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	<updated>2026-04-21T00:29:47Z</updated>
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	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=List_of_devices&amp;diff=32335</id>
		<title>List of devices</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=List_of_devices&amp;diff=32335"/>
		<updated>2015-06-16T22:09:35Z</updated>

		<summary type="html">&lt;p&gt;PsiPhi: rephrased some sentences&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; width=&amp;quot;100&amp;quot;|Appearance&lt;br /&gt;
!width=&amp;quot;180&amp;quot;|Name&lt;br /&gt;
!width=&amp;quot;110&amp;quot;|Location&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot;|How to Acquire&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot;|Purpose&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Aquhelix shrine.png]]&amp;amp;nbsp;[[Image:Aqua helix.png|32px]]&lt;br /&gt;
|[[Aqua Helix]]&lt;br /&gt;
|[[Zeta Draconis I]]&lt;br /&gt;
|Steal from the [[Thraddash]].&lt;br /&gt;
|Needed to repair the [[Ultron]].&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Burvix hyperwave caster.png]]&amp;amp;nbsp;[[Image:Burvix caster cargo.png|32px]]&lt;br /&gt;
|[[Burvixese HyperWave Broadcaster]]&lt;br /&gt;
|[[Arcturus]] I-A&lt;br /&gt;
|Find on the former [[Burvixese]] [[Arcturus I|homeworld]]&#039;s moon.&lt;br /&gt;
|Can be used to impersonate [[Dogar and Kazon]] at [[Alpha Tauri]], to communicate with the [[Chenjesu]] and the [[Mmrnmhrm]] under their slave shield, and to summon the [[Melnorme]] in [[HyperSpace]]. Can be traded to the [[Druuge]] for all the fuel your ship can hold or the [[Rosy Sphere]].&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Clear spindle.png|32px]]&lt;br /&gt;
|[[Clear Spindle]]&lt;br /&gt;
|[[Gamma Krueger I]]&lt;br /&gt;
|Receive from the [[Pkunk]] at their homeworld.&lt;br /&gt;
|Needed to repair the [[Ultron]].&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Egg case planet.png]]&amp;amp;nbsp;[[Image:Egg case cargo.png|32px]]&lt;br /&gt;
|[[Deep Child Egg Case Fragments]]&lt;br /&gt;
|1. [[Syra|Beta Copernicus I]]&amp;lt;br/&amp;gt;2. [[Gamma Scorpii]] I&amp;lt;br/&amp;gt;3. [[Gamma Brahe]] I&lt;br /&gt;
|Find on one of the [[Shattered World]]s.&amp;lt;br/&amp;gt;(3 available)&lt;br /&gt;
|Needed to prove the involvement of the [[Mycon]] in the destruction of [[Syra]] to the [[Syreen]]. Can be traded to the [[Druuge]] for a single [[Mauler]] starship or the [[Rosy Sphere]].&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Glowing rod.png|32px]]&lt;br /&gt;
|[[Glowing Rod]]&lt;br /&gt;
|[[Zeta Persei I]]&lt;br /&gt;
|Trade with the [[Druuge]].&lt;br /&gt;
|None.&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Moon base.png]]&amp;amp;nbsp;[[Image:Moon base cargo.png|32px]]&lt;br /&gt;
|[[Moon Base]]&lt;br /&gt;
|[[Luna]]&lt;br /&gt;
|Visit [[Earth]]&#039;s moon.&lt;br /&gt;
|Must be shown to [[Commander Hayes]] to prove that you dealt with the Hierarchy base on [[Luna]].&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Quasispace portal spawner.png|32px]]&lt;br /&gt;
|[[QuasiSpace Portal Spawner]]&lt;br /&gt;
|[[QuasiSpace]]&lt;br /&gt;
|Receive from the [[Arilou Lalee&#039;lay]] at their [[Falayalaralfali|homeworld]], using the [[Ur-Quan Warp Pod]].&lt;br /&gt;
|Can be used to enter [[QuasiSpace]], from [[HyperSpace]], at the cost of 10 fuel units. Can be traded to the [[Druuge]] for three [[Mauler]] starships and all the fuel your ship can hold, or the [[Rosy Sphere]].&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Rosy sphere.png|32px]]&lt;br /&gt;
|[[Rosy Sphere]]&lt;br /&gt;
|[[Zeta Persei I]]&lt;br /&gt;
|Trade with the [[Druuge]] homeworld.&lt;br /&gt;
|Needed to repair the [[Ultron]].&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Shofixti maidens.png]]&amp;amp;nbsp;[[Image:Shofixti maidens cargo.png|32px]]&lt;br /&gt;
|[[Shofixti Maidens]]&lt;br /&gt;
|[[Alpha Cerenkov]] I&lt;br /&gt;
|Trade with [[Admiral ZEX]] for the [[VUX Beast]].&lt;br /&gt;
|Can be given to [[Tanaka]] or [[Katana]] to revive the [[Shofixti]] species. Can also be traded to the [[Druuge]] for six [[Mauler]] starships, or the [[Rosy Sphere]].&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;height:32px&amp;quot;|&amp;lt;small&amp;gt;&#039;&#039;(no image exists)&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
|[[Slylandro Probe Self-Destruct Code]]&lt;br /&gt;
|[[Source|Beta Corvi IV]]&lt;br /&gt;
|Receive from the [[Slylandro]].&lt;br /&gt;
|Can be used to destroy the [[Slylandro]] [[Probe]]s without a fight. Also, after you acquire the code the Probes&#039; spawning rate starts to decrease and eventually drops to zero.&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Sun device.png]]&amp;amp;nbsp;[[Image:Sun device cargo.png|32px]]&lt;br /&gt;
|[[Sun Device]]&lt;br /&gt;
|[[Beta Brahe]] I&lt;br /&gt;
|Steal from the [[Mycon]].&lt;br /&gt;
|Needed to speed up the completion of the [[Chmmr]] hybridization process.&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Syreen Shuttle.png|32px]]&lt;br /&gt;
|[[Syreen Shuttle]]&lt;br /&gt;
|[[Gaia|Betelgeuse I]]&lt;br /&gt;
|Receive from [[Talana]] at Gaia&#039;s [[Starbase]].&lt;br /&gt;
|Needed to unlock the vault at [[Epsilon Camelopardalis I-A]].&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Taalo shield.png]]&amp;amp;nbsp;[[Image:Taalo shield cargo.png|32px]]&lt;br /&gt;
|[[Taalo Shield]]&lt;br /&gt;
|[[Delta Vulpeculae II-C]]&lt;br /&gt;
|Find on the former [[Taalo]] homeworld.&lt;br /&gt;
|Provides protection from the [[neo-Dnyarri]]&#039;s compulsion.&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Talking Pet cargo.png|32px]]&lt;br /&gt;
|[[Talking Pet (device)]]&lt;br /&gt;
|[[Beta Orionis I]]&lt;br /&gt;
|Capture on the [[Umgah]] homeworld.&lt;br /&gt;
|Needed to drive the [[Ur-Quan]] fleets away from the [[Sa-Matra]] before attacking it.&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Ultron Broken cargo.png|32px]]&amp;amp;nbsp;[[Image:Ultron Perfect cargo.png|32px]]&lt;br /&gt;
|[[Ultron]]&lt;br /&gt;
|&#039;&#039;varies&#039;&#039;&lt;br /&gt;
|Receive from the first [[Supox]] you meet.&lt;br /&gt;
|Must be repaired before being given to the [[Utwig]].&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Umgah hyperwave caster.png]]&amp;amp;nbsp;[[Image:Umgah caster cargo.png|32px]]&lt;br /&gt;
|[[Umgah HyperWave Broadcaster]]&lt;br /&gt;
|[[Epsilon Gruis I-A]]&lt;br /&gt;
|Find after the [[Spathi]] slave-shield their homeworld.&lt;br /&gt;
|Can be used to impersonate [[Dogar and Kazon]] at [[Alpha Tauri]], to communicate with the [[Chenjesu]] and the [[Mmrnmhrm]] under their slave shield, and to summon the [[Melnorme]] in [[HyperSpace]].&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Urquan crash.png]]&amp;amp;nbsp;[[Image:Urquan warp pod.png|32px]]&lt;br /&gt;
|[[Ur-Quan Warp Pod]]&lt;br /&gt;
|[[Alpha Pavonis VII]]&lt;br /&gt;
|Find in a crashed [[Dreadnought]].&lt;br /&gt;
|Can be given to the [[Arilou]] at [[Falayalaralfali]] in exchange for the [[Portal Spawner]].&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Utwig bomb.png]]&amp;amp;nbsp;[[Image:Utwig bomb cargo.png|32px]]&lt;br /&gt;
|[[Utwig Bomb]]&lt;br /&gt;
|[[Zeta Hyades VI-B]]&lt;br /&gt;
|Trade with the [[Utwig]] for the repaired [[Ultron]], then recover from the [[Druuge]].&lt;br /&gt;
|Must be amplified by the [[Chmmr]] for you to be able to destroy the [[Sa-Matra]]. Can also be used to commit suicide.&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Lifez.0.png]]&amp;amp;nbsp;[[Image:VUX beast cargo.png|32px]]&lt;br /&gt;
|[[VUX Beast]]&lt;br /&gt;
|[[Delta Lyncis]] I&lt;br /&gt;
|Capture in a [[Lander]] battle.&lt;br /&gt;
|Can be given to [[Admiral ZEX]] to gain access to the [[Shofixti Maidens]].&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Wimblis trident.png|32px]]&lt;br /&gt;
|[[Wimbli&#039;s Trident]]&lt;br /&gt;
|[[Zeta Persei I]]&lt;br /&gt;
|Trade with the [[Druuge]].&lt;br /&gt;
|None.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All items, located on inhabited worlds, can also be acquired by recovering them after the [[Ur-Quan Kohr-Ah|Kohr-Ah]] have annihilated that world&#039;s inhabitants.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[List of Precursor relics]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists|devices, List of]]&lt;br /&gt;
[[Category:Devices| ]]&lt;/div&gt;</summary>
		<author><name>PsiPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=List_of_devices&amp;diff=32334</id>
		<title>List of devices</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=List_of_devices&amp;diff=32334"/>
		<updated>2015-06-16T22:01:01Z</updated>

		<summary type="html">&lt;p&gt;PsiPhi: adjusting table column widths&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; width=&amp;quot;100&amp;quot;|Appearance&lt;br /&gt;
!width=&amp;quot;180&amp;quot;|Name&lt;br /&gt;
!width=&amp;quot;110&amp;quot;|Location&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot;|How to Acquire&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot;|Purpose&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Aquhelix shrine.png]]&amp;amp;nbsp;[[Image:Aqua helix.png|32px]]&lt;br /&gt;
|[[Aqua Helix]]&lt;br /&gt;
|[[Zeta Draconis I]]&lt;br /&gt;
|Steal from the [[Thraddash]].&lt;br /&gt;
|Needed to repair the [[Ultron]].&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Burvix hyperwave caster.png]]&amp;amp;nbsp;[[Image:Burvix caster cargo.png|32px]]&lt;br /&gt;
|[[Burvixese HyperWave Broadcaster]]&lt;br /&gt;
|[[Arcturus]] I-A&lt;br /&gt;
|Find on the former [[Burvixese]] [[Arcturus I|homeworld]]&#039;s moon.&lt;br /&gt;
|Can be used to impersonate [[Dogar and Kazon]] at [[Alpha Tauri]], to communicate with the [[Chenjesu]] and the [[Mmrnmhrm]] under their slave shield, and to summon the [[Melnorme]] in [[HyperSpace]]. Can be traded to the [[Druuge]] for all the fuel your ship can hold or the [[Rosy Sphere]].&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Clear spindle.png|32px]]&lt;br /&gt;
|[[Clear Spindle]]&lt;br /&gt;
|[[Gamma Krueger I]]&lt;br /&gt;
|Receive from the [[Pkunk]] at their homeworld.&lt;br /&gt;
|Needed to repair the [[Ultron]].&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Egg case planet.png]]&amp;amp;nbsp;[[Image:Egg case cargo.png|32px]]&lt;br /&gt;
|[[Deep Child Egg Case Fragments]]&lt;br /&gt;
|1. [[Syra|Beta Copernicus I]]&amp;lt;br/&amp;gt;2. [[Gamma Scorpii]] I&amp;lt;br/&amp;gt;3. [[Gamma Brahe]] I&lt;br /&gt;
|Find on one of the [[Shattered World]]s.&amp;lt;br/&amp;gt;(3 available)&lt;br /&gt;
|Needed to prove the involvement of the [[Mycon]] in the destruction of [[Syra]] to the [[Syreen]]. Can be traded to the [[Druuge]] for a single [[Mauler]] starship or the [[Rosy Sphere]].&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Glowing rod.png|32px]]&lt;br /&gt;
|[[Glowing Rod]]&lt;br /&gt;
|[[Zeta Persei I]]&lt;br /&gt;
|Trade with the [[Druuge]].&lt;br /&gt;
|None.&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Moon base.png]]&amp;amp;nbsp;[[Image:Moon base cargo.png|32px]]&lt;br /&gt;
|[[Moon Base]]&lt;br /&gt;
|[[Luna]]&lt;br /&gt;
|Visit on [[Earth]]&#039;s moon.&lt;br /&gt;
|Must be shown to [[Commander Hayes]] to prove that you dealt with the Hierarchy base on [[Luna]].&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Quasispace portal spawner.png|32px]]&lt;br /&gt;
|[[QuasiSpace Portal Spawner]]&lt;br /&gt;
|[[QuasiSpace]]&lt;br /&gt;
|Receive from the [[Arilou Lalee&#039;lay]] at their [[Falayalaralfali|homeworld]], using the [[Ur-Quan Warp Pod]].&lt;br /&gt;
|Can be used to create portals from [[HyperSpace]] to [[QuasiSpace]] at will at the cost of 10 fuel units. Can be traded to the [[Druuge]] for three [[Mauler]] starships and all the fuel your ship can hold, or the [[Rosy Sphere]].&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Rosy sphere.png|32px]]&lt;br /&gt;
|[[Rosy Sphere]]&lt;br /&gt;
|[[Zeta Persei I]]&lt;br /&gt;
|Trade with the [[Druuge]] homeworld.&lt;br /&gt;
|Needed to repair the [[Ultron]].&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Shofixti maidens.png]]&amp;amp;nbsp;[[Image:Shofixti maidens cargo.png|32px]]&lt;br /&gt;
|[[Shofixti Maidens]]&lt;br /&gt;
|[[Alpha Cerenkov]] I&lt;br /&gt;
|Trade with [[Admiral ZEX]] for the [[VUX Beast]].&lt;br /&gt;
|Can be given to [[Tanaka]] or [[Katana]] to revive the [[Shofixti]] species. Can also be traded to the [[Druuge]] for six [[Mauler]] starships, or the [[Rosy Sphere]].&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;height:32px&amp;quot;|&amp;lt;small&amp;gt;&#039;&#039;(no image exists)&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
|[[Slylandro Probe Self-Destruct Code]]&lt;br /&gt;
|[[Source|Beta Corvi IV]]&lt;br /&gt;
|Receive from the [[Slylandro]].&lt;br /&gt;
|Can be used to destroy the [[Slylandro]] [[Probe]]s without a fight. Also, after you acquire the code the Probes&#039; spawning rate starts to decrease and eventually drops to zero.&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Sun device.png]]&amp;amp;nbsp;[[Image:Sun device cargo.png|32px]]&lt;br /&gt;
|[[Sun Device]]&lt;br /&gt;
|[[Beta Brahe]] I&lt;br /&gt;
|Steal from the [[Mycon]].&lt;br /&gt;
|Needed to speed up the completion of the [[Chmmr]] hybridization process.&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Syreen Shuttle.png|32px]]&lt;br /&gt;
|[[Syreen Shuttle]]&lt;br /&gt;
|[[Gaia|Betelgeuse I]]&lt;br /&gt;
|Receive from [[Talana]] at Gaia&#039;s [[Starbase]].&lt;br /&gt;
|Needed to unlock the vault at [[Epsilon Camelopardalis I-A]].&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Taalo shield.png]]&amp;amp;nbsp;[[Image:Taalo shield cargo.png|32px]]&lt;br /&gt;
|[[Taalo Shield]]&lt;br /&gt;
|[[Delta Vulpeculae II-C]]&lt;br /&gt;
|Find on the former [[Taalo]] homeworld.&lt;br /&gt;
|Provides protection from the [[neo-Dnyarri]]&#039;s compulsion.&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Talking Pet cargo.png|32px]]&lt;br /&gt;
|[[Talking Pet (device)]]&lt;br /&gt;
|[[Beta Orionis I]]&lt;br /&gt;
|Capture on the [[Umgah]] homeworld.&lt;br /&gt;
|Needed to drive the [[Ur-Quan]] fleets away from the [[Sa-Matra]] before attacking it.&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Ultron Broken cargo.png|32px]]&amp;amp;nbsp;[[Image:Ultron Perfect cargo.png|32px]]&lt;br /&gt;
|[[Ultron]]&lt;br /&gt;
|&#039;&#039;varies&#039;&#039;&lt;br /&gt;
|Receive from the first [[Supox]] you meet.&lt;br /&gt;
|Must be repaired before being given to the [[Utwig]].&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Umgah hyperwave caster.png]]&amp;amp;nbsp;[[Image:Umgah caster cargo.png|32px]]&lt;br /&gt;
|[[Umgah HyperWave Broadcaster]]&lt;br /&gt;
|[[Epsilon Gruis I-A]]&lt;br /&gt;
|Find after the [[Spathi]] slave-shield their homeworld.&lt;br /&gt;
|Can be used to impersonate [[Dogar and Kazon]] at [[Alpha Tauri]], to communicate with the [[Chenjesu]] and the [[Mmrnmhrm]] under their slave shield, and to summon the [[Melnorme]] in [[HyperSpace]].&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Urquan crash.png]]&amp;amp;nbsp;[[Image:Urquan warp pod.png|32px]]&lt;br /&gt;
|[[Ur-Quan Warp Pod]]&lt;br /&gt;
|[[Alpha Pavonis VII]]&lt;br /&gt;
|Find in a crashed [[Dreadnought]].&lt;br /&gt;
|Can be given to the [[Arilou]] at [[Falayalaralfali]] in exchange for the [[Portal Spawner]].&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Utwig bomb.png]]&amp;amp;nbsp;[[Image:Utwig bomb cargo.png|32px]]&lt;br /&gt;
|[[Utwig Bomb]]&lt;br /&gt;
|[[Zeta Hyades VI-B]]&lt;br /&gt;
|Trade with the [[Utwig]] for the repaired [[Ultron]], then recover from the [[Druuge]].&lt;br /&gt;
|Must be amplified by the [[Chmmr]] for you to be able to destroy the [[Sa-Matra]]. Can also be used to commit suicide.&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Lifez.0.png]]&amp;amp;nbsp;[[Image:VUX beast cargo.png|32px]]&lt;br /&gt;
|[[VUX Beast]]&lt;br /&gt;
|[[Delta Lyncis]] I&lt;br /&gt;
|Capture in a [[Lander]] battle.&lt;br /&gt;
|Can be given to [[Admiral ZEX]] to gain access to the [[Shofixti Maidens]].&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Wimblis trident.png|32px]]&lt;br /&gt;
|[[Wimbli&#039;s Trident]]&lt;br /&gt;
|[[Zeta Persei I]]&lt;br /&gt;
|Trade with the [[Druuge]].&lt;br /&gt;
|None.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All items, located on inhabited worlds, can also be acquired by recovering them after the [[Ur-Quan Kohr-Ah|Kohr-Ah]] have annihilated that world&#039;s inhabitants.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[List of Precursor relics]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists|devices, List of]]&lt;br /&gt;
[[Category:Devices| ]]&lt;/div&gt;</summary>
		<author><name>PsiPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=Toys_For_Bob&amp;diff=32333</id>
		<title>Toys For Bob</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=Toys_For_Bob&amp;diff=32333"/>
		<updated>2015-06-16T21:11:14Z</updated>

		<summary type="html">&lt;p&gt;PsiPhi: updated release date for Skylanders (from Wikipedia)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Toys For Bob&#039;&#039;&#039; are the creators of — among other games — [[Star Control]] and [[Star Control II]]. They were not responsible for [[Star Control 3]]. Prominent members of the company include [[Paul Reiche III]], [[Fred Ford]], [[Robert Leyland]], [[Dan Nicholson]], and [[Erol Otus]].  On May 3, 2005 Toys For Bob announced that they were bought by Activision.&lt;br /&gt;
&lt;br /&gt;
The name &amp;quot;Toys for Bob&amp;quot; was chosen just because the founders liked it; it has no other significance.&lt;br /&gt;
&lt;br /&gt;
==Released games==&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Game&lt;br /&gt;
! Release date&lt;br /&gt;
! Publisher&lt;br /&gt;
! Genre&lt;br /&gt;
! Platform&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Star Control]]&lt;br /&gt;
| July 1990&lt;br /&gt;
| [[Accolade]]&lt;br /&gt;
| Action/Strategy&lt;br /&gt;
| PC (DOS), Commodore&amp;amp;nbsp;Amiga, Sega&amp;amp;nbsp;Genesis&lt;br /&gt;
| The Amstrad&amp;amp;nbsp;CPC, Commodore&amp;amp;nbsp;64, and ZX Spectrum versions were not done by Toys for Bob.&amp;lt;br&amp;gt;&#039;&#039;More information needed on the release dates and publishers for all the versions.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Star Control II]] - The Ur-Quan Masters (PC version)&lt;br /&gt;
| November 1992&lt;br /&gt;
| [[Accolade]]&lt;br /&gt;
| Action/RPG&lt;br /&gt;
| PC (DOS)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Star Control II]] - The Ur-Quan Masters (3DO version)&lt;br /&gt;
| 1994&lt;br /&gt;
| [[Crystal Dynamics]]&lt;br /&gt;
| Action/RPG&lt;br /&gt;
| [[3DO]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| The Horde&lt;br /&gt;
| April 1994&lt;br /&gt;
| [[Crystal Dynamics]]&lt;br /&gt;
| Action/Strategy&lt;br /&gt;
| [[3DO]], PC (DOS)&lt;br /&gt;
| [XXX: Was the Saturn version also done by TFB?]&lt;br /&gt;
|-&lt;br /&gt;
| Pandemonium!&lt;br /&gt;
| November 1996&lt;br /&gt;
| [[Crystal Dynamics]]&lt;br /&gt;
| Action/Platform&lt;br /&gt;
| PlayStation&lt;br /&gt;
| The N-Gage version was not done by Toys&amp;amp;nbsp;for&amp;amp;nbsp;Bob&lt;br /&gt;
|-&lt;br /&gt;
| The Unholy War&lt;br /&gt;
| September 1998&lt;br /&gt;
| Eidos&lt;br /&gt;
| Fighting/Strategy&lt;br /&gt;
| PlayStation&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Majokko Dai Sakusen (Little Witching Mischiefs)&lt;br /&gt;
| February 1999&lt;br /&gt;
| Bandai&lt;br /&gt;
| Action/Strategy&lt;br /&gt;
| PlayStation&lt;br /&gt;
| Released in Japan only.&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.eidos.co.uk/games/info.html?gmid=111 102 Dalmatians - Puppies to the Rescue]&lt;br /&gt;
| November 1999&lt;br /&gt;
| Eidos&lt;br /&gt;
| Kid&#039;s Action/Platform&lt;br /&gt;
| PlayStation&lt;br /&gt;
| The Game Boy Color version was not done by TFB. [XXX: Was the Dreamcast version also done by TFB?]&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.extremeskateadventure.com/ Disney&#039;s Extreme Skate Adventure]&lt;br /&gt;
| September 2003&lt;br /&gt;
| Activision&lt;br /&gt;
| Extreme Sports&lt;br /&gt;
| Game&amp;amp;nbsp;Cube, PlayStation&amp;amp;nbsp;2, Xbox&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [http://www.activision.com/en_US/game_specific/2bbe7b15-06e7-4f9d-b409-b9d50739b8e1.html Madagascar]&lt;br /&gt;
| May 2005&lt;br /&gt;
| Activision&lt;br /&gt;
| Platform/Action&lt;br /&gt;
| Game&amp;amp;nbsp;Cube, PlayStation&amp;amp;nbsp;2, Xbox&lt;br /&gt;
| The Nintendo&amp;amp;nbsp;DS and Game&amp;amp;nbsp;Boy&amp;amp;nbsp;Advance versions were not done by TFB.&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.thdownhilljam.com/ Tony Hawk&#039;s Downhill Jam]&lt;br /&gt;
| November 19, 2006&lt;br /&gt;
| Activision&lt;br /&gt;
| Skate-boarding&lt;br /&gt;
| Nintendo&amp;amp;nbsp;Wii&lt;br /&gt;
| The Nintendo&amp;amp;nbsp;DS and Game&amp;amp;nbsp;Boy&amp;amp;nbsp;Advance versions are not done by TFB.&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.madagascarthegame.com/ Madagascar: Escape 2 Africa]&lt;br /&gt;
| April 11, 2008&lt;br /&gt;
| Activision&lt;br /&gt;
| Platform/Action&lt;br /&gt;
| PlayStation&amp;amp;nbsp;2, PlayStation&amp;amp;nbsp;3, XBox&amp;amp;nbsp;360, Wii, PC (Windows)&lt;br /&gt;
| The Nintendo&amp;amp;nbsp;DS version is not done by TFB.&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.skylandersgame.com/ Skylanders: Spyro&#039;s Adventure]&lt;br /&gt;
| October 11, 2011&lt;br /&gt;
| Activision&lt;br /&gt;
| Platform/Action&lt;br /&gt;
| 3DS, PlayStation&amp;amp;nbsp;3, XBox&amp;amp;nbsp;360, Wii, PC (Windows) [XXX: all need to be verified]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [http://www.toysforbob.com/ Official Toys for Bob website]&lt;br /&gt;
* [[IRC chats with Toys For Bob]]&lt;br /&gt;
* [[Precursors Remixing Team]]&lt;br /&gt;
&lt;br /&gt;
[[Category:About the Star Control series]]&lt;/div&gt;</summary>
		<author><name>PsiPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=Shattered_World&amp;diff=32321</id>
		<title>Shattered World</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=Shattered_World&amp;diff=32321"/>
		<updated>2015-06-16T20:47:25Z</updated>

		<summary type="html">&lt;p&gt;PsiPhi: Undo revision 32282 by Ahmed4040amr (talk) Provided &amp;quot;hint&amp;quot; adds no value to article; when this far into the game, &amp;quot;this a dangerous planet, bring lots of equipment&amp;quot; is obvious.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A &#039;&#039;&#039;Shattered World&#039;&#039;&#039; is what remains of a [[List of planet types#Water|Water World]] after it has been assaulted by a [[Mycon]] [[Deep Child]] &amp;amp;mdash; a shattered, thin crust floating on top of a highly unstable ball of magma, and the Deep Child in between, though it is not certain if it continues to live or dies after the shattering. These planets usually feature insanely high amounts of precious metals such as gold and large amounts of radioactive materials. Usually, an impact point, which appears as a volcanic fumarole, can be found somewhere along its wracked surface—the exceptions being Beta Brahe I and Epsilon Scorpii I. It is near one of these impact points that the planetary exploration crew of [[The Flagship]] can find the ominous Mycon [[Deep Child Egg Case Fragments]].&lt;br /&gt;
&lt;br /&gt;
Shattered Worlds have, invariably, no atmosphere, extremely strong seismic activity and an average temperature of 100 degrees centigrade (except [[Syra]], which has a temperature of 7 degrees centigrade), their gravity, dimensions, mass and orbit being those of a [[Water World]].&lt;br /&gt;
&lt;br /&gt;
Known Shattered Worlds include:&lt;br /&gt;
*Beta Copernicus I (600.8 : 263.1) - original [[Syreen]] homeworld, [[Syra]]&lt;br /&gt;
*Gamma Brahe I  (635.4 : 272.9) &lt;br /&gt;
*Gamma Scorpii I  (647.9 : 206.2)&lt;br /&gt;
*Beta Brahe I (639.5 : 231.2) - location of the [[Sun Device]]&lt;br /&gt;
*[[Epsilon Scorpii I]] (629.1 : 220.8) - Mycon homeworld&lt;br /&gt;
&lt;br /&gt;
[[Category:Planet Types]]&lt;br /&gt;
[[Category:Mycon]]&lt;/div&gt;</summary>
		<author><name>PsiPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=Talk:Super-melee_tips_and_tricks&amp;diff=32320</id>
		<title>Talk:Super-melee tips and tricks</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=Talk:Super-melee_tips_and_tricks&amp;diff=32320"/>
		<updated>2015-06-16T20:36:00Z</updated>

		<summary type="html">&lt;p&gt;PsiPhi: Vote for deletion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This should be a personal page, not an article.  It contains a lot of arbitrary information.  How is this &amp;quot;tips and tricks&amp;quot;?  This reads more like &amp;quot;generic instructions for people who are new to computer games&amp;quot;.  This doesn&#039;t add any value.  Strong candidate for deletion. [[User:PsiPhi|PsiPhi]] ([[User talk:PsiPhi|talk]]) 22:36, 16 June 2015 (CEST)&lt;/div&gt;</summary>
		<author><name>PsiPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=Talk:SC2_Teams&amp;diff=32319</id>
		<title>Talk:SC2 Teams</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=Talk:SC2_Teams&amp;diff=32319"/>
		<updated>2015-06-16T20:27:27Z</updated>

		<summary type="html">&lt;p&gt;PsiPhi: vote for deletion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ahmed, could you clarify the purpose of this page and what you envisage its value to this wiki to be? I don&#039;t see that it adds anything that we don&#039;t already have. --[[User:Zeracles|Zeracles]] ([[User talk:Zeracles|talk]]) 07:01, 3 April 2015 (CEST)&lt;br /&gt;
&lt;br /&gt;
:Do you remember my SC2 teams article,I made it for [[beginners/people needing some data]] about the game&#039;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.&lt;br /&gt;
:&#039;&#039;&#039;THANK YOU!&#039;&#039;&#039; (--Ahmed)&lt;br /&gt;
&lt;br /&gt;
::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&#039;m very busy right now so will not discuss or act on it for now. I&#039;ll come back to this when I have some time. --[[User:Zeracles|Zeracles]] ([[User talk:Zeracles|talk]]) 12:11, 12 April 2015 (CEST)&lt;br /&gt;
&lt;br /&gt;
:::I agree about deletion, Zeracles. This page doesn&#039;t add anything new. [[User:PsiPhi|PsiPhi]] ([[User talk:PsiPhi|talk]]) 22:27, 16 June 2015 (CEST)&lt;/div&gt;</summary>
		<author><name>PsiPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=Mysteries_left_by_Star_Control_II&amp;diff=32318</id>
		<title>Mysteries left by Star Control II</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=Mysteries_left_by_Star_Control_II&amp;diff=32318"/>
		<updated>2015-06-16T20:21:40Z</updated>

		<summary type="html">&lt;p&gt;PsiPhi: Undo revision 32296 by Ahmed4040amr (talk) This isn&amp;#039;t a page for personal speculation, nor a questionnaire to be filled out by contributors.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of mysteries that are still open at the end of [[Star Control II]].&lt;br /&gt;
&lt;br /&gt;
==Precursors==&lt;br /&gt;
Mysteries related to the [[Precursor]]s.&lt;br /&gt;
&lt;br /&gt;
===What happened to the [[Precursors]]?===&lt;br /&gt;
:&#039;&#039;From the [[Slylandro]]:&#039;&#039;&lt;br /&gt;
::Joyous Lifting, who has a better memory than I recalls that the Shaggy Ones were described as being... worried.&lt;br /&gt;
::They were always hurrying from place to place, seeking knowledge as though they were in a desperate search for some important secret some answer to a question that they never shared with us.&lt;br /&gt;
::Sullen Plummet remembers that the last time the Shaggy Ones visited our world they came aboard a great circular starship, one even larger than your own.&lt;br /&gt;
::They had discovered their Answer and were leaving to go somewhere and they didn&#039;t tell us exactly where &#039;somewhere&#039; was.&lt;br /&gt;
&lt;br /&gt;
:{{IRC1998}}&lt;br /&gt;
::&amp;lt;_Stilgar&amp;gt; Fwiffo- was it your intention to make the Orz the &amp;quot;bad guys&amp;quot; in StarControl 3?&amp;lt;br&amp;gt;&lt;br /&gt;
::&amp;lt;Fwiffo&amp;gt; In our rambling thoughts about SC3 we did seriously consider having the [[Orz]] assume a much larger and more ominous role, opposed to the return of the [[Precursors]].&lt;br /&gt;
&lt;br /&gt;
===What is the purpose of the [[Rainbow World]]s?===&lt;br /&gt;
:&#039;&#039;From the [[Slylandro]]:&#039;&#039;&lt;br /&gt;
::We were told the planets were... again this is confusing... organized (?) in some pattern which in some way alluded to the Shaggy Ones&#039; ultimate fate.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;From the [[Spathi]]:&#039;&#039;&lt;br /&gt;
::We haven&#039;t been able to translate much of their writing, but we understand one fragment of text.&lt;br /&gt;
::It mentions a sequence of 10 artificial `waste disposal sites&#039; they built somewhere around here.&lt;br /&gt;
&lt;br /&gt;
==IDF races==&lt;br /&gt;
Mysteries related to [[IDF]] races.&lt;br /&gt;
&lt;br /&gt;
===Who are [[They|They/Them]]?===&lt;br /&gt;
&lt;br /&gt;
===What happened to the [[Androsynth]]? Are any still alive?===&lt;br /&gt;
:{{IRC1998}}&lt;br /&gt;
::&amp;lt;LordR-man&amp;gt; Fwiffo- What really happened to the Androsynth in sc2?&amp;lt;br&amp;gt;&lt;br /&gt;
::&amp;lt;Fwiffo&amp;gt; In regards to the Androsynth: They were snagged by the entity who/which projected its fingers into our dimension (which looked to us as the Orz.)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;From a fan email with Fred Ford:&#039;&#039;&lt;br /&gt;
::&amp;gt; Were ALL the Androsynth destroyed when the [[Orz]] came?&lt;br /&gt;
::Perceptive lad. This was a leading plot candidate for our theoretical sequel.&lt;br /&gt;
&lt;br /&gt;
===Are there still [[Taalo]] alive?===&lt;br /&gt;
:{{IRC1998}}&lt;br /&gt;
::&amp;lt;_Stilgar&amp;gt; &amp;lt;che`z`puf&amp;gt; Are the Taalo really dead, and when the [[Pkunk]] spoke of rocks that were awakened, did they mean the Taaolo?&amp;lt;br&amp;gt;&lt;br /&gt;
::&amp;lt;Fwiffo&amp;gt; The Taalo LIVE!&lt;br /&gt;
&lt;br /&gt;
===What are the [[Arilou]]&#039;s motives for messing with [[Humans]]?===&lt;br /&gt;
&lt;br /&gt;
===What are the [[Orz]]&#039;s goals?===&lt;br /&gt;
&lt;br /&gt;
===Where do the [[Orz]] come from?===&lt;br /&gt;
&lt;br /&gt;
===What is the exact nature of the relationship of the [[Arilou]] with the [[Orz]]?===&lt;br /&gt;
:{{IRC1998}}&lt;br /&gt;
::&amp;lt;Mephisto_&amp;gt; Fwiffo: What exactly did the Arilou *quickbabies* do to piss off the Orz so much?&amp;lt;br&amp;gt;&lt;br /&gt;
::&amp;lt;Fwiffo&amp;gt; The Arilou always *jumped in front*, which was both a physical taunt as well as a political one. They got to the humans first.&lt;br /&gt;
&lt;br /&gt;
===Who or what are the [[*Nnngn*]] that the [[Arilou]] are chasing?===&lt;br /&gt;
&lt;br /&gt;
==Other known races==&lt;br /&gt;
Mysteries related to non-IDF races that have been contacted by the Alliance or are amongst its members.&lt;br /&gt;
&lt;br /&gt;
===Why did the [[Ur-Quan Kzer-Za|Ur-Quan]] destroy all objects of human construction more than 500 years old?===&lt;br /&gt;
&lt;br /&gt;
===How did [[The Captain]] find the Mark II?===&lt;br /&gt;
&lt;br /&gt;
===Does the [[Black Spathi Squadron]] really exist?===&lt;br /&gt;
&lt;br /&gt;
===How will the Ultron affect the [[Druuge]] and how did it affect the [[Supox]]?===&lt;br /&gt;
:&#039;&#039;From the Utwig:&#039;&#039;&lt;br /&gt;
::The Druuge were only one of the few to benefit in this way.&lt;br /&gt;
::Even now, they are puzzled by the way we rewarded them for the delivery of the Ultron to its correct place.&lt;br /&gt;
::In twenty-four years, two months and three days they will all dance the dance of Jubilation.&lt;br /&gt;
::Indeed, the Ultron has allowed us to fundamentally change the Druuge forever!&lt;br /&gt;
::The Supox too received many benefits from our use of the Ultron.&lt;br /&gt;
::They can testify to its power!&lt;br /&gt;
&lt;br /&gt;
===What is the connection between the Humans and the Syreen?===&lt;br /&gt;
They seem to be physically compatible, at least to a certain extent.&lt;br /&gt;
&lt;br /&gt;
===Is the [[Ultron]] still in working order?===&lt;br /&gt;
Are the events in the outtakes with respect to the Ultron to be taken seriously?&lt;br /&gt;
&lt;br /&gt;
===What happened to the [[Talking Pet (device)|neo-Dnyarri]]?===&lt;br /&gt;
Did he survive as it is said in the out-takes?&lt;br /&gt;
&lt;br /&gt;
==Unknown races==&lt;br /&gt;
Mysteries related to non-IDF races which the Alliance has never contacted, as far as the Humans know. These races may or may not be real races.&lt;br /&gt;
&lt;br /&gt;
===Who created the [[Mother-Ark]] that built the [[Mmrnmhrm]] and with what purpose?===&lt;br /&gt;
&lt;br /&gt;
===Who are the [[Keel-Verezy]]?===&lt;br /&gt;
:{{IRC2007}}&lt;br /&gt;
::00:28 &amp;lt;+Valaggar&amp;gt; Who are the Keel-Verezy? (At least give us a hint)&lt;br /&gt;
::00:29 &amp;lt;+PR3&amp;gt; Keel-Verezy seem like some kind of horrible evil spirit that are invisible and can fly spaceships.&lt;br /&gt;
::00:30 &amp;lt;+PR3&amp;gt; (furiously checking uqm.stack) But they are friendly... and evil.  And invisible.&lt;br /&gt;
&lt;br /&gt;
===Who were the [[Dramya]] and how did the [[Melnorme]] destroy them?===&lt;br /&gt;
&lt;br /&gt;
===Does the [[Spathi]]&#039;s [[Ultimate Evil]] really exist?===&lt;br /&gt;
:{{IRC1998}}&lt;br /&gt;
::&amp;lt;_Stilgar&amp;gt; &amp;lt;Spyhunter&amp;gt; Fwiffo: &amp;quot;How does an &amp;quot;Ultimate Evil&amp;quot; -race in an SC2 -style game behave when meeting the player?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
::&amp;lt;Fwiffo&amp;gt; You mean the big carnivorous teddy bears on [[Spathiwa]]?&amp;lt;br&amp;gt;&lt;br /&gt;
::&amp;lt;Xxyl&amp;gt; I believe those were those &amp;quot;[[Evil Ones]]&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
::&amp;lt;_Stilgar&amp;gt; &amp;lt;Spyhunter&amp;gt; Fwiffo: &amp;quot;No, I mean the main enemy in the game. ;)&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
::&amp;lt;Fwiffo&amp;gt; Oh yeah. Well, I rarely paint someone as absolutely &amp;quot;evil&amp;quot; -- it&#039;s all a matter of perspective. What is interesting is why people (aliens) do things that seem evil to you or me, and what prevents us from doing the same.&lt;br /&gt;
&lt;br /&gt;
The fact that Paul/Fred didn&#039;t recall the Ultimate Evil suggests that this is not an important plot point, but merely a product of the Spathi&#039;s paranoia. [[Fwiffo]]&#039;s description &amp;quot;[...] it lurks just outside the range of even the most sensitive, long-range detectors [...]&amp;quot; supports this idea.&lt;br /&gt;
&lt;br /&gt;
If you go to the Spathi home world after it has been destroyed by the Korh-Ah after the doctrinal war is over, there will be a transmitter with a note taped to the side reading that it is the device that the Um-Gah used to trick them into thinking there was an ultimate evil.  Probably an allusion to what is happening to the Illwrath, if you didn&#039;t figure that out earlier in the game.&lt;br /&gt;
&lt;br /&gt;
===What is the nature of the [[Chimt]]?===&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
Things (presented as mysteries in the game) that may leave you wondering when you first find out about them, but which are likely not to be important &#039;&#039;per se&#039;&#039; in the big picture.&lt;br /&gt;
&lt;br /&gt;
===Why did the [[Melnorme]]&#039;s bridge turn purple?===&lt;br /&gt;
The Melnorme offer to tell you this piece of information for 120,000 credits (on the PC version) or 12,000,000 credits (on the [[3DO]] version and [[UQM]]), but it is impossible to gather this many credits, and their conversation tree doesn&#039;t include a response for this.&lt;br /&gt;
&lt;br /&gt;
:{{IRC1998}}&lt;br /&gt;
::&amp;lt;Fwiffo&amp;gt; The Purple Bridge question, eh?  How much is it worth to you?&amp;lt;br&amp;gt;&lt;br /&gt;
::&amp;lt;Deep-Reep&amp;gt; 120,000 credits&amp;lt;br&amp;gt;&lt;br /&gt;
::&amp;lt;ORZ&amp;gt; 120,000 credits&amp;lt;br&amp;gt;&lt;br /&gt;
::&amp;lt;Fwiffo&amp;gt; I promise here and now, that in our next SC project, we&#039;ll answer that Purple Bridge question to your ultimate satisfaction.&lt;br /&gt;
&lt;br /&gt;
===How is [[Frungy]] played?===&lt;br /&gt;
:{{FredMail}}&lt;br /&gt;
::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.&lt;br /&gt;
&lt;br /&gt;
===Why doesn&#039;t the [[Fot]] say anything?===&lt;br /&gt;
:{{IRC2007}}&lt;br /&gt;
::23:26 &amp;lt;@Meep-Eep&amp;gt; &amp;lt; Elerium&amp;gt; Speaking of which, does the guy in the back of the ZFP have any future plans? We all know he doesn&#039;t say anything, but I like to think of him as some super genius who sadly doesn&#039;t have the ability to speak.&amp;lt;br&amp;gt;&lt;br /&gt;
::23:28 &amp;lt;+PR3&amp;gt; He got fed up with the other two and has temporarily &#039;broken up the band&#039;.  You will need to get them back together, because as solo artists they suck.&amp;lt;br&amp;gt;&lt;br /&gt;
::23:28 &amp;lt;+PR3&amp;gt; (I mean the guy in back of the ZFP).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===What do the Orz [[Orz communications|best-fits]] mean?===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:About the Star Control series]]&lt;br /&gt;
[[Category:Trivia]]&lt;/div&gt;</summary>
		<author><name>PsiPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=Mysteries_left_by_Star_Control_II&amp;diff=32317</id>
		<title>Mysteries left by Star Control II</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=Mysteries_left_by_Star_Control_II&amp;diff=32317"/>
		<updated>2015-06-16T20:21:03Z</updated>

		<summary type="html">&lt;p&gt;PsiPhi: Undo revision 32297 by Ahmed4040amr (talk) This isn&amp;#039;t a page for personal speculation, nor a questionnaire to be filled out by contributors.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of mysteries that are still open at the end of [[Star Control II]].&lt;br /&gt;
&lt;br /&gt;
==Precursors==&lt;br /&gt;
Mysteries related to the [[Precursor]]s.&lt;br /&gt;
&lt;br /&gt;
===What happened to the [[Precursors]]?===&lt;br /&gt;
:&#039;&#039;From the [[Slylandro]]:&#039;&#039;&lt;br /&gt;
::Joyous Lifting, who has a better memory than I recalls that the Shaggy Ones were described as being... worried.&lt;br /&gt;
::They were always hurrying from place to place, seeking knowledge as though they were in a desperate search for some important secret some answer to a question that they never shared with us.&lt;br /&gt;
::Sullen Plummet remembers that the last time the Shaggy Ones visited our world they came aboard a great circular starship, one even larger than your own.&lt;br /&gt;
::They had discovered their Answer and were leaving to go somewhere and they didn&#039;t tell us exactly where &#039;somewhere&#039; was.&lt;br /&gt;
&lt;br /&gt;
:{{IRC1998}}&lt;br /&gt;
::&amp;lt;_Stilgar&amp;gt; Fwiffo- was it your intention to make the Orz the &amp;quot;bad guys&amp;quot; in StarControl 3?&amp;lt;br&amp;gt;&lt;br /&gt;
::&amp;lt;Fwiffo&amp;gt; In our rambling thoughts about SC3 we did seriously consider having the [[Orz]] assume a much larger and more ominous role, opposed to the return of the [[Precursors]].&lt;br /&gt;
&lt;br /&gt;
===What is the purpose of the [[Rainbow World]]s?===&lt;br /&gt;
:&#039;&#039;From the [[Slylandro]]:&#039;&#039;&lt;br /&gt;
::We were told the planets were... again this is confusing... organized (?) in some pattern which in some way alluded to the Shaggy Ones&#039; ultimate fate.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;From the [[Spathi]]:&#039;&#039;&lt;br /&gt;
::We haven&#039;t been able to translate much of their writing, but we understand one fragment of text.&lt;br /&gt;
::It mentions a sequence of 10 artificial `waste disposal sites&#039; they built somewhere around here.&lt;br /&gt;
&lt;br /&gt;
==IDF races==&lt;br /&gt;
Mysteries related to [[IDF]] races.&lt;br /&gt;
&lt;br /&gt;
===Who are [[They|They/Them]]?===&lt;br /&gt;
&lt;br /&gt;
===What happened to the [[Androsynth]]? Are any still alive?===&lt;br /&gt;
:{{IRC1998}}&lt;br /&gt;
::&amp;lt;LordR-man&amp;gt; Fwiffo- What really happened to the Androsynth in sc2?&amp;lt;br&amp;gt;&lt;br /&gt;
::&amp;lt;Fwiffo&amp;gt; In regards to the Androsynth: They were snagged by the entity who/which projected its fingers into our dimension (which looked to us as the Orz.)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;From a fan email with Fred Ford:&#039;&#039;&lt;br /&gt;
::&amp;gt; Were ALL the Androsynth destroyed when the [[Orz]] came?&lt;br /&gt;
::Perceptive lad. This was a leading plot candidate for our theoretical sequel.&lt;br /&gt;
&lt;br /&gt;
===Are there still [[Taalo]] alive?===&lt;br /&gt;
:{{IRC1998}}&lt;br /&gt;
::&amp;lt;_Stilgar&amp;gt; &amp;lt;che`z`puf&amp;gt; Are the Taalo really dead, and when the [[Pkunk]] spoke of rocks that were awakened, did they mean the Taaolo?&amp;lt;br&amp;gt;&lt;br /&gt;
::&amp;lt;Fwiffo&amp;gt; The Taalo LIVE!&lt;br /&gt;
&lt;br /&gt;
===What are the [[Arilou]]&#039;s motives for messing with [[Humans]]?===&lt;br /&gt;
Their motives are very obvious:protecting humanity&lt;br /&gt;
Clue&amp;quot;We are trying to protect you from*them*.There are parasites lying there.They can&#039;t see you or smell you...&amp;quot;as a reply in fayalayalri about what did they do to humans&lt;br /&gt;
Also the person who saw *them*said that*they* are parasites and they are found in Androsith/Orz space and the arilou said&amp;quot;you should not look for*them*because*they*can see you.You don&#039;t want them to see you,or to smell you.The Androsith showed themselves and now they are vanished.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===What are the [[Orz]]&#039;s goals?===&lt;br /&gt;
&lt;br /&gt;
===Where do the [[Orz]] come from?===&lt;br /&gt;
&lt;br /&gt;
===What is the exact nature of the relationship of the [[Arilou]] with the [[Orz]]?===&lt;br /&gt;
:{{IRC1998}}&lt;br /&gt;
::&amp;lt;Mephisto_&amp;gt; Fwiffo: What exactly did the Arilou *quickbabies* do to piss off the Orz so much?&amp;lt;br&amp;gt;&lt;br /&gt;
::&amp;lt;Fwiffo&amp;gt; The Arilou always *jumped in front*, which was both a physical taunt as well as a political one. They got to the humans first.&lt;br /&gt;
&lt;br /&gt;
===Who or what are the [[*Nnngn*]] that the [[Arilou]] are chasing?===&lt;br /&gt;
&lt;br /&gt;
==Other known races==&lt;br /&gt;
Mysteries related to non-IDF races that have been contacted by the Alliance or are amongst its members.&lt;br /&gt;
&lt;br /&gt;
===Why did the [[Ur-Quan Kzer-Za|Ur-Quan]] destroy all objects of human construction more than 500 years old?===&lt;br /&gt;
&lt;br /&gt;
===How did [[The Captain]] find the Mark II?===&lt;br /&gt;
&lt;br /&gt;
===Does the [[Black Spathi Squadron]] really exist?===&lt;br /&gt;
&lt;br /&gt;
===How will the Ultron affect the [[Druuge]] and how did it affect the [[Supox]]?===&lt;br /&gt;
:&#039;&#039;From the Utwig:&#039;&#039;&lt;br /&gt;
::The Druuge were only one of the few to benefit in this way.&lt;br /&gt;
::Even now, they are puzzled by the way we rewarded them for the delivery of the Ultron to its correct place.&lt;br /&gt;
::In twenty-four years, two months and three days they will all dance the dance of Jubilation.&lt;br /&gt;
::Indeed, the Ultron has allowed us to fundamentally change the Druuge forever!&lt;br /&gt;
::The Supox too received many benefits from our use of the Ultron.&lt;br /&gt;
::They can testify to its power!&lt;br /&gt;
&lt;br /&gt;
===What is the connection between the Humans and the Syreen?===&lt;br /&gt;
They seem to be physically compatible, at least to a certain extent.&lt;br /&gt;
&lt;br /&gt;
===Is the [[Ultron]] still in working order?===&lt;br /&gt;
Are the events in the outtakes with respect to the Ultron to be taken seriously?&lt;br /&gt;
&lt;br /&gt;
===What happened to the [[Talking Pet (device)|neo-Dnyarri]]?===&lt;br /&gt;
Did he survive as it is said in the out-takes?&lt;br /&gt;
&lt;br /&gt;
==Unknown races==&lt;br /&gt;
Mysteries related to non-IDF races which the Alliance has never contacted, as far as the Humans know. These races may or may not be real races.&lt;br /&gt;
&lt;br /&gt;
===Who created the [[Mother-Ark]] that built the [[Mmrnmhrm]] and with what purpose?===&lt;br /&gt;
&lt;br /&gt;
===Who are the [[Keel-Verezy]]?===&lt;br /&gt;
:{{IRC2007}}&lt;br /&gt;
::00:28 &amp;lt;+Valaggar&amp;gt; Who are the Keel-Verezy? (At least give us a hint)&lt;br /&gt;
::00:29 &amp;lt;+PR3&amp;gt; Keel-Verezy seem like some kind of horrible evil spirit that are invisible and can fly spaceships.&lt;br /&gt;
::00:30 &amp;lt;+PR3&amp;gt; (furiously checking uqm.stack) But they are friendly... and evil.  And invisible.&lt;br /&gt;
&lt;br /&gt;
===Who were the [[Dramya]] and how did the [[Melnorme]] destroy them?===&lt;br /&gt;
&lt;br /&gt;
===Does the [[Spathi]]&#039;s [[Ultimate Evil]] really exist?===&lt;br /&gt;
:{{IRC1998}}&lt;br /&gt;
::&amp;lt;_Stilgar&amp;gt; &amp;lt;Spyhunter&amp;gt; Fwiffo: &amp;quot;How does an &amp;quot;Ultimate Evil&amp;quot; -race in an SC2 -style game behave when meeting the player?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
::&amp;lt;Fwiffo&amp;gt; You mean the big carnivorous teddy bears on [[Spathiwa]]?&amp;lt;br&amp;gt;&lt;br /&gt;
::&amp;lt;Xxyl&amp;gt; I believe those were those &amp;quot;[[Evil Ones]]&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
::&amp;lt;_Stilgar&amp;gt; &amp;lt;Spyhunter&amp;gt; Fwiffo: &amp;quot;No, I mean the main enemy in the game. ;)&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
::&amp;lt;Fwiffo&amp;gt; Oh yeah. Well, I rarely paint someone as absolutely &amp;quot;evil&amp;quot; -- it&#039;s all a matter of perspective. What is interesting is why people (aliens) do things that seem evil to you or me, and what prevents us from doing the same.&lt;br /&gt;
&lt;br /&gt;
The fact that Paul/Fred didn&#039;t recall the Ultimate Evil suggests that this is not an important plot point, but merely a product of the Spathi&#039;s paranoia. [[Fwiffo]]&#039;s description &amp;quot;[...] it lurks just outside the range of even the most sensitive, long-range detectors [...]&amp;quot; supports this idea.&lt;br /&gt;
&lt;br /&gt;
If you go to the Spathi home world after it has been destroyed by the Korh-Ah after the doctrinal war is over, there will be a transmitter with a note taped to the side reading that it is the device that the Um-Gah used to trick them into thinking there was an ultimate evil.  Probably an allusion to what is happening to the Illwrath, if you didn&#039;t figure that out earlier in the game.&lt;br /&gt;
&lt;br /&gt;
===What is the nature of the [[Chimt]]?===&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
Things (presented as mysteries in the game) that may leave you wondering when you first find out about them, but which are likely not to be important &#039;&#039;per se&#039;&#039; in the big picture.&lt;br /&gt;
&lt;br /&gt;
===Why did the [[Melnorme]]&#039;s bridge turn purple?===&lt;br /&gt;
The Melnorme offer to tell you this piece of information for 120,000 credits (on the PC version) or 12,000,000 credits (on the [[3DO]] version and [[UQM]]), but it is impossible to gather this many credits, and their conversation tree doesn&#039;t include a response for this.&lt;br /&gt;
&lt;br /&gt;
:{{IRC1998}}&lt;br /&gt;
::&amp;lt;Fwiffo&amp;gt; The Purple Bridge question, eh?  How much is it worth to you?&amp;lt;br&amp;gt;&lt;br /&gt;
::&amp;lt;Deep-Reep&amp;gt; 120,000 credits&amp;lt;br&amp;gt;&lt;br /&gt;
::&amp;lt;ORZ&amp;gt; 120,000 credits&amp;lt;br&amp;gt;&lt;br /&gt;
::&amp;lt;Fwiffo&amp;gt; I promise here and now, that in our next SC project, we&#039;ll answer that Purple Bridge question to your ultimate satisfaction.&lt;br /&gt;
&lt;br /&gt;
===How is [[Frungy]] played?===&lt;br /&gt;
:{{FredMail}}&lt;br /&gt;
::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.&lt;br /&gt;
&lt;br /&gt;
===Why doesn&#039;t the [[Fot]] say anything?===&lt;br /&gt;
:{{IRC2007}}&lt;br /&gt;
::23:26 &amp;lt;@Meep-Eep&amp;gt; &amp;lt; Elerium&amp;gt; Speaking of which, does the guy in the back of the ZFP have any future plans? We all know he doesn&#039;t say anything, but I like to think of him as some super genius who sadly doesn&#039;t have the ability to speak.&amp;lt;br&amp;gt;&lt;br /&gt;
::23:28 &amp;lt;+PR3&amp;gt; He got fed up with the other two and has temporarily &#039;broken up the band&#039;.  You will need to get them back together, because as solo artists they suck.&amp;lt;br&amp;gt;&lt;br /&gt;
::23:28 &amp;lt;+PR3&amp;gt; (I mean the guy in back of the ZFP).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===What do the Orz [[Orz communications|best-fits]] mean?===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:About the Star Control series]]&lt;br /&gt;
[[Category:Trivia]]&lt;/div&gt;</summary>
		<author><name>PsiPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=Mysteries_left_by_Star_Control_II&amp;diff=32316</id>
		<title>Mysteries left by Star Control II</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=Mysteries_left_by_Star_Control_II&amp;diff=32316"/>
		<updated>2015-06-16T20:20:26Z</updated>

