map, and see how close one is to the game over condition. From the game universe perspective, I would imagine the Kohr-Ah would probably go after them eventually, probably after wiping out earth. They probably go after the major sources of civilizations that they can easily detect (the most likely threats) and later go after the minor, slave-shielded worlds (not major threats after all). Perhaps earth is the first they go after, and the Chmmr, Syreen and Shofixti are next, but we don't find out because we don't see past the game over condition (see the ending of [[wikipedia:Only You Can Save Mankind|Only You Can Save Mankind]]). --[[User:Fyzixfighter|Fyzixfighter]] 02:12, 23 January 2011 (UTC)<br />
<br />
== Suggestion: Ban spam accounts indefinitely ==<br />
<br />
Spambots that register an account to spam should be banned without expiration date. This makes it easier for the eventual 'clean up useless accounts' day, where thoroughly inactive accounts with an infinite ban period can be wiped away quickly. IPs should not be banned indefinitely, obviously, but I sincerely doubt someone is ever going to use those accounts again.<br />
<br />
Neither would I worry too much about blocking account creation; you fix that when you clean up the accounts. Anyway, just a suggestion. --[[User:Svip|Svip]] ([[User talk:Svip|talk]]) 13:40, 27 August 2012 (CEST)<br />
<br />
== Spam ==<br />
<br />
Just wanted to let you know that I appreciate that you're still so consistently fighting the spammers on the Ultronomicon.<br />
(And of course I appreciate the contributions of others as well.)<br />
If you know of a way that I can make this easier, please let me know. — [[User:Svdb|SvdB]] ([[User talk:Svdb|talk]]) 18:54, 10 December 2012 (CET)<br />
<br />
:Thanks. The others and I do what we can and I'm sure that I'm being far too generous in giving a lot of these new accounts the benefit of the doubt. As to a way to make this easier, I don't know for certain. We're already using captcha for username registration and new users have a certain wait period before they can edit, correct? I've been looking at MediaWiki's [http://www.mediawiki.org/wiki/Manual:Combating_spam Combating spam] and [http://www.mediawiki.org/wiki/Anti-spam_features Anti-spam features], and I wonder if using the DNS-based blacklist and/or participating in Project Honeypot might be useful. The advantage seems to be that there is already mediawiki support for those features. Another possibility (but I don't know how easy it would be to implement or if mediawiki supports it) might be when registering a new username to require an email address and to have the user confirm registration through a link provided in an email, similar to how I've seen some other sites (and honestly I don't recall if we already do this). Anyways, just some thoughts. --[[User:Fyzixfighter|Fyzixfighter]] ([[User talk:Fyzixfighter|talk]]) 03:30, 11 December 2012 (CET)<br />
<br />
::Ok, I've set up the use of DNS blacklists now. Let's see if this pays off. If it doesn't, I'll enable confirmed email addresses for account creation and edits.<br />
::And yes, we are using a CAPTCHA for editing by anonymous users and for creating new accounts. And unconfirmed users cannot create new pages for 7 days. — [[User:Svdb|SvdB]] ([[User talk:Svdb|talk]]) 20:36, 18 December 2012 (CET)<br />
<br />
:::Ok, using DNS blacklists wasn't enough apparently. So I've now turned on obligatory email address confirmation.<br />
<br />
G'day, just going to state the obvious, that the spam has reached an unacceptable level (again). Not only is the fight against it time-consuming, but the recent changes page is now so dominated by crap that it cannot serve its intended purpose. I tried looking to the Doom wiki for inspiration - from looking at their [http://doomwiki.org/wiki/Doom_Wiki:Central_Processing ``Central Processing" page], they recently encountered spam of the sort we have. See the subheadings ``5 Abuse Filter" and ``21 New AbuseFilter", which appears to have done the job for them. I assume that only the bureaucrats could implement it here, but do you have any other thoughts? --[[User:Zeracles|Zeracles]] ([[User talk:Zeracles|talk]]) 06:09, 26 July 2013 (CEST)</div>Zeracleshttps://wiki.uqm.stack.nl/index.php?title=Star_Control_II&diff=27104Star Control II2013-06-27T09:14:40Z<p>Zeracles: /* See also */</p>
<hr />
<div>'''Star Control II''', the sequel to the original [[Star Control]], is a space adventure game that features role-playing elements alongside a robust 2D combat system. It was a milestone for non-linear gaming and an undeniable influence on modern space travel games such as ''Homeworld''; many consider it one of the best computer games of all time. The player assumes the role of [[The Captain|the captain]] of a single starship wandering a detailed environment of solar systems, gradually gathering information and resources in order to defeat a mysterious and implacable enemy; the plot contains numerous [[Mysteries left by Star Control II|mysteries]] and other half-explained elements that contribute to the beauty of the game,{{ref|1}} along with a rare sense of humor that manifests numerous times, inevitably having the player rolling on the floor laughing.<br />
<br />
It is difficult to pin SC2 down to a single genre; it contains elements of exploration, scavenging, diplomacy, role-playing, and combat, blended together seamlessly. Intense, real-time, ship-to-ship [[Super Melee|melee]] is sprinkled throughout your interstellar travels. [[The Flagship]] can be outfitted with various [[List of Flagship Modules|modules]] to change and improve how it functions, as well as bolstering its effectiveness in battle. The meat of the game, however, is information gathering and the acquiring of unique inventory items through conversation and exploration to unravel the numerous mysteries of space. <br />
<br />
Game play is divided into six basic modes:<br />
* Conversation - Interact with other [[List of Races|sentient species]]; Learn from them, trade with them, and form alliances (or attack them). The dialogue was written in five months by various people after Paul Reiche III's plot structure.{{ref|2}}<br />
* Solar system exploration - Navigate solar systems with your flagship, exploring the various planets and moons, while contacting or avoiding other ships in the region.<br />
* Planetary exploration - Control the [[Planet Lander]] to collect [[List of mineral types|minerals]] and [[List_of_bio_types|biological data]] while avoiding earthquakes, hotspots, lightning, and aggressive life forms.<br />
* [[HyperSpace]] travel - Travel from star to star in HyperSpace (and later, [[QuasiSpace]]) while being chased by unidentifiable [[List_of_ships|alien ships]], represented as [[gravity well]]s. <br />
* Flagship/fleet management - Spend your accumulated [[Resource units]] (RUs). Outfit your flagship for whatever lies ahead. Construct a fleet of up to 12 escort ships. Add crew and fuel to you fleet.<br />
* Space combat - Fly your armada against alien ships in an all-out brawl to the death (unless you run away...).<br />
<br />
Created by [[Toys For Bob]], Star Control II was released for the PC in 1992, and the [[3DO]] in 1994. The 3DO port included remixed music, spoken dialogue, and 3D-rendered cut scenes, among other [[Version Comparison|version differences]]. [[The Ur-Quan Masters]] (also known as UQM) is a free port of Star Control II for modern personal computers and operating systems, derived from the 3DO code because the original PC source was lost. UQM removes bugs, enables network play and serves as a base for mod projects.<br />
<br />
==Plot==<br />
The events of the plot occur twenty years after the [[Ur-Quan Slave War]] pitting the [[New Alliance of Free Stars]] against the [[Ur-Quan Hierarchy]].<br />
<br />
The Hierarchy has won. The old Alliance is in ruins; the only members that are not [[slave shield]]ed, the [[Yehat]], have become [[Battle Thrall]]s of the [[Ur-Quan Kzer-Za]]. The two Ur-Quan subspecies, the Kzer-Za and the [[Ur-Quan Kohr-Ah|Kohr-Ah]], are locked in a [[Doctrinal Conflict]], and the Hierarchy is left unattended. Meanwhile, on the second planet of the [[Vela]] system, [[Unzervalt]], a huge underground installation of the [[Precursors]] is found by a group of stranded scientists turned colonists, an installation that soon turns out to be a starship factory. The colonists build a [[The Flagship|ship]] which they hope to use to return on [[Earth]], and assign [[The Captain]] to lead it.<br />
<br />
Soon, The Captain finds out about the situation and sets on a quest to return freedom to the [[Race classification|races]] in our region of space. He eventually succeeds to destroy the Ur-Quan's most powerful weapon, the [[Sa-Matra]], and speed up the [[The Process|hybridization]] of two old Alliance races, the [[Chenjesu]] and the [[Mmrnmhrm]]. The resulting race, the [[Chmmr]], using their powerful [[Avatar]] battleships and aided by the other races of the New Alliance, are able to vanquish the fleets of the Ur-Quan, bringing peace to the region at last.<br />
<br />
Some plot elements could not be finished in the time alloted and are not present in the final product. This includes an easter egg dialogue with the game creators at [[Groombridge]], a [[Hoaxes and Rumours FAQ#I hear there's some way to get a cloaking device for the Precursor ship. Where can I find it?|cloaking device]] for The Flagship, and strange events caused by bringing [[Orz]] ships in [[QuasiSpace]]. {{ref|3}}<br />
<br />
==See also==<br />
*[[The Ur-Quan Masters]]<br />
*[[Star Control]]<br />
*[[Star Control 3]]<br />
<br />
==Notes and references==<br />
{{note|1}}{{FredMail}}<br />
::I think one of the reasons SC has endured is that Paul and I were conscious of hinting about things, but ultimately letting the game-player use his or her imagination to fill in the picture. Frungy is the poster-boy for this technique. <br />
:{{FredMail}}<br />
::We left ourselves and you enough unexplained and interesting mysteries that we would have a wide variety of choices for expanding into a sequel. Neither Paul nor I are meticulous planners -- that takes all the fun out of exploring ones capabilities. So we had many possible avenues, one or more of which we would have explored, if a sequel had been in the cards. <br />
{{note|2}}{{IRC1998}}<br />
::<_Stilgar> <Spyhunter> Fwiffo: "How many people was involved in writing the huge amounts of dialoque in SC2?"<br><br />
::<Fwiffo> Regarding the dialog: I defined the conversations structurally and wrote pieces of all of them, however, Greg Johnson was responsible for the majority of the Orz, Arilou, and Pkunk. Mat Genser wrote the Utwig and Ilwrath. Robert Leyland wrote the Supox, and Leonard Robel wrote some of the Thraddash. Iain McCaig did much of the VUX.<br><br />
::<Fwiffo> The dialog took about 5 months.<br />
:{{IRC2007}}<br />
::<+PR3> The Orz dialog was begun by Erol Otus, fleshed out by Greg Jognson ''[sic]'' (off of plot structures by me) and then I added a little wackiness.<br />
{{note|3}}{{FredMail}}<br />
::[Groombridge] was basically going to be an easter egg where you would be able to progress through a conversation tree much like any of the other alien race conversations. We were going to reveal interesting trivia and possibly pose questions to you which were impossible for you to answer correctly -- like which do you like better about this game: the design or the programming? And suddenly you might find yourself in the middle of Urquan ''[sic]'' space (ala the Talking Pet). <br />
:{{FredMail}}<br />
::O.K., O.K. I must admit the conversation threads relating to the cloaking device have been the most amusing to someone who knows the truth and after six years I don't think it will diminish the game to put this matter to rest. No, there is no cloaking device. Yes, there was going to be one, but we couldn't figure out a way, given the limitations of two players fighting on the same screen, to make it functionally better/more interesting than the [[Ilwrath]]'s.<br />
:{{FredMail}}<br />
::The first [interesting plot line left out of the final product] that comes to mind is that we wanted the Orz to be much scarier and if you ever took them into Quasi-space with you bad things would happen. We really wanted them to creep you out so that you were never sure whether or not it was a good idea to be allied with them. <br />
<br />
==External links==<br />
[http://www.gog.com/gamecard/star_control_1_2 Star Control 1 + 2 at Good Old Games] (original DOS versions)<br />
<br />
[[Category:About the Star Control series]]</div>Zeracleshttps://wiki.uqm.stack.nl/index.php?title=Star_Control&diff=27103Star Control2013-06-27T09:13:51Z<p>Zeracles: /* See also */</p>
<hr />
<div>{{incomplete}}<br />
<br />
[[Image:Star Control I Title Screen.png|thumb|right|Star Control title screen for the IBM PC.]]<br />
:''This article is about the Star Control game. For information on the Star Control organization, see [[Star Control (Organization)]].<br />
'''Star Control: Famous Battles of the Ur-Quan Conflict Volume IV''' was developed by [[Fred Ford]] and [[Paul Reiche III]]. It was released for the PC in 1990 and (in a somewhat cut-down form, and called simply '''Star Control''') for the Commodore 64 in 1991 by [[Accolade]]. A port for the Sega Genesis was released by Ballistic in that same year. The DOS version is [http://www.gog.com/gamecard/star_control_1_2 available from Good Old Games].<br />
<br />
Game play is a mixture of action and strategy. Players control fleets of ships and maneuver them about a star map, mining, colonizing, and fortifying planets while building up a fleet. When two (or more) enemy ships meet in orbit around a planet, they engage in a one-on-one dogfight to the death. This aspect of the game draws its inspiration from [http://en.wikipedia.org/wiki/Spacewar SPACEWAR!] (written for the PDP-1).<br />
<br />
Two things set Star Control apart from various other SPACEWAR! 'clones' - the aspect of strategy and the diversity of the ships (leading to higher quality game play). Each ship has a unique weapon and special ability, as well as varied stats that affect its performance in combat directly. Players must learn the strengths and weaknesses of each vessel and how to cope with them.<br />
<br />
The game consisted of two sides: The [[Alliance of Free Stars]], the protagonists (good guys), and the [[Ur-Quan Hierarchy]], the antagonists (bad guys).<br />
<br />
Listed here in the order they appear in the game are the Alliance races, their ships and their ship's value (in Starbucks):<br />
{|<br />
!Alliance Race || Ship || Starbucks<br />
|-<br />
|[[Chenjesu]] || [[Broodhome]]||align="center"|26<br />
|-<br />
|[[Yehat]] || [[Terminator]]||align="center"|23<br />
|-<br />
|[[Mmrnmhrm]] || [[Transformer]]||align="center"|19<br />
|-<br />
|[[Arilou|Arilou Lalee'lay]] || [[Skiff]]||align="center"|16<br />
|-<br />
|[[Syreen]] || [[Penetrator]]||align="center"|12<br />
|-<br />
|[[Earthling]] || [[Cruiser]]||align="center"|9<br />
|-<br />
|[[Shofixti]] || [[Scout]]||align="center"|5<br />
|}<br />
<br />
Listed here in the order they appear in the game are the Hierarchy races and their ships:<br />
{|<br />
!Hierarchy Race || Ship || Starbucks<br />
|-<br />
|[[Ur-Quan]] || [[Dreadnought]] ||align="center"|30<br />
|-<br />
|[[Mycon]] || [[Podship]] ||align="center"|23<br />
|-<br />
|[[Spathi]] || [[Eluder|Discriminator]] ||align="center"|18<br />
|-<br />
|[[Androsynth]] || [[Guardian]] ||align="center"|15<br />
|-<br />
|[[VUX]] || [[Intruder]] ||align="center"|12<br />
|-<br />
|[[Ilwrath]] || [[Avenger]] ||align="center"|10<br />
|-<br />
|[[Umgah]] || [[Drone]] ||align="center"|7<br />
|}<br />
<br />
As shown here, the Earthlings were not the most powerful, nor the center of the game. They were just one of many races. Their Cruiser vessel, though deadly in the right hands, was slow and third to last in point value.<br />
<br />
Star Control laid the foundations for [[Star Control II]], a masterpiece of space exploration, combat, and diplomacy.<br />
<br />
Star Control and [[Star Control II]] are full of [[Influences and References|nods, influences, and references]] to other science fiction (and some non-scifi) sources.<br />
<br />
==See also==<br />
*''[[Ur-Quan Slave War#Campaigns|Star Control scenarios]]''<br />
*[[Star Control II]]<br />
<br />
==External links==<br />
[http://www.gog.com/gamecard/star_control_1_2 Star Control 1 + 2 at Good Old Games] (original DOS versions)<br />
<br />
[[Category:About the Star Control series]]</div>Zeracleshttps://wiki.uqm.stack.nl/index.php?title=Star_Control_II&diff=27102Star Control II2013-06-27T09:05:41Z<p>Zeracles: available through Good Old Games</p>
<hr />
<div>'''Star Control II''', the sequel to the original [[Star Control]], is a space adventure game that features role-playing elements alongside a robust 2D combat system. It was a milestone for non-linear gaming and an undeniable influence on modern space travel games such as ''Homeworld''; many consider it one of the best computer games of all time. The player assumes the role of [[The Captain|the captain]] of a single starship wandering a detailed environment of solar systems, gradually gathering information and resources in order to defeat a mysterious and implacable enemy; the plot contains numerous [[Mysteries left by Star Control II|mysteries]] and other half-explained elements that contribute to the beauty of the game,{{ref|1}} along with a rare sense of humor that manifests numerous times, inevitably having the player rolling on the floor laughing.<br />
<br />
It is difficult to pin SC2 down to a single genre; it contains elements of exploration, scavenging, diplomacy, role-playing, and combat, blended together seamlessly. Intense, real-time, ship-to-ship [[Super Melee|melee]] is sprinkled throughout your interstellar travels. [[The Flagship]] can be outfitted with various [[List of Flagship Modules|modules]] to change and improve how it functions, as well as bolstering its effectiveness in battle. The meat of the game, however, is information gathering and the acquiring of unique inventory items through conversation and exploration to unravel the numerous mysteries of space. <br />
<br />
Game play is divided into six basic modes:<br />
* Conversation - Interact with other [[List of Races|sentient species]]; Learn from them, trade with them, and form alliances (or attack them). The dialogue was written in five months by various people after Paul Reiche III's plot structure.{{ref|2}}<br />
* Solar system exploration - Navigate solar systems with your flagship, exploring the various planets and moons, while contacting or avoiding other ships in the region.<br />
* Planetary exploration - Control the [[Planet Lander]] to collect [[List of mineral types|minerals]] and [[List_of_bio_types|biological data]] while avoiding earthquakes, hotspots, lightning, and aggressive life forms.<br />
* [[HyperSpace]] travel - Travel from star to star in HyperSpace (and later, [[QuasiSpace]]) while being chased by unidentifiable [[List_of_ships|alien ships]], represented as [[gravity well]]s. <br />
* Flagship/fleet management - Spend your accumulated [[Resource units]] (RUs). Outfit your flagship for whatever lies ahead. Construct a fleet of up to 12 escort ships. Add crew and fuel to you fleet.<br />
* Space combat - Fly your armada against alien ships in an all-out brawl to the death (unless you run away...).<br />
<br />
Created by [[Toys For Bob]], Star Control II was released for the PC in 1992, and the [[3DO]] in 1994. The 3DO port included remixed music, spoken dialogue, and 3D-rendered cut scenes, among other [[Version Comparison|version differences]]. [[The Ur-Quan Masters]] (also known as UQM) is a free port of Star Control II for modern personal computers and operating systems, derived from the 3DO code because the original PC source was lost. UQM removes bugs, enables network play and serves as a base for mod projects.<br />
<br />
==Plot==<br />
The events of the plot occur twenty years after the [[Ur-Quan Slave War]] pitting the [[New Alliance of Free Stars]] against the [[Ur-Quan Hierarchy]].<br />
<br />
The Hierarchy has won. The old Alliance is in ruins; the only members that are not [[slave shield]]ed, the [[Yehat]], have become [[Battle Thrall]]s of the [[Ur-Quan Kzer-Za]]. The two Ur-Quan subspecies, the Kzer-Za and the [[Ur-Quan Kohr-Ah|Kohr-Ah]], are locked in a [[Doctrinal Conflict]], and the Hierarchy is left unattended. Meanwhile, on the second planet of the [[Vela]] system, [[Unzervalt]], a huge underground installation of the [[Precursors]] is found by a group of stranded scientists turned colonists, an installation that soon turns out to be a starship factory. The colonists build a [[The Flagship|ship]] which they hope to use to return on [[Earth]], and assign [[The Captain]] to lead it.<br />
<br />
Soon, The Captain finds out about the situation and sets on a quest to return freedom to the [[Race classification|races]] in our region of space. He eventually succeeds to destroy the Ur-Quan's most powerful weapon, the [[Sa-Matra]], and speed up the [[The Process|hybridization]] of two old Alliance races, the [[Chenjesu]] and the [[Mmrnmhrm]]. The resulting race, the [[Chmmr]], using their powerful [[Avatar]] battleships and aided by the other races of the New Alliance, are able to vanquish the fleets of the Ur-Quan, bringing peace to the region at last.<br />
<br />
Some plot elements could not be finished in the time alloted and are not present in the final product. This includes an easter egg dialogue with the game creators at [[Groombridge]], a [[Hoaxes and Rumours FAQ#I hear there's some way to get a cloaking device for the Precursor ship. Where can I find it?|cloaking device]] for The Flagship, and strange events caused by bringing [[Orz]] ships in [[QuasiSpace]]. {{ref|3}}<br />
<br />
==See also==<br />
[[The Ur-Quan Masters]]<br />
<br />
[[Star Control]]<br />
<br />
[[Star Control 3]]<br />
<br />
==Notes and references==<br />
{{note|1}}{{FredMail}}<br />
::I think one of the reasons SC has endured is that Paul and I were conscious of hinting about things, but ultimately letting the game-player use his or her imagination to fill in the picture. Frungy is the poster-boy for this technique. <br />
:{{FredMail}}<br />
::We left ourselves and you enough unexplained and interesting mysteries that we would have a wide variety of choices for expanding into a sequel. Neither Paul nor I are meticulous planners -- that takes all the fun out of exploring ones capabilities. So we had many possible avenues, one or more of which we would have explored, if a sequel had been in the cards. <br />
{{note|2}}{{IRC1998}}<br />
::<_Stilgar> <Spyhunter> Fwiffo: "How many people was involved in writing the huge amounts of dialoque in SC2?"<br><br />
::<Fwiffo> Regarding the dialog: I defined the conversations structurally and wrote pieces of all of them, however, Greg Johnson was responsible for the majority of the Orz, Arilou, and Pkunk. Mat Genser wrote the Utwig and Ilwrath. Robert Leyland wrote the Supox, and Leonard Robel wrote some of the Thraddash. Iain McCaig did much of the VUX.<br><br />
::<Fwiffo> The dialog took about 5 months.<br />
:{{IRC2007}}<br />
::<+PR3> The Orz dialog was begun by Erol Otus, fleshed out by Greg Jognson ''[sic]'' (off of plot structures by me) and then I added a little wackiness.<br />
{{note|3}}{{FredMail}}<br />
::[Groombridge] was basically going to be an easter egg where you would be able to progress through a conversation tree much like any of the other alien race conversations. We were going to reveal interesting trivia and possibly pose questions to you which were impossible for you to answer correctly -- like which do you like better about this game: the design or the programming? And suddenly you might find yourself in the middle of Urquan ''[sic]'' space (ala the Talking Pet). <br />
:{{FredMail}}<br />
::O.K., O.K. I must admit the conversation threads relating to the cloaking device have been the most amusing to someone who knows the truth and after six years I don't think it will diminish the game to put this matter to rest. No, there is no cloaking device. Yes, there was going to be one, but we couldn't figure out a way, given the limitations of two players fighting on the same screen, to make it functionally better/more interesting than the [[Ilwrath]]'s.<br />
:{{FredMail}}<br />
::The first [interesting plot line left out of the final product] that comes to mind is that we wanted the Orz to be much scarier and if you ever took them into Quasi-space with you bad things would happen. We really wanted them to creep you out so that you were never sure whether or not it was a good idea to be allied with them. <br />
<br />
==External links==<br />
[http://www.gog.com/gamecard/star_control_1_2 Star Control 1 + 2 at Good Old Games] (original DOS versions)<br />
<br />
[[Category:About the Star Control series]]</div>Zeracleshttps://wiki.uqm.stack.nl/index.php?title=Star_Control&diff=27101Star Control2013-06-27T08:53:44Z<p>Zeracles: oops</p>
<hr />
<div>{{incomplete}}<br />
<br />
[[Image:Star Control I Title Screen.png|thumb|right|Star Control title screen for the IBM PC.]]<br />
:''This article is about the Star Control game. For information on the Star Control organization, see [[Star Control (Organization)]].<br />