		<summary type="html">&lt;p&gt;PsiPhi: Undo revision 32298 by Ahmed4040amr (talk) This isn&amp;#039;t a page for personal speculation, nor a questionnaire to be filled out by contributors.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of mysteries that are still open at the end of [[Star Control II]].&lt;br /&gt;
&lt;br /&gt;
==Precursors==&lt;br /&gt;
Mysteries related to the [[Precursor]]s.&lt;br /&gt;
&lt;br /&gt;
===What happened to the [[Precursors]]?===&lt;br /&gt;
:&#039;&#039;From the [[Slylandro]]:&#039;&#039;&lt;br /&gt;
::Joyous Lifting, who has a better memory than I recalls that the Shaggy Ones were described as being... worried.&lt;br /&gt;
::They were always hurrying from place to place, seeking knowledge as though they were in a desperate search for some important secret some answer to a question that they never shared with us.&lt;br /&gt;
::Sullen Plummet remembers that the last time the Shaggy Ones visited our world they came aboard a great circular starship, one even larger than your own.&lt;br /&gt;
::They had discovered their Answer and were leaving to go somewhere and they didn&#039;t tell us exactly where &#039;somewhere&#039; was.&lt;br /&gt;
&lt;br /&gt;
:{{IRC1998}}&lt;br /&gt;
::&amp;lt;_Stilgar&amp;gt; Fwiffo- was it your intention to make the Orz the &amp;quot;bad guys&amp;quot; in StarControl 3?&amp;lt;br&amp;gt;&lt;br /&gt;
::&amp;lt;Fwiffo&amp;gt; In our rambling thoughts about SC3 we did seriously consider having the [[Orz]] assume a much larger and more ominous role, opposed to the return of the [[Precursors]].&lt;br /&gt;
&lt;br /&gt;
===What is the purpose of the [[Rainbow World]]s?===&lt;br /&gt;
:&#039;&#039;From the [[Slylandro]]:&#039;&#039;&lt;br /&gt;
::We were told the planets were... again this is confusing... organized (?) in some pattern which in some way alluded to the Shaggy Ones&#039; ultimate fate.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;From the [[Spathi]]:&#039;&#039;&lt;br /&gt;
::We haven&#039;t been able to translate much of their writing, but we understand one fragment of text.&lt;br /&gt;
::It mentions a sequence of 10 artificial `waste disposal sites&#039; they built somewhere around here.&lt;br /&gt;
&lt;br /&gt;
==IDF races==&lt;br /&gt;
Mysteries related to [[IDF]] races.&lt;br /&gt;
&lt;br /&gt;
===Who are [[They|They/Them]]?===&lt;br /&gt;
&lt;br /&gt;
===What happened to the [[Androsynth]]? Are any still alive?===&lt;br /&gt;
:{{IRC1998}}&lt;br /&gt;
::&amp;lt;LordR-man&amp;gt; Fwiffo- What really happened to the Androsynth in sc2?&amp;lt;br&amp;gt;&lt;br /&gt;
::&amp;lt;Fwiffo&amp;gt; In regards to the Androsynth: They were snagged by the entity who/which projected its fingers into our dimension (which looked to us as the Orz.)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;From a fan email with Fred Ford:&#039;&#039;&lt;br /&gt;
::&amp;gt; Were ALL the Androsynth destroyed when the [[Orz]] came?&lt;br /&gt;
::Perceptive lad. This was a leading plot candidate for our theoretical sequel.&lt;br /&gt;
&lt;br /&gt;
===Are there still [[Taalo]] alive?===&lt;br /&gt;
:{{IRC1998}}&lt;br /&gt;
::&amp;lt;_Stilgar&amp;gt; &amp;lt;che`z`puf&amp;gt; Are the Taalo really dead, and when the [[Pkunk]] spoke of rocks that were awakened, did they mean the Taaolo?&amp;lt;br&amp;gt;&lt;br /&gt;
::&amp;lt;Fwiffo&amp;gt; The Taalo LIVE!&lt;br /&gt;
&lt;br /&gt;
===What are the [[Arilou]]&#039;s motives for messing with [[Humans]]?===&lt;br /&gt;
Their motives are very obvious:protecting humanity&lt;br /&gt;
Clue&amp;quot;We are trying to protect you from*them*.There are parasites lying there.They can&#039;t see you or smell you...&amp;quot;as a reply in fayalayalri about what did they do to humans&lt;br /&gt;
Also the person who saw *them*said that*they* are parasites and they are found in Androsith/Orz space and the arilou said&amp;quot;you should not look for*them*because*they*can see you.You don&#039;t want them to see you,or to smell you.The Androsith showed themselves and now they are vanished.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===What are the [[Orz]]&#039;s goals?===&lt;br /&gt;
&lt;br /&gt;
===Where do the [[Orz]] come from?===&lt;br /&gt;
&lt;br /&gt;
===What is the exact nature of the relationship of the [[Arilou]] with the [[Orz]]?===&lt;br /&gt;
:{{IRC1998}}&lt;br /&gt;
::&amp;lt;Mephisto_&amp;gt; Fwiffo: What exactly did the Arilou *quickbabies* do to piss off the Orz so much?&amp;lt;br&amp;gt;&lt;br /&gt;
::&amp;lt;Fwiffo&amp;gt; The Arilou always *jumped in front*, which was both a physical taunt as well as a political one. They got to the humans first.&lt;br /&gt;
&lt;br /&gt;
===Who or what are the [[*Nnngn*]] that the [[Arilou]] are chasing?===&lt;br /&gt;
&lt;br /&gt;
==Other known races==&lt;br /&gt;
Mysteries related to non-IDF races that have been contacted by the Alliance or are amongst its members.&lt;br /&gt;
&lt;br /&gt;
===Why did the [[Ur-Quan Kzer-Za|Ur-Quan]] destroy all objects of human construction more than 500 years old?===&lt;br /&gt;
&lt;br /&gt;
===How did [[The Captain]] find the Mark II?===&lt;br /&gt;
&lt;br /&gt;
===Does the [[Black Spathi Squadron]] really exist?===&lt;br /&gt;
&lt;br /&gt;
===How will the Ultron affect the [[Druuge]] and how did it affect the [[Supox]]?===&lt;br /&gt;
:&#039;&#039;From the Utwig:&#039;&#039;&lt;br /&gt;
::The Druuge were only one of the few to benefit in this way.&lt;br /&gt;
::Even now, they are puzzled by the way we rewarded them for the delivery of the Ultron to its correct place.&lt;br /&gt;
::In twenty-four years, two months and three days they will all dance the dance of Jubilation.&lt;br /&gt;
::Indeed, the Ultron has allowed us to fundamentally change the Druuge forever!&lt;br /&gt;
::The Supox too received many benefits from our use of the Ultron.&lt;br /&gt;
::They can testify to its power!&lt;br /&gt;
&lt;br /&gt;
===What is the connection between the Humans and the Syreen?===&lt;br /&gt;
They seem to be physically compatible, at least to a certain extent.&lt;br /&gt;
&lt;br /&gt;
===Is the [[Ultron]] still in working order?===&lt;br /&gt;
Are the events in the outtakes with respect to the Ultron to be taken seriously?&lt;br /&gt;
&lt;br /&gt;
===What happened to the [[Talking Pet (device)|neo-Dnyarri]]?===&lt;br /&gt;
Did he survive as it is said in the out-takes?&lt;br /&gt;
&lt;br /&gt;
==Unknown races==&lt;br /&gt;
Mysteries related to non-IDF races which the Alliance has never contacted, as far as the Humans know. These races may or may not be real races.&lt;br /&gt;
&lt;br /&gt;
===Who created the [[Mother-Ark]] that built the [[Mmrnmhrm]] and with what purpose?===&lt;br /&gt;
Probably the precoursors&lt;br /&gt;
&lt;br /&gt;
===Who are the [[Keel-Verezy]]?===&lt;br /&gt;
:{{IRC2007}}&lt;br /&gt;
::00:28 &amp;lt;+Valaggar&amp;gt; Who are the Keel-Verezy? (At least give us a hint)&lt;br /&gt;
::00:29 &amp;lt;+PR3&amp;gt; Keel-Verezy seem like some kind of horrible evil spirit that are invisible and can fly spaceships.&lt;br /&gt;
::00:30 &amp;lt;+PR3&amp;gt; (furiously checking uqm.stack) But they are friendly... and evil.  And invisible.&lt;br /&gt;
&lt;br /&gt;
===Who were the [[Dramya]] and how did the [[Melnorme]] destroy them?===&lt;br /&gt;
&lt;br /&gt;
===Does the [[Spathi]]&#039;s [[Ultimate Evil]] really exist?===&lt;br /&gt;
:{{IRC1998}}&lt;br /&gt;
::&amp;lt;_Stilgar&amp;gt; &amp;lt;Spyhunter&amp;gt; Fwiffo: &amp;quot;How does an &amp;quot;Ultimate Evil&amp;quot; -race in an SC2 -style game behave when meeting the player?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
::&amp;lt;Fwiffo&amp;gt; You mean the big carnivorous teddy bears on [[Spathiwa]]?&amp;lt;br&amp;gt;&lt;br /&gt;
::&amp;lt;Xxyl&amp;gt; I believe those were those &amp;quot;[[Evil Ones]]&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
::&amp;lt;_Stilgar&amp;gt; &amp;lt;Spyhunter&amp;gt; Fwiffo: &amp;quot;No, I mean the main enemy in the game. ;)&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
::&amp;lt;Fwiffo&amp;gt; Oh yeah. Well, I rarely paint someone as absolutely &amp;quot;evil&amp;quot; -- it&#039;s all a matter of perspective. What is interesting is why people (aliens) do things that seem evil to you or me, and what prevents us from doing the same.&lt;br /&gt;
&lt;br /&gt;
The fact that Paul/Fred didn&#039;t recall the Ultimate Evil suggests that this is not an important plot point, but merely a product of the Spathi&#039;s paranoia. [[Fwiffo]]&#039;s description &amp;quot;[...] it lurks just outside the range of even the most sensitive, long-range detectors [...]&amp;quot; supports this idea.&lt;br /&gt;
&lt;br /&gt;
If you go to the Spathi home world after it has been destroyed by the Korh-Ah after the doctrinal war is over, there will be a transmitter with a note taped to the side reading that it is the device that the Um-Gah used to trick them into thinking there was an ultimate evil.  Probably an allusion to what is happening to the Illwrath, if you didn&#039;t figure that out earlier in the game.&lt;br /&gt;
&lt;br /&gt;
===What is the nature of the [[Chimt]]?===&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
Things (presented as mysteries in the game) that may leave you wondering when you first find out about them, but which are likely not to be important &#039;&#039;per se&#039;&#039; in the big picture.&lt;br /&gt;
&lt;br /&gt;
===Why did the [[Melnorme]]&#039;s bridge turn purple?===&lt;br /&gt;
The Melnorme offer to tell you this piece of information for 120,000 credits (on the PC version) or 12,000,000 credits (on the [[3DO]] version and [[UQM]]), but it is impossible to gather this many credits, and their conversation tree doesn&#039;t include a response for this.&lt;br /&gt;
&lt;br /&gt;
:{{IRC1998}}&lt;br /&gt;
::&amp;lt;Fwiffo&amp;gt; The Purple Bridge question, eh?  How much is it worth to you?&amp;lt;br&amp;gt;&lt;br /&gt;
::&amp;lt;Deep-Reep&amp;gt; 120,000 credits&amp;lt;br&amp;gt;&lt;br /&gt;
::&amp;lt;ORZ&amp;gt; 120,000 credits&amp;lt;br&amp;gt;&lt;br /&gt;
::&amp;lt;Fwiffo&amp;gt; I promise here and now, that in our next SC project, we&#039;ll answer that Purple Bridge question to your ultimate satisfaction.&lt;br /&gt;
&lt;br /&gt;
===How is [[Frungy]] played?===&lt;br /&gt;
:{{FredMail}}&lt;br /&gt;
::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.&lt;br /&gt;
&lt;br /&gt;
===Why doesn&#039;t the [[Fot]] say anything?===&lt;br /&gt;
:{{IRC2007}}&lt;br /&gt;
::23:26 &amp;lt;@Meep-Eep&amp;gt; &amp;lt; Elerium&amp;gt; Speaking of which, does the guy in the back of the ZFP have any future plans? We all know he doesn&#039;t say anything, but I like to think of him as some super genius who sadly doesn&#039;t have the ability to speak.&amp;lt;br&amp;gt;&lt;br /&gt;
::23:28 &amp;lt;+PR3&amp;gt; He got fed up with the other two and has temporarily &#039;broken up the band&#039;.  You will need to get them back together, because as solo artists they suck.&amp;lt;br&amp;gt;&lt;br /&gt;
::23:28 &amp;lt;+PR3&amp;gt; (I mean the guy in back of the ZFP).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===What do the Orz [[Orz communications|best-fits]] mean?===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:About the Star Control series]]&lt;br /&gt;
[[Category:Trivia]]&lt;/div&gt;</summary>
		<author><name>PsiPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=Easy_place&amp;diff=32315</id>
		<title>Easy place</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=Easy_place&amp;diff=32315"/>
		<updated>2015-06-16T20:10:38Z</updated>

		<summary type="html">&lt;p&gt;PsiPhi: The QuasiSpace-to-HyperSpace &amp;quot;openings&amp;quot; doesn&amp;#039;t make sense, in the context in which Arilou use the words, though it is ambiguous.  The prior sentence thoroughly covers this ambiguity.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Easy place&#039;&#039;&#039; is how the [[Arilou]] refer to one of ten specific parts of space, and possibly time (or *time*). When [[The Captain]] meets the Arilou in [[HyperSpace]] they may note that &amp;quot;This place is an easy place&amp;quot;. Whether this refers to this part of the galaxy, this [[dimension]] (HyperSpace), the Arilou&#039;s [[Sphere of Influence]], or something else, is unknown.&lt;br /&gt;
&lt;br /&gt;
The Arilou are exploring easy places to trap [[*Nnngn*]]. They note that at different times they explore different easy places. This may or may not refer to the three days a month that the naturally occuring [[QuasiSpace]] [[portal]] is open (the portal may stay for three days every month in a different &amp;quot;easy place&amp;quot; located in a different dimension, totaling up to a month).&lt;br /&gt;
&lt;br /&gt;
[[Category:Arilou Lalee&#039;lay]]&lt;/div&gt;</summary>
		<author><name>PsiPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=Ultronomicon:Editing_Essentials&amp;diff=32314</id>
		<title>Ultronomicon:Editing Essentials</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=Ultronomicon:Editing_Essentials&amp;diff=32314"/>
		<updated>2015-06-16T19:41:36Z</updated>

		<summary type="html">&lt;p&gt;PsiPhi: updating the external Wikipedia page references&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&#039;&#039;Please read this page in its entirety before editing an Ultronomicon article.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As the Ultronomicon is still young, we only have a basic document on style and content at [[Ultronomicon:Manual of Style]]. Apart from items listed in this manual, we&#039;re pretty much following the [http://www.wikipedia.org/ Wikipedia] conventions.&lt;br /&gt;
&lt;br /&gt;
You can find more about those here:&lt;br /&gt;
*[[Wikipedia:Wikipedia:Contributing to Wikipedia|Wikipedia:Contributing to Wikipedia]]&lt;br /&gt;
*[[Wikipedia:Category:Wikipedia_style_guidelines|Wikipedia:Style]] and [[Wikipedia:Category:Wikipedia_how-to|How-to Directory]]&lt;br /&gt;
*[[Wikipedia:Help:Editing|Wikipedia:How to edit a page]]&lt;br /&gt;
&lt;br /&gt;
So far, a number of issues keep coming up while people are editing the Ultronomicon. While the above links contain all the relevant information, these issues occur often enough and are important enough to be explicitly mentioned here.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==How to Edit==&lt;br /&gt;
&lt;br /&gt;
===Be bold when editing===&lt;br /&gt;
If you have a problem with (part of) a page, by all means edit it. No one &amp;quot;owns&amp;quot; a page.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more information see [[Wikipedia:Wikipedia:Be bold in updating pages|Wikipedia:Be bold in updating pages]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Signing off on Talk pages===&lt;br /&gt;
It is helpful when people can quickly see who wrote what on Talk pages.&lt;br /&gt;
To this end, place &#039;&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;&#039; at the end of your message; it will be replaced by your name and the current date and time.&lt;br /&gt;
&lt;br /&gt;
===Fill in the summary field===&lt;br /&gt;
By filling in the summary field, you will make the page history and [[Special:Recentchanges]] page easier to use. Do this even for small changes, as an empty summary requires the reader to look at the actual changes to see what changed.&lt;br /&gt;
&lt;br /&gt;
===Mark minor edits as such===&lt;br /&gt;
When you make only a very minor change such as a spelling or grammar correction, you should check the &amp;quot;This is a minor edit&amp;quot; checkbox. Minor edits can be filtered from the page history or [[Special:Recentchanges]] page, making browsing through these significantly easier.&lt;br /&gt;
&lt;br /&gt;
===Use descriptive names for uploaded files===&lt;br /&gt;
By using descriptive names for the names of the uploaded files, it will be more obvious what the image or sound is about, and it prevents name clashes with past and future files. File names can&#039;t be changed once uploaded, so name the file appropriately before uploading.&lt;br /&gt;
&lt;br /&gt;
[[Category:Style guidelines|Editing Essentials]]&lt;/div&gt;</summary>
		<author><name>PsiPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=Mars&amp;diff=32313</id>
		<title>Mars</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=Mars&amp;diff=32313"/>
		<updated>2015-06-16T19:29:15Z</updated>

		<summary type="html">&lt;p&gt;PsiPhi: trying out Svip&amp;#039;s Planet infobox template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{planet infobox&lt;br /&gt;
|name=Mars&lt;br /&gt;
|image=Mars2.png&lt;br /&gt;
|caption=AKA Sol IV&lt;br /&gt;
|orbit=1.52&lt;br /&gt;
|mass=0.11&lt;br /&gt;
|atmo=0.02 atm&lt;br /&gt;
|radius=0.53&lt;br /&gt;
|temp=-53&lt;br /&gt;
|gravity=0.38&lt;br /&gt;
|weather=Class 2&lt;br /&gt;
|day=1.02&lt;br /&gt;
|tectonics=Class 2&lt;br /&gt;
|tilt=24&lt;br /&gt;
|type=Dust&lt;br /&gt;
|star=[[Sol]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Mars&#039;&#039;&#039; is the fourth planet in the [[Sol]] star system. While it likely once had liquid water on its surface, it is now a dry [[list of planet types#Dust|Dust World]]. Shortly after the departure of the [[Ilwrath]], the remaining [[Spathi]] contingent of the [[Hierarchy]] [[Earthguard]] made a &amp;quot;strategic redeployment&amp;quot; to Mars from [[Luna]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Planets]]&lt;/div&gt;</summary>
		<author><name>PsiPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=Category:Game_Characters&amp;diff=25539</id>
		<title>Category:Game Characters</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=Category:Game_Characters&amp;diff=25539"/>
		<updated>2011-05-26T14:08:10Z</updated>

		<summary type="html">&lt;p&gt;PsiPhi: Undo revision 25523 by 87.105.187.246 (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This category is for named characters with which the player directly converses with during [[The Ur-Quan Masters]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>PsiPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=Star_Control_II_Gameplay_FAQ&amp;diff=25538</id>
		<title>Star Control II Gameplay FAQ</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=Star_Control_II_Gameplay_FAQ&amp;diff=25538"/>
		<updated>2011-05-26T14:07:36Z</updated>

		<summary type="html">&lt;p&gt;PsiPhi: Undo revision 25522 by 2001:708:110:821:7AAC:C0FF:FEAD:1F02 (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the list of frequently asked questions (with answers) regarding the actual game of [[The Ur-Quan Masters]]. For technical questions or questions about the The Ur-Quan Masters project, check [[List of FAQs|our other FAQs]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you have any further questions, you can ask them on [http://uqm.stack.nl/cgi-bin/yabb/YaBB.pl?board=Gendiscuss the general discussion board].&lt;br /&gt;
&lt;br /&gt;
If you think you have found a bug, please report it in [http://uqm.stack.nl/cgi-bin/bugs/ the Bugzilla database].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Full Game==&lt;br /&gt;
&lt;br /&gt;
===Is there a time limit to the game?===&lt;br /&gt;
Yes. In the PC version of [[Star Control II]] the [[Melnorme]] volunteer some information about this. As there is no spoken text for this in the 3DO version, it is also missing from [[The Ur-Quan Masters]].&lt;br /&gt;
:How nice to see you again, Captain. &lt;br /&gt;
:Before we go on, I have a small announcement. &lt;br /&gt;
:As you may know, in our travels throughout the galaxy &lt;br /&gt;
:we Melnorme have found many strange and interesting alien artifacts. &lt;br /&gt;
:One of these devices is the [[MetaChron]], a kind of trans-time alarm system. &lt;br /&gt;
:In a nutshell, it warns me of future dangers by predicting its own demise &lt;br /&gt;
:which is most likely linked to my own well being, since I keep it under my pillow. &lt;br /&gt;
:The unit is a small pyramid and, when all is well, white in color. &lt;br /&gt;
:But if we are proceeding along a timeline which will eventually result in the destruction of the MetaChron &lt;br /&gt;
:the unit slowly darkens. Presumably, it will be destroyed at the same time as it turns completely black. &lt;br /&gt;
:When we first entered this region of space, the MetaChron was white. &lt;br /&gt;
:Now it is light gray. &lt;br /&gt;
:At its present rate of change, something will destroy the MetaChron &lt;br /&gt;
:in the early part of the year 2159. &lt;br /&gt;
:In order to avoid this unpleasantness, we may be leaving just before this time &lt;br /&gt;
:so if you have business you wish to conduct with us &lt;br /&gt;
:I suggest you do so before January 2159, or February at the latest.&lt;br /&gt;
&lt;br /&gt;
===Is there a printable starmap available?===&lt;br /&gt;
[[Pages of Now and Forever]] has a collection of Star Control maps. The maps in the &amp;quot;Manuals&amp;quot; box on the [http://starcontrol.classicgaming.gamespy.com/files/sc2.shtml files page] are the maps that came with various releases of [[Star Control II]]. They show the constellations as well as the spheres of influence of the races as they were known in the year 2133 (just before the humans were defeated by the Ur-Quan).&lt;br /&gt;
&lt;br /&gt;
===Combat in the full game goes much too fast===&lt;br /&gt;
You probably have Cyborg mode turned on. This means the computer is actually fighting your battles for you. You can turn it off in the &#039;&#039;Settings&#039;&#039; submenu of the &#039;&#039;Options&#039;&#039; menu.&lt;br /&gt;
&lt;br /&gt;
That said, [[Star Control]] on some platforms had a significantly slower melee than [[Star Control II]] (and hence [[The Ur-Quan Masters]]). Playing UQM may take a bit of getting used to if you grew up with those slower games.&lt;br /&gt;
&lt;br /&gt;
===I am surrounded! What can I do?===&lt;br /&gt;
You can use the emergency warp escape to flee from battle (by default by pressing the ESCAPE key), and if you have a [[QuasiSpace Portal Spawner]] you can use it to escape from HyperSpace.&lt;br /&gt;
If you can&#039;t run away, and you can&#039;t kill them all, there&#039;s not much you can do, short of loading, starting over, or cheating.&lt;br /&gt;
&lt;br /&gt;
===How many ships does a homeworld fleet have?===&lt;br /&gt;
Homeworlds, identifiable by a radial pattern of ships on the encounter screen, have an infinite number of ships.  You can&#039;t invade a homeworld, destroy all its ships, or get any RU from destroying ships there.&lt;br /&gt;
&lt;br /&gt;
===Why can&#039;t I land?===&lt;br /&gt;
Make sure that you have at least one [[Planet Lander]] and some fuel left. You can get more by accessing &#039;Outfit Starship&#039; at the StarBase. Also, you can&#039;t land on gas giants or slave shielded planets.&lt;br /&gt;
&lt;br /&gt;
===Why can&#039;t I pick up any minerals?===&lt;br /&gt;
Make sure that you have at least one [[Storage Bay]], and that it is not completely full.&lt;br /&gt;
&lt;br /&gt;
==Melee==&lt;br /&gt;
&lt;br /&gt;
===How do I defeat ship x with ship y?===&lt;br /&gt;
Look at the [[List of Ships]] for information on the specific ships. There are also a number of external web sites which provide combat information:&lt;br /&gt;
*http://ledmeister.com/supmeler.htm&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
===I can&#039;t tell the [[Mycon]] to go to Organon===&lt;br /&gt;
You are actually asking on the wrong planet. There is a remark by the Mycon on Beta Brahe in the PC version of [[Star Control II]] which clarified this, but as no speech was recorded for it for the 3DO, it is also missing from [[The Ur-Quan Masters]].&lt;br /&gt;
The missing text goes as follows:&lt;br /&gt;
:This is a special place&lt;br /&gt;
:filled with [[Juffo-Wup]].&lt;br /&gt;
:But it is not the source.&lt;br /&gt;
:Juffo-Wup springs forth from 629.1, 220.8.&lt;br /&gt;
:We must not allow this place to be soiled by the [[Non]].&lt;br /&gt;
And when you mention Organon to them:&lt;br /&gt;
:We do not interpret the will of Juffo-Wup.&lt;br /&gt;
:Only the source is so empowered.&lt;br /&gt;
:Until instructed otherwise, Juffo-Wup requires that we remain here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other questions==&lt;br /&gt;
&lt;br /&gt;
===I have some other question===&lt;br /&gt;
The [http://uqm.stack.nl/cgi-bin/yabb/YaBB.pl The Ur-Quan Masters Forum] is a good place to ask.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:FAQs]]&lt;/div&gt;</summary>
		<author><name>PsiPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=Talk:Dreadnought&amp;diff=25537</id>
		<title>Talk:Dreadnought</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=Talk:Dreadnought&amp;diff=25537"/>
		<updated>2011-05-26T14:04:43Z</updated>

		<summary type="html">&lt;p&gt;PsiPhi: Undo revision 25521 by 50.18.63.234 (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Ur-Quan fighter pilots are skilled in Gravity Whip maneuvers and use this to augment their already impressive speed.&amp;quot; Not that I&#039;ve noticed- Whenever I play they regularly crash into the planet and bounce off. It is possible that gravity accellerates them slightly (I haven&#039;t observed much of a change in speed) but they most certainly don&#039;t attempt gravity whips consciously like an Orz [[Space Marine]]. -[[User:Fadookie|Fadookie]] 22:22, 9 Oct 2004 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Huh? ==&lt;br /&gt;
&lt;br /&gt;
I agree -- the assertion is completely false.  I can&#039;t find anything to back this up in the SC2 game manual, so I&#039;m chucking it.&lt;br /&gt;
[[User:Nic|Nic]] 22:35, 9 Oct 2004 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Been a while ==&lt;br /&gt;
&lt;br /&gt;
I haven&#039;t played in eight years.  I suppose my memory is fallible.  Fair enough.  [[User:Mmrnmhrm|Mmrnmhrm]] 08:13, 10 Oct 2004 (CEST)&lt;br /&gt;
&lt;br /&gt;
==Melnorme Trader Bolt==&lt;br /&gt;
I&#039;ve tested the rumour about the trader bolt and fusion blast. Bosth the fully charged bolt and the fusion blast are destroyed.&lt;br /&gt;
&lt;br /&gt;
:No, the fully charged trader blast is stronger. By comparison, the Trader bolt deals 16 damage, but the Ur-Quan fusion bolt deals 6 damage. I&#039;m not sure how much health the Trader bolts have, but the Fusion bolt has six health (or maybe it&#039;s 8 health), and I would guess that the Trader bolt has 16 health fully charged, give or take a few. --Jaychant&lt;br /&gt;
&lt;br /&gt;
:EDIT:I tested it, and the fusion bolt was destroyed by the Trader bolt, which made it to the Dreadnought unscathed. Just thought I&#039;d throw this in. (I know it&#039;s 3 years old, but I would hate to see confusion over this in the future.) --Jaychant&lt;br /&gt;
&lt;br /&gt;
:That I knew, but it would be interesting at some point perhaps to spell out how these things work (by looking in the code I suppose). By the way JC, just a heads up that if you left UQMF to escape nerds, here might not be the best place to take refuge ;) --[[User:Zeracles|Zeracles]] 05:16, 13 June 2008 (CEST)&lt;br /&gt;
&lt;br /&gt;
==Weak against section==&lt;br /&gt;
In the &amp;quot;Weak against&amp;quot; section, the Arilou Skiff is listed, but then it describes it as an easy match for the Dreadnought, even though the title clearly states that the Skiff is &#039;&#039;weak&#039;&#039; against the ships mentioned in the section. For now, I&#039;m moving the material to the &amp;quot;Strong against&amp;quot; section, but I would like to discuss keeping it in a &amp;quot;weak against&amp;quot; section; I think a Dreadnought is in fact weak against a Skiff. --Jaychant&lt;br /&gt;
&lt;br /&gt;
:According to one of the veterans, Shiver, the outcome of this match-up is strongly dependent on the respective tactics employed, but in general the Dreadnought should win. He says this in the [http://forum.uqm.stack.nl/index.php?topic=3941.msg51561#msg51561 Skiff section] of his guide. I can see where you&#039;re coming from, the Skiff can be a serious pain (especially when AI-piloted), and actually if the Skiff plays to win or at least avoid losing, the Dreadnought won&#039;t catch it. But if there&#039;s going to be a result the Dreadnought would probably come out on top, for the reasons Shiver mentions. Cheers. --[[User:Zeracles|Zeracles]] 19:57, 11 June 2008 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Restoring some information ==&lt;br /&gt;
&lt;br /&gt;
Thanks Shiver for cleaning up the article. I restored some information to the intro, specifically mention of the &amp;quot;eterna-tech&amp;quot; and the ability to destroy structures on a planets surface. I&#039;ve also tried to make the single Ur-Quan onboard more definitive since both manuals seem to agree on this point. I also added in info on the roped/webbing ceilings which also appears in the manuals. The main reason I restored the info is for completeness, though hopefully readability didn&#039;t suffer. If it did, perhaps some rephrasing or moving the info to another page, like [[Ur-Quan Kzer-Za]] may be in order. The only other changes that I made were relatively minor, changing the name of the weapon. From my scanning of the canon, most sources call the main weapon &amp;quot;fusion blaster&amp;quot; (I can&#039;t seem to find were the name fusion cannon came from) and the projectiles are called either fusion blasts or fusion bolts. Anyways, thanks again for the cleanup, especially the tactical sections. --[[User:Fyzixfighter|Fyzixfighter]] 00:07, 19 February 2009 (CET)&lt;br /&gt;
&lt;br /&gt;
:The Eterna-tech bit came off as fan-fiction to me so I mistakenly removed it. All of your recent changes look good to me. --[[User:Shiver|Shiver]] 00:12, 19 February 2009 (CET)&lt;/div&gt;</summary>
		<author><name>PsiPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=User:Zeracles/History_of_the_Star_Control_fan_universe/Thread_Catalogue&amp;diff=25536</id>
		<title>User:Zeracles/History of the Star Control fan universe/Thread Catalogue</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=User:Zeracles/History_of_the_Star_Control_fan_universe/Thread_Catalogue&amp;diff=25536"/>
		<updated>2011-05-26T14:03:39Z</updated>

		<summary type="html">&lt;p&gt;PsiPhi: Undo revision 25520 by 122.178.211.237 (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Community=&lt;br /&gt;
==Pages of Now and Forever (PNF) and Star Control Discussion Board (SCDB)==&lt;br /&gt;
:[http://www.star-control.com/ PNF]&lt;br /&gt;
:[http://www.star-control.com/community/ SCDB III (2010-present)], see also [http://www.star-control.com/forum/ SCDB II (2003-2010 archive)]&lt;br /&gt;
:[[Pages_of_Now_and_Forever|Ultronomicon Article]]&lt;br /&gt;
Link to original (pre-2003) SCDB (broken) [http://www.star-control.com/forum/index.php/topic,8 Link to the Old Forum]&lt;br /&gt;
===SCDB II===&lt;br /&gt;
First thread [http://www.star-control.com/forum/index.php/topic,1 Welcome!]&lt;br /&gt;
&amp;lt;BR&amp;gt;Creation of off-topic board [http://www.star-control.com/forum/index.php/topic,11 We must never be apart]&lt;br /&gt;
&amp;lt;BR&amp;gt;New moderators (Viropher and Scott_Irving) [http://www.star-control.com/forum/index.php/topic,12 We Are Moderators - Hear Us Meow]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://www.star-control.com/forum/index.php/topic,25 Forum User Status]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://www.star-control.com/forum/index.php/topic,32 Board Posting Policy]&lt;br /&gt;
&lt;br /&gt;
==Ur-Quan Masters Forum (UQMF)==&lt;br /&gt;
:[http://sc2.sourceforge.net/ UQM Home]&lt;br /&gt;
:[http://forum.uqm.stack.nl/ UQMF]&lt;br /&gt;
First thread [http://forum.uqm.stack.nl/index.php?topic=1 Welcome!]&lt;br /&gt;
&amp;lt;BR&amp;gt;UQM&#039;s page [http://forum.uqm.stack.nl/index.php?topic=7 Great website!]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=31 Cool new forum design !]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=39 Seems the forum works again!]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=49 FORUM STATUS AFTER RESTORE - PLEASE READ]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=60 Slashdot]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=195 Forum User Status]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=226 I love YaBB 1G - SP1!]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=345 Penny Arcade]&lt;br /&gt;
==IRC==&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;sc2 [http://forum.uqm.stack.nl/index.php?topic=200 IRC]&lt;br /&gt;
&lt;br /&gt;
==Toys for Bob (TFB)==&lt;br /&gt;
:[http://www.toysforbob.com/ TFB&#039;s website]&lt;br /&gt;
[http://forum.uqm.stack.nl/index.php?topic=313 Star Control copyright]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=339 Other TFB game]&lt;br /&gt;
==In External Media==&lt;br /&gt;
[http://forum.uqm.stack.nl/index.php?topic=349 Spathi Eluder / SBC-Yahoo Dial logo]&lt;br /&gt;
&lt;br /&gt;
=General Discussion=&lt;br /&gt;
[http://www.star-control.com/forum/index.php/topic,15 First time stories.]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://www.star-control.com/forum/index.php/topic,20 Dreams about SC.]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=47 biggest &amp;quot;doesn&#039;t fit&amp;quot; items from SC series]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=310 Woo!]&lt;br /&gt;
==SC1==&lt;br /&gt;
[http://forum.uqm.stack.nl/index.php?topic=289 Is this the same StarControl ???]&lt;br /&gt;
==SC2/UQM==&lt;br /&gt;
:&#039;&#039;Excludes discussion of any content and features introduced by the UQM project.&#039;&#039;&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=32 Star Control II fact (#1)]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=94 Time limit?]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://www.star-control.com/forum/index.php/topic,47 HELP!! Rider&#039;s Log (probably contains spoilers)]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=148 No leads ever seem to pan out...]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=170 New to SC2/UQM]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=184 Landers bug]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=213 Some bugs]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=286 The speed record]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=287 PO&#039;ing off everything...]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=262 Most Obscure Bit of Dialogue and/or Detail?]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=328 Surviving the Early Game]&lt;br /&gt;
===Melee===&lt;br /&gt;
AI-Bashing [http://www.star-control.com/forum/index.php/topic,7 First Topic Created!]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=14 Favourite ship]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=19 Your LEAST favorite ship]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=128 Pkunk Fury restoration]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=131 Pkunk Restoration]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=181 Tactic for moon-avoidance]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=182 How often does the VUX laser fire?]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=271 Chmrr]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=261 Fastest Ship in SC2?]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=305 Strategies (ship vs. ship melee)]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=331 Probe Vs. Cruiser: An Analysis from a Wimp&#039;s POV]&lt;br /&gt;
===Resource Gathering===&lt;br /&gt;
[http://forum.uqm.stack.nl/index.php?topic=58 Mining]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=78 Starship Selling?]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=80 Free Radicals?]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=165 colors and mining]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=279 Landers and Minerals]&lt;br /&gt;
===Artwork===&lt;br /&gt;
[http://forum.uqm.stack.nl/index.php?topic=21 Original Artwork...]&lt;br /&gt;
===Music===&lt;br /&gt;
[http://forum.uqm.stack.nl/index.php?topic=20 Favourite music?]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=37 Last part: Favorite ditty/ditties!]&lt;br /&gt;
===Voices===&lt;br /&gt;
Voices [http://forum.uqm.stack.nl/index.php?topic=8 Okay, inaugaural stupid poll time :-)]&lt;br /&gt;
&lt;br /&gt;
===PC vs 3DO===&lt;br /&gt;
[http://forum.uqm.stack.nl/index.php?topic=11 Like the game, but never played the 3DO version?]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=12 Changes already made?]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=51 The Lander cheat]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=157 Text/Speech Differences]&lt;br /&gt;
===Cheats===&lt;br /&gt;
[http://forum.uqm.stack.nl/index.php?topic=207 Make Money Fast From Home!]&lt;br /&gt;
&lt;br /&gt;
==SCnot3==&lt;br /&gt;
[http://www.star-control.com/forum/index.php/topic,17 Star Control 4???]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=34 Starcon2/Starcon3 plot point (spoils Starcon3)]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=46 Help the new guy]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://www.star-control.com/forum/index.php/topic,31 warp-out in SFC3]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=179 Star Control 3?]&lt;br /&gt;
==StarCon==&lt;br /&gt;
[http://forum.uqm.stack.nl/index.php?topic=283 Star Control 4....]&lt;br /&gt;
==Specific Races==&lt;br /&gt;
==Arilou==&lt;br /&gt;
[http://forum.uqm.stack.nl/index.php?topic=187 This has been bugging me for YEARS !]&lt;br /&gt;
===Chenjesu===&lt;br /&gt;
[http://forum.uqm.stack.nl/index.php?topic=278 Chenjesu - society]&lt;br /&gt;
===Chmmr/Chenjesu/Mmrnmmhrm===&lt;br /&gt;
[http://forum.uqm.stack.nl/index.php?topic=42 Fanstuff]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=348 Chmmr Reproduction]&lt;br /&gt;
===Druuge===&lt;br /&gt;
[http://forum.uqm.stack.nl/index.php?topic=197 Druuge... and slave trade.]&lt;br /&gt;
===Melnorme===&lt;br /&gt;
[http://forum.uqm.stack.nl/index.php?topic=110 The 12,000 credit question...]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=136 melnorme]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=338 Why the Melnorme&#039;s bridge turns purple (spoiler).]&lt;br /&gt;
===Mmrnmmhrm===&lt;br /&gt;
===Pkunk===&lt;br /&gt;
[http://forum.uqm.stack.nl/index.php?topic=199 Pkunk and the Yehat civil war?]&lt;br /&gt;
===Slylandro===&lt;br /&gt;
[http://forum.uqm.stack.nl/index.php?topic=291 Slylandro Probe]&lt;br /&gt;
===Umgah===&lt;br /&gt;
[http://forum.uqm.stack.nl/index.php?topic=292 Umgah:  Bug or feature?]&lt;br /&gt;
===Ur-Quan===&lt;br /&gt;
[http://forum.uqm.stack.nl/index.php?topic=245 Vela?]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=295 I think I&#039;m hosed]&lt;br /&gt;
===VUX===&lt;br /&gt;
[http://forum.uqm.stack.nl/index.php?topic=168 Admiral Zex]&lt;br /&gt;
==Mysteries==&lt;br /&gt;
[http://forum.uqm.stack.nl/index.php?topic=120 What question about SC do you most want answered?]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=202 Arilou and the Orz: What&#039;s the Deal? *spoilers*]&lt;br /&gt;
=Fan Works=&lt;br /&gt;
==UQM==&lt;br /&gt;
:&#039;&#039;This is for discussion of content and features not present in SC2, and the UQM project generally.&#039;&#039;&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=2 The Ur-Quan Masters trailer/commercial]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=3 why 3d0?]&lt;br /&gt;
&amp;lt;BR&amp;gt;Effusive thanks [http://forum.uqm.stack.nl/index.php?topic=4 You Guys are MIND READERS! (Dnyarri?)]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=24 got a cd-burner? (was: CR/LF problems?)]&lt;br /&gt;
===Evolution and Releases===&lt;br /&gt;
[http://forum.uqm.stack.nl/index.php?topic=139 Boy this game crashes a lot....]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://www.star-control.com/forum/index.php/topic,19 alpha 0.2 of UQM is out!]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=288 Link for Windows .2 EXE Here]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=268 Packaging]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=43 UQM on XP]&lt;br /&gt;
===Graphics===&lt;br /&gt;
[http://forum.uqm.stack.nl/index.php?topic=18 OpenGL? Sprites? Wha?]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=35 Eagle Engine 2xSal Filtering in game]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=169 Can the resolution be changed?]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=253 3D planet rendering in the latest CVS]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=303 Scale2x as SaI replacement?]&lt;br /&gt;
===Music===&lt;br /&gt;
[http://forum.uqm.stack.nl/index.php?topic=28 Preview of Ilwrath Music]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=161 Old Quasispace music]&lt;br /&gt;
===Cheats===&lt;br /&gt;
[http://forum.uqm.stack.nl/index.php?topic=192 I&#039;m a cheating bastard, and related savegame issue]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=223 cheats]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=330 Will there be cheats?]&lt;br /&gt;
===Configuring===&lt;br /&gt;
[http://forum.uqm.stack.nl/index.php?topic=270 Song Switching?]&lt;br /&gt;
===Wishes===&lt;br /&gt;
[http://forum.uqm.stack.nl/index.php?topic=9 What do you want added..]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=41 What should NOT be changed ?]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://www.star-control.com/forum/index.php/topic,39 Star Control 2 on a handheld?]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=290 Text to speech]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=238 Save Game File Generator?]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=23 Important question - 3DO controller?]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=317 Map data]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=325 Port Star Control to GBA?]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=333 Cloaking Device added into Port]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=336 3D Star Control 2]&lt;br /&gt;
===Developing===&lt;br /&gt;
[http://forum.uqm.stack.nl/index.php?topic=16 Compiling info]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=137 cvs download.]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=230 Errors compiling source with visual studio net]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=232 Help for a poor semi-computer-literate boy]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=237 I have problem compiling the source code..]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=239 Building the source code with Cygwin?]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=241 CVS Help]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=215 alpha patch for v0.1 to v0.2]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=212 Runtime error - shared libraries]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=214 Configuring for OS X]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=204 Sound Stuff..]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=252 Trouble with CVS: Logging in denyed as anon.]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=265 cvs help for the complete Noob]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=284 OMFG!  MinGW!]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=36 Syncing Voice and text]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=316 Dec 22nd cvs compile issue]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=322 Can it run in OS X yet?]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=341 Black screen/no video after compile?]&lt;br /&gt;
===The Gods===&lt;br /&gt;
[http://forum.uqm.stack.nl/index.php?topic=40 Just wondering.]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=96 Hey wait! FF &amp;amp; PR3 are not on the development team]&lt;br /&gt;
===Requirements===&lt;br /&gt;
[http://forum.uqm.stack.nl/index.php?topic=119 Why 140 megs?]&lt;br /&gt;
===Legals===&lt;br /&gt;
[http://forum.uqm.stack.nl/index.php?topic=85 content license ?]&lt;br /&gt;
===Ports===&lt;br /&gt;
[http://forum.uqm.stack.nl/index.php?topic=242 Dreamcast port?]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=205 Mac port]&lt;br /&gt;
===Mods and Add-Ons===&lt;br /&gt;
[http://forum.uqm.stack.nl/index.php?topic=173 Random fleet generator]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=177 Thraddash special weapon sound]&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
[http://forum.uqm.stack.nl/index.php?topic=97 SC2 music remix, unrelated to this project]&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
[http://www.star-control.com/forum/index.php/topic,10 AlienME]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://www.star-control.com/forum/index.php/topic,30 Space Empires IV Gold -- Star Control II Mod]&lt;br /&gt;
=Sequel, Remake (and Related) Discussions=&lt;br /&gt;
:&#039;&#039;Discussions about works in prospect that at the time were not being implemented.&#039;&#039;&lt;br /&gt;
:&#039;&#039;See also [[User:Zeracles/History_of_the_Star_Control_fan_universe/Thread_Catalogue#Wishes|UQM Wishes]]&#039;&#039;&lt;br /&gt;
==Sequel==&lt;br /&gt;
Comm screen art [http://www.star-control.com/forum/index.php/topic,2 next star control]&lt;br /&gt;
&amp;lt;BR&amp;gt;As an extension of SC1 [http://www.star-control.com/forum/index.php/topic,4 Suggestion for the next Star Control]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://www.star-control.com/forum/index.php/topic,43 Story of next Star Control?]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=260 Star Control 5]&lt;br /&gt;
==Remakes==&lt;br /&gt;
===SC1===&lt;br /&gt;
[http://forum.uqm.stack.nl/index.php?topic=116 Star Control 1 with SC2&#039;s ships]&lt;br /&gt;
==Other==&lt;br /&gt;
[http://www.star-control.com/forum/index.php/topic,18 SCMMORPG]&lt;br /&gt;
=Technical Issues=&lt;br /&gt;
[http://www.star-control.com/forum/index.php/topic,16 Star Control Collection]&lt;br /&gt;
==SC1==&lt;br /&gt;
[http://www.star-control.com/forum/index.php/topic,9 DOSBox/Starcon 1 woes]&lt;br /&gt;
&amp;lt;BR&amp;gt;SC1 and windows 5 [http://forum.uqm.stack.nl/index.php?topic=48 Off Topic: Porting SC1?]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=334 Off Topic - Star Control 1]&lt;br /&gt;
==SC2==&lt;br /&gt;
SC2 and DosBox [http://www.star-control.com/forum/index.php/topic,3 I have the ultimate solution]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://www.star-control.com/forum/index.php/topic,38 Star Control 2 sound issues]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://www.star-control.com/forum/index.php/topic,40  Please help! SC2 so slow even with DOSBox! :(]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://www.star-control.com/forum/index.php/topic,46 Running star control in VGA mode]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=130 The Attack of the WinXP StickyKeys]&lt;br /&gt;
==SCnot3==&lt;br /&gt;
[http://www.star-control.com/forum/index.php/topic,21 SC 3 sound probs]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://www.star-control.com/forum/index.php/topic,44 No Cd Crack?]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://www.star-control.com/forum/index.php/topic,45 SC3 battle scenes too fast!]&lt;br /&gt;
==UQM==&lt;br /&gt;
[http://forum.uqm.stack.nl/index.php?topic=6 win95?]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=22 Key mappings?]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=281 Dump Windows question]&lt;br /&gt;
=Off-Topic=&lt;br /&gt;
[http://www.star-control.com/forum/index.php/topic,14 Anybody want to buy a missle silo? (no joke)]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://www.star-control.com/forum/index.php/topic,34 Happiness.]&lt;br /&gt;
==Games Like SC==&lt;br /&gt;
[http://www.star-control.com/forum/index.php/topic,22 pc games that are similar!]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=297 Star Control 2 on Genesis?]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=299 Some project that looks similar in spirit to UQM]&lt;br /&gt;
&amp;lt;BR&amp;gt;[http://forum.uqm.stack.nl/index.php?topic=314 Other great old games]&lt;br /&gt;
==Joke Threads==&lt;/div&gt;</summary>
		<author><name>PsiPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=Category:Orz&amp;diff=25535</id>
		<title>Category:Orz</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=Category:Orz&amp;diff=25535"/>
		<updated>2011-05-26T14:03:16Z</updated>

		<summary type="html">&lt;p&gt;PsiPhi: Undo revision 25519 by 183.177.122.26 (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These articles describe the [[Orz]], projections of an extra-dimensional entity which appear as gill-breathers resembling yellow parrotfishes with eyestalks.&lt;br /&gt;
&lt;br /&gt;
[[Category:Races]]&lt;/div&gt;</summary>
		<author><name>PsiPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=User_talk:Fyzixfighter&amp;diff=25534</id>
		<title>User talk:Fyzixfighter</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=User_talk:Fyzixfighter&amp;diff=25534"/>
		<updated>2011-05-26T14:02:43Z</updated>

		<summary type="html">&lt;p&gt;PsiPhi: Undo revision 25517 by 62.157.186.18 (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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&lt;br /&gt;
&lt;br /&gt;
: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&#039;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)&lt;br /&gt;
&lt;br /&gt;
::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 &amp;quot;TrueSpace&amp;quot;. 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&#039;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)&lt;br /&gt;
&lt;br /&gt;
:::On the hyperspace star map that came with the game: &amp;quot;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 &#039;&#039;the&#039;&#039; 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.&amp;quot; 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)&lt;br /&gt;
&lt;br /&gt;
Hi there.  In the Probe article, I think you left a sentence dangling: &amp;quot;Unlike catalog item 2419, this&amp;quot;.  I&#039;d finish it myself if I knew the rest. :-) --[[User:Doubleyou|Doubleyou]] 00:11, 2 Dec 2005 (CET)&lt;br /&gt;
: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)&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
== Cargo images ==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
-[[User:Fadookie|Fadookie]] 01:37, 16 January 2006 (CET)&lt;br /&gt;
:Thanks for the reminder. Yeah, I remember seeing the comments about that and agree the raw images are much too small. I believe &amp;lt;crossing-fingers&amp;gt; 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&#039;ve already noted, the wiki software can easily resize them to whatever we decide on. I hope I didn&#039;t offend anyone or step on anyone&#039;s toes when I made those uploads, but I kind of agree with Svdb that it&#039;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)&lt;br /&gt;
::I agree with you and SvdB about using the straight game content, and not only out of laziness. :)&lt;br /&gt;
::There are other places for enhanced images... i.e. PONAF. Back when the Ultronomicon was a bit younger, there was discussion about using PONAF&#039;s animated gifs of each race&#039;s comm screen, but I was against this (as was SvdB if I recall). There is a place for everything, and I don&#039;t think that the Ultronomicon is the place for &#039;enhanced&#039; 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.&lt;br /&gt;
::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.&lt;br /&gt;
::-[[User:Fadookie|Fadookie]] 07:08, 16 January 2006 (CET)&lt;br /&gt;
&lt;br /&gt;
== Footer nav plate. ==&lt;br /&gt;
&lt;br /&gt;
What are you planning to do with those footer nav plates? I think they&#039;re nice, but main Ultronomicon pages shouldn&#039;t refer to pages in the User namespace. &amp;amp;mdash; [[User:Svdb|SvdB]] 05:58, 6 October 2006 (CEST)&lt;br /&gt;
&lt;br /&gt;
:Sorry about that - yeah, I was planning on moving them out of my personal namespace. They still might need a little work, but you&#039;re right that they should be in the main space. I&#039;ll move them over today. --[[User:Fyzixfighter|Fyzixfighter]] 19:45, 6 October 2006 (CEST)&lt;br /&gt;
&lt;br /&gt;
== SC2/UQM star database? ==&lt;br /&gt;
&lt;br /&gt;
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 :)&lt;br /&gt;
&lt;br /&gt;
-- MrMist&lt;br /&gt;
&lt;br /&gt;
: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&#039;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&#039;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)&lt;br /&gt;
&lt;br /&gt;
:There is functionality in uqm that can print a list of all the info you&#039;d need. It&#039;s not in XML format, but it would be trivial to change the code to dump it anyway you like. You&#039;d need to compile the game from source in debug mode though.&lt;br /&gt;
:An interactive SVG based starmap exists. See [http://seijin.ath.cx/cgi-bin/uqm/ this page].&lt;br /&gt;
: &amp;amp;mdash; [[User:Svdb|SvdB]] 07:19, 17 December 2006 (CET)&lt;br /&gt;
&lt;br /&gt;
::[[Image:screen.png|thumb|right|Screenshot of current starmap]]I&#039;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&#039;ve made some scripts transforming the data to XML, and I&#039;ve made a XSLT stylesheet, transforming the document to SVG. I&#039;m attaching a screenshot of the SVG at the current state of development. --[[User:MrMist|MrMist]] 11:50, 19 December 2006 (CET)&lt;br /&gt;
&lt;br /&gt;
:::Oh, you&#039;re only interested in the stars, not the planets. Right, plandata.c should be enough then.&lt;br /&gt;
:::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&#039;t have a place here. I&#039;ll leave it for the moment, but don&#039;t expect it to last. Actually, even this discussion shouldn&#039;t be here. We have the [http://uqm.stack.nl/forum/ UQM forum] for things like this. &amp;amp;mdash; [[User:Svdb|SvdB]] 12:41, 19 December 2006 (CET)&lt;br /&gt;
&lt;br /&gt;
:::: 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&#039;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&#039;t worry... I&#039;ll quit writing here right away.--[[User:MrMist|MrMist]] 14:22, 19 December 2006 (CET)&lt;br /&gt;
&lt;br /&gt;
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. &amp;amp;mdash; [[User:Svdb|SvdB]] 17:47, 20 December 2006 (CET)&lt;br /&gt;
&lt;br /&gt;
==SC1 and SC3==&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
==FYI==&lt;br /&gt;
The name of the Avatar laser is actually a &amp;quot;Terawatt Laser&amp;quot;. 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)&lt;br /&gt;
&lt;br /&gt;
:Sorry, that image is not part of the accepted Star Control [[canon]]. It is a fan-made image - I&#039;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&#039;t know where the person got the name terawatt from in that FAQ, but it&#039;s not from the manuals, the RPRG, or the game itself - therefore, it&#039;s fanfic plain and simple. Of course I&#039;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)&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
:Honestly I&#039;m fine with people extrapolating when they&#039;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&#039;t insinuate that I didn&#039;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 &amp;quot;Terawatt&amp;quot; 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 &amp;quot;twice the destructive force of the feared VUX laser&amp;quot; (a point which is confirmed in-game, see also [[List of weapons]] for damage]]). A terawatt (10^12) is not twice a &amp;lt;s&amp;gt;megawatt&amp;lt;/s&amp;gt; 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&#039;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 &amp;quot;2 Gigawatt Laser&amp;quot;, assuming of course that laser power scales as destructive force, which it may not in such a non-linear regime (I&#039;ve played with Terawatt/Gigawatt pulsed lasers (~25fs pulses) to drive non-linear processes). I certainly would be interested in knowing the reasoning behind &amp;quot;Terawatt&amp;quot; to see if the reasoning was more subtle and insightful than &amp;quot;Terawatt is the next metric unit above Gigawatt, therefore let&#039;s call it a Terawatt&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
:If you want to call it a terawatt in your gameplay and when talking with others, go ahead, I really couldn&#039;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&#039;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)&lt;br /&gt;
&lt;br /&gt;
::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)&lt;br /&gt;
&lt;br /&gt;
:It is named so in the 3DO ship spin video. I don&#039;t know where it can be found on the Internet, if it can - I don&#039;t know if Fyzixfighter had the 3DO SC2. [[User:Valaggar|Valaggar]] 07:52, 13 May 2007 (CEST)&lt;br /&gt;
&lt;br /&gt;
::Are those the videos where the ship rotates while a female voice describes them?  If so, they&#039;re all on the Pages of Now and Forever.--[[User:Gaeamil|Gaeamil]] 07:54, 13 May 2007 (CEST)&lt;br /&gt;
&lt;br /&gt;
:::Yep, that&#039;s where I found them (I don&#039;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)&lt;br /&gt;
&lt;br /&gt;
== 3DO Ship Spin Models ==&lt;br /&gt;
&lt;br /&gt;
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&#039;t think anyone has any objections. [[User:Valaggar|Valaggar]] 11:48, 13 May 2007 (CEST)&lt;br /&gt;
&lt;br /&gt;
:There was some similar discussion in regards to including animated gifs for the spec images over on [[Talk:Blade]]. I&#039;m inclined to agree that moving images/video on the page would be distracting, and a steady state image is preferable. I&#039;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&#039;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)&lt;br /&gt;
&lt;br /&gt;
So we should indeed use the &#039;&#039;images&#039;&#039;, and make them link to the 3DO videos? Sounds good. [[User:Valaggar|Valaggar]] 13:02, 14 May 2007 (CEST)&lt;br /&gt;
&lt;br /&gt;
:Depends on which &#039;&#039;images&#039;&#039; you&#039;re talking about - I&#039;m not exactly certain I understand which images you mean. --[[User:Fyzixfighter|Fyzixfighter]] 17:18, 14 May 2007 (CEST)&lt;br /&gt;
&lt;br /&gt;
I mean screenshots from the 3DO videos. However, I don&#039;t see a method to take them - my screen capture software (both 2 programs) don&#039;t capture that well, and RealPlayer doesn&#039;t seem to have a &amp;quot;save&amp;quot; option. There must be a way anyway. [[User:Valaggar|Valaggar]] 17:31, 14 May 2007 (CEST)&lt;br /&gt;
&lt;br /&gt;
==Pointless articles==&lt;br /&gt;
The following articles are just cluttering the wiki and are included in your &amp;quot;Pointless articles&amp;quot; section. I support their deletion.&lt;br /&gt;
*[[Alpha Lyrae]]&lt;br /&gt;
*[[Beta Andromedae]]&lt;br /&gt;
*[[Beta Centauri]]&lt;br /&gt;
*[[Beta Lyrae]]&lt;br /&gt;
*[[Delta Centauri]]&lt;br /&gt;
*[[Epsilon Centauri]]&lt;br /&gt;
*[[Gamma Centauri]]&lt;br /&gt;
*[[Zeta Centauri]]&lt;br /&gt;
*[[Achernar]]&lt;br /&gt;
*[[Canopus]]&lt;br /&gt;
*[[Capella]]&lt;br /&gt;
&lt;br /&gt;
You know, non-admins cannot delete articles. [[User:Valaggar|Valaggar]] 16:42, 1 June 2007 (CEST)&lt;br /&gt;
&lt;br /&gt;
:Yeah, I&#039;ve been meaning to get to that list but school/work has been quite busy as of late (I&#039;m only posting now because I&#039;m waiting on a measurement). I&#039;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&#039;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&#039;m torn on Achernar, Canopus, and Capella since those are single star &amp;quot;constellations&amp;quot; and we have pages on other non-notable constellations. But since this a wiki and not paper (it&#039;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)&lt;br /&gt;
&lt;br /&gt;
::Cluttering the wiki means cluttering the &amp;quot;Random page&amp;quot; feature, and this I don&#039;t like. Plus, we have Sage&#039;s planetary database.&lt;br /&gt;
&lt;br /&gt;
==Image Upload Test==&lt;br /&gt;
G&#039;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].&lt;br /&gt;
&lt;br /&gt;
Cheers --[[User:Zeracles|Zeracles]] 19:57, 7 December 2007 (CET)&lt;br /&gt;
&lt;br /&gt;
:Thanks Zeracles. Sometimes it&#039;s hard getting out of defensive mode given the number of vandals we&#039;ve had. Anyways, again thanks for the heads up. --[[User:Fyzixfighter|Fyzixfighter]] 23:37, 7 December 2007 (CET)&lt;br /&gt;
&lt;br /&gt;
I should&#039;ve put in a good description, sorry.&lt;br /&gt;
-ptx&lt;br /&gt;
&lt;br /&gt;
== Vandalism ==&lt;br /&gt;
I see you fight with vandalism on almost daily basis. Why not require wiki user login? That would solve the anonymous vandalism at least... ?&lt;br /&gt;
&lt;br /&gt;
[[User:Ptx|Ptx]] 16:55, 13 December 2007 (CET)&lt;br /&gt;
&lt;br /&gt;
:It might, but we&#039;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&#039;m sure he&#039;s already considered that option, so you&#039;d have to ask him why this isn&#039;t done. Honestly, I don&#039;t mind devoting a lot of time to fighting the anon vandalism - there&#039;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&#039;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)&lt;br /&gt;
:And you do it all so well too :) --[[User:Zeracles|Zeracles]] 03:05, 16 December 2007 (CET)&lt;br /&gt;
&lt;br /&gt;
==Concerning the Flagship==&lt;br /&gt;
&lt;br /&gt;
Friend Fyzixfighter,&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Concerning the &amp;quot;Flagship&amp;quot; section of this wiki&#039;&#039;&#039;,&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
This is not my wiki to control and I respect that. Allow me to express my disagreement though.&lt;br /&gt;
&lt;br /&gt;
Concerning the part about the destruction of the flagship, what exactly does it serve?&lt;br /&gt;
&lt;br /&gt;
You, or someone, might say &amp;quot;hey this is a plot element of the flagship&amp;quot;, yes I agree with that. Why don&#039;t you add a plot section(like in wikipedia)? You can put all the spoilers in a plot section.&lt;br /&gt;
&lt;br /&gt;
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?&lt;br /&gt;
&lt;br /&gt;
What is the purpose of giving information for a weapon system (in the game) to someone who doesn&#039;t know the game, when in the same time you throw him spoilers?&lt;br /&gt;
&lt;br /&gt;
Don&#039;t get me wrong, I understand the &amp;quot;spoiler policy&amp;quot; of this wiki, does this wiki understand how to manage it&#039;s &amp;quot;spoiler policy&amp;quot; though?&lt;br /&gt;
&lt;br /&gt;
The reason I wrote here was because I didn&#039;t know any other way to communicate with you. If this was the wrong place, please feel free to delete the comment.&lt;br /&gt;
&lt;br /&gt;
Thank you.&lt;br /&gt;
[[User:Polemos|Polemos]] 00:32, 21 December 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
: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&#039; 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&#039;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 &amp;quot;Gameplay Notes&amp;quot; section on some of the pages, but even then the spoiler information is still in the main body of the article. Also, I don&#039;t see a &amp;quot;plot&amp;quot; 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&#039;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&#039;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)&lt;br /&gt;
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== About full quotes ==&lt;br /&gt;
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For example,&lt;br /&gt;
&lt;br /&gt;
1) http://wiki.uqm.stack.nl/Spathi#note_2&lt;br /&gt;
&lt;br /&gt;
As this question was about Spathi, the answer was provided by FF &amp;amp; PR3. The unrelated part about VUX should belong to corresponded article, and &#039;&#039;if&#039;&#039; the answer was provided. As of now, this part looks alienated to the whole article, and should be removed.&lt;br /&gt;
&lt;br /&gt;
By the way, this should be a common thing to other reference types, like:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aricle about &#039;&#039;&#039;X&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Notes and references:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Somebody&#039;&#039;: Who are &#039;&#039;&#039;X&#039;&#039;&#039; and how do &#039;&#039;&#039;Y&#039;&#039;&#039; look like and where are &#039;&#039;&#039;Z&#039;&#039;&#039; from, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;FF and PR3&#039;&#039;: &#039;&#039;&#039;X&#039;&#039;&#039; are ... Once upon a time they lived on the planet of... Soon they encountered the culture of ...&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
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[[User:Masterius|Masterius]] 13:08, 21 January 2009 (CET)&lt;br /&gt;
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:First off, welcome and thank you for taking an interest in the project. It&#039;s always nice to have fresh blood around here. I&#039;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&#039;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 &amp;quot;...&amp;quot; or &amp;quot;[...]&amp;quot;, though it might look kind of funny. --[[User:Fyzixfighter|Fyzixfighter]] 19:06, 21 January 2009 (CET)&lt;br /&gt;
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::Thank you for welcoming me and letting me know about the requirement to indicate the changing of quoting. I don&#039;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)&lt;br /&gt;
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== Re: Thraddash Arms ==&lt;br /&gt;
&lt;br /&gt;
I haven&#039;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&#039;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)&lt;br /&gt;
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::: 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)&lt;br /&gt;
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== Umgah joined the Alliance ==&lt;br /&gt;
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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&#039;t buy a ship at starbase. --[[User:Videogamer13|Videogamer13]] 12:28, 23 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: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 &amp;quot;Great Hero&amp;quot;, but quickly changing it to &amp;quot;Great Enemy&amp;quot; because of their strange sense of humor. But perhaps I&#039;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)&lt;br /&gt;
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I don&#039;t know, they say you are the &amp;quot;Great Hero&amp;quot; and they gave 2 Drone ships to Vindicator. --[[User:Videogamer13|Videogamer13]] 11:56, 24 September 2010 (UTC)&lt;br /&gt;
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== The Hierarchy vs. Alliance ==&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
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== Utwig ==&lt;br /&gt;
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Did the Utwig join the Hierarchy? --[[User:Videogamer13|Videogamer13]] 06:29, 10 October 2010 (UTC)&lt;br /&gt;
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:Not that I&#039;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)&lt;br /&gt;
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== Orz ==&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
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: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)&lt;br /&gt;
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== Can&#039;t log in to forum site ==&lt;br /&gt;
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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)&lt;br /&gt;
:Wish I could help, but I don&#039;t frequent the forum much and I have nothing to do with its operation. Sorry. --[[User:Fyzixfighter|Fyzixfighter]] 20:22, 4 November 2010 (UTC)&lt;br /&gt;
:What does the error message say? --[[User:Zeracles|Zeracles]] 04:58, 5 November 2010 (UTC)&lt;br /&gt;
:It says &amp;quot;sorry, log in failed&amp;quot;, and I don&#039;t know how to validate an email. --[[User:Videogamer13|Videogamer13]] 10:49, 5 November 2010 (UTC)&lt;br /&gt;
::Assuming the procedure hasn&#039;t changed since 2007, you should have received an email from ``The Ur-Quan Masters Discussion Forum&amp;quot; containing a link that you must click on to activate your account. --[[User:Zeracles|Zeracles]] 11:17, 5 November 2010 (UTC)&lt;br /&gt;
:I&#039;ve tried it but doesn&#039;t work. --[[User:Videogamer13|Videogamer13]] 19:42, 5 November 2010 (UTC)&lt;br /&gt;
::Are you sure? I see that the latest member there is [http://forum.uqm.stack.nl/index.php?action=profile;u=3567 videogamer]. Isn&#039;t that you? It indicates you&#039;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)&lt;br /&gt;
:Yes, that is my profile. I can&#039;t log in and it says &amp;quot;Your email address needs to be validate before you can log in&amp;quot;, but I don&#039;t know how to validate an email address. And I just entered activation code correctly that I already know but it doesn&#039;t work and it says &amp;quot;invalid activation code&amp;quot;. --[[User:Videogamer13|Videogamer13]] 14:13, 6 November 2010 (UTC)&lt;br /&gt;
::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)&lt;br /&gt;
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===The Ur-Quan Masters version 0.7.0===&lt;br /&gt;
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When the version 0.7.0 of the UQM release? --[[User:Videogamer13|Videogamer13]] 04:08, 4 December 2010 (UTC)&lt;br /&gt;
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== Death March ==&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
:I&#039;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&#039;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&#039;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&#039;s also not really a victory, likely not even a pyrrhic victory. You probably don&#039;t have enough crew for a minimum viable population and the new colony will unlikely survive more than a few generations. &lt;br /&gt;
:Or are you asking why the Ultronomicon says this is what happens? I&#039;m assuming because that&#039;s what does happen in-game, but honestly I&#039;ve never let it get that far so can&#039;t personally confirm this. --[[User:Fyzixfighter|Fyzixfighter]] 03:30, 7 November 2010 (UTC)&lt;br /&gt;
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::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&#039;t cleanse the Syreen, Shofixti and Chmmr? --[[User:Videogamer13|Videogamer13]] 17:38, 22 January 2011 (UTC)&lt;br /&gt;
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:::Simple answer: it&#039;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&#039;t have spheres of influence so we don&#039;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&#039;t find out because we don&#039;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)&lt;/div&gt;</summary>
		<author><name>PsiPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=Category_talk:Dimensions&amp;diff=25533</id>
		<title>Category talk:Dimensions</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=Category_talk:Dimensions&amp;diff=25533"/>
		<updated>2011-05-26T14:02:03Z</updated>