'''Star Control: Famous Battles of the Ur-Quan Conflict Volume IV''' was developed by [[Fred Ford]] and [[Paul Reiche III]]. It was released for the PC in 1990 and (in a somewhat cut-down form, and called simply '''Star Control''') for the Commodore 64 in 1991 by [[Accolade]]. A port for the Sega Genesis was released by Ballistic in that same year. The DOS version is [http://www.gog.com/gamecard/star_control_1_2 available from Good Old Games].<br />
<br />
Game play is a mixture of action and strategy. Players control fleets of ships and maneuver them about a star map, mining, colonizing, and fortifying planets while building up a fleet. When two (or more) enemy ships meet in orbit around a planet, they engage in a one-on-one dogfight to the death. This aspect of the game draws its inspiration from [http://en.wikipedia.org/wiki/Spacewar SPACEWAR!] (written for the PDP-1).<br />
<br />
Two things set Star Control apart from various other SPACEWAR! 'clones' - the aspect of strategy and the diversity of the ships (leading to higher quality game play). Each ship has a unique weapon and special ability, as well as varied stats that affect its performance in combat directly. Players must learn the strengths and weaknesses of each vessel and how to cope with them.<br />
<br />
The game consisted of two sides: The [[Alliance of Free Stars]], the protagonists (good guys), and the [[Ur-Quan Hierarchy]], the antagonists (bad guys).<br />
<br />
Listed here in the order they appear in the game are the Alliance races, their ships and their ship's value (in Starbucks):<br />
{|<br />
!Alliance Race || Ship || Starbucks<br />
|-<br />
|[[Chenjesu]] || [[Broodhome]]||align="center"|26<br />
|-<br />
|[[Yehat]] || [[Terminator]]||align="center"|23<br />
|-<br />
|[[Mmrnmhrm]] || [[Transformer]]||align="center"|19<br />
|-<br />
|[[Arilou|Arilou Lalee'lay]] || [[Skiff]]||align="center"|16<br />
|-<br />
|[[Syreen]] || [[Penetrator]]||align="center"|12<br />
|-<br />
|[[Earthling]] || [[Cruiser]]||align="center"|9<br />
|-<br />
|[[Shofixti]] || [[Scout]]||align="center"|5<br />
|}<br />
<br />
Listed here in the order they appear in the game are the Hierarchy races and their ships:<br />
{|<br />
!Hierarchy Race || Ship || Starbucks<br />
|-<br />
|[[Ur-Quan]] || [[Dreadnought]] ||align="center"|30<br />
|-<br />
|[[Mycon]] || [[Podship]] ||align="center"|23<br />
|-<br />
|[[Spathi]] || [[Eluder|Discriminator]] ||align="center"|18<br />
|-<br />
|[[Androsynth]] || [[Guardian]] ||align="center"|15<br />
|-<br />
|[[VUX]] || [[Intruder]] ||align="center"|12<br />
|-<br />
|[[Ilwrath]] || [[Avenger]] ||align="center"|10<br />
|-<br />
|[[Umgah]] || [[Drone]] ||align="center"|7<br />
|}<br />
<br />
As shown here, the Earthlings were not the most powerful, nor the center of the game. They were just one of many races. Their Cruiser vessel, though deadly in the right hands, was slow and third to last in point value.<br />
<br />
Star Control laid the foundations for [[Star Control II]], a masterpiece of space exploration, combat, and diplomacy.<br />
<br />
Star Control and [[Star Control II]] are full of [[Influences and References|nods, influences, and references]] to other science fiction (and some non-scifi) sources.<br />
<br />
==See also==<br />
''[[Ur-Quan Slave War#Campaigns|Star Control scenarios]]''<br />
<br />
[[Star Control II]]<br />
<br />
==External links==<br />
[http://www.gog.com/gamecard/star_control_1_2 Star Control 1 + 2 at Good Old Games] (original DOS versions)<br />
<br />
[[Category:About the Star Control series]]</div>Zeracleshttps://wiki.uqm.stack.nl/index.php?title=Star_Control&diff=27100Star Control2013-06-27T08:49:47Z<p>Zeracles: available through Good Old Games</p>
<hr />
<div>{{incomplete}}<br />
<br />
[[Image:Star Control I Title Screen.png|thumb|right|Star Control title screen for the IBM PC.]]<br />
:''This article is about the Star Control game. For information on the Star Control organization, see [[Star Control (Organization)]].<br />
'''Star Control: Famous Battles of the Ur-Quan Conflict Volume IV''' was developed by [[Fred Ford]] and [[Paul Reiche III]]. It was released for the PC in 1990 and (in a somewhat cut-down form, and called simply '''Star Control''') for the Commodore 64 in 1991 by [[Accolade]]. A port for the Sega Genesis was released by Ballistic in that same year. The DOS version is [http://www.gog.com/gamecard/star_control_1_2|available from Good Old Games].<br />
<br />
Game play is a mixture of action and strategy. Players control fleets of ships and maneuver them about a star map, mining, colonizing, and fortifying planets while building up a fleet. When two (or more) enemy ships meet in orbit around a planet, they engage in a one-on-one dogfight to the death. This aspect of the game draws its inspiration from [http://en.wikipedia.org/wiki/Spacewar SPACEWAR!] (written for the PDP-1).<br />
<br />
Two things set Star Control apart from various other SPACEWAR! 'clones' - the aspect of strategy and the diversity of the ships (leading to higher quality game play). Each ship has a unique weapon and special ability, as well as varied stats that affect its performance in combat directly. Players must learn the strengths and weaknesses of each vessel and how to cope with them.<br />
<br />
The game consisted of two sides: The [[Alliance of Free Stars]], the protagonists (good guys), and the [[Ur-Quan Hierarchy]], the antagonists (bad guys).<br />
<br />
Listed here in the order they appear in the game are the Alliance races, their ships and their ship's value (in Starbucks):<br />
{|<br />
!Alliance Race || Ship || Starbucks<br />
|-<br />
|[[Chenjesu]] || [[Broodhome]]||align="center"|26<br />
|-<br />
|[[Yehat]] || [[Terminator]]||align="center"|23<br />
|-<br />
|[[Mmrnmhrm]] || [[Transformer]]||align="center"|19<br />
|-<br />
|[[Arilou|Arilou Lalee'lay]] || [[Skiff]]||align="center"|16<br />
|-<br />
|[[Syreen]] || [[Penetrator]]||align="center"|12<br />
|-<br />
|[[Earthling]] || [[Cruiser]]||align="center"|9<br />
|-<br />
|[[Shofixti]] || [[Scout]]||align="center"|5<br />
|}<br />
<br />
Listed here in the order they appear in the game are the Hierarchy races and their ships:<br />
{|<br />
!Hierarchy Race || Ship || Starbucks<br />
|-<br />
|[[Ur-Quan]] || [[Dreadnought]] ||align="center"|30<br />
|-<br />
|[[Mycon]] || [[Podship]] ||align="center"|23<br />
|-<br />
|[[Spathi]] || [[Eluder|Discriminator]] ||align="center"|18<br />
|-<br />
|[[Androsynth]] || [[Guardian]] ||align="center"|15<br />
|-<br />
|[[VUX]] || [[Intruder]] ||align="center"|12<br />
|-<br />
|[[Ilwrath]] || [[Avenger]] ||align="center"|10<br />
|-<br />
|[[Umgah]] || [[Drone]] ||align="center"|7<br />
|}<br />
<br />
As shown here, the Earthlings were not the most powerful, nor the center of the game. They were just one of many races. Their Cruiser vessel, though deadly in the right hands, was slow and third to last in point value.<br />
<br />
Star Control laid the foundations for [[Star Control II]], a masterpiece of space exploration, combat, and diplomacy.<br />
<br />
Star Control and [[Star Control II]] are full of [[Influences and References|nods, influences, and references]] to other science fiction (and some non-scifi) sources.<br />
<br />
==See also==<br />
''[[Ur-Quan Slave War#Campaigns|Star Control scenarios]]''<br />
[[Star Control II]]<br />
<br />
==External links==<br />
[http://www.gog.com/gamecard/star_control_1_2|Star Control 1 + 2 at Good Old Games] (original DOS versions)<br />
<br />
[[Category:About the Star Control series]]</div>Zeracleshttps://wiki.uqm.stack.nl/index.php?title=Talk:Star_Control_Music&diff=27026Talk:Star Control Music2013-06-09T08:25:14Z<p>Zeracles: /* bad formats, broken files, inconsistent presentation, bad links */ DeliPlayer discontinued, fix link</p>
<hr />
<div>To those contributing to this page:<br />
*Please try to avoid linking to pages where you need to have an account to download. If you want (and the copyright holder of the track doesn't mind), I can put a remix up on uqm.stack.nl.<br />
*Try to keep this order: PC original, 3DO version, Precursors remix, other remixes<br />
*When both .ogg and .mp3 formats are available, either link to the .ogg version, or to both formats. The .ogg format is the only one that can be used in the game.<br />
*This is a "random-access" page, meaning that people aren't expected to read it from top to bottom. So multiple links to the same page, in different sections is ok.<br />
*Make the subsection names all different, so do "HyperSpace Precursor Remix" instead of "Precursor Remix". While the "HyperSpace" is clear from the context (the section where the subsection is in), it would prevent linking to individual subsections.<br />
-- [[User:Svdb|SvdB]] 18:51, 23 Nov 2004 (CET)<br />
<br />
== Titles ==<br />
<br />
Should titles or descriptions be used for subheadings?<br />
The distinction is between '''Hyperspace Precursors Remix''' and '''Hyperspace - Across the Galaxy'''.<br />
<br />
Also, what about for alternate/fan made-remixes such as the Hyperspace Electro Blast remix?<br />
-[[User:Fadookie|Fadookie]] 06:54, 8 Dec 2004 (CET)<br />
<br />
:I think descriptions for the subheadings are better. Remixes often don't even have a separate title. In the body of the section it could be mentioned by name then.<br />
:As for other remixes, I'm all for it. I'd just like the original(s) and the Precursors remix to come first (see above).<br />
:-- [[User:Svdb|SvdB]] 01:37, 9 Dec 2004 (CET)<br />
::Seems reasonable to me, since the Precursors remixes are more or less official. -[[User:Fadookie|Fadookie]] 06:47, 9 Dec 2004 (CET)<br />
<br />
== 404'd ==<br />
<br />
The link to the 3DO hyperspace remix seems to be broken. [http://uqm.stack.nl/files/music/3do/activity/hyper.ogg] -[[User:Fadookie|Fadookie]] 06:17, 3 Oct 2005 (CEST)<br />
<br />
Corrected. The following files are available in the same dir:<br />
*arispace.ogg<br />
*battle.ogg<br />
*credits.ogg<br />
*hyper.ogg<br />
*orbit1.ogg<br />
*orbit2.ogg<br />
*orbit3.ogg<br />
*orbit4.ogg<br />
*orbit5.ogg<br />
*outfit.ogg<br />
*shipyard.ogg<br />
*space.ogg<br />
*starbase.ogg<br />
&mdash; SvdB 02:01, 4 Oct 2005 (CEST)<br />
<br />
== Links ==<br />
Note that on external links, when you're setting the display name, both a " " and a "|" will work equally well. So don't worry about "repairing" links, either way. --[[User:Gaeamil|Gaeamil]] 03:54, 20 April 2007 (CEST)<br />
<br />
<br />
== bad formats, broken files, inconsistent presentation, bad links ==<br />
<br />
If it was only bad links, it would be a minute tops to go over all the bad ones - but with the broken formats and unsupported formats in a vanilla fresh windows installation with the latest media player, it takes 10 minutes to go thru them (assuming you know when to give up on broken files and unsupported formats).<br />
<br />
Surely we can have it nice and tidy in mp3 format??<br />
<br />
:About the missing mp3 links, I guess one of us will edit those in soon. About converting mods to mp3s, maybe it would be better to put links to players which can take mods. For example, I use <del>[http://www.deliplayer.com/ DeliPlayer 2] (actually, I use it for everything)</del> project discontinued, broken link - use [[wikipedia:Module_file#Players | one of these]] (I personally use XMPlay).<br />
<br />
:Hmm, the precursors have been awfully quiet, they must have something special planned for the yehat. --[[User:Zeracles|Zeracles]] 17:15, 5 February 2008 (CET)<br />
<br />
:Aaaaaand five years later the mp3 links are added. But I do note the above reason for inclusion of .ogg (only format that can be included in the game). I would have done that too but don't know where to get the URLs for them (other than guessing them all and downloading them to check, which I don't really want to do). Hoping to add non-Precursors remixes too. --[[User:Zeracles|Zeracles]] ([[User talk:Zeracles|talk]]) 10:10, 9 June 2013 (CEST)<br />
<br />
I came here looking for the original shofixti and orz music, seeing how it's mangled with hip-hop and bad vocals on the precursor pages. I want the pre-hiphop + vocal versions. I hope i can find an archive somewhere...<br />
<br />
P.S.: I intend to email the *mp3* versions to a few friends who aren't technically savvy enough to install a new player. I shouldn't have to perform 20 hours of file conversions, internet archive digging, player configuring, and alternate song version hunting to do that all over again (and fail like the first time, probably)... i managed to install no less than 4 players who claim they can play ogg or MOD, before finding out the song is an alternate version of much lower artistic merit this is hell. It shouldn't have to be this hard!<br />
<br />
:Well, one of the reasons we provide the MOD format is because that was how the original SC2 was done. We try to do the same thing with images - provide the original, raw format and let people edit/change format/post-process however they like. That said, looking at the Shofixti music, the MOD format linked to here is the correct, original one and the link is good. I'd recommend downloading the file, saving it to your computer, and then using a file converter to get it into mp3 format. If you don't have a file converter, a quick search of the web will probably turn up a useful, freeware one - I just did a quick search and found an online site (media-convert dot com) that does it free, and did it in less than two minutes (you only have to endure the annoying ads all over the site while it does this). Cheers. --[[User:Fyzixfighter|Fyzixfighter]] 16:08, 8 February 2008 (CET)<br />
<br />
== Reorganization of page ==<br />
<br />
Given some of the comments above and some of my own musings, I'm wondering if it wouldn't be better to reorganize the page so that the breakdown is by version first (original PC, Precursor remixes, Other remixes) and then by race. One of the reasons I lean towards this kind of format is that it's more akin to how I organize the music in my mind: I've got the original vinyl album with the PC mods, then the CD with the Precursor remixes, then everything else - I don't really think about it first in terms of the races. Of course, I could be totally at odds to how everyone else thinks about this. This format would also allow us to explain what (and why) each set is in a certain format, and provide directions on media players for the unique ones. Thoughts? Yea or nay? --[[User:Fyzixfighter|Fyzixfighter]] 18:17, 8 February 2008 (CET)<br />
<br />
I agree with version first, then internally divided the way it is now (race-activity-ditty). That's how I organise them myself. Another possibility (which could be included alongside the above) is a user-sortable table. --[[User:Zeracles|Zeracles]] 19:23, 8 February 2008 (CET)</div>Zeracleshttps://wiki.uqm.stack.nl/index.php?title=Talk:Star_Control_Music&diff=27025Talk:Star Control Music2013-06-09T08:10:29Z<p>Zeracles: /* bad formats, broken files, inconsistent presentation, bad links */ mp3s added, need .ogg URLs</p>
<hr />
<div>To those contributing to this page:<br />
*Please try to avoid linking to pages where you need to have an account to download. If you want (and the copyright holder of the track doesn't mind), I can put a remix up on uqm.stack.nl.<br />
*Try to keep this order: PC original, 3DO version, Precursors remix, other remixes<br />
*When both .ogg and .mp3 formats are available, either link to the .ogg version, or to both formats. The .ogg format is the only one that can be used in the game.<br />
*This is a "random-access" page, meaning that people aren't expected to read it from top to bottom. So multiple links to the same page, in different sections is ok.<br />
*Make the subsection names all different, so do "HyperSpace Precursor Remix" instead of "Precursor Remix". While the "HyperSpace" is clear from the context (the section where the subsection is in), it would prevent linking to individual subsections.<br />
-- [[User:Svdb|SvdB]] 18:51, 23 Nov 2004 (CET)<br />
<br />
== Titles ==<br />
<br />
Should titles or descriptions be used for subheadings?<br />
The distinction is between '''Hyperspace Precursors Remix''' and '''Hyperspace - Across the Galaxy'''.<br />
<br />
Also, what about for alternate/fan made-remixes such as the Hyperspace Electro Blast remix?<br />
-[[User:Fadookie|Fadookie]] 06:54, 8 Dec 2004 (CET)<br />
<br />
:I think descriptions for the subheadings are better. Remixes often don't even have a separate title. In the body of the section it could be mentioned by name then.<br />
:As for other remixes, I'm all for it. I'd just like the original(s) and the Precursors remix to come first (see above).<br />
:-- [[User:Svdb|SvdB]] 01:37, 9 Dec 2004 (CET)<br />
::Seems reasonable to me, since the Precursors remixes are more or less official. -[[User:Fadookie|Fadookie]] 06:47, 9 Dec 2004 (CET)<br />
<br />
== 404'd ==<br />
<br />
The link to the 3DO hyperspace remix seems to be broken. [http://uqm.stack.nl/files/music/3do/activity/hyper.ogg] -[[User:Fadookie|Fadookie]] 06:17, 3 Oct 2005 (CEST)<br />
<br />
Corrected. The following files are available in the same dir:<br />
*arispace.ogg<br />
*battle.ogg<br />
*credits.ogg<br />
*hyper.ogg<br />
*orbit1.ogg<br />
*orbit2.ogg<br />
*orbit3.ogg<br />
*orbit4.ogg<br />
*orbit5.ogg<br />
*outfit.ogg<br />
*shipyard.ogg<br />
*space.ogg<br />
*starbase.ogg<br />
&mdash; SvdB 02:01, 4 Oct 2005 (CEST)<br />
<br />
== Links ==<br />
Note that on external links, when you're setting the display name, both a " " and a "|" will work equally well. So don't worry about "repairing" links, either way. --[[User:Gaeamil|Gaeamil]] 03:54, 20 April 2007 (CEST)<br />
<br />
<br />
== bad formats, broken files, inconsistent presentation, bad links ==<br />
<br />
If it was only bad links, it would be a minute tops to go over all the bad ones - but with the broken formats and unsupported formats in a vanilla fresh windows installation with the latest media player, it takes 10 minutes to go thru them (assuming you know when to give up on broken files and unsupported formats).<br />
<br />
Surely we can have it nice and tidy in mp3 format??<br />
<br />
:About the missing mp3 links, I guess one of us will edit those in soon. About converting mods to mp3s, maybe it would be better to put links to players which can take mods. For example, I use [http://www.deliplayer.com/ DeliPlayer 2] (actually, I use it for everything).<br />
<br />
:Hmm, the precursors have been awfully quiet, they must have something special planned for the yehat. --[[User:Zeracles|Zeracles]] 17:15, 5 February 2008 (CET)<br />
<br />
:Aaaaaand five years later the mp3 links are added. But I do note the above reason for inclusion of .ogg (only format that can be included in the game). I would have done that too but don't know where to get the URLs for them (other than guessing them all and downloading them to check, which I don't really want to do). Hoping to add non-Precursors remixes too. --[[User:Zeracles|Zeracles]] ([[User talk:Zeracles|talk]]) 10:10, 9 June 2013 (CEST)<br />
<br />
I came here looking for the original shofixti and orz music, seeing how it's mangled with hip-hop and bad vocals on the precursor pages. I want the pre-hiphop + vocal versions. I hope i can find an archive somewhere...<br />
<br />
P.S.: I intend to email the *mp3* versions to a few friends who aren't technically savvy enough to install a new player. I shouldn't have to perform 20 hours of file conversions, internet archive digging, player configuring, and alternate song version hunting to do that all over again (and fail like the first time, probably)... i managed to install no less than 4 players who claim they can play ogg or MOD, before finding out the song is an alternate version of much lower artistic merit this is hell. It shouldn't have to be this hard!<br />
<br />
:Well, one of the reasons we provide the MOD format is because that was how the original SC2 was done. We try to do the same thing with images - provide the original, raw format and let people edit/change format/post-process however they like. That said, looking at the Shofixti music, the MOD format linked to here is the correct, original one and the link is good. I'd recommend downloading the file, saving it to your computer, and then using a file converter to get it into mp3 format. If you don't have a file converter, a quick search of the web will probably turn up a useful, freeware one - I just did a quick search and found an online site (media-convert dot com) that does it free, and did it in less than two minutes (you only have to endure the annoying ads all over the site while it does this). Cheers. --[[User:Fyzixfighter|Fyzixfighter]] 16:08, 8 February 2008 (CET)<br />
<br />
== Reorganization of page ==<br />
<br />
Given some of the comments above and some of my own musings, I'm wondering if it wouldn't be better to reorganize the page so that the breakdown is by version first (original PC, Precursor remixes, Other remixes) and then by race. One of the reasons I lean towards this kind of format is that it's more akin to how I organize the music in my mind: I've got the original vinyl album with the PC mods, then the CD with the Precursor remixes, then everything else - I don't really think about it first in terms of the races. Of course, I could be totally at odds to how everyone else thinks about this. This format would also allow us to explain what (and why) each set is in a certain format, and provide directions on media players for the unique ones. Thoughts? Yea or nay? --[[User:Fyzixfighter|Fyzixfighter]] 18:17, 8 February 2008 (CET)<br />
<br />
I agree with version first, then internally divided the way it is now (race-activity-ditty). That's how I organise them myself. Another possibility (which could be included alongside the above) is a user-sortable table. --[[User:Zeracles|Zeracles]] 19:23, 8 February 2008 (CET)</div>Zeracleshttps://wiki.uqm.stack.nl/index.php?title=Star_Control_Music&diff=27024Star Control Music2013-06-09T07:57:45Z<p>Zeracles: added mp3 links where only ogg was previously provided, and added one missing remix</p>
<hr />
<div>{{incomplete}}<br />
<br />
One of the most admired facets of [[Star Control II]] was its music. This page provides links to the original tracks and their remixes. Various artists have contributed remixes, with the most comprehensive remixing project completed by the [[Precursors Remixing Team]], some of whom worked on the original music.<br />
<br />
==Races==<br />
<br />
===[[Arilou Lalee'lay]]===<br />
<br />
====Arilou Lalee'lay [[Star Control II]] PC original====<br />
The Arilou music for the PC version of Star Control II was composed by [[Dan Nicholson]]. The original track title was "Going back a bit".<br />
<br />
Download: [http://uqm.stack.nl/files/music/original/races/arilou.mod arilou.mod]<br />
<br />
====Arilou Lalee'lay [[Precursors Remixing Team|Precursors]] remix====<br />
As part of the [[Remixing Project]], [[Espen Gätzschmann]] created a new version of the Arilou track, called "Welcome to Falayalaralfali". It was released in remix pack 2.<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/2/Arilou__Welcome_to_Falayalaralfali.mp3 Arilou__Welcome_to_Falayalaralfali.mp3]<br />
<br />
Web page: http://www.medievalfuture.com/precursors/remix.php?remix=6<br />
<br />
Another remix was created, under an unknown title, and was placed in one of the extras packs given out at the Ur-Quan Masters main page.<br />
<br />
Web page: http://sc2.sourceforge.net/downloads.php<br />
<br />
===[[Chmmr]]===<br />
<br />
====Chmmr [[Star Control II]] PC original====<br />
The Chmmr music for the PC version of Star Control II was composed by [[Dan Nicholson]]. The original track title was "working song".<br />
<br />
Download: Download: [http://uqm.stack.nl/files/music/original/races/chmmr.mod chmmr.mod]<br />
<br />
====Chmmr [[Precursors Remixing Team|Precursors]] remix====<br />
As part of the [[Remixing Project]], [[A. Keren]] created a new version of the Chmmr track, called "Photosynthesis". It was released in remix pack 4.<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/4/chmmr.ogg chmmr.ogg] | [http://www.medievalfuture.com/precursors/music/packages/4/Chmmr__Photosynthesis.mp3 Chmmr__Photosynthesis.mp3]<br />
<br />
Web page: http://www.medievalfuture.com/precursors/remix.php?remix=40<br />
<br />
===[[Hayes|Commander Hayes]]===<br />
<br />
====[[Hayes|Commander Hayes]] [[Star Control II]] PC original====<br />
The Starbase Commander music for the PC version of Star Control II was composed by [[Riku Nuottajärvi]]. The original track title was "star control2, tune4".<br />
<br />
Download: [http://uqm.stack.nl/files/music/original/races/comandr.mod comandr.mod]<br />
<br />
====[[Hayes|Commander Hayes]] [[Precursors Remixing Team|Precursors]] remix====<br />
As part of the [[Remixing Project]], [[Riku Nuottajärvi]] created a new version of the Commander track, called "Corridor Nine". It was released in remix pack 1.<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/1/Starbase_Commander__Corridor_Nine.mp3 Starbase_Commander__Corridor_Nine.mp3]<br />
<br />
Web page: http://www.medievalfuture.com/precursors/remix.php?remix=2<br />
<br />
===[[Druuge]]===<br />
<br />
====Druuge [[Star Control II]] PC original====<br />
The Druuge music for the PC version of Star Control II was composed by [[Dan Nicholson]].<br />
<br />
Download: [http://uqm.stack.nl/files/music/original/races/druuge.mod druuge.mod]<br />
<br />
====Druuge [[Precursors Remixing Team|Precursors]] remix====<br />
As part of the [[Remixing Project]], [[Jouni Airaksinen]] created a new version of the Druuge track, called "Property of the Crimson Corporation". It was released in remix pack 2.<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/2/Druuge__Property_of_the_Crimson_Corporation.mp3 Druuge__Property_of_the_Crimson_Corporation.mp3]<br />
<br />
Web page: http://www.medievalfuture.com/precursors/remix.php?remix=11<br />
<br />
===[[Ilwrath]]===<br />
<br />
====Ilwrath [[Star Control II]] PC original====<br />
The Ilwrath music for the PC version of Star Control II was composed by [[Dan Nicholson]]. The original track title was "Ur-Quan Kzer-Za".<br />
<br />
Download: [http://uqm.stack.nl/files/music/original/races/ilwrath.mod ilwrath.mod]<br />
<br />
====Ilwrath [[Precursors Remixing Team|Precursors]] remix====<br />
As part of the [[Remixing Project]], [[Riku Nuottajärvi]] created a new version of the Ilwrath track, called "All Evil". It was released in remix pack 3.<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/3/Ilwrath__All_Evil.mp3 Ilwrath__All_Evil.mp3]<br />
<br />
Web page: http://www.medievalfuture.com/precursors/remix.php?remix=24<br />
<br />
===[[Melnorme]]===<br />
<br />
====Melnorme [[Star Control II]] PC original====<br />
The Melnorme music for the PC version of Star Control II was composed by [[Eric Berge]]. The original track title was "mod.POTATOJUICE".<br />
A version with vocals also exists.<br />
<br />
Download: [http://uqm.stack.nl/files/music/original/races/melnorm.mod melnorm.mod]<br />
<br />
====Melnorme [[Precursors Remixing Team|Precursors]] remix====<br />
As part of the [[Remixing Project]], [[Riku Nuottajärvi]] created a new version of the Melnorme track, called "Turning Purple". It was released in remix pack 2.<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/2/Melnorme__Turning_Purple.mp3 Melnorme__Turning_Purple.mp3]<br />
<br />
Web page: http://www.medievalfuture.com/precursors/remix.php?remix=14<br />
<br />
===[[Mycon]]===<br />
<br />
====Mycon [[Star Control II]] PC original====<br />
The Mycon music for the PC version of Star Control II was composed by [[Riku Nuottajärvi]]. The original track title was "star control2,tune2".<br />
<br />
Download: [http://uqm.stack.nl/files/music/original/races/mycon.mod mycon.mod]<br />
<br />
====Mycon [[Precursors Remixing Team|Precursors]] remix====<br />
As part of the [[Remixing Project]], [[Riku Nuottajärvi]] created a new version of the Mycon track, called "Rebirth". It was released in remix pack 3.<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/3/Mycon__Rebirth.mp3 Mycon__Rebirth.mp3]<br />
<br />
Web page: http://www.medievalfuture.com/precursors/remix.php?remix=27<br />
<br />
===[[Orz]]===<br />
<br />
====Orz [[Star Control II]] PC original====<br />
The Orz music for the PC version of Star Control II was composed by [[Eric Berge]].<br />
<br />
Download: [http://uqm.stack.nl/files/music/original/races/orz.mod orz.mod]<br />
<br />
====Orz [[Precursors Remixing Team|Precursors]] remix====<br />
As part of the [[Remixing Project]], [[Riku Nuottajärvi]] and [[Tore Aune Fjellstad]] created a new version of the Orz track, called "*Squeezing* the *Juice*". It was released in remix pack 4.<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/4/orz.ogg orz.ogg] | [http://www.medievalfuture.com/precursors/music/packages/4/Orz__Squeezing_the_Juice.mp3 Orz__Squeezing_the_Juice.mp3]<br />
<br />
Web page: http://www.medievalfuture.com/precursors/remix.php?remix=43<br />
<br />
===[[Pkunk]]===<br />
<br />
====Pkunk [[Star Control II]] PC original====<br />
The Pkunk music for the PC version of Star Control II was composed by [[Eric Berge]].<br />
<br />
Download: [http://uqm.stack.nl/files/music/original/races/pkunk.mod pkunk.mod]<br />
<br />
====Pkunk [[Precursors Remixing Team|Precursors]] remix====<br />
As part of the [[Remixing Project]], [[András Barják]] created a new version of the Pkunk track, called "Pkunks Not Dead". It was released in remix pack 4.<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/4/pkunk.ogg pkunk.ogg] | [http://www.medievalfuture.com/precursors/music/packages/4/Pkunk__Pkunks_Not_Dead.mp3 Pkunk__Pkunks_Not_Dead.mp3]<br />
<br />
Web page: http://www.medievalfuture.com/precursors/remix.php?remix=44<br />
<br />
===[[Shofixti]]===<br />
<br />
====Shofixti [[Star Control II]] PC original====<br />
The Shofixti music for the PC version of Star Control II was composed by [[Dan Nicholson]].<br />
<br />
Download: [http://uqm.stack.nl/files/music/original/races/shofixt.mod shofixt.mod]<br />
<br />
====Shofixti [[Precursors Remixing Team|Precursors]] remix====<br />
As part of the [[Remixing Project]], George E. Nowik created a new version of the Shofixti track, called "Bonsai!" It was released in remix pack 4.<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/4/Shofixti__Bonsai!.mp3 Shofixti__Bonsai!.mp3]<br />
<br />
Web page: http://www.medievalfuture.com/precursors/remix.php?remix=39<br />
<br />
===[[Slylandro]] Homeworld===<br />
====Slylandro [[Star Control II]] PC original====<br />
The Slylandro music for the PC version of Star Control II was composed by [[Eric Berge]]. The original track title was "MOD.ZANYGYRA".<br />
<br />
Download: [http://uqm.stack.nl/files/music/original/races/slyhome.mod slyhome.mod]<br />
<br />
====[[Slylandro]] Homeworld [[Precursors Remixing Team|Precursors]] remix====<br />
As part of the [[Remixing Project]], Espen Gätzschmann and Tore Aune Fjellstad created a new version of the Slylandro Homeworld track, called "Floating Gas Bags". It was released in remix pack 2.<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/2/Slylandro_Home__Floating_Gas_Bags.mp3 Slylandro_Home__Floating_Gas_Bags.mp3]<br />
<br />
Web page: http://www.medievalfuture.com/precursors/remix.php?remix=8<br />
<br />
===[[Slylandro]] [[Probe]]===<br />
====Slylandro Probe [[Star Control II]] PC original====<br />
The Slylandro Probe music for the PC version of Star Control II was composed by [[Dan Nicholson]]. The original track title was "We Come In Peace 2".<br />
<br />
Download: [http://uqm.stack.nl/files/music/original/races/slyland.mod slyland.mod]<br />
<br />
====Slylandro Probe [[Precursors Remixing Team|Precursors]] remix====<br />
As part of the [[Remixing Project]], Espen Gätzschmann and Tore Aune Fjellstad created a new version of the Slylandro Probe track, called "We Come In Peace!" It was released in remix pack 2.<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/2/Slylandro_Probes__We_Come_In_Peace.mp3 Slylandro_Probes__We_Come_In_Peace.mp3]<br />
<br />
Web page: http://www.medievalfuture.com/precursors/remix.php?remix=7<br />
<br />
===[[Spathi]]===<br />
<br />
====Spathi [[Star Control II]] PC original====<br />
The Spathi music for the PC version of Star Control II was composed by [[Eric Berge]].<br />
<br />
Download: [http://uqm.stack.nl/files/music/original/races/spathi.mod spathi.mod]<br />
<br />
====Spathi [[Precursors Remixing Team|Precursors]] remix====<br />
As part of the [[Remixing Project]], [[Jouni Airaksinen]] created a new version of the Spathi track, called "Safe Haven". It was released in remix pack 2.<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/2/Spathi__Safe_Haven.mp3 Spathi_Safe_Haven.mp3]<br />
<br />
Web page: http://www.medievalfuture.com/precursors/remix.php?remix=12<br />
<br />
====Spathi [[Precursors Remixing Team|Precursors]] alternate remix====<br />
As part of the [[Remixing Project]], [[Jouni Airaksinen]] created a new version of the Spathi track, called "Fwiffo's Starrunner". It was released in remix pack 4.<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/4/spathi.ogg spathi.ogg] | [http://www.medievalfuture.com/precursors/music/packages/4/Spathi__Fwiffos_Starrunner.mp3 Spathi__Fwiffos_Starrunner.mp3]<br />
<br />
Web page: http://www.medievalfuture.com/precursors/remix.php?remix=47<br />
<br />
===[[Supox]]===<br />
<br />
====Supox [[Star Control II]] PC original====<br />
The Supox music for the PC version of Star Control II was composed by [[Aaron Grier]]. The original track title was "Fuchia fantasy".<br />
<br />
Download: [http://uqm.stack.nl/files/music/original/races/supox.mod supox.mod]. See it also listed on [http://poofygoof.com/~agrier/music/finndisc.html the composer's personal website].<br />
<br />
====Supox [[Precursors Remixing Team|Precursors]] remix====<br />
As part of the [[Remixing Project]], [[András Barják]] created a new version of the Supox track, called "Shake Yer Rootz". It was released in remix pack 4.<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/4/supox.ogg supox.ogg] | [http://www.medievalfuture.com/precursors/music/packages/4/Supox__Shake_Yer_Rootz.mp3 Supox__Shake_Yer_Rootz.mp3]<br />
<br />
Web page: http://www.medievalfuture.com/precursors/remix.php?remix=42<br />
<br />
===[[Syreen]]===<br />
<br />
====Syreen [[Star Control II]] PC original====<br />
The Syreen music for the PC version of Star Control II was composed by [[Eric Berge]]. The version appearing in the game is actually a modified version of the original song, with some samples cut from it. The original, uncut version has also been released to the public, titled "mod.Wacky_Groove". [http://web.archive.org/web/20010502145550/home.att.ne.jp/wave/rainbow/Toys_for_Bob/wakygruv.mod]<br />
<br />
Download: [http://uqm.stack.nl/files/music/original/races/syreen.mod syreen.mod]<br />
<br />
====Syreen [[Precursors Remixing Team|Precursors]] remix====<br />
As part of the [[Remixing Project]], Espen Gätzschmann and Tore Aune Fjellstad created a new version of the Syreen track, called "Close Encounters of the Seventh Kind". It was released in remix pack 4.<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/4/Syreen__Close_Encounters_of_the_Seventh_Kind.mp3 Syreen__Close_Encounters_of_the_Seventh_Kind.mp3]<br />
<br />
Web page: http://www.medievalfuture.com/precursors/remix.php?remix=51<br />
<br />
===[[Talking Pet]]===<br />
<br />
====Talking Pet [[Star Control II]] PC original====<br />
The Talking Pet music for the PC version of Star Control II was composed by [[Dan Nicholson]]. The original track title was "Pet - unfinished -".<br />
<br />
Download: [http://uqm.stack.nl/files/music/original/races/talkpet.mod talkpet.mod]<br />
<br />
====Talking Pet [[Precursors Remixing Team|Precursors]] remix====<br />
As part of the [[Remixing Project]], [[Riku Nuottajärvi]] created a new version of the Talking Pet track, called "Didn't You Mean To Ask About Flowers?"<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/2/Didnt_You_Mean_To_Ask_About_Flowers.mp3 Didnt_You_Mean_To_Ask_About_Flowers.mp3]<br />
<br />
===[[Thraddash]]===<br />
<br />
====Thraddash [[Star Control II]] PC original====<br />
The Thraddash music for the PC version of Star Control II was composed by [[Riku Nuottajärvi]].<br />
<br />
Download: [http://uqm.stack.nl/files/music/original/races/thradd.mod thradd.mod]<br />
<br />
====Thraddash [[Precursors Remixing Team|Precursors]] remix====<br />
As part of the [[Remixing Project]], [[Espen Gätzschmann]] and [[Tore Aune Fjellstad]] created a new version of the Thraddash track, called "Culture 19."<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/3/Thraddash__Culture_19.mp3 Thraddash__Culture_19.mp3]<br />
<br />
===[[Umgah]]===<br />
<br />
====Umgah [[Star Control II]] PC original====<br />
The Umgah music for the PC version of Star Control II was composed by [[Dan Nicholson]].<br />
<br />
Download: [http://uqm.stack.nl/files/music/original/races/umgah.mod umgah.mod]<br />
<br />
====Umgah [[Precursors Remixing Team|Precursors]] remix====<br />
As part of the [[Remixing Project]], [[Jouni Airaksinen]] created a new version of the Umgah track, called "Genetic Modification".<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/3/Umgah__Genetic_Modification.mp3 Umgah__Genetic_Modification.mp3]<br />
<br />
This was supplemented by a bonus remix of "Genetic Modification," under the title "Noitacifidom Citeneg," which is simply a reversal of the track.<br />
<br />
===[[Ur-Quan Kohr-Ah]]===<br />
<br />
====Ur-Quan Kohr-Ah [[Star Control II]] PC original====<br />
The Ur-Quan Kohr-Ah music for the PC version of Star Control II was composed by [[Dan Nicholson]]. The original track title was "Slylandro Theme".<br />
<br />
Download: [http://uqm.stack.nl/files/music/original/races/blackur.mod blackur.mod]<br />
<br />
====Ur-Quan Kohr-Ah [[Precursors Remixing Team|Precursors]] remixes====<br />
As part of the [[Remixing Project]], [[Riku Nuottajärvi]] created a new version of the Ur-Quan Kohr-Ah track, called "Cleansing Required". It was released in remix pack 3.<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/3/Kohr-Ah__Cleansing_Required.mp3 Kohr-Ah__Cleansing_Required.mp3]<br />
<br />
Web page: http://www.medievalfuture.com/precursors/remix.php?remix=29<br />
<br />
An additional remix was created by Jouni Airaksinen, called "The Eternal Doctrine".<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/0/Kohr-Ah__The_Eternal_Doctrine.mp3 Kohr-Ah__The_Eternal_Doctrine.mp3]<br />
<br />
Web page: http://www.medievalfuture.com/precursors/remix.php?remix=32<br />
<br />
===[[Ur-Quan Kzer-Za]]===<br />
<br />
====Ur-Quan Kzer-Za [[Star Control II]] PC original====<br />
The Ur-Quan Kzer-Za music for the PC version of Star Control II was composed by [[Erol Otus]]. It should be noted that this theme was also used as the title music of the Genesis version of [[Star Control|Star Control I]], although the two tracks were arranged a bit differently. This song also served as the title theme to the Amiga version of Star Control, with the major difference being a sound sample that plays near the very end. This sound sample announced the name of the entertainment title itself, in rather epic fashion: "Star Control!"<br />
<br />
Download: [http://uqm.stack.nl/files/music/original/races/urquan.mod urquan.mod]<br />
<br />
====Ur-Quan Kzer-Za [[Precursors Remixing Team|Precursors]] remix====<br />
As part of the [[Remixing Project]], [[Espen Gätzschmann]] and [[Tore Aune Fjellstad]] created a new version of the Ur-Quan Kzer-Za track, called "Now and Forever". It was released in remix pack 3.<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/3/Ur-Quan__Now_and_Forever.mp3 Ur-Quan__Now_and_Forever.mp3]<br />
<br />
Web page: http://www.medievalfuture.com/precursors/remix.php?remix=23<br />
<br />
===[[Utwig]]===<br />
<br />
====Utwig [[Star Control II]] PC original====<br />
The Utwig music for the PC version of Star Control II was composed by [[Dan Nicholson]].<br />
<br />
Download: [http://uqm.stack.nl/files/music/original/races/utwig.mod utwig.mod]<br />
<br />
====Utwig [[Precursors Remixing Team|Precursors]] remix====<br />
As part of the [[Remixing Project]], [[Espen Gätzschmann]] and [[Tore Aune Fjellstad]] created a new version of the Utwig track, called "Mask of Ultimate Embarrasment and Shame". It was released in remix pack 4.<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/4/utwig.ogg utwig.ogg] | [http://www.medievalfuture.com/precursors/music/packages/4/Utwig__Mask_of_Ultimate_Embarrassment_and_Shame.mp3 Utwig__Mask_of_Ultimate_Embarrassment_and_Shame.mp3]<br />
<br />
Web page: http://www.medievalfuture.com/precursors/remix.php?remix=37<br />
<br />
====Utwig [[Precursors Remixing Team|Precursors]] alternate remix====<br />
As part of the [[Remixing Project]], [[Casey Monroe]] created a new version of the Utwig track, called "The Ultron". It was released in remix pack 4.<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/4/utwigult.ogg utwigult.ogg] | [http://www.medievalfuture.com/precursors/music/packages/4/Utwig__The_Ultron.mp3 Utwig__The_Ultron.mp3]<br />
<br />
Web page: http://www.medievalfuture.com/precursors/remix.php?remix=38<br />
<br />
===[[VUX]]===<br />
<br />
====VUX [[Star Control II]] PC original====<br />
The VUX music for the PC version of Star Control II was composed by [[Dan Nicholson]]. The original track title was "Alien Doom".<br />
<br />
Download: [http://uqm.stack.nl/files/music/original/races/vux.mod vux.mod]<br />
<br />
====VUX [[Precursors Remixing Team|Precursors]] remix====<br />
As part of the [[Remixing Project]], [[Espen Gätzschmann]] and [[Tore Aune Fjellstad]] created a new version of the VUX track, called "Ultra-gross!". It was released in remix pack 3.<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/3/VUX__Ultra-gross!.mp3 VUX__Ultra-gross!.mp3]<br />
<br />
Web page: http://www.medievalfuture.com/precursors/remix.php?remix=25<br />
<br />
===[[Yehat]]===<br />
<br />
====Yehat [[Star Control II]] PC original====<br />
The Yehat theme for the PC version of Star Control II was composed by [[Riku Nuottajärvi]]. The original track title was "star control2, tune6".<br />
<br />
Download: [http://uqm.stack.nl/files/music/original/races/yehat.mod yehat.mod]<br />
<br />
====Yehat [[Precursors Remixing Team|Precursors]] remix====<br />
As part of the [[Remixing Project]], Riku Nuottajärvi and Harri Hakala created a new version of the Yehat theme, called "Years Late Mix". It was released in remix pack 4.<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/4/Yehat__Years_Late_Mix.mp3 Yehat__Years_Late_Mix.mp3]<br />
<br />
Web page: http://www.medievalfuture.com/precursors/remix.php?remix=48<br />
<br />
===[[Zoq-Fot-Pik]]===<br />
<br />
====Zoq-Fot-Pik [[Star Control II]] PC original====<br />
The Zoq-Fot-Pik theme for the PC version of Star Control II was composed by [[Dan Nicholson]].<br />
<br />
Download: [http://uqm.stack.nl/files/music/original/races/zoqfot.mod zoqfot.mod]<br />
<br />
====Zoq-Fot-Pik [[Precursors Remixing Team|Precursors]] remix====<br />
As part of the [[Remixing Project]], András Barják created a new version of the Zoq-Fot-Pik The Zoq-Fot-Pik theme, called "Frungy Party". It was released in remix pack 4.<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/4/Zoq-Fot-Pik__Frungy_Party.mp3 Zoq-Fot-Pik__Frungy_Party.mp3]<br />
<br />
Web page: http://www.medievalfuture.com/precursors/remix.php?remix=41<br />
<br />
====Zoq-Fot-Pik Alternate Remixes====<br />
Download: [http://uqm.stack.nl/files/music/zoqfot.ogg zoqfot.ogg]<br />
<br />
==Activity==<br />
<br />
===[[Super Melee|Melee]]===<br />
====Melee [[Star Control II]] PC original====<br />
The original melee battle music was composed by [[Dan Nicholson]].<br />
<br />
Download: [http://uqm.stack.nl/files/music/original/activity/battle.mod battle.mod]<br />
<br />
====Melee [[Precursors Remixing Team|Precursors]] Remix====<br />
As part of the [[Precursors Remixing Team|Remixing Project]], [[Jouni Airaksinen]] created a new version of the Melee track, called "The Battle of the Sa-Matra". It was released in remix pack 1.<br />
<br />
As a bonus, a second remix was released, under the title of "Mortal Melee!"<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/1/Melee__The_Battle_of_the_SaMatra.mp3 Melee__The_Battle_of_the_SaMatra.mp3], <br />
[http://www.medievalfuture.com/precursors/music/packages/0/Battle__Mortal_Melee.mp3 Battle__Mortal_Melee.mp3]<br />
<br />
Web page: http://www.medievalfuture.com/precursors/remix.php?remix=18<br />
http://www.medievalfuture.com/precursors/remix.php?remix=35<br />
<br />
===Credits===<br />
The music for the credits was remixed by [[Riku Nuottajärvi]] and [[Harri Hakala]].<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/4/Credits__So_Long_and_Thanks_for_All_the_Orz.mp3 Credits__So_Long_and_Thanks_for_All_the_Orz.mp3]<br />
<br />
===[[HyperSpace]]===<br />
<br />
====HyperSpace [[Star Control II]] PC original====<br />
The HyperSpace music for the PC version of Star Control II was composed by [[Riku Nuottajärvi]]. This .mod track won him the music competition that [[Toys for Bob]] organised for Star Control II. The original track title was "star control2, tune5".<br />
<br />
Download: [http://uqm.stack.nl/files/music/original/activity/hyper.mod hyper.mod]<br />
<br />
====HyperSpace [[Star Control II]] 3DO version====<br />
The [[3DO]] version of Star Control II had a remixed version of the original HyperSpace music, created by [[Burke Treischmann]].<br />
<br />
Download: [http://uqm.stack.nl/files/music/3do/activity/hyper.ogg hyper.ogg]<br />
<br />
====HyperSpace [[Precursors Remixing Team|Precursors]] remix====<br />
As part of the [[Remixing Project]], [[Riku Nuottajärvi]] created a new version of his HyperSpace track, called "Across the Galaxy". It was released in remix pack 2.<br />
<br />
Download: [http://uqm.stack.nl/files/music/precursors/activity/hyper.ogg hyper.ogg] | [http://www.medievalfuture.com/precursors/music/packages/2/Hyperspace__Across_the_Galaxy.mp3 Hyperspace__Across_the_Galaxy.mp3]<br />
<br />
Web page: http://www.medievalfuture.com/precursors/remix.php?remix=9<br />
<br />
====HyperSpace [[Precursors Remixing Team|Precursors]] bonus remix====<br />
As part of the [[Remixing Project]], [[Jouni Airaksinen]] created an alternate HyperSpace remix called "Lightyears Away". It will be released in remix pack 4.<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/0/hyper.ogg hyper.ogg] | [http://www.medievalfuture.com/precursors/music/packages/0/Hyperspace__Lightyears_Away.mp3 Hyperspace__Lightyears_Away.mp3]<br />
<br />
Web page: http://www.medievalfuture.com/precursors/remix.php?remix=45<br />
<br />
===Interplanetary===<br />
<br />
====Interplanetary [[Star Control II]] PC original====<br />
The music used in the PC version of Star Control II for interplanetary space was composed by [[Dan Nicholson]]. The original track title was "Configuring Ship". According to the in-file comments, he originally wrote this track for "an engine room".<br />
<br />
Download: [http://uqm.stack.nl/files/music/original/activity/space.mod space.mod]<br />
<br />
===Intro===<br />
<br />
====Intro [[Star Control II]] PC original====<br />
The intro music for the PC version of Star Control II was created by [[Riku Nuottajärvi]] and then heavilly modified by [[Dan Nicholson]].<br />
<br />
Download: [http://uqm.stack.nl/files/music/original/activity/introx.mod introx.mod]<br />
<br />
====Intro [[Precursors Remixing Team|Precursors]] Remix====<br />
As part of the [[Precursors Remixing Team|Remixing Project]], Matt Bentley created a new version of the Intro track, called "Into the Void". It was released in remix pack 4.<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/4/Intro__Into_the_Void.mp3 Intro__Into_the_Void.mp3]<br />
<br />
Web page: http://www.medievalfuture.com/precursors/remix.php?remix=50<br />
<br />
===Orbit===<br />
<br />
====Orbit [[Star Control II]] PC original====<br />
The music used in the PC version of Star Control II for when the player is in orbit around a planet or moon, was created by [[Dan Nicholson]].<br />
<br />
Download: [http://uqm.stack.nl/files/music/original/activity/orbitx.mod orbitx.mod]<br />
<br />
===Outfit Starship===<br />
<br />
====Outfit Starship [[Star Control II]] PC original====<br />
The music used in the PC version of Star Control II for when outfitting [[The Flagship]] was composed by [[Dan Nicholson]]. The in-file comments suggest this .mod could be used for "theme music perhaps".<br />
<br />
Download: [http://uqm.stack.nl/files/music/original/activity/outfit.mod outfit.mod]<br />
<br />
====Outfit Starship [[Precursors Remixing Team|Precursors]] Remix====<br />
As part of the [[Precursors Remixing Team|Remixing Project]], [[Jouni Airaksinen]] created a new version of the Outfit Starship track, called "Outfit the Vindicator". It was released in remix pack 1.<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/1/Outfit__Outfit_the_Vindicator.mp3 Outfit__Outfit_the_Vindicator.mp3]<br />
<br />
Web page: http://www.medievalfuture.com/precursors/remix.php?remix=19<br />
<br />
===[[QuasiSpace]]===<br />
====QuasiSpace [[Star Control II]] PC original====<br />
The QuasiSpace music for the PC version of Star Control II was composed by [[Kevin Palivec]] as his entry for the music competition that [[Toys for Bob]] organised for Star Control II. The original track title was "mystic shadows".<br />
<br />
http://www.classicgaming.com/starcontrol/history/quasispace_music_history.shtml<br />
<br />
====QuasiSpace [[Precursors Remixing Team|Precursors]] Remixes====<br />
As part of the [[Precursors Remixing Team|Remixing Project]], Jouni Airaksinen created a new version of the QuasiSpace track, called "Through the Angles of Space".<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/2/QuasiSpace__Through_the_Angles_of_Space.mp3 QuasiSpace__Through_the_Angles_of_Space.mp3]<br />
<br />
Web page: http://www.medievalfuture.com/precursors/remix.php?remix=3<br />
<br />
An additional remix more reminiscent of the original was also created by Jouni Airaksinen, called "Mystic Shadows".<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/0/Quasispace__Mystic_Shadows.mp3 Quasispace__Mystic_Shadows.mp3]<br />
<br />
Web page: http://www.medievalfuture.com/precursors/remix.php?remix=34<br />
<br />
===Red Alert===<br />
The original track was composed by Dan Nicholson.<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/modules/REDALERT.MOD REDALERT.MOD]<br />
<br />
As part of the [[Precursors Remixing Team|Remixing Project]], Jouni Airaksinen created a new version called "Encounter in Space".<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/1/Red_Alert__Encounter_in_Space.mp3 Red_Alert__Encounter_in_Space.mp3]<br />
<br />
Web page: http://www.medievalfuture.com/precursors/remix.php?remix=17<br />
<br />
===Shipyard===<br />
<br />
====Shipyard [[Star Control II]] PC original====<br />
The music used in the PC version of Star Control II for the shipyard was composed by [[Dan Nicholson]]. The original track title was "Druuge Music".<br />