		<summary type="html">&lt;p&gt;PsiPhi: Undo revision 25516 by 64.25.48.21 (Talk)&lt;/p&gt;
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&lt;div&gt;__TOC__&lt;br /&gt;
This use of the word &amp;quot;dimension&amp;quot; does not make sense.What you reallly mean is a plane in various dimensions. But what to call this category then? Something like &amp;quot;Spaces&amp;quot; would be accurate, but could be confusing. &amp;quot;Spatial hyperplanes&amp;quot; could work, but that term doesn&#039;t really have any connection to the game. Any other ideas? -- [[User:Svdb|SvdB]] 18:01, 16 Jan 2005 (CET)&lt;br /&gt;
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WTF is a &amp;quot;spatial hyperplane&amp;quot;? A &amp;quot;hyperplane&amp;quot; is a space, nothing more, nothing less. &amp;quot;Spatial hyperplane&amp;quot; is just treknobabble-style nonsense.&lt;br /&gt;
:A spatial hyperplane only crosses spatial dimensions (as opposed to temporal dimensions). - [[User:Svdb|SvdB]] 13:03, 21 Jan 2005 (CET)&lt;br /&gt;
::Well, that&#039;s partly inaccurate, then, because clearly time exists in each of these spaces or else you wouldn&#039;t be able to go to them and spend time in them. I did a little research, and in vector math they use &amp;quot;hyperplane&amp;quot; to mean a smaller set of dimensions excised from a larger set of dimensions. A &amp;quot;spatial hyperplane&amp;quot;, in other words, would be a two-dimensional plane in real space. I&#039;m not sure what you&#039;re using it to mean here. You&#039;re probably going off of the New Age mystic definition of &amp;quot;plane&amp;quot;, which is clearly only ever used as a metaphor -- the fact that we can easily imagine multiple planes coexisting in a space makes it easier to understand multiple spaces existing in a hyperspace.&lt;br /&gt;
:::I said &amp;quot;crosses&amp;quot;, not &amp;quot;exists in&amp;quot;. Draw a line on a piece of paper and you could say it exists in the &amp;quot;plane&amp;quot; of the paper. Prick a pen through it and you could say it &amp;quot;crosses&amp;quot; it (&amp;quot;intersects&amp;quot; would be better).&lt;br /&gt;
:::And you&#039;re wrong when you say a &amp;quot;spatial hyperplane&amp;quot; has to be 2-dimensional. (more below).&lt;br /&gt;
:::And I disregard the mystical use of &amp;quot;plane&amp;quot; (like the Pkunk use it) altogether, for the purpose of this discussion. - [[User:Svdb|SvdB]] 18:53, 22 Jan 2005 (CET)&lt;br /&gt;
::::Read what Wikipedia says about it. A &amp;quot;hyperplane&amp;quot; is any subset of a larger set of dimensions in a vector space. A hyperplane of normal 3-D space is a plane. A hyperplane of a 2-D plane is a line. A hyperplane of a line is a point. There&#039;s even a movement to start calling three-dimensional hyperplanes of a four-dimensional space &amp;quot;realms&amp;quot; rather than &amp;quot;hyperplanes&amp;quot; *because* &amp;quot;plane&amp;quot; implies a 2-D environment.&lt;br /&gt;
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The *best* term is &amp;quot;dimension&amp;quot;. Bukowski and the Arilou both specifically say that although it&#039;s an inaccurate term it&#039;s the best English term available to them.&lt;br /&gt;
:They don&#039;t say that. - [[User:Svdb|SvdB]] 13:03, 21 Jan 2005 (CET)&lt;br /&gt;
:: Bukowski: &amp;quot;AS FAR AS THEIR SCIENTISTS HERE COULD TELL, THE DEVICES GENERATED DF WAVES WHICH WOULD ALLOW THE USER TO SEE INTO OTHER... WELL, OTHER DIMENSIONS -- REALMS OF EXISTENCE WHICH SHARE POSITION WITH OUR OWN UNIVERSE, BUT HAVE A DIFFERENT... GEE, WHAT SHOULD I CALL IT... REALITY PHASE?&amp;quot;&lt;br /&gt;
::He then goes on to use the word &amp;quot;dimension&amp;quot; over and over again, as well as the term &amp;quot;dimensional fatigue.&amp;quot;&lt;br /&gt;
:::He doesn&#039;t say it&#039;s the best English term available. It&#039;s the best term that he knows of. - [[User:Svdb|SvdB]]&lt;br /&gt;
::::*sigh* I&#039;ve never heard anyone use the term &amp;quot;hyperplane&amp;quot; to explicitly mean &amp;quot;a real-life universe or continuum outside the universe we know&amp;quot; until now. You might think it&#039;s a better term, but you haven&#039;t shown any evidence that it is.&lt;br /&gt;
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::The Arilou: &amp;quot;Some of your more broad thinkers refer to such realms as other dimensions. Though trivialized, this is a suitable metaphor for your intellect.&amp;quot;&lt;br /&gt;
::Again, use of the term &amp;quot;interdimensional fatigue&amp;quot; and constantly referring to QuasiSpace and TrueSpace as &amp;quot;dimensions&amp;quot;.&lt;br /&gt;
::Given that these places *don&#039;t really exist* and were made up by the creators of the game, I think it&#039;s pretty arrogant to say that because, to you, the terms &amp;quot;don&#039;t make sense&amp;quot; you feel free to edit TFB&#039;s own preferred usage to something you like better.&lt;br /&gt;
:::The fact that they don&#039;t exist (or aren&#039;t known to exist) in our universe, doesn&#039;t mean there&#039;s no accepted way to describe such a theoretical construct. It&#039;s not uncommon that something is named and defined even before it is found or disproved. - [[User:Svdb|SvdB]]&lt;br /&gt;
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Most people now accept that &amp;quot;dimension&amp;quot; has the secondary meaning of &amp;quot;extradimensional space&amp;quot; -- how often have you heard &amp;quot;aliens from another dimension&amp;quot;? Just think of &amp;quot;dimension&amp;quot; as short for &amp;quot;extra set of dimensions&amp;quot; rather than &amp;quot;single dimension&amp;quot; and you&#039;ll be fine.&lt;br /&gt;
:No, refering to &amp;quot;dimension&amp;quot; instead of &amp;quot;set of dimensions&amp;quot; is not what I&#039;m complaining about. The word &amp;quot;dimension&amp;quot; has a whole different meaning. A dimension is a &amp;quot;direction&amp;quot; of the universe, a degree of freedom. Look at it as a high building. Within a floor you could define coordinates on the &amp;quot;longitude&amp;quot; and &amp;quot;lattitude&amp;quot; dimensions. TrueSpace is one of those floor. When you say an alien &amp;quot;is from another dimension&amp;quot; you could say in this case that the alien came &amp;quot;from the height dimension&amp;quot;. But if you want to talk about the actual space they occupy, you refer to &amp;quot;floor&amp;quot; (the plane). Note that in general, the planes in the building (the total of space) don&#039;t have to be parallel. They may even cross eachother in places. When people say &amp;quot;another dimension&amp;quot;, the &amp;quot;other&amp;quot; refers not to the fact that their own space isn&#039;t in that dimension (it is), but that it&#039;s in a dimension you can&#039;t normally travel in. - [[User:Svdb|SvdB]] 13:03, 21 Jan 2005 (CET)&lt;br /&gt;
::No. It&#039;s not that simple. There&#039;s no rule that other spaces have to exist like planes stacked on top of each other this way. Indeed, if you imagine the world consisting of a giant hyperspace, any three-dimensional cross-section of it can be experienced as an ordinary space, *regardless* of whether those dimensions &amp;quot;line up&amp;quot; or not with our own. A lot of sf stories talk about entering an alternate universe by &amp;quot;rotating&amp;quot; so that our time dimension becomes the z-axis and our z-axis becomes the time dimension; just doing that could put you in an entirely different space that people in our universe would be entirely unable to perceive, even though all the dimensions are the same as ours, just relabeled.&lt;br /&gt;
:::I explicitely noted the &amp;quot;in general, they don&#039;t have to parallel&amp;quot; so that what I said couldn&#039;t be misinterpreted. I guess that wasn&#039;t enough. (I guess they don&#039;t even have to be &amp;quot;flat&amp;quot; (in multiple dimensions) either) - [[User:Svdb|SvdB]]&lt;br /&gt;
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::In any case this is an entirely tangential discussion. Regardless of how *you* define one dimension as different from another, if I *perceive* myself in an entirely different space from the one I was in before, it&#039;s perfectly meaningful to say that the set of dimensions I&#039;m in now is different from the one I was before.&lt;br /&gt;
:::Being in a dimension by itself does not make sense; that&#039;s exactly my point. You can be in a space. And granted, a &amp;quot;different space&amp;quot; depends on what part of the larger space you define as your space. But there are a few preferable spaces, namely the ones in which you have free motion. - [[User:Svdb|SvdB]]&lt;br /&gt;
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It&#039;s exactly analogous with HyperSpace -- technically HyperSpace, QuasiSpace and TrueSpace all exist within *one* hyperspace (or hyper-hyperspace, or whatever) and themselves are just spaces, but we name the space we get to by traveling hyperspatially HyperSpace, and we name the things separated by extra dimensions just dimensions.&lt;br /&gt;
:Only people who don&#039;t know any better do that. Granted, most people don&#039;t know any better, and to portray them accurately in fiction, you would have them say things like &amp;quot;dimensions&amp;quot; when talking about (hyper)planes. But we are writing a reference work, which should portray the way things *are*, and we should describe them accurately. - [[User:Svdb|SvdB]] 13:03, 21 Jan 2005 (CET)&lt;br /&gt;
::Is this from Planescape? Let me say it again -- the *real* meaning of plane is a set of two dimensions. It&#039;s by no means a more correct scientific term. Using &amp;quot;plane&amp;quot; to mean any arbitrary set of dimensions is as much of a metaphorical stretch of the original meaning of the term as using &amp;quot;dimension&amp;quot; to mean the same thing.&lt;br /&gt;
:::I don&#039;t know Planescape. I ententionally refer to &amp;quot;hyperplane&amp;quot; instead of &amp;quot;plane&amp;quot;. The hyper refers to the fact that what a &amp;quot;plane&amp;quot; is to a 3D space, a &amp;quot;hyperplane&amp;quot; is to a space with more dimensions. Look [http://mathworld.wolfram.com/Hyperplane.html here] if you don&#039;t believe me. And even better, here&#039;s [http://mathworld.wolfram.com/Dimension.html what dimension means] - [[User:Svdb|SvdB]]&lt;br /&gt;
::::Okay, so what makes you think that &amp;quot;hyperplane&amp;quot; is a particularly good term to use for what we&#039;re talking about? Something is only in a hyperplane in *relation* to something else. You seem to be misled by the prefix &amp;quot;hyper-&amp;quot;, which, if *you* read the article there, doesn&#039;t mean what you think it means. Mathematicians don&#039;t use &amp;quot;hyper-&amp;quot; to mean four-dimensional -- here, &amp;quot;hyperplane&amp;quot; refers to a way to draw one vector space out of another vector space. It has little to do with the *colloquial* use of the term &amp;quot;hyper-&amp;quot; in the sense of &amp;quot;hypercube&amp;quot; or &amp;quot;hyperspace&amp;quot;. A &amp;quot;hyperplane&amp;quot; certainly isn&#039;t a synonym for &amp;quot;3-D space&amp;quot;; a 3-D space happens to be a hyperplane of a 4-D space, but the best word for a 3-D space *specifically* is just &amp;quot;space&amp;quot; -- or &amp;quot;realm&amp;quot;, I suppose. But using those terms gets you in trouble once you&#039;re using ordinary language to talk about real, 3-D spaces one can jump back and forth between, because once you use ordinary language and not the language of mathematics &amp;quot;space&amp;quot; can mean many different things, including just a particular region of space.&lt;br /&gt;
&lt;br /&gt;
::In any case, two of the people in the *Star Control* universe who know the most about dimensions use the term &amp;quot;dimension&amp;quot;. This is an encyclopedia about the Star Control universe. Are you going to insist that we also change the name of HyperSpace because it&#039;s inaccurate?&lt;br /&gt;
:::&amp;quot;HyperSpace is a name&amp;quot;, &amp;quot;dimension&amp;quot; is a description. If you have a story about a little kid who goes to a farm and meets an animal that makes &amp;quot;moo&amp;quot; sounds, eats grass, and is milked, but the kid refers to it as a &amp;quot;moomoo&amp;quot;, and you were to describe what happens in that story, would you not use the word &amp;quot;cow&amp;quot;, even though it isn&#039;t mentioned in the entire story? &amp;quot;dimension&amp;quot; is your &amp;quot;moomoo&amp;quot;. - [[User:Svdb|SvdB]]&lt;br /&gt;
::::If I were making an encyclopedia that took place in that story&#039;s universe you bet I&#039;d call it a &amp;quot;moomoo&amp;quot;. It&#039;s *fiction*. If the writers make up something called a moomoo that seems a lot like a cow in *our* universe, then it&#039;s okay to list that in a footnote, but you don&#039;t have proof that a moomoo *is* a cow.&lt;br /&gt;
::::You have to take the story on its own terms. If *everyone* in the story -- farmers, professors, businessmen, and so on -- rather than just little kids calls it a moomoo, all you can conclude is that in this world &amp;quot;moomoo&amp;quot; is the word for cow. Do you read Lord of the Rings and go replacing &amp;quot;mithril&amp;quot; with &amp;quot;titanium&amp;quot;? Or go through Star Trek replacing &amp;quot;duranium&amp;quot; with &amp;quot;uranium&amp;quot; or some such?&lt;br /&gt;
::::Especially consider that SC2 *is* soft sci-fi, at best; indeed it&#039;s much more like a &amp;quot;space fantasy&amp;quot;, with quite a few magical and supernatural things going on. I don&#039;t see the need for perfect &amp;quot;scientific&amp;quot; accuracy, especially when you&#039;re talking about stuff that -- I reiterate -- there&#039;s no real scientific name for.&lt;br /&gt;
&lt;br /&gt;
There&#039;s no reason to go editing the game&#039;s usage to make ourselves look smarter. TFB primarily used &amp;quot;dimension&amp;quot; and only occasionally used &amp;quot;planes&amp;quot; (a *more* inaccurate term) and never used &amp;quot;spaces&amp;quot; outside of a suffix. We&#039;re here to report, not extrapolate, remember? So use &amp;quot;dimension&amp;quot;.&lt;br /&gt;
:We being here to report accurately is exactly my point. You report things as they are, not necessarilly using the same words as the game characters do. TrueSpace, HyperSpace, and QuasiSpace are described as hyperplanes (also known as &amp;quot;space&amp;quot; when they exist in 3 dimensions), even though the exact word isn&#039;t used, not as things like &amp;quot;height&amp;quot;, &amp;quot;width&amp;quot;, &amp;quot;depth&amp;quot; etc (dimensions). This isn&#039;t a matter of making ourselves look smarter; it&#039;s about perfectionism. Also, I&#039;d like to hear why you think &amp;quot;planes&amp;quot; (or &amp;quot;hyperplanes&amp;quot; rather) is inaccurate. - [[User:Svdb|SvdB]] 13:03, 21 Jan 2005 (CET)&lt;br /&gt;
::Okay, look: Language is not some thing dispensed from on high. If we *did* gain the ability to travel through HyperSpace, we probably would develop the *already existent* secondary meaning of &amp;quot;dimension&amp;quot; as a &amp;quot;separate set of dimensions one can travel through&amp;quot; into common slang. Just because it&#039;s not the *primary* definition now doesn&#039;t make it an illegitimate definition. Are you also like one of those annoying grade school English teachers who says you can&#039;t ask &amp;quot;Can I go to the bathroom?&amp;quot; or say &amp;quot;Hopefully it won&#039;t rain tomorrow&amp;quot;? There *is* no simple scientific term for something like HyperSpace because something like HyperSpace doesn&#039;t, really, exist. &amp;quot;Dimension&amp;quot; is as good a term as any, and I&#039;ve even laid out a *logical* way you can develop a secondary meaning of &amp;quot;dimension&amp;quot; from its currently primary meaning so that it doesn&#039;t seem like a purely haphazard coinage of slang. You name things after where you go to get to them. &amp;quot;HyperSpace&amp;quot; is called that because its existence proves TrueSpace and HyperSpace together exist *in* a hyperspace, not because it, itself, is a hyperspace (it isn&#039;t, not if it&#039;s possible to navigate in it using an ordinary spaceship and visually see paths through it). It&#039;s no more illegitimate than naming the Far East or the Midwest after a direction.&lt;br /&gt;
:::I agree that what in SC2 is indicated by the &#039;&#039;&#039;name&#039;&#039;&#039; HyperSpace, is not a hyperspace in the mathematical meaning. I see no problem with that. But I disagree with the rest of this alinea. There *is* no &amp;quot;already existent&amp;quot; secondary meaning of &amp;quot;dimension&amp;quot; like the one you propose. I&#039;ve looked in various respectable dictionaries, both online and in paper, and none of them mentions a similar alternate definition. The only place where you&#039;re going to find your use at all is in soft science fiction. Perhaps a dictionary of sci-fi will mention it. I don&#039;t deny the word actually is used in the way you suggest, just like some people use &amp;quot;starting the internet&amp;quot; for &amp;quot;starting a web browser&amp;quot;, or use &amp;quot;Volt&amp;quot; when talking about power. It may be rather common for people to use terms like that, but that doesn&#039;t change the fact that it&#039;s still wrong. - [[User:Svdb|SvdB]]&lt;br /&gt;
::::*sigh* Prescriptivism rears its ugly head again. If everyone *does* use a term a certain way, that term *becomes* correct. That&#039;s what language *is*. If that&#039;s what everyone in the game calls it, that&#039;s what it is.&lt;br /&gt;
&lt;br /&gt;
::Secondly, even if you think this coinage is bastardized it&#039;s obviously *happened* in the SC2 universe. The Androsynth scientists, Bukowski, the Arilou La&#039;leelay, and others don&#039;t use &amp;quot;dimension&amp;quot; because they&#039;re ignorant, but because it&#039;s the easiest term available to them. Clearly in the imaginary future &amp;quot;dimension&amp;quot; has become standard. Language is allowed to shift in an imaginary, sf-nal future even if you don&#039;t want it to shift in the real world now. Using a different term than dimension would be being untrue to the *actual usage* of language in SC2, just as changing &amp;quot;Androsynth&amp;quot; to something more authentically Greek would be, or &amp;quot;Unzervalt&amp;quot; to something authentically German.&lt;br /&gt;
:::If it actually was used in the game as a made-up futuristic word, that would make a case for using it as a category name. But it seems to me that either who wrote the dialogs in question (the dialogs were not all written by the same people) didn&#039;t know any better (it isn&#039;t as if &amp;quot;dimension&amp;quot; is a rarely misused word), or that the character in the game is meant not to know a better word. And what we are trying to do is &#039;&#039;&#039;describe&#039;&#039;&#039;&#039; the SC world, not to take over their moomoo. - [[User:Svdb|SvdB]]&lt;br /&gt;
::::Big difference between saying the characters are uneducated and the creators are. If the characters are uneducated, by all means make a note of where and how they go wrong. If the creators are uneducated, so be it; it&#039;s not your place to rewrite the SC2 dialogue to correct them. TFB made up a universe where &amp;quot;dimension&amp;quot; is the proper term for these things and everyone uses it. Accept it or write your own game.&lt;br /&gt;
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::The only people in SC2 who ever use the term &amp;quot;plane&amp;quot; are the Pkunk, obviously in reference to silly New Age mysticism. Their &amp;quot;planes&amp;quot;, moreover, never refer to HyperSpace or QuasiSpace. Those are always, if they&#039;re called anything, called &amp;quot;dimensions&amp;quot; (unless you want to make a case for &amp;quot;reality&amp;quot; or &amp;quot;realm&amp;quot; based on a few references). &amp;quot;Spaces&amp;quot; only comes from the suffix on their names and is never used separately, because &amp;quot;spaces&amp;quot; can commonly refer to specific parcels of volume inside a single universe, which the game *does* use -- &amp;quot;Human space&amp;quot;, &amp;quot;VUX space&amp;quot;, etc.&lt;br /&gt;
:::Yes, &amp;quot;Space&amp;quot; is confusing (though correct), which is why I asked for alternatives. &amp;quot;Realm&amp;quot; begins to look good. - [[User:Svdb|SvdB]]&lt;br /&gt;
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::Finally, &amp;quot;hyperplane&amp;quot; just plain doesn&#039;t exist at all in the sense you mean it. It&#039;s a math term, not a physics term. It&#039;s not in SC2, and it doesn&#039;t exist in real life, and I don&#039;t even think it comes from D&amp;amp;D, and I can&#039;t figure out for the life of me where you dug it up. I suppose you could make the point that, geometrically, each of the spaces we&#039;re talking about is a hyperplane of a larger-dimensional space, but it seems to me to be a stilted construction.&lt;br /&gt;
:::It is indeed a math term. And theoretical physics is the application of math to the &amp;quot;real world&amp;quot;. All that we&#039;re doing is use the already existing mathematical term for a theoretical idea which matches the meaning of that term.&lt;br /&gt;
:::You&#039;ve got the mathematical meaning of &amp;quot;hyperplane&amp;quot; wrong though. - [[User:Svdb|SvdB]]&lt;br /&gt;
::::No, I don&#039;t. A &amp;quot;hyperplane&amp;quot; does not mean a 3-D space. If it did, it would be a redundant term. In any case you can&#039;t just say that because a mathematical term maps onto a physical thing that&#039;s what it should be called. There&#039;s a difference between a planet and an oblate spheroid.&lt;br /&gt;
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To clarify another thing: I&#039;m not in favour of using &amp;quot;Spatial Hyperplanes&amp;quot; as the name of the category. While it would be accurate, it would also be confusing to the user. I&#039;m just looking for a replacement for &amp;quot;dimensions&amp;quot;, which is just plain incorrect. &amp;quot;Spaces&amp;quot; so far has my preference, but I was hoping someone finds a word where the meaning out of context is immediately clear. I&#039;m perfectly ok by making &amp;quot;dimensions&amp;quot; a redirect to whatever we decide though. After all, &amp;quot;dimension&amp;quot; *is* what most people who are only known with the word through &amp;quot;soft&amp;quot; sci-fi would refer to it, unfortunately. - [[User:Svdb|SvdB]] 13:17, 21 Jan 2005 (CET)&lt;br /&gt;
::&amp;quot;Dimension&amp;quot; makes perfect sense. Hard sf would use it as a slang term, because a truly descriptive term used by physicists would probably be long and unfamiliar. There&#039;s no point in being snobbish about &amp;quot;correct&amp;quot; terminology, because until we actually create the kind of technology we actually see in SC2, we won&#039;t *have* real, commonly used terms for things like HyperSpace, and we might as well use the ones the game gives us.&lt;br /&gt;
:::It exists as a concept, and we have a name for that concept. Maybe your version will be common use one day, like so many words have an original meaning which doesn&#039;t match what it&#039;s used for. But for now, being exact requires a better word. And you can probably do without me repeating that we&#039;re trying to make a reference work. - [[User:Svdb|SvdB]]&lt;br /&gt;
::::We&#039;re trying to make a reference work about Star Control 2, not about every damn thing that science fiction writers and speculators bicker about today. You haven&#039;t convinced me that an *actual* thing like HyperSpace would be called a &amp;quot;hyperplane&amp;quot;, and I certainly don&#039;t believe there&#039;s a consensus among the real-life scientific community on the matter. It may seem *logical* to you to map this math term onto a possible real-life physical construct but it doesn&#039;t to me, nor do I think it does to most people, and there&#039;s no reason to shoehorn this in by fiat where it doesn&#039;t belong. This is a Star Control 2 reference work about the universe Toys for Bob created, not about the sagely and masterful interpretation of theoretical physics according to Svdb. Or would you like us to find some botanists to give us long essays on how and why Supox physiology might or might not work in real life, or some UFO experts to give us explanations on what real UFO sightings and reports have been like and how they match up to the game&#039;s depiction of the Arilou, or some engineers to tell us why lasers don&#039;t really work the way they do in the Melee mode? This stuff may make good forum fodder but it&#039;s absolutely irrelevant to someone *who wants to learn about the world of the game*.&lt;br /&gt;
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I usually side with Svdb on issues such as this, but I think Mr. Anonymous here has a point. There is no need for us to find a new term for what so many game characters call a &amp;quot;dimension&amp;quot;. Naming the category with another term that is more scientifically correct would only confuse readers, who have heard them referred to as &amp;quot;dimensions&amp;quot; within the game.&lt;br /&gt;
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Why don&#039;t we make a compromise? For the sake of usability, we keep the category name (or decide on another term that is also used in-game, but &amp;quot;dimension&amp;quot; is the only one I can think of) and place information in the category description about the more accurate scientific name. &lt;br /&gt;
Also, 130.58.225.137, please make an account. It makes conversations easier. -[[User:Fadookie|Fadookie]] 06:04, 22 Jan 2005 (CET)&lt;br /&gt;
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::Yeah, I probably should create an account. Just a quick note before I go to bed, though:&lt;br /&gt;
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::THERE IS NO SCIENTIFICALLY ACCURATE TERM FOR A SC2 DIMENSION. THEY DON&#039;T REALLY EXIST. The best you can come up with is using terms from physics to come up with what you *might* call such a thing if it *did* exist based on ways we talk about dimensions and alternate universes and such right now. But such talk is wildly theoretical and speculative, and even then has very little to do with the popular conception of popping into and out of other universes using magical technology that we see so often in sf. *Every* term for such things -- &amp;quot;hyperspace&amp;quot;, &amp;quot;dimensions&amp;quot;, &amp;quot;planes of existence&amp;quot; -- is essentially fictional. What I take issue with is Svdb thinking that some term he&#039;s come in contact with before -- &amp;quot;hyperplane&amp;quot;? -- is &amp;quot;scientifically accurate&amp;quot; and &amp;quot;realistic&amp;quot;, which is patent nonsense when you&#039;re talking about one of the most fantastic and unreal tropes of science fiction. You can make a better case for established, mainstream terms for things like UFOs or psychic powers -- which at least a lot of people *believe* are real -- than for hyperspace.&lt;br /&gt;
:::Even for theoretical constructs there can be universally accepted names. Multiple dimensions are a common concept in mathematics, and the words &amp;quot;hyperplane&amp;quot;, &amp;quot;space&amp;quot;, and &amp;quot;dimension&amp;quot; have a well-defined meaning. Mathematics is the language of physics, and that is where the terms used in sci-fi come from. When you are describing something from a story you use the words that mean what is presented, often with additions like &amp;quot;named &amp;lt;bla&amp;gt; in the story&amp;quot;. And TrueSpace, HyperSpace, and QuasiSpace are not dimensions. - [[User:Svdb|SvdB]] 18:53, 22 Jan 2005 (CET)&lt;br /&gt;
::::&amp;quot;Space&amp;quot; in mathematics restricts itself to a certain set of properties, particularly when you mean a vector space. The real-world &amp;quot;space&amp;quot; of physics has quite a few more properties based on what we specifically observe about the space we live in. You can point to other things where a mathematician&#039;s concept of something does not equal the physicist&#039;s concept of something, even if they map onto each other. In this case saying that a &amp;quot;hyperplane&amp;quot; because it describes one *aspect* of what HyperSpace would be -- that its existence would prove the existence of a 4-D vector space of which it was a hyperplane -- makes it a good term for HyperSpace is like saying that the term for &amp;quot;black hole&amp;quot; should be something as simple as &amp;quot;discontinuity&amp;quot;.&lt;br /&gt;
::::In any case, something *quite like* HyperSpace *only* exists in what you call &amp;quot;soft sci-fi&amp;quot;. If we found something like it, the similarity to science fiction would be so obvious that I find it hard to believe that people wouldn&#039;t use sf terms like &amp;quot;hyperspace&amp;quot; and &amp;quot;dimension&amp;quot; to refer to it, just as terms like &amp;quot;teleportation&amp;quot; have been eagerly adopted for things like quantum teleportation.&lt;br /&gt;
::::And I continue to maintain that what&#039;s both an active slang use among the only group of people who seriously thinks or talks about this concept as a physical reality to any significant degree -- SF fans -- and what&#039;s the *actual use* among all characters in the game -- is perfectly legitimate.&lt;br /&gt;
::::I mean, again, gosh. You can get technical about all kinds of crap, like how the game uses terms like &amp;quot;base metal&amp;quot; that have no real scientific meaning, how the game has impossible things like neutronium lying around on the surface of a planet, and so on. I don&#039;t think it&#039;s within the scope of this work to play Mr. Science and give little lectures about why these things are impossible, or inaccurately described, or whatever. If you&#039;re going to talk about a fictional universe seriously you have to live inside of it, at least for the purpose of exploring it on its own terms. A reference work of the scientific inaccuracies in SC2 would be *huge*, an entirely separate project, and one that most people would have very little interest in, because to be honest SC2 is a game made mostly for fun by people with no science advisors or formal training in the sciences and no intention at all of being &amp;quot;realistic&amp;quot;.&lt;br /&gt;
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==New section==&lt;br /&gt;
It&#039;s getting a bit crowded above, so I&#039;ll be replying on your remarks here.&lt;br /&gt;
*First, I never intended the term &amp;quot;hyper-plane&amp;quot; to be restricted to 3 dimensions. It may have more dimensions. And even if your universe has more than 4 dimensions, a three-dimensional hyper-plane still makes sense as a hyper-plane in a 4D subspace. (In other words, you don&#039;t have to make assumptions about how many dimensions the SC universe really has. - [[User:Svdb|SvdB]]&lt;br /&gt;
::Not all subspaces are hyperplanes. The term &amp;quot;hyperplane&amp;quot; originated from analogy with &amp;quot;hyperspace&amp;quot;, so it properly means a subspace with exactly one less dimension than the original space. A 3-D space is a hyperplane of a 4-D hyperspace, but it&#039;s *not* a hyperplane of a 5-D or 6-D space, just like a 2-D space would not be a hyperplane of a 4-D space.&lt;br /&gt;
:::You&#039;ll never know how many other dimensions exist, but you can always refer to a specific subspace as a hyperplane of a subspace with one dimension more that it also is a subspace of. - [[User:Svdb|SvdB]]&lt;br /&gt;
*I accept that after some time, if enough authorities in their field use the wrong terminology, a word can get a new meaning. As I see it, this is still a long way off for the word &amp;quot;dimension&amp;quot;. - [[User:Svdb|SvdB]]&lt;br /&gt;
::Sure, but no one among cosmologists really takes the idea of something like HyperSpace very seriously. If there were such a thing as HyperSpace the dictionary would have an official term for it. As it is, there isn&#039;t, so terms for it remain informal terms that the editors of the OED, not being SF fans, take a while to pick up. &amp;quot;Robot&amp;quot; and &amp;quot;android&amp;quot; were real words in SF long before they got in the dictionary.&lt;br /&gt;
:::I don&#039;t know any cosmologists personally, but I do know there are plenty of physical theories that introduce additional dimensions. I would bet that if they need to refer to a subspace, they (being theoretical scientists) will use the mathematical terms for them. The fact that your average dictionary doesn&#039;t mention them doesn&#039;t mean anything, as a general purpose dictionary would not list all profession-specific terms. - [[User:Svdb|SvdB]]&lt;br /&gt;
::Why is it so hard for you to accept that if something primarily exists in science fiction, even &amp;quot;soft&amp;quot; science fiction, the most proper possible word for it is the common &amp;quot;soft&amp;quot; SF term for it? When people think about something like HyperSpace, they *talk* about it as going to another dimension, because any other word for it will be unfamiliar and inconvenient. The verb &amp;quot;phasing&amp;quot; for somehow becoming insubstantial to matter and passing through walls at will is similarly a neologism from space adventure schlock, but it is, nonetheless, the only correct term for such a process, even though it has little to do with the physical concept of phases.&lt;br /&gt;
:::My problem is that this new use of &amp;quot;dimension&amp;quot; comes forth from a misused mathematical term. I suspect people just built on the correct use of the phrase &amp;quot;creatures from another dimension&amp;quot;, which isn&#039;t incorrect (they travelled from an extra-dimensional direction). If you interpret that phrase differently, it looks like it says &amp;quot;another dimension&amp;quot; is a place, and if someone thinks that is correct, he/she will use the word to mean that in other places. It&#039;s the same thing with the word &amp;quot;irony&amp;quot;. People nowadays use it to describe things humourous, unfortunate, or remarkable. I&#039;m not just prepared to quickly give up on a word just because people copy the incorrect use. - [[User:Svdb|SvdB]]&lt;br /&gt;
*You say you&#039;ve never heard anyone using &amp;quot;hyperplane&amp;quot; outside of mathematics. Googling for &amp;quot;hyperplane&amp;quot; in combination with &amp;quot;science fiction&amp;quot; or words that often occur in science fiction yields quite a few results.[http://www.astronomycafe.net/anthol/scifi2.html This one] was particularly interesting imho). (And curiously, &amp;quot;hyperplane&amp;quot; with &amp;quot;alien&amp;quot; yields this discussion page as 7th hit).&lt;br /&gt;
::The link you provide only ever mentions &amp;quot;hyperplane&amp;quot; once, in this context:&lt;br /&gt;
&amp;quot;They live in a neighboring world to ours, but just slightly shifted from ours along the fourth dimension. We also read in this story that our 3-space is but one &#039;hyperplane of hyperspace&#039;. &amp;quot; In other words it bears out what I just said: &amp;quot;Hyperplane&amp;quot; only has meaning relative to something else. Our world is a hyperplane of a hypothetical 4-D hyperspace, but that doesn&#039;t automatically make it meaningful to call it a &amp;quot;hyperplane&amp;quot; by itself, any more than it makes it meaningful to call it a &amp;quot;subspace&amp;quot; or &amp;quot;subset&amp;quot;. Such a term could end up being correct, but it would be a stretch of the original math meaning of the term just as much as just plain &amp;quot;plane&amp;quot; or &amp;quot;dimension&amp;quot;, even if it might be more of a stretch.&lt;br /&gt;
*I don&#039;t like the word &amp;quot;hyperplane&amp;quot; for an Ultronomicon category either. I just want to replace &amp;quot;dimension&amp;quot;. &amp;quot;hyperplane&amp;quot; was just a suggestion to replace it by. &amp;quot;realm&amp;quot; sounds good to me.&lt;br /&gt;
*As for your remarks about there being a movement in math for &amp;quot;realm&amp;quot; to have some specific meaning, also read the discussion page for that Wikipedia page. Someone remarks that noone uses &amp;quot;realm&amp;quot;. And the fact that it doesn&#039;t appear in Mathworld gives him a lot of credibility to me. However, &amp;quot;realm&amp;quot; does have the more general meaning of a domain of something larger, which matches our use perferctly. And it *is* used (be it in only one place) in the game.&lt;br /&gt;
*Where &amp;quot;dimension&amp;quot; is used in the game, it isn&#039;t as their word for &amp;quot;hyperplane&amp;quot; or &amp;quot;realm&amp;quot;. It&#039;s just a word that is already used now (be it incorrectly). Your analogy with &amp;quot;mithril&amp;quot; and &amp;quot;duranium&amp;quot; fails there.&lt;br /&gt;
::No, &amp;quot;realm&amp;quot; is the one that&#039;s used informally, since it&#039;s only used once -- and it&#039;s used, in fact, by the Arilou to *define* their use of &amp;quot;dimension&amp;quot;. &amp;quot;Dimension&amp;quot; is standard enough in the SC2 universe that it&#039;s used, capitalized a la a paper title, in &amp;quot;Dimensional Fatigue&amp;quot; or &amp;quot;DF&amp;quot; or &amp;quot;IDF&amp;quot;. The existence of &amp;quot;IDF&amp;quot; and &amp;quot;DF&amp;quot; even gives you a clue as to how &amp;quot;dimension&amp;quot; became standard in the SC2 universe, as shorthand for something like &amp;quot;interdimensional&amp;quot; in &amp;quot;interdimensional space&amp;quot; or &amp;quot;extradimensional space&amp;quot; or something.&lt;br /&gt;
:::They&#039;re *both* used informally. The difference is that one is used incorrectly. And I can&#039;t believe you actually used the capitalisation of &amp;quot;Dimensional Fatigue&amp;quot; as an argument that it is a game term (or is this someone else? It would help if you would sign your contributions. Three tilde signs are replaced by your login, or in your case, by your IP. (4 adds the date)). It&#039;s like saying &amp;quot;united&amp;quot; is a name because it is used capitalised in &amp;quot;United States of America&amp;quot;. Likewise it&#039;s the expressions IDF and DF became standard in the game, not dimension by itself. (btw, interpretation of &amp;quot;IDF&amp;quot; also works with the correct use of &amp;quot;dimension&amp;quot;). - [[User:Svdb|SvdB]]&lt;br /&gt;
::Am I going to have to invent an analogy to make it clear exactly what I&#039;m talking about? In SC2, dimension is the term used by *professionals* who know what they&#039;re talking about. The *fact* that it&#039;s used by professionals in the SC2 universe may be because the SC2 writers only studied what you call &amp;quot;soft&amp;quot; sci-fi when making SC2. It may mean that SC2&#039;s extrapolation of what future word scientists might use for such a concept as HyperSpace is improbable (though not &amp;quot;inaccurate&amp;quot;, because the imaginary future where we discover HyperSpace and give it a name hasn&#039;t actually happened yet). But it is *what happened* in the SC2 universe and our job, as you&#039;ve constantly said, is to report the SC2 universe, not correct it.&lt;br /&gt;
:::We are *describing* the SC2 universe. That doesn&#039;t mean we have to copy their language. I bet you would have no problem when describing the story about the cow to use the term &amp;quot;bovine&amp;quot; for variation, even when that term doesn&#039;t get used in the actual story. And why shouldn&#039;t you, &amp;quot;the bovine&amp;quot; refers to the same entity as &amp;quot;the cow&amp;quot;. The problem in UQM is that the entity they describe with the word &amp;quot;dimension&amp;quot; is not actually a &amp;quot;dimension&amp;quot;. So I try to avoid that word and instead suggest using another description that doesn&#039;t have that problem. - [[User:Svdb|SvdB]]&lt;br /&gt;
::I would be more sympathetic to your argument if there really were a truly correct term that we could make a quick, one-sentence reference to. However, I can&#039;t see that happening here; what we have is not a correct and an incorrect term, but a term that&#039;s *less* correct and another term that *might* be more correct. Including a reference here would involve a paragraph of explanation of *why* &amp;quot;dimension&amp;quot; is &amp;quot;wrong&amp;quot; in real life (even though lots of people use the word this way), even though it&#039;s the correct term in SC2, and then why our term is better. It would do nothing but *increase* the confusion of people who are already plenty familiar with what &amp;quot;dimension&amp;quot; means in SF and it wouldn&#039;t provide any useful information for SC2 fans, only for people who like the kind of debate we&#039;re having right now.&lt;br /&gt;
:::How about &amp;quot;classes of space&amp;quot;? There&#039;s no word more appropriate to TrueSpace, HyperSpace, and QuasiSpace than &amp;quot;space&amp;quot;. And &amp;quot;classes of&amp;quot; prevents the interpretation of &amp;quot;space&amp;quot; in its other meanings. - [[User:Svdb|SvdB]]&lt;br /&gt;
::::I just realised the &amp;quot;space&amp;quot; in &amp;quot;classes of space&amp;quot; is not the mathematical concept of &amp;quot;space&amp;quot;. Still, it sounds good to me. - [[User:Svdb|SvdB]] 14:53, 24 Jan 2005 (CET)&lt;br /&gt;
::How about this: It would be like talking about why the Jedi Knights in Star Wars don&#039;t quite fit the real-life definition of a knight (being that their title is not granted by a monarch), or why the &amp;quot;-ium&amp;quot; suffix, reserved in real life for elements, is inappropriate for duranium in Star Trek, given that duranium is called an &amp;quot;alloy&amp;quot;. (Apparently you&#039;re not familiar with that particular bit of Star Trek nonsense.) It would be appropriate for some piece on &amp;quot;The Science of Star Trek&amp;quot; for people who are *primarily* interested in science and want to learn by poking holes in a popular TV show, but it&#039;d be of no importance for anyone who wants to learn about the Star Trek universe. And, yes, they both exist, not because of any grand artistic plan, but because the writers were ordinary people who think that &amp;quot;knight&amp;quot; just means a special order of warriors or &amp;quot;-ium&amp;quot; is what scientific chemical names end in, stuff that any professional would know was &amp;quot;wrong&amp;quot;. But they wrote the story, and in their story it&#039;s true.&lt;br /&gt;
:::They don&#039;t refer to Jedi Knights as just &amp;quot;knights&amp;quot;. The term is &amp;quot;Jedi Knight&amp;quot; not &amp;quot;knight&amp;quot;. And even if they were to refer to them as knights, and not even as an shortening of &amp;quot;Jedi Knight&amp;quot;, there is an analogy between historic knights and Jedi knights. They would be intentionally introducing a new meaning to the word, instead of carelessly using the wrong word.&lt;br /&gt;
:::I really haven&#039;t thought about Duranium alloys all that much, and I don&#039;t think the &amp;quot;-ium&amp;quot; suffix is actually reserved for elements (do you have an URL to back that up?). It doesn&#039;t matter though, at most it is a naming convention they violated when they &#039;&#039;intentionally introduced a new term&#039;&#039;. I might frown for a bit, but if that&#039;s how they want to &#039;&#039;&#039;name&#039;&#039;&#039; it (as opposed to &#039;&#039;&#039;reference&#039;&#039;&#039;), I&#039;d use the same term when describing it. - [[User:Svdb|SvdB]]&lt;br /&gt;
*As for &amp;quot;rewriting the SC2 dialogs&amp;quot;, I am not. In fact, I&#039;m not even reciting any dialogs. I am trying to describe their world, in the best words we know of in our real world (which is what encyclopedias do, describe concepts in familiar terms). - [[User:Svdb|SvdB]]&lt;br /&gt;
::Look, if this is an accessibility issue, people are a heck of a lot more familiar with &amp;quot;We&#039;ve come from another dimension&amp;quot; than any similar use of &amp;quot;space&amp;quot;, &amp;quot;realm&amp;quot;, or &amp;quot;plane&amp;quot;, and certainly far more than the term &amp;quot;hyperplane&amp;quot;. If it&#039;s an issue of accuracy, I still maintain there is no purely accurate term for what we&#039;re talking about because it&#039;s not an issue about which authorities have spoken. While the use of &amp;quot;hyperplane&amp;quot; might be more logical from your POV it&#039;s *not* an actual accepted term, and the line of extrapolation you use -- we and other dimensions form hyperplanes of some larger space -- is neither obviously correct nor natural.&lt;br /&gt;
:::&amp;quot;We&#039;ve come from another dimension&amp;quot; is not actually incorrect. Anyhow, this is not an accessibility or accuracy issue. It is finding the right balance. For me that balance doesn&#039;t require an exact definition, but it does require the term being used correctly. I have abandoned the promoting of &amp;quot;hyperplane&amp;quot;, but I haven&#039;t abandoned the search for a correct term to refer to what is refered to in the game as &amp;quot;dimension&amp;quot;. - [[User:Svdb|SvdB]]&lt;br /&gt;
::You&#039;re not rewriting the dialogues, but you&#039;re acting like they&#039;re &amp;quot;incorrect&amp;quot; and need to be corrected. The dialogues are canon. In the context of the SC2 universe there&#039;s no way they can be incorrect. Whether the terms they use are proper in RL is of no more significance than whether the Small War really happened or is going to happen. FWIW I&#039;ve never heard the term &amp;quot;teratomorph&amp;quot; used in any sort of real-world context either, since it just means &amp;quot;monster&amp;quot;, hardly a scientific classification of anything. Should we stick a &amp;quot;This Isn&#039;t True&amp;quot; note on that, too, or just explain the term as it&#039;s used in the game? I vote the latter.&lt;br /&gt;
:::Terminology introduced in a ficitonal universe can&#039;t be incorrect. But they are using existing terminology incorrectly. They&#039;re not even redefining it, they&#039;re just (mis)using it. And if we can find a correct term to reference to the same entity, then I suggest we refer to it by that. - [[User:Svdb|SvdB]]&lt;br /&gt;
*As for taking things too far, I think this is far less drastic than what you&#039;ve done with in the [[Humans]], or [[Arilou]] or [[Androsynth]] pages.&lt;br /&gt;
::I would disagree, because my number one goal has always been to create pages that will be interesting for SC2 fans to read and give them a strong, coherent picture of the world of SC2 on its own terms. If you&#039;d like to point out specific instances where I&#039;ve breached canon, feel free to do so and I&#039;ll gladly change it (or change it yourself). I don&#039;t think anything I&#039;ve done has been egregious as putting in an editorial comment about how the creators were wrong about something, though.&lt;br /&gt;
:::Well, you have done things like describing the evolution of humans, the psychology of the Ur-Quan, and the fashion sense of the Androsynth. You refer to these in non-game terms no less than I do (with the addition that imho you tend to extrapolate too much). - [[User:Svdb|SvdB]]&lt;br /&gt;
*I don&#039;t think we&#039;re going to convince eachother any time soon, so maybe someone else could give us their view.&lt;br /&gt;
::Well, Fadookie and the other anonymous poster both say the accessible *and* canon term is &amp;quot;dimension&amp;quot;, something I don&#039;t think anyone disagrees on. My one beef is that people keep acting like there&#039;s justification for the idea that there is a correct term and that the correct term would be &amp;quot;hyperplane&amp;quot; or &amp;quot;realm&amp;quot;. You can&#039;t really say that. &amp;quot;Dimension&amp;quot; is as correct a term as any, I continue to maintain. Plenty of people use it colloquially -- I&#039;ve even heard physicists use it in the context of science fiction without feeling any particular need to coin a &amp;quot;better&amp;quot; term for it. I&#039;ve certainly never heard anyone maintain that there&#039;s a real, existing theory of alternate universes that has established a real, solid term for what they should properly be called. Unless lots of authorities use it for that purpose, it&#039;s not the &amp;quot;accurate&amp;quot; or &amp;quot;official&amp;quot; term.&lt;br /&gt;
:::There&#039;s another anonymous poster? Hmm. Well, &amp;quot;dimension&amp;quot; &#039;&#039;&#039;is&#039;&#039;&#039; an accessible term, there&#039;s no denying that. If someone says &amp;quot;the Internet&amp;quot; when refering to the &amp;quot;World Wide Web&amp;quot;, that&#039;s also very accessible. It&#039;s also wrong. I&#039;ll accept in in dayly use, but a reference work such as this needs to be accurate. &amp;quot;Canon&amp;quot; on the other hand, it is not. &amp;quot;Dimension&amp;quot; is not a word (re)defined by the game. It&#039;s not any more canon than &amp;quot;the&amp;quot; is canon. - [[User:Svdb|SvdB]]&lt;br /&gt;
::Actually, the *most* basic usage of &amp;quot;dimension&amp;quot; is just &amp;quot;proportion&amp;quot; or &amp;quot;size&amp;quot; -- pretty much the same thing as &amp;quot;space&amp;quot;. When it comes up in ordinary conversation you can say something has the &amp;quot;dimensions&amp;quot; of 3 feet by 4 feet by 5 feet, or you can say that a problem is of &amp;quot;greater dimension&amp;quot; than another problem. Both these usages are nonsensical if &amp;quot;dimension&amp;quot; solely means &amp;quot;degrees of freedom&amp;quot;, yet they precede the strict math usage, not the other way around. In its most basic sense &amp;quot;dimension&amp;quot; just means &amp;quot;stretching out&amp;quot; or &amp;quot;space&amp;quot;, which is probably the *reason* it got the colloquial meaning of &amp;quot;another universe&amp;quot; anyway. I&#039;m willing to bet that Svdb is a mathematician or math major, and that the only people for whom &amp;quot;dimension&amp;quot; in this sense seriously grates against the ear are people with his academic background. As a history major I have similar issues with SC2&#039;s liberal use of &amp;quot;thrall&amp;quot; to mean &amp;quot;someone who has to serve someone else&amp;quot;, apparently for no other reason than because &amp;quot;thrall&amp;quot; is a more flavorful term, but I&#039;m not going to say it&#039;s wrong, or that the colloquial definition has to bow to my specialized definition.&lt;br /&gt;
:::Ho! &amp;quot;space&amp;quot; is not pretty much the same thing as &amp;quot;proportion or size&amp;quot;. And sure, there *are* other meanings of dimension. &amp;quot;Size&amp;quot; is one of them. &amp;quot;Extent&amp;quot; is another. But not &amp;quot;Space&amp;quot; (see any dictionary). Neither is &amp;quot;stretching out&amp;quot;. And see above for my theory about how it could have gotten to be used for &amp;quot;another universe&amp;quot;, as you put it. - [[User:Svdb|SvdB]]&lt;br /&gt;
:::I am not a math major, I&#039;m doing Computer Science, which is approached in a very theoretical on this university, and definitions are very important here (as in anything you want to do exact). I *have* had my share of mathematics in this study (besides the maths in my study, I did mathematics on the side the first year), in particular linear algebra, which makes heavy use of concepts as vector space, subspace, and dimension. - [[User:Svdb|SvdB]]&lt;br /&gt;
The correct terminology is that used in the game by characters who are familiar with the concepts.&lt;br /&gt;
Arilou used &amp;quot;dimension&amp;quot;.  Dwelling on space as types of planes might even be a game technology discussion; was each two-dimensional space really meant to describe, as a metaphor, the distances between stars in three-dimensional space?  After all, the planets do seem to rotate, even if they don&#039;t orbit.  Discussion of what TFB should have called the spaces is great for discussion, but if the terminology in the wiki doesn&#039;t match that in the published game, then the wiki is more of a related creative writing exercise.&lt;br /&gt;
::I&#039;m not sure exactly what you mean here. I agree with you, though I think we really ought to be somewhere between a &amp;quot;related creative writing exercise&amp;quot; and the only possible *actual* &amp;quot;accurate reportage&amp;quot; of the game data, which would be a massive dump of the game files and documentation themselves with no modification. I would say my goal here is &amp;quot;a faithful and comprehensive presentation of the SC2 universe&amp;quot;. I would not make my absolute goal the bare term &amp;quot;accuracy&amp;quot;, because as Svdb has demonstrated that can mean wildly varying things from situation to situation.&lt;br /&gt;
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The other acceptable term, from game canon, would likely be *playground*.  After all, the immensely powerful translating computer did signify this as a &amp;quot;linguistic best-fit&amp;quot;.   For the purposes of clarity (to those who play the game, not to those who might study mathematics), it would likely be better to use the term the Arilou described as being suitable for our intellect.&lt;br /&gt;
::Well, yeah, but that&#039;s &#039;cause the computer isn&#039;t sure what the Orz are talking about at all, because (presumably) the Orz language has very little context to decode anything from and groups things into very different semantic categories than the (apparently) common ones across species. The Orz think of dimensions as &amp;quot;playgrounds&amp;quot;, but that doesn&#039;t make it a good term for humans, any more than we&#039;d call battle &amp;quot;dancing&amp;quot; or something annoying &amp;quot;frumple (round and bumpy at the same time)&amp;quot; or strong emotion &amp;quot;squeezing the juice&amp;quot;.&lt;br /&gt;
:::*Playground* does not refer to other realms. &amp;quot;The *Playground* is 372.1, 261.9 your *silly* numbers.&amp;quot; - [[User:Svdb|SvdB]]&lt;br /&gt;
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While I am new to this board and discussion, I&#039;d like to add some comments.  I agree that &amp;quot;hyperplane&amp;quot; might be too esoteric a term to use here, but it is an accurate mathematical term to describe the relationship between True-, Hyper-, and Quasi-space.  A hyperplane is a multi-dimensional construct defined by the equation Ax+By+Cz+Dw+...=1.  If we limit ourselves to a four dimensional space (four spatial dimensions, that is) spanned by x,y,z,and w, then we can define each of the SC2 &amp;quot;spaces&amp;quot; by equations with the same A, B, &amp;amp; C but different D coefficients.  These hyperplanes don&#039;t intersect at all, and we might be able to add another dimension to handle the non-linear mapping from space to space.&lt;br /&gt;
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Physicists, while they do talk about stuff like this, use a different term.  I believe the word my theoretical cosmologists friends use for it is a &#039;&#039;brane&#039;&#039;. Again this might be too esoteric.  Anyways, whatever term is agreed upon, I agree with Fadookie that the use of redirects is probably the best way to make this both accessible and accurate. [[User:Fyzixfighter|Fyzixfighter]] 06:47, 25 Jan 2005 (CET)&lt;br /&gt;
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==Accessibility or Accuracy?==&lt;br /&gt;
&lt;br /&gt;
You asked for input, so I will state my viewpoint again (and in more detail):&lt;br /&gt;
This is an encyclopedia. Our goals are, as I understand them, to maintain accessibility and accuracy.&lt;br /&gt;
I think it&#039;s undeniable that the most accessible term would be &#039;dimension&#039;- this is what most casual readers will be looking or searching for, and what they would expect the category to be named. This is because of how the word &#039;dimension&#039; is used in the game, and how most fans of &amp;quot;soft&amp;quot; sci-fi view the term. However, as Svdb has pointed out, this is not necessarily an accurate term.&lt;br /&gt;
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A term such as &#039;spatial hyperplane&#039; might be more scientifically accurate, but not as obvious to our readers. I highly doubt someone searching for info on hyperspace will type in &amp;quot;spatial hyperplanes&amp;quot; into the search box.&lt;br /&gt;
&lt;br /&gt;
At its core, this is a dispute of ideals. Should the Ultronomicon value accessibility over accuracy, or vice versa? I&#039;d be inclined to go with the former, and as I&#039;ve said before, include a note within the category description about the more accurate term. That way, readers can both &#039;&#039;&#039;find&#039;&#039;&#039; it and be informed about the more scientific term. -[[User:Fadookie|Fadookie]] 05:25, 24 Jan 2005 (CET)&lt;br /&gt;
&lt;br /&gt;
::Actually, on surface it&#039;s a dispute of ideals, and that&#039;s a problem, because at heart it&#039;s really a dispute over interpretation of the state of language.&lt;br /&gt;
::If the scientific community were really all in agreement that this usage of &amp;quot;dimension&amp;quot; is just plain wrong and moved to replace it with a word like &amp;quot;realm&amp;quot;, I actually wouldn&#039;t have that much of a problem with putting a note to that effect here. It&#039;s not true, however, and all I see Svdb doing is jumping to the conclusion that an analogous term that makes sense from his discipline -- &amp;quot;spatial hyperplane&amp;quot; -- is more correct, even though it&#039;s used far less in science fiction works, rarely used colloquially by fans, and as far as I can tell is never used by actual science with this meaning.&lt;br /&gt;
::This would really be glorifying Svdb&#039;s personal perspective and that of some SF authors over lots of other SF authors (&amp;quot;soft&amp;quot; or not), many fans and ordinary people and, most significantly, the creators of SC2 itself and the actual characters in the actual game.&lt;br /&gt;
::Our goal is to provide comprehensive information about SC2, the game, not comprehensive information, period. There&#039;s nothing at all inaccurate about saying that &amp;quot;dimension&amp;quot; is the term used *in the game*. You might be providing *extra* inaccurate information by giving info on other terms besides dimension that one could use, but that&#039;s extra information that has nothing to do with the game. It would be no more appropriate than me putting a paper about industrialization after World War II into the entry on &amp;quot;Humans&amp;quot;.&lt;br /&gt;
:::Just to be accurate: while I am familiar with the term &amp;quot;hyperplane&amp;quot; primarilly through, I&#039;m not sure where I got &amp;quot;spatial&amp;quot; from. Probably popular science article.&lt;br /&gt;
:::I agree that saying &amp;quot;dimension is the term used in the game&amp;quot; is a perfect way to put it. But apart from &#039;&#039;how&#039;&#039; it&#039;s refered too, I think we should also mention &#039;&#039;what&#039;&#039; is refered to. And we should do that using whatever words are suitable for that (and &amp;quot;dimension&amp;quot; is not). And in my opinion, the &amp;quot;what&amp;quot; is more than the &amp;quot;how&amp;quot; for naming the category, though a link from the &amp;quot;how&amp;quot; won&#039;t hurt. - [[User:Svdb|SvdB]]&lt;br /&gt;
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&lt;br /&gt;
== Important distinctions ==&lt;br /&gt;
&amp;quot;what is refered to&amp;quot;, &amp;quot;how it is refered to&amp;quot;, &amp;quot;how it is named&amp;quot;, and &amp;quot;what is the correct term&amp;quot; are three different matters.&lt;br /&gt;
*&amp;quot;what is refered to&amp;quot; is a space, a realm, the subspace of the larger space that encompasses TrueSpace, HyperSpace and QuasiSpace&lt;br /&gt;
*&amp;quot;how it is refered to&amp;quot; is usually &amp;quot;dimension&amp;quot;. They don&#039;t use this as a name, but as an existing word, though they use it incorrectly.&lt;br /&gt;
*&amp;quot;how it is named&amp;quot; is not applicable here. They don&#039;t name the concept. They name individual spaces &amp;quot;TrueSpace&amp;quot;, &amp;quot;HyperSpace&amp;quot; and &amp;quot;QuasiSpace&amp;quot;. I would have no problem with the use of &amp;quot;dimension&amp;quot; if they had used it as a name.&lt;br /&gt;
*&amp;quot;what is the correct term&amp;quot; is tricky. You can have a description in mathematical terms, but that&#039;s not very helpful to most people. Or you can use a word like &amp;quot;realm&amp;quot; which is a term which could really be used for any region. A correct word that is used throughout the game is &amp;quot;Space&amp;quot;, but it is too widely used in other contexts. However, &amp;quot;&#039;&#039;&#039;Classes of Space&#039;&#039;&#039;&amp;quot; sounds like it would work.&lt;br /&gt;
The question is whether we should refer to the topic by a word that describes it, or by a word that is used to describe it, but means something else. I&#039;m in favour of the former; the important thing is *what* things are refered too, not *how* they are refered to. Note that I am not saying we shouldn&#039;t have a redirect from &amp;quot;dimensions&amp;quot; to the real name. A frequently used term, even when incorrect, is a valid reason for a redirect. Wikipedia even does it for common misspellings. - [[User:Svdb|SvdB]] 13:54, 24 Jan 2005 (CET)&lt;br /&gt;
:Classes of Space sounds fine to me.&lt;br /&gt;
:One small problem, though- I don&#039;t think category pages can be automatic redirects. Still, this seems like a fine compromise. -[[User:Fadookie|Fadookie]] 21:38, 24 Jan 2005 (CET)&lt;br /&gt;
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I don&#039;t feel much more discussion will be particularly helpful. I&#039;ve gone ahead and made the changes, taking the opportunity to add some info that hasn&#039;t found a home yet. I&#039;ve made a reference to the one legitimate-sounding real-life term for dimensions, &amp;quot;branes&amp;quot;, though I continue to maintain that &amp;quot;dimension&amp;quot; is a correct game term and should continue to be the primary term used in titles and in text. &amp;quot;Accuracy&amp;quot; is served simply by making the reference here, as I&#039;ve done with similar things elsewhere, to the idea that the term &amp;quot;dimension&amp;quot; came to be used at a particular point in the history of SC2 but wasn&#039;t used in the 21st century -- i.e. the real world now. The only reason I&#039;ve ever seen for maintaining accuracy on this site is the fear that some ignorant child will walk away misled about real-life concepts from a casual perusal of this site, and a preface of this sort obviates that -- otherwise, if for no other reason than ease of use and consonance with the game text -- as well as respect for the creators of this game we&#039;re all fans of -- TFB&#039;s own preferred term should be our preferred term.[[User:130.58.225.137|130.58.225.137]]&lt;br /&gt;
&lt;br /&gt;
== Dimensions-related Orz best-fits, [[*below*]], [[*Pretty Space*]] ==&lt;br /&gt;
&lt;br /&gt;
We have a problem. *Below* and *Pretty Space* have their own articles, while other dimensions-related Orz best-fits (i.e. *above*, *the middle*, *outside*, *inside*, *in between*, *level*, *space*, *time*, *colors*, *heavy space*, *slow time*, *quick time* and maybe *slide* and *spread* and *HYUIVBHJHG*) do not. And *below* is just &#039;&#039;something&#039;&#039; Orz are from and Arilou are not (not necessarily a dimension; indeed, the fact that such dimension-related best-fits are seemingly positioned on various &amp;quot;scales&amp;quot; &amp;amp;mdash; *above*/*below*, *outside*/*in between*/*inside*, *slow time*/*quick time*, *heavy space*/*Pretty Space* &amp;amp;mdash; and the fact that the Orz are from *outside* and *below* while the Arilou are from the *outside* and *above* seem to indicate that they are more like sets of coordinates a body can have, see [[User:Valaggar/IDF]]. Worth mentioning also that the Arilou say that &amp;quot;dimension&amp;quot; is a trivialized concept), while *Pretty Space* is just &#039;&#039;something&#039;&#039; the Taalo have apparently fled to, according to the Orz. The other dimension-related best-fits are similarly obscure and so need to be treated just like *below* and *Pretty Space*.&lt;br /&gt;
&lt;br /&gt;
And we have two ways of solving this problem.&lt;br /&gt;
# Making articles for each of those best-fits. Very bad solution. They will only be copies of the definitions in Translating Orz communications, and they will needlessly clutter the whole Category:Dimensions.&lt;br /&gt;
# Just redirecting the *below* and *Pretty Space* articles (and the other dimensions-related best-fits) to Translating Orz communications. Good solution.&lt;br /&gt;
&lt;br /&gt;
Awaiting further input. [[User:Valaggar|Valaggar]] 15:24, 18 January 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
:I will enhance the probability of collective discussion by pointing out publicly that probably the others won&#039;t bother replying. To summarise my stance:&lt;br /&gt;
&lt;br /&gt;
:Okay, I&#039;m in favour of getting rid of all the articles for individual best-fits &#039;&#039;if&#039;&#039; we also list self-consistent theories somewhere, because if we want an article for all of them together, I don&#039;t think a list of definitions is fitting, and I&#039;ve elaborated on this before. I suspect everyone will think theories is a bad idea. But if we are concise and remember that this is for the purpose of constraining what is possible rather than filling in the blanks, it adds no bias. Also, the theories on the Orz page set a precedent, so because we&#039;re consistent, we&#039;re debating the fate of that too. --[[User:Zeracles|Zeracles]] 19:43, 18 January 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
::One thing that we have to remember is that the &#039;&#039;&#039;*below*&#039;&#039;&#039; and &#039;&#039;&#039;*Pretty Space*&#039;&#039;&#039; were created before the &#039;&#039;&#039;Orz communications&#039;&#039;&#039; page really came into its own. Certainly this should not be an excuse for the maintaining of these pages, but it does give us some indication of why these pages might merit a separate page for themselves, ie they loom large in the collective mind of the fanbase, which may indicate a greater importance/prominence within the game universe than other best fits. While we do try to avoid speculation and fanfic, in some cases this is unavoidable. And note that in this situation, I would draw a distinction between speculation and fanfic - fanfic is extreme extrapolation (like the Hyperspace medium or QS is an mental illusion), whereas speculation stays relatively close to the canon without inventing new objects or paradigms. When we do have to go down the speculation road, the guide should be the fan community - that is, after throwing out the extreme theories and those that contradict canon (ie, the Taalo are Them), what are the dominant theories. For example, with regards to *below*, a quick scan of the forum discussion indicates that most fans understand *below* to be a separate dimension distinct from quasispace. If I recall correctly, this was the general guideline that we followed for the Orz Theories section.&lt;br /&gt;
::Also, we should consider how relevant the topic is to other topics and how much information we have beyond the definition on the communications page. Using *below* again as an example, I see that article as giving more than just the theories about what &amp;quot;*below*&amp;quot; means, but also giving all that we know about the Orz&#039;s home dimension (or extradimensional home if you think they are also from QS). As for the *Pretty Space* article (which personally I&#039;m on the fence about), it touches on other important topics, and allows for the discussion of *Pretty Space* and the possible Taalo survival. To me most of the other best fits don&#039;t have the depth that *below* and (to a lesser degree) *Pretty Space* have. Basically, if we write a simple definition (emphasis on simple, without delving too deeply into speculation) for the communications page, and there isn&#039;t any other information to say on or relating to the best fit, then it doesn&#039;t deserve a separate page.&lt;br /&gt;
::That said, given that the communications page is now mature, I think it is perfectly fine to question the existence of *below* and *Pretty Space*. I think there should also be discussion of any proposed pages on best fits to see if there really is enough information to warrant those pages. My personal opinion based on my recollection of the Orz dialog (and the rest of the canon) is that there probably aren&#039;t any other best fits with enough depth to warrant a separate page. I&#039;m against removing/redirecting *below* (and I&#039;ll try and comment on the previous month&#039;s discussion on its talk page when I get a chance), though I&#039;m still not sure about *Pretty Space*.&lt;br /&gt;
::Finally, I think we should leave the forums to be the place for indepth discussion of self-consistent theories. Creating a place for them here may be like opening a can of worms - I&#039;m sure I can come up with some really outlandish, self-consistent theory that agrees with the canon but with extreme inventions of fanatic license. Again, I would say that if a self-consistent theory is common enough in the fanbase, then include it on the relevant page in the appropriate way (with link to the discussion).&lt;br /&gt;
::On a related note, I think I&#039;ve come around to the idea of including IDF and reality phase in this category - though we&#039;ll need to recast the category description/definition and I don&#039;t think there&#039;s a reason to put them outside of the ABC&#039;ed list once this is done. --[[User:Fyzixfighter|Fyzixfighter]] 22:21, 18 January 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
:::So your arguments for keeping *below* are 1. that most people believe it&#039;s the Orz&#039;s home dimension and 2. *below*&#039;s depth, if I understand correctly.&lt;br /&gt;
:::The problem is, the *below* article actually talks about Orz&#039;s home dimension, not about *below* per se; this sort of information would fit the Orz article better, I&#039;d say. The alternative would be also making an article about *outside*, but *outside* and *below* would still have to be treated together, leading to unnecessary data duplication.&lt;br /&gt;
&lt;br /&gt;
:::And that most people believe that *below* is Orz&#039;s home dimension isn&#039;t enough to warrant *below* having its own article, especially when the theory can easily be presented on the Orz page. Many people believing a theory make the theory more notable, but not its subject matter.  [[User:Valaggar|Valaggar]] 00:13, 19 January 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
::::You misunderstand me just a little. I reference the fanbase as refutation of your initial argument that *below* doesn&#039;t refer to a dimension - I also highly disagree with your IDF model, but that&#039;s an argument for another day. Suffice it to say that your using that argument is answered by using the fanbase as a guide when dealing with speculative topics. The reference to depth is to answer your second argument for exclusion, that other best-fits don&#039;t have their own page. &lt;br /&gt;
::::You have now introduced a third argument (or maybe a corollary to the second) that the information could just as well be placed on the Orz page. Pages have been created on less ([[Firefalls of Nalnar]], [[Servants of Mali]], [[Trooba Fern]], [[Puun-Taffy]]). True we have gotten rid of some, such as &#039;&#039;&#039;Ta Puun stick&#039;&#039;&#039;, but it comes down to the question, at which point do we say that a topic deserves its own article? Yes, *below* could be discussed in the Orz article, just as QuasiSpace could just be discussed in the Arilou page. Or Earth just on the Human page, or Syra and Gaia just on the Syreen page. I think that the article *below*, treating both the speculative nature of the best-fit and the information about the Orz home dimension, puts it above (pun totally intended) the benchmark established by that question. I&#039;m not so certain when it comes to *Pretty Space*, hence my sitting on the fence still on that one (despite how unnatural sitting on a fence is for the male anatomy &amp;lt;ouch&amp;gt;). I certainly don&#039;t see as of yet any other best-fit meeting that benchmark.&lt;br /&gt;
::::The alternative of creating an article for *outside* doesn&#039;t fly. *Below* is the most specific name for the the Orz home dimension, and the most common reference to it among the fanbase. I would say this is similar to the naming guideline on wikipedia where, barring an official name, the most commonly recognized name is used. If the Orz just left it at the fact that they are happy *people energy* from outside, then yes *outside* would work. But the Orz go one step further, stating that they are not just from outside, but more particularly *below*, as opposed to the Arilou who are from *outside* but *above*. And the fact that you have invented a paradigm/metaphor where this gets muddled shouldn&#039;t have bearing on this. The canon provides a paradigm/metaphor of parallel dimensions (the layered stack of hyperplanes within the multiverse - it&#039;s a little too imprecise in view of reality phases, so I hating saying HyperSpace is &amp;quot;above&amp;quot; TrueSpace, but anyways) that easily results in the dominant view of interpreting these best-fits. While I&#039;m trying to assume good faith, I can&#039;t help but notice that a lot of your argument for exclusion is based on your own interpretation about what these best-fits mean, and that this looks like an attempt to get the Ultronomicon inline with that interpretation, or at least removing statements/articles that don&#039;t fit it, as if to validate it. --[[User:Fyzixfighter|Fyzixfighter]] 01:47, 19 January 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
Where&#039;s that depth of &amp;quot;*below*&amp;quot; you keep telling me of? And this is most certainly &#039;&#039;not&#039;&#039; similar to that naming guideline on Wikipedia; that guideline refers to situations where multiple pertinent names can be used, while in our case &amp;quot;*below*&amp;quot; is only marginally pertinent. The article doesn&#039;t solely talk about *below*.&lt;br /&gt;
&lt;br /&gt;
And why should we accept the speculation that *below*=the Orz home dimension as canon!?&lt;br /&gt;
&lt;br /&gt;
You misunderstood me when you said that &amp;quot;Pages have been created for less[...]&amp;quot;. What I meant is that, as the only pertinent title of this article would be &amp;quot;Orz home dimension&amp;quot;, which isn&#039;t a canon-introduced name (just as &amp;quot;VUX personality&amp;quot; or &amp;quot;Utwig mask&amp;quot; aren&#039;t canon-introduced names), the way of dealing with the issue would be including this in the Orz article.&lt;br /&gt;
&lt;br /&gt;
And where is that metaphor of multiple hyperplanes found in the canon? And where is &amp;quot;falling down&amp;quot; to TS used?&lt;br /&gt;
&lt;br /&gt;
And no, I don&#039;t want to twist the Ultronomicon and the good work of the people within for my own selfish purposes. I just want to stress that it&#039;s way too speculative to just assume that *below*=Orz home dimension. [[User:Valaggar|Valaggar]] 11:08, 19 January 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
Mmm, maybe we could just move &amp;quot;*below*&amp;quot; to &amp;quot;Orz home dimension&amp;quot;, after all. If we rule that dimensions/dimension-related best-fits are important only if they are associated with a certain race, we are left only with *outside*, *below*, *above* and *Pretty Space*. The first two will be covered in Orz home dimension, and *above* can be treated in the Arilou or in the QuasiSpace article (as we already have a page about the Arilou&#039;s home dimension). *Pretty Space* would then be left as it is. [[User:Valaggar|Valaggar]] 08:52, 20 January 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
:I still think that &amp;quot;*below*&amp;quot; is an adequate and appropriate and canonical name. But I&#039;ve already stated my reasons, and you&#039;ve stated yours, the end result being that we disagree. I&#039;d like to wait and see what others think - perhaps I&#039;ll find that I&#039;m in the minority, or someone will have a new reason that will sway me, or someone higher up on the food chain will overrule me. As for your question of where stuff is found in canon, going from HS to TS is described as &amp;quot;spiralling down&amp;quot;, &amp;quot;warp[ing] down&amp;quot;, and &amp;quot;drop[ping] down&amp;quot; on pages 23, 24, 35  of the PC manual (pg 6 and 24 in the 3DO manual). It is mainly from this (the up and down metaphor), from the description of HS and TS being parallel, and from the fact that the dimensions differ only by one attribute that we get the multilayer, dimensional paradigm - not explicitly stated, true, but the simplest and first paradigm arrived at based on by most when looking at the canon, and with less invention of new things than your IDF model. --[[User:Fyzixfighter|Fyzixfighter]] 00:07, 21 January 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
::Never mind. Let&#039;s end all this &amp;quot;Let&#039;s change this and this just for the sake of changing it and to show that I&#039;m the most intelligent person ever!!1!1!&amp;quot; nonsense.&lt;br /&gt;
::Keep it as *below* and that&#039;s it. [[User:Valaggar|Valaggar]] 16:32, 21 January 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
::If there were only sensible editors, we could keep a theories section under control, so if we put self-consistent theories somewhere none of us 3 would put ``some really outlandish, self-consistent theory that agrees with the canon but with extreme inventions of fanatic license&amp;quot; there but someone else might. So fair enough.&lt;br /&gt;
&lt;br /&gt;
::Hence my position is reduced to what it was in the beginning, just keep *below*. But there is probably more to the IDF mystery than just the multilayer, dimensional paradigm, considering the apparent role of consciousness. True, the multilayer, dimensional paradigm will occur to almost all, but then again, almost all will also be almost certain upon reading the orz and arilou dialogues that there is more to it than that. This should be clear in the relevant articles. --[[User:Zeracles|Zeracles]] 20:53, 21 January 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
And by the way, Fyzixfighter, what are your objections to my theory, besides what you have already mentioned (that it&#039;s not the only possible interpretation)? Unlike the vanilla interpretation, mine makes sense of *space*, *time* (&amp;quot;We are too happy, in this *slow time* *heavy space*. It is a better *level* for games.&amp;quot; together with &amp;quot;*Space* is not one but many. *Time* is many.&amp;quot; seem to disagree with a multilayer-is-the-bestest-paradigm interpretation), *quick time* and *slow time*, and *outside*/*inside*/*in between* (I do not think *outside* means &amp;quot;not TrueSpace&amp;quot;, because we&#039;d then expect that *inside* means TrueSpace/HyperSpace, which it doesn&#039;t seem to, per &amp;quot;So much the better! Orz have been waiting for *alliance* time. I will show you the *inside*. It is so good you will never leave!&amp;quot;).&amp;lt;br&amp;gt;And there&#039;s the whole thing going on at User:Valaggar/IDF.. [[User:Valaggar|Valaggar]] 15:46, 22 January 2008 (CET)&lt;/div&gt;</summary>
		<author><name>PsiPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=Umgah&amp;diff=25532</id>
		<title>Umgah</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=Umgah&amp;diff=25532"/>
		<updated>2011-05-26T14:01:02Z</updated>

		<summary type="html">&lt;p&gt;PsiPhi: reverting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RaceBox|name=Umgah|image=UmgahComm.png|caption=Umgah Blobbies|homeworld=[[Beta Orionis I]]|coordinates=197.8 : 596.8|organizations=[[Ur-Quan Hierarchy]] ([[battle thrall]])|ship=[[Drone]]}}&lt;br /&gt;
The &#039;&#039;&#039;Umgah&#039;&#039;&#039; are a race of [[#Umgah pranks|pranksters]] whose warped sense of humor knows no bounds. They are purple blobbish creatures with multiple eyes, mouths and tentacles. They foster an interest in bio-science, and amuse themselves by affixing extra appendages to their blob-like bodies.&lt;br /&gt;
&lt;br /&gt;
Umgah evolved on a mountainous world with many small seas. They live underground, in moist and closed dwellings. This is because all Umgah fear open areas and spaces. The most apparent feature in the Umgah culture is humor &amp;amp;mdash; Umgah hate boredom above all else, and are always looking for more ways to have fun. Sometimes they even play cruel and harmful jokes on other races, just to laugh their bellies off, seeming to favor the [[Spathi]] as victims due to their extreme, natural cowardice (and close location).&lt;br /&gt;
&lt;br /&gt;
An Umgah is believed to be responsible for condemning the Spathi to be bound into service as Hierarchy [[Battle Thralls]]. They are also guilty of impersonating the [[Ilwrath]] gods [[Dogar and Kazon]] and responsible for the war the [[Ilwrath]] wage against the [[Pkunk]].&lt;br /&gt;
&lt;br /&gt;
Despite their antics in teasing or bullying other neighbouring species the Umgah have maintained friendly relationships with the [[Arilou Lalee&#039;lay]], even during wartime when they were on the opposing sides. The Arilou frequently visit the Umgah stars of [[Orionis]], because one of their naturally occurring [[QuasiSpace]] Portals happens to be nearby.  &lt;br /&gt;
&lt;br /&gt;
Historically, it is said that the Umgah were the first race in our region of space to be defeated by the [[Ur-Quan Kzer-Za]] and the first race to become [[Battle Thralls]].{{ref|1}} However, the [[Thraddash]] also claim this &amp;quot;honor,&amp;quot; and it most probably belongs to them as the Kzer-Za, given the direction of their arrival, would have encountered the Thraddash before the Umgah.&lt;br /&gt;
&lt;br /&gt;
They also played a role in the events during the second [[Doctrinal Conflict]] and the defeat of both [[Ur-Quan]] factions, as they received an injured [[Talking Pet]], rescued by the Arilou from an Ur-Quan shipwreck. The Umgah turn this benign Talking Pet into the malicious [[Talking Pet (device)|neo-Dnyarri]], which quickly takes control of the entire Umgah race and put them to work on a plan to exact some kind of revenge on the Ur-Quan. [[The Captain]] is able to free the Umgah from the neo-Dnyarri&#039;s psychic compulsion, and the Umgah reward him in true Umgah fashion, by first revealing their findings that the [[Mycon]] are actually created by someone, then giving 500 biological data, then... (after changing The Captain&#039;s title from &amp;quot;[[Great Hero]]&amp;quot; to &amp;quot;[[Great Enemy]]&amp;quot;) attacking them with their [[Drone]]s en masse, not before transferring four of their ships to The Captain&#039;s fleet.&lt;br /&gt;
&lt;br /&gt;
==Umgah pranks==&lt;br /&gt;
The Umgah are known for their distorted, sadistic sense of humor. They use to play various pranks on other races, especially the cowardly [[Spathi]]; the known Umgah pranks are listed below.&lt;br /&gt;
&lt;br /&gt;
===[[Umgah Caster|HyperWave Caster]] tricks===&lt;br /&gt;
Using a powerful HyperWave Caster, the Umgah played some &amp;quot;minor&amp;quot; pranks on the Spathi (with disastrous consequences), as well as a routine prank on the [[Ilwrath]], which ended only when the Spathi stole the Caster, hiding it on their temporary homeworld, [[Epsilon Gruis I-A]].&lt;br /&gt;
&lt;br /&gt;
====Ilwrath====&lt;br /&gt;
The Umgah, around 2147, used their Caster to impersonate the twin Ilwrath gods, [[Dogar and Kazon]], giving their commandments to their faithful on [[Channel 44]]. This caused a revolution of the Ilwrath believers against their priest caste, whose reputation had already greatly decreased. The Umgah commanded Dogar and Kazon&#039;s followers to attack the &#039;Bird Beings&#039; (interpreted as the [[Pkunk]] by the Ilwrath).&lt;br /&gt;
:&#039;&#039;See also [[Ilwrath#Recent events|Ilwrath recent events]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Spathi====&lt;br /&gt;
The Umgah also used their Caster to impersonate several fictitious malevolent beings &amp;amp;mdash; the [[Grand Master Planet Eaters]], [[Jud the Ineffable Vug]] (a prank which the Spathi claim not to have fallen for) and [[Killmaster 18]].&lt;br /&gt;
&lt;br /&gt;
===Other pranks===&lt;br /&gt;
When the Spathi were conquered by the Ur-Quan Kzer-Za, they were asked to decide whether they wanted to be [[Fallow Slave]]s or Battle Thralls. They sent a white rod to the Ur-Quan (representing the choice of being a Fallow Slave), but the Umgah courier assigned to perform the transport swapped the rod for a black one, which stood for the choice of being a Battle Thrall. The Spathi thus became Battle Thralls, against their will.&lt;br /&gt;
&lt;br /&gt;
In addition, the Umgah are believed to have unleashed the [[Evil Ones]]&#039; menace on the Spathi, accelerating the latter&#039;s transition to the space age.&lt;br /&gt;
&lt;br /&gt;
Some minor pranks are also known:&lt;br /&gt;
*Capturing and dissecting a Mycon (they clonked it on the head to study its capability of causing genetic modification by just thinking it; they keep the incident secret, unwilling to suffer a Mycon or [[Ur-Quan Kzer-Za|Ur-Quan]] retaliation, unless [[The Captain]] asks them for their secrets after becoming [[Great Hero]]).&lt;br /&gt;
*Clogging the life support systems of an entire Spathi [[Eluder]] fleet with foul-smelling goo (which resulted in some unwanted hostilities).{{ref|2}}&lt;br /&gt;
*Changing [[The Captain]]&#039;s status from Great Hero to [[Great Enemy]] and attacking him.&lt;br /&gt;
*Apologizing for declaring the captain as [[Great Enemy]] and making him &amp;quot;Honorary King&amp;quot;, only to sound the &amp;quot;king-killing horn&amp;quot; and attack him.&lt;br /&gt;
&lt;br /&gt;
Two pranks that fortunately did not come to pass were using the [[neo-Dnyarri]] to compel the Spathi to attack the [[VUX]], thwarted by the creature&#039;s rise to power, and dropping a planetoid on the ocean of the &amp;quot;stupid nosers from [[Draconis]]&amp;quot; (the [[Thraddash]]), prevented by both species&#039; status as Battle Thralls.&lt;br /&gt;
&lt;br /&gt;
==Known individuals==&lt;br /&gt;
*[[Flubbo]]&lt;br /&gt;
&lt;br /&gt;
==Notes and references==&lt;br /&gt;
{{note|1}}&#039;&#039;[[Star Control II]] manual, pg. 61 (PC) or pg. 31 (3DO). [[Hayes]] also seems to imply this, stating that &amp;quot;the first direct evidence of the Ur-Quan&#039;s intent was the sudden conquest of the Umgah.&amp;quot;&#039;&#039;&lt;br /&gt;
{{note|2}}&#039;&#039;[[Star Control II]] manual, pg. 68 (PC)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Races]]&lt;br /&gt;
[[Category:Umgah| ]]&lt;/div&gt;</summary>
		<author><name>PsiPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=Unzervalt&amp;diff=25531</id>
		<title>Unzervalt</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=Unzervalt&amp;diff=25531"/>
		<updated>2011-05-26T13:59:57Z</updated>

		<summary type="html">&lt;p&gt;PsiPhi: Undo revision 25513 by 203.39.97.249 (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PlanetBox|name=Unzervalt|image=Sc2_intro_unzervalt_colony.png|caption=A human settlement on Unzervalt aka Vela I|orbit=1.15|mass=0.86|atmo=0.98 atm|radius=0.94|temp=28|gravity=0.97|weather=Class 1|day=0.62|tectonics=Class 1|tilt=21|type=[[List of planet types#Water|Water World]]|sat=No satellites|map=unzervaltMap.png}}&lt;br /&gt;
[[Unzervalt]] is a planet in the [[Vela]] system. The name &amp;quot;Unzervalt&amp;quot; was given by its [[Human]] colonists; this meant &amp;quot;our world&amp;quot;, likely originating from the German &amp;quot;unsere Welt&amp;quot;. Captain [[I. Burton]] of the [[Star Control (Organization)|Star Control]] [[Cruiser]] [[Tobermoon]] took refuge here after escaping a [[Hierarchy]] attack during the [[Ur-Quan Slave War]], discovering a massive [[Precursor]] installation hidden beneath the planet&#039;s surface. She later returned leading a [[Corridor Nine]]-sponsored science mission to attempt to salvage the ruins; when the mission was recalled and the Tobermoon called back into combat service with the disastrous [[Alliance]] defeat at [[Rigel]], most of the expedition remained behind to oversee the reconstruction of the station and the creation of [[The Flagship]].&lt;br /&gt;
&lt;br /&gt;
Unzervalt has a variety of native flora and fauna. Some of these, after identification by the Precursor databanks, were key in the survival of the early colony. These include the blue-flowered [[Iccamullon]], the six-legged [[Ortog]], and the winged [[Libixx]]. Some colonists that ventured far beyond the original colonies came back with tales of additional, strange native life-forms.&lt;br /&gt;
&lt;br /&gt;
[[The Captain]] was born on Unzervalt, and it was he who discovered how to operate the facility and the Precursor starship. An expeditionary force was assembled for a voyage back to Earth. [[Star Control II]] picks up when The Captain arrives at [[Sol]] with his Flagship. By backtracking his path, an [[Ur-Quan Kzer-Za|Ur-Quan]] [[Dreadnought]] discovered the colony shortly after The Captain&#039;s departure, and erected a [[slave shield]] around it. The Dreadnought can still be found in the system in [[Star Control II]]. &lt;br /&gt;
&lt;br /&gt;
[[Category:Planets]]&lt;br /&gt;
[[Category:Human]]&lt;/div&gt;</summary>
		<author><name>PsiPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=Ultronomicon:Editing_Essentials&amp;diff=25530</id>
		<title>Ultronomicon:Editing Essentials</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=Ultronomicon:Editing_Essentials&amp;diff=25530"/>
		<updated>2011-05-26T13:58:57Z</updated>

		<summary type="html">&lt;p&gt;PsiPhi: Undo revision 25507 by 83.230.106.30 (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&#039;&#039;Please read this page in its entirety before editing an Ultronomicon article.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As the Ultronomicon is still young, we only have a basic document on style and content at [[Ultronomicon:Manual of Style]]. Apart from items listed in this manual, we&#039;re pretty much following the [http://www.wikipedia.org/ Wikipedia] conventions.&lt;br /&gt;
&lt;br /&gt;
You can find more about those here:&lt;br /&gt;
*[[Wikipedia:Wikipedia:Contributing to Wikipedia|Wikipedia:Contributing to Wikipedia]]&lt;br /&gt;
*[[Wikipedia:Wikipedia:Style and How-to Directory|Wikipedia:Style and How-to Directory]]&lt;br /&gt;
*[[Wikipedia:Wikipedia:How to edit a page|Wikipedia:How to edit a page]]&lt;br /&gt;
&lt;br /&gt;
So far, a number of issues keep coming up while people are editing the Ultronomicon. While the above links contain all the relevant information, these issues occur often enough and are important enough to be explicitly mentioned here.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==How to Edit==&lt;br /&gt;
&lt;br /&gt;
===Be bold when editing===&lt;br /&gt;
If you have a problem with (part of) a page, by all means edit it. No one &amp;quot;owns&amp;quot; a page.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more information see [[Wikipedia:Wikipedia:Be bold in updating pages|Wikipedia:Be bold in updating pages]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Signing off on Talk pages===&lt;br /&gt;
It is helpful when people can quickly see who wrote what on Talk pages.&lt;br /&gt;
To this end, place &#039;&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;&#039; at the end of your message; it will be replaced by your name and the current date and time.&lt;br /&gt;
&lt;br /&gt;
===Fill in the summary field===&lt;br /&gt;
By filling in the summary field, you will make the page history and [[Special:Recentchanges]] page easier to use. Do this even for small changes, as an empty summary requires the reader to look at the actual changes to see what changed.&lt;br /&gt;
&lt;br /&gt;
===Mark minor edits as such===&lt;br /&gt;
When you make only a very minor change such as a spelling or grammar correction, you should check the &amp;quot;This is a minor edit&amp;quot; checkbox. Minor edits can be filtered from the page history or [[Special:Recentchanges]] page, making browsing through these significantly easier.&lt;br /&gt;
&lt;br /&gt;
===Use descriptive names for uploaded files===&lt;br /&gt;
By using descriptive names for the names of the uploaded files, it will be more obvious what the image or sound is about, and it prevents name clashes with past and future files. File names can&#039;t be changed once uploaded, so name the file appropriately before uploading.&lt;br /&gt;
&lt;br /&gt;
[[Category:Style guidelines|Editing Essentials]]&lt;/div&gt;</summary>
		<author><name>PsiPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=The_Ur-Quan_Masters_Project_FAQ&amp;diff=25529</id>
		<title>The Ur-Quan Masters Project FAQ</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=The_Ur-Quan_Masters_Project_FAQ&amp;diff=25529"/>
		<updated>2011-05-26T13:57:40Z</updated>