<br />
Download: [http://uqm.stack.nl/files/music/original/activity/shipyard.mod shipyard.mod]<br />
<br />
====Shipyard [[Precursors Remixing Team|Precursors]] Remix====<br />
As part of the [[Precursors Remixing Team|Remixing Project]], Dan Nicholson created a new version of the track, called "Rough Repair". It was released in remix pack 1.<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/1/Shipyard__Rough_Repair.mp3 Shipyard__Rough_Repair.mp3]<br />
<br />
Web page: http://www.medievalfuture.com/precursors/remix.php?remix=20<br />
<br />
===[[Starbase]]===<br />
====Starbase [[Star Control II]] PC original====<br />
The music played at the earth starbase menu screen was composed by [[Dan Nicholson]]. The original track title was "Alien Trance".<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/modules/STARBASE.MOD STARBASE.MOD]<br />
<br />
====Starbase [[Precursors Remixing Team|Precursors]] Remix====<br />
As part of the [[Precursors Remixing Team|Remixing Project]], [[Espen Gätzschmann]] and [[Tore Aune Fjellstad]] created a new version of the Starbase track, called "Under a Red Sky". It was released in remix pack 1.<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/1/Starbase__Under_a_Red_Sky.mp3 Starbase__Under_a_Red_Sky.mp3]<br />
<br />
Web page: http://www.medievalfuture.com/precursors/remix.php?remix=1<br />
<br />
===Victory===<br />
The victory songs were divided into three parts, all composed by [[Dan Nicholson]].<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/modules/ENDTHEME.MOD ENDTHEME.MOD]<br />
<br />
As part of the [[Precursors Remixing Team|Remixing Project]], Matt Bentley created a new version, called "Awaking Dreams".<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/4/Outro__Awaking_Dreams.mp3 Outro__Awaking_Dreams.mp3]<br />
<br />
Web page: http://www.medievalfuture.com/precursors/remix.php?remix=54<br />
<br />
==Ditties==<br />
The Ditties are the little snippets that are heard when a ship is victorious in combat.<br />
<br />
''No other information yet''<br />
<br />
[[Category:About the Star Control series]]</div>Zeracleshttps://wiki.uqm.stack.nl/index.php?title=Timeline&diff=26966Timeline2013-04-26T02:27:31Z<p>Zeracles: many minor edits</p>
<hr />
<div>{|<br />
|c. 250,000&nbsp;BCE||The [[Precursor]]s appear on the galactic scene.<br />
|-<br />
|c. 22,000&nbsp;BCE||The [[Faz]] join the [[Sentient Milieu]].<br />
|-<br />
|c. 20,000&nbsp;BCE||[[Dnyarri]] discovered by the [[Ur-Quan]].<br />
|-<br />
|c. 17,500&nbsp;BCE||[[Dnyarri]] overthrown, the [[Path of Now and Forever]] and the [[Eternal Doctrine]] formulated, [[the Words]] uttered and the [[Mael-Num]] driven from their homeworld.<br />
|-<br />
|1940||The [[Ur-Quan Kzer-Za]] begin forming plans to attack [[Earth]].<br />
|-<br />
|2015||The [[Human]]s' [[Small War of 2015]].<br />
|-<br />
|2019||Creation of the first [[Androsynth]].<br />
|-<br />
|2025||The confiscation and storage of all weapons of mass destruction by the United Nations in so-called [[Peace Vaults]], resulting in the first year without war on Earth.<br />
|-<br />
|2035||Cataclysm caused by a [[Deep Child]] makes [[Syra]] uninhabitable, forcing [[Syreen]] to flee.<br />
|-<br />
|2075||[[Yehat]] discover and "uplift" the [[Shofixti]].<br />
|-<br />
|2085||The [[Clone Revolt]].<br />
|-<br />
|c. 2098||Ur-Quan Kzer-Za enslave first species in our region of space (the [[Thraddash]]).<br />
|-<br />
| ||Ur-Quan Kzer-Za defeat the [[Umgah]].<br />
|-<br />
|2111||Ur-Quan Kzer-Za subjugate the [[Spathi]].<br />
|-<br />
|c. 2112||Ur-Quan Kzer-Za defeat the [[Ilwrath]].<br />
|-<br />
|2112||The [[Chenjesu]] first contact Earth.<br />
|-<br />
|2116||Foundation of the [[Alliance of Free Stars]].<br />
|-<br />
|2119||[[The Insult]] (most probably; possibly in 2126).<br />
|-<br />
|2134||Discovery of a [[Precursor]] facility on [[Unzervalt]].<br />
|-<br />
| ||Chenjesu and [[Mmrnmhrm]] defeated and [[slave shield|slave-shielded]] on [[Procyon II]].<br />
|-<br />
| ||[[Humans]] defeated and slave-shielded on Earth.<br />
|-<br />
|2142||Destruction of the [[Gg]] by the [[Ur-Quan Kohr-Ah]].<br />
|-<br />
|c. 2145||Destruction of the [[Burvixese]] by the Kohr-Ah.<br />
|-<br />
|2155||Arrival of the [[Precursor]] [[The Flagship|ship]] at Earth; start of [[Star Control II]]'s events.<br />
|-<br />
|2159||Start of the Kohr-Ah [[Death March]], if not delayed or prevented.<br />
|-<br />
|2160||Start of the Kohr-Ah [[Death March]], if delayed but not prevented.<br />
|}<br />
<br />
==Graphical timeline of the Ur-Quan Conflicts==<br />
The events marked by blue are known to have occurred within a specific year or time frame. Those events marked by red represent the best-guess estimates as to when the actual events occurred.<br />
<br />
<timeline><br />
ImageSize = width:800 height:auto barincrement:22<br />
PlotArea = left:30 right:30 bottom:20 top:20<br />
TimeAxis = orientation:horizontal<br />
<br />
Define $left = shift:(-5,-4) anchor:from align:right<br />
Define $center = shift:( 0,-4) anchor:middle align:center<br />
Define $right = shift:( 5,-4) anchor:from align:left<br />
Define $right2 = shift:( 5,0) anchor:from align:left<br />
<br />
Colors =<br />
id:XCT value:brightblue legend:"Events_with_~known_dates"<br />
id:UNK value:red legend:"Events_with_~uncertain_dates"<br />
id:grid1 value:gray(0.7)<br />
id:grid2 value:gray(0.88)<br />
<br />
Period = from:2090 till:2160<br />
ScaleMajor = start:2090 unit:year increment:10 gridcolor:grid1<br />
ScaleMinor = start:2090 unit:year increment:2 gridcolor:grid2<br />
AlignBars = justify<br />
<br />
BarData =<br />
bar:other<br />
bar:melnorme<br />
bar:orz<br />
bar:utwig<br />
bar:pkunk<br />
barset:kohrah<br />
<br />
bar:hierarchy<br />
bar:kzerza<br />
bar:thraddash<br />
barset:umgah<br />
# bar:mycon<br />
bar:ilwrath<br />
barset:spathi<br />
bar:vux<br />
barset:andro<br />
<br />
bar:alliance<br />
bar:chenjesu<br />
bar:mmrnmhrm<br />
bar:arilou<br />
bar:human1<br />
bar:human2<br />
bar:syreen<br />
bar:yehat<br />
barset:shofixti<br />
<br />
PlotData =<br />
fontsize:M<br />
width:23<br />
shift:(0,-4)<br />
<br />
bar:other <br />
from:start till:end text:"Other races" $right color:tan1<br />
bar:hierarchy <br />
from:start till:end text:"Ur-Quan Hierarchy" $right color:drabgreen<br />
fontsize:S<br />
from:2145 till:2160 text:"2nd Doctrinal~Conflict" shift:(0,1) anchor:middle align:center color:brightgreen<br />
bar:alliance <br />
fontsize:M<br />
from:start till:end text:"Alliance of Free Stars" $right color:powderblue<br />
fontsize:S<br />
from:2111 till:2135 color:oceanblue text:"Ur-Quan Slave~War" shift:(-30,2) anchor:middle align:center<br />
from:2155 till:2160 color:oceanblue text:"SCII:UQM" shift:(2,-4) anchor:middle align:center<br />
width:10<br />
fontsize:XS <br />
from:2124 till:2134 color:skyblue text:"Star Control I" shift:( 0,-4) anchor:middle align:center<br />
<br />
# HIERARCHY RACES <br />
bar:kzerza<br />
mark:(line,UNK)<br />
at:2153 text:"Doctrinal Conflict~_skirmish near~_Alpha Pavonis" $right2<br />
mark:(line,XCT)<br />
at:2098 text:"Ur-Quan enter region and~_emit hunting cry" $right2<br />
at:2124 text:"First major strike against Alliance" $right<br />
at:2140 text:"Ur-Quan last visit Thraddash" $right<br />
<br />
bar:thraddash<br />
mark:(line,UNK)<br />
at:2098 text:"Ur-Quan enslave the Thraddash" $right<br />
mark:(line,XCT)<br />
at:2143 text:"Reeunk invents afterburners" $right<br />
<br />
barset:andro<br />
mark:(line,UNK)<br />
at:2115 text:"Ur-Quan conquer Androsynth" $right<br />
from:2145 till:2148 color:UNK text:"Androsynth begin IDF research" shift:(35,-4) anchor:from align:left <br />
barset:break<br />
at:2150 text:"Massive groundwar~_on Eta Vulpeculae II" $right2<br />
mark:(line,XCT)<br />
<br />
barset:spathi<br />
mark:(line,XCT)<br />
at:2111 text:"Ur-Quan subjugate Spathi" $right<br />
mark:(line,UNK)<br />
at:2148 text:"Spathi (except Fwiffo)~_abandon Earthguard" $right2<br />
barset:break <br />
at:2148 text:"Spathi take 'Caster from Umgah" $right<br />
mark:(line,XCT)<br />
barset:break<br />
barset:skip<br />
at:2130 text:"Fwiffo 'enlists'" $right<br />
<br />
bar:ilwrath<br />
mark:(line,UNK)<br />
at:2111 text:"Ur-Quan attacking Ilwrath" $right<br />
at:2147 text:"Ilwrath last hear~_from Dogar and Kazon" $right2<br />
at:2126 text:"Ur-Quan improve~_Ilwrath technology" $right2<br />
mark:(line,XCT)<br />
at:2137 text:"Ilwrath abandon~_Earthguard" $right2<br />
<br />
bar:vux<br />
mark:(line,UNK)<br />
mark:(line,XCT)<br />
at:2119 text:"**" $right<br />
at:2126 text:"Rand insults VUX" $right<br />
<br />
barset:umgah<br />
mark:(line,UNK)<br />
at:2098 text:"Ur-Quan subjugate Umgah" $right <br />
at:2147 text:"Umgah pretend to be~_Dogar and Kazon" $right2<br />
barset:break<br />
at:2147 text:"Jud the Vug prank" $right<br />
mark:(line,XCT)<br />
<br />
# bar:mycon<br />
# mark:(line,UNK)<br />
# mark:(line,XCT)<br />
<br />
# OTHER RACES<br />
bar:melnorme<br />
mark:(line,UNK)<br />
at:2125 text:"Melnorme visit the Slylandro" $right<br />
at:2154 text:"Slylandro obtain~_Probe from~_Melnorme" $right2<br />
mark:(line,XCT)<br />
<br />
bar:utwig<br />
mark:(line,UNK)<br />
at:2152 text:"Ultron broken" $right<br />
at:2105 text:"Druuge sell Ultron to Utwig" $right<br />
mark:(line,XCT)<br />
<br />
bar:orz<br />
mark:(line,UNK)<br />
at:2150 text:"Orz appear" $right<br />
mark:(line,XCT)<br />
<br />
bar:pkunk<br />
mark:(line,UNK)<br />
at:2147 text:"Pkunk attacked by Ilwrath" $right<br />
mark:(line,XCT)<br />
<br />
barset:kohrah<br />
mark:(line,XCT)<br />
at:2142 text:"Kohr-Ah destroy Gg" $right<br />
mark:(line,UNK)<br />
from:2143 till:2147 color:UNK text:"Kohr-Ah destroy Burvixese" shift:(45,-4) anchor:from align:left<br />
<br />
# ALLIANCE RACES<br />
bar:chenjesu<br />
mark:(line,UNK)<br />
mark:(line,XCT)<br />
from:2134 till:2135 color:XCT text:"Chenjesu and Mmrnmhrm defeated and enslaved together" shift:(12,-4) anchor:from align:left <br />
at:2098 text:"Chenjesu detect Ur-Quan~_hunting cry" $right2<br />
at:2112 text:"*" $right<br />
at:2115 text:"Chenjesu contact Humans" $right<br />
<br />
bar:mmrnmhrm<br />
mark:(line,UNK)<br />
at:2110 text:"Chenjesu and Mmrnmrhm~_forces first repel Ur-Quan" $right2<br />
mark:(line,XCT)<br />
at:2135 text:"Chenjesu and Mmrnmhrm~_begin The Process" $right2<br />
<br />
bar:arilou<br />
mark:(line,XCT)<br />
at:2116 text:"Arilou reveal themselves and join Alliance (August 2)" $right<br />
<br />
bar:human1<br />
mark:(line,UNK)<br />
mark:(line,XCT)<br />
at:2135 text:"Earth slave-shielded" $right<br />
at:2116 text:"Earth joins the Alliance~_(August 1)" $right2<br />
at:2147 text:"Hayes assigned~_to Earth Starbase" $right2<br />
at:2155 text:"The Flagship~_arrives at Sol" $right2<br />
<br />
bar:human2<br />
mark:(line,XCT)<br />
at:2134 text:"Tobermoon crew discovers~_Vela Precursor installation" $right2 <br />
<br />
bar:syreen<br />
width:10<br />
mark:(line,UNK)<br />
at:2135 text:"Syreen defeated and given Gaia" $right<br />
at:2148 text:"Talana assigned to~_Gaia Starbase" $right2<br />
mark:(line,XCT)<br />
at:2120 text:"Syreen join the Alliance" $right <br />
<br />
bar:yehat<br />
width:10<br />
mark:(line,XCT)<br />
at:2135 text:"Yehat become Battle Thralls" fontsize:XS $right<br />
<br />
barset:shofixti<br />
mark:(line,XCT)<br />
mark:(line,UNK)<br />
barset:break<br />
at:2135 text:"Shofixti last stand at Delta Gorno" $right<br />
<br />
<br />
LineData = <br />
layer:front<br />
width:0.1<br />
color:XCT<br />
from:2119 till:2126 atpos:262 #insult ambiguity<br />
from:2112 till:2115 atpos:178 #first contact<br />
<br />
</timeline><br />
<br />
==Notes and references==<br />
*[[Timeline/References]].<br />
<br />
[[Category:Historical events| ]]</div>Zeracleshttps://wiki.uqm.stack.nl/index.php?title=Star_Control_Music&diff=26915Star Control Music2013-03-31T11:35:36Z<p>Zeracles: add missing and new tracks/remixes</p>
<hr />
<div>{{incomplete}}<br />
<br />
One of the most admired facets of [[Star Control II]] was its music. This page provides links to the original tracks and their remixes. Various artists have contributed remixes, with the most comprehensive remixing project completed by the [[Precursors Remixing Team]], some of whom worked on the original music.<br />
<br />
==Races==<br />
<br />
===[[Arilou Lalee'lay]]===<br />
<br />
====Arilou Lalee'lay [[Star Control II]] PC original====<br />
The Arilou music for the PC version of Star Control II was composed by [[Dan Nicholson]]. The original track title was "Going back a bit".<br />
<br />
Download: [http://uqm.stack.nl/files/music/original/races/arilou.mod arilou.mod]<br />
<br />
====Arilou Lalee'lay [[Precursors Remixing Team|Precursors]] remix====<br />
As part of the [[Remixing Project]], [[Espen Gätzschmann]] created a new version of the Arilou track, called "Welcome to Falayalaralfali". It was released in remix pack 2.<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/2/Arilou__Welcome_to_Falayalaralfali.mp3 Arilou__Welcome_to_Falayalaralfali.mp3]<br />
<br />
Web page: http://www.medievalfuture.com/precursors/remix.php?remix=6<br />
<br />
Another remix was created, under an unknown title, and was placed in one of the extras packs given out at the Ur-Quan Masters main page.<br />
<br />
Web page: http://sc2.sourceforge.net/downloads.php<br />
<br />
===[[Chmmr]]===<br />
<br />
====Chmmr [[Star Control II]] PC original====<br />
The Chmmr music for the PC version of Star Control II was composed by [[Dan Nicholson]]. The original track title was "working song".<br />
<br />
Download: Download: [http://uqm.stack.nl/files/music/original/races/chmmr.mod chmmr.mod]<br />
<br />
====Chmmr [[Precursors Remixing Team|Precursors]] remix====<br />
As part of the [[Remixing Project]], [[A. Keren]] created a new version of the Chmmr track, called "Photosynthesis". It was released in remix pack 4.<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/4/chmmr.ogg chmmr.ogg]<br />
<br />
Web page: http://www.medievalfuture.com/precursors/remix.php?remix=40<br />
<br />
===[[Hayes|Commander Hayes]]===<br />
<br />
====[[Hayes|Commander Hayes]] [[Star Control II]] PC original====<br />
The Starbase Commander music for the PC version of Star Control II was composed by [[Riku Nuottajärvi]]. The original track title was "star control2, tune4".<br />
<br />
Download: [http://uqm.stack.nl/files/music/original/races/comandr.mod comandr.mod]<br />
<br />
====[[Hayes|Commander Hayes]] [[Precursors Remixing Team|Precursors]] remix====<br />
As part of the [[Remixing Project]], [[Riku Nuottajärvi]] created a new version of the Commander track, called "Corridor Nine". It was released in remix pack 1.<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/1/Starbase_Commander__Corridor_Nine.mp3 Starbase_Commander__Corridor_Nine.mp3]<br />
<br />
Web page: http://www.medievalfuture.com/precursors/remix.php?remix=2<br />
<br />
===[[Druuge]]===<br />
<br />
====Druuge [[Star Control II]] PC original====<br />
The Druuge music for the PC version of Star Control II was composed by [[Dan Nicholson]].<br />
<br />
Download: [http://uqm.stack.nl/files/music/original/races/druuge.mod druuge.mod]<br />
<br />
====Druuge [[Precursors Remixing Team|Precursors]] remix====<br />
As part of the [[Remixing Project]], [[Jouni Airaksinen]] created a new version of the Druuge track, called "Property of the Crimson Corporation". It was released in remix pack 2.<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/2/Druuge__Property_of_the_Crimson_Corporation.mp3 Druuge__Property_of_the_Crimson_Corporation.mp3]<br />
<br />
Web page: http://www.medievalfuture.com/precursors/remix.php?remix=11<br />
<br />
===[[Ilwrath]]===<br />
<br />
====Ilwrath [[Star Control II]] PC original====<br />
The Ilwrath music for the PC version of Star Control II was composed by [[Dan Nicholson]]. The original track title was "Ur-Quan Kzer-Za".<br />
<br />
Download: [http://uqm.stack.nl/files/music/original/races/ilwrath.mod ilwrath.mod]<br />
<br />
====Ilwrath [[Precursors Remixing Team|Precursors]] remix====<br />
As part of the [[Remixing Project]], [[Riku Nuottajärvi]] created a new version of the Ilwrath track, called "All Evil". It was released in remix pack 3.<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/3/Ilwrath__All_Evil.mp3 Ilwrath__All_Evil.mp3]<br />
<br />
Web page: http://www.medievalfuture.com/precursors/remix.php?remix=24<br />
<br />
===[[Melnorme]]===<br />
<br />
====Melnorme [[Star Control II]] PC original====<br />
The Melnorme music for the PC version of Star Control II was composed by [[Eric Berge]]. The original track title was "mod.POTATOJUICE".<br />
A version with vocals also exists.<br />
<br />
Download: [http://uqm.stack.nl/files/music/original/races/melnorm.mod melnorm.mod]<br />
<br />
====Melnorme [[Precursors Remixing Team|Precursors]] remix====<br />
As part of the [[Remixing Project]], [[Riku Nuottajärvi]] created a new version of the Melnorme track, called "Turning Purple". It was released in remix pack 2.<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/2/Melnorme__Turning_Purple.mp3 Melnorme__Turning_Purple.mp3]<br />
<br />
Web page: http://www.medievalfuture.com/precursors/remix.php?remix=14<br />
<br />
===[[Mycon]]===<br />
<br />
====Mycon [[Star Control II]] PC original====<br />
The Mycon music for the PC version of Star Control II was composed by [[Riku Nuottajärvi]]. The original track title was "star control2,tune2".<br />
<br />
Download: [http://uqm.stack.nl/files/music/original/races/mycon.mod mycon.mod]<br />
<br />
====Mycon [[Precursors Remixing Team|Precursors]] remix====<br />
As part of the [[Remixing Project]], [[Riku Nuottajärvi]] created a new version of the Mycon track, called "Rebirth". It was released in remix pack 3.<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/3/Mycon__Rebirth.mp3 Mycon__Rebirth.mp3]<br />
<br />
Web page: http://www.medievalfuture.com/precursors/remix.php?remix=27<br />
<br />
===[[Orz]]===<br />
<br />
====Orz [[Star Control II]] PC original====<br />
The Orz music for the PC version of Star Control II was composed by [[Eric Berge]].<br />
<br />
Download: [http://uqm.stack.nl/files/music/original/races/orz.mod orz.mod]<br />
<br />
====Orz [[Precursors Remixing Team|Precursors]] remix====<br />
As part of the [[Remixing Project]], [[Riku Nuottajärvi]] and [[Tore Aune Fjellstad]] created a new version of the Orz track, called "*Squeezing* the *Juice*". It was released in remix pack 4.<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/4/orz.ogg orz.ogg]<br />
<br />
Web page: http://www.medievalfuture.com/precursors/remix.php?remix=43<br />
<br />
===[[Pkunk]]===<br />
<br />
====Pkunk [[Star Control II]] PC original====<br />
The Pkunk music for the PC version of Star Control II was composed by [[Eric Berge]].<br />
<br />
Download: [http://uqm.stack.nl/files/music/original/races/pkunk.mod pkunk.mod]<br />
<br />
====Pkunk [[Precursors Remixing Team|Precursors]] remix====<br />
As part of the [[Remixing Project]], [[András Barják]] created a new version of the Pkunk track, called "Pkunks Not Dead". It was released in remix pack 4.<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/4/pkunk.ogg pkunk.ogg]<br />
<br />
Web page: http://www.medievalfuture.com/precursors/remix.php?remix=44<br />
<br />
===[[Shofixti]]===<br />
<br />
====Shofixti [[Star Control II]] PC original====<br />
The Shofixti music for the PC version of Star Control II was composed by [[Dan Nicholson]].<br />
<br />
Download: [http://uqm.stack.nl/files/music/original/races/shofixt.mod shofixt.mod]<br />
<br />
====Shofixti [[Precursors Remixing Team|Precursors]] remix====<br />
As part of the [[Remixing Project]], George E. Nowik created a new version of the Shofixti track, called "Bonsai!" It was released in remix pack 4.<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/4/Shofixti__Bonsai!.mp3 Shofixti__Bonsai!.mp3]<br />
<br />
Web page: http://www.medievalfuture.com/precursors/remix.php?remix=39<br />
<br />
===[[Slylandro]] Homeworld===<br />
====Slylandro [[Star Control II]] PC original====<br />
The Slylandro music for the PC version of Star Control II was composed by [[Eric Berge]]. The original track title was "MOD.ZANYGYRA".<br />
<br />
Download: [http://uqm.stack.nl/files/music/original/races/slyhome.mod slyhome.mod]<br />
<br />
====[[Slylandro]] Homeworld [[Precursors Remixing Team|Precursors]] remix====<br />
As part of the [[Remixing Project]], Espen Gätzschmann and Tore Aune Fjellstad created a new version of the Slylandro Homeworld track, called "Floating Gas Bags". It was released in remix pack 2.<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/2/Slylandro_Home__Floating_Gas_Bags.mp3 Slylandro_Home__Floating_Gas_Bags.mp3]<br />
<br />
Web page: http://www.medievalfuture.com/precursors/remix.php?remix=8<br />
<br />
===[[Slylandro]] [[Probe]]===<br />
====Slylandro Probe [[Star Control II]] PC original====<br />
The Slylandro Probe music for the PC version of Star Control II was composed by [[Dan Nicholson]]. The original track title was "We Come In Peace 2".<br />
<br />
Download: [http://uqm.stack.nl/files/music/original/races/slyland.mod slyland.mod]<br />
<br />
====Slylandro Probe [[Precursors Remixing Team|Precursors]] remix====<br />
As part of the [[Remixing Project]], Espen Gätzschmann and Tore Aune Fjellstad created a new version of the Slylandro Probe track, called "We Come In Peace!" It was released in remix pack 2.<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/2/Slylandro_Probes__We_Come_In_Peace.mp3 Slylandro_Probes__We_Come_In_Peace.mp3]<br />
<br />
Web page: http://www.medievalfuture.com/precursors/remix.php?remix=7<br />
<br />
===[[Spathi]]===<br />
<br />
====Spathi [[Star Control II]] PC original====<br />
The Spathi music for the PC version of Star Control II was composed by [[Eric Berge]].<br />
<br />
Download: [http://uqm.stack.nl/files/music/original/races/spathi.mod spathi.mod]<br />
<br />
====Spathi [[Precursors Remixing Team|Precursors]] remix====<br />
As part of the [[Remixing Project]], [[Jouni Airaksinen]] created a new version of the Spathi track, called "Safe Haven". It was released in remix pack 2.<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/2/Spathi__Safe_Haven.mp3 Spathi_Safe_Haven.mp3]<br />
<br />
Web page: http://www.medievalfuture.com/precursors/remix.php?remix=12<br />
<br />
====Spathi [[Precursors Remixing Team|Precursors]] alternate remix====<br />
As part of the [[Remixing Project]], [[Jouni Airaksinen]] created a new version of the Spathi track, called "Fwiffo's Starrunner". It was released in remix pack 4.<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/4/spathi.ogg spathi.ogg]<br />
<br />
Web page: http://www.medievalfuture.com/precursors/remix.php?remix=47<br />
<br />
===[[Supox]]===<br />
<br />
====Supox [[Star Control II]] PC original====<br />
The Supox music for the PC version of Star Control II was composed by [[Aaron Grier]]. The original track title was "Fuchia fantasy".<br />
<br />
Download: [http://uqm.stack.nl/files/music/original/races/supox.mod supox.mod]. See it also listed on [http://poofygoof.com/~agrier/music/finndisc.html the composer's personal website].<br />
<br />
====Supox [[Precursors Remixing Team|Precursors]] remix====<br />
As part of the [[Remixing Project]], [[András Barják]] created a new version of the Supox track, called "Shake Yer Rootz". It was released in remix pack 4.<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/4/supox.ogg supox.ogg]<br />
<br />
Web page: http://www.medievalfuture.com/precursors/remix.php?remix=42<br />
<br />
===[[Syreen]]===<br />
<br />
====Syreen [[Star Control II]] PC original====<br />
The Syreen music for the PC version of Star Control II was composed by [[Eric Berge]]. The version appearing in the game is actually a modified version of the original song, with some samples cut from it. The original, uncut version has also been released to the public, titled "mod.Wacky_Groove". [http://web.archive.org/web/20010502145550/home.att.ne.jp/wave/rainbow/Toys_for_Bob/wakygruv.mod]<br />
<br />
Download: [http://uqm.stack.nl/files/music/original/races/syreen.mod syreen.mod]<br />
<br />
====Syreen [[Precursors Remixing Team|Precursors]] remix====<br />
As part of the [[Remixing Project]], Espen Gätzschmann and Tore Aune Fjellstad created a new version of the Syreen track, called "Close Encounters of the Seventh Kind". It was released in remix pack 4.<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/4/Syreen__Close_Encounters_of_the_Seventh_Kind.mp3 Syreen__Close_Encounters_of_the_Seventh_Kind.mp3]<br />
<br />
Web page: http://www.medievalfuture.com/precursors/remix.php?remix=51<br />
<br />
===[[Talking Pet]]===<br />
<br />
====Talking Pet [[Star Control II]] PC original====<br />
The Talking Pet music for the PC version of Star Control II was composed by [[Dan Nicholson]]. The original track title was "Pet - unfinished -".<br />
<br />
Download: [http://uqm.stack.nl/files/music/original/races/talkpet.mod talkpet.mod]<br />
<br />
====Talking Pet [[Precursors Remixing Team|Precursors]] remix====<br />
As part of the [[Remixing Project]], [[Riku Nuottajärvi]] created a new version of the Talking Pet track, called "Didn't You Mean To Ask About Flowers?"<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/2/Didnt_You_Mean_To_Ask_About_Flowers.mp3 Didnt_You_Mean_To_Ask_About_Flowers.mp3]<br />
<br />
===[[Thraddash]]===<br />
<br />
====Thraddash [[Star Control II]] PC original====<br />
The Thraddash music for the PC version of Star Control II was composed by [[Riku Nuottajärvi]].<br />
<br />
Download: [http://uqm.stack.nl/files/music/original/races/thradd.mod thradd.mod]<br />
<br />
====Thraddash [[Precursors Remixing Team|Precursors]] remix====<br />
As part of the [[Remixing Project]], [[Espen Gätzschmann]] and [[Tore Aune Fjellstad]] created a new version of the Thraddash track, called "Culture 19."<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/3/Thraddash__Culture_19.mp3 Thraddash__Culture_19.mp3]<br />
<br />
===[[Umgah]]===<br />
<br />
====Umgah [[Star Control II]] PC original====<br />
The Umgah music for the PC version of Star Control II was composed by [[Dan Nicholson]].<br />
<br />
Download: [http://uqm.stack.nl/files/music/original/races/umgah.mod umgah.mod]<br />
<br />
====Umgah [[Precursors Remixing Team|Precursors]] remix====<br />
As part of the [[Remixing Project]], [[Jouni Airaksinen]] created a new version of the Umgah track, called "Genetic Modification".<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/3/Umgah__Genetic_Modification.mp3 Umgah__Genetic_Modification.mp3]<br />
<br />
This was supplemented by a bonus remix of "Genetic Modification," under the title "Noitacifidom Citeneg," which is simply a reversal of the track.<br />
<br />
===[[Ur-Quan Kohr-Ah]]===<br />
<br />
====Ur-Quan Kohr-Ah [[Star Control II]] PC original====<br />
The Ur-Quan Kohr-Ah music for the PC version of Star Control II was composed by [[Dan Nicholson]]. The original track title was "Slylandro Theme".<br />
<br />
Download: [http://uqm.stack.nl/files/music/original/races/blackur.mod blackur.mod]<br />
<br />
====Ur-Quan Kohr-Ah [[Precursors Remixing Team|Precursors]] remixes====<br />
As part of the [[Remixing Project]], [[Riku Nuottajärvi]] created a new version of the Ur-Quan Kohr-Ah track, called "Cleansing Required". It was released in remix pack 3.<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/3/Kohr-Ah__Cleansing_Required.mp3 Kohr-Ah__Cleansing_Required.mp3]<br />
<br />
Web page: http://www.medievalfuture.com/precursors/remix.php?remix=29<br />
<br />
An additional remix was created by Jouni Airaksinen, called "The Eternal Doctrine".<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/0/Kohr-Ah__The_Eternal_Doctrine.mp3 Kohr-Ah__The_Eternal_Doctrine.mp3]<br />
<br />
Web page: http://www.medievalfuture.com/precursors/remix.php?remix=32<br />
<br />
===[[Ur-Quan Kzer-Za]]===<br />
<br />
====Ur-Quan Kzer-Za [[Star Control II]] PC original====<br />
The Ur-Quan Kzer-Za music for the PC version of Star Control II was composed by [[Erol Otus]]. It should be noted that this theme was also used as the title music of the Genesis version of [[Star Control|Star Control I]], although the two tracks were arranged a bit differently. This song also served as the title theme to the Amiga version of Star Control, with the major difference being a sound sample that plays near the very end. This sound sample announced the name of the entertainment title itself, in rather epic fashion: "Star Control!"<br />
<br />
Download: [http://uqm.stack.nl/files/music/original/races/urquan.mod urquan.mod]<br />
<br />
====Ur-Quan Kzer-Za [[Precursors Remixing Team|Precursors]] remix====<br />
As part of the [[Remixing Project]], [[Espen Gätzschmann]] and [[Tore Aune Fjellstad]] created a new version of the Ur-Quan Kzer-Za track, called "Now and Forever". It was released in remix pack 3.<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/3/Ur-Quan__Now_and_Forever.mp3 Ur-Quan__Now_and_Forever.mp3]<br />
<br />
Web page: http://www.medievalfuture.com/precursors/remix.php?remix=23<br />
<br />
===[[Utwig]]===<br />
<br />
====Utwig [[Star Control II]] PC original====<br />
The Utwig music for the PC version of Star Control II was composed by [[Dan Nicholson]].<br />
<br />
Download: [http://uqm.stack.nl/files/music/original/races/utwig.mod utwig.mod]<br />
<br />
====Utwig [[Precursors Remixing Team|Precursors]] remix====<br />
As part of the [[Remixing Project]], [[Espen Gätzschmann]] and [[Tore Aune Fjellstad]] created a new version of the Utwig track, called "Mask of Ultimate Embarrasment and Shame". It was released in remix pack 4.<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/4/utwig.ogg utwig.ogg]<br />
<br />
Web page: http://www.medievalfuture.com/precursors/remix.php?remix=37<br />
<br />
====Utwig [[Precursors Remixing Team|Precursors]] alternate remix====<br />
As part of the [[Remixing Project]], [[Casey Monroe]] created a new version of the Utwig track, called "The Ultron". It was released in remix pack 4.<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/4/utwigult.ogg utwigult.ogg]<br />
<br />
Web page: http://www.medievalfuture.com/precursors/remix.php?remix=38<br />
<br />
===[[VUX]]===<br />
<br />
====VUX [[Star Control II]] PC original====<br />
The VUX music for the PC version of Star Control II was composed by [[Dan Nicholson]]. The original track title was "Alien Doom".<br />
<br />
Download: [http://uqm.stack.nl/files/music/original/races/vux.mod vux.mod]<br />
<br />
====VUX [[Precursors Remixing Team|Precursors]] remix====<br />
As part of the [[Remixing Project]], [[Espen Gätzschmann]] and [[Tore Aune Fjellstad]] created a new version of the VUX track, called "Ultra-gross!". It was released in remix pack 3.<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/3/VUX__Ultra-gross!.mp3 VUX__Ultra-gross!.mp3]<br />
<br />
Web page: http://www.medievalfuture.com/precursors/remix.php?remix=25<br />
<br />
===[[Yehat]]===<br />
<br />
====Yehat [[Star Control II]] PC original====<br />
The Yehat theme for the PC version of Star Control II was composed by [[Riku Nuottajärvi]]. The original track title was "star control2, tune6".<br />
<br />
Download: [http://uqm.stack.nl/files/music/original/races/yehat.mod yehat.mod]<br />
<br />
====Yehat [[Precursors Remixing Team|Precursors]] remix====<br />
As part of the [[Remixing Project]], Riku Nuottajärvi and Harri Hakala created a new version of the Yehat theme, called "Years Late Mix". It was released in remix pack 4.<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/4/Yehat__Years_Late_Mix.mp3 Yehat__Years_Late_Mix.mp3]<br />
<br />
Web page: http://www.medievalfuture.com/precursors/remix.php?remix=48<br />
<br />
===[[Zoq-Fot-Pik]]===<br />
<br />
====Zoq-Fot-Pik [[Star Control II]] PC original====<br />
The Zoq-Fot-Pik theme for the PC version of Star Control II was composed by [[Dan Nicholson]].<br />
<br />
Download: [http://uqm.stack.nl/files/music/original/races/zoqfot.mod zoqfot.mod]<br />
<br />
====Zoq-Fot-Pik [[Precursors Remixing Team|Precursors]] remix====<br />
As part of the [[Remixing Project]], András Barják created a new version of the Zoq-Fot-Pik The Zoq-Fot-Pik theme, called "Frungy Party". It was released in remix pack 4.<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/4/Zoq-Fot-Pik__Frungy_Party.mp3 Zoq-Fot-Pik__Frungy_Party.mp3]<br />
<br />
Web page: http://www.medievalfuture.com/precursors/remix.php?remix=41<br />
<br />
====Zoq-Fot-Pik Alternate Remixes====<br />
Download: [http://uqm.stack.nl/files/music/zoqfot.ogg zoqfot.ogg]<br />
<br />
==Activity==<br />
<br />
===[[Super Melee|Melee]]===<br />
====Melee [[Star Control II]] PC original====<br />
The original melee battle music was composed by [[Dan Nicholson]].<br />
<br />
Download: [http://uqm.stack.nl/files/music/original/activity/battle.mod battle.mod]<br />
<br />
====Melee [[Precursors Remixing Team|Precursors]] Remix====<br />
As part of the [[Precursors Remixing Team|Remixing Project]], [[Jouni Airaksinen]] created a new version of the Melee track, called "The Battle of the Sa-Matra". It was released in remix pack 1.<br />
<br />
As a bonus, a second remix was released, under the title of "Mortal Melee!"<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/1/Melee__The_Battle_of_the_SaMatra.mp3 Melee__The_Battle_of_the_SaMatra.mp3], <br />
[http://www.medievalfuture.com/precursors/music/packages/0/Battle__Mortal_Melee.mp3 Battle__Mortal_Melee.mp3]<br />
<br />
Web page: http://www.medievalfuture.com/precursors/remix.php?remix=18<br />
http://www.medievalfuture.com/precursors/remix.php?remix=35<br />
<br />
===Credits===<br />
The music for the credits was remixed by [[Riku Nuottajärvi]] and [[Harri Hakala]].<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/4/Credits__So_Long_and_Thanks_for_All_the_Orz.mp3 Credits__So_Long_and_Thanks_for_All_the_Orz.mp3]<br />
<br />
===[[HyperSpace]]===<br />
<br />
====HyperSpace [[Star Control II]] PC original====<br />
The HyperSpace music for the PC version of Star Control II was composed by [[Riku Nuottajärvi]]. This .mod track won him the music competition that [[Toys for Bob]] organised for Star Control II. The original track title was "star control2, tune5".<br />
<br />
Download: [http://uqm.stack.nl/files/music/original/activity/hyper.mod hyper.mod]<br />
<br />
====HyperSpace [[Star Control II]] 3DO version====<br />
The [[3DO]] version of Star Control II had a remixed version of the original HyperSpace music, created by [[Burke Treischmann]].<br />
<br />
Download: [http://uqm.stack.nl/files/music/3do/activity/hyper.ogg hyper.ogg]<br />
<br />
====HyperSpace [[Precursors Remixing Team|Precursors]] remix====<br />
As part of the [[Remixing Project]], [[Riku Nuottajärvi]] created a new version of his HyperSpace track, called "Across the Galaxy". It was released in remix pack 2.<br />
<br />
Download: [http://uqm.stack.nl/files/music/precursors/activity/hyper.ogg hyper.ogg]<br />
<br />
Web page: http://www.medievalfuture.com/precursors/remix.php?remix=9<br />
<br />
====HyperSpace [[Precursors Remixing Team|Precursors]] bonus remix====<br />
As part of the [[Remixing Project]], [[Jouni Airaksinen]] created an alternate HyperSpace remix called "Lightyears Away". It will be released in remix pack 4.<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/0/hyper.ogg hyper.ogg]<br />
<br />
Web page: http://www.medievalfuture.com/precursors/remix.php?remix=45<br />
<br />
===Interplanetary===<br />
<br />
====Interplanetary [[Star Control II]] PC original====<br />
The music used in the PC version of Star Control II for interplanetary space was composed by [[Dan Nicholson]]. The original track title was "Configuring Ship". According to the in-file comments, he originally wrote this track for "an engine room".<br />
<br />
Download: [http://uqm.stack.nl/files/music/original/activity/space.mod space.mod]<br />
<br />
===Intro===<br />
<br />
====Intro [[Star Control II]] PC original====<br />
The intro music for the PC version of Star Control II was created by [[Riku Nuottajärvi]] and then heavilly modified by [[Dan Nicholson]].<br />
<br />
Download: [http://uqm.stack.nl/files/music/original/activity/introx.mod introx.mod]<br />
<br />
====Intro [[Precursors Remixing Team|Precursors]] Remix====<br />
As part of the [[Precursors Remixing Team|Remixing Project]], Matt Bentley created a new version of the Intro track, called "Into the Void". It was released in remix pack 4.<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/4/Intro__Into_the_Void.mp3 Intro__Into_the_Void.mp3]<br />
<br />
Web page: http://www.medievalfuture.com/precursors/remix.php?remix=50<br />
<br />
===Orbit===<br />
<br />
====Orbit [[Star Control II]] PC original====<br />
The music used in the PC version of Star Control II for when the player is in orbit around a planet or moon, was created by [[Dan Nicholson]].<br />
<br />
Download: [http://uqm.stack.nl/files/music/original/activity/orbitx.mod orbitx.mod]<br />
<br />
===Outfit Starship===<br />
<br />
====Outfit Starship [[Star Control II]] PC original====<br />
The music used in the PC version of Star Control II for when outfitting [[The Flagship]] was composed by [[Dan Nicholson]]. The in-file comments suggest this .mod could be used for "theme music perhaps".<br />
<br />
Download: [http://uqm.stack.nl/files/music/original/activity/outfit.mod outfit.mod]<br />
<br />
====Outfit Starship [[Precursors Remixing Team|Precursors]] Remix====<br />
As part of the [[Precursors Remixing Team|Remixing Project]], [[Jouni Airaksinen]] created a new version of the Outfit Starship track, called "Outfit the Vindicator". It was released in remix pack 1.<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/1/Outfit__Outfit_the_Vindicator.mp3 Outfit__Outfit_the_Vindicator.mp3]<br />
<br />
Web page: http://www.medievalfuture.com/precursors/remix.php?remix=19<br />
<br />
===[[QuasiSpace]]===<br />
====QuasiSpace [[Star Control II]] PC original====<br />
The QuasiSpace music for the PC version of Star Control II was composed by [[Kevin Palivec]] as his entry for the music competition that [[Toys for Bob]] organised for Star Control II. The original track title was "mystic shadows".<br />
<br />
http://www.classicgaming.com/starcontrol/history/quasispace_music_history.shtml<br />
<br />
====QuasiSpace [[Precursors Remixing Team|Precursors]] Remixes====<br />
As part of the [[Precursors Remixing Team|Remixing Project]], Jouni Airaksinen created a new version of the QuasiSpace track, called "Through the Angles of Space".<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/2/QuasiSpace__Through_the_Angles_of_Space.mp3 QuasiSpace__Through_the_Angles_of_Space.mp3]<br />
<br />
Web page: http://www.medievalfuture.com/precursors/remix.php?remix=3<br />
<br />
An additional remix more reminiscent of the original was also created by Jouni Airaksinen, called "Mystic Shadows".<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/0/Quasispace__Mystic_Shadows.mp3 Quasispace__Mystic_Shadows.mp3]<br />
<br />
Web page: http://www.medievalfuture.com/precursors/remix.php?remix=34<br />
<br />
===Red Alert===<br />
The original track was composed by Dan Nicholson.<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/modules/REDALERT.MOD REDALERT.MOD]<br />
<br />
As part of the [[Precursors Remixing Team|Remixing Project]], Jouni Airaksinen created a new version called "Encounter in Space".<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/1/Red_Alert__Encounter_in_Space.mp3 Red_Alert__Encounter_in_Space.mp3]<br />
<br />
Web page: http://www.medievalfuture.com/precursors/remix.php?remix=17<br />
<br />
===Shipyard===<br />
<br />
====Shipyard [[Star Control II]] PC original====<br />
The music used in the PC version of Star Control II for the shipyard was composed by [[Dan Nicholson]]. The original track title was "Druuge Music".<br />
<br />
Download: [http://uqm.stack.nl/files/music/original/activity/shipyard.mod shipyard.mod]<br />
<br />
===[[Starbase]]===<br />
====Starbase [[Star Control II]] PC original====<br />
The music played at the earth starbase menu screen was composed by [[Dan Nicholson]]. The original track title was "Alien Trance".<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/modules/STARBASE.MOD STARBASE.MOD]<br />
<br />
====Starbase [[Precursors Remixing Team|Precursors]] Remix====<br />
As part of the [[Precursors Remixing Team|Remixing Project]], [[Espen Gätzschmann]] and [[Tore Aune Fjellstad]] created a new version of the Starbase track, called "Under a Red Sky". It was released in remix pack 1.<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/1/Starbase__Under_a_Red_Sky.mp3 Starbase__Under_a_Red_Sky.mp3]<br />
<br />
Web page: http://www.medievalfuture.com/precursors/remix.php?remix=1<br />
<br />
===Victory===<br />
The victory songs were divided into three parts, all composed by [[Dan Nicholson]].<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/modules/ENDTHEME.MOD ENDTHEME.MOD]<br />
<br />
As part of the [[Precursors Remixing Team|Remixing Project]], Matt Bentley created a new version, called "Awaking Dreams".<br />
<br />
Download: [http://www.medievalfuture.com/precursors/music/packages/4/Outro__Awaking_Dreams.mp3 Outro__Awaking_Dreams.mp3]<br />
<br />
Web page: http://www.medievalfuture.com/precursors/remix.php?remix=54<br />
<br />
==Ditties==<br />
The Ditties are the little snippets that are heard when a ship is victorious in combat.<br />
<br />
''No other information yet''<br />
<br />
[[Category:About the Star Control series]]</div>Zeracleshttps://wiki.uqm.stack.nl/index.php?title=User_talk:Fourshade&diff=26894User talk:Fourshade2013-02-03T07:16:28Z<p>Zeracles: ah, so that's why</p>
<hr />
<div>I am fourshade. I have created several fundamental pages on this wiki as an anon (most of which were SiS modules), many years ago. Now I am back...though the wiki won't let me edit my own user page, for whatever reason.<br />
<br />
Doesn't matter...I'll still add whatever I can to this wiki...to add to the forever-growing UQM wiki. Eventually we may even get that SC4...(and I mean a WORTHY SC4, not some half-baked shit from the "wonderful" people who brought us SC3)<br />
<br />
:G'day there. There's an anti-spam measure that prevents users from creating new pages if their account is younger than 7 days, but I started your user page, hopefully you'll be able to edit it. Nice going on the earlier stuff, feel free to check out the forums as well, cheers. --[[User:Zeracles|Zeracles]] ([[User talk:Zeracles|talk]]) 07:54, 3 February 2013 (CET)</div>Zeracleshttps://wiki.uqm.stack.nl/index.php?title=User_talk:Fourshade&diff=26893User talk:Fourshade2013-02-03T06:54:26Z<p>Zeracles: started user page</p>
<hr />
<div>I am fourshade. I have created several fundamental pages on this wiki as an anon (most of which were SiS modules), many years ago. Now I am back...though the wiki won't let me edit my own user page, for whatever reason.<br />
<br />
Doesn't matter...I'll still add whatever I can to this wiki...to add to the forever-growing UQM wiki. Eventually we may even get that SC4...(and I mean a WORTHY SC4, not some half-baked shit from the "wonderful" people who brought us SC3)<br />
<br />
:G'day there. I don't know what the problem was but I started your user page, hopefully you'll be able to edit it. Nice going on the earlier stuff, feel free to check out the forums as well, cheers. --[[User:Zeracles|Zeracles]] ([[User talk:Zeracles|talk]]) 07:54, 3 February 2013 (CET)</div>Zeracleshttps://wiki.uqm.stack.nl/index.php?title=User:Fourshade&diff=26892User:Fourshade2013-02-03T06:54:18Z<p>Zeracles: started user page</p>
<hr />
<div>I am fourshade. I have created several fundamental pages on this wiki as an anon (most of which were SiS modules), many years ago.</div>Zeracleshttps://wiki.uqm.stack.nl/index.php?title=Gg&diff=26723Gg2012-11-04T04:39:35Z<p>Zeracles: adjustment</p>
<hr />
<div>The '''Gg''' (pronounced {{IPA|/gek/}} or "Geg") were known only by the now-extinct [[Burvixese]], who communicated with the Gg via long-range [[HyperWave Caster|HyperWave]] broadcasts. It was the Gg who warned the Burvixese of the approach of the hostile [[Ur-Quan Kohr-Ah|Kohr-Ah]], as well as the accurate conjecture that the Kohr-Ah used HyperWave transmissions to locate their prey.<br />
<br />
Since the Gg were loath to engage in visual transmissions, their appearance is likely to remain an eternal mystery, as their world was incinerated by the Kohr-Ah in 2142 with no known survivors.<br />
<br />
[[Category:Races]]</div>Zeracleshttps://wiki.uqm.stack.nl/index.php?title=Talk:Amplified_Precursor_Bomb&diff=26377Talk:Amplified Precursor Bomb2012-06-09T02:07:04Z<p>Zeracles: interesting</p>
<hr />
<div>It is possible to sell these "permanent modifications" by being stranded without fuel in hyperspace, in exchange for fuel from the Melrome.--[[Special:Contributions/89.212.75.6|89.212.75.6]] 21:05, 8 June 2012 (UTC)<br />
:This sounds very interesting. I can't look into it right now, how do the Chmmr react to this? --[[User:Zeracles|Zeracles]] 02:07, 9 June 2012 (UTC)</div>Zeracleshttps://wiki.uqm.stack.nl/index.php?title=Links&diff=26356Links2012-04-30T08:34:49Z<p>Zeracles: /* Fan-made projects */ thanks, adjusting</p>
<hr />
<div>{{Safe}}<br />
<br />
==Official [[The Ur-Quan Masters]] web pages==<br />
===Relating to the actual game===<br />
*[http://sc2.sourceforge.net/ The Ur-Quan Masters home]<br />
*[http://uqm.stack.nl/forum/ The Ur-Quan Masters forum]<br />
*[http://uqm.stack.nl/cgi-bin/bugs/index.cgi The Bugzilla bug database for The Ur-Quan Masters]<br />
*[http://uqm.stack.nl/files/snapshots/ Subversion snapshots of The Ur-Quan Masters] (including Windows binaries)<br />
*[http://sourceforge.net/projects/sc2/ The SourceForge project page]<br />
*[http://sc2.svn.sourceforge.net/viewvc/sc2/trunk/ The subversion web interface to the sources of The Ur-Quan Masters]<br />
<br />
===Relating to the [[Precursors Remixing Team|remixing project]]===<br />
*[http://www.spacesynth.net/precursors/ Precursors home]<br />
<br />
==[[Star Control]] related web pages==<br />
===Game information===<br />
*[http://www.star-control.com/ The Pages of Now & Forever] - The center of the Star Control community on the net<br />
*[[Wikipedia:Star Control|Star Control entry at Wikipedia]]<br />
*[http://www.mobygames.com/game_group/sheet/gameGroupId,41/ Star Control series at MobyGames]<br />
*[http://dmoz.org/Games/Video_Games/Action/Space_Combat/Star_Control_Series/ Star Control series at Open Directory]<br />
*[http://sa-matra.net/quotes Page listing the Star Control 2 dialogue (DOS version)].<br />
<br />
====Game Documentation====<br />
*The original [http://www.abandonia.com/files/extras/Star%20Control%202_Manual.zip Star Control 2 manual], from Abandonia<br />
*The original [http://www.abandonia.com/files/extras/Starmap.jpg the Deluxe Star Control 2 starmap], from Abandonia<br />
<br />
===[[Toys For Bob]] information===<br />
*[http://www.toysforbob.com/ The Toys For Bob home page]<br />
<br />
===Fan-made projects ===<br />
Mods, games and aids based on the SC2 universe / code.<br />
<br />
====Modified The Ur-Quan Masters code====<br />
<br />
*[http://eli.cedarswampstudios.org/1.4.1-src.tar.gz Elvish Pillager's Crazy Mod (1.4.1)] &mdash; see [http://uqm.stack.nl/forum/index.php?topic=3465.0 this thread] and its [[Elvish Pillager's Crazy Mod|Ultronomicon article]]<br />
*[http://eli.cedarswampstudios.org/balance-mod-1.0.2-src.tar.gz Elvish Pillager's Balance Mod for Netplay]<br />
*[http://uqm-mods.sourceforge.net/ Kohr-Ah Death's UQM for cheaters mods]<br />
<br />
====Accessibility mods for The Ur-Quan Masters====<br />
*Nic's [http://www.submedia.net/uqm/old/accessibility.zip mining graphics for the color-blind]<br />
*Valaggar's [http://ceruopran.googlepages.com/VLdruuge.zip mint green Druuge projectiles]<br />
<br />
====Translations====<br />
See the [[translations]] page.<br />
<br />
====Alternative content for the Ur-Quan Masters====<br />
See also the [[Star Control Music]] page.<br />
<br />
*Lance_Vader's and Valaggar's Utwig voicepack ([http://www.mediafire.com/?95xig0tx9eb without effects], [http://www.mediafire.com/?aznxsyiz9ic with effects])<br />
*Nic's [http://www.submedia.net/uqm/old/yellow-fried.uqm Yellow Kohr-Ah FRIED] (DOS SC2 original)<br />
*[http://www.submedia.net/uqm/old/mycon-speech.uqm Modified Mycon Dialogue] (Replaces an unimportant piece of Mycon dialogue with the DOS SC2 original dialogue that provides the location of the Mycon homeworld)<br />
*[http://forum.uqm.stack.nl/index.php?topic=4724.0 Missing Mycon dialogue add-on] (Similar to the above except that it adds both missing text and speech for the location of the Mycon homeworld)<br />
<br />
====Non-computer games====<br />
*[http://uqm.stack.nl/forum/index.php?topic=3479.0 Star Control Boardgame]<br />
<br />
====Aids====<br />
*If you've found the [[Portal Spawner]], The [http://bit.ly/IsFMse UQM Least-Fuel Route Finder] helps you calculate whether to use it for a given trip (and, if so, how).<br />
<br />
===Fan pages===<br />
If you've got a Star Control related web site you want others to know of, place it here!<br />
*[http://starcontroller.com/ Star Controller] &mdash; Star Control blog, frequently updated<br />
*[http://juicy.net63.net/ *juicy] The Ur-Quan Master fan site<br />
<br />
===Similar games===<br />
*[http://timewarp.sourceforge.net/ Star Control TimeWarp] - A Super-Melee clone with network play, multiple ships in the arena at once and multiple new ship designs<br />
*[http://sourceforge.net/projects/aftermath-wars/ Aftermath Wars] - A Super-Melee clone (in very early development) with stunning graphics<br />
*[http://xenoclone.com/project_xenoversus.html Xeno Versus: Space Melee] - A space combat game inspired by Super-Melee<br />
*[http://sourceforge.net/project/showfiles.php?group_id=33424&package_id=25799 Star Control Online] - A Super-Melee clone with up to fourteen ships in the arena at once (uses Super-Melee graphics)<br />
*[http://www.fileplanet.com/dl/dl.asp?/classicgaming/clones/frungy.zip Frungy] - A fan interpretation of the famous [[Zoq-Fot-Pik]] sport [[Frungy]]<br />
<br />
[[Category:About the Star Control series]]</div>Zeracleshttps://wiki.uqm.stack.nl/index.php?title=Talk:Dnyarri&diff=26350Talk:Dnyarri2012-04-12T04:22:01Z<p>Zeracles: /* Asimov? */ thanks</p>
<hr />
<div>"a single Dnyarri could psychically control an entire planet" In fact a single dnyarri can control a much larger radius, one the size of umgah controlled space a fact demenstrated by the fact that any Umgah you meet before dealing with the talkign pet are under its direct control. regardless of their position in hyperspace<br />
<br />
:One has to remember that we do not know how similar the neo-Dynarri (which took over the Umgah) is to its Dnyarri ancestors. Concerning the original Dnyarri's powers, the RPRG states, "With these powers, a single Dnyarri can hold an entire planet enthralled." It's possible that the Umgah modifications might have boosted the neo-Dnyarri's psychic capabilities. But lacking any definitive knowledge, IMO it's best to state what we do know. I don't know if that satisfies your question, but that's the reasoning behind the statement as I understand it. --[[User:Fyzixfighter|Fyzixfighter]] 03:54, 25 August 2007 (CEST)<br />