		<summary type="html">&lt;p&gt;PsiPhi: Undo revision 25512 by 138.73.16.5 (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Safe}}&lt;br /&gt;
&lt;br /&gt;
This is the list of frequently asked questions (with answers) for the [[The Ur-Quan Masters]] project.&lt;br /&gt;
For technical or gameplay questions, check our [[List of FAQs|other FAQs]].&lt;br /&gt;
&lt;br /&gt;
===Where did this project come from?===&lt;br /&gt;
The project started when Chris Nelson joined [[Toys For Bob]] for an internship. He would work there on making the [[3DO]] version [[Star Control II]] run on modern systems. When his internship was over, the sources were released to the public. The current development team then took over.&lt;br /&gt;
&lt;br /&gt;
===Why is this called &amp;quot;The Ur-Quan Masters&amp;quot; instead of &amp;quot;Star Control 2&amp;quot;?===&lt;br /&gt;
[[Toys For Bob]] doesn&#039;t own the trademark on the name &amp;quot;Star Control&amp;quot;, unfortunately. See [[Star Control Trademark]] for more information.&lt;br /&gt;
&lt;br /&gt;
===What are the goals for the [[The Ur-Quan Masters]] project?===&lt;br /&gt;
The goals for the [[The Ur-Quan Masters]] project are:&lt;br /&gt;
*to bring Star Control II to modern platforms, thereby making a lot of people happy&lt;br /&gt;
*to make game translations easy, thereby making even more people happy&lt;br /&gt;
*to adapt the code so that people can more easily make their own spin-offs, thereby making zillions more people happy!&lt;br /&gt;
&lt;br /&gt;
===What operating systems does [[The Ur-Quan Masters]] run on?===&lt;br /&gt;
Version 0.5 has been tested to run on Windows 98/ME/2000/XP/Vista, Linux, FreeBSD, OpenBSD and MacOS X.&lt;br /&gt;
&lt;br /&gt;
A few third party ports, using a modified version of UQM, are listed on the [[The Ur-Quan Masters]] page.&lt;br /&gt;
&lt;br /&gt;
Support might be added one day for MacOS 8/9 too (but it will be much trickier due to a lack of native pre-emptive thread support, so it&#039;s more up in the air), and maybe to some other platforms where [http://www.libsdl.org/ SDL] is available.&lt;br /&gt;
&lt;br /&gt;
===Why is pre-emptive thread support necessary?===&lt;br /&gt;
The code we inherited made extensive use of threads, and eliminating this has not been a priority given the target platforms.  That said, the thread model in the code we got had nothing whatsoever to do with POSIX.  Over the course of the project, the threading code has been refactored to fold most of the game logic into a single thread, but some tasks are intrinsically simpler with threads (notably keeping audio decoding synchronized and ensuring that window-manager events are dealt with in a timely manner).  The main game logic uses the call stack to encode what mode the game is in, and where you will go when, say, popping out of a menu.  Dethreading the main code so that it can be done as a single loop would thus involve rewriting all the                  control logic into explicit state-machine code, a major task that would involve heavy modification of the inherited code.  Thus, lowering the thread count further has been pushed to &amp;quot;when there aren&#039;t way more important things to do&amp;quot;.   &lt;br /&gt;
&lt;br /&gt;
===What are the system requirements?===&lt;br /&gt;
Minimum verified system requirements are: &lt;br /&gt;
*Pentium 200 running a supported OS.&lt;br /&gt;
*64 MB of RAM (the game&#039;s footprint is around 30MB).&lt;br /&gt;
*A reasonably recent video card. The oldest cards anyone has tested on are TNT2 and Voodoo 3. For OpenGL support, your video card needs to be able to handle 512x256 or 1024x512 textures. (The Voodoo 3 can not do this.)&lt;br /&gt;
If you&#039;re running the game with default quality levels (640x480 windowed), a Pentium 450 is the current minimum tested.&lt;br /&gt;
&lt;br /&gt;
Important note: Not all features are added yet, and not all optimizations have been done yet. System requirements could go up or down in later releases.&lt;br /&gt;
&lt;br /&gt;
For some suggestions on getting the most out of your system, see [[The_Ur-Quan_Masters_Technical_FAQ#The game runs too slow. What can I do? |here]].&lt;br /&gt;
&lt;br /&gt;
===Why are the system requirements so high? The original game ran fine on a 386.===&lt;br /&gt;
There are a couple of reasons for this:&lt;br /&gt;
*We are porting from the [[3DO]] source code. The [[3DO]] version had some fancier features than the PC version. See [[Version Comparison]].&lt;br /&gt;
*The original game code was optimised for speed. We aim for portability and extensibility.&lt;br /&gt;
*Modern operating systems don&#039;t let applications do everything they want. This imposes overhead.&lt;br /&gt;
*The operating system itself requires some system resources.&lt;br /&gt;
*We are using a better compression algorithm for the audio (Ogg Vorbis), which requires more processing power, but drastically reduces your download size.&lt;br /&gt;
&lt;br /&gt;
===Under what license is the game released?===&lt;br /&gt;
The code is released under the [http://www.gnu.org/copyleft/gpl.html GNU General Public License]. The content (voiceovers, dialogue, graphics, sounds, and music) may be used freely under the terms of the [http://creativecommons.org/licenses/by-nc-sa/2.5/ Creative Commons Attribution-NonCommercial-ShareAlike 2.5] license. The content may also be copied freely as part of a distribution of The Ur-Quan Masters.&lt;br /&gt;
&lt;br /&gt;
===What is the current status of the project?===&lt;br /&gt;
The code is still officially in beta status. This is because some features are still missing. It does not mean that the game is unstable; in fact, it is more stable than many commercially released games.&lt;br /&gt;
As of version 0.4, almost all features from the PC and 3DO version are present. The largest missing feature is nameable save games. Other wanted features relate to the project goals of making the game more customisable and making translations easier.&lt;br /&gt;
&lt;br /&gt;
===When will it be released?===&lt;br /&gt;
There is no exact release date for the &amp;quot;stable release&amp;quot; (version 1.0).&lt;br /&gt;
From time to time we will release in-progress snapshots. We are all working on this in our spare time, so our progress will depend on how much time we can spare for the project. Naturally, having a few more talented coders volunteer to join our team would speed up things somewhat.&lt;br /&gt;
&lt;br /&gt;
===I want to help! What can I do? ===&lt;br /&gt;
The two biggest things you can do to help are to help us find bugs, and to nail the bugs we have. Due to the nature of the code (over 100,000 lines of not-terribly-well-documented, very tight, and very old code) program analysis skills are more useful than raw coding ability. (A strong familiarity with C is necessary to make head or tail of the game logic.) We keep a Bugzilla page with currently extant bugs.&lt;br /&gt;
&lt;br /&gt;
If you want to help, read the [http://sc2.sourceforge.net/contributing.php contributing guide], join the [http://lists.sourceforge.net/lists/listinfo/sc2-devel sc2-devel mailing list], then come to our IRC channel #sc2 at irc.freenode.net to chat with the other developers. IRC is our primary communication method when doing actual coding.&lt;br /&gt;
&lt;br /&gt;
===Why are you porting the [[3DO]] version instead of the PC one?===&lt;br /&gt;
The source code to the PC version has been lost, even to [[Toys For Bob]] itself. This isn&#039;t so terrible, though, as the 3DO version has more features than the PC one, and no media has been lost. Also, the [[3DO]]&#039;s screen resolution (320x240) matches the aspect ratios of modern systems better than the PC version&#039;s 320x200.&lt;br /&gt;
&lt;br /&gt;
===What are the differences between [[The Ur-Quan Masters]] and the PC and [[3DO]] versions of [[Star Control II]]?===&lt;br /&gt;
See the page [[Version Comparison]].&lt;br /&gt;
&lt;br /&gt;
===What features are you going to include?===&lt;br /&gt;
We intend to include the best features of the [[3DO]] version and the PC version. When there is any doubt, we offer both. The user will be able to configure which aspects of the game will match which version. The Ur-Quan Masters will also include optional new music.&lt;br /&gt;
&lt;br /&gt;
We try to be faithful to the originals; there will be no gameplay changes in the main version. There may be forks that introduce new gameplay though.&lt;br /&gt;
&lt;br /&gt;
===What about updating the music?===&lt;br /&gt;
A separate team is working on remixing the original music. It is led by [[Riku Nuottaj&amp;amp;auml;rvi]], one of the original composers. There is a separate page with more information on the [[Remixing Project]].&lt;br /&gt;
The remixed music will be available as separate add-on packs. You can still choose to use the PC or 3DO music if you like.&lt;br /&gt;
&lt;br /&gt;
===What about updating the graphics?===&lt;br /&gt;
A similar project as with the music could be started for the graphics. This would mean an optional pack with updated graphics. However, there are a couple of obstacles for this:&lt;br /&gt;
*No people have yet stepped forward to start this project.&lt;br /&gt;
*The code can still only use 8 bit graphics. This problem will be addressed at some point in the future, and it would get a higher priority if there were actually people interested in redoing the graphics.&lt;br /&gt;
&lt;br /&gt;
===What about network play?===&lt;br /&gt;
Network play works as of version 0.6. See the [[Netplay howto]].&lt;br /&gt;
&lt;br /&gt;
[[Category:FAQs]]&lt;/div&gt;</summary>
		<author><name>PsiPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=Star_Control_II_3DO_Credits&amp;diff=25528</id>
		<title>Star Control II 3DO Credits</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=Star_Control_II_3DO_Credits&amp;diff=25528"/>
		<updated>2011-05-26T13:56:02Z</updated>

		<summary type="html">&lt;p&gt;PsiPhi: reverting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;; Original Programming &amp;amp; Technology&lt;br /&gt;
: [[Fred Ford]]&lt;br /&gt;
&lt;br /&gt;
; Game Design &amp;amp; Fiction&lt;br /&gt;
: [[Paul Reiche III]]&lt;br /&gt;
&lt;br /&gt;
; 3DO Programming&lt;br /&gt;
: Ken Ford&lt;br /&gt;
: Fred Ford&lt;br /&gt;
: Brad Van Tighem&lt;br /&gt;
&lt;br /&gt;
; Producer&lt;br /&gt;
: Mark Wallace&lt;br /&gt;
&lt;br /&gt;
; 3DO Production&lt;br /&gt;
: Paul Reiche III&lt;br /&gt;
: Richard Antaki&lt;br /&gt;
&lt;br /&gt;
; Starring the Voices of&lt;br /&gt;
: &#039;&#039;&#039;Richard Antaki&#039;&#039;&#039;&lt;br /&gt;
:: Thraddash&lt;br /&gt;
: &#039;&#039;&#039;Alex Bennett&#039;&#039;&#039;&lt;br /&gt;
:: Starbase Commander&lt;br /&gt;
: &#039;&#039;&#039;Rick Betz&#039;&#039;&#039;&lt;br /&gt;
:: Ariloulaleelay&lt;br /&gt;
:: Druuge&lt;br /&gt;
: &#039;&#039;&#039;Roy Blumenfeld&#039;&#039;&#039;&lt;br /&gt;
:: Zoq-Fot-Pik&lt;br /&gt;
: &#039;&#039;&#039;David Bryce&#039;&#039;&#039;&lt;br /&gt;
:: Kohr-Ah&lt;br /&gt;
:: Ilwrath&lt;br /&gt;
:: Shofixti&lt;br /&gt;
:: Spathi&lt;br /&gt;
: &#039;&#039;&#039;Lauren Forcella&#039;&#039;&#039;&lt;br /&gt;
:: Supox&lt;br /&gt;
: &#039;&#039;&#039;[[Greg Johnson]]&#039;&#039;&#039;&lt;br /&gt;
:: Orz&lt;br /&gt;
:: Pkunk&lt;br /&gt;
:: Utwig&lt;br /&gt;
: &#039;&#039;&#039;Bruce Leyland&#039;&#039;&#039;&lt;br /&gt;
:: Yehat&lt;br /&gt;
: &#039;&#039;&#039;[[Erol Otus]]&#039;&#039;&#039;&lt;br /&gt;
:: Chmmr&lt;br /&gt;
: &#039;&#039;&#039;Paul Reiche III&#039;&#039;&#039;&lt;br /&gt;
:: Mycon&lt;br /&gt;
:: Talking Pet&lt;br /&gt;
: &#039;&#039;&#039;Brad Van Tighem&#039;&#039;&#039;&lt;br /&gt;
:: Slylandro Speaker&lt;br /&gt;
: &#039;&#039;&#039;Madeleine Wild&#039;&#039;&#039;&lt;br /&gt;
:: Zoq-Fot-Pik&lt;br /&gt;
:: Syreen&lt;br /&gt;
:: VUX&lt;br /&gt;
: &#039;&#039;&#039;Larry Zee&#039;&#039;&#039;&lt;br /&gt;
:: Umgah&lt;br /&gt;
:: Melnorme&lt;br /&gt;
:: Ur-Quan&lt;br /&gt;
: &#039;&#039;&#039;840-AV&#039;&#039;&#039;&lt;br /&gt;
:: Slylandro Probe&lt;br /&gt;
: &#039;&#039;&#039;Paul II, Paul III, Arianna &amp;amp; Devin Reiche&#039;&#039;&#039;&lt;br /&gt;
:: Victory Sequence&lt;br /&gt;
&lt;br /&gt;
; Voice Effects&lt;br /&gt;
: Jeff Forehan&lt;br /&gt;
: Burke Treischmann&lt;br /&gt;
: Mark Miller&lt;br /&gt;
&lt;br /&gt;
; Voice editing&lt;br /&gt;
: Richard Antaki&lt;br /&gt;
: Paul Reiche III&lt;br /&gt;
: Burke Treischmann&lt;br /&gt;
: Steve Henefin&lt;br /&gt;
: Jeremy Bredow&lt;br /&gt;
: Erik Griss&lt;br /&gt;
: Brad Van Tighem&lt;br /&gt;
&lt;br /&gt;
; Art and Animation&lt;br /&gt;
: George Barr&lt;br /&gt;
: Paul Reiche III&lt;br /&gt;
: Erol Otus&lt;br /&gt;
: Greg Johnson&lt;br /&gt;
: Kyle Balda&lt;br /&gt;
: Jeff Rianda&lt;br /&gt;
: Taunya Shiffer&lt;br /&gt;
: Leonard Robel&lt;br /&gt;
: Greg Hammond&lt;br /&gt;
: Armand Cabrera&lt;br /&gt;
: Silicon Knights&lt;br /&gt;
&lt;br /&gt;
; Additional Writing&lt;br /&gt;
: Greg Johnson&lt;br /&gt;
: Mat Genser&lt;br /&gt;
: [[Robert Leyland]]&lt;br /&gt;
: Iain McCaig&lt;br /&gt;
: Tomi Quintana&lt;br /&gt;
: Erol Otus&lt;br /&gt;
: Leonard Robel&lt;br /&gt;
: John Estes&lt;br /&gt;
&lt;br /&gt;
; Music&lt;br /&gt;
: Burke Treischmann&lt;br /&gt;
: Dan Nicholson&lt;br /&gt;
: [[Riku Nuottaj%C3%A4rvi]]&lt;br /&gt;
: Eric Berge&lt;br /&gt;
: Erol Otus&lt;br /&gt;
: Marc Brown&lt;br /&gt;
: Aaron Grier&lt;br /&gt;
: Kevin Palivec&lt;br /&gt;
: Tommy Dunbar&lt;br /&gt;
&lt;br /&gt;
; 3D Cinemagraphics&lt;br /&gt;
: Gene Bodio&lt;br /&gt;
: Phil Le Marbre&lt;br /&gt;
&lt;br /&gt;
; TrueMotion&amp;amp;reg; &amp;quot;S&amp;quot; Video Compression&lt;br /&gt;
: The Duck Corporation&lt;br /&gt;
&lt;br /&gt;
; Product Marketing Manager&lt;br /&gt;
: Jim Curry&lt;br /&gt;
&lt;br /&gt;
; 3DO Testers&lt;br /&gt;
: Susan Michele&lt;br /&gt;
: Joe Ganis&lt;br /&gt;
: Jeremy Bredow&lt;br /&gt;
: Chang Fedel&lt;br /&gt;
: Wes Gittens&lt;br /&gt;
: Erik Griss&lt;br /&gt;
: Ty Johnson&lt;br /&gt;
: Eugene Law&lt;br /&gt;
: Tate Schieferle&lt;br /&gt;
: Mark Ybarra&lt;br /&gt;
: Carolina Esmurdoc&lt;br /&gt;
: Steve Groll&lt;br /&gt;
: Rob Johnson&lt;br /&gt;
: Tim Jordan&lt;br /&gt;
: Kevin Kwan&lt;br /&gt;
: Matt Young&lt;br /&gt;
&lt;br /&gt;
; Special Thanks To&lt;br /&gt;
: Greg Johnson&lt;br /&gt;
: John Ratcliffe&lt;br /&gt;
&lt;br /&gt;
; Got Us 86&#039;ed Out of a Restaurant in Las Vegas&lt;br /&gt;
: Madeline Canepa &#039;&#039;(but we love her anyway)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;See also [[Star Control II PC Credits]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:About the Star Control series]]&lt;br /&gt;
[[Category:Credits| ]]&lt;/div&gt;</summary>
		<author><name>PsiPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=Groombridge&amp;diff=25526</id>
		<title>Groombridge</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=Groombridge&amp;diff=25526"/>
		<updated>2011-05-26T13:53:46Z</updated>

		<summary type="html">&lt;p&gt;PsiPhi: Undo revision 25510 by 92.43.114.73 (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:PaulFredGroombridge.gif|thumb|The two gods of Star Control (Paul on the left, Fred on the right)|right]]&lt;br /&gt;
&#039;&#039;&#039;Groombridge&#039;&#039;&#039; is a mysterious, [[List of star types|white supergiant star]] at coordinates 996.0 : 904.2, at the end of the Rainbow Arrow. Orbiting it is a single planet, which is the final [[Rainbow World]] that forms the &amp;quot;point&amp;quot; of their arrow formation.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
There was supposed to be an easter egg encounter with &amp;quot;bizarre, godlike incarnations&amp;quot; of the game&#039;s creators [[Paul Reiche III]] and [[Fred Ford]] at the Groombridge Rainbow World. The feature got scrapped due to Accolade&#039;s wish that the game was finished earlier, though the art was done and still remains.&lt;br /&gt;
&lt;br /&gt;
More exactly, the idea was that [[The Captain]] had to compliment the two creators to receive some hints.{{ref|1}}&lt;br /&gt;
&lt;br /&gt;
==Notes and references==&lt;br /&gt;
{{note|1}}{{IRC2007}}&lt;br /&gt;
::23:44 &amp;lt;@Meep-Eep&amp;gt; &amp;lt;PRH_&amp;gt; Another question: can you tell us or at least give a hint what was supposed to be in the Groombridge dialogue?&lt;br /&gt;
::23:46 &amp;lt;+robot&amp;gt; Groombridge was going to be another hint mechanism and miscellaneous crazy easter-egg stuff.&lt;br /&gt;
::23:46 &amp;lt;+PR3&amp;gt; We intended the Groombridge dialog to be an automated player hint and Fred/Paul self-aggrandizing system.  By complimenting us (presented as supreme brain demigods) you would curry our favor and receive the boon of secret knowledge.&lt;br /&gt;
:{{FredMail}}&lt;br /&gt;
::This 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 space (ala the Talking Pet). &lt;br /&gt;
&lt;br /&gt;
[[Category:Stars]]&lt;/div&gt;</summary>
		<author><name>PsiPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=Super-Melee&amp;diff=25525</id>
		<title>Super-Melee</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=Super-Melee&amp;diff=25525"/>
		<updated>2011-05-26T13:52:53Z</updated>

		<summary type="html">&lt;p&gt;PsiPhi: Undo revision 25508 by 62.144.160.3 (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:SC2_SuperMelee_Menu1.png|thumb|In the Super-Melee menu, players can assemble two teams for battle.]] &lt;br /&gt;
&#039;&#039;&#039;Super-Melee&#039;&#039;&#039;, also referred to as &#039;&#039;&#039;SuperMelee&#039;&#039;&#039; in the PC manual and &#039;&#039;&#039;Super Melee&#039;&#039;&#039; in the 3DO manual and main menu, was first introduced in [[Star Control II]]. It is an improvement over the standard melee found in [[Star Control I]] which pitted the [[Ur-Quan Hierarchy|hierarchy]] against the [[Alliance of Free Stars|alliance]] in a series of dogfights. Super-Melee allows melee-style combat between two parties of up to fourteen ships each. Teams can be made up of any of the twenty-five [[List of ships|ships]] available in Star Control II.&lt;br /&gt;
&lt;br /&gt;
Each team can either be controlled by a human or a cyborg. Cyborg opponents have three levels of experience - weak (standard in the original DOS Star Control 2), good, and awesome. In addition, each party is assigned a point value depending on how powerful the constituent ships are. Weak cyborg cannot use secondary weapons of its ships (except [[Pkunk]] [[Fury]] and [[Slylandro]] [[Probe]]). A human player is actually not necessary for the melee to run, so players are capable of running &amp;quot;simulations&amp;quot; to see what ships are more powerful, or by what degree. This is simply done by setting both combatants to the Awesome Cyborg setting to allow the full capability of the ship to be used. Note that even the Awesome AI is no match for experienced human players, so the results often do not translate to matches with humans.&lt;br /&gt;
&lt;br /&gt;
For tips on playing, see [[Multiplayer Melee Suggestions]].&lt;br /&gt;
&lt;br /&gt;
==Melee variables==&lt;br /&gt;
===Frame rate===&lt;br /&gt;
In Super-Melee, the frame rate is 24 FPS (frames per second), i.e. a frame is 1/24 seconds.&lt;br /&gt;
&lt;br /&gt;
===World units===&lt;br /&gt;
Distances in Super-Melee are measured in world units, which are equal to 1/4 of a pixel at full zoom with a 320x240 resolution.&lt;br /&gt;
&lt;br /&gt;
===Facing===&lt;br /&gt;
Most projectiles and ships have a direction in which they are facing; due to technical limitations and balance issues, the game only uses 16 possible facings, separated from each other by 22.5 degrees.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>PsiPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=Talk:Planet_landing_risk-reward_formula&amp;diff=25524</id>
		<title>Talk:Planet landing risk-reward formula</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=Talk:Planet_landing_risk-reward_formula&amp;diff=25524"/>
		<updated>2011-05-26T13:50:47Z</updated>