<br />
::Indeed. The convention has been to mention whatever we know about the ancient Dnyarri here and whatever we know about the neo-Dnyarri in the Talking Pet article. That's why we don't have an image here (we could use the image from the RPRG, though, but as far as I know, it's not copyrighted by TFB, but by someone else). And even in the Talking Pet article we can't mention that he can control an entire SoI, as maybe he just issued beforehand some orders, such as "patrol and destroy any interlopers, return when fuel is nearly exhausted", just like he did with The Captain ("Find death at the hands of your enemy"). [[User:Valaggar|Valaggar]] 09:06, 25 August 2007 (CEST)<br />
<br />
== Asimov? ==<br />
<br />
I think that their idea may have come from Asimov's novel: Lucky Starr and the Oceans of Venus. It features a mind-controlling frog, which Lucky identifies and defeats. May worth a line or two, if it is plausible. <br />
<br />
Keep up the good work!<br />
<br />
DJS, 2012. 04. 11.<br />
:I haven't read that one, but from its wikipedia article that does sound plausible. I've added the reference at [[Influences and References]] in the Alien design section. Thanks! --[[User:Zeracles|Zeracles]] 04:22, 12 April 2012 (UTC)</div>Zeracleshttps://wiki.uqm.stack.nl/index.php?title=Influences_and_references&diff=26349Influences and references2012-04-12T04:17:52Z<p>Zeracles: /* Alien design */ dnyarri and asimov</p>
<hr />
<div>{{incomplete}}<br />
<br />
The [[Star Control|Star Control 1]] manual mentions "Inspired by the Works of Fiction of: [[wikipedia:Orson Scott Card|Orson Scott Card]], [[wikipedia:Larry Niven|Larry Niven]], [[wikipedia:Andre Norton|Andre Norton]], [[wikipedia:David Brin|David Brin]], [[wikipedia:Robert A. Heinlein|Robert A. Heinlein]], [[wikipedia:Arthur C. Clarke|Arthur C. Clarke]], [[wikipedia:Jack Vance|Jack Vance]], [[wikipedia:Alan Dean Foster|Alan Dean Foster]], [[wikipedia:Keith Laumer|Keith Laumer]], [[wikipedia:A. E. Van Vogt|A.E. Van Vogt]], [[wikipedia:E. E. Smith|E.E. "Doc" Smith]], [[wikipedia:Joe Haldeman|Joe Haldeman]], [[wikipedia:Dan Simmons|Dan Simmons]], [[wikipedia:Fred Saberhagen|Fred Saberhagen]] and 100 worthy others."<br />
<br />
<br />
==Alien design==<br />
The names of certain races introduced in [[Star Control II]] are taken from the so-called "[[Professor Zorg's Guide to Alien Etiquette]]" (the copy-protection of Star Control): [[Orz]], [[Pkunk]], [[Slylandro]], [[Supox]], [[Thraddash]] (as "Thrddash"), [[Utwig]], and [[Zoq-Fot-Pik]].<br />
<br />
The name [[Androsynth]] is taken from the Greek "andros" ("man") and "synthetic" from Greek "syn" ("together") and "thesis" ("put"), or as the [[Star Control II]] manual says it "fake men".<br />
Their appearance is inspired by the visual style of the band [[wikipedia:Devo|Devo]].{{ref|1}}<br />
<br />
The pink triangle on the suits of the Androsynth in [[SuperMelee]] is a [[wikipedia:Pink triangle|gay symbol]].{{ref|2}}<br />
<br />
The Star Control 2 manual describes the [[Chenjesu]] as being "a bit more equal" than the other [[Alliance]] races, which is a reference to a [[wikipedia:Seven Commandments|similar statement]] found in ''[[wikipedia:Animal Farm|Animal Farm]]'' by [[wikipedia:George Orwell|George Orwell]].<br />
<br />
The [[Dnyarri]]'s toad-like appearance and [[Paranormal phenomena|psychic compulsion]] ability are reminiscent of mind-controlling "V-frogs" from the Isaac Asimov story [[wikipedia:Lucky Starr and the Oceans of Venus|''Lucky Starr and the Oceans of Venus'']].<br />
<br />
The name [[Druuge]] is pronounced almost exactly like the ancient Persian word "druj" - a term of [[wikipedia:Zoroastrianism|Zoroastrian religion]] that is very roughly translated as "daeva (demon) of lies". Since the Druuge are proven liars and resemble the [[wikipedia:Daeva|daevas]], which are described as "beings with combined human and animal characteristics," this may have been an influence.<br />
<br />
The [[Ilwrath]] were named after a friend of the creators <!--both?--> named McIlwraith.<br />
<br />
The name [[Melnorme]] is a reference to jazz singer [[wikipedia:Mel Tormé|Mel Tormé]].<br />
<br />
The [[Mycon]] is taken from the Greek prefix "myc-" or "myco-", which means Fungus.<br />
<br />
The [[Orz]] and the disappearance of the [[Androsynth]] were influenced by [[wikipedia:H. P. Lovecraft|H. P. Lovecraft]]'s writings, specifically Lovecraft's [[wikipedia:From Beyond (short story)|"From Beyond"]] which describes malignant entities in an alternate dimension that perceive those who peer into their dimension and that leave no bodies of those they attack.<br />
<br />
Utricularia, as in ''[[Supox]] Utricularia'', is a genus of carnivorous plants more commonly known as [[Wikipedia:Bladderwort|Bladderwort]].<br />
<br />
The [[Shofixti]] are inspired by the historical [[wikipedia:History of Japan|Japanese culture]].<br />
"[[Kyabetsu]]", the name of the former Shofixti homeworld, is the transliteration of "cabbage" into Japanese writing. The tiny main gun of their [[Scout]] ships is called the Mendokusai Energy Dart; "Mendoukusai" in Japanese means "irritating; bothersome."<br />
<br />
[[Spathi]] is "Sword" in Greek. It is possible that the name is meant to be very ironical, because the Spathi are so cowardly. Also, the rumours of the Black Spathi Squadron might be a reference to the [[Wikipedia:VMA-214|Black Sheep Squadron]] from World War 2.<br />
<br />
The [[Syreen]] are based on the [[wikipedia:Siren|Siren]]s from classical mythology. They were sea nymphs who would use enchanting song to lure ships onto the cliffs.<br />
<br />
The [[Ur-Quan Kohr-Ah]]'s [[Eternal Doctrine]] might be inspired by the objective of the [[Wikipedia:Githyanki|githyanki]] (from ''[[wikipedia:Dungeons & Dragons|Dungeons & Dragons]]'') to exterminate every other race who could possibly enslave them again. Also similar to the bifurcation the [[Ur-Quan]] race, a faction (the [[Wikipedia:Githzerai|githzerai]]) opposed such a course of action and split with the githyanki.<br />
<br />
The [[Yehat]] are inspired in part by the [[wikipedia:Scottish clan|Scottish clan]]s; the uplift of the Shofixti is inspired by [[Wikipedia:David Brin|David Brin]]'s [[Wikipedia:Uplift Universe|Uplift]] series.<br />
<br />
The split between the Pkunk and the Yehat may be based in the split between the [[Wikipedia:Vulcan (Star Trek)|Vulcanians]] and the [[Wikipedia:Romulan|Romulans]] in [[Wikipedia:Star Trek|Star Trek]], with the Pkunk fleeing like the Romulans did (however, for opposite reasons).<br />
<br />
===Larry Niven influences===<br />
A number of aliens draw some of their inspiration from Niven's [[wikipedia:Known Space|Known Space]] novels. Fred and Paul have openly admitted in a [[IRC chats with Toys For Bob|1998 IRC chat]] to being influenced by these novels.{{ref|2}}<br />
*The [[Dnyarri]] are very similar in description, powers, and history to the [[wikipedia:Thrint|Thrint]]un race, "a long-extinct species which ruled the galaxy through telepathic mind control." Like the [[wikipedia:Grogs|Grogs]], the Talking Pets are devolved forms of a once-great race.<br />
*The [[Precursors]] are also slightly similar to the Thrintun who likewise left behind relics to be used by the modern-day characters in Niven's novels and who were given a vague moniker, "Slavers", by later races since their real name was unknown.<br />
*Though not physiologically, the [[Spathi]] resemble less advanced versions of the cowardly [[wikipedia:Pierson's Puppeteer|Pierson's Puppeteer]]s.<br />
*The [[Arilou]], in their speculated capacity as genetic manipulators of humanity, are also similar to the Puppeteers.<br />
*The [[Melnorme]], like the [[wikipedia:Outsiders (Known Space)|Outsiders]], are traveling merchants who trade in information and will answer any question for the right price.<br />
**The [[Keel-Verezy]] may be similar to the [[wikipedia:Starseed|Starseeds]], sharing a similar relation with the [[Melnorme]] as the starseeds with the Outsiders.<br />
*The [[Shofixti]] are similar in appearance and warlike tendencies to the [[wikipedia:kzin|kzin]].<br />
<br />
===Starflight influences===<br />
The creators of [[Star Control]] and [[Star Control II]] worked in the making of the [[wikipedia:Starflight|Starflight]] games as well, and numerous SC elements are inspired from the SF universe:<br />
*Gameplay elements<br />
**Exploration in the Starflight games also had three parts: planet (with a landing vehicle that could stun lifeforms and collect minerals), interplanetary and hyperspace (with portals leading to planetary systems).<br />
**A starbase fulfilled a similar role to the [[Earth Starbase]] in Star Control II &mdash; elements appearing in both SC2 and SF are hiring crew, installing modules, receiving notices and analyzing artifacts.<br />
**In the Starflight games there were also a number of artifacts (though some of them were bought instead of found), including an "Uhl weapon" performing a function similar to the [[Utwig Bomb]] &mdash; the neutralization of the final boss in the game; even more resembling the Utwig Bomb, in the first Starflight there existed artifacts of the Phlegmak, a long-disappeared species, named "Black Egg Bombs", capable of destroying entire planets.<br />
**The useless [[Wimbli's Trident]] and [[Glowing Rod]] resemble some similar, useless "alien curiosities" from the Starflight games.<br />
*Several lines in Star Control II are clear puns on lines from Starflight and Starflight II. Notably, the quirky speech patterns of the [[Orz]] seem based on those of Starflight's Veloxi ([[Greg Johnson]], one of the Starflight developers, was the one who fleshed out the Orz dialogue).<br />
*Starflight's Crystal Planet, built by the Ancients to cleanse the galaxy of Endurium-using life-forms by flaring their suns, seems an influence for both the [[Sa-Matra]] and the [[Eternal Doctrine]] (or the [[Path of Now and Forever]]).<br />
*The name [[Arilou Lalee'lay]] may originate from the Starflight II race name Aeoruiiaeo.<br />
*In terms of external morphology, the [[Umgah]] resemble the Spemin (both SF games).<br />
**The cowardly Spemin might have also been an influence for the design of the [[Spathi]].<br />
*Psychologically and in terms of general appearance, the [[Utwig]] resemble the Dweenle (SF2).<br />
*The [[VUX]] appear to be influenced by the Lieu Vadish.<br />
*The ceremonious religion of the Tandelou (SF2), the belief that their rituals are of essential importance for the Universe, and their worship of the Most Valuable Thing, might have been an influence for the design of the [[Utwig]]. Also, it is necessary to return the Most Valuable Thing to the Tandelou to convince them to cooperate, similar to returning the Ultron to the Utwig.<br />
**Some elements of the Tandelou religion (cosmic alignments, portents and omens) are similar to parts of [[Pkunk]] culture.<br />
* The Tandelou's appearance is somewhat similar to the Ur-Quan too, three big eyes (although the Tandelou lack the three additional small eyes), four tentacles and a worm-like body. The Ur-Quan also somewhat resemble the Ng-Kher-Arla in appearance.<br />
*In terms of external morphology and psychology (empathy), the [[Supox]] greatly resemble the Elowan (SF1).<br />
*Hayes' theory about the [[Mmrnmhrm]] being colonizing robots resembles the fact that the Mechan of SF1 were robots built with the purpose of colonizing planets in advance for the Noah project.<br />
*Physically, the [[Mycon]] resemble the Nathracch (SF2). In terms of behavior, they resemble the Gazurtoid (both SF games), which also could be said perhaps for the Kohr-Ah (whereas the Gazurtoids wish to exterminate every race except fellow waterbreathers, the Kohr-Ah wish to exterminate any race but fellow Ur-Quan)<br />
*Psychologically and culturally the [[Thraddash]] resemble the G'Nunk (SF2); in addition, in order to make friends with both species it is necessary to kill many of them.<br />
**Another similarity between the G'Nunk and the Thraddash is the worship of an artifact, the Most Valuable Thing and the [[Aqua Helix]] respectively, which is kept in a temple on one of the race's worlds and can be stolen by the player over the course of the game.<br />
*The Zoq-Fot-Pik also were likely influenced by the G'Nunk, as the G'Nunk are also a collective of three species.<br />
*The [[Melnorme]] are possibly also inspired from the Humna Humna, the merchant race in Starflight II.<br />
*"Interstar" in "[[Interstar Credits]]" is probably inspired from the name of the space organization of the people of Arth, Interstel.<br />
*The G'Nunk's deity G'Naen Sh'Gar (She/It who hunts) has some similarities to the Ilwraths Dogar and Kazon.<br />
* The Orz and the Uhl also have some similarities, as the Uhl is also an extradimensional lifeform. Uhl also has some similarities with the Dnyarri as it is capable of mental compulsion.<br />
<br />
==Dialogue==<br />
The default name of [[The Captain]], Zelnick, may come from Strauss Zelnick, the CEO of [[Crystal Dynamics]] at the time when 3DO version of Star Control II was being made. The producer of the 3DO version of Star Control II was Crystal Dynamics.<br />
<br />
====Arilou====<br />
The [[Arilou]]'s final line "Be seeing you..." may be a reference to the TV series [[wikipedia:The Prisoner|The Prisoner]].<br />
<br />
====Ilwrath====<br />
One of the gods that the [[Ilwrath]] used to worship was called "Awk of Seds", a reference to the text processing programs [[wikipedia:AWK programming language|awk]] and [[wikipedia:sed|sed]].<br />
<br />
[[wikipedia:Captain Satellite|Captain Satellite]], which the [[Ilwrath]] confess to have watched on [[Channel 44]] prior to [[Dogar and Kazon]]'s transmissions, was a show on KTVU-2 in Oakland, California.<br />
<br />
Dogar is at one point refered to as "The Dark Beast With A Thousand Young". This is a play on Lovecraft's ancient deity [[wikipedia:Shub-Niggurath|Shub-Niggurath]], who is known as "The Black Goat of the Woods with a Thousand Young".<br />
====Melnorme====<br />
The Melnorme line "This very morning, I was just saying to subordinate Ochre `Fe-Fi-Fo-Fum! I smell the feet of a Hu-Hu-Man!'" refers to the fairy tale [[Wikipedia:Jack and the Beanstalk|Jack and the Beanstalk]], where an ogre (a flesh-eating giant) speaks the line "Fee-fi-fo-fum, I smell the blood of an Englishman.". The similarity between the subordinate's name "Ochre" and "ogre" is probably not a coincidence either.<br />
<br />
The phrase "itchy pods" from the Melnorme line "I had itchy pods this morning, Captain, and here you are!" may come from the wives' tale of "itchy palms" that predict wealth. It may have also been influenced, consciously or unconsciously, by [[wikipedia:Dr. Seuss|Dr. Seuss]]' book "On Beyond Zebra", which introduces the letter "ITCH" with the line "And 'way, 'way past Z is a letter called ITCH. And the ITCH is for Itch-a-pods, animals which [...]".<br />
<br />
====Mycon====<br />
The Mycon phrase "The Juffo-Wup is strong in this place." (without the definite article in the DOS version) is a variation on the [[Wikipedia:Star Wars|Star Wars]] phrase "The Force is strong in this place."<br />
<br />
====Pkunk====<br />
[[The Captain]]'s remark to the [[Pkunk]] "Hey! Bird-brains! Got any fruit loops? Har-har-har!" refers to a brand of breakfast cereal called [[wikipedia:Froot Loops|Froot Loops]], which features a toucan resembling the Pkunk as its mascot.<br />
<br />
Another Captain's remark, "We are on a five year mission, to seek out new life and new civilizations to boldly go where no... (...)" refers to the mission of the [[wikipedia:Starship_Enterprise|Enterprise]] in [[wikipedia:Star_Trek_The_Original_Series|Star Trek]].<br />
<br />
The Pkunk say that they insult their foes to keep from "wrapping around" to evil; this is a programmer's joke about the nature of integers under the C programming language (and many others.) If you increase a number past its maximum (for example, 127 in an 8-bit integer) it suddenly becomes negative (-128, in this example).<br />
<br />
The Pkunk mention channeling a ancient warrior called [[Rumdumdaddy]], which is likely a reference to [[wikipedia:Ramtha|Ramtha]], an ancient Lemurian warrior that [[wikipedia:JZ Knight|JZ Knight]] claims to channel.<br />
<br />
Many Pkunk dialog is a play on Far East/New Age philosophies. The Pkunk's observation that everyone in their past lives were famous, rich or interesting, and that hence other people don't reincarnate makes fun of the readings of so-called psychic mediums, who generally try to inspire faith by telling people what they want to hear. Along these same lines, The Captain mentions a [[wikipedia:Ouija|Ouija Board]], another common element of some New Age philosophies, when dissuading the Pkunk from returning to the Yehat.<br />
<br />
A Pkunk greeting, "Auspicious portents and serendipitous omens have foretold your arrival", resembles a Tandelou greeting from [[wikipedia:Starflight 2|Starflight 2]], "Mysterious signs and ambiguous portents have foretold your arrival".<br />
<br />
====Shofixti====<br />
[[Tanaka]]'s opening comments, "you killed my father, my mother, my many brothers, all six of my sisters - in fact, my entire race! Prepare to die," may pay homage to the movie [[wikipedia:The Princess Bride|The Princess Bride]], in which the character [[wikipedia:Inigo Montoya|Inigo Montoya]] has prepared a similar comment for when he confronts his father's murderer, [[wikipedia:Count Rugen|Count Rugen]].<br />
<br />
====Slylandro====<br />
When you choose the aggressive lines to speak towards the [[Slylandro]] [[Probe]]s, the third time you get the response "ENACTING THIRD LAW." before combat is initiated. This refers to Isaac Asimov's [[wikipedia:Three Laws of Robotics|Three Laws of Robotics]]. The third law says "A robot must protect its own existence, as long as such protection does not conflict with the First or Second Law.".<br />
<br />
The [[Slylandro]] explain that the Probes were programmed "to seek out new life and new civilizations... to boldly go where no<br />
catalog item 2418-B... Remote Self-Replicating Robot Explorer Probe had gone before", a reference to Star Trek.<br />
<br />
====Spathi====<br />
When the [[Spathi]] [[The Safe Ones|Safe Ones]] ask the player for the [[Secret Spathi Cypher]], one of the incorrect options is "Wagh-nagl Fthagn", which spelled a little bit differently ("Wgah'nagl Fhtagn") comes from "''Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn!''", a liturgical phrase in H. P. Lovecraft's [[wikipedia:Cthulhu mythos|Cthulhu mythos]]. <br />
<br />
One of the other options for the Spathi Cypher, "Gort, merenga!" comes from the movie "[[wikipedia:The Day the Earth Stood Still|The Day the Earth Stood Still]]".<br />
<br />
====Starbase====<br />
When [[The Captain]] gets to choose the name for the [[New Alliance of Free Stars|new alliance]], one of his options is "The United Federation of Worlds", a reference to the [[Wikipedia:United Federation of Planets|United Federation of Planets]] from Star Trek. [[Starbase]] Commander [[Hayes]] will reply to this choice by saying "we will make it so", another reference to Star Trek, where captain [[Wikipedia:Jean-Luc Picard|Jean-Luc Picard]] would frequently order to "make it so".<br />
<br />
Commander Hayes mentions early on that the [[Ur-Quan Kzer-Za|Ur-Quan]] annihilated Buenos Aires. This is most likely a reference to [[wikipedia:Robert A. Heinlein|Robert Heinlein]]'s novel [[wikipedia:Starship Troopers|Starship Troopers]], where the alien race humanity is fighting against similarly destroy Argentina's capital.<br />
<br />
Commander Hayes also mentions that when the Ur-Quan destroyed much of mankind's history, they also destroyed several places without any known value. These places likely correspond to locations in popular fiction and mythology. They are:<br />
*"kilometer of land in central Iraq" - possibly the biblical [[Wikipedia:Babel|Babel]], [[Wikipedia:The Nameless City|The Nameless City]] from the works of H. P. Lovecraft, or [[Wikipedia:Iram of the Pillars|Iram of the Pillars]]<br />
*"several targets in the Amazon rain forest" - possibly [[Wikipedia:El Dorado|El Dorado]] or simply just other undiscovered city centers in the Amazon jungle<br />
*"something deep under the surface [of the Antarctic icecap]" - possibly a reference to the alien city discovered in H. P. Lovecraft's ''[[Wikipedia:At the Mountains of Madness|At the Mountains of Madness]]''<br />
*"broad swath of the ocean floor in the south-eastern Atlantic" - possibly [[Wikipedia:Atlantis|Atlantis]], or possibly the south Pacific, underwater city of [[Wikipedia:R'lyeh|R'lyeh]] where [[Wikipedia:Cthulhu|Cthulhu]] rests.<br />
<br />
The idea of a "[[psychon]]" present in Commander Hayes' statement that when an electric current is fed into the [[Taalo Shield]] "all evidence of psychon interaction is flatlined" possibly originates from [[wikipedia:Sir John Eccles|Sir John Eccles]]' theory, presented in his book "[[wikipedia:How the Self Controls Its Brain|How the Self Controls Its Brain]]".<br />
<br />
The [[wikipedia:Roadside Picnic|Roadside Picnic]] might be the inspiration for the 'Empties'. In the novel they are one of the common alien artifacts found in the Zones. In the game they are a [[Precursor]] [[list of Precursor relics|artifact]] that Commander Hayes mentions in relation to the [[Ultron]]. <br />
<br />
The 'Singing Hoops', another Precursor artifact that Hayes mentions in relation to the Ultron, may have been inspired by the "talking rings" from the 1960 film, [[wikipedia:The Time Machine (1960 film)|The Time Machine]], that when spun retold the "last recorded voice of civilized man".<br />
<br />
====Utwig====<br />
When the [[Utwig]] are trying to tell you what to do with the [[Precursor Bomb]], at one point they say that the "Bomb must be...Hugged?" This is likely a reference to the movie [[Wikipedia:Dr. Strangelove or: How I Learned to Stop Worrying and Love the Bomb|Dr. Strangelove or: How I Learned to Stop Worrying and Love the Bomb]].<br />
<br />
One of the ways that the Utwig determined that the [[Ultron]] could have been saved was by cushioning the fall with a fuzzy wumpus. A Wumpus is a mysterious monster from the famous, early computer game [[Wikipedia:Hunt the Wumpus|Hunt the Wumpus]].<br />
<br />
When describing the [[Ur-Quan Kohr-Ah|Kohr-Ah]], the Utwig say that their stated purpose is "to seek out new life and new civilizations...and then annihilate them," a clear play on the mission statement of the [[Wikipedia:Starship Enterprise|Starship Enterprise]] of [[Wikipedia:Star Trek|Star Trek]] fame.<br />
<br />
The Utwig parting phrase "May the Ultron be with you!" is a variation on the [[Wikipedia:Star Wars|Star Wars]] phrase "May the Force be with you."<br />
<br />
The [[Chief Groo]]'s name may originate from [[wikipedia:Groo the Wanderer|Groo the Wanderer]]'s name.<br />
<br />
====VUX====<br />
The description of the constellation that is described as "the snake-like creature who has swallowed the elephantine beast" in the DOS version ("the long, thin creature who has swallowed the huge beast." in the 3DO version and UQM) is a reference to the children's book [[wikipedia:Le Petit Prince|Le Petit Prince]] by Antoine de Saint-Exupéry, which [http://www.korczak.com/Exupery/englisch/i.html describes and shows] an image of a boa constrictor digesting an elephant.<br />
<br />
The VUX say that [[Captain Rand]]'s [[Insult]] fixed their attitude setting at "ABHOR", which may be a reference to [[Professor Zorg's Guide to Alien Etiquette]] from Star Control 1, where the player was to select the correct attitude for a given situation; one of the answers was "ABHOR", again in all caps.<br />
<br />
====Yehat====<br />
"[[Cheep-Guava]]", the name of the head of the [[Yehat]] revolution, is a pun on "[[Wikipedia:Che Guevara|Che Guevara]]", the Cuban revolutionary leader.<br />
<br />
====Zoq-Fot-Pik====<br />
When first meeting the [[Zoq-Fot-Pik]] at their homeworld, they warn you not to try stealing their atmosphere, a reference to [[Wikipedia:Spaceballs|Spaceballs]].<br />
<br />
The coordinates "...ziggerfau-gerrrnuf, Ah-ah, Pahoy-hoy" of the Zoq-Fot-Pik homeworld given in their initial encounter refers to Hawaiian words for two types of [[Wikipedia:lava|lava]] flows, "Aa" and "Pahoehoe".<br />
<br />
At one point, the Zoq claims its species has psychic powers. The Pik scoffs at this claim, mentioning several apparently failed attempts at psychic demonstrations such as fixing broken chronometers and bending dorfs, eventually calling the Zoq a faker. This conversation is likely a reference to [[wikipedia:Uri Geller|Uri Geller]], who also claimed to use mental powers to make stopped watches start and to bend spoons.<br />
<br />
====Other====<br />
The Mosquito Mange is mentioned in the [[Androsynth]] computer records immediately prior to their disappearance. It is a reference to the term found in Roadside Picnic referring to graviconcentrates - areas of heightened and directed gravity.<br />
<br />
Deep radar or deep-radar, mentioned by Commander Hayes and the Star Control II manual, p. 39 (PC), is likely a reference to the homologous device from Larry Niven's Known Space universe. In addition, the deep-radar from Star Control can apparently penetrate massive bodies (just like Niven's one), as it is used to detect mineral deposits.<br />
<br />
==Ship Captains==<br />
Numerous [[list of ship captain names|ship captain names]] are actually references.<br />
<br />
====Androsynth====<br />
*'''1040-EZ''' is a common [[wikipedia:Form 1040EZ|tax return form]] in the United States.<br />
*'''976-KILL''' is probably meant as an American phone number. It may also refer to the movie [http://www.imdb.com/title/tt0094597/ 976-EVIL]. The "976" prefix is reserved for pay services.<br />
*'''[[wikipedia:AK-47|AK-47]]''' is the famous Avtomat Kalashnikova assault rifle<br />
*'''BHS-79''' ''(just a wild guess here- is this the initials of one of the high schools they attended, and their graduation date?)''<br />
*'''BIM-XT''' is an anagram for the [[wikipedia:IBM XT|IBM XT]] personal computer from the early 1980s<br />
*'''BOOJI-1''' is a possible reference to the character [[wikipedia:Booji Boy|Booji Boy]] from the band [[wikipedia:Devo|Devo]].<br />
*'''CRC-16''' is a 16 bits "[[wikipedia:Cyclic redundancy check|Cyclic redundancy check]] (an error-detecting checksum).<br />
*'''DORN-3''' may be a reference to artist John Alfred Dorn III, who did several illustrations for the novels of [[wikipedia:Stanisław Lem|Stanisław Lem]]. It could also be a reference to actor [[wikipedia:Michael Dorn|Michael Dorn]], who played Lt. Worf on ''[[Wikipedia:Star Trek: The Next Generation|Star Trek: The Next Generation]]''.<br />
*'''DOS-1.0''' is a reference to one or all of the various early disk operating systems ([[wikipedia:PC-DIS|PC-DOS]], [[wikipedia:MS-DOS|MS-DOS]], [[wikipedia:Apple DOS|Apple DOS]], etc).<br />
*'''HAL-2001''' is a reference to the [[wikipedia:HAL 9000|HAL 9000]] computer from [[wikipedia:Arthur C. Clarke|Arthur C. Clarke]]'s and [[wikipedia:Stanley Kubrick|Stanley Kubrick]]'s [[wikipedia:2001: A Space Odyssey|2001: A Space Odyssey]]<br />
*'''JOR-15''' might be a reference to [[wikipedia:Jor-El|Jor-El]], superman's biological father in the DC comics universe.<br />
*'''KORB-7B''' might refer to [[wikipedia:Lawrence Korb|Lawrence Korb]], a former US Secretary of Defense heavily involved in military security. May also refer to Roger Corby, an android from the original Star Trek episode [[wikipedia:What Are Little Girls Made Of?|What Are Little Girls Made Of?]]<br />
*'''ME-262''' is a reference to the Messerschmitt [[wikipedia:Me-262|Me-262]], the first operational jet powered aircraft. <br />
*'''NECRO-99''' may be a reference to the robot NECRON-99 from the movie [[wikipedia:Wizards (movie)|Wizards]].<br />
*'''SR-71''' is a reference to the Lockheed [[wikipedia:SR-71|SR-71 Blackbird]], an advanced reconnaissance aircraft.<br />
*'''[[wikipedia:Merkur XR4Ti|XR4-TI]]''' was a car model manufactured by the short-lived [[wikipedia:Merkur|Merkur]] brand.<br />
<br />
====Druuge====<br />
*'''Moola''' is a play on "moolah", an English slang word for money.<br />
*'''Duulard''' could be a play on "dullard," which is slang for a boring person.<br />
*All Druuge names have doubled vowels.<br />
<br />
====Human====<br />
*'''Adama''' is the captain of the [[wikipedia:Battlestar Galactica|Battlestar Galactica]] in the television series by the same name.<br />
*'''Belt''' is a reference to Henry Belt, captain of a solar sail vessel in Jack Vance's short story ''Sail 25''.<br />
*'''Buck''' refers to [[wikipedia:Buck Rogers|Buck Rogers]], a character who appeared in popular sci-fi comic strips and serials in the late 30's, as well as a later television series.<br />
*'''Decker''' is likely a reference to [[wikipedia:Willard Decker|Willard Decker]], captain of the [[wikipedia:Starship Enterprise|Starship Enterprise]] NCC-1701 in the movie [[wikipedia:Star Trek: The Motion Picture|Star Trek: The Motion Picture]].<br />
*'''Ender''' is a reference to the main character of the Orson Scott Card novel [[wikipedia:Ender's Game|Ender's Game]].<br />
*'''Graeme''' is a reference to Donal Graeme, a protagonist in the [[wikipedia: Childe Cycle|Childe Cycle]] novels by [[wikipedia:Gordon R. Dickson|Gordon R. Dickson]]. ''(This may also be a reference to other characters in this series with this same lastname.)''<br />
*'''Halleck''' is a reference to [[wikipedia:Gurney Halleck|Gurney Halleck]] of the [[wikipedia:Dune universe|Dune series]].<br />
*'''Kirk''' is a reference to [[wikipedia:James T. Kirk|James T. Kirk]], captain of the [[wikipedia:Starship Enterprise|Starship Enterprise]] NCC-1701 in the original series of [[wikipedia:Star Trek|Star Trek]].<br />
*'''Pike''' is a reference to [[wikipedia:Christopher Pike|Christopher Pike]], captain of the [[wikipedia:Starship Enterprise|Starship Enterprise]] NCC-1701 in the pilot episode of [[wikipedia:Star Trek|Star Trek]].<br />
*'''[[wikipedia:Pirx|Pirx]]''' is a reference to a fictional test pilot in a series of stories by Stanisław Lem.<br />
*'''Solo''' is a reference to [[wikipedia:Han Solo|Han Solo]], captain of the [[wikipedia:Millennium Falcon|Millennium Falcon]] in [[wikipedia:Star Wars|Star Wars]] episode 4 through 6.<br />
*'''Spiff''' is a reference to [[wikipedia:Spaceman Spiff|Spaceman Spiff]], a fantasy identity of Calvin from [[wikipedia:Calvin and Hobbes|Calvin and Hobbes]]<br />
*'''Trent''' is a reference to Jeff Trent, civilian airline pilot from [[wikipedia:Plan 9 from Outer Space|Plan 9 from Outer Space]]<br />
*'''Tuf''' is a reference to Haviland Tuf, the protagonist in [[wikipedia:Tuf Voyaging|Tuf Voyaging]] by [[wikipedia:George R.R. Martin|George R.R. Martin]].<br />
*'''VanRijn''' is a reference to the merchant prince Nicholas Van Rijn in [[wikipedia:Poul Anderson|Poul Anderson]]'s stories.<br />
*'''Wu''' is a reference to [[wikipedia:Louis Wu|Louis Wu]], the protagonist of Larry Niven's [[wikipedia:Ringworld|Ringworld series]].<br />
<br />
====Ilwrath====<br />
*'''[[wikipedia:Gorgon|Gorgon]]''' is a famous Greek mythological creature, of which [[wikipedia:Medusa|Medusa]] was one.<br />
*'''Kalgon''' might refer to [[wikipedia:Calgon|Calgon]], a cleansing product. It may also refer to the villain of the notoriously bad 1988 film [[wikipedia:Space_Mutiny|Space Mutiny]].<br />
*'''Taragon''' likely refers to the spice [[wikipedia:tarragon|tarragon]]<br />
*'''[[wikipedia:Baylor University|Baylor]]''' is a university in Waco, Texas. It may instead refer to [[wikipedia:Balor|Balor]], a giant king with an evil eye from Irish mythology.<br />
<br />
====Kohr-Ah====<br />
*All of the captain names are '''Death''' followed by a [[wikipedia:Prime_number|prime number]].<br />
<br />
====Mycon====<br />
*'''Znuff''' could be a reference to the 1984 rock group [[wikipedia:Enuff Z'nuff|Enuff Z'nuff]].<br />
*'''[[wikipedia:Spork|Spork]]''' is an eating utensil, a hybrid of a spoon and a fork.<br />
<br />
====Pkunk====<br />
*'''Crow''' may refer to [[wikipedia:Crow T. Robot|Crow T. Robot]] from [[wikipedia:Mystery Science Theater 3000|Mystery Science Theater 3000]] as well as the obvious type of bird.<br />
*'''Ernie''' is likely a reference to the British cartoon [[wikipedia:Ernie (comic strip)|Ernie]].<br />
*'''Tweety''' is likely a reference to [[wikipedia:Tweety|Tweety Bird]].<br />
*'''WudStok''' is Snoopy's friend [[wikipedia:Woodstock (Peanuts)|Woodstock]] in the comic strip [[wikipedia:Peanuts|Peanuts]].<br />
*'''Jay''' and '''Raven''' refer to the [[wikipedia:Corvidae|corvids]] of the same name.<br />
*'''Buzzard''' refers to the [[wikipedia:buzzard|birds of prey]] of the same name.<br />
<br />
====Shofixti====<br />
*'''Bonsai!''' is actually [[wikipedia:Bonsai|the Japanese art of pruning trees]], but is most likely a reference to the cry [[wikipedia:Ten thousand years|Banzai]].<br />
*'''Busu''' is a Japanese word for ugly<br />
*'''Chimchim''' most likely refers to the pet chimpanzee in [[wikipedia:Speed Racer|Speed Racer]].<br />
*'''[[wikipedia:Daikon|Daikon]]''' is a giant, white radish popular in Japanese cooking.<br />
*'''[[wikipedia:Gaijin|Gaijin]]''' is a disparaging Japanese term for foreigner.<br />
*'''Genjiro''' is possibly a reference to the character Genjiro Tani, a mentor to [[wikipedia:Skyrider (Kamen Rider)|Skyrider]] and [[wikipedia:Kamen Rider Super-1|Kamen Rider Super-1]] in the Japanese [[wikipedia:Kamen Rider series|Kamen Rider series]].<br />
*'''Ginzu''' is probably the [[wikipedia:Ginsu|Ginsu knife]].<br />
*'''Hiyata''' is a reference to the title character of the Japanese show [[wikipedia:Ultraman|Ultraman]], where it can also be spelled "Hayata". <br />
*'''Ichiban''' is the Japanese word for the number 1, or first<br />
*'''Kimba''' refers to the main character in the Japanese animation [[wikipedia:Kimba the White Lion|Kimba, the White Lion]].<br />
*'''[[wikipedia:Katana|Katana]]''' is a Japanese sword.<br />
*'''[[wikipedia:Kudzu|Kudzu]]''' is an Asian plant that can be found in southern Japan.<br />
*'''Naninani''' is Japanese for "such and such"<br />
*'''[[wikipedia:Sushi|Sushi]]''' is Japanese for seasoned rice, usually associated with raw fish.<br />
*'''Tanaka''' is a fairly common [[wikipedia:Japanese name|Japanese surname]] and may also be a reference to the creator of the [[wikipedia:Godzilla|Godzilla]] series, [[wikipedia:Tomoyuki Tanaka|Tomoyuki Tanaka]].<br />
*'''[[wikipedia:Tofu|Tofu]]''' is bean curd, popular in Japanese cooking.<br />
*'''Tora-3''' refers to the radio call announcing the Japanese attack on Pearl Harbor. [[wikipedia:Tora Tora Tora|Tora! Tora! Tora!]]<br />
*'''Wasabe''' is a Japanese condiment, usually spelled [[wikipedia:Wasabi|wasabi]].<br />
<br />
====Spathi====<br />
*'''Jinkeze''' is a reference to the catchphrase of [[Wikipedia:Velma Dinkley|Velma Dinkley]], a main character in the [[Wikipedia:Scooby-Doo|Scooby-Doo]] cartoons, which she says when she is scared or surprised.<br />
<br />
====Supox====<br />
*'''Crinoid''' is a reference to the Krynoids, hostile sentient plants in the [[wikipedia:Doctor Who|Doctor Who]] episode ''The Seeds of Doom''. In real life [[wikipedia:Crinoid|crinoids]] are animals of the phylum Echinodermata whose name literally means "lily-like".<br />
*'''Trifid''' is a reference to the carnivorous, mobile (and possibly intelligent) plants in [[wikipedia:The Day of the Triffids|The Day of the Triffids]].<br />
*All of the other captain names are parts or types of plants.<br />
<br />
====Syreen====<br />
*'''Aelita''' refers to the early Soviet sci-fi novel ''Aelita'' by [[wikipedia:Alexei Tolstoy|Alexei Tolstoy]] or to a silent film [[wikipedia:Aelita|Aelita:Queen of Mars]] based on it.<br />
*'''Alia''' is a reference to [[wikipedia:Alia Atreides|St. Alia of the Knife]], the sister of [[wikipedia:Paul Atreides|Paul Atreides]] in the [[wikipedia:Dune universe|Dune series]].<br />
*'''Alura''' is possibly a reference either to Princess Allura in the [[wikipedia:Voltron|Voltron]] cartoon series or to the mother of [[wikipedia:Supergirl|Supergirl]].<br />
*'''Ardala''' is a reference to the Princess Ardala, nemesis of Buck Rogers. <br />
*'''Be'lit''' is a possible reference to [[wikipedia:Belit|Belit]], a pirate queen in the [[wikipedia:Conan the Barbarian|Conan the Barbarian]] stories.<br />
*'''Brawne''' refers to Brawne Lamia, a character in Dan Simmons' [[wikipedia:Hyperion Cantos|Hyperion Cantos]] books.<br />
*'''Dale''' is a reference to [[wikipedia:Dale Arden|Dale Arden]], the girlfriend of [[wikipedia:Flash Gordon|Flash Gordon]].<br />
*'''Danning''' is a reference to the actress [[wikipedia:Sybil Danning|Sybil Danning]].<br />
*'''Dejah''' may be a reference to Dejah Thoris Burroughs (Deety) in Robert A. Heinlein's [[wikipedia:The Number of the Beast (novel)|The Number of the Beast]], or to Dejah Thoris, Princess of Helium, in the [[wikipedia:Barsoom series|Barsoom series]] by [[wikipedia:Edgar Rice Burroughs|Edgar Rice Burroughs]].<br />
*'''Maya''' refers to the attractive female [[wikipedia:Space 1999|Space: 1999]] character gifted with shapeshifing abilities, or possibly to [[wikipedia:Captain_Harlock|Captain Harlock]]'s ward (in [[wikipedia:Space_Pirate_Captain_Harlock|Space Pirate Captain Harlock]]) or love interest (in [[wikipedia:Arcadia_of_My_Youth|Arcadia of My Youth]]).<br />
*'''Munro''' possibly refers to another genre actress, [[wikipedia:Caroline Munro|Caroline Munro]].<br />
*'''Penny''' possibly refers to the lead female character in the movie [[wikipedia:The Adventures of Buckaroo Banzai Across the 8th Dimension|The Adventures of Buckaroo Banzai Across the 8th Dimension]], or the character of Penny Robinson in the television show Lost in Space. <br />
*'''Ripley''' is a reference to [[wikipedia:Ellen Ripley|Lieutenant Ripley]], as portrayed by [[wikipedia:Sigourney Weaver|Sigourney Weaver]] in the movie [[wikipedia:Alien (movie)|Alien]].<br />
*'''Sparta''' is a reference to the beautiful female protagonist with a mysterious past in the Venus Prime series by [[wikipedia:Arthur C. Clarke|Arthur C. Clarke]] and [[wikipedia:Paul Preuss|Paul Preuss]].<br />
*'''Teela''' is a reference to [[wikipedia:Teela Brown|Teela Brown]], one of the heroines of the Larry Niven's [[wikipedia:Ringworld|Ringworld]] novels.<br />
*'''Yarr''' may be a reference to [[wikipedia:Natasha Yar|Natasha Yar]] who appeared in [[wikipedia:Star Trek: The Next Generation|Star Trek: The Next Generation]].<br />
<br />
====Umgah====<br />
*'''Bob''' is possibly a reference to the creators themselves: [[Toys For Bob]].<br />
*'''Brewz'k''' is likely the slang word "brewski".<br />
*'''Ei'Ei'o''' is probably referring to the refrain of the children's song ''[[wikipedia:Old MacDonald Had a Farm|Old MacDonald Had a Farm]]''. The name was used before in [[Professor Zorg's Guide to Alien Etiquette]] in [[Star Control 1]].<br />
<br />
====Ur-Quan====<br />
*While all captain's names are '''Lord''' followed by a number, '''Lord 666''' is notable as a reference to the [[wikipedia:Number of the Beast|Number of the Beast]]. There is no known pattern to their numbers, unlike the Kohr-Ah.<br />
*It may be that the name of the Ur-Quan is related to a medical test "Ur Quant" or "Urine Quantitative"<br />
<br />
====Utwig====<br />
*'''Endo''' might refer to a slang word for [[Wikipedia:marijuana|marijuana]]. In Japanese, this is also type of pea.<br />
*'''Manny''' might refer to the main character in [[wikipedia:Robert A. Heinlein|Robert A. Heinlein]]'s book [[wikipedia:the Moon Is a Harsh Mistress|The Moon Is A Harsh Mistress]].<br />
*'''Nestor''' might refer to the [[Wikipedia:NS-2|NS-2]], a robot model in Asimov's "[[Wikipedia:Little Lost Robot|Little Lost Robot]]" that can, by inaction, allow a human to be harmed. It is also an actual human name of Greek origin.<br />
*'''Jujuby''' might be an alternate spelling of '[[Wikipedia:Jujube|Jujube]]', which is the fruit of a certain tree, also known as the "Chinese Date".<br />
<br />
====VUX====<br />
*'''[[wikipedia:Program Information File|PIF]]''' is a file extension used in early versions of [[wikipedia:Microsoft Windows|Microsoft Windows]].<br />
*'''VIP''' is an acronym meaning "very important person".<br />
*'''YUK''' likely comes from the work "yuck" -- an appropriate name, given the VUX's appearance.<br />
*'''[[wikipedia:zit|ZIT]]''' likely comes from the skin blemish of the same name.<br />
*'''NRF''' may refer to the toy gun brand [[wikipedia:Nerf|Nerf]].<br />
<br />
====Yehat====<br />
*'''Beep-eep''' could refer to the token sound made by the [[wikipedia:RWile E. Coyote and Road Runner|Road Runner]] in various [[wikipedia:Looney Tunes|Looney Tunes]] animations and products.<br />
*All the rest of their captains' names simply change the first letter.<br />
<br />
====Zoq-Fot-Pik====<br />
*'''RinTin''' is likely named after the famous movie dog [[wikipedia:Rin Tin Tin|Rin Tin Tin]].<br />
*'''TikTak''' is likely a reference to the [[wikipedia:Tic Tac (candy)|Tic Tac]] breath mints or to the children's game [[wikipedia:Tic-tac-toe|Tic-tac-toe]].<br />
*'''TikTok''' may be a reference to the [[wikipedia:Tik-Tok|character of the same name]] from the Land of Oz series.<br />
<br />
==Ship Designs==<br />
*The '''[[Arilou]]'s [[Skiff]]''' vessel is reminiscent of the 'traditional' flying saucers or UFO's.<br />
*The '''[[Earthling]] [[Cruiser]]''' seems to be inspired by the Federation Starships from [[wikipedia:Star Trek|Star Trek]].<br />
*The '''[[Ilwrath]] [[Avenger]]''' shares the same approximate configuration as both the [[wikipedia:Klingon starships|Klingon Bird-of-Prey]] and the [[wikipedia:Romulan starships|Romulan Warbird]] from Star Trek.<br />
*The '''[[Mmrnmhrm]] [[X-Form]]''' takes inspiration for both of its transformation forms from two popular [[wikipedia:Star Wars|Star Wars]] Rebellion fighters -- the [[wikipedia:X-Wing|X-Wing]] and the [[wikipedia:Y-Wing|Y-Wing]], respectively.<br />
*The '''[[Syreen]] [[Penetrator]]''' is shaped after the [[wikipedia:V-2 rocket|V-2 rocket]], and a dildo.<br />
*The '''[[Ur-Quan Kzer-Za|Ur-Quan]] [[Dreadnought]]''' seems to be inspired by the [[wikipedia:Battlestar Galactica (ship)|Battlestar command ships]] from Battlestar Galactica.<br />
*The '''[[VUX]] [[Intruder]]''' looks very similar to the D7 class Klingon starship.<br />
*The '''[[Chmmr]] [[Avatar]]''' looks similar to [[wikipedia:Vic Viper|Vic Viper]] of the [[wikipedia:Gradius series|Gradius series]] (the ZapSats may replace the option pods). The ZapSats also strongly resemble the Uhl Weapon from Starflight II, though it did not have the two mouse-like ears.<br />
<br />
==Star and constellation names==<br />
According to the [[HyperSpace]] starmap, the names for the HyperSpace stars and constellations were taken from "traditional astronomical designations." These are the in-game star and constellation names that don't directly correspond to real life astronomical designations. Others such as Lalande and Wolf, while not the name of actual constellations, appear to be derived from astronomical designations.<br />
*'''Almagest''' is a reference to the [[Wikipedia:Almagest|Almagest]], an astronomical treatise written by [[Wikipedia:Ptolemy|Claudius Ptolemaius]] and describing his geocentric theory.<br />
*'''Arianni''' may be a reference to the "inner earth people" with the same name mentioned in a purported [http://www.reversespins.com/byrd.html missing diary] of [[wikipedia:Admiral Byrd|Admiral Byrd]]. Alternative origins may be Arianna Reiche ([[Paul Reiche III]]'s daughter), the [[Wikipedia:Ariane (rocket)|Ariane rockets]], which were the primary launch vehicle of the European Space Agency in the latter portion of the 20th century, the planet [http://www.startrek.com/startrek/view/library/places/article/69410.html Ariannus] from the original [[Wikipedia:Star Trek|Star Trek]], the [[wikipedia:Arianism|Arianist]] religious doctrine, the [[wikipedia:Aryan|Arian/Aryan]] (Proto-Indo-European) people or the ancient Greek historian [[wikipedia:Arrian|Arrian]].<br />
*'''Brahe''' is a reference to [[Wikipedia:Tycho Brahe|Tycho Brahe]], the famous Danish astronomer of the 16th century.<br />
*'''Cerenkov''' is a reference to [[Wikipedia:Pavel Alekseyevich Cherenkov|Pavel Alekseyevich Cherenkov]], a Soviet physicist and Nobel laureate.<br />
*'''Chandrasekhar''' is a reference to the Indian-American astrophysicist [[Wikipedia:Subrahmanyan Chandrasekhar|Subrahmanyan Chandrasekhar]], famous for his work on stellar evolution and black holes.<br />
*'''Copernicus''' is a reference [[Wikipedia:Nicolaus Copernicus|Nicolaus Copernicus]], the polish astronomer who proposed the sun was the center of the solar system.<br />
*'''Gorno''' is a possible reference to the [[Wikipedia:Gorn|Gorn]], a race in [[Wikipedia:Star Trek|Star Trek]].<br />
*'''Hyginus''' is a reference to the attributed author of [[Wikipedia:Poeticon astronomicon|Poeticon astronomicon]].<br />
*'''Hyperion''' is a reference to the main setting of Dan Simmons' [[wikipedia:Hyperion Cantos|Hyperion Cantos]]; in turn, the denomination is taken from the name of the mythological Titan [[wikipedia:Hyperion (mythology)|Hyperion]].<br />
*'''Illuminati''' is a reference to a variety of conspiracy theories, especially those of the [[Wikipedia:Illuminati|Bavarian Illuminati]].<br />
*'''Kepler''' is a reference to [[Wikipedia:Johannes Kepler|Johannes Kepler]] who discovered the three laws of planetary motion.<br />
*'''Klystron''' is a reference to a kind of vacuum tube used in early radar systems.<br />
*'''Lalande''' is a reference to the french astronomer [[wikipedia:Jérôme_Lalande|Jérôme Lalande]].<br />
*'''Lentilis''' is probably a reference to the Lentili from David Brin's short story [[Wikipedia:Sshhh ...|Sshhh ...]].<br />
*'''Lipi''' is possibly a misspelling of "[[wikipedia:Lupus (constellation)|Lupus]]", an existing constellation.<br />
*'''Maksutov''' is likely a reference to the [[Wikipedia:Maksutov telescope|Maksutov telescope]] invented by the Russian optician [[Wikipedia:Dimtri Maksutov|Dimtri Maksutov]].<br />
*'''Mersenne''' is a reference to [http://www-groups.dcs.st-and.ac.uk/~history/Mathematicians/Mersenne.html Marin Mersenne] a Minim friar who lived in France from 1588-1648 and was a major founder of number theory.<br />
*'''Metis''' is a [[wikipedia:Metis (moon)|moon of Jupiter]], and correspondingly a [[wikipedia:Metis (mythology)|character]] in Greek mythology.<br />
*'''Olber''' is likely a reference to [[Wikipedia:Heinrich Wilhelm Olbers|Heinrich Wilhelm Olbers]], a German astronomer.<br />
*'''Organon''' is likely a reference to either Francis Bacon's book [[Wikipedia:Novum Organum|The New Organon]] or Aristotle's [[Wikipedia:Organon|Organon]], after which Bacon's book was named. Alternatively it could be a reference to [[Wikipedia:Organia|Organia]], an important location in [[Wikipedia:Star Trek|Star Trek]], or to the [[Wikipedia:Organa family|Organa family]] in the [[Wikipedia:Star Wars|Star Wars]] universe.<br />
*'''Ptolemae''' is a reference to [[Wikipedia:Ptolemy|Claudius Ptolemaius]], an ancient astronomer whose Geocentric views Copernicus replaced. <br />
*'''Raynet''' is possibly a misspelling of "[[wikipedia:Wolf-Rayet|Rayet]]", an existing astronomical designation. It could also be a reference to British amateur radio network [[Wikipedia:RAYNET|RAYNET]].<br />
*'''Saurus''' is possibly a reference to [[wikipedia:Eden Phillpotts|Eden Phillpotts]] novel ''Saurus''. It is also similar to the Greek word for "reptile". <br />
*'''Squidi''' <br />
*'''Vitalis''' <br />
*'''Wolf''' is a possible reference to the german astronomer [[Wikipedia:Max_Wolf|Max Wolf]].<br />
*'''Zeeman''' is possibly a reference to the physicist [[Wikipedia:Pieter Zeeman|Pieter Zeeman]] for whom a [[Wikipedia:Zeeman (crater)|crater]] on the moon is named.<br />
<br />
==Other==<br />
*'''[[Leyland Gravity Whip]]s''' are named after Robert Leyland, a Toys For Bob programmer.<br />
<br />
*The name and appearance of most '''[[Table of bio types|bio types]]''' found on planets originate in some way from real (living or not) things. The less obvious ones are listed below:<br />
**'''Roto-Dendron''' is likely a [[wikipedia:Portmanteau|portmanteau]] of "[[wikipedia:Roto|roto]]" and "[[wikipedia:Rhododendron|rhododendron]]" (the name of a real plant).<br />
**'''Macrocilla''' is probably a misspelling of "macrocilia", i.e. macroscopic [[wikipedia:Cilium|cilia]].<br />
**In '''Splort Wort''', "splort" is an onomatopoeia for the shooting of a liquid, and "wort" is old English for "herb".<br />
**The '''Bug-Eyed Bait''' resembles a worm, and indeed, worms are used as bait in fishing. Also, the large eyes of the creature justify the epithet "bug-eyed".<br />
<br />
*The Pkunk Fury tactic of rotating while firing in all directions is refered to in the Star Control II manual as '''Death Blossom'''; this term originates from the movie [[wikipedia:The Last Starfighter|The Last Starfighter]] where it is used to describe a similar manoeuvre.<br />
<br />
*Talana's uniform is near-identical to Princess Leia's slave outfit from [[wikipedia:Star_Wars_Episode_VI:_Return_of_the_Jedi|The Return of the Jedi]].<br />
<br />
*Hellbore Cannons are a reference to Keith Laumer's [[wikipedia:Bolo_%28tank%29#Bolo_offensive_systems|Bolos]] or perhaps the weapons used by the Hydrans in the game [[wikipedia:Star_Fleet_Universe|Star Fleet Battles]].<br />
<br />
==Notes and references==<br />
{{note|1}}''From part two of Matt Barton's [http://www.youtube.com/watch?v=MuLGjRuaCC4 video interview] with [[Paul Reiche III]] and [[Fred Ford]]:<br />
::In general, we would create a ship through illustrations, and usually through paper illustrations, and then implement powers that made sense for it and that were cool and then afterwards, we'd sort of backwards think about "Now, who's flying this ship?", you know, "This ship sort of has this odd, robotic kind of pop look to it, so maybe like someone who looks like Devo is flying it." And so the Androsynth evolved out of this strange like "Wouldn't it be cool if Devo was flying spaceships.".<br />
{{note|2}}[[Paul Reiche III]] explained the connection between the Androsynth and his own "friendships with openly gay folks" in an [http://uqm.stack.nl/forum/index.php?topic=2719.msg34333#msg34333 email exchange with a fan].<br />
{{note|3}}{{IRC1998}}<br />
::<Manta> Fwiffo: Has anyone ever brought up parallels between Babylon 5 and Star Control?<br><br />
::<Fwiffo> Babylon 5 causes a certain amount of stomping around the office screaming.<br><br />
::<Fwiffo> Babylon 5 steals from us. We steal from known space.<br><br />
::<Fwiffo> And Larry in known space steals from others.<br />
<br />
==See Also==<br />
*[[References to Star Control in other works]]<br />