		<summary type="html">&lt;p&gt;PsiPhi: Undo revision 25509 by 203.156.240.137 (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Inspiration=&lt;br /&gt;
This is an idea that has been on my mind since I first played SC2 in July 1994.  I always wanted to come up with a &amp;quot;simple&amp;quot; formula for calculating whether gathering valuables on a dangerous planet was worth it.  Also, planets with no lander damaging threats but poor return on fuel spent (for example, a planet full of commons or sometimes [[List_of_mineral_types#Mineral_values|trace or light]] amount of corrosives or base metals) may not be worth your time and effort.  I admit, this is a bit ambitious, and someone may have already done something similar for this game, but I thought it could be a fun exercise, especially since we have access to how the game values certain lander damage, as well as hard numbers for all planetary data within the game.  If the template idea is a bit much, a program could be written (I&#039;d be willing to try if provided with the data) to read all of the game&#039;s raw planetary data (which is static) and construct a list of the top 100 most valuable planets, star systems, areas of the hyperspace map which we could then use to construct a wiki table.  This program could also produce wiki table formatting for easy modifications/updates to the formula, if deemed necessary.  Part of this idea was briefly mentioned while I was discussing the feasibility of the StarBox template with Svdb [[User_talk:PsiPhi/StarBox|here]].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;  Before jumping in and modifying the formula (which doesn&#039;t exist as of yet), I ask that we discuss some of the ideas behind it here first.  For instance, I believe that the formula should produce both negative (very bad) and positive (very good) values, and that it should not simply consider 0 (zero) its lowest possible value.  Rather 0 (zero) would be considered &amp;quot;breaking even&amp;quot;.  It&#039;s my opinion that the positives of this formula are fairly straightforward with the exception of the various [[List_of_Alien_Artifacts|Alien Artifacts]].  Most likely, as a group, those should be given a high positive skew since the rewards of collecting them often far outweigh most dangers.  Coming up with a reasonable formula for calculating the negatives is going to be a lot more difficult.  There are also other factors that may affect planet landing that I am not aware.  For instance, I would like to know if a planet&#039;s tilt, atmospheric thickness, rotation rate somehow affect how closely the lander lands next to the destination initially chosen.  There is always a bit of landing &amp;quot;drift&amp;quot; that the lander suffers.  If this is not purely random, it may be slightly important in a more complete formula in how much it affects how quickly certain minerals can be collected.  The trick about landing on an extremely violent world to get one huge exotic piece and leave immediately comes to mind.  Obviously someone who is intimately familiar with the source code, such as Svdb, would play a vital role in answering many of these questions, providing insight, and showing us how to access the raw game data (though I&#039;m sure it&#039;s been mentioned repeatedly somewhere else, such as the various forums).  Thanks in advance for any interest (even if you tell me this is a really bad idea), and your participation. --[[User:PsiPhi|PsiPhi]] 15:49, 16 October 2007 (CEST)&lt;br /&gt;
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Excellent idea in my opinion, maybe when I&#039;m not quite so busy I&#039;ll be more helpful, for now my only suggestion is to put it in the game mechanics category, like the [[Lander Hints]] page. - [[User:Zeracles|Zeracles]] October 17 2007&lt;br /&gt;
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Any help would be appreciated Zeracles.  I have looked over your website, so I can say with confidence that you are more experienced with mathematics than myself.  Formula derivation has never been one of my strengths.  My initial thought was that this was more in line with actuarial work, based on what little I know of that profession.  This formula does not have to be perfect.  A half decent formula that gives a good idea about the risk involved would be useful.  It doesn&#039;t need to include all the terms I listed either.  I just wrote down all the possible factors I could think of that could affect the final value, ignoring harder to quantify values, such as player&#039;s skill (driving the lander).&lt;br /&gt;
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=Formula Creation and Conversion Issues=&lt;br /&gt;
I was also not sure if the final value should be assigned a specific unit, such as &amp;quot;fuel units&amp;quot; (since both Minerals and Bios can be converted to fuel), or something arbitrary instead, such as &amp;quot;points&amp;quot;.  The difficulty is comparing the value of Minerals to the value of Bio data.  In the early game, Bio data is extremely vital, perhaps more so than Minerals, but towards the end of the game, especially after you have exhausted all of the Melnorme tech (and info), Bio data essentially becomes an emergency fuel supply.  However, by that point in the game, Mineral collecting is no longer necessary either (since you can collect RUs directly from your many battles).  Therefore, if this formula is most useful in the early game, when you do not have any Melnorme tech, and you are starved for RUs, it may not require any of the modifiers, which makes the process of creating the formula much easier.  If we build the formula with the assumption of no lander upgrades, and Minerals and Bio data being equally important (given their respective conversion to a common fuel unit), then we can ignore the modifiers completely, and focus strictly on the Positives minus the Negatives.  What do you think?  --[[User:PsiPhi|PsiPhi]] 14:57, 17 October 2007 (CEST)&lt;br /&gt;
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:Sounds interesting, but I think you are trying to cover too many bases by including minerals, bio &#039;&#039;and&#039;&#039; energy in the same formula. Devices, I&#039;d say, should be left out, since they only have a plot-advancing value, not a RU value, and bio should be treated separately from minerals. So we should have one &amp;quot;risk&amp;quot; indicator and two &amp;quot;reward&amp;quot; indicators, one for minerals, another one for biodata. [[User:Valaggar|Valaggar]] 16:41, 17 October 2007 (CEST)&lt;br /&gt;
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::I&#039;d be willing to ignore devices.  I only included them for completeness with the idea that they&#039;d be given a high skew value, but upon thinking it over, those worlds fall under the &amp;quot;no-brainer&amp;quot; category.  You should not have to think &amp;quot;should I land here?&amp;quot; when there is an energy signature.  As for minerals and bio, I&#039;d really like a unified formula, but I&#039;d be willing to create two separate formulas at first, and if possible, marry them later.  The issue is, it&#039;s relatively easy to equate the value of minerals to the cost of crew/shuttle/fuel used.  The more difficult aspect would be comparing the importance of bio data to those three potential expenses.  This is why I proposed a series of equivalences based on real game values.  The problem with bio data is that Credits to Fuel is a one way street ... once credits are spent, there is no way to get them back via trade-in.  So when it comes to comparing the value of bio data to crew and shuttle cost, we have a slight problem.  Given the level of importance of bio data in the early game, we could just ignore this inequality and treat it as if it is a two-way transfer ... see how that goes.  If later, we find that this does not work well ... the results don&#039;t look right, we can find a way to &amp;quot;fudge&amp;quot; them a bit.  Also, since it is possible to acquire credits through other means (rainbow worlds, the Umgah), this does slightly downplay the importance of bio data collecting.  But we must keep in mind that this formula is intended for players who are at the beginning of the game, when the Umgah and most of the Rainbow Worlds are very hard to reach on limited fuel supplies.  Regardless, the mineral-risk formula should be somewhat straightforward.  Perhaps we can start with that initially and build from there.  --[[User:PsiPhi|PsiPhi]] 17:53, 17 October 2007 (CEST)&lt;br /&gt;
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:::I&#039;d have to agree with Val in that sense that you are casting a wide net. I&#039;d be in favor of using bio=credits=fuel=RU as a conversion even though it doesn&#039;t go both ways. (Related to this would be figuring out how the RPRG determined the &amp;quot;20 overall richest star sytems&amp;quot; which appears to combine the two somehow). You&#039;re already making several approximations and simplifications so it seems like a camel and a gnat. Although separating the two may be a good solution - the only problem with this is the two are coupled when calculating the risk/cost. This is because if you try to collect all the bios on a planet, you will spend more time on it and increase the cost due to the hazards and you may have take more trips to collect them all. However, in my mind here&#039;s my two cents on how the algorithm in general should look: &lt;br /&gt;
:::&#039;&#039;&#039;Rewards&#039;&#039;&#039;&lt;br /&gt;
:::*&#039;&#039;mineral_reward&#039;&#039;=total RU value of all the minerals (duh)&lt;br /&gt;
:::*&#039;&#039;bio_reward&#039;&#039;=total bio value or (bio value)*40 to convert to RUs&lt;br /&gt;
:::&#039;&#039;&#039;Costs (and cost related)&#039;&#039;&#039;&lt;br /&gt;
:::*&#039;&#039;landing_cost&#039;&#039;=(fuel to land)*(times to collect everything (may differ if collecting bios))*20 RUs&lt;br /&gt;
:::*&#039;&#039;time_mineral&#039;&#039;=not a cost, but dependent on the distribution of minerals&lt;br /&gt;
:::*&#039;&#039;time_bio&#039;&#039;=dependent on distribution, total hit points, and mobility (and maybe attitude) of the bios&lt;br /&gt;
:::*&#039;&#039;hazard&#039;&#039;=time*(frequency)*crew cost RUs (I&#039;m guessing the class #/temperature determines the frequency of the hazards. The frequency then is how many of that type of hazard the lander will encounter each second.)&lt;br /&gt;
:::*&#039;&#039;bio_hazard&#039;&#039;=time*(danger weighted by mobility and attitude)*crew cost RUs&lt;br /&gt;
:::The hardest one to figure is the bio_hazard (how to weight the dangers). In some sense it might be better to express it rather than a sum, but rather as a ratio and then in the form ### / ### that way it&#039;s easy to see why the number is good. Ratios are usually better for gauging things like this (like signal-to-noise ratio in electronics and communication). An alternative that you may consider is something more along the lines of [[wikipedia:NFPA 704|NFPA 704]]. I see these a lot since I do a lot with dangerous chemicals - in that case there&#039;s so many ways that chemicals can be dangerous that too much info would be lost by simplifying it to one number. Something like this may be difficult to implement in mediawiki and may drift to far from a quick and simple metric and too close to the scan data in the planetbox, but I thought that I&#039;d throw it out there as an option anyways. &lt;br /&gt;
:::Anywhos, I&#039;d say remember that this is a multivariate problem that you&#039;re trying to map to a smaller parameter space so don&#039;t sweat simplifications like interchangedness or modifiers or other sources of bio. The only other page we have to compare to is [[Flagship Energy Management]], but that has a easily derived algorithm but it is multivariate, hence the two tables showing the two approaches/ways to consider the problem. Overall, for this not to descend into fan speculation and extreme, subjective extrapolation, this needs to rely heavily on hard, canon values like the energy management page - for example, the hazard frequencies are probably coded based on the class #/temperature, the RPRG lists the hit points of all bios, the mineral distribution can probably be extracted from the code... But I ramble on. Anyways, good luck. --[[User:Fyzixfighter|Fyzixfighter]] 05:45, 18 October 2007 (CEST)&lt;br /&gt;
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::::Thank you Fyzixfighter for participating.  I will never hold long replies against you as I am usually guilty of them myself.  Your emphasis on avoiding speculation and subjective extrapolation is an important matter we all need to keep in mind.  You mentioned the [[RPRG]].  I only discovered this resource while researching for this page (about 2 days ago).  I had no idea until then that PR3&amp;amp;FF had created and published this.  Upon reading the three tables containing data on top 20 systems for resources, I nearly stopped and erased what I had.  But then I realized these tables do not mention anything about how dangerous these planets/systems are (and some of them are very dangerous).  So, this article was spared the ax, for now.  I&#039;ve taken the values from the first (combined) table and put them into a spreadsheet.  I then applied the Bio*40 (1 Bio = 2 Credits = 2 Fuel Units = 40 RUs) and added on the Mineral Totals (I take it these are in RUs also; it doesn&#039;t explicitly state this).  I discovered 2 minor discrepancies, and 1 major one (off by almost 2000 RUs).  See table below:&lt;br /&gt;
&lt;br /&gt;
::::{|style=&amp;quot;margin:1em 0px 1em 1em; &amp;quot; border=1 cellspacing=1 cellpadding=2&lt;br /&gt;
!Star System!!Mineral Totals!!Biological Totals!!Bio. * 40 + Min. (RUs)&lt;br /&gt;
|-&lt;br /&gt;
|Delta Aurigae|| align=right| 11005|| align=right| 256|| align=right| 21245&lt;br /&gt;
|-&lt;br /&gt;
|Beta Carinae|| align=right| 7982|| align=right| 304|| align=right| 20142&lt;br /&gt;
|-&lt;br /&gt;
|Beta Scorpii|| align=right| 12680|| align=right| 178|| align=right| 19800&lt;br /&gt;
|-&lt;br /&gt;
|Beta Circini|| align=right| 6897|| align=right| 248|| align=right| &#039;&#039;&#039;16817&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Delta Sextantis|| align=right| 5901|| align=right| 322|| align=right| 18781&lt;br /&gt;
|-&lt;br /&gt;
|Beta Tauri|| align=right| 5747|| align=right| 277|| align=right| 16827&lt;br /&gt;
|-&lt;br /&gt;
|Alpha Olber|| align=right| 6940|| align=right| 241|| align=right| 16580&lt;br /&gt;
|-&lt;br /&gt;
|Epsilon Draconis|| align=right| 7298|| align=right| 230|| align=right| 16498&lt;br /&gt;
|-&lt;br /&gt;
|Zeta Scorpii|| align=right| 4134|| align=right| 309|| align=right| 16494&lt;br /&gt;
|-&lt;br /&gt;
|Gamma Tauri|| align=right| 7307|| align=right| 219|| align=right| 16067&lt;br /&gt;
|-&lt;br /&gt;
|Gamma Geminorum|| align=right| 2388|| align=right| 341|| align=right| 16028&lt;br /&gt;
|-&lt;br /&gt;
|Epsilon Scuti|| align=right| 8365|| align=right| 175|| align=right| 15365&lt;br /&gt;
|-&lt;br /&gt;
|Lambda Hyades|| align=right| 1949|| align=right| 329|| align=right| 15109&lt;br /&gt;
|-&lt;br /&gt;
|Beta Vulpeculae|| align=right| 6208|| align=right| 214|| align=right| &#039;&#039;&#039;14768&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Gamma Circini|| align=right| 4903|| align=right| 247|| align=right| 14783&lt;br /&gt;
|-&lt;br /&gt;
|Delta Chandrasekhar|| align=right| 4299|| align=right| 259|| align=right| 14659&lt;br /&gt;
|-&lt;br /&gt;
|Aldebaran|| align=right| 6488|| align=right| 201|| align=right| 14528&lt;br /&gt;
|-&lt;br /&gt;
|Kappa Hyades|| align=right| 4736|| align=right| 186|| align=right| 12176&lt;br /&gt;
|-&lt;br /&gt;
|Fomalhaut|| align=right| 4158|| align=right| 191|| align=right| &#039;&#039;&#039;11798&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Alpha Chandrasekhar|| align=right| 4799|| align=right| 175|| align=right| 11799&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
::::Unless these can be ignored as printing errors within the RPRG itself, we must assume that PR3&amp;amp;FF used some other formula for determining the value of Minerals vs. Bio data.  Simply replacing the 40 with higher or lower numbers does not fix this discrepancy, and usually creates a lot of new ones.  I must admit, I am at a loss here.  Unless they used some unstated modifiers on either Bio data (value/speed/danger of aliens), or Minerals (?size of deposits?) I can&#039;t figure out how to explain this.  If anyone ever has the opportunity, perhaps someone should ask them how they came up with the rankings for these systems in the RPRG (that is, if they can remember something this obscure from that long ago).  Any hunches?  Best guesses?  Thanks, as always for participating.  --[[User:PsiPhi|PsiPhi]] 14:12, 18 October 2007 (CEST)&lt;br /&gt;
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Just some thoughts. There&#039;s so many things which if done properly would make this really hard, but I like the simplifying assumptions thus far (we can be cheap and nasty, no hard core mathematicians here I hope). I think Fyzix has pretty much nailed the basic form.&lt;br /&gt;
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Fyzix&#039;s time_mineral variable, to do this rigorously would I think be a too-difficult graph theoretic MST type thing, but we could fudge it by assuming even distribution of goodies, and calculating the average separation between them. This would give the time_mineral for each one. If we decide this is the way to go I could probably find how this mean separation varies with number (I work with code which does similar stuff).&lt;br /&gt;
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Also, where do we assume that the player bails and returns the lander for more crew? I mean, when crew is down to three? We all know it varies. If we assume a player reaction time of a second or so, the ideal player bails when the lander is within a second or two of biting it. Probably three seconds for a bit of a cushion. So the crew escape threshold would be Fyzix&#039;s hazard variable with 3 seconds or so. This affects landing_cost in the way Fyzix describes. Again, this is a problem which is probably too difficult to solve properly, I think we would have to model the hazards as a Poisson process and take into account how much these different hazards hurt to really find out where the optimum escape threshold is.&lt;br /&gt;
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If we don&#039;t decide to just ignore this aspect, just for the record I propose the name &#039;&#039;bailout_crew&#039;&#039; for this variable. If someone has a better name please go ahead!&lt;br /&gt;
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If the bios are reasonably mobile, bio_hazard decreases with time as the player picks up kills, as the frequency of encounters falls. This means that &#039;&#039;bailout_crew&#039;&#039; changes with time, as well as changing bio_hazard over time. I guess we need to decide how properly we want to do this. We could maybe take the simplest approach, assume these things will change linearly, and for example just halve bio_hazard to model its fall to zero.&lt;br /&gt;
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With the lander&#039;s dual mineral / bio capacity, I assume we assume (heh) for simplicity that it returns to offload when one of these is full? So this makes the number of trips easy to figure out. Otherwise it would be more correct to do the formula in stages.&lt;br /&gt;
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One last thing, there&#039;s been talk of not taking into account the Melnorme lander upgrades, but it looks like the proposed formula is sufficiently general to handle this - just change some of the values.&lt;br /&gt;
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BTW noticed Fomalhaut in that list, anyone else remember sc3&#039;s goof in putting this in a different quadrant? I don&#039;t remember it being quite so bountiful then, heh.&lt;br /&gt;
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Cheers everyone --[[User:Zeracles|Zeracles]] 19:40, 18 October 2007 (CEST)&lt;br /&gt;
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:Thanks Zeracles for this contribution.  I respectfully suggest in the future that you explain or at least link to an explanation for things such as [http://en.wikipedia.org/wiki/Minimum_spanning_tree MST] and [http://en.wikipedia.org/wiki/Poisson_process Poisson process] so that others can get an idea what these concepts mean.  Having studied things like MSTs, your mention of it got me thinking that optimal mineral collection is likely closer to a [http://en.wikipedia.org/wiki/Travelling_salesman_problem Travelling Salesman Problem] minus the need to return to the origin.  As part of [http://en.wikipedia.org/wiki/Computational_complexity_theory complexity theory], this problem is definitely computationally complex and would be hard, even for a computer to solve efficiently, especially given enough data points (mineral deposits).  Personally, I&#039;m not seeking that level of sophistication.  Although, I cannot deny that Fzyix has a good point about time mattering in terms of increasing the probability of crew loss because the planetary dangers are time dependent, based on both direct exposure (how long the lander is touching a hazard), and how long a lander must spend on the surface to complete its mission, increasing its overall exposure to potential dangers.  We may have no choice but to assume certain things as even distribution to avoid this level of complexity.&lt;br /&gt;
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:In terms of human actions, as in when to choose to flee, I wouldn&#039;t dare to guess.  Adding a human element to the equation adds another level complexity I was hoping to avoid, if possible.  We would need to come up with &amp;quot;reasonable&amp;quot; standards.  No small task, I know.&lt;br /&gt;
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:Speaking of renaming things, if anyone has a better suggestion for naming this formula, I&#039;d like to hear it (aside from &amp;quot;Impossibly complex thing PsiPhi dreamed up&amp;quot;).  ;-)&lt;br /&gt;
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:In terms of the lander returning when one of the two (bio or mineral) is full, I must say, that&#039;s not how I play, or would play.  I always try, if possible, to fill both to near capacity before returning, in order to ensure least amount of fuel used.  Keep in mind, at the start of the game, 1 fuel unit equates to nearly 7 crew members (as horrible as that is to admit), so as long as your shuttle is still half full of crew (given the landing takes 1 fuel unit -&amp;gt; 0.5g), you might just risk it, but I guess that would be part of what this formula could determine.&lt;br /&gt;
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:The reason I did a reversal on the Melnorme upgrades is that I meant for this formula to be of the most use to someone at the start of the game, i.e. no upgrades.  If you think they can be factored in without much effort, that would be great!&lt;br /&gt;
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:As for SC3 and Fomalhaut ... that sounds familiar ... I don&#039;t recall the condition of that star system.&lt;br /&gt;
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:In summary, I think I am seriously starting to regret ever suggesting this idea in the first place.  What a nightmare! hehehe! :-D  What a disaster all this would be if we finally created a working formula only to realize &amp;quot;Hmmm, this isn&#039;t really as useful as we had wished.&amp;quot;  Part of me is thinking that maybe I should have started with the idea of calculating the return on all &amp;quot;safe&amp;quot; worlds (Class 2 or below and 100&amp;amp;deg;c or less; bios would be OK since they are arguably the easiest to avoid of all hazards).  This would have the effect of significantly reducing our list of data to be processed and we could focus purely on mineral + bio values - fuel used (assuming player plays optimally avoiding all bio damage).  One last thing about this formula ... I was wondering about distance from Earth (ignoring the Portal Spawner), in terms of fuel used for a round trip.  What would be the point of spending 200-250 fuel units (4000-5000 RUs) if you don&#039;t make a significant return.  It&#039;s times like this I get to thinking, &amp;quot;hey, forget all this ... here&#039;s the alternative&amp;quot;:&lt;br /&gt;
:*max out your thrusters ASAP&lt;br /&gt;
:*fill two fuel tanks and fly to A. Pavonis to get the Warp Pod&lt;br /&gt;
:*fly to the Quasi Space opening, get the Portal Spawner&lt;br /&gt;
:*systematically fly to all the Rainbow Worlds (maybe even get the Taalo Shield, free the Umgah)&lt;br /&gt;
:*Find Trademaster Greenish, get all upgrades&lt;br /&gt;
:*focus on making the Flagship into a death dealing machine, by collecting RUs from VUX, Ilwrath, Thraddash, Mycon, etc.&lt;br /&gt;
:*forget all this resource collecting nonsense!&lt;br /&gt;
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:And then I think, &amp;quot;Oh, right, as a new player I probably wouldn&#039;t know all this&amp;quot;.  If anything, this says a lot about the complexity and open-endedness of the game.  You have options! --[[User:PsiPhi|PsiPhi]] 21:55, 18 October 2007 (CEST)&lt;br /&gt;
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:Sorry about leaving out links for [http://en.wikipedia.org/wiki/Minimum_spanning_tree MST] and [http://en.wikipedia.org/wiki/Poisson_process Poisson process], it hadn&#039;t occurred to me that people would be interested, especially since I was suggesting that we not go down these paths. Ah, but SC fans live for concepts, and are interested in many such things. By the way, you say you&#039;ve studied MSTs, I may be working with them before too long for characterising galaxy distributions. Another technique for doing same is [http://en.wikipedia.org/wiki/Voronoi_diagram Voronoi tessellation]. Maybe I&#039;ll work with this too, but I mention this because [[Image talk:Uqm-hyperspace-quasispacedist-colored.png|you said]] you loved [[Image:Uqm-hyperspace-quasispacedist-colored.png|this image]]. If you look at the [http://en.wikipedia.org/wiki/Voronoi_diagram Voronoi tessellation] article you&#039;ll see why I bring it up. For what it&#039;s worth, I like it too ;) Nice going.&lt;br /&gt;
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:I agree that we should assume uniform distribution rather than tackle things like the  [http://en.wikipedia.org/wiki/Travelling_salesman_problem Travelling Salesman Problem]. Although, what initially excited me about your idea was its difficulty. Well, for the article anyway, you&#039;re definitely right that we can&#039;t do it in all its complexity, what a shame.&lt;br /&gt;
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:You speak of reasonable standards for human actions, I think at least for what I was saying about bailout_crew, this is something which wouldn&#039;t be too difficult, it&#039;s just that because this only applies in rather hostile environments, when to return the lander is the least of: time to fill bio capacity, time to fill resource capacity and time to get down to bailout_crew. So our formula could be conditional in places, or, if one prefers, includes terms which play no role in many cases. So I guess (and as you and others have probably seen) the control structure of the formula might not be as simple as Fyzix&#039;s starting point.&lt;br /&gt;
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:About returning the lander when one of either bio and minerals is full, I don&#039;t think anyone plays like that, I was just saying it might be easier for the formula.&lt;br /&gt;
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:You mention &amp;quot;forget all this resource collecting nonsense!&amp;quot;, I&#039;ve thought this often and rather than think it over I often go looking for kills and rainbow worlds (this last one is kind of cheating one must say). But it does get boring. Quicker in Ur-Quan space though of course (this makes Fwiffo my ultimate hero at the beginning).&lt;br /&gt;
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:You bring up another significant question, that of whether to visit a star system in the first place. In my eyes this is just a scaled-up version of the same problem, where fuel to get there is like fuel to send the lander. It&#039;s just that fuel to get there obviously depends on how far away one is. If we work out the rewards of visiting a star system though, we would be able to say how close one would have to be to make a resource-gathering detour worthwhile. I think this could be worth considering while or after we discuss this planet-landing formula. I know I might use it. What do we think?&lt;br /&gt;
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:Do not despair yet, PsiPhi, it&#039;s a great idea and I reckon it can work, I like your style! --[[User:Zeracles|Zeracles]] 20:54, 19 October 2007 (CEST)&lt;br /&gt;
&lt;br /&gt;
::I don&#039;t know if assuming an even distribution is that good of an idea. To me that seems like it would flatten out the time such that the total time is the same for any number of deposits. However, I&#039;d be interested to see what you get Zeracles by running it through some code and seeing how the total time varies with number. I was thinking of just having time_mineral be some standard dt times the number of minerals, scaled by the standard deviation to handle how the deposits clump, in other words T=N*sigma/v - dirty and cheap I know, but simple. To me there&#039;s a big difference between a close cluster of deposits on a hostile planet, and several scattered deposits on a similar planet.&lt;br /&gt;
::As to the crew_bailout, I&#039;d say that the easy way to factor that in would be to take the calculated total crew lost from all the hazards and divide that by the amount of crew you&#039;re willing to let die (12-crew_bailout) to get the number of trips someone will take. A similar thing can be done with the minerals and bios where the number of trips is the max(bio_total/capacity,mineral_total/capacity). The sum of the hazard and mineral/bio trips would give a high end estimate of the total number of trips. No idea though on the best value of crew_bailout, 3 maybe? I wonder if we should add a term in there for losing the lander (500 RU) on extremely high risk planets.&lt;br /&gt;
::Yeah, I know this is extremely simple and probably ignores several factors, but I think one of the keys has to be making this as applicable to any player. A good player will look at a low reward/risk ratio and be more willing to try than a less experienced player, so I wouldn&#039;t worry to much about the human factor. Whatever algorithm you use, it really should model your thought process as you look at the scan of a planet. Of course there are some things you can&#039;t know like the aggression and mobility of the bio types, but I guess that&#039;s in part what this whole in endeavor is for. Anyways, in the words of Einstein, &amp;quot;Make everything as simple as possible, but not simpler.&amp;quot; --[[User:Fyzixfighter|Fyzixfighter]] 05:09, 20 October 2007 (CEST)&lt;br /&gt;
&lt;br /&gt;
:I&#039;ve never heard of the Voronoi tessellation.  Thanks for pointing this out.  You know, [http://en.wikipedia.org/wiki/Image:Coloured_Voronoi_3D_slice.png this image] looks like something you would see at [http://en.wikipedia.org/wiki/Museum_of_Modern_Art the Museum of Modern Art].  I love this map so much because of its quick usefulness.  Back when I first played the game in 94, I actually taped together multiple pages of graph paper in order to be able to record information and write on a map (the original game map being all black made it hard ... besides I didn&#039;t want to ruin my map!).  I believe I still have it somewhere folded up, along with my extensive notes on planets/star systems, Orz word approximations (our best guesses) and obscure game notes.  I never completed the map (even for someone as patient as I am, it got tiresome), but I believe I marked all of the outlets from Quasispace.  I know I definitely had the coordinates down.  A concept similar to this occurred to me, but without precision drawing tools, I would have botched it, especially given how complex some of these intersections can be.  In the end, I just &amp;quot;eyeballed&amp;quot; it.  I was (am) all about efficiency, so finding the best QuasiSpace opening was always an obsession whenever we needed to get somewhere, such as when we finally started to figure out the pattern of the Rainbow worlds.  That&#039;s when my map really paid off, since I was able to draw two lines directly on it.  I still feel that was one of the best mysteries of the game, and figuring it out with only a limited dataset was an incredible feeling.  Groombridge was the key ... on a hunch from looking at the map and the few Rainbow Worlds we had recorded (I think it was two near the &amp;quot;top&amp;quot; and two near the &amp;quot;bottom&amp;quot; of the map), I said, &amp;quot;let&#039;s go there ... I&#039;m curious about something&amp;quot;.  When it turned out to be right, I drew two light lines on that map and we began our quest.  Fun times.&lt;br /&gt;
&lt;br /&gt;
:I was thinking that parts of the formula would have to be conditional, which only makes things worse for me, because I know how to express that in a program, but not mathematically, at least not fully (I have a rough idea).&lt;br /&gt;
&lt;br /&gt;
:As for Fwiffo being great early game ... I agree, I usually sell my Earth ship.&lt;br /&gt;
::I did stumble upon the Earth ship switch trick accidentally the second time I played the game ... I was trying to figure out why there was an &amp;quot;Earthlng&amp;quot;(sp.) and a &amp;quot;Human&amp;quot; ship among the game files, so just for fun, I started renaming the files on my hard drive, just to see what would happen to the game.  Soon, I had a Chenjesu [[Broodhome]] as my initial vessel.  It seemed somehow fitting since it was one of two Alliance ships missing from the SC2 full game, and I wasn&#039;t a huge fan of the [[X-Form]].&lt;br /&gt;
:Instead of Fwiffo, I usually ally with the Orz fairly early (ahhh, the Arilou are just paranoid silly cows, they&#039;re harmless fishies, it is for sure).  Their aiming turret works just as well if not better than the Spathi BUTT missile when you turn it around completely.  In this way you can fire while fleeing.  I tend not to use the GO-GO space marines.  The Orz cannon projectile is a lot faster and harder to destroy than the BUTT missile.  Since the Orz are relatively on the way towards Ur-Quan space, forming an alliance is very easy with them.  (just my two cents)&lt;br /&gt;
&lt;br /&gt;
:As for the fuel-distance portion ... yes, let&#039;s keep it in mind ... perhaps we can factor it in later.  Zeracles, as always it is a pleasure discussing this topic with you.  I like your style as well, and after reading through some of your site, I can understand why.  Cheers. --[[User:PsiPhi|PsiPhi]] 05:44, 20 October 2007 (CEST)&lt;br /&gt;
&lt;br /&gt;
=Some Plots=&lt;br /&gt;
Interesting, Fyzix. I&#039;ve just run some (well, two) quick tests. At [http://www.physics.usyd.edu.au/~asmith/planetlander/ this place] I&#039;ve put the results along with the little matlab script which did the job (I love matlab, easy and powerful, which is a good combination, I&#039;m glad I haven&#039;t had to do anything so numerically insane as to require fortran). So if anyone wants to toy with this little script, hopefully they have matlab or work at some institution which has paid an exorbitant amount to subscribe for it ;) Feel free to ask here or on my talk page or email me for more info on how to use it, but I put some comments in, and in truth it isn&#039;t very complicated.&lt;br /&gt;
&lt;br /&gt;
So, here&#039;s what I did (I think, hopefully there are no mistakes). The script populates a rectangle with a uniform random distribution of points, and for each point, it works out what the distance to the closest point is. Then it averages all these to find the mean (closest) separation. The script has three modes. Mode 1 does this once. Mode 2 does this several times with different (user-specified) numbers of points. The result of this test can be seen [http://www.physics.usyd.edu.au/~asmith/planetlander/ here], called varynumber.jpg. Strong dependence throughout the range. Perhaps we could fit a power law through it. The second test I did was with the script in mode 3, which varies the size of the rectangle (at present this is just a square, though). The result of this can be found [http://www.physics.usyd.edu.au/~asmith/planetlander/ here], called varysize.jpg. So this investigates Fyzix&#039;s point above. Strong dependence again throughout the range, looks linear.&lt;br /&gt;
&lt;br /&gt;
In view of the latter result, Fyzix is right that uniform distribution is possibly not a great assumption, and while this wasn&#039;t unexpected, we&#039;ve been motivated by a need to keep the formula tractable. But perhaps we could use the data from the game&#039;s source and run something like this script on each planet? A quick note on something which I&#039;m not sure has been pointed out, we would have to subtract the number of return trips from the number of distances. Finding the number of return trips (I don&#039;t know, number_landings) might be the first step of the formula. But then we still get some extra time when the lander doesn&#039;t land exactly where it&#039;s supposed to, so subtract number_landings*separation_mean and add number_landings*distance_landingerror perhaps to get the distance (and therefore time, hence hazard) estimate. On a very hostile planet with valuable resources, one can be reduced to landing for just one deposit at a time, taking separation_mean out of the hazard calculation. &#039;&#039;But&#039;&#039; this variable would still have been important in the first place for dictating such a mode of operation originally.&lt;br /&gt;
&lt;br /&gt;
Worthy points about crew_bailout there, Fyzix, I agree about how crew_bailout would feature. I was wondering about factoring in the cost of the lander too, but haven&#039;t wondered very much. I think we should put a term in for it. It&#039;d be interesting to see how often it is of consequence. And that&#039;s a good point about not needing to worry about the human factor (phew).&lt;br /&gt;
&lt;br /&gt;
Of course, this script doesn&#039;t work out what happens for the geometry of a planet in sc2, with the wrap-around. Also it doesn&#039;t give the total time as Fyzix was saying, for that one would have to multiply the mean separation by number. So, the dependence in varynumber.jpg gets reduced, and the dependence in varysize.jpg gets increased (underscores your thoughts against assuming uniform random distribution, Fyzix).&lt;br /&gt;
&lt;br /&gt;
Happy to take suggestions on any similar investigations. Maybe I&#039;ll look into doing total time directly. PsiPhi, you made your own starmap? Me too, ah, the memories, I&#039;d guess many of us did! --[[User:Zeracles|Zeracles]] 01:05, 21 October 2007 (CEST)&lt;br /&gt;
&lt;br /&gt;
=Losing Landers=&lt;br /&gt;
When thinking about factoring in the cost of the lander, we need to think about the probability of losing it (this isn&#039;t really new, for factoring in the cost of crew, we use frequency of hazards which is related to probability per unit time of hazard striking). For thinking about this, I guess one could think about what has to happen for a lander to be lost. Hazards have to conspire to destroy the lander within a time such that the player doesn&#039;t have time to react (I&#039;ll just say time_reaction for now). We could call this conspiracy event_loss. The probability of event_loss increases as the lander loses crew. The probability of losing the lander, then, is the integral of this probability over the time the lander spends on the surface (so we just sum this probability, which is changing, over the lander&#039;s time on the surface). Sound fair? I&#039;ll go on if no-one wants to add anything. --[[User:Zeracles|Zeracles]] 01:44, 30 October 2007 (CET)&lt;br /&gt;
&lt;br /&gt;
I know I said in my edit of october 18 (when speculating about what crew_bailout would have to be) that it probably wasn&#039;t a good idea to go down the path of thinking about [http://en.wikipedia.org/wiki/Poisson_process Poisson processes], but now I&#039;m having second thoughts.&lt;br /&gt;
&lt;br /&gt;
I haven&#039;t looked at the code, but presumably this is how the hazards work. This just means that the probability per unit time of a hazard occurring is constant. A good example of this is particles from radioactive decay, or things popping up in hyperspace within a sphere of influence (I assume, but Slylandro probes are not a good example, see fact 2 [[Star Control II facts|here]]). We want know what the probability of event_loss (see above) is.  Presumably (and someone could check this), the rates of the hazards are characterised by the probability of them occurring per unit time such that for each unit of time there can be said to be an &#039;&#039;expected&#039;&#039; number of occurrences. Then the probability of actually getting some number of occurrences may be found by using the first equation [http://en.wikipedia.org/wiki/Poisson_distribution here] (this tells you how likely lambda occurrences are when you expect k).&lt;br /&gt;
&lt;br /&gt;
So let&#039;s assume for a simple example that on some planet there is only one hazard, and it does one damage every time it happens. Its occurrence is a poisson process. The chance of losing the lander when it has x crew is the chance of the hazard striking x times within time_reaction. We can find this probability (by using that equation I mentioned) because we know how often the hazard &#039;&#039;usually&#039;&#039; strikes within time_reaction (probably because we just looked at what &amp;quot;class&amp;quot; the planet was for this particular hazard).&lt;br /&gt;
&lt;br /&gt;
The punch line is that this simple example is straightforwardly generalised to many hazard types simultaneously, and by multiplying by how much these hurt. I&#039;ll go further. Now that we know this, we can find an optimal crew_bailout. The reward for staying on the surface is the value of the next reward. From this we would subtract the likely crew losses and (probability of losing the lander)*(lander cost). Probability of losing the lander increases of course as one loses crew. So we subtract this risk from the reward and if our answer is positive then it&#039;s a good idea to stay on the surface. crew_bailout is when this goes negative - its value depends on the distances between goodies, hazards and lander cost.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t know how complicated that sounds, but I don&#039;t think it would be difficult to implement, there are some fiddly issues of course. I think the part about the lander cost influencing crew_bailout is intuitive - whether or not to bailout is going to depend on how worried you are about losing the lander, and this depends on how much it costs.&lt;br /&gt;
&lt;br /&gt;
Also a quick note that it isn&#039;t just the cost of the lander, it&#039;s also the cost of losing all the things you&#039;ve picked up. People are still interested in this right (I&#039;m happy to explain anything which seems confusing)? This is interesting enough for me to go on regardless, though! --[[User:Zeracles|Zeracles]] 22:49, 3 November 2007 (CET)&lt;br /&gt;
&lt;br /&gt;
:I am, of course, still interested, but as I said earlier, my skills in this are not the best.  This is why I never proposed an actual equation, even rudimentary.  I figured a person (or a group) out there with better knowledge and understanding would be able to work on this and create something usable and sensible.  I thank you for all your time and effort, and I look forward to further discussion.  I&#039;m hoping someone (perhaps you Z.) will start to elaborate on the equation beyond what little I currently have.  If not on the article page, at least here, proposing how it might look, giving possible examples, so that the less inclined, such as myself, might have a better idea of where your thoughts are going, and what it might look like.  Thanks.  --[[User:PsiPhi|PsiPhi]] 23:20, 5 November 2007 (CET)&lt;br /&gt;
&lt;br /&gt;
::While I still find this interesting, I&#039;m going to have to respectfully bow out of any in-depth discussion as my real life grindstone (ie grad school/research) has become at least an order of magnitude more complex and involved. That said, I&#039;ll probably still throw in a couple pennies here and there, but honestly I think Zeracles has the best set of tools to tackle the nitty-gritty of this problem. On a more related tangent, I think you&#039;re onto a very important subtlety of the hazard of losing a lander - losing all the resources that would already have been collected, which can drastically reduce the reward of the planet. On the other hand this might be equivalent to increasing the net cost since one alternative to avoid this drastic loss is to do multiple, single mineral node runs, such that instead of the lost lander cost, you get a larger overall landing cost. Anyways, looking at your post below, I would say that this could easily fit into the iterative, computational solution you propose. I&#039;d be interested to see at what values this strategy becomes more cost effective than the traditional one. Okay, enough rambling from the person who just recused himself from doing the heavy lifting - whatever you come up with in the end I&#039;m sure would be much better than what I could conceive. Have fun, good luck, happy hunting, break a leg, win awards and all that jazz. --[[User:Fyzixfighter|Fyzixfighter]] 06:35, 7 November 2007 (CET)&lt;br /&gt;
&lt;br /&gt;
=State of Play=&lt;br /&gt;
Fair enough my friend, I wasn&#039;t getting annoyed or anything, I was just wondering if people were starting to consider this too hard to take seriously. This is a fun problem. Here I will consider many of the things which have appeared on this page (a review article!), and elucidate my humble thoughts.&lt;br /&gt;
&lt;br /&gt;
PsiPhi&#039;s excellent idea is about a choice, whether or not to land on a potentially hostile planet. This choice could, one supposes, be made via a formula bearing a true or false (1 or 0) outcome. However, we have agreed that it will be best to have positive and negative outcomes, where positive is good, negative is &amp;quot;don&#039;t go there&amp;quot; and zero is &amp;quot;break even&amp;quot;. Fyzix has cleverly suggested that the outcomes of such a formula need not labour the player&#039;s skills overmuch, since skilled players will be the ones who are game enough to tackle planets with the lower values, et cetera. Devices won&#039;t be considered, as they have plot-advancing value (as Valaggar pointed out), and effectively have infinite value I guess.&lt;br /&gt;
&lt;br /&gt;
Fyzix proposed a first version of the formula in his edit of october 18, weighting hazards by their frequencies. However, we note that some parts of the formula may be conditional; we may need to think a bit more about the control structure. This takes nothing away from Fyzix&#039;s suggestion of course.&lt;br /&gt;
&lt;br /&gt;
Some testing I&#039;ve done (prompted by Fyzix) suggests that assuming an even distribution of minerals isn&#039;t a good idea. The value of the variable crew_bailout has been an object of some speculation, and I&#039;ve suggested a way of finding this which factors in the cost of the lander. At this point, I think progress is encouraging and I agree with PsiPhi that there are enough pieces of this for us to begin assembling a sequel to Fyzix&#039;s first version. --[[User:Zeracles|Zeracles]] 16:16, 6 November 2007 (CET)&lt;br /&gt;
&lt;br /&gt;
=Pronumerals=&lt;br /&gt;
So, I think we should begin by adopting some pronumerals for these variables, to make this easier on the eyes. I&#039;ve noticed that variables have been scattered throughout this page, and it would be good to just be able to go to one place to find the variable definitions. Also a place where we can change them at will, I&#039;ll list some of these below (starting with Fyzix&#039;s variables!), and if anyone has more appropriate names, just change them. Also, we can add more variables here as they become necessary. --[[User:Zeracles|Zeracles]] 16:23, 6 November 2007 (CET)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General&#039;&#039;&#039;&lt;br /&gt;
*RR=&#039;&#039;risk-reward&#039;&#039;=an array of RU outcomes for exploiting a planet or moon with repective strategies - can take positive or negative values&lt;br /&gt;
*S=&#039;&#039;strategy&#039;&#039;=&#039;&#039;strategy space&#039;&#039;=a vector-valued quantity which describes strategy - alternatively, this may be thought of as a space which contains the strategies which might be employed by a player - individual positions (vectors) correspond to individual strategies&lt;br /&gt;
&#039;&#039;&#039;Rewards&#039;&#039;&#039;&lt;br /&gt;
*M_r=&#039;&#039;mineral_reward&#039;&#039;=total RU value of all the minerals (duh)&lt;br /&gt;
*m_r=average mineral reward per deposit (the above divided by number of deposits)&lt;br /&gt;
*n_m=number of mineral deposits&lt;br /&gt;
*M_p=total mineral parts, i.e. how much space they take up in the lander&lt;br /&gt;
*m_p=average mineral parts (the above divided by number of deposits)&lt;br /&gt;
*B_r=&#039;&#039;bio_reward&#039;&#039;=total bio value or (bio value)*40 to convert to RUs&lt;br /&gt;
*b_r=average bio value per lifeform (the above divided by the number of lifeforms)&lt;br /&gt;
&#039;&#039;&#039;Costs (and cost related)&#039;&#039;&#039;&lt;br /&gt;
*l_c=&#039;&#039;landing_cost&#039;&#039;=(fuel to land)*(times to collect everything (may differ if collecting bios))*20 RUs&lt;br /&gt;
*n_l=&#039;&#039;number_landings&#039;&#039;=number of landings required to collect everything&lt;br /&gt;
*d_m=mean separation between minerals&lt;br /&gt;
*t_m=&#039;&#039;time_mineral&#039;&#039;=not a cost, but dependent on the distribution of minerals&lt;br /&gt;
*t_b=&#039;&#039;time_bio&#039;&#039;=dependent on distribution, total hit points, and mobility (and maybe attitude) of the bios&lt;br /&gt;
*H=&#039;&#039;hazard&#039;&#039;=time*(frequency)*crew cost RUs (I&#039;m guessing the class #/temperature determines the frequency of the hazards. The frequency then is how many of that type of hazard the lander will encounter each second.)&lt;br /&gt;
*d_n=&#039;&#039;damage_node&#039;&#039;=damage sustained during a single mineral node run&lt;br /&gt;
*b_h=&#039;&#039;bio_hazard&#039;&#039;=time*(danger weighted by mobility and attitude)*crew cost RUs&lt;br /&gt;
*t_sl=time_safelanding=time spent on the surface when filling lander to capacity, ignoring hazards&lt;br /&gt;
*c_b=crew_bailout=when crew gets to here, bail out&lt;br /&gt;
*t_b=time taken to reach crew_bailout&lt;br /&gt;
*c_p=crew_pre-emptivebailout=if after picking up something, crew gets to here, return to the ship rather than staying on the surface to get more&lt;br /&gt;
&#039;&#039;&#039;Lander Parameters&#039;&#039;&#039;&lt;br /&gt;
*L_$=lander cost&lt;br /&gt;
*L_s=lander speed&lt;br /&gt;
*L_c=lander capacity&lt;br /&gt;
*d_le=distance_landingerror=how much on average the lander misses landing point&lt;br /&gt;
&lt;br /&gt;
=Control Structure=&lt;br /&gt;
I think the main question here is the number of landings, and whether this is determined by the capacity of the lander, or by the hazards. On a planet which is relatively safe, the former will be true, and the latter when it&#039;s dangerous. I&#039;ve been thinking about a mathematical way of doing this, and I don&#039;t see an easy way (to the rigour which I&#039;ve been looking for at least). What I suggest we do is trial and error.&lt;br /&gt;
&lt;br /&gt;
Tell our formula to do rewards minus risks on the assumption that we ignore the hazards no matter how dangerous they are. Include all rewards and hazards, as well as the risk and cost of losing the lander (on a dangerous planet, the result may be that the lander gets destroyed pretty well every time). From this we will get an RU estimate of the risk/reward. Then tell it to iteratively try the same thing with each possible crew bailout. We then have several RU estimates. Take the maximum of these, and there&#039;s our answer.&lt;br /&gt;
&lt;br /&gt;
I realise this could be seen as a really cheap tactic to solve the problem, but what this does is turn a computational problem into a more mathematical one, to my mind (i.e., my suggestion is to do everything and take the best option rather than do this conditionally). I&#039;m having fun with this problem, cheers everyone! --[[User:Zeracles|Zeracles]] 16:31, 6 November 2007 (CET)&lt;br /&gt;
&lt;br /&gt;
=Strategy Space=&lt;br /&gt;
That&#039;s a shame (re Fyzix&#039;s edit under Losing Landers). At least an order of magnitude! You know, I&#039;m only part time these days, because those sorts of things happen. I think it&#039;s a very underrated undertaking, to work full time, or am I just too laid back? It&#039;s no coincidence that I recently switched to part time and started editing the ultronomicon a bit later, and life has been so much better. I couldn&#039;t be paid enough to give this up. In what we do, Fyzix, research, I found the situation intolerable. There are few things worse than having to tackle tricky/tough research problems while under the pressure of time, under the pressure of your supervisor wanting to publish. And research problems are fun (like this planet lander problem) if you are allowed to take a step back and really think about them, potentially not so if you aren&#039;t. I have a bit of story here - at the end of my honours project last year, my supervisor told me that I could go ahead and write a paper. What ended up happening was, because I was part time and had enough time to think a little, I was able to come up with a new algorithm for characterising galaxy distributions. Fast forward to now, we&#039;ve just got a referee&#039;s report on this paper, and the referee reckons that this algorithm is the strongest point of the paper, and it is the basis of my work at the moment. It goes to show that in research at least, it can really pay to take it slow if you see something which you&#039;d like to think about a bit more, despite the constant pressure to publish.&lt;br /&gt;
&lt;br /&gt;
I think you&#039;re more experienced on the research path than myself, Fyzix, so this is probably nothing new :)&lt;br /&gt;
&lt;br /&gt;
But back to business - with my suggestion about iteratively trying strategies, this is like having a &amp;quot;strategy space&amp;quot;. One could think of the RU estimates which we get as a way of choosing an optimal strategy from this space. In my last edit I really only proposed one variable for this space. This is so because what I said reduces to the following: land, collect stuff until one of two things happens:&lt;br /&gt;
* lander capacity is reached&lt;br /&gt;
* crew_bailout is reached&lt;br /&gt;
The case I spoke of where one simply ignores the hazards is equivalent to setting crew_bailout = 0. So, because lander capacity isn&#039;t a variable, our strategy space has just one dimension.&lt;br /&gt;
&lt;br /&gt;
It isn&#039;t this simple, and Fyzix has just pointed this out by citing the case of deciding to do &amp;quot;multiple, single mineral node runs&amp;quot;, in his words. I&#039;ll put this in perspective - once one has picked up something and has enough space for more, does one get more and risk losing the lander, crew and what has already been gained, or return to the ship and attempt to land close to the next piece? One can generalise what Fyzix is thinking of here to the possibility of not just single mineral node runs, but perhaps to &amp;quot;some integer&amp;quot; node runs.&lt;br /&gt;
&lt;br /&gt;
How to put this in our strategy space? Putting ourselves in the player&#039;s place, this amounts to, I think, a kind of pre-emptive crew_bailout. I&#039;ll call this c_p. I&#039;ve added it to the list of variables, but -&lt;br /&gt;
&lt;br /&gt;
c_p=crew_pre-emptivebailout=if after picking up something, crew gets to here, return to the ship rather than staying on the surface to get more&lt;br /&gt;
&lt;br /&gt;
This c_p becomes another variable in our strategy space, which is now two-dimensional (it&#039;s kind of degenerate where crew_bailout is greater than c_p). c_p = 0 corresponds to the strategy where one isn&#039;t thinking about doing this at all, and where one is only prepared to return to the ship when crew reaches crew_bailout or lander capacity has been reached.&lt;br /&gt;
&lt;br /&gt;
Effectively, coming up with this formula now has two parts.&lt;br /&gt;
* come up with all the possible strategies&lt;br /&gt;
* figure out what happens for each of them&lt;br /&gt;
&lt;br /&gt;
I may be silent for the next two days or so as I need to prepare to chair a research meeting, but I think this is open for people to think of other strategies to add here. If anyone would like to propose them, I can think of how to &amp;quot;parametrise&amp;quot; them and work them into the strategy space. --[[User:Zeracles|Zeracles]] 10:50, 7 November 2007 (CET)&lt;br /&gt;
&lt;br /&gt;
=Modeling What Happens=&lt;br /&gt;
[http://starcontrol.classicgaming.gamespy.com/forum/index.php?topic=1441.msg21065;boardseen#new This may not be the most exciting SC development for all of us], heh, but I have written a (matlab) code which models what happens for the strategies of a given strategy space, which can be found [http://www.physics.usyd.edu.au/~asmith/ultronomicon/planetlander/ here] (I couldn&#039;t help myself!).&lt;br /&gt;
&lt;br /&gt;
I&#039;ll briefly describe what the code does (I&#039;ll list all the assumptions made below). First define dimensions of the planet. Then define the &amp;quot;catalogue&amp;quot; of stuff on the surface. Say something about hazards. The variable &amp;quot;inputmode&amp;quot; determines whether this is input from maybe the game&#039;s source or something we&#039;re making up for testing purposes. Then define our strategy space and the values which we will sample. Then input reward and cost values (rewards will come from catalogue data when we do this for real). Under &amp;quot;FUN WITH DISTANCES&amp;quot; we take all the coordinates of all the catalogue positions, find the nearest distance to the nearest other position for each position, average these (the same thing I described in my edit of october 21). Lastly we get to the simulation bit. The process here is to try all the strategies of our strategy space and see what happens. So here is a nested for loop (&amp;quot;for&amp;quot; every strategy). The exact details of this will vary as the various assumptions of the code are ticked off. Rather than spam this page with every detail of the changes I make, I&#039;ll give more detail on this [http://www.physics.usyd.edu.au/~asmith/ultronomicon/planetlander/ little web page] (which you can see now for details of precisely what the code does at the moment), maybe making notes on the list which I&#039;ll put together below. --[[User:Zeracles|Zeracles]] 21:30, 12 November 2007 (CET)&lt;br /&gt;
&lt;br /&gt;
Oh and I just want to say that I will illustrate all this with a nice example to make it accessible to all (because preliminary results are promising!), so uhh, maybe wait until I&#039;ve done this. While you&#039;re waiting, maybe read [http://uqm.stack.nl/forum/index.php?topic=3895.0 this story] or something. --[[User:Zeracles|Zeracles]] 21:39, 12 November 2007 (CET)&lt;br /&gt;
&lt;br /&gt;
I have now put an example of this [http://www.physics.usyd.edu.au/~asmith/ultronomicon/planetlander/2Dexample/ here], ask me if you have any questions. --[[User:Zeracles|Zeracles]] 22:53, 16 November 2007 (CET)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve done some variations on this example [http://www.physics.usyd.edu.au/~asmith/ultronomicon/planetlander/2Dexample/ here]. I demonstrate that with this approach we could take into account changing mineral abundance, hazards and melnorme tech. I realise that I haven&#039;t really demostrated yet that this iterative approach is really better than a conditional formula, but I think we are starting to see effects which would be troublesome to do with a formula (I mean the areas with same pixel values) as this gets more precise. --[[User:Zeracles|Zeracles]] 23:17, 20 November 2007 (CET)&lt;br /&gt;
&lt;br /&gt;
Below I&#039;ll list the assumptions which the code makes (not an exhaustive list), I&#039;ll probably add more, cross off and modify them as I go. The code is on that web page; I&#039;m happy to plough through these, but of course if any of you have any suggestions, they are welcome. This doesn&#039;t list the strategies which still haven&#039;t been listed fully, or the information we would need from the game source (this would be a separate list, which people can feel free to start below this one). --[[User:Zeracles|Zeracles]] 06:04, 22 November 2007 (CET)&lt;br /&gt;
*crew costs nothing&lt;br /&gt;
*only one hazard type&lt;br /&gt;
*geometry of a planet is square&lt;br /&gt;
*no wrap-around for a planet, so the edges can&#039;t be crossed&lt;br /&gt;
*ship can carry infinite number of landers, infinite crew, infinite fuel&lt;br /&gt;
*zero turning time&lt;br /&gt;
*all mineral deposits are the same&lt;br /&gt;
*no bios&lt;br /&gt;
*need to work in a proper time thing, i.e., crew losses are a subtraction of hazard frequency from crew&lt;br /&gt;
*hazards are treated only as frequencies (which is probably fine until crew gets low)&lt;br /&gt;
&lt;br /&gt;
And while I&#039;m in the mood for lists, here&#039;s a list of the things we need to know from the game source (again, I don&#039;t think this is all). Again I can look into this myself, but anyone feel free to have a look, as I know nothing about the source. Remember, I&#039;m happy to do it all but at the same time I&#039;m not trying to monopolise this discussion, there is still room for suggestions on strategies to build into strategy space, modeling what happens and the blanks listed below. --[[User:Zeracles|Zeracles]] 05:31, 23 November 2007 (CET)&lt;br /&gt;
*how do the hazards behave?&lt;br /&gt;
:*are the hazard frequencies governed by poisson processes?&lt;br /&gt;
:*how do the &amp;quot;classes&amp;quot;, temperature et cetera affect how bad the hazards are?&lt;br /&gt;
:*how does gravity affect how much fuel it takes to land?&lt;br /&gt;
:*what are the precise rules for how much they hurt?&lt;br /&gt;
::*and how does this change with melnorme tech?&lt;br /&gt;
*what are the lander parameters?&lt;br /&gt;
:*speed?&lt;br /&gt;
:*turning rate?&lt;br /&gt;
:*firing rate?&lt;br /&gt;
:*and how do these change with melnorme tech?&lt;br /&gt;
*how do weather and/or gravity affect error in landing position?&lt;br /&gt;
*how do the bios behave, exactly?&lt;br /&gt;
*what are the dimensions of a planet (I just mean width and height in the box on the screen)?&lt;br /&gt;
*and obviously, all the raw data for each planet and moon&lt;br /&gt;
&lt;br /&gt;
=Formula Construction=&lt;br /&gt;
==Basic elements==&lt;br /&gt;
This iterative approach was supposed to be a way of not having to come up with a formula. But having seen how the risk-reward can be so easily visualised, and realising that we can come up with a formula which fits what we see, it looks like we could construct a formula in parallel with the code development, making the formula more and more complex as we do likewise with the simulation. The code will be an easy way of making sure we don&#039;t get it wrong (I seem to be laying out a lot of things without actually doing anything!). Now, as soon as I learn how to make equations in wiki . . . --[[User:Zeracles|Zeracles]] 05:09, 30 November 2007 (CET)&lt;br /&gt;
&lt;br /&gt;
I begin setting this up below - the [http://www.physics.usyd.edu.au/~asmith/ultronomicon/planetlander/formula/planetlanderformula.pdf latex version] looks nicer.&lt;br /&gt;
&lt;br /&gt;
For any given planet or moon along with the attributes of the lander depending on melnorme tech, one can build up a map of what will probably happen for each possible strategy in strategy space. Performing this analysis leads to a definite conclusion on two things.&lt;br /&gt;
*The ``risk-reward&amp;quot; in RU for the planet - an indication of how worthwhile landing on the planet might be. This is the value of the brightest pixel on the map in strategy space. This is really a relative indicator - whether or not a player should land will still depend on that player&#039;s skill.&lt;br /&gt;
*The best strategy for the conditions, indicated not by the &#039;&#039;value&#039;&#039;, but by the &#039;&#039;location&#039;&#039; of the brightest pixel in strategy space.&lt;br /&gt;
&lt;br /&gt;
Now we will put this in mathematical terms. Suppose we are dealing with a two-dimensional strategy space defined by, as in first example, crew bailout (c&amp;lt;sub&amp;gt;b&amp;lt;/sub&amp;gt;) and pre-emptive crew bailout (c&amp;lt;sub&amp;gt;p&amp;lt;/sub&amp;gt;). Let (i,j) be an index which identifies each strategy, with i labeling c&amp;lt;sub&amp;gt;b&amp;lt;/sub&amp;gt; and j labeling c&amp;lt;sub&amp;gt;p&amp;lt;/sub&amp;gt;. The RU value of the risk-reward (RR) for a particular strategy defined by the pair (i,j) can be denoted by RR&amp;lt;sub&amp;gt;i,j&amp;lt;/sub&amp;gt;. Thus, the RU risk-reward for a strategy in which one bails when crew is down to 5 in any conditions, and when one bails when crew is down to 10 immediately after collecting a deposit is RR&amp;lt;sub&amp;gt;5,10&amp;lt;/sub&amp;gt;. We can call the corresponding strategy S&amp;lt;sub&amp;gt;i,j&amp;lt;/sub&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Now we can express the two items in the above list using this formalism. The risk-reward for a planet is max(RR), where we treat RR as a set of numbers, one number for each strategy. The (i,j) which identifies the best strategy is that pair for which&lt;br /&gt;
&lt;br /&gt;
:max(RR) = RR&amp;lt;sub&amp;gt;i,j&amp;lt;/sub&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
--[[User:Zeracles|Zeracles]] 19:46, 3 December 2007 (CET)&lt;br /&gt;
==How to get formulae==&lt;br /&gt;
I&#039;ve updated the [http://www.physics.usyd.edu.au/~asmith/ultronomicon/planetlander/formula/planetlanderformula.pdf latex version].&lt;br /&gt;
&lt;br /&gt;
Given an n-dimensional strategy space, we have an n-dimensional surface formed from individual RR values specific to each strategy. We can do calculus with this surface (at least, I hope, I haven&#039;t thought about the details yet). For this, we are interested in the derivative of RR with respect to S, dRR/dS - S being vector-valued makes this is a vector calculus problem. We are motivated by the relation above, max(RR) = RR&amp;lt;sub&amp;gt;i,j&amp;lt;/sub&amp;gt;, which describes the maximum value taken by our surface, and many of us will know that calculus is often a good tool for finding maxima. The first derivative&lt;br /&gt;
:dRR/dS = 0&lt;br /&gt;
will give us local maxima and minima. A condition on the second derivative&lt;br /&gt;
:d&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;RR/dS&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; &amp;lt; 0&lt;br /&gt;
tells us which of these are maxima. Both of these conditions must be satisfied for local maxima in our surface. We want the maximum of these for max(RR) (which is also the maximum of the maxima and minima, so depending on what&#039;s fastest, we may ignore the second condition). This is where this becomes a conditional formula, as we have long suspected - there will be certain conditions under which some maxima are higher than others.&lt;br /&gt;
--[[User:Zeracles|Zeracles]] 20:48, 12 December 2007 (CET)&lt;br /&gt;
==The RR Surface==&lt;br /&gt;
I&#039;ve updated the [http://www.physics.usyd.edu.au/~asmith/ultronomicon/planetlander/formula/planetlanderformula.pdf latex version] (which is superior because it contains figures).&lt;br /&gt;
&lt;br /&gt;
The first step is to describe the RR surface with a formula. As I think I mentioned somewhere on the little web page I made for this, we already have this for the first of the figures [http://www.physics.usyd.edu.au/~asmith/ultronomicon/planetlander/2Dexample/ here]. For just the smooth part, everything but the pixel in the top left hand, this is&lt;br /&gt;
:RR = m&amp;lt;sub&amp;gt;r&amp;lt;/sub&amp;gt;n&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt; - l&amp;lt;sub&amp;gt;c&amp;lt;/sub&amp;gt;n&amp;lt;sub&amp;gt;l&amp;lt;/sub&amp;gt;.&lt;br /&gt;
But we need to have RR in terms of the strategy space variables (S).&lt;br /&gt;
:RR = m&amp;lt;sub&amp;gt;r&amp;lt;/sub&amp;gt;n&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt;(S) - l&amp;lt;sub&amp;gt;c&amp;lt;/sub&amp;gt;n&amp;lt;sub&amp;gt;l&amp;lt;/sub&amp;gt;(S)&lt;br /&gt;
For this part of the RR surface, all the minerals are collected from the surface, so this is constant. On the other hand, n&amp;lt;sub&amp;gt;l&amp;lt;/sub&amp;gt; has a surface of its own in strategy space, which one can see in the [http://www.physics.usyd.edu.au/~asmith/ultronomicon/planetlander/formula/planetlanderformula.pdf latex version]. And I&#039;ll be back when I know what this surface is in terms of S (simple, probably, but I don&#039;t know yet).&lt;br /&gt;
--[[User:Zeracles|Zeracles]] 17:31, 10 January 2008 (CET)&lt;br /&gt;
===In terms of S===&lt;br /&gt;
Here&#039;s a chain of reasoning which puts n_l in terms of c_b and c_p.&lt;br /&gt;
*number of landings = total minerals on the surface / amount collected with each landing&lt;br /&gt;
*amount collected with each landing = (1 + number of single node mineral trips) * amount at each deposit (plus 1 at the beginning because the lander picks one up instantly, for the moment)&lt;br /&gt;
*number of node trips = min(number of node trips until c_b forces bailout, number of node trips for c_p to force bailout, number of node trips until lander capacity is reached)&lt;br /&gt;
*number of node trips until c_b forces bailout = (12 - c_b) / damage for each node trip&lt;br /&gt;
*number of node trips until c_p forces bailout = ceil((12 - c_p) / damage for each node trip)&lt;br /&gt;
*number of node trips until lander capacity is reached = (lander capacity - amount at each deposit)/ amount at each deposit&lt;br /&gt;
In the second last item, ceil just rounds &#039;&#039;&#039;up&#039;&#039;&#039; to the nearest integer, so ceil(1.5)=2. The difference between the last two items comes from what c_b and c_p are, exactly. c_b can force bailout in the middle of a node trip, while c_p only does it immediately after the lander picks something up. As an example, if 2 crew are lost on each node trip and c_p = 9, the number of node trips until c_p forces bailout is not 1.5 but 2.&lt;br /&gt;
&lt;br /&gt;
All this means that we can write an equation for the RR surface in terms of S. I&#039;ll test it first. --[[User:Zeracles|Zeracles]] 18:27, 24 March 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
Don&#039;t know how to display an equation like this in wiki, but you can see it at the end of [http://www.physics.usyd.edu.au/~asmith/ultronomicon/planetlander/formula/planetlanderformula.pdf this]. To put it in context, we have an extremely rough expression for the worth of exploiting a planet, for each possible strategy. One could take the maximum value of RR as a measure of what a planet is worth, and the strategy which allows this as the optimal strategy. Better would be a formula which spits both of these out. --[[User:Zeracles|Zeracles]] 22:22, 20 April 2008 (CEST)&lt;/div&gt;</summary>
		<author><name>PsiPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=Talk:Hoaxes_and_Rumours_FAQ&amp;diff=20089</id>
		<title>Talk:Hoaxes and Rumours FAQ</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=Talk:Hoaxes_and_Rumours_FAQ&amp;diff=20089"/>
		<updated>2007-11-05T22:37:32Z</updated>

		<summary type="html">&lt;p&gt;PsiPhi: Cloaking Device link; A question&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cloaking Device link==&lt;br /&gt;
Isn&#039;t the &amp;quot;cloaking device&amp;quot; wiki link in this page rather pointless?  It links to a Disambiguation page, which in this specific context links directly back to this FAQ.  It doesn&#039;t really accomplish anything useful.  --[[User:PsiPhi|PsiPhi]] 23:37, 5 November 2007 (CET)&lt;/div&gt;</summary>
		<author><name>PsiPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=Talk:Planet_landing_risk-reward_formula&amp;diff=20088</id>
		<title>Talk:Planet landing risk-reward formula</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=Talk:Planet_landing_risk-reward_formula&amp;diff=20088"/>
		<updated>2007-11-05T22:20:27Z</updated>

		<summary type="html">&lt;p&gt;PsiPhi: reply to Zeracles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Inspiration=&lt;br /&gt;
This is an idea that has been on my mind since I first played SC2 in July 1994.  I always wanted to come up with a &amp;quot;simple&amp;quot; formula for calculating whether gathering valuables on a dangerous planet was worth it.  Also, planets with no lander damaging threats but poor return on fuel spent (for example, a planet full of commons or sometimes [[List_of_mineral_types#Mineral_values|trace or light]] amount of corrosives or base metals) may not be worth your time and effort.  I admit, this is a bit ambitious, and someone may have already done something similar for this game, but I thought it could be a fun exercise, especially since we have access to how the game values certain lander damage, as well as hard numbers for all planetary data within the game.  If the template idea is a bit much, a program could be written (I&#039;d be willing to try if provided with the data) to read all of the game&#039;s raw planetary data (which is static) and construct a list of the top 100 most valuable planets, star systems, areas of the hyperspace map which we could then use to construct a wiki table.  This program could also produce wiki table formatting for easy modifications/updates to the formula, if deemed necessary.  Part of this idea was briefly mentioned while I was discussing the feasibility of the StarBox template with Svdb [[User_talk:PsiPhi/StarBox|here]].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;  Before jumping in and modifying the formula (which doesn&#039;t exist as of yet), I ask that we discuss some of the ideas behind it here first.  For instance, I believe that the formula should produce both negative (very bad) and positive (very good) values, and that it should not simply consider 0 (zero) its lowest possible value.  Rather 0 (zero) would be considered &amp;quot;breaking even&amp;quot;.  It&#039;s my opinion that the positives of this formula are fairly straightforward with the exception of the various [[List_of_Alien_Artifacts|Alien Artifacts]].  Most likely, as a group, those should be given a high positive skew since the rewards of collecting them often far outweigh most dangers.  Coming up with a reasonable formula for calculating the negatives is going to be a lot more difficult.  There are also other factors that may affect planet landing that I am not aware.  For instance, I would like to know if a planet&#039;s tilt, atmospheric thickness, rotation rate somehow affect how closely the lander lands next to the destination initially chosen.  There is always a bit of landing &amp;quot;drift&amp;quot; that the lander suffers.  If this is not purely random, it may be slightly important in a more complete formula in how much it affects how quickly certain minerals can be collected.  The trick about landing on an extremely violent world to get one huge exotic piece and leave immediately comes to mind.  Obviously someone who is intimately familiar with the source code, such as Svdb, would play a vital role in answering many of these questions, providing insight, and showing us how to access the raw game data (though I&#039;m sure it&#039;s been mentioned repeatedly somewhere else, such as the various forums).  Thanks in advance for any interest (even if you tell me this is a really bad idea), and your participation. --[[User:PsiPhi|PsiPhi]] 15:49, 16 October 2007 (CEST)&lt;br /&gt;
&lt;br /&gt;
Excellent idea in my opinion, maybe when I&#039;m not quite so busy I&#039;ll be more helpful, for now my only suggestion is to put it in the game mechanics category, like the [[Lander Hints]] page. - [[User:Zeracles|Zeracles]] October 17 2007&lt;br /&gt;
&lt;br /&gt;
Any help would be appreciated Zeracles.  I have looked over your website, so I can say with confidence that you are more experienced with mathematics than myself.  Formula derivation has never been one of my strengths.  My initial thought was that this was more in line with actuarial work, based on what little I know of that profession.  This formula does not have to be perfect.  A half decent formula that gives a good idea about the risk involved would be useful.  It doesn&#039;t need to include all the terms I listed either.  I just wrote down all the possible factors I could think of that could affect the final value, ignoring harder to quantify values, such as player&#039;s skill (driving the lander).&lt;br /&gt;
&lt;br /&gt;
=Formula Creation and Conversion Issues=&lt;br /&gt;
I was also not sure if the final value should be assigned a specific unit, such as &amp;quot;fuel units&amp;quot; (since both Minerals and Bios can be converted to fuel), or something arbitrary instead, such as &amp;quot;points&amp;quot;.  The difficulty is comparing the value of Minerals to the value of Bio data.  In the early game, Bio data is extremely vital, perhaps more so than Minerals, but towards the end of the game, especially after you have exhausted all of the Melnorme tech (and info), Bio data essentially becomes an emergency fuel supply.  However, by that point in the game, Mineral collecting is no longer necessary either (since you can collect RUs directly from your many battles).  Therefore, if this formula is most useful in the early game, when you do not have any Melnorme tech, and you are starved for RUs, it may not require any of the modifiers, which makes the process of creating the formula much easier.  If we build the formula with the assumption of no lander upgrades, and Minerals and Bio data being equally important (given their respective conversion to a common fuel unit), then we can ignore the modifiers completely, and focus strictly on the Positives minus the Negatives.  What do you think?  --[[User:PsiPhi|PsiPhi]] 14:57, 17 October 2007 (CEST)&lt;br /&gt;
&lt;br /&gt;
:Sounds interesting, but I think you are trying to cover too many bases by including minerals, bio &#039;&#039;and&#039;&#039; energy in the same formula. Devices, I&#039;d say, should be left out, since they only have a plot-advancing value, not a RU value, and bio should be treated separately from minerals. So we should have one &amp;quot;risk&amp;quot; indicator and two &amp;quot;reward&amp;quot; indicators, one for minerals, another one for biodata. [[User:Valaggar|Valaggar]] 16:41, 17 October 2007 (CEST)&lt;br /&gt;
&lt;br /&gt;
::I&#039;d be willing to ignore devices.  I only included them for completeness with the idea that they&#039;d be given a high skew value, but upon thinking it over, those worlds fall under the &amp;quot;no-brainer&amp;quot; category.  You should not have to think &amp;quot;should I land here?&amp;quot; when there is an energy signature.  As for minerals and bio, I&#039;d really like a unified formula, but I&#039;d be willing to create two separate formulas at first, and if possible, marry them later.  The issue is, it&#039;s relatively easy to equate the value of minerals to the cost of crew/shuttle/fuel used.  The more difficult aspect would be comparing the importance of bio data to those three potential expenses.  This is why I proposed a series of equivalences based on real game values.  The problem with bio data is that Credits to Fuel is a one way street ... once credits are spent, there is no way to get them back via trade-in.  So when it comes to comparing the value of bio data to crew and shuttle cost, we have a slight problem.  Given the level of importance of bio data in the early game, we could just ignore this inequality and treat it as if it is a two-way transfer ... see how that goes.  If later, we find that this does not work well ... the results don&#039;t look right, we can find a way to &amp;quot;fudge&amp;quot; them a bit.  Also, since it is possible to acquire credits through other means (rainbow worlds, the Umgah), this does slightly downplay the importance of bio data collecting.  But we must keep in mind that this formula is intended for players who are at the beginning of the game, when the Umgah and most of the Rainbow Worlds are very hard to reach on limited fuel supplies.  Regardless, the mineral-risk formula should be somewhat straightforward.  Perhaps we can start with that initially and build from there.  --[[User:PsiPhi|PsiPhi]] 17:53, 17 October 2007 (CEST)&lt;br /&gt;
&lt;br /&gt;
:::I&#039;d have to agree with Val in that sense that you are casting a wide net. I&#039;d be in favor of using bio=credits=fuel=RU as a conversion even though it doesn&#039;t go both ways. (Related to this would be figuring out how the RPRG determined the &amp;quot;20 overall richest star sytems&amp;quot; which appears to combine the two somehow). You&#039;re already making several approximations and simplifications so it seems like a camel and a gnat. Although separating the two may be a good solution - the only problem with this is the two are coupled when calculating the risk/cost. This is because if you try to collect all the bios on a planet, you will spend more time on it and increase the cost due to the hazards and you may have take more trips to collect them all. However, in my mind here&#039;s my two cents on how the algorithm in general should look: &lt;br /&gt;
:::&#039;&#039;&#039;Rewards&#039;&#039;&#039;&lt;br /&gt;
:::*&#039;&#039;mineral_reward&#039;&#039;=total RU value of all the minerals (duh)&lt;br /&gt;
:::*&#039;&#039;bio_reward&#039;&#039;=total bio value or (bio value)*40 to convert to RUs&lt;br /&gt;
:::&#039;&#039;&#039;Costs (and cost related)&#039;&#039;&#039;&lt;br /&gt;
:::*&#039;&#039;landing_cost&#039;&#039;=(fuel to land)*(times to collect everything (may differ if collecting bios))*20 RUs&lt;br /&gt;
:::*&#039;&#039;time_mineral&#039;&#039;=not a cost, but dependent on the distribution of minerals&lt;br /&gt;
:::*&#039;&#039;time_bio&#039;&#039;=dependent on distribution, total hit points, and mobility (and maybe attitude) of the bios&lt;br /&gt;
:::*&#039;&#039;hazard&#039;&#039;=time*(frequency)*crew cost RUs (I&#039;m guessing the class #/temperature determines the frequency of the hazards. The frequency then is how many of that type of hazard the lander will encounter each second.)&lt;br /&gt;
:::*&#039;&#039;bio_hazard&#039;&#039;=time*(danger weighted by mobility and attitude)*crew cost RUs&lt;br /&gt;
:::The hardest one to figure is the bio_hazard (how to weight the dangers). In some sense it might be better to express it rather than a sum, but rather as a ratio and then in the form ### / ### that way it&#039;s easy to see why the number is good. Ratios are usually better for gauging things like this (like signal-to-noise ratio in electronics and communication). An alternative that you may consider is something more along the lines of [[wikipedia:NFPA 704|NFPA 704]]. I see these a lot since I do a lot with dangerous chemicals - in that case there&#039;s so many ways that chemicals can be dangerous that too much info would be lost by simplifying it to one number. Something like this may be difficult to implement in mediawiki and may drift to far from a quick and simple metric and too close to the scan data in the planetbox, but I thought that I&#039;d throw it out there as an option anyways. &lt;br /&gt;
:::Anywhos, I&#039;d say remember that this is a multivariate problem that you&#039;re trying to map to a smaller parameter space so don&#039;t sweat simplifications like interchangedness or modifiers or other sources of bio. The only other page we have to compare to is [[Flagship Energy Management]], but that has a easily derived algorithm but it is multivariate, hence the two tables showing the two approaches/ways to consider the problem. Overall, for this not to descend into fan speculation and extreme, subjective extrapolation, this needs to rely heavily on hard, canon values like the energy management page - for example, the hazard frequencies are probably coded based on the class #/temperature, the RPRG lists the hit points of all bios, the mineral distribution can probably be extracted from the code... But I ramble on. Anyways, good luck. --[[User:Fyzixfighter|Fyzixfighter]] 05:45, 18 October 2007 (CEST)&lt;br /&gt;
&lt;br /&gt;
::::Thank you Fyzixfighter for participating.  I will never hold long replies against you as I am usually guilty of them myself.  Your emphasis on avoiding speculation and subjective extrapolation is an important matter we all need to keep in mind.  You mentioned the [[RPRG]].  I only discovered this resource while researching for this page (about 2 days ago).  I had no idea until then that PR3&amp;amp;FF had created and published this.  Upon reading the three tables containing data on top 20 systems for resources, I nearly stopped and erased what I had.  But then I realized these tables do not mention anything about how dangerous these planets/systems are (and some of them are very dangerous).  So, this article was spared the ax, for now.  I&#039;ve taken the values from the first (combined) table and put them into a spreadsheet.  I then applied the Bio*40 (1 Bio = 2 Credits = 2 Fuel Units = 40 RUs) and added on the Mineral Totals (I take it these are in RUs also; it doesn&#039;t explicitly state this).  I discovered 2 minor discrepancies, and 1 major one (off by almost 2000 RUs).  See table below:&lt;br /&gt;
&lt;br /&gt;
::::{|style=&amp;quot;margin:1em 0px 1em 1em; &amp;quot; border=1 cellspacing=1 cellpadding=2&lt;br /&gt;
!Star System!!Mineral Totals!!Biological Totals!!Bio. * 40 + Min. (RUs)&lt;br /&gt;
|-&lt;br /&gt;
|Delta Aurigae|| align=right| 11005|| align=right| 256|| align=right| 21245&lt;br /&gt;
|-&lt;br /&gt;
|Beta Carinae|| align=right| 7982|| align=right| 304|| align=right| 20142&lt;br /&gt;
|-&lt;br /&gt;
|Beta Scorpii|| align=right| 12680|| align=right| 178|| align=right| 19800&lt;br /&gt;
|-&lt;br /&gt;
|Beta Circini|| align=right| 6897|| align=right| 248|| align=right| &#039;&#039;&#039;16817&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Delta Sextantis|| align=right| 5901|| align=right| 322|| align=right| 18781&lt;br /&gt;
|-&lt;br /&gt;
|Beta Tauri|| align=right| 5747|| align=right| 277|| align=right| 16827&lt;br /&gt;
|-&lt;br /&gt;
|Alpha Olber|| align=right| 6940|| align=right| 241|| align=right| 16580&lt;br /&gt;
|-&lt;br /&gt;
|Epsilon Draconis|| align=right| 7298|| align=right| 230|| align=right| 16498&lt;br /&gt;
|-&lt;br /&gt;
|Zeta Scorpii|| align=right| 4134|| align=right| 309|| align=right| 16494&lt;br /&gt;
|-&lt;br /&gt;
|Gamma Tauri|| align=right| 7307|| align=right| 219|| align=right| 16067&lt;br /&gt;
|-&lt;br /&gt;
|Gamma Geminorum|| align=right| 2388|| align=right| 341|| align=right| 16028&lt;br /&gt;
|-&lt;br /&gt;
|Epsilon Scuti|| align=right| 8365|| align=right| 175|| align=right| 15365&lt;br /&gt;
|-&lt;br /&gt;
|Lambda Hyades|| align=right| 1949|| align=right| 329|| align=right| 15109&lt;br /&gt;
|-&lt;br /&gt;
|Beta Vulpeculae|| align=right| 6208|| align=right| 214|| align=right| &#039;&#039;&#039;14768&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Gamma Circini|| align=right| 4903|| align=right| 247|| align=right| 14783&lt;br /&gt;
|-&lt;br /&gt;
|Delta Chandrasekhar|| align=right| 4299|| align=right| 259|| align=right| 14659&lt;br /&gt;
|-&lt;br /&gt;
|Aldebaran|| align=right| 6488|| align=right| 201|| align=right| 14528&lt;br /&gt;
|-&lt;br /&gt;
|Kappa Hyades|| align=right| 4736|| align=right| 186|| align=right| 12176&lt;br /&gt;
|-&lt;br /&gt;
|Fomalhaut|| align=right| 4158|| align=right| 191|| align=right| &#039;&#039;&#039;11798&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Alpha Chandrasekhar|| align=right| 4799|| align=right| 175|| align=right| 11799&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
::::Unless these can be ignored as printing errors within the RPRG itself, we must assume that PR3&amp;amp;FF used some other formula for determining the value of Minerals vs. Bio data.  Simply replacing the 40 with higher or lower numbers does not fix this discrepancy, and usually creates a lot of new ones.  I must admit, I am at a loss here.  Unless they used some unstated modifiers on either Bio data (value/speed/danger of aliens), or Minerals (?size of deposits?) I can&#039;t figure out how to explain this.  If anyone ever has the opportunity, perhaps someone should ask them how they came up with the rankings for these systems in the RPRG (that is, if they can remember something this obscure from that long ago).  Any hunches?  Best guesses?  Thanks, as always for participating.  --[[User:PsiPhi|PsiPhi]] 14:12, 18 October 2007 (CEST)&lt;br /&gt;
&lt;br /&gt;
Just some thoughts. There&#039;s so many things which if done properly would make this really hard, but I like the simplifying assumptions thus far (we can be cheap and nasty, no hard core mathematicians here I hope). I think Fyzix has pretty much nailed the basic form.&lt;br /&gt;
&lt;br /&gt;
Fyzix&#039;s time_mineral variable, to do this rigorously would I think be a too-difficult graph theoretic MST type thing, but we could fudge it by assuming even distribution of goodies, and calculating the average separation between them. This would give the time_mineral for each one. If we decide this is the way to go I could probably find how this mean separation varies with number (I work with code which does similar stuff).&lt;br /&gt;
&lt;br /&gt;
Also, where do we assume that the player bails and returns the lander for more crew? I mean, when crew is down to three? We all know it varies. If we assume a player reaction time of a second or so, the ideal player bails when the lander is within a second or two of biting it. Probably three seconds for a bit of a cushion. So the crew escape threshold would be Fyzix&#039;s hazard variable with 3 seconds or so. This affects landing_cost in the way Fyzix describes. Again, this is a problem which is probably too difficult to solve properly, I think we would have to model the hazards as a Poisson process and take into account how much these different hazards hurt to really find out where the optimum escape threshold is.&lt;br /&gt;
&lt;br /&gt;
If we don&#039;t decide to just ignore this aspect, just for the record I propose the name &#039;&#039;bailout_crew&#039;&#039; for this variable. If someone has a better name please go ahead!&lt;br /&gt;
&lt;br /&gt;
If the bios are reasonably mobile, bio_hazard decreases with time as the player picks up kills, as the frequency of encounters falls. This means that &#039;&#039;bailout_crew&#039;&#039; changes with time, as well as changing bio_hazard over time. I guess we need to decide how properly we want to do this. We could maybe take the simplest approach, assume these things will change linearly, and for example just halve bio_hazard to model its fall to zero.&lt;br /&gt;
&lt;br /&gt;
With the lander&#039;s dual mineral / bio capacity, I assume we assume (heh) for simplicity that it returns to offload when one of these is full? So this makes the number of trips easy to figure out. Otherwise it would be more correct to do the formula in stages.&lt;br /&gt;
&lt;br /&gt;
One last thing, there&#039;s been talk of not taking into account the Melnorme lander upgrades, but it looks like the proposed formula is sufficiently general to handle this - just change some of the values.&lt;br /&gt;
&lt;br /&gt;
BTW noticed Fomalhaut in that list, anyone else remember sc3&#039;s goof in putting this in a different quadrant? I don&#039;t remember it being quite so bountiful then, heh.&lt;br /&gt;
&lt;br /&gt;
Cheers everyone --[[User:Zeracles|Zeracles]] 19:40, 18 October 2007 (CEST)&lt;br /&gt;
&lt;br /&gt;
:Thanks Zeracles for this contribution.  I respectfully suggest in the future that you explain or at least link to an explanation for things such as [http://en.wikipedia.org/wiki/Minimum_spanning_tree MST] and [http://en.wikipedia.org/wiki/Poisson_process Poisson process] so that others can get an idea what these concepts mean.  Having studied things like MSTs, your mention of it got me thinking that optimal mineral collection is likely closer to a [http://en.wikipedia.org/wiki/Travelling_salesman_problem Travelling Salesman Problem] minus the need to return to the origin.  As part of [http://en.wikipedia.org/wiki/Computational_complexity_theory complexity theory], this problem is definitely computationally complex and would be hard, even for a computer to solve efficiently, especially given enough data points (mineral deposits).  Personally, I&#039;m not seeking that level of sophistication.  Although, I cannot deny that Fzyix has a good point about time mattering in terms of increasing the probability of crew loss because the planetary dangers are time dependent, based on both direct exposure (how long the lander is touching a hazard), and how long a lander must spend on the surface to complete its mission, increasing its overall exposure to potential dangers.  We may have no choice but to assume certain things as even distribution to avoid this level of complexity.&lt;br /&gt;
&lt;br /&gt;
:In terms of human actions, as in when to choose to flee, I wouldn&#039;t dare to guess.  Adding a human element to the equation adds another level complexity I was hoping to avoid, if possible.  We would need to come up with &amp;quot;reasonable&amp;quot; standards.  No small task, I know.&lt;br /&gt;
&lt;br /&gt;
:Speaking of renaming things, if anyone has a better suggestion for naming this formula, I&#039;d like to hear it (aside from &amp;quot;Impossibly complex thing PsiPhi dreamed up&amp;quot;).  ;-)&lt;br /&gt;
&lt;br /&gt;
:In terms of the lander returning when one of the two (bio or mineral) is full, I must say, that&#039;s not how I play, or would play.  I always try, if possible, to fill both to near capacity before returning, in order to ensure least amount of fuel used.  Keep in mind, at the start of the game, 1 fuel unit equates to nearly 7 crew members (as horrible as that is to admit), so as long as your shuttle is still half full of crew (given the landing takes 1 fuel unit -&amp;gt; 0.5g), you might just risk it, but I guess that would be part of what this formula could determine.&lt;br /&gt;
&lt;br /&gt;
:The reason I did a reversal on the Melnorme upgrades is that I meant for this formula to be of the most use to someone at the start of the game, i.e. no upgrades.  If you think they can be factored in without much effort, that would be great!&lt;br /&gt;
&lt;br /&gt;
:As for SC3 and Fomalhaut ... that sounds familiar ... I don&#039;t recall the condition of that star system.&lt;br /&gt;
&lt;br /&gt;
:In summary, I think I am seriously starting to regret ever suggesting this idea in the first place.  What a nightmare! hehehe! :-D  What a disaster all this would be if we finally created a working formula only to realize &amp;quot;Hmmm, this isn&#039;t really as useful as we had wished.&amp;quot;  Part of me is thinking that maybe I should have started with the idea of calculating the return on all &amp;quot;safe&amp;quot; worlds (Class 2 or below and 100&amp;amp;deg;c or less; bios would be OK since they are arguably the easiest to avoid of all hazards).  This would have the effect of significantly reducing our list of data to be processed and we could focus purely on mineral + bio values - fuel used (assuming player plays optimally avoiding all bio damage).  One last thing about this formula ... I was wondering about distance from Earth (ignoring the Portal Spawner), in terms of fuel used for a round trip.  What would be the point of spending 200-250 fuel units (4000-5000 RUs) if you don&#039;t make a significant return.  It&#039;s times like this I get to thinking, &amp;quot;hey, forget all this ... here&#039;s the alternative&amp;quot;:&lt;br /&gt;
:*max out your thrusters ASAP&lt;br /&gt;
:*fill two fuel tanks and fly to A. Pavonis to get the Warp Pod&lt;br /&gt;
:*fly to the Quasi Space opening, get the Portal Spawner&lt;br /&gt;
:*systematically fly to all the Rainbow Worlds (maybe even get the Taalo Shield, free the Umgah)&lt;br /&gt;
:*Find Trademaster Greenish, get all upgrades&lt;br /&gt;
:*focus on making the Flagship into a death dealing machine, by collecting RUs from VUX, Ilwrath, Thraddash, Mycon, etc.&lt;br /&gt;
:*forget all this resource collecting nonsense!&lt;br /&gt;
&lt;br /&gt;
:And then I think, &amp;quot;Oh, right, as a new player I probably wouldn&#039;t know all this&amp;quot;.  If anything, this says a lot about the complexity and open-endedness of the game.  You have options! --[[User:PsiPhi|PsiPhi]] 21:55, 18 October 2007 (CEST)&lt;br /&gt;
&lt;br /&gt;
:Sorry about leaving out links for [http://en.wikipedia.org/wiki/Minimum_spanning_tree MST] and [http://en.wikipedia.org/wiki/Poisson_process Poisson process], it hadn&#039;t occurred to me that people would be interested, especially since I was suggesting that we not go down these paths. Ah, but SC fans live for concepts, and are interested in many such things. By the way, you say you&#039;ve studied MSTs, I may be working with them before too long for characterising galaxy distributions. Another technique for doing same is [http://en.wikipedia.org/wiki/Voronoi_diagram Voronoi tessellation]. Maybe I&#039;ll work with this too, but I mention this because [[Image talk:Uqm-hyperspace-quasispacedist-colored.png|you said]] you loved [[Image:Uqm-hyperspace-quasispacedist-colored.png|this image]]. If you look at the [http://en.wikipedia.org/wiki/Voronoi_diagram Voronoi tessellation] article you&#039;ll see why I bring it up. For what it&#039;s worth, I like it too ;) Nice going.&lt;br /&gt;
&lt;br /&gt;
:I agree that we should assume uniform distribution rather than tackle things like the  [http://en.wikipedia.org/wiki/Travelling_salesman_problem Travelling Salesman Problem]. Although, what initially excited me about your idea was its difficulty. Well, for the article anyway, you&#039;re definitely right that we can&#039;t do it in all its complexity, what a shame.&lt;br /&gt;
&lt;br /&gt;
:You speak of reasonable standards for human actions, I think at least for what I was saying about bailout_crew, this is something which wouldn&#039;t be too difficult, it&#039;s just that because this only applies in rather hostile environments, when to return the lander is the least of: time to fill bio capacity, time to fill resource capacity and time to get down to bailout_crew. So our formula could be conditional in places, or, if one prefers, includes terms which play no role in many cases. So I guess (and as you and others have probably seen) the control structure of the formula might not be as simple as Fyzix&#039;s starting point.&lt;br /&gt;
&lt;br /&gt;
:About returning the lander when one of either bio and minerals is full, I don&#039;t think anyone plays like that, I was just saying it might be easier for the formula.&lt;br /&gt;
&lt;br /&gt;
:You mention &amp;quot;forget all this resource collecting nonsense!&amp;quot;, I&#039;ve thought this often and rather than think it over I often go looking for kills and rainbow worlds (this last one is kind of cheating one must say). But it does get boring. Quicker in Ur-Quan space though of course (this makes Fwiffo my ultimate hero at the beginning).&lt;br /&gt;
&lt;br /&gt;
:You bring up another significant question, that of whether to visit a star system in the first place. In my eyes this is just a scaled-up version of the same problem, where fuel to get there is like fuel to send the lander. It&#039;s just that fuel to get there obviously depends on how far away one is. If we work out the rewards of visiting a star system though, we would be able to say how close one would have to be to make a resource-gathering detour worthwhile. I think this could be worth considering while or after we discuss this planet-landing formula. I know I might use it. What do we think?&lt;br /&gt;
&lt;br /&gt;
:Do not despair yet, PsiPhi, it&#039;s a great idea and I reckon it can work, I like your style! --[[User:Zeracles|Zeracles]] 20:54, 19 October 2007 (CEST)&lt;br /&gt;
&lt;br /&gt;
::I don&#039;t know if assuming an even distribution is that good of an idea. To me that seems like it would flatten out the time such that the total time is the same for any number of deposits. However, I&#039;d be interested to see what you get Zeracles by running it through some code and seeing how the total time varies with number. I was thinking of just having time_mineral be some standard dt times the number of minerals, scaled by the standard deviation to handle how the deposits clump, in other words T=N*sigma/v - dirty and cheap I know, but simple. To me there&#039;s a big difference between a close cluster of deposits on a hostile planet, and several scattered deposits on a similar planet.&lt;br /&gt;
::As to the crew_bailout, I&#039;d say that the easy way to factor that in would be to take the calculated total crew lost from all the hazards and divide that by the amount of crew you&#039;re willing to let die (12-crew_bailout) to get the number of trips someone will take. A similar thing can be done with the minerals and bios where the number of trips is the max(bio_total/capacity,mineral_total/capacity). The sum of the hazard and mineral/bio trips would give a high end estimate of the total number of trips. No idea though on the best value of crew_bailout, 3 maybe? I wonder if we should add a term in there for losing the lander (500 RU) on extremely high risk planets.&lt;br /&gt;
::Yeah, I know this is extremely simple and probably ignores several factors, but I think one of the keys has to be making this as applicable to any player. A good player will look at a low reward/risk ratio and be more willing to try than a less experienced player, so I wouldn&#039;t worry to much about the human factor. Whatever algorithm you use, it really should model your thought process as you look at the scan of a planet. Of course there are some things you can&#039;t know like the aggression and mobility of the bio types, but I guess that&#039;s in part what this whole in endeavor is for. Anyways, in the words of Einstein, &amp;quot;Make everything as simple as possible, but not simpler.&amp;quot; --[[User:Fyzixfighter|Fyzixfighter]] 05:09, 20 October 2007 (CEST)&lt;br /&gt;
&lt;br /&gt;
:I&#039;ve never heard of the Voronoi tessellation.  Thanks for pointing this out.  You know, [http://en.wikipedia.org/wiki/Image:Coloured_Voronoi_3D_slice.png this image] looks like something you would see at [http://en.wikipedia.org/wiki/Museum_of_Modern_Art the Museum of Modern Art].  I love this map so much because of its quick usefulness.  Back when I first played the game in 94, I actually taped together multiple pages of graph paper in order to be able to record information and write on a map (the original game map being all black made it hard ... besides I didn&#039;t want to ruin my map!).  I believe I still have it somewhere folded up, along with my extensive notes on planets/star systems, Orz word approximations (our best guesses) and obscure game notes.  I never completed the map (even for someone as patient as I am, it got tiresome), but I believe I marked all of the outlets from Quasispace.  I know I definitely had the coordinates down.  A concept similar to this occurred to me, but without precision drawing tools, I would have botched it, especially given how complex some of these intersections can be.  In the end, I just &amp;quot;eyeballed&amp;quot; it.  I was (am) all about efficiency, so finding the best QuasiSpace opening was always an obsession whenever we needed to get somewhere, such as when we finally started to figure out the pattern of the Rainbow worlds.  That&#039;s when my map really paid off, since I was able to draw two lines directly on it.  I still feel that was one of the best mysteries of the game, and figuring it out with only a limited dataset was an incredible feeling.  Groombridge was the key ... on a hunch from looking at the map and the few Rainbow Worlds we had recorded (I think it was two near the &amp;quot;top&amp;quot; and two near the &amp;quot;bottom&amp;quot; of the map), I said, &amp;quot;let&#039;s go there ... I&#039;m curious about something&amp;quot;.  When it turned out to be right, I drew two light lines on that map and we began our quest.  Fun times.&lt;br /&gt;
&lt;br /&gt;
:I was thinking that parts of the formula would have to be conditional, which only makes things worse for me, because I know how to express that in a program, but not mathematically, at least not fully (I have a rough idea).&lt;br /&gt;
&lt;br /&gt;
:As for Fwiffo being great early game ... I agree, I usually sell my Earth ship.&lt;br /&gt;
::I did stumble upon the Earth ship switch trick accidentally the second time I played the game ... I was trying to figure out why there was an &amp;quot;Earthlng&amp;quot;(sp.) and a &amp;quot;Human&amp;quot; ship among the game files, so just for fun, I started renaming the files on my hard drive, just to see what would happen to the game.  Soon, I had a Chenjesu [[Broodhome]] as my initial vessel.  It seemed somehow fitting since it was one of two Alliance ships missing from the SC2 full game, and I wasn&#039;t a huge fan of the [[X-Form]].&lt;br /&gt;
:Instead of Fwiffo, I usually ally with the Orz fairly early (ahhh, the Arilou are just paranoid silly cows, they&#039;re harmless fishies, it is for sure).  Their aiming turret works just as well if not better than the Spathi BUTT missile when you turn it around completely.  In this way you can fire while fleeing.  I tend not to use the GO-GO space marines.  The Orz cannon projectile is a lot faster and harder to destroy than the BUTT missile.  Since the Orz are relatively on the way towards Ur-Quan space, forming an alliance is very easy with them.  (just my two cents)&lt;br /&gt;
&lt;br /&gt;
:As for the fuel-distance portion ... yes, let&#039;s keep it in mind ... perhaps we can factor it in later.  Zeracles, as always it is a pleasure discussing this topic with you.  I like your style as well, and after reading through some of your site, I can understand why.  Cheers. --[[User:PsiPhi|PsiPhi]] 05:44, 20 October 2007 (CEST)&lt;br /&gt;
&lt;br /&gt;
=Some Plots=&lt;br /&gt;
Interesting, Fyzix. I&#039;ve just run some (well, two) quick tests. At [http://www.physics.usyd.edu.au/~asmith/planetlander/ this place] I&#039;ve put the results along with the little matlab script which did the job (I love matlab, easy and powerful, which is a good combination, I&#039;m glad I haven&#039;t had to do anything so numerically insane as to require fortran). So if anyone wants to toy with this little script, hopefully they have matlab or work at some institution which has paid an exorbitant amount to subscribe for it ;) Feel free to ask here or on my talk page or email me for more info on how to use it, but I put some comments in, and in truth it isn&#039;t very complicated.&lt;br /&gt;
&lt;br /&gt;
So, here&#039;s what I did (I think, hopefully there are no mistakes). The script populates a rectangle with a uniform random distribution of points, and for each point, it works out what the distance to the closest point is. Then it averages all these to find the mean (closest) separation. The script has three modes. Mode 1 does this once. Mode 2 does this several times with different (user-specified) numbers of points. The result of this test can be seen [http://www.physics.usyd.edu.au/~asmith/planetlander/ here], called varynumber.jpg. Strong dependence throughout the range. Perhaps we could fit a power law through it. The second test I did was with the script in mode 3, which varies the size of the rectangle (at present this is just a square, though). The result of this can be found [http://www.physics.usyd.edu.au/~asmith/planetlander/ here], called varysize.jpg. So this investigates Fyzix&#039;s point above. Strong dependence again throughout the range, looks linear.&lt;br /&gt;
&lt;br /&gt;
In view of the latter result, Fyzix is right that uniform distribution is possibly not a great assumption, and while this wasn&#039;t unexpected, we&#039;ve been motivated by a need to keep the formula tractable. But perhaps we could use the data from the game&#039;s source and run something like this script on each planet? A quick note on something which I&#039;m not sure has been pointed out, we would have to subtract the number of return trips from the number of distances. Finding the number of return trips (I don&#039;t know, number_landings) might be the first step of the formula. But then we still get some extra time when the lander doesn&#039;t land exactly where it&#039;s supposed to, so subtract number_landings*separation_mean and add number_landings*distance_landingerror perhaps to get the distance (and therefore time, hence hazard) estimate. On a very hostile planet with valuable resources, one can be reduced to landing for just one deposit at a time, taking separation_mean out of the hazard calculation. &#039;&#039;But&#039;&#039; this variable would still have been important in the first place for dictating such a mode of operation originally.&lt;br /&gt;
&lt;br /&gt;
Worthy points about crew_bailout there, Fyzix, I agree about how crew_bailout would feature. I was wondering about factoring in the cost of the lander too, but haven&#039;t wondered very much. I think we should put a term in for it. It&#039;d be interesting to see how often it is of consequence. And that&#039;s a good point about not needing to worry about the human factor (phew).&lt;br /&gt;
&lt;br /&gt;
Of course, this script doesn&#039;t work out what happens for the geometry of a planet in sc2, with the wrap-around. Also it doesn&#039;t give the total time as Fyzix was saying, for that one would have to multiply the mean separation by number. So, the dependence in varynumber.jpg gets reduced, and the dependence in varysize.jpg gets increased (underscores your thoughts against assuming uniform random distribution, Fyzix).&lt;br /&gt;
&lt;br /&gt;
Happy to take suggestions on any similar investigations. Maybe I&#039;ll look into doing total time directly. PsiPhi, you made your own starmap? Me too, ah, the memories, I&#039;d guess many of us did! --[[User:Zeracles|Zeracles]] 01:05, 21 October 2007 (CEST)&lt;br /&gt;
&lt;br /&gt;
=Losing Landers=&lt;br /&gt;
When thinking about factoring in the cost of the lander, we need to think about the probability of losing it (this isn&#039;t really new, for factoring in the cost of crew, we use frequency of hazards which is related to probability per unit time of hazard striking). For thinking about this, I guess one could think about what has to happen for a lander to be lost. Hazards have to conspire to destroy the lander within a time such that the player doesn&#039;t have time to react (I&#039;ll just say time_reaction for now). We could call this conspiracy event_loss. The probability of event_loss increases as the lander loses crew. The probability of losing the lander, then, is the integral of this probability over the time the lander spends on the surface (so we just sum this probability, which is changing, over the lander&#039;s time on the surface). Sound fair? I&#039;ll go on if no-one wants to add anything. --[[User:Zeracles|Zeracles]] 01:44, 30 October 2007 (CET)&lt;br /&gt;
&lt;br /&gt;
I know I said in my edit of october 18 (when speculating about what crew_bailout would have to be) that it probably wasn&#039;t a good idea to go down the path of thinking about [http://en.wikipedia.org/wiki/Poisson_process Poisson processes], but now I&#039;m having second thoughts.&lt;br /&gt;
&lt;br /&gt;
I haven&#039;t looked at the code, but presumably this is how the hazards work. This just means that the probability per unit time of a hazard occurring is constant. A good example of this is particles from radioactive decay, or things popping up in hyperspace within a sphere of influence (I assume, but Slylandro probes are not a good example, see fact 2 [[Star Control II facts|here]]). We want know what the probability of event_loss (see above) is.  Presumably (and someone could check this), the rates of the hazards are characterised by the probability of them occurring per unit time such that for each unit of time there can be said to be an &#039;&#039;expected&#039;&#039; number of occurrences. Then the probability of actually getting some number of occurrences may be found by using the first equation [http://en.wikipedia.org/wiki/Poisson_distribution here] (this tells you how likely lambda occurrences are when you expect k).&lt;br /&gt;
&lt;br /&gt;
So let&#039;s assume for a simple example that on some planet there is only one hazard, and it does one damage every time it happens. Its occurrence is a poisson process. The chance of losing the lander when it has x crew is the chance of the hazard striking x times within time_reaction. We can find this probability (by using that equation I mentioned) because we know how often the hazard &#039;&#039;usually&#039;&#039; strikes within time_reaction (probably because we just looked at what &amp;quot;class&amp;quot; the planet was for this particular hazard).&lt;br /&gt;
&lt;br /&gt;
The punch line is that this simple example is straightforwardly generalised to many hazard types simultaneously, and by multiplying by how much these hurt. I&#039;ll go further. Now that we know this, we can find an optimal crew_bailout. The reward for staying on the surface is the value of the next reward. From this we would subtract the likely crew losses and (probability of losing the lander)*(lander cost). Probability of losing the lander increases of course as one loses crew. So we subtract this risk from the reward and if our answer is positive then it&#039;s a good idea to stay on the surface. crew_bailout is when this goes negative - its value depends on the distances between goodies, hazards and lander cost.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t know how complicated that sounds, but I don&#039;t think it would be difficult to implement, there are some fiddly issues of course. I think the part about the lander cost influencing crew_bailout is intuitive - whether or not to bailout is going to depend on how worried you are about losing the lander, and this depends on how much it costs.&lt;br /&gt;
&lt;br /&gt;
Also a quick note that it isn&#039;t just the cost of the lander, it&#039;s also the cost of losing all the things you&#039;ve picked up. People are still interested in this right (I&#039;m happy to explain anything which seems confusing)? This is interesting enough for me to go on regardless, though! --[[User:Zeracles|Zeracles]] 22:49, 3 November 2007 (CET)&lt;br /&gt;
&lt;br /&gt;
:I am, of course, still interested, but as I said earlier, my skills in this are not the best.  This is why I never proposed an actual equation, even rudimentary.  I figured a person (or a group) out there with better knowledge and understanding would be able to work on this and create something usable and sensible.  I thank you for all your time and effort, and I look forward to further discussion.  I&#039;m hoping someone (perhaps you Z.) will start to elaborate on the equation beyond what little I currently have.  If not on the article page, at least here, proposing how it might look, giving possible examples, so that the less inclined, such as myself, might have a better idea of where your thoughts are going, and what it might look like.  Thanks.  --[[User:PsiPhi|PsiPhi]] 23:20, 5 November 2007 (CET)&lt;/div&gt;</summary>
		<author><name>PsiPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=Earth&amp;diff=20037</id>
		<title>Earth</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=Earth&amp;diff=20037"/>
		<updated>2007-11-02T17:37:24Z</updated>

		<summary type="html">&lt;p&gt;PsiPhi: rv&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PlanetBox|name=Earth|image=Earth Slave-Shielded.png|caption=Slave-shielded Human Homeworld|orbit=1.00|mass=1.00| atmo=1.00 atm|radius=1.00|temp=22|gravity=1.00|weather=Class 2|day=1.00|tectonics=Class 2|tilt=23|map=earthMap.png|type=[[List of planet types#Water|Water World]]|sat=[[Luna]] ([[List of planet types#Selenic|Selenic]])&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Earth&#039;&#039;&#039;, the third planet in the [[Sol]] system, is the name the [[Human]]s have given to their [[list of homeworlds|home planet]]. As such, it is the origin of the alternative name for Humans, [[Earthling]]s. It is also the original home of the [[Androsynth]] clone race, who fled the planet en masse in 2085. Earth is a [[List of planet types#Water|Water World]] with a single moon ([[Luna]]).&lt;br /&gt;
&lt;br /&gt;
Although other races were aware of Earth and its emerging human civilization as early as the twentieth century, the first official contact with another space-faring race occurred in 2115. By some accounts, the [[Hierarchy]] did not initially consider Earth much of a threat. However, this opinion apparently changed during the course of the [[Ur-Quan Slave War]], and according to some records the Hierarchy planned a massive assault on Earth during the War.{{ref|1}} &lt;br /&gt;
&lt;br /&gt;
Earth fell to the Hierarchy sometime in 2134 or 2135, and the planet was soon [[slave shield|slave-shielded]] by the [[Ur-Quan Kzer-Za]]. Prior to the erection of the slave shield, Ur-Quan [[Dreadnought]]s laid waste to sections of the planet&#039;s surface including the city of Buenos Aires, human constructions older than five-hundred years, and other locations of unknown significance. As part of the subjugation process, the Ur-Quan established a [[Hierarchy]] [[Earth Starbase|Starbase]] in orbit around Earth and also left a battegroup of [[Ilwrath]] and [[Spathi]] forces, called the [[Earthguard]], to keep watch on the new [[fallow slave|fallow species]]. Following the destruction of the [[Sa-Matra]], the [[Chmmr]] successfully removed the slave shield that had briefly cut Earth off from the rest of the galaxy.&lt;br /&gt;
&lt;br /&gt;
[[Image:Sc2 end free earth.png|left|thumb|[[The Captain]] and [[Talana]] gaze upon a free Earth from orbit.]]&lt;br /&gt;
&amp;lt;br clear=all/&amp;gt;&lt;br /&gt;
==Notes and references==&lt;br /&gt;
{{note|1}}&#039;&#039;The [[Ur-Quan Slave War#Campaigns|campaign scenario]] &#039;&#039;&#039;Target Earth&#039;&#039;&#039; from the Sega release of [[Star Control I]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Planets]]&lt;br /&gt;
[[Category:Human]]&lt;/div&gt;</summary>
		<author><name>PsiPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=Drall&amp;diff=20036</id>
		<title>Drall</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=Drall&amp;diff=20036"/>
		<updated>2007-11-02T17:36:55Z</updated>

		<summary type="html">&lt;p&gt;PsiPhi: rv; Fyzix, seems this is all we do some days&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Drall&#039;&#039;&#039; were one of the founding members of the [[Sentient Milieu]]. A few fragmentary records from the Milieu era contain images of the Drall, showing them to be humanoid but unusually tall and thin &amp;amp;mdash; up to 3 meters in height. The images show visible gills but also show them to be apparently capable of breathing through their mouths into a lung system. This implies that they may have evolved from a gilled creature that had relatively recently adapted to life on land by developing lungs from air bladders, similar to the [[Earth]] species of mudskippers or lungfish.&lt;br /&gt;
&lt;br /&gt;
In the days of the [[Dnyarri]] Slave Empire, the Dnyarri decided they and the [[Yuli]] were inferior species and not worth the trouble of maintaining, and therefore compelled the [[Ur-Quan]] and the [[Mael-Num]] to commit genocide by burning them off the surface of their worlds. Any detailed information about the Drall has therefore been irrevocably lost.&lt;br /&gt;
&lt;br /&gt;
{{Template:Milieu}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Races]]&lt;/div&gt;</summary>
		<author><name>PsiPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=Help_talk:Contents&amp;diff=20013</id>
		<title>Help talk:Contents</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=Help_talk:Contents&amp;diff=20013"/>
		<updated>2007-11-01T19:36:44Z</updated>

		<summary type="html">&lt;p&gt;PsiPhi: suggestion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Deletion==&lt;br /&gt;
Shouldn&#039;t this page be deleted?  It seems it was created by a spammer.  --[[User:PsiPhi|PsiPhi]] 19:00, 31 October 2007 (CET)&lt;br /&gt;
&lt;br /&gt;
:Oh, I see, it&#039;s part of the Ultronomicon&#039;s Navigation.  Oops.  Should we put something here?  Perhaps a list directing people to external pages on general wiki editing that might prove most useful. --[[User:PsiPhi|PsiPhi]] 20:36, 1 November 2007 (CET)&lt;/div&gt;</summary>
		<author><name>PsiPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=Talk:Elvish_Pillager%27s_Crazy_Mod&amp;diff=20011</id>
		<title>Talk:Elvish Pillager&#039;s Crazy Mod</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=Talk:Elvish_Pillager%27s_Crazy_Mod&amp;diff=20011"/>
		<updated>2007-11-01T19:19:36Z</updated>

		<summary type="html">&lt;p&gt;PsiPhi: reply to Val and Z.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Stub?==&lt;br /&gt;
I think the stub label can be removed, yes?  --[[User:PsiPhi|PsiPhi]] 18:50, 31 October 2007 (CET)&lt;br /&gt;
&lt;br /&gt;
:Sure, why not. [[User:Valaggar|Valaggar]] 19:01, 31 October 2007 (CET)&lt;br /&gt;
&lt;br /&gt;
==Alphabetical Order==&lt;br /&gt;
I assume that after fixing the Ur-Quan wikis, the ordering should be adjusted to retain alphabetical order. --[[User:Zeracles|Zeracles]] 22:38, 31 October 2007 (CET)&lt;br /&gt;
&lt;br /&gt;
:Actually Zeracles, I&#039;ve been leaving the ones that say Ur-Quan alone, but directing them to Ur-Quan Kzer-Za.  Because of players&#039; familiarity with the Ur-Quan&#039;s from SC1 being the &amp;quot;Ur-Quan&amp;quot;, if a person put &amp;quot;Ur-Quan&amp;quot; when they are obviously referring to the &amp;quot;Ur-Quan Kzer-Za&amp;quot;, especially when listed before the ship name, I figured why mess with it.  I&#039;m going to put that as &amp;lt;nowiki&amp;gt;[[Ur-Quan Kzer-Za|Ur-Quan]]&amp;lt;/nowiki&amp;gt;, if you don&#039;t mind, keeping the original writer&#039;s intention. --[[User:PsiPhi|PsiPhi]] 22:48, 31 October 2007 (CET)&lt;br /&gt;
&lt;br /&gt;
:Fair enough :) I never played sc1 so I&#039;ve always found this just plain imprecise. --[[User:Zeracles|Zeracles]] 23:13, 31 October 2007 (CET)&lt;br /&gt;
&lt;br /&gt;
::Well, it is called The Ur-Quan Masters (and not the Kzer-Za Masters; though that would be more correct; the Kohr-Ah are not looking to be anyones master, just their exterminator) for a reason. --[[User:PsiPhi|PsiPhi]] 02:46, 1 November 2007 (CET)&lt;br /&gt;
&lt;br /&gt;
::I don&#039;t think it&#039;s that simple - this isn&#039;t how I always interpreted the title. The Kohr-Ah can be masters of the galaxy when everyone else is dead. I know your interpretation is the one intended at the beginning of the game (mentioned this way by Commander Hayes), but I thought it was part of the plot development of the game to discover this more sinister side to Ur-Quan dominion. I wonder if anyone else saw it my way. But this is heading in the direction of philosophy. I thought it would be cool to have a page on the philosophy of SC, since it is such a plot-driven game, but I fear that such a page&#039;s existence would be even more tenuous than that of the [[Game Humor|humour page]]. So I&#039;m not seriously suggesting it, just to pre-empt SvdB in case. This sort of thing might be better suited somewhere else or in Valaggar&#039;s wiki (which BTW Val, I think could be an interesting idea), but I haven&#039;t thought about it. Just keeping score on that humour page, I don&#039;t think we ever resolved that either way. --[[User:Zeracles|Zeracles]] 18:11, 1 November 2007 (CET)&lt;br /&gt;
&lt;br /&gt;
:::Unfortunately, the interest in my wiki was really small, so I&#039;ve abandoned it. By the was, as to whether the ship should be named &amp;quot;Ur-Quan Dreadnought&amp;quot; or &amp;quot;[Ur-Quan] Kzer-Za Dreadnought&amp;quot; &amp;amp;mdash; the DOS version uses &amp;quot;Ur-Quan Dreadnought&amp;quot;, so I think we&#039;re better off using that name as well (besides, most in-game characters refer to the Kzer-Za as &amp;quot;Ur-Quan&amp;quot;). [[User:Valaggar|Valaggar]] 19:09, 1 November 2007 (CET)&lt;br /&gt;
&lt;br /&gt;
::::Valaggar makes a better argument for it than I did.  I will admit though, the whole naming issue with the Ur-Quan was complicated by the discovery of the existence of the Kohr-Ah.  I guess when it comes to the name &#039;&#039;Ur-Quan&#039;&#039;, what comes to mind for me is &#039;&#039;Green Ur-Quan&#039;&#039; largely because that&#039;s how I knew them initially and that&#039;s how I refer to their ships, never &#039;&#039;Kzer-Za Dreadnought&#039;&#039;.  Perhaps the only &#039;&#039;true&#039;&#039; Ur-Quan was the initial Brown Ur-Quan, before the Dynarri split them.  Who knows what their ships looked like, especially considering they were described as the &#039;&#039;scouts&#039;&#039; of the Milieu, perhaps as small as Shofixti ships, given comparative species sizes.  --[[User:PsiPhi|PsiPhi]] 20:19, 1 November 2007 (CET)&lt;/div&gt;</summary>
		<author><name>PsiPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=Arcturus_I&amp;diff=19970</id>
		<title>Arcturus I</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=Arcturus_I&amp;diff=19970"/>
		<updated>2007-11-01T01:50:54Z</updated>

		<summary type="html">&lt;p&gt;PsiPhi: rv&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PlanetBox|name=Arcturus I|image=arcturusi3D.jpg|caption=Burvixese homeworld|orbit=0.39|mass=1.05|atmo=0.30 atm|radius=1.03|temp=18|gravity=0.98|weather=Class 1|day=0.71|tectonics=Class 1|tilt=6|type=[[List of planet types#Redux (Reduction)|Redux World]]|map=arcturusiMap.png|sat=1 [[Arcturus I-A|satellite]] ([[List of planet types#Selenic|a]])}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcturus I&#039;&#039;&#039; is a [[List of planet types#Redux (Reduction)|Redux World]] orbited by a single moon in the [[Arcturus]] star system. The planet has a damp surface with several swamps and was, until recently, the home of the [[Burvixese]]. An incident involving the [[Druuge]], a [[Burvixese_Hyperwave_Broadcaster|HyperWave ´Caster]], and the [[Ur-Quan Kohr-Ah|Kohr-Ah]] ended the Burvixese race&#039;s existence in 2142 after three days of consecutive, merciless orbital bombardment. There are ruins of many great cities on the planet&#039;s surface, now reduced to mere radioactive slag by a weapon clearly of [[Ur-Quan]] design. The ruins are a grim testament to the killing power of the Ur-Quan Kohr-Ah.&lt;br /&gt;
&lt;br /&gt;
[[Category:Planets]]&lt;br /&gt;
[[Category:Burvixese]]&lt;/div&gt;</summary>
		<author><name>PsiPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=Burvixese_HyperWave_Broadcaster&amp;diff=19969</id>
		<title>Burvixese HyperWave Broadcaster</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=Burvixese_HyperWave_Broadcaster&amp;diff=19969"/>
		<updated>2007-11-01T01:49:40Z</updated>

		<summary type="html">&lt;p&gt;PsiPhi: rv; wow, getting cute with the name now&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Burvix caster cargo.png|right|32px]]&lt;br /&gt;
The &#039;&#039;&#039;Burvixese HyperWave Broadcaster&#039;&#039;&#039; is the name usually given to the [[HyperWave Broadcaster]] found on the moon of [[Arcturus I]]. The name is actually a misnomer as the device is not of [[Burvixese]] origin. The extremely powerful HyperWave transmitter was constructed by the [[Druuge]] in a desperate effort to save themselves from destruction by the [[Ur-Quan Kohr-Ah]] shortly before the second [[Doctrinal Conflict]]. The Druuge had blanketed their region of space with HyperWave transmissions advertising their items of trade, thus making themselves a prime target for the rapidly approaching Kohr-Ah fleet.&lt;br /&gt;
&lt;br /&gt;
[[Image:Burvix hyperwave caster.png|62px|left]]&lt;br /&gt;
Luckily for the Druuge, the neighboring Burvixese, a kind and altruistic race, had been in communication with the [[Gg]] race, first to be destroyed by the approaching Kohr-Ah. They offered the Druuge the Gg&#039;s intelligence data on the Kohr-Ah, including the Kohr-Ah&#039;s choice of the Druuge as their next target, as an act of goodwill. The amoral Druuge chose to shut down all HyperWave transmissions and to erect an extremely powerful HyperWave Caster, in secret, on the Burvixese homeworld&#039;s satellite, pointed directly antispinward, toward the oncoming Kohr-Ah fleet, tricking them into changing targets. By the time the Burvixese discovered this ruse, it was too late, and the Kohr-Ah homed directly in on them and destroyed them, allowing the Druuge to escape unscathed.&lt;br /&gt;
&lt;br /&gt;
Though crude in comparison to [[Alliance]] technology, the transmitter has a great deal more power and range than a standard Alliance transmitter. It is capable of reaching ships traveling nearby through HyperSpace, and penetrating thick barriers of matter and energy that block normal transmitters, even to the point of broadcasting, very faintly, through a Kzer-Za [[slave shield]]. Upon learning that [[The Captain]] had recovered the device from near [[Arcturus]], the Druuge attempt to regain it through trade (offering a full supply of fuel or the [[Rosy Sphere]]).&lt;br /&gt;
&lt;br /&gt;
[[Category:Alien Artifacts]]&lt;br /&gt;
[[Category:Druuge]]&lt;br /&gt;
[[Category:Burvixese]]&lt;/div&gt;</summary>
		<author><name>PsiPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=Talk:Elvish_Pillager%27s_Crazy_Mod&amp;diff=19968</id>
		<title>Talk:Elvish Pillager&#039;s Crazy Mod</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=Talk:Elvish_Pillager%27s_Crazy_Mod&amp;diff=19968"/>
		<updated>2007-11-01T01:46:55Z</updated>

		<summary type="html">&lt;p&gt;PsiPhi: forgot to log in&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Stub?==&lt;br /&gt;
I think the stub label can be removed, yes?  --[[User:PsiPhi|PsiPhi]] 18:50, 31 October 2007 (CET)&lt;br /&gt;
&lt;br /&gt;
:Sure, why not. [[User:Valaggar|Valaggar]] 19:01, 31 October 2007 (CET)&lt;br /&gt;
&lt;br /&gt;
==Alphabetical Order==&lt;br /&gt;
I assume that after fixing the Ur-Quan wikis, the ordering should be adjusted to retain alphabetical order. --[[User:Zeracles|Zeracles]] 22:38, 31 October 2007 (CET)&lt;br /&gt;
&lt;br /&gt;
:Actually Zeracles, I&#039;ve been leaving the ones that say Ur-Quan alone, but directing them to Ur-Quan Kzer-Za.  Because of players&#039; familiarity with the Ur-Quan&#039;s from SC1 being the &amp;quot;Ur-Quan&amp;quot;, if a person put &amp;quot;Ur-Quan&amp;quot; when they are obviously referring to the &amp;quot;Ur-Quan Kzer-Za&amp;quot;, especially when listed before the ship name, I figured why mess with it.  I&#039;m going to put that as &amp;lt;nowiki&amp;gt;[[Ur-Quan Kzer-Za|Ur-Quan]]&amp;lt;/nowiki&amp;gt;, if you don&#039;t mind, keeping the original writer&#039;s intention. --[[User:PsiPhi|PsiPhi]] 22:48, 31 October 2007 (CET)&lt;br /&gt;
&lt;br /&gt;
:Fair enough :) I never played sc1 so I&#039;ve always found this just plain imprecise. --[[User:Zeracles|Zeracles]] 23:13, 31 October 2007 (CET)&lt;br /&gt;
&lt;br /&gt;
::Well, it is called The Ur-Quan Masters (and not the Kzer-Za Masters; though that would be more correct; the Kohr-Ah are not looking to be anyones master, just their exterminator) for a reason. --[[User:PsiPhi|PsiPhi]] 02:46, 1 November 2007 (CET)&lt;/div&gt;</summary>
		<author><name>PsiPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=Talk:List_of_planet_types&amp;diff=19961</id>
		<title>Talk:List of planet types</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=Talk:List_of_planet_types&amp;diff=19961"/>
		<updated>2007-10-31T21:52:00Z</updated>

		<summary type="html">&lt;p&gt;PsiPhi: /* The X homeworld is a Y world */  reply to Valaggar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Do we need to have separate pages for all those? With the amount of information available it would make more sense to put them all on one page.&lt;br /&gt;
If we would still want separate pages, they should be renamed to their singular forms. -- [[User:Svdb|SvdB]] 11:10, 14 Oct 2004 (CEST)&lt;br /&gt;
&lt;br /&gt;
I&#039;m working on moving all the info from the world type pages to this page. For the types which have no page, I will just put &amp;quot;No info has been entered in the Ultranomicon on this world type.&amp;quot; --[[User:Jacius|Jacius]] 19:50, 23 Oct 2004 (CEST)&lt;br /&gt;
&lt;br /&gt;
Ok, done! I changed the plan a bit: I put a notice at the top that many types are missing information, and moved all the ones that don&#039;t have info to a list at the bottom (and unlinked them all). The ones that do have info have their own subsection, so you can link to them, like this: &amp;lt;nowiki&amp;gt;[[List of planet types#Water]]&amp;lt;/nowiki&amp;gt; (for the [[List of planet types#Water|Water]] world type) --[[User:Jacius|Jacius]] 20:48, 23 Oct 2004 (CEST)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A moon cannot be a Gas Giant.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Is this a fact? Why? -[[User:Fadookie|Fadookie]] 03:34, 25 Oct 2004 (CEST)&lt;br /&gt;
&lt;br /&gt;
I&#039;m almost certain that it never occurs in SC2, but beside that, it&#039;s physically very unlikely. The planet would have to be &#039;&#039;incredibly&#039;&#039; large to have a gas giant for a moon (gas giants themselves have to be quite big to keep from dissipating), and in such a case the planet would most likely siphon the gas from its moon until nothing of the moon remained. --[[User:Jacius|Jacius]] 05:24, 25 Oct 2004 (CEST)&lt;br /&gt;
&lt;br /&gt;
I&#039;m looking through the planet generation code, and while this code isn&#039;t the clearest in the game, I don&#039;t see such a restriction (that&#039;s no guarantee though; I&#039;m just browsing through it). As for reality, planets can have a body their own size as a companion. You&#039;d be talking about a double-planet then instead of a moon. As for &amp;quot;siphoning&amp;quot;, that all depends on the distance between the planets. -- [[User:Svdb|SvdB]]&lt;br /&gt;
&lt;br /&gt;
Another thing, I don&#039;t know where you generate this list, but I&#039;ve got the impression you got it from my minerals page. In any case, it&#039;s easier to look at plandata.c in the source, which is organised by planet. It also includes more information (like tectonics, surface density, atmosphere, colour). This stuff could go in a similar table as I did for the minerals page. -- [[User:Svdb|SvdB]] 10:02, 25 Oct 2004 (CEST)&lt;br /&gt;
&lt;br /&gt;
Good idea. The list was already here when I started editing, I just started filling in info as I played the game. It would probably be easier to look at plandata.c :) A table would be good, too.&lt;br /&gt;
&lt;br /&gt;
If you had two gas giants &amp;quot;orbiting&amp;quot; each other, their gravities would be very strong (because they are both so large), and they would probably be pulled together and eventually merge. If one gas giant is a good deal bigger than the other, the larger one would probably slowly pull the matter from the smaller one, or simply pull the smaller one in. Of course, if they are very far from each other, the gravity between them would be decreased, so they wouldn&#039;t necessarily be pulled together. It would be a delicate balance between being pulled together and flying apart. But I&#039;m no astrophysicist, so I may be wrong.&lt;br /&gt;
&lt;br /&gt;
I have never, &#039;&#039;ever&#039;&#039; seen a gas giant as a moon in SC2, though, which was the primary reason I put that in the article. This article isn&#039;t an astronomy lesson, it&#039;s a list of the planet types in a &#039;&#039;game&#039;&#039;. I&#039;ll take a look at the code/data to see if it ever occurs. --[[User:Jacius|Jacius]] 02:40, 26 Oct 2004 (CEST)&lt;br /&gt;
&lt;br /&gt;
I have never encountered a gas moon, but if we make a blatant statement like &amp;quot;a moon cannot be a Gas Giant&amp;quot; we should support it. The support could be as simple as saying that star control does not contain any gas moons, but we should back it up in some way. -[[User:Fadookie|Fadookie]] 04:35, 26 Oct 2004 (CEST)&lt;br /&gt;
&lt;br /&gt;
Good point. I made the sentence less certain, and specified that this applies to SC2. I&#039;ll check the code tomorrow or sometime to see if there are any gas giant moons in SC2, and then we can make a more certain claim. --[[User:Jacius|Jacius]] 05:02, 26 Oct 2004 (CEST)&lt;br /&gt;
&lt;br /&gt;
Groovy. -[[User:Fadookie|Fadookie]]&lt;br /&gt;
&lt;br /&gt;
It&#039;s not really relevant to the wiki, but a little physics lesson: without any external influence, an object (for instance a planet) with a specific speed will retain that speed. If you put another object in its proximity (another planet), there will be a force pulling them towards eachother. That force over time changes the speed of the object. But if the pull is not large enough and the speed was not slow enough, then by the time the direction in which the planet was moving has changed to the direction where the other planet was in the first place, it will have moved enough so that they will miss eachother. The direction in which they need to go has changed.&lt;br /&gt;
This balance is not delicate. If you change the mass of one of the objects a little, all that changes is the shape of the orbits, and the speeds during the orbits. -- [[User:Svdb|SvdB]] 16:16, 26 Oct 2004 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Alternate names ==&lt;br /&gt;
&lt;br /&gt;
Are the primordial and shattered worlds ever referred to as greenhouse and cracked worlds (respectively) either in-game or in the code? I don&#039;t seem to remember these alternate names used in any versions that I played, but perhaps I&#039;ve forgotten. --[[User:Fyzixfighter|Fyzixfighter]] 00:25, 7 January 2006 (CET)&lt;br /&gt;
&lt;br /&gt;
== The X homeworld is a Y world ==&lt;br /&gt;
&lt;br /&gt;
So? Do we keep the extrasolar examples for planet types? Do we specify all the homeworlds that are of that respective type, just as we did for planets in the Solar System? I&#039;m asking this because an anonymous editor has removed one of the extrasolar examples, and we need to figure out if it&#039;s good or not (sorry for the strange wording, I have no time right now to improve it, but I trust you understand what I mean). [[User:Valaggar|Valaggar]] 14:08, 31 October 2007 (CET)&lt;br /&gt;
&lt;br /&gt;
:I think that it may have been removed because it was wrong (Vlik looks like a Water World to me, but I still need to let the Death March pass it to check it). Personally, I think only planets of interest should be used for examples, starting with the Sol system, then homeworlds, then &amp;lt;u&amp;gt;maybe&amp;lt;/u&amp;gt; (but I&#039;d rather not go this far) other [[list of Places of Interest|places of interest]]. So I see no problem with listing extrasolar homeworlds, but do with random extrasolars like Canopus I, which a player is less likely to visit. Anyways, my two cents. --[[User:Fyzixfighter|Fyzixfighter]] 14:26, 31 October 2007 (CET)&lt;br /&gt;
&lt;br /&gt;
:Looks like my initial entry to this got lost when I apparently tried to submit while Fyzix was submitting (coincidentally, my edit comment was also &amp;quot;my thoughts&amp;quot;).  Anyway, I basically agree with Fyzix.  I think the homeworlds should be shown, since the only way most players could ever see them is following the Kohr-Ah path of destruction (something I&#039;ve never done). --[[User:PsiPhi|PsiPhi]] 14:36, 31 October 2007 (CET)&lt;br /&gt;
&lt;br /&gt;
Actually, the fact that most players could only get to see homeworlds by waiting for the Death March (which doesn&#039;t happen too often) would be an argument &#039;&#039;not&#039;&#039; to list homeworlds &amp;amp;mdash; just as we don&#039;t list random planets like Gamma Brahe II. And Vlik is a Water World, as I still have the screenshots I used to get the 3D and map images for the planet pages, and the Vlik homeworld screenshot shows it as a Water World. [[User:Valaggar|Valaggar]] 15:29, 31 October 2007 (CET)&lt;br /&gt;
&lt;br /&gt;
Well, it&#039;s either all or nothing.  If we decided not to include them, I wouldn&#039;t be to broken up about it.  I guess if we did remove this, the extra info for Oolite would need to go as well.  While we&#039;re on the subject, has anyone ever come up with an answer as to why &#039;&#039;&#039;Shattered&#039;&#039;&#039; worlds are also known as &#039;&#039;&#039;Cracked&#039;&#039;&#039;?  Where does that reference come from?  The manual?  --[[User:PsiPhi|PsiPhi]] 17:51, 31 October 2007 (CET)&lt;br /&gt;
&lt;br /&gt;
Evet, o ad el kitabıdaki... oops, I mean that yes, that name is from the manual. [[User:Valaggar|Valaggar]] 19:09, 31 October 2007 (CET)&lt;br /&gt;
&lt;br /&gt;
:Val, is that a joke in reference to all the stupid vandalism? --[[User:PsiPhi|PsiPhi]] 20:42, 31 October 2007 (CET)&lt;br /&gt;
&lt;br /&gt;
::A [[Game Humor|joke]]? Nah, it&#039;s Turkish for &amp;quot;Yes, that name is from the manual&amp;quot;. [[User:Valaggar|Valaggar]] 20:55, 31 October 2007 (CET)&lt;br /&gt;
&lt;br /&gt;
:::Oh, sorry ... it was not my intention to insult the Turkish language.  I just thought you were copying the recent pattern of vandalism, which also does not make any sense to me.  ;-D --[[User:PsiPhi|PsiPhi]] 21:05, 31 October 2007 (CET)&lt;br /&gt;
&lt;br /&gt;
::::Heh, don&#039;t worry, I&#039;m not Turkish. So you&#039;re not insulting Turkishness, or at least there&#039;s no problem if you do. :P [[User:Valaggar|Valaggar]] 22:20, 31 October 2007 (CET)&lt;br /&gt;
&lt;br /&gt;
:::::Regardless, I just wanted to be clear. So, I must now ask, how exactly do you know Turkish? --[[User:PsiPhi|PsiPhi]] 22:52, 31 October 2007 (CET)&lt;/div&gt;</summary>
		<author><name>PsiPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=Elvish_Pillager%27s_Crazy_Mod&amp;diff=19960</id>
		<title>Elvish Pillager&#039;s Crazy Mod</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=Elvish_Pillager%27s_Crazy_Mod&amp;diff=19960"/>
		<updated>2007-10-31T21:49:19Z</updated>