<br />
[[Category:About the Star Control series]]<br />
[[Category:Trivia]]</div>Zeracleshttps://wiki.uqm.stack.nl/index.php?title=Walkthrough&diff=26326Walkthrough2012-03-11T03:57:02Z<p>Zeracles: /* Portal Spawner */</p>
<hr />
<div>==About This Walkthrough==<br />
<br />
For a linear game, the structure of a walkthrough is simple: it consists of step-by-step instructions. The Ur-Quan Masters is not linear. Instead, multiple plot lines advance simultaneously (some of them entirely without the player's intervention). This walkthrough is structured to reflect that aspect of the game. If you don't know what you need to do to advance the plot, if you're missing some critical piece of information, you can probably find it here. But this is not a step-by-step guide to beating The Ur-Quan Masters.<br />
<br />
Plot spoilers have been kept to a minimum, in hopes that the game will be able to reveal itself to you as the creators intended.<br />
<br />
==Starting The Ur-Quan Masters==<br />
<br />
{{hint|Save your game on a regular basis. Keeping multiple saves will let you go further back if you make a mistake without realizing it. If you use a lot of saves, be sure to familiarize yourself with the interface for selecting which one to load. It shows the in-game date of the save, the position of your ship and other information to help you choose your load point more easily.}}<br />
<br />
{{hint|If you want to depend as little as possible on this walkthrough, keep a notebook (a single sheet of paper is not remotely enough) to record what you learn from the people you talk to. The story can drive itself without needing too much slow planet-by-planet exploration, and it can be more satisfying to make progress without referring to outside sources like this guide.}}<br />
<br />
Upon first starting the game, you will be at the edge of our solar system, called [[Sol]].<br />
<br />
*You will find [[Earth]] (the third planet) surrounded by a red shield. In addition to the [[Luna|Moon]], there is a space station orbiting the Earth. When you approach, a drone will fly out and converse with you. Upon reaching the station, you can make contact with [[Hayes]], who will tell you that the station needs radioactive minerals and that you can find them on [[Mercury]].<br />
*Go to Mercury, scan it and dispatch a [[Lander]] to collect the radioactive (orange) minerals. Mercury is inhospitable, so it is advisable to land near the minerals and return to the ship (use the escape or secondary fire key) as soon as you have acquired the radioactives. If the Lander is destroyed, you can go back to Earth and get another from Hayes.<br />
<br />
{{hint|Radioactive materials can also be found on the moons of [[Jupiter]], which are less dangerous than Mercury.}}<br />
<br />
{{hint|[[Lander Hints]] can provide more suggestions on gathering resources using the lander.}}<br />
<br />
{{hint|The trip to Mercury is a bit tedious. At the beginning of the game your ship is really slow at first. As you acquire more [[RU]] (Resource Units) and better technology from [[Melnorme]], you will be able to make it faster, better at turning, and stronger in combat.}}<br />
<br />
*Take the radioactives back the [[Earth_Starbase|Starbase]] and give them to Commander Hayes. He will send you to the moon.<br />
<br />
*Scanning the moon, you will notice that the "Energy" scan has detected something. Dispatch a Lander and investigate.<br />
<br />
*When you get back to Earth and talk to Hayes, you will be interrupted by an [[Avenger|Ilwrath Avenger]], which attacks your ship.<br />
<br />
{{hint|[[Fighting Hints]] can provide suggestions on dealing with space combat.}}<br />
<br />
*After you have defeated the Avenger, Hayes will arrange to configure the Starbase to maintain and upgrade your ship.<br />
<br />
At this point, the linear portion of the game is over. The rest of this walkthrough consists of instructions for intermediate objectives, including acquiring items, forming alliances with other races, and instigating various events.<br />
<br />
==Gaining Allies==<br />
Some of the aliens you encounter can be convinced to help you. In some cases, this means a formal alliance: they send a delegation to Earth and you can build their race's ships at the [[Starbase]]. In other cases, they will give you a few ships but you will not be able to build them yourself.<br />
<br />
Most of these alliances are optional, but you may find them useful. Check the [[Walkthrough#Final Mission|final mission]] section for a list of required alliances.<br />
<br />
===The Spathi===<br />
<br />
*To communicate with the [[Spathi]], [[the Captain]] must learn their secret cypher, either by meeting [[Fwiffo]] on Pluto, or by buying information from the [[Melnorme]].<br />
*Once the captain knows the cypher, he can find the [[The Safe Ones|Spathi leaders]] on Epsilon Gruis Ia (241.6 : 368.7). Give them the secret cypher and ask them to join your alliance. They will require that you prove yourself by eliminating the '[[Evil Ones]]' from their historic homeworld, Epsilon Gruis I.<br />
*Land, eliminate the Evil Ones, and collect the biological information that they leave.<br />
*Return to Epsilon Gruis Ia. The Spathi will thank you and ask you to come back later. As usual in this kind of situation, it does not matter how much game time passes before you return. Start another dialogue with them and they will ally themselves with you.<br />
<br />
===The Pkunk===<br />
Any [[Pkunk]] you meet will be friendly. They will direct you to their homeworld, Gamma Krueger I (052.2 : 052.5). When you get there, they will offer you the [[Clear Spindle]] and you can convince them to give you four [[Fury]] ships. You can never build these ships at the Starbase.<br />
{{hint|Make sure that you have four empty spaces in your fleet when you visit the Pkunk homeworld. If you don't want the Fury ships, you can scrap them later for RU}}<br />
<br />
===The Orz===<br />
You can make a formal alliance with the [[Orz]] just by conversing with them in space. They can be found near their homeworld, Gamma Vulpeculae I (371.3 : 253.7).<br />
<br />
===The Shofixti===<br />
Making an alliance with the [[Shofixti]] is a more complicated process.<br />
<br />
*(Optional) Visit [[ZEX]] of the [[VUX]] at his private planet, Alpha Cerenkov I (422.1 : 198.6). (The [[Melnorme]] can tell you where to find him.) He offers to give you the remaining female Shofixti if you bring him a certain [[VUX_Beast|legendary monster]].<br />
*Capture the beast at [[Delta_Lyncis|Delta Lyncis I]] (570.4 : 979.5). This is difficult unless your Lander has been upgraded by the Melnorme.<br />
*Bring the creature to ZEX at Alpha Cerenkov I (422.1 : 198.6).<br />
*Land on the planet's surface and retrieve the [[Shofixti Maidens]].<br />
*Take them to the Delta Gorno system (290.8 : 026.9), where you can find Tanaka, a male Shofixti piloting a [[Scout|Shofixti Scout]]. He will attack you. Flee repeatedly (this consumes a good deal of fuel, so be sure you have enough) until he realizes you're not the enemy. The fastest way to gain his trust is to insult him (the Melnorme hint at this).<br />
*Once he trusts you, you can give him the maidens, and two months later, the Shofixti will arrive at Earth and ally themselves with you.<br />
<br />
{{hint|If you kill Tanaka, his brother [[Katana]] will appear in the system. Katana can also be used to repopulate the Shofixti species.}}<br />
<br />
The [[Shofixti]] are very useful allies. Once they join your alliance, the [[Crew_cost|crew cost]] goes down by 2 credits.<br />
<br />
{{hint|If you lose a thousand or more crew, the cost per crewman will increase from 3 to 5. If the Shofixti ally with you before this point, the cost will be 1 RU per crewman from then on (regardless of how many you lose). If the RU cost has already increased due to crew loss, the Shofixti will permanently set it to 3 RUs.}}<br />
<br />
===The Yehat===<br />
<br />
Take a Shofixti Scout to [[Yehat]] space (near Gamma Serpentis I (492.3 : 029.4)) and show it to a Yehat pilot in a hyperspace or in a planetary system. A civil war will begin, and one side will be happy to supply you with four Yehat [[Terminator]]s whenever you meet them in space. The other side is hostile, and there is no way to tell the difference until you talk, so be prepared to fight.<br />
<br />
There is no way to make a formal alliance with the Yehat.<br />
<br />
===The Zoq-Fot-Pik===<br />
<br />
To recruit the [[Zoq-Fot-Pik]], go to their homeworld at Alpha Tucanae I (400.0 : 543.7). The Zoq-Fot-Pik willingly join your alliance. (You can find out where they are by investigating Rigel after Hayes tells you about a transmission from that direction)<br />
<br />
{{hint|The journey to to Alpha Tucanae is hazardous. You need to be able to out-run or out-gun the Ur-Quan ships in the vicinity.}}<br />
<br />
===The Arilou===<br />
The [[Arilou]] will not make a formal alliance directly, but they will provide you with some of their [[Skiff]] vessels if you complete the process to acquire the [[Walkthrough#Portal Spawner|Portal Spawner]] device. The Skiffs are waiting for you when you return to the Starbase.<br />
<br />
===The Syreen===<br />
<br />
*Go to a [[Shattered World]] and collect the [[Egg Fragments]]. There are three Shattered Worlds to choose from: Beta Copernicus I (600.8 : 263.1), Gamma Brahe I (635.4 : 272.9), and Gamma Scorpii I (647.9 : 206.2).<br />
*Either (a) go to the Mycon Homeworld at Epsilon Scorpii (629.1 : 220.8) and ask about the Egg Fragments, or (b) buy information on the Syreen from a [[Melnorme]] trader.<br />
*Go to Betelgeuse I (412.5 : 377.0) and make contact with the [[Syreen]] at the orbiting station. Ask her about Syra and show her the Egg Fragments.<br />
*Take the Syreen Shuttle to Epsilon Camelopardalis 1a (593.7 : 393.7, deep in Ur-Quan space). Dispatch a Lander to the energy signature.<br />
*Go to Talana to finalize the plans. Your role is to give the [[Mycon]] information that will lure them into her trap.<br />
*Go to the Mycon homeworld (Epsilon Scorpii I, 629.1 : 220.8) and persuade Mycon to move to Organon, in accordance with Talana's instructions.<br />
*At this point, you may need to wait some time before continuing the process. You can view the Mycon's progress on the Starmap.<br />
*Return to Betelgeuse and talk to Talana. She will make a formal alliance with you, and you will be able to build Syreen ships at the Starbase.<br />
<br />
{{hint|Unlike other alien races, [[Hayes|Commander Hayes]] will not inform you that the Syreen have joined your Alliance. However, their ships will be available for you to build.}}<br />
{{hint|While the Mycon fleet is out of position, you can steal the [[Walkthrough#Mycon Sun Device|Sun Device]] from Beta Brahe I (639.5 : 231.2)}}<br />
<br />
===The Thraddash===<br />
<br />
*Go to the [[Thraddash]] territory (Draconis/Apodis constellation) and wait until a ship shows up in HyperSpace.<br />
*Attack the Thraddash and keep doing this until you have destroyed at least 25 of their ships.<br />
*The Thraddash will be impressed with your "fighting skills" and respect and admire you and ask you if you could create their new culture.<br />
*if you steal the Aqua Helix before destroying the 25 ships and making the Thraddash your ally then you will not be able to do so.<br />
{{hint|Neither the Thraddash nor Commander Hayes will tell you that you have become allies, but you will be able to build their Torch ships.}}<br />
{{hint|You can then go to Zeta Draconis and they will let you explore the surface and you can steal the Aqua Helix.}}<br />
<br />
===The Supox and the Utwig===<br />
[[Walkthrough#Ultron|Fix the Ultron]] and bring it to an [[Utwig]] space. Find a captain in space or at their home planet (taking it to Zeta Hyades VIb (850.0 : 937.2) does not work) and show him the repaired Ultron. He will take it, and the [[Supox]] and Utwig will both make formal alliances with you immediately.<br />
<br />
===The Chmmr===<br />
<br />
*First, complete the '''Ilwrath Removal''' quest.<br />
*Take the Sun Device to [[Procyon]] (074.2 : 226.8) and orbit the slave-shielded world (planet II). Use the Device.<br />
*The [[Chmmr]] will emerge, and if you do not already have the Talking Pet and/or the Precursor Bomb, they will instruct you to acquire them. In the meantime, they will ally with you formally and provide you with the Avatar designs.<br />
*When you return with the Talking Pet and the Bomb (or, if you already had them, immediately) they will provide you with infinite RU and equip you with the Improved Precursor Bomb. You are now ready to begin the [[walkthrough#Final_Mission|final mission]].<br />
<br />
==Collecting Devices==<br />
<br />
With a few exceptions, these devices can be collected in almost any order. The order in which they appear here is mostly arbitrary and un-motivated. <br />
<br />
===Umgah Caster===<br />
<br />
Make a formal alliance with [[Walkthrough#The Spathi|the Spathi]], and wait several months for them to disappear from the Starmap. [[Hayes]] will also inform you of their disappearance. Once they have disappeared, you can pick up the [[Umgah Caster]] from Epsilon Gruis Ia.<br />
<br />
===Portal Spawner===<br />
<br />
*Go to Alpha Pavonis VII (056.2 : 800.0) and retreive the warp pod from the wreckage of the Ur-Quan [[Dreadnought]]. (The Umgah, Thraddash or Melnorme can tell you to look there; the Arilou will directly point it out to you)<br />
*For the three days from the 17th through the 19th of each month, a naturally-occurring portal will be open at the coordinates 043.8 : 637.2, not far from Gamma Circini. Go through the portal to [[Quasispace]].<br />
*Navigate to the Arilou Homeworld, [[Falayalaralfali]], in the upper right region of Quasispace.<br />
*The Arilou will use the warp pod to make a [[Portal Spawner]] for your flagship. If you return to HyperSpace without the portal spawner, the naturally-occurring portal remains your only route to QuasiSpace.<br />
<br />
===Sun Device===<br />
<br />
The [[Sun Device]] is located on Beta Brahe I (639.5 : 231.2), but it is guarded by a large (infinite, in fact) fleet of [[Mycon]] [[Podship]]s. To acquire it, follow the steps to form an alliance with [[Walkthrough#The Syreen|the Syreen]], and either visit Beta Brahe I while they are away or after they come back. If you wait for them to come back, you still have to fight them, but the fleet deployed at Beta Brahe I is finite, and can be destroyed so that you can pick up the Sun Device.<br />
<br />
===Clear Spindle===<br />
The [[Clear Spindle]] can be obtained when you visit the [[Walkthrough#The Pkunk|Pkunk]] homeworld, Gamma Krueger I (052.2 : 052.5).<br />
<br />
===Rosy Sphere===<br />
<br />
You can purchase the [[Rosy Sphere]] (needed for the Ultron) from the Druuge at the Zeta Persei (946.9 : 280.6) star system. The cost is 100 crew or one [[Mycon]] [[Deep Child]] fragment or the Burvix Caster. If you have not already shown your Egg Fragment to Talana, you should do so before you trade it away to the Druuge.<br />
<br />
===Aqua Helix===<br />
The [[Aqua Helix]] is one of three devices needed to repair the [[Ultron|Broken Ultron]] for the [[Utwig]]. There are 3 ways to obtain it:<br />
#Tell the [[Thraddash]] (Delta Draconis I (253.5 : 835.8)) to attack the Ur-Quan's enemies, then go to Zeta Draconis (277.6 : 867.3) while the fleet is gone.<br />
#Take the Umgah Caster to the Ilwrath and command them to attack the Thraddash. The Thraddash will be too busy fighting the Ilwrath to stop you from taking the Helix.<br />
#If you manage to destroy 25 Thraddash ships (ships destroyed at their worlds don't count), they will admire and respect you and form a new culture to fit your example. After doing this, you may travel to Zeta Draconis and retrieve the artifact unharmed.<br />
<br />
===Ultron===<br />
<br />
*Make contact with the [[Supox]] (near Beta Librae I (741.4 : 912.4)). The Supox will give you the Broken Ultron. In addition, you will need the [[Walkthrough#Clear Spindle|Clear Spindle]], the [[Walkthrough#Aqua Helix|Aqua Helix]] and the [[Walkthrough#Rosy Sphere|Rosy Sphere]]. These four items can be acquired in any order.<br />
*Combine the Broken Ultron with the other three items by "using" them in your device list after acquiring the Broken Ultron.<br />
<br />
===Precursor Bomb===<br />
<br />
*When you give the repaired Ultron [[Walkthrough#The Supox and the Utwig|to the Utwig]], they will tell you to go to Zeta Hyades VIb (850.0 : 937.2) to retrieve the powerful Precursor Bomb device.<br />
*When you arrive, you will have to fight a small contingent of [[Druuge]] [[Maulers]] before you can dispatch a Lander to the surface to pick up the bomb.<br />
<br />
===Taalo Shield===<br />
The [[Taalo Shield]] is a device that stops the [[Dnyarri]] from being able to control your mind. Since you will get a [[Dnyarri]] soon, this device is important.<br />
*Go to Delta Vulpeculae 2c (372.1 : 261.9), in Orz space. The Shield is on 2c, a moon in this system. It is guarded by Orz, but they will allow you through if you are friendly.<br />
<br />
===Talking Pet===<br />
This creature was discovered by the Arilou and restored by the Umgah, who also accidentally unlocked the mental powers that are totally suppressed in most [[Talking Pet|Talking Pets]].<br />
*First, go to the Arilou homeworld in QuasiSpace, and ask them about the talking pet.<br />
*Bring the Taalo Shield to Beta Orionis (197.8 : 596.8). The Talking Pet will try to have you kill yourself, but the Taalo Shield will stop him. He then summons several Umgah to attack you. Fight off the Umgah Drones.<br />
*Once the Drones are defeated, you can take the Talking Pet. The grateful Umgah will hail you as a hero, give you 500 biological data units as a reward... then immediately attack you, since heroes are boring. To make the attack interesting, they will graciously give you several Umgah Drones-take them and run!<br />
<br />
==Other Quests==<br />
<br />
===Burvix Caster===<br />
This device is an alternative to the Umgah Caster. The [[Melnorme]] can tell you about the [[Burvixese]] and where to find their homeworld.<br />
*Go to Arcturus (964.5 : 579.1). The Caster is on a moon orbiting the first planet.<br />
<br />
{{hint|Once you acquire the Umgah Caster, a better use for this Caster surfaces: Load up the Flagship with empty High-Efficiency Fuel Tanks and go to Zeta Persei. The Druuge will fill your fuel tanks to the brim in exchange for the Burvix Caster. This fuel can be used or returned to the Starbase for a huge amount of RUs.}}<br />
<br />
{{hint|The Burvix Caster can also be exchanged for the Rosy Sphere, one of the replacement parts for the Ultron. This is one of several ways to acquire the device.}}<br />
<br />
{{hint|You cannot perform either trade if you have already completed the mission to acquire the Precursor Bomb as the Druuge will be hostile to you from that point on.}}<br />
<br />
===Ilwrath Removal===<br />
*First, acquire one of the hypercasters:<br />
** the [[Burvixese Hyperwave Broadcaster]] or<br />
** the [[Umgah HyperWave Broadcaster|Umgah Caster]] from the [[Walkthrough#The_Spathi|Spathi]] ally quest.<br />
<br />
*Go to the [[Ilwrath]] home system Alpha Tauri (022.9 : 366.6) and use the Umgah Caster. They will believe you to be the twin gods Dogar and Kazon, allowing you to command them to stop attacking the Pkunk.<br />
The Ilwrath will attack the Thraddash, and the battle will annihilate both the Ilwrath AND the Thraddash Fleets.<br />
<br />
===Slylandro Probes===<br />
<br />
The Slylandro Probes belong to a race of creatures that live in a gas giant, Beta Corvi IV ( 033.3 : 981.2 ). You can learn about them from the Melnorme, who sell the location of their homeworld as "information about current events." In addition, the Thraddash and Zoq-Fot-Pik can both tell you what general direction the probes are coming from.<br />
<br />
If you go directly to the Slylandro homeworld at Beta Corvi IV at 033.3 : 981.2, you will be unable to convince them that the probes are harmful. (You can ask about the probes as much as you like, but you will not be offered the option of informing them that the probes are attacking ships.) As soon as you have encountered and talked to a probe, however, all dialogue options open.<br />
<br />
If you convince them that the probes are destroying ships, The Slylandro will give you a code to destroy any probe you meet. If you destroy the probes with the code you still get the RU.<br />
<br />
The next time you return to Beta Corvi IV (even if it is immediately after you leave with the code), the Slylandro will inform you that they have succeeded in reprogramming a probe to seek out other probes and order them to self-destruct. From this point on, the number of probes will go down until you will no longer encounter them in the game.<br />
<br />
==Final Mission==<br />
<br />
To initiate the final mission, you will need the [[Walkthrough#Sun Device|Sun Device]], [[Walkthrough#Precursor Bomb|Precursor Bomb]] and [[Walkthrough#Talking Pet|Talking Pet]] in your cargo hold. Take these to Procyon II and use the Sun Device while in orbit. When you regain control of the Flagship, you will appear back at the Starbase around Earth.<br />
<br />
Equip your ship and fly to the location of the Sa-Matra at Delta Crateris (620.0 : 593.5). Use your Talking Pet to confuse the large Ur-Quan fleet preventing your approach to the Sa-Matra. Following this, only six Ur-Quan ships will stand between you and the Sa-Matra &mdash; three [[Ur-Quan Kzer-Za]] [[Dreadnought]]s and three [[Ur-Quan Kohr-Ah]] [[Marauder]]s. After defeating them, you may be supplied with as many [[Pkunk]] [[Fury|Furies]] and [[Yehat]] [[Terminator]]s as you can carry (up to four of each). The appearance of these reinforcements is dependent upon you starting the [[Walkthrough#The Yehat|Yehat civil war]]. <br />
<br />
Finally, you will have to perform two daunting tasks &mdash; the first, eliminating the eight shield generators that power a force field protecting the only entrance to the Sa-Matra, which sits guarded inside a cocoon of asteroids. While trying to eliminate these shield generators, you will be chased and harried by flaming, homing fireballs/comets of some kind, and small green blobs that, rather than shoot at you, simply bump into you causing a small amount of damage but a transferring a lot of momentum. The Pkunk Fury is well capable of flying around and eluding these slower adversaries, and its main weapon is ideal for strafing runs on the shield generators. You may want to fly around first so all the fireballs and green blobs come out of the Sa-Matra, so you don't have to worry about them coming out right next to you. Note that it is possible to destroy the fireballs and green blobs with your weapons. However, if any of the shield generators are still intact, the Sa-Matra will automatically send out new ones to replace those you've destroyed.<br />
<br />
Your second task will be to rush your bomb-laden Flagship into the asteroid shell for the final blow against the Ur-Quan. One approach is to rely on luck, that your Flagship gets a good initial placement in the battle when it's sent in, and filling the Flagship with as many full crew pods to survive the onslaught of the green blobs and fireballs. A second approach is to first use any remaining ships in your fleet to destroy any fireballs and green blobs left over from the first task. Since all the shield generators have been destroyed by this point, these will not be replaced when they are destroyed. With all the fireballs and green blobs destroyed, it is very easy to maneuver your Flagship into position to destroy the Sa-Matra. When you enter the asteroid shell with your Flagship, you will automatically activate the bomb and get away with the escape pod. Now enjoy the ending movie. :-)<br />
<br />
==Other Useful Information==<br />
<br />
===The Melnorme Traders===<br />
Melnorme Traders are present at every super-giant star system in the game -- if you don't see them when you reach the system, check the planets or wait for them to come out into view. Also, if your ship runs out of fuel and is dead in the water, a Trader will appear and offer to help. Furthermore, if you use either the Umgah or Burvix Caster while in hyperspace, a Trader vessel will come looking for you.<br />
<br />
===Mineral-Rich Worlds===<br />
*''Overall list'': [[List_of_top_mineral_planets | List of the Richest Mineral Worlds]]<br />
*''Early game list'': [[List_of_top_early_mineral_planets | List of Early Game Mineral Worlds]]<br />
<br />
===Biological-Rich Worlds===<br />
*''Overall list'': [[List_of_top_biological_planets | List of the Richest Biological Worlds]]<br />
*''Early game list'': [[List_of_top_early_biological_planets | List of Early Game Biological Worlds]]<br />
<br />
===Rainbow Worlds===<br />
#(862.5 : 700.0) [[Alpha Andromedae]] I<br />
#(766.6 : 866.6) [[Beta Leporis]] I<br />
#(039.5 : 745.8) [[Beta Pegasi]] I<br />
#(853.4 : 879.7) [[Gamma Aquarii]] I<br />
#(602.0 : 297.9) [[Gamma Kepler]] I<br />
#(741.6 : 508.3) [[Gamma Reticuli]] I<br />
#(996.0 : 904.2) [[Groombridge]] I<br />
#(283.6 : 785.7) [[Epsilon Draconis]] I<br />
#(543.7 : 827.0) [[Epsilon Lipi]] I<br />
#(468.1 : 091.6) [[Zeta Sexantis]] I<br />
<br />
''More information'': [[Rainbow_World | Rainbow Worlds]]<br />
<br />
==External Links==<br />
[http://www.gamefaqs.com/computer/doswin/game/564589.html GameFAQs set of Star Control 2 walkthroughs]<br />
<br />
<br />
[[Category:FAQs]]</div>Zeracles