		<summary type="html">&lt;p&gt;PsiPhi: put as Ur-Quan&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Eli Dupree, Elvish Pillager on the [http://uqm.stack.nl/forum/ UQM forums], created an extensive mod of [[The Ur-Quan Masters]] that changes all [[Super Melee]] [[ships]] and even some of its rules. The most recent version of the mod can be found [http://eli.cedarswampstudios.org/1.4.1-src.tar.gz here], and a Windows build [http://www.speedyshare.com/140207211.html here].&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
:&#039;&#039;(As per version 1.4.1)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Rule changes===&lt;br /&gt;
*14 planets at once instead of just one (half of the arena is covered with them, the other half is empty). They are destructible, having 42 hit points.&lt;br /&gt;
*10 asteroids that sometimes home randomly in one of the players, annoying him (they don&#039;t home in the AI player).&lt;br /&gt;
*30 ships per team instead of just 14.&lt;br /&gt;
*Destroyed ships and asteroids keep inertia while exploding.&lt;br /&gt;
*The camera is slightly more zoomed out, especially during the [[victory ditty]].&lt;br /&gt;
*Projectiles remain in the arena even after the destruction of the ship that launched them and after the ensuing victory ditty.&lt;br /&gt;
*Ships with at least 49 crew cannot take more than 5 damage from planet collisions.&lt;br /&gt;
*The Weak Cyborg may use ship specials.&lt;br /&gt;
*In the full game, [[The Flagship]] moves four times faster in Super Melee and in [[HyperSpace]]; the game is started with 1,000,000 RU.&lt;br /&gt;
&lt;br /&gt;
===Ship changes===&lt;br /&gt;
*[[Androsynth]] Guardian&lt;br /&gt;
**Primary: Dual white laser, medium range, 1 damage, fast energy consumption&lt;br /&gt;
**Secondary: [[Blazer]] mode, can be stopped at will&lt;br /&gt;
**[[Super Melee]] [[Table of ship values|cost]]: 24&lt;br /&gt;
*[[Arilou]] Wizard (former [[Skiff]])&lt;br /&gt;
**Special notes:&lt;br /&gt;
***Causes loss of synchronization in [[netplay]].&lt;br /&gt;
***Now has inertia&lt;br /&gt;
***While the ship is in the arena:&lt;br /&gt;
****All asteroids emit bending lasers with random facings&lt;br /&gt;
****Planets randomly explode and launch debris which deals damage upon impact&lt;br /&gt;
****Everything in the arena is randomly accelerated by a little, including the planets&#039; gravity.&lt;br /&gt;
***When the Wizard dies, all planets are destroyed.&lt;br /&gt;
**Primary: Confusion ray (like the [[Melnorme]] [[Trader]]&#039;s one)&lt;br /&gt;
**Secondary: Invisibility (like the [[Ilwrath]] [[Avenger]]&#039;s one)&lt;br /&gt;
**Super Melee cost: 28&lt;br /&gt;
*[[Chenjesu]] Broodhome&lt;br /&gt;
**Primary: Now is homing&lt;br /&gt;
**Secondary: Now has point defense&lt;br /&gt;
**Super Melee cost: 23&lt;br /&gt;
*[[Chmmr]] Avatar&lt;br /&gt;
**Special notes: 9 [[Avatar#Additional|ZapSats]] defending half of the ship&lt;br /&gt;
**Primary: Triple focused X-Ray laser&lt;br /&gt;
**Secondary: Faster tractor beam&lt;br /&gt;
**Super Melee cost: 39&lt;br /&gt;
*[[Druuge]] Mauler&lt;br /&gt;
**Primary: Shoots faster, pushes impacted ship backwards much more violently, has unlimited range&lt;br /&gt;
**Secondary: Unchanged&lt;br /&gt;
**Super Melee cost: 15&lt;br /&gt;
*[[Earthling]] Cruiser&lt;br /&gt;
**Primary: Faster MX missile&lt;br /&gt;
**Secondary: Faster point defense, no energy cost&lt;br /&gt;
**Super Melee cost: 38&lt;br /&gt;
*[[Ilwrath]] Avenger&lt;br /&gt;
**Special notes: Very fast. Especially adept at gravity whips.&lt;br /&gt;
**Primary: The flamethrower now shoots in five different directions&lt;br /&gt;
**Secondary: Unchanged&lt;br /&gt;
**Super Melee cost: 41&lt;br /&gt;
*[[Ur-Quan Kohr-Ah|Kohr-Ah]] Marauder&lt;br /&gt;
**Primary: Now homes in to the enemy when released (high speed)&lt;br /&gt;
**Secondary: FRIED blasts last much more and destroy planets on touch&lt;br /&gt;
**Super Melee cost: 47&lt;br /&gt;
*[[Melnorme]] Trader&lt;br /&gt;
**Primary: Starspray &amp;amp;mdash; a spray of random Melnorme projectiles of various sizes/colours&lt;br /&gt;
**Secondary: Now is cheaper&lt;br /&gt;
**Super Melee cost: 21&lt;br /&gt;
*[[Mmrnmhrm]] X-Form&lt;br /&gt;
**Special notes:&lt;br /&gt;
***Now has 64 facings instead of 16 (a laser-like line which deals no damage at impact and ignores collisions indicates the exact facing)&lt;br /&gt;
***While this ship (in X-Form) is in the arena, all asteroids are tracted toward it (if they get to completely surround the ship, the game may crash)&lt;br /&gt;
***The X-Form has slow turning, acceleration and maximum speed, while the Y-Form is fast and nimble&lt;br /&gt;
**Primary: Launches the asteroids in front of the ship forward as projectiles which deal 6 damage at impact and bounce. Costs no energy, but has a slight recoil.&lt;br /&gt;
**Secondary: Change to Y-Form (which has no primary, but does not attract asteroids)&lt;br /&gt;
**Super Melee cost: 32&lt;br /&gt;
*[[Mycon]] Podship&lt;br /&gt;
**Special notes: Automatic, faster regeneration (still costs energy, but less)&lt;br /&gt;
**Primary: Now can be held a-la-Kohr-Ah Marauder before being released (granting it speed and invincibility at the expense of homing), after which it behaves like a normal Mycon plasmoid.&lt;br /&gt;
**Secondary: Allows for faster turning, consumes energy very fast&lt;br /&gt;
**Super Melee cost: 37&lt;br /&gt;
*[[Orz]] Nemesis&lt;br /&gt;
**Special notes: An invincible Space Marine spawns with the Nemesis, attacking the enemy ship.&lt;br /&gt;
**Primary: Double bazooka&lt;br /&gt;
**Secondary: For 7 seconds the Nemesis is indestructible and damages anything it hits. Gulps all energy.&lt;br /&gt;
**Super Melee cost: 43&lt;br /&gt;
*[[Pkunk]] Fury&lt;br /&gt;
**Special notes:&lt;br /&gt;
***Slows down the game (intentional, not bug)&lt;br /&gt;
***Takes only 1 point of damage from planets&lt;br /&gt;
***Regenerates energy normally&lt;br /&gt;
**Primary: Unchanged&lt;br /&gt;
**Secondary: Does nothing.&lt;br /&gt;
**Super Melee cost: 36&lt;br /&gt;
*[[Shofixti]] Carrier&lt;br /&gt;
**Special notes:&lt;br /&gt;
***Now looks like the Vindicator&lt;br /&gt;
***Now has 144 crew instead of 6&lt;br /&gt;
**Primary: Six-directional Mendokusai machine gun&lt;br /&gt;
**Secondary: Launches a Scout which explodes when the Special button is released (costs 6 crew and half the battery). The Scout may be controlled with the arrow keys (the Carrier cannot be piloted meanwhile).&lt;br /&gt;
**Super Melee cost: 34&lt;br /&gt;
*[[Slylandro]] Probe&lt;br /&gt;
**Special notes: Now has inertia and normal turning&lt;br /&gt;
**Primary: Launches 8 non-homing nukes forward&lt;br /&gt;
**Secondary: Accelerates the ship backwards, spawning asteroids in front of it.&lt;br /&gt;
**Super Melee cost: 27&lt;br /&gt;
*[[Spathi]] Eluder&lt;br /&gt;
**Primary: Disperses a very large number of normal Spathi forward bullets. Gulps all energy.&lt;br /&gt;
**Secondary: Faster B.U.T.T. missile with a longer range that kills 3 crew&lt;br /&gt;
**Super Melee cost: 35&lt;br /&gt;
*[[Supox]] Blade&lt;br /&gt;
**Special notes: Now has 18 crew instead of 12&lt;br /&gt;
**Primary: Shoots with 3 invincible Glob bullets. They do not collide with enemy Glob bullets, but when they encounter any other enemy projectile, they keep colliding until the latter is destroyed.&lt;br /&gt;
**Secondary: Puts the ship into a temporary mode with double turn speed, triple max speed, triple acceleration, and immunity to damage from planet collisions. It costs 1 energy every 2 [[Super-Melee#Frame rate|frames]] and lasts until the Blade runs out of energy.&lt;br /&gt;
**Super Melee cost: 26&lt;br /&gt;
*[[Syreen]] Penetrator&lt;br /&gt;
**Special notes: Has an invincible ZapSat and a &amp;quot;mace&amp;quot; (which uses [[Blazer]] graphics) with inertia sticked to the ship via a purple rope. Collision with either the mace or the rope deals damage (note that they are not solid &amp;amp;mdash; may be passed through).&lt;br /&gt;
**Primary: Short-range laser that bends towards the enemy&lt;br /&gt;
**Secondary: Forces enemy ship to turn and thrust towards the Penetrator.&lt;br /&gt;
**Super Melee cost: 42&lt;br /&gt;
*[[Thraddash]] Torch&lt;br /&gt;
**Primary: Non-homing shot with afterburner&lt;br /&gt;
**Secondary: Homing shot with afterburner (costs more energy and reloads slower)&lt;br /&gt;
**Super Melee cost: 40&lt;br /&gt;
*[[Umgah]] Drone&lt;br /&gt;
**Primary: Instantly destroys anything it touches except Supox Glob bullets; planets are destroyed after a short delay (the cone deals 18 damage per [[Super-Melee#Frame rate|frame]] to them)&lt;br /&gt;
**Secondary: Unchanged&lt;br /&gt;
**Super Melee cost: 26&lt;br /&gt;
*[[Ur-Quan Kzer-Za|Ur-Quan]] Dreadnought&lt;br /&gt;
**Primary: Returns to the ship like a homing boomerang if it doesn&#039;t hit anything, giving the Dreadnought back the energy consumed by firing; note that it still has limited lifetime&lt;br /&gt;
**Secondary: Launches 4 fighters for 1 crew; since they return as 1 crew each, they can be used for healing between battles&lt;br /&gt;
**Super Melee cost: 45&lt;br /&gt;
*[[Utwig]] Jugger&lt;br /&gt;
**Special notes: May not regenerate energy by any means; has a large stockpile of energy&lt;br /&gt;
**Primary: Extremely fast firing rate&lt;br /&gt;
**Secondary: Does not recharge the Jugger&#039;s energy&lt;br /&gt;
**Super Melee cost: 27&lt;br /&gt;
*[[VUX]] Intruder&lt;br /&gt;
**Special notes: Faster energy regeneration; always starts far from the enemy&lt;br /&gt;
**Primary: Extremely long range (may circle the arena up to six times, though three is much more common due to planets blocking the laser&#039;s path)&lt;br /&gt;
**Secondary: Repel incoming projectiles&lt;br /&gt;
**Super Melee cost: 33&lt;br /&gt;
*[[Yehat]] Terminator&lt;br /&gt;
**Special notes: Intermittent permanent shielding&lt;br /&gt;
**Primary: Unchanged&lt;br /&gt;
**Secondary: Pulls the Terminator towards the enemy with a high speed&lt;br /&gt;
**Super Melee cost: 38&lt;br /&gt;
*[[Zoq-Fot-Pik]] Stinger&lt;br /&gt;
**Primary: Five-directional shot with a long range&lt;br /&gt;
**Secondary: Continuous tongue (no battery consumption)&lt;br /&gt;
**Super Melee cost: 16&lt;br /&gt;
&lt;br /&gt;
===Bugs===&lt;br /&gt;
*The Arilou Wizard causes loss of synchronization in [[netplay]].&lt;br /&gt;
*Graphical glitches in the fleet selection screen (due to the large number of ships per team).&lt;br /&gt;
*The Mmrnmhrm X-Form can cause crashes if completely surrounded by asteroids while in the standard form.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[http://eli.cedarswampstudios.org The Pillager&#039;s Den]&lt;br /&gt;
*[http://uqm.stack.nl/forum/index.php?topic=3465.0 &amp;quot;New crazy mod&amp;quot; thread at the UQM forums]&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;/div&gt;</summary>
		<author><name>PsiPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=Talk:Elvish_Pillager%27s_Crazy_Mod&amp;diff=19959</id>
		<title>Talk:Elvish Pillager&#039;s Crazy Mod</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=Talk:Elvish_Pillager%27s_Crazy_Mod&amp;diff=19959"/>
		<updated>2007-10-31T21:48:40Z</updated>

		<summary type="html">&lt;p&gt;PsiPhi: /* Alphabetical Order */ reply to Zeracles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Stub?==&lt;br /&gt;
I think the stub label can be removed, yes?  --[[User:PsiPhi|PsiPhi]] 18:50, 31 October 2007 (CET)&lt;br /&gt;
&lt;br /&gt;
:Sure, why not. [[User:Valaggar|Valaggar]] 19:01, 31 October 2007 (CET)&lt;br /&gt;
&lt;br /&gt;
==Alphabetical Order==&lt;br /&gt;
I assume that after fixing the Ur-Quan wikis, the ordering should be adjusted to retain alphabetical order. --[[User:Zeracles|Zeracles]] 22:38, 31 October 2007 (CET)&lt;br /&gt;
&lt;br /&gt;
:Actually Zeracles, I&#039;ve been leaving the ones that say Ur-Quan alone, but directing them to Ur-Quan Kzer-Za.  Because of players&#039; familiarity with the Ur-Quan&#039;s from SC1 being the &amp;quot;Ur-Quan&amp;quot;, if a person put &amp;quot;Ur-Quan&amp;quot; when they are obviously referring to the &amp;quot;Ur-Quan Kzer-Za&amp;quot;, especially when listed before the ship name, I figured why mess with it.  I&#039;m going to put that as &amp;lt;nowiki&amp;gt;[[Ur-Quan Kzer-Za|Ur-Quan]]&amp;lt;/nowiki&amp;gt;, if you don&#039;t mind, keeping the original writer&#039;s intention. --[[User:PsiPhi|PsiPhi]] 22:48, 31 October 2007 (CET)&lt;/div&gt;</summary>
		<author><name>PsiPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=Discrepancies_in_the_Star_Control_universe&amp;diff=19958</id>
		<title>Discrepancies in the Star Control universe</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=Discrepancies_in_the_Star_Control_universe&amp;diff=19958"/>
		<updated>2007-10-31T21:39:45Z</updated>

		<summary type="html">&lt;p&gt;PsiPhi: /* Apparent discrepancies within Star Control II */ fixed last Kohr-Ah wiki; the rest are in user or talk pages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete}}&lt;br /&gt;
&lt;br /&gt;
For the most part, the rich and diverse lore of the [[Star Control Universe]] as created by [[Toys for Bob|TFB ]] is self-consistent. However, there are certain notable discrepancies within the games and its associated [[canon]]. This page is intended to organize and catalog these inconsistencies. A certain number of discrepancies occur between the PC and 3DO versions of the game; though not listed here, most of these can be found at the [[Version Comparison]].&lt;br /&gt;
&lt;br /&gt;
==Discrepancies between Star Control I &amp;amp; II==&lt;br /&gt;
*Historical events&lt;br /&gt;
**[[Star Control]] places the relevant events within the 26th and 27th centuries while [[Star Control II]] places most events within the 21st and 22nd centuries.&lt;br /&gt;
**The [[Battle at Draco]], mentioned in one of the [[Ur-Quan Slave War#Campaigns|full game campaigns]] and by [[Hayes]], probably did not happen in [[Draconis]].&lt;br /&gt;
**The [[Androsynth]] [[Clone Revolt]] is described completely different in the SC1 manual.&lt;br /&gt;
&lt;br /&gt;
*Name changes&lt;br /&gt;
**The [[Spathi]] ship is known as a Discriminator in SC1, and as an [[Eluder]] in SC2.&lt;br /&gt;
**The [[Ur-Quan Kzer-Za]] captains are known as Masters in SC1, but as Lords in SC2.&lt;br /&gt;
**In SC1, the plural forms for &amp;quot;Yehat&amp;quot; and &amp;quot;Mycon&amp;quot; are &amp;quot;Yehats&amp;quot; and &amp;quot;Mycons&amp;quot;, respectively, in contrast with the same form as the singular in SC2.&lt;br /&gt;
&lt;br /&gt;
*[[The Insult]], according to the Sega version of SC1, was &amp;quot;That is one ugly sucker&amp;quot;, while the SC2 manual identifies it as &amp;quot;That’s the ugliest freak-face I’ve ever seen!&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*During a full game in SC1, Life Worlds where Mycon colonies have been established do not become inhospitable to other races (i.e. [[Shattered Worlds]]).&lt;br /&gt;
&lt;br /&gt;
*The full game campaigns in SC1 give the impression that races have more colonies than they have in SC2.&lt;br /&gt;
&lt;br /&gt;
*In the Sega SC1 campaign [[Ur-Quan Slave War#Campaigns|The Nebula]], it is stated that the [[Yehat]] have multiple homeworlds hidden in a nebula, while in SC2 they have a single homeworld, outside of any nebula.&lt;br /&gt;
&lt;br /&gt;
*In SC1, there is a large number of minor [[Precursor]] [[List of Precursor relics|artifacts]] that can be found on various worlds and improve certain statistics of the ship that picks them, while in SC2 there are only major Precursor relics.&lt;br /&gt;
&lt;br /&gt;
==Discrepancies within Star Control II==&lt;br /&gt;
*[[Syreen]]&lt;br /&gt;
**The SC2 manual states that their homeworld in the [[Arianni]] constellation.&lt;br /&gt;
**The SC2 manual also calls their homeworld Syrea.&lt;br /&gt;
&lt;br /&gt;
*[[Hayes]]&lt;br /&gt;
**[[Jeffry L. Rand]]&#039;s ship is given multiple names: [[Miwok]] in the SC2 manual, or [[Far Voyager]] in Hayes&#039; account.&lt;br /&gt;
**The timing of the event is also different: Hayes says that the encounter happened in 2119, while the SC2 manual says the event happened in 2126, which also conflicts with other elements in the Hayes&#039; summary of the [[Ur-Quan Slave War]].&lt;br /&gt;
**Only Hayes refers to the Yehat ruling clan as the Veep-Zeeps, every other source identifies them as the [[Veep-Neep]]s.&lt;br /&gt;
**Hayes also says that the [[Precursor]]s lived 200,000 years ago, while the manual and the [[Slylandro]] identify their age as 250,000 years ago.&lt;br /&gt;
&lt;br /&gt;
*[[The Words]]&lt;br /&gt;
**The [[Pkunk]] give &amp;quot;Hold! Why do you do this! What you are doing is wrong!&amp;quot; as [[the Words]], instead of &amp;quot;Hold! What you are doing to us is wrong! Why do you do this thing?&amp;quot;, as [[The Safe Ones]], the [[Arilou]] and [[The Captain]] say them.&lt;br /&gt;
**While the [[Role Playing Resource Guide]] correctly identifies the Pkunk, it misidentifies the Melnorme and Spathi ships as sources from which the Words can be learned; it should also list the Arilou and the Safe Ones.&lt;br /&gt;
&lt;br /&gt;
*Typographic errors&lt;br /&gt;
**[[Unzervalt]] is Vela I in the game, but called Vela II in the SC2 manual.&lt;br /&gt;
**According to the Resource Guide, the [[Faz]] joined the [[Sentient Milieu]] 2000 years ago, long after the first [[Doctrinal Conflict]]; the correct date is 22,000 years ago.&lt;br /&gt;
**The paper starmap shows that the galactic spin is clockwise, while in-game it is suggested that it is counter-clockwise, since the Ur-Quan had traveled spinward and arrived in our region in the &amp;quot;northwest&amp;quot;.&lt;br /&gt;
**The [[List of bio types#Whackin&#039; Bush|Whackin&#039; Bush]] is listed in the Role Playing Resource Guide as being harmless, while it in fact is defined in the game&#039;s source code to be moderately dangerous.&lt;br /&gt;
&lt;br /&gt;
*In the 3DO opening video, Unzervalt is not a [[List of planet types#Water|Water World]].&lt;br /&gt;
&lt;br /&gt;
*Unlike every other encounter with them, the first [[Probe]] attack on the [[Tobermoon]] just disabled it, not destroying it and everyone on board.&lt;br /&gt;
&lt;br /&gt;
*The [[Melnorme]] describe the Sentient Milieu as spanning five hundred light-years, though distance in HyperSpace is not measured in light-years, but [[standard HyperSpace distance unit]]s.&lt;br /&gt;
&lt;br /&gt;
*The SC2 manual implies that the Androsynth warped into HyperSpace from near the Asteroid Belt during their [[Clone Revolt]], while all other [[canon]] sources deem hyperspacing from inside a planetary system impossible.&lt;br /&gt;
&lt;br /&gt;
*The Melnorme say that the Ur-Quan spread the [[Dnyarri]] across Milieu space in a month, allowing them to [[mental compulsion|mentally compel]] all the member races, while the Role Playing Resource Guide says that a slave war took place, which lasted for several months and resulted in the eventual enslavement of all Milieu races.&lt;br /&gt;
&lt;br /&gt;
==Simplifications==&lt;br /&gt;
Simplifications of features described elsewhere in the game, or found in the real world &amp;amp;mdash; either simplified representations of what is actually going on, or simplifications made out of technical limitations, or for putting gameplay above accuracy.&lt;br /&gt;
&lt;br /&gt;
*Physics/astronomy-related simplifications&lt;br /&gt;
**Missing features of real objects (e.g. moons and rings in the Sol system, no asteroids or nebulae)&lt;br /&gt;
**No relativistic effects&lt;br /&gt;
**Ships &amp;quot;warp in&amp;quot; into [[Super Melee]] even if they both started in [[TrueSpace]].&lt;br /&gt;
**[[Leyland gravity whip]]s are a warped and simplified version of [[wikipedia:Gravitational slingshot|Gravitational slingshots]].&lt;br /&gt;
**Planet landings are highly unrealistic (an exaggerate number of dangers, a planet too small), and time does not pass while orbiting or exploring a planet. For example, it is possible to completely exterminate the [[Evil Ones]] species from [[Spathiwa]] with a single lander (and store them inside it), in a very short time.&lt;br /&gt;
**Super Melee is not to scale, obeys unrealistic physics, contains an exaggerated number of asteroids (and asteroid-planet collisions) and has ships fighting one by one instead of all together.&lt;br /&gt;
&lt;br /&gt;
*When the [[Flagship]] is in [[TrueSpace]], [[battle group]]s in [[HyperSpace]] do not move.&lt;br /&gt;
&lt;br /&gt;
*In certain dialogs, some events are described as occurring &amp;quot;&#039;&#039;X&#039;&#039; years ago&amp;quot; or &amp;quot;&#039;&#039;X&#039;&#039; years in the future&amp;quot;. However, this number is the same regardless of what year in the game the conversation occurs. For example, [[Hayes]], when asked about the events after the [[Great War]], will always say that he was transferred to the [[Earth Starbase|Starbase]] eight years ago.&lt;br /&gt;
&lt;br /&gt;
*Enemies are dumb, both in Super Melee and in HyperSpace/TrueSpace.&lt;br /&gt;
&lt;br /&gt;
*There exists the ability to have non-[[Orz]] use [[Nemesis#Secondary|Orz Marine]]s, though it is explicitly stated that vessels of a certain species may only be captained by that species. Also, regardless of whether your crew is entirely non-Human, there will always be a [[Bukowski]], [[Liebermann triplets]] and so on.&lt;br /&gt;
&lt;br /&gt;
*When the Utwig start moving towards their homeworld (retreating after their [[Supox and Utwig offensive against the Kohr-Ah|offensive against the Kohr-Ah]]), ships immediately appear in their star system, saying that they have returned from the battle.&lt;br /&gt;
&lt;br /&gt;
*[[Homeworlds]] are untouched until the corresponding Sphere of Influence disappears.&lt;br /&gt;
&lt;br /&gt;
*If the [[Thraddash]] fleet is off fighting the Kohr-Ah, the [[Ilwrath]] still [[Ilwrath-Thraddash war|move to their space]] and fighting ensues... with several [[distance unit]]s between the opposing sides.&lt;br /&gt;
&lt;br /&gt;
*The Ilwrath don&#039;t notice the absence of the Pkunk after their assimilation in the Yehat culture.&lt;br /&gt;
&lt;br /&gt;
*The [[neo-Dnyarri]] talks about the [[Taalo Shield]] being aboard even if he was rescued from [[Beta Orionis I]] after the Death March (in which case the Shield is not needed, as the creature does not try to use its compulsion powers) ([http://bugs.uqm.stack.nl/show_bug.cgi?id=822 bug #822]).&lt;br /&gt;
&lt;br /&gt;
*After the mutual genocide of the Ilwrath and the Thraddash, although the Ilwrath at their homeworld, [[Alpha Tauri I]], are exterminated, they still can be talked to by impersonating [[Dogar and Kazon]] with a HyperWave Caster (with the same dialogue options as during the [[Ilwrath-Thraddash war]]) ([http://bugs.uqm.stack.nl/show_bug.cgi?id=850 bug #850]).&lt;br /&gt;
&lt;br /&gt;
*[[Sphere of Influence|Spheres of Influence]] are simplified representations of a species&#039; territory or fleet.&lt;br /&gt;
&lt;br /&gt;
*Important devices aboard [[The Flagship]] (such as the [[Sun Device]], the [[QuasiSpace Portal Spawner]] or [[Deep Child Egg Case Fragments]]) are not taken from The Flagship before it is sent against the [[Sa-Matra]].&lt;br /&gt;
&lt;br /&gt;
==Apparent discrepancies within Star Control II==&lt;br /&gt;
Discrepancies which may have a reason behind them.&lt;br /&gt;
&lt;br /&gt;
*The [[Ur-Quan Kohr-Ah|Kohr-Ah]] wipe out the Arilou [[Sphere of Influence]], but their homeworld is untouched (it is possible that they have just been forced to retreat entirely to [[QuasiSpace]]).&lt;br /&gt;
&lt;br /&gt;
*[[Melnorme]] Trade Master [[Greenish]] is not the same captain in combat if you choose to be hostile the first time (it is possible that piloting the ship is not within a Trade Master&#039;s duties).&lt;br /&gt;
&lt;br /&gt;
*Thraddash [[Torch]]es can still be built at the [[Earth Starbase]] after taking the [[Aqua Helix]]; Thraddash [[battle group]]s will attack you, but for the rest, the game behaves as if the Alliance is still intact ([[uqmbug:973|bug #973]]) (it is possible that not all Thraddash are angered because [[The Captain]] has stolen the Aqua Helix).&lt;br /&gt;
&lt;br /&gt;
*Normally [[VUX]] [[Intruder]]s warp into the combat zone right next to the enemy ship, but in the SC2 full game this does not seem to apply (it is possible that [[The Flagship]]&#039;s massiveness impedes warping so close to it, or that the upkeep of the warping systems is very large and they keep them for wartime).&lt;br /&gt;
&lt;br /&gt;
*[[Syra|Beta Copernicus I]], as a [[Shattered World]], doesn&#039;t seem to match [[Talana]]&#039;s descriptions: it has no atmosphere (no sulfur clouds), is not very hot (only 7 degrees centigrade) and its day is not fifty percent longer than Earth&#039;s as in the 3DO version dialogue, but actually somewhat shorter, as in the PC version dialogue (it is possible that during the time passed since the shattering, these variables have greatly changed).&lt;br /&gt;
&lt;br /&gt;
*[[Shattered World]]s (except [[Epsilon Scorpii I]] and [[Beta Brahe I]]) are uninhabited by Mycon in-game, and are (including the two inhabited ones) anyway too cold (100 degrees centigrade or even 7 degrees in the case of Syra) for Mycon, who are described as &amp;quot;thriving in temperatures close to the melting point of lead&amp;quot; (it is possible that they live underground, where the temperature is not indicated, or that the temperature in certain locations is maintained at a high enough level, either through natural or artificial means. It is also possible that they do not shatter worlds for the purpose of living there).&lt;br /&gt;
&lt;br /&gt;
*When impersonating [[Dogar and Kazon]], you have the option to command the Ilwrath to deform certain words, but they don&#039;t do this except when confirming the commandment (it is possible that they are simply focused on the other orders, forgetting these).&lt;br /&gt;
&lt;br /&gt;
*[[Slave-shield]]ed worlds ([[Gaia]], [[Spathiwa]] and [[Unzervalt]]) are not cleansed by the Kohr-Ah during their [[Death March]] (it is possible that they save those for the end, exterminating the more dangerous species first).&lt;br /&gt;
&lt;br /&gt;
*Two reasons are given for the [[Fury#Secondary|insults]] used by a [[Pkunk]] [[Fury]]&#039;s captain. The manual says that the Fury&#039;s secondary recharges the ship&#039;s batteries. The Pkunk say that the insults, in fact, throw them into a frenzy, lest their peaceful nature forbids them from attacking the enemy ship (it is possible that both are true &amp;amp;mdash; the psychic energy generated is somehow converted to electrical energy and fed to the batteries).&lt;br /&gt;
&lt;br /&gt;
==Differences with the real world==&lt;br /&gt;
*The [[List of star types#Color classification|star color]] ladder is not scientifically accurate (see [[wikipedia:Stellar classification#Harvard spectral classification|here]]).&lt;br /&gt;
&lt;br /&gt;
*[[wikipedia:Planetary system|Planetary systems]] are misnamed in-game &amp;quot;[[wikipedia:Star system|star systems]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[[wikipedia:Agoraphobia|Agoraphobia]] is misunderstood as a fear of open places (see [[Umgah]]), while in reality it is a fear of leaving one&#039;s &amp;quot;safety zone&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Redux&amp;quot; (as in &amp;quot;[[List of planet types#Redux (Reduction)|Redux World]]&amp;quot;) is misunderstood as being synonymous to &amp;quot;reduction&amp;quot;, while it means instead &amp;quot;brought back&amp;quot;. ([http://bugs.uqm.stack.nl/show_bug.cgi?id=994 bug #994])&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;[[wikipedia:Sentience|Sentience]]&amp;quot; is misunderstood as being synonymous with &amp;quot;[[wikipedia:Sapience|sapience]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Category:About the Star Control series]]&lt;br /&gt;
[[Category:Trivia]]&lt;/div&gt;</summary>
		<author><name>PsiPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=Ultronomicon:Game_events&amp;diff=19956</id>
		<title>Ultronomicon:Game events</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=Ultronomicon:Game_events&amp;diff=19956"/>
		<updated>2007-10-31T21:37:46Z</updated>

		<summary type="html">&lt;p&gt;PsiPhi: /* Mandatory events */ wiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete}}&lt;br /&gt;
&lt;br /&gt;
The purpose of this article is to clarify which events are mandatory and which are optional. Some articles in Ultronomicon assume the best-case scenario with the player completing all quests and events in the best way, but there is some discussion that this is not the ideal way to cover the events of [[Star Control II]].&lt;br /&gt;
&lt;br /&gt;
You can document mandatory events without restriction, but try and point out that optional events might not happen. There are a few ways you can do this:&lt;br /&gt;
*Create a new heading titled &amp;quot;Optional events&amp;quot;. Document all the mandatory events before this section and all the optional events in this section.&lt;br /&gt;
*Use a cause-and-effect structure of sentencing to clarify that certain events only occur if the protagonist completes a certain game event. In a completely fictional example:&lt;br /&gt;
*:&amp;quot;Mars is the home of ultra-powerful psionic beings. &lt;br /&gt;
*:If [[The Captain]] meets these beings, they dominate the crew of [[The Flagship]] and invade the other races. The entire galaxy falls under the dominion of the Great Martian Empire.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This page is still very much a work in progress. Please feel free to add or modify what you see here. If you disagree with any of the following points, please add &amp;quot;(disputed, see [[Ultronomicon_talk:Game events|talk]])&amp;quot; and bring it up in the talk page.&lt;br /&gt;
&lt;br /&gt;
==Mandatory events==&lt;br /&gt;
These events will occur if the player successfully completes the game. Each child event represents events that must occur in order for the parent event to occur. This list also assumes that the player does not take advantage of the [[Ur-Quan Kohr-Ah|Kohr-Ah]] [[Death March]] to avoid child events. Historical events are all considered mandatory, as are any of the events mentioned at the end of the game (except for the &amp;quot;blooper reel&amp;quot;, of course).&lt;br /&gt;
&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
===Needed to finish the game===&lt;br /&gt;
&lt;br /&gt;
Destroy the [[Sa-Matra]]&lt;br /&gt;
*Do away with the Sa-Matra&#039;s guards&lt;br /&gt;
**Obtain the [[Talking Pet (device)]]&lt;br /&gt;
**#Obtain the [[Taalo Shield]]&lt;br /&gt;
**#*Meet the [[Orz]] at Delta Vulpeculae IIc&lt;br /&gt;
**#Meet the [[Umgah]] when under control of the Talking Pet&lt;br /&gt;
**#*Learn of the Talking Pet from the [[Arilou]]&lt;br /&gt;
*Install the amplified [[Utwig Bomb]] onto [[The Flagship]]&lt;br /&gt;
**Meet and ally with the [[Chmmr]]&lt;br /&gt;
***Remove the [[Ilwrath]] from [[Procyon]]&lt;br /&gt;
****Convince the Ilwrath to attack the [[Thraddash]]&lt;br /&gt;
*****Obtain a [[HyperWave Broadcaster]] ([[Burvixese Hyperwave Broadcaster]] or [[Umgah Hyperwave Broadcaster]])&lt;br /&gt;
***Speed up the Chmmr synthesis&lt;br /&gt;
****Obtain the [[Sun Device]]&lt;br /&gt;
*****Remove most of the [[Mycon]] from [[Beta Brahe]]&lt;br /&gt;
*****#Meet and ally with the [[Syreen]]&lt;br /&gt;
*****#*Obtain the [[Deep Child Egg Case Fragments]]&lt;br /&gt;
*****#*Discover that the Mycon destroyed [[Syra]]&lt;br /&gt;
*****#Recover the Syreen fleet&lt;br /&gt;
*****#Convince the Mycon to go to [[Organon]]&lt;br /&gt;
**Obtain the [[Utwig Bomb]]&lt;br /&gt;
***Fight against five Druuge [[Mauler]]s at [[Zeta Hyades]] VI-B.&lt;br /&gt;
****Fix the [[Ultron]] (the [[Supox]] and the [[Utwig]] declare war on the [[Ur-Quan Kohr-Ah]] as a result of this)&lt;br /&gt;
*****Obtain the broken Ultron&lt;br /&gt;
******Meet the [[Supox]]&lt;br /&gt;
*****Obtain the [[Rosy Sphere]]&lt;br /&gt;
******Meet and trade with the [[Druuge]]&lt;br /&gt;
*****Obtain the [[Aqua Helix]]&lt;br /&gt;
******Meet with the [[Thraddash]]&lt;br /&gt;
*****Obtain the [[Clear Spindle]]&lt;br /&gt;
******Meet with the [[Pkunk]]&lt;br /&gt;
&lt;br /&gt;
===Assumed as mandatory===&lt;br /&gt;
These events are assumed, either because the game would be nearly impossible to complete without them&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; or simply because it &amp;quot;makes sense&amp;quot; in the game. &lt;br /&gt;
Each child event represents events that must occur in order for the parent event to occur.&lt;br /&gt;
&lt;br /&gt;
*Meet the [[Ur-Quan drone]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
*Convince Commander [[Hayes]] to ally with [[The Captain]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
**Supply the [[Earth Starbase]] with radioactives&lt;br /&gt;
***Visit [[Io]] or [[Mercury]]&lt;br /&gt;
**Explore [[Luna]] and salvage the [[Moon Base]]&lt;br /&gt;
**Defeat a half-crippled [[Ilwrath]] [[Avenger]]&lt;br /&gt;
*[[Slylandro]] [[Probe]]s run rampant throughout the galaxy (&#039;&#039;Note:&#039;&#039; Meeting the Slylandro is &#039;&#039;&#039;not&#039;&#039;&#039; considered mandatory)&lt;br /&gt;
*Meet the [[Zoq-Fot-Pik]]&lt;br /&gt;
**Get the info about location of Syreen fleet from Zoq-Fot-Pik&lt;br /&gt;
*The [[Ur-Quan Kohr-Ah]] don&#039;t end up cleansing any other races, although they are winning the Second [[Doctrinal Conflict]].&lt;br /&gt;
&lt;br /&gt;
===Mandatory Alliance membership===&lt;br /&gt;
The following races will be part of the [[New Alliance of Free Stars]] if the player successfully completes the game.&lt;br /&gt;
*[[Chmmr]]&lt;br /&gt;
*[[Human]]&lt;br /&gt;
*[[Supox]]&lt;br /&gt;
*[[Syreen]]&lt;br /&gt;
*[[Utwig]]&lt;br /&gt;
&lt;br /&gt;
==Optional events (explicit)==&lt;br /&gt;
While anything not mentioned above should be considered optional, the following list contains events that are explicitly optional. The main purpose of this list is to clarify events that &#039;&#039;might&#039;&#039; be considered mandatory, but are actually optional.&lt;br /&gt;
&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
*The [[Ilwrath]] and the [[Thraddash]] do not necessarily wipe each other out.&lt;br /&gt;
**It can be assumed that [[The Captain]] destroys the [[Sa-Matra]] before the Ilwrath and Thraddash wipe each other out. &lt;br /&gt;
**Since the remaining [[New Alliance of Free Stars|Chmmr and allied]] fleets manage to defeat the remaining [[Dreadnought]] and [[Marauder]] fleets, it can also be assumed that they can defeat or control the remaining [[battle thralls]] as well—including the Ilwrath and the Thraddash.&lt;br /&gt;
*[[The Captain]] meets [[Fwiffo]], who joins his fleet and survives until the end of the game.&lt;br /&gt;
**It is possible to goad Fwiffo into fighting by selecting &amp;quot;You attacked our lander -- killed our crew! Prepare to die.&amp;quot;, an option immediately available when The Captain first talks to Fwiffo.&lt;br /&gt;
**While optional, this event may become part of the accepted [[canon]] based on comments made by [[Paul Reiche III]] on what a future sequel may entail.&lt;br /&gt;
*The Captain doesn&#039;t necessarily meet with the [[Slylandro]] to stop their [[Probe]]s&lt;br /&gt;
**This probably doesn&#039;t require much of an explanation. Beyond their friendship and some interesting background information (especially about their glowy bits), the Slylandro gasbags provide nothing towards the final goal of destroying the Sa-Matra.&lt;br /&gt;
*Allying with the [[Zoq-Fot-Pik]] and subsequently saving them.&lt;br /&gt;
*Acquiring a [[Portal Spawner]]&lt;br /&gt;
*#Recover the [[Ur-Quan Warp Pod]] from Alpha Pavonis VII&lt;br /&gt;
*#Give the Ur-Quan Warp Pod to the Arilou&lt;br /&gt;
&lt;br /&gt;
===Optional Alliance membership===&lt;br /&gt;
The following races will only be a part of the [[New Alliance of Free Stars]] through player actions. Any races not mentioned here or in the [[#Mandatory Alliance membership|mandatory Alliance section]] above will not join the Alliance regardless of player actions. Where mentioned, parent actions only occur if the child actions also occur.&lt;br /&gt;
&lt;br /&gt;
Official members of the Alliance who send ship designs and starship captains to the [[Earth Starbase]]&lt;br /&gt;
*[[Orz]]&lt;br /&gt;
*[[Pkunk]]&lt;br /&gt;
**if [[The Captain]] incites the [[Yehat Rebellion]]&lt;br /&gt;
**after the conclusion of the Yehat Rebellion&lt;br /&gt;
*[[Shofixti]]&lt;br /&gt;
**if The Captain restores the Shofixti race&lt;br /&gt;
*[[Spathi]]&lt;br /&gt;
**if The Captain eliminates the [[Evil Ones]] from [[Spathiwa]]&lt;br /&gt;
*[[Thraddash]]&lt;br /&gt;
**if The Captain defeats at least 25 [[Torch]]es in combat.&lt;br /&gt;
*[[Yehat]]&lt;br /&gt;
**if The Captain incites the Yehat Rebellion&lt;br /&gt;
**after the conclusion of the Yehat Rebellion&lt;br /&gt;
*[[Zoq-Fot-Pik]]&lt;br /&gt;
&lt;br /&gt;
These races provide assistance, but are never official members of the Alliance (but only through player actions)&lt;br /&gt;
*[[Arilou Lalee&#039;lay]]&lt;br /&gt;
*[[Melnorme]]&lt;br /&gt;
*[[Pkunk]]&lt;br /&gt;
**before the conclusion of the Yehat Rebellion&lt;br /&gt;
*[[Yehat Rebels]]&lt;br /&gt;
**if The Captain incites the Yehat Rebellion&lt;br /&gt;
**before the conclusion of the Yehat Rebellion&lt;br /&gt;
&lt;br /&gt;
[[Category:Style guidelines|Game events]]&lt;/div&gt;</summary>
		<author><name>PsiPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=User_talk:Tuna-Matra&amp;diff=19955</id>
		<title>User talk:Tuna-Matra</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=User_talk:Tuna-Matra&amp;diff=19955"/>
		<updated>2007-10-31T21:37:13Z</updated>

		<summary type="html">&lt;p&gt;PsiPhi: &amp;quot;me too&amp;quot;ing what Valaggar said&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just in case you&#039;re reading this and still don&#039;t know how to do it - there IS a way to run StarFlight on modern systems. Download [http://dosbox.sourceforge.net DOSBox], a DOS emulator, and use it to run StarFlight I&amp;amp;II (don&#039;t forget to increase cycles using Ctrl-F12 -- 9000 cycles did it for me). See also [http://starflt.com starflt.com]. [[User:Valaggar|Valaggar]] 15:45, 1 October 2007 (CEST)&lt;br /&gt;
&lt;br /&gt;
:I can second that.  DosBox is awesome.  Look for one of the graphical front ends (such as DOG), which makes configuration and game loading faster (the configuration of DosBox can be very tricky and frustrating to a first time user).  I&#039;ve even used it to play my old copy of SC2 a few years ago.  --[[User:PsiPhi|PsiPhi]] 22:37, 31 October 2007 (CET)&lt;/div&gt;</summary>
		<author><name>PsiPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=User:PsiPhi&amp;diff=19954</id>
		<title>User:PsiPhi</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=User:PsiPhi&amp;diff=19954"/>
		<updated>2007-10-31T21:31:28Z</updated>

		<summary type="html">&lt;p&gt;PsiPhi: /* Some of my Favorite Game Dialog/Events */ wiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Summer of Star Control II=&lt;br /&gt;
==The Original Star Control==&lt;br /&gt;
I got my first computer in the summer of 1991.  [[Star Control]] was one of the first games I played in those early years.  My computer, a 12.5 MHz 286 with 1 Meg of RAM and a SoundBlaster Pro (first piece of hardware I ever added to my [or any] computer), was horribly underpowered even for that time, but Star Control ran well on it.  Unfortunately, when Star Control 2 was released, I found out that it would not work on anything below a 386, or so it said on the box.&lt;br /&gt;
&lt;br /&gt;
==An Unexpected Game, SC2==&lt;br /&gt;
In the summer of 1994, I met a new friend in school.  He had a 486DX33 w/ 8MB RAM.  He had heard about this awesome &amp;quot;new&amp;quot; game called [[Star Control 2]] from some classmates.  I told him I was familiar with the original, but I had &#039;&#039;&#039;no&#039;&#039;&#039; idea how much further they had gone with the plot and story. We started playing Star Control 2 together as a team.  I did most of the [[Resource Gathering Hints|resource collecting and cataloging]] (I kept extensive notes), since I was more patient about things like that, and he fought most of the [[Fighting Hints|battles]] (though, after playing lots of Star Control, I could definitely hold my own).  We spent about a month searching and building our forces.&lt;br /&gt;
&lt;br /&gt;
==Some of my Favorite Game Dialog/Events==&lt;br /&gt;
I remember us having so much fun with the game.  A lot of the dialog and plot had us [[Game Humor|laughing]] and/or smiling.&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;We will bring the Ur-Quan to their knee-equivalents&amp;quot;&lt;br /&gt;
*&amp;quot;Try not to get yourself gruesomely killed Captain&amp;quot;&lt;br /&gt;
*telling the [[ZoqFotPik]] &amp;quot;hey, space is a tough place where losers eat flaming plasma death.&amp;quot;&lt;br /&gt;
*the ZFP story about how they discovered the wheel, fire and religion&lt;br /&gt;
*the ZFP always arguing together, especially about [[Frungy]]&lt;br /&gt;
*most of the [[Orz communications|Orz dialog]], especially, &amp;quot;Happy Campers&amp;quot; and &amp;quot;Enjoy the sauce&amp;quot;&lt;br /&gt;
*the [[Pkunk]] relating how the [[Ilwrath]] being totally good, got &#039;&#039;just&#039;&#039; a little bit better, and flipped over to totally evil&lt;br /&gt;
*asking the Pkunk about Fruit-Loops&lt;br /&gt;
*most of the wacky Pkunk dialog&lt;br /&gt;
*all the [[Shofixti]] insults - who would have thought you had to be &#039;&#039;&#039;mean&#039;&#039;&#039;, over and over until he figures it out?&lt;br /&gt;
*the conversational choices when you bring the [[Shofixti Maidens]] to Tanaka&lt;br /&gt;
*&amp;quot;Dwe Dill-rats warship yuubuu, Doggone and Quasar&amp;quot;&lt;br /&gt;
*beating on the [[Thraddash]], then telling them to call themselves the &amp;quot;Fat Obstreperous Jerks&amp;quot; while speaking Pig-Latin&lt;br /&gt;
*convincing the Thraddash to attack the [[Ur-Quan Kohr-Ah|Kohr-Ah]]&lt;br /&gt;
*sending the Ilwrath to attack the Thraddash, thereby eliminating two idiots&lt;br /&gt;
*beating on the [[VUX]] until they admit that they are just bigots&lt;br /&gt;
*tricking the [[Mycon]] into going to Organon&lt;br /&gt;
*the conversational options with [[Talana]] after the [[Syreen]] get their revenge&lt;br /&gt;
*commenting on how Talana is dressed, &amp;quot;don&#039;t you think the knife is a bit much?&amp;quot;&lt;br /&gt;
*One word: &#039;&#039;&#039;&amp;quot;HALLELUJAH!&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Pkunk [[Fury#Additional|Reincarnation]]: Hallelujah!===&lt;br /&gt;
The first time we saw the Pkunk reincarnate, we were SO shocked, we nearly were killed again since we didn&#039;t realize what had just happened.  Star Control did not have anything like this.  It was so unexpected, every time it happened, it would have us laughing and yelling out &amp;quot;HALLELUJAH!&amp;quot; along with the game.&lt;br /&gt;
&lt;br /&gt;
===Melnorme Upgrades===&lt;br /&gt;
The [[Melnorme]] upgrades were &#039;&#039;&#039;so&#039;&#039;&#039; exciting!  [[Hellbore Cannon]]s!  [[Shiva Furnace]]s!  We were a flying death machine, no longer afraid of Ur-Quan [[Dreadnought]]s or Kohr-Ah [[Marauder]]s.&lt;br /&gt;
&lt;br /&gt;
===The Toughest therefore Most Rewarding Parts of SC2===&lt;br /&gt;
Figuring out the pattern to the [[Rainbow Worlds]] was one of the single most exciting events I&#039;ve ever experienced playing a computer game (I think we only had about four or five of them at the time, but I saw a distinct pattern ... we soon found all the rest following this pattern). Finally finding the [[Slylandro]] tucked away in the corner in a place you&#039;d &#039;&#039;&#039;never&#039;&#039;&#039; look.  Finding that damn [[VUX Beast]] ... [[ZEX|ZEX&#039;s]] clue was meant to be obvious, but I got fooled by his translation and it took us forever to find ... I think we just stumbled upon it in our search for bios.  Causing the [[Yehat]] civil war after showing them a living [[Shofixti]] ... brilliant!  Finding the [[Chmmr]] and releasing them had us jumping out of our chairs.  Finding out what they had planned for our [[The Flagship|Precursor vehicle]] had us screaming, &#039;&#039;&#039;&amp;quot;NOOO!&amp;quot;&#039;&#039;&#039;  The Unlimited [[RU]]s helped calm us ... a little.&lt;br /&gt;
&lt;br /&gt;
===The Game Ending===&lt;br /&gt;
There were just &#039;&#039;&#039;so many&#039;&#039;&#039; moments in the game that had us screaming, cheering, jumping up and down, laughing.  The ending alone was one of the most memorable of all computer games I&#039;ve played.  The [[Talking Pet]], &amp;quot;I&#039;m not going with you captain.  Why?  I&#039;m locked down here in the cargo hold!  HELP!  LET ME OUT!&amp;quot;  That was such a great way to cut the tension that was the [[Sa-Matra]].  You had &#039;&#039;&#039;no idea&#039;&#039;&#039; what this thing was, how it worked, nor how to beat it.  In the end, the [[Paranormal_phenomena#Precognition|Pkunk&#039;s visions]] turned out to be correct.  They were vitally important.&lt;br /&gt;
&lt;br /&gt;
Finally, the closing credits on the PC were hilarious.  An excellent and satisfying way to wrap up an extraordinary game!&lt;br /&gt;
&lt;br /&gt;
==Getting SC2 to Play on my 286==&lt;br /&gt;
I did eventually figure out how to get the game to work on my 286 with a 286 extended memory manager and a specific command line switch for my Soundblaster Pro.  The game ran incredibly slow, but I was able to successfully play through it again, to the end.&lt;br /&gt;
&lt;br /&gt;
==The Effect of SC2==&lt;br /&gt;
Star Control 2 helped form a lasting friendship between my friend and I.  We&#039;re still very good friends today (he was the Best Man at my wedding).  We were both very excited when we found out about [[the Ur-Quan Masters]] project.  I&#039;ve played through UQM twice now.  First, during one of its 0.1 builds, and then with the 0.4 build.  It has truly come a long way.&lt;br /&gt;
&lt;br /&gt;
=UQM build 0.6.2=&lt;br /&gt;
I have returned to the [[Ultronomicon]] and the UQM after almost two years away.  I recently started playing it again (for the 3rd time as UQM, perhaps 5th time overall).  I must congratulate the (re)development team on an incredible job.  I remember some of the early 0.1 builds, so I know how far you&#039;ve taken this project.  In addition, I also wish to praise the audio remixing team.  I have taken the time to download all of the new music and I must say, &#039;&#039;&#039;&amp;quot;Well Done!&amp;quot;&#039;&#039;&#039;  Along with the voices from the [[3DO]] version, this gives a whole new (yet familiar) face to the amazing PC game that was SC2.&lt;br /&gt;
==Source Code==&lt;br /&gt;
It has been my intention for a long time to download and read through the developing UQM source code.  I have a strong personal interest in game design/creation, and I can&#039;t think of a better way to develop that than to look at the guts of a program I&#039;ve always loved.  My troubleshooting/debugging skills are fairly decent (I usually enjoy doing this, actually), so perhaps I can even help out on that end, even if it is just pointing out to other developers on IRC a possible source/solution to a problem.  It would probably take quite a while to understand what the code does before I could even think of trying to contribute, even minutely.  There would be a lot to learn.&lt;br /&gt;
&lt;br /&gt;
=Ultronomicon=&lt;br /&gt;
I first contributed to the [[Ultronomicon]] on June 23rd, 2005, and continued to do so regularly for about two months before inexplicably disappearing for almost two years (I returned to school to finish my degree).  But this old [[Slylandro|Gas-bag]] has returned to [[Source]], and is so excited to be back, his glowing bits are brilliant. ;-D&lt;br /&gt;
==Favorite Pages==&lt;br /&gt;
These are a few of my favorite pages that I have contributed to:&lt;br /&gt;
*[[Game Humor]]&lt;br /&gt;
*[[Planet landing risk-reward formula]]&lt;br /&gt;
*[[Template:PlanetBox]]&lt;br /&gt;
*[[User:PsiPhi/StarBox]]&lt;br /&gt;
*[[Influences and References]]&lt;br /&gt;
*[[Orz]]&lt;br /&gt;
*[[Orz communications]]&lt;br /&gt;
==Todo List==&lt;br /&gt;
*[[Planet landing risk-reward formula]] - flesh out this idea, construct a formula&lt;br /&gt;
*[[Game Humor]] - discuss merits for saving/deletion/preservation as a personal page&lt;br /&gt;
*[[User:PsiPhi/StarBox]] - (personal interest) experiment with new idea for dynamic amount of planets, explore capabilities/limits of wiki&lt;br /&gt;
*&#039;&#039;&#039;General&#039;&#039;&#039; - reading/editing/expanding of old pages/long pages/short pages&lt;/div&gt;</summary>
		<author><name>PsiPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=List_of_weapons&amp;diff=19952</id>
		<title>List of weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=List_of_weapons&amp;diff=19952"/>
		<updated>2007-10-31T21:30:31Z</updated>

		<summary type="html">&lt;p&gt;PsiPhi: fixing Kohr-Ah wikis&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=0% | Race&lt;br /&gt;
! width=0% | Ship&lt;br /&gt;
! width=0% | Weapon #1&lt;br /&gt;
! width=0% | Damage&lt;br /&gt;
! width=0% | Notes&lt;br /&gt;
! width=0% | Weapon #2&lt;br /&gt;
! width=0% | Damage&lt;br /&gt;
! width=0% | Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Androsynth]] || [[Guardian]] &lt;br /&gt;
| Molecular Acid Bubbles ||align=&amp;quot;center&amp;quot;| 2 || Follows using Chaos(TM) tracking &lt;br /&gt;
| Blazer Mode ||align=&amp;quot;center&amp;quot;| 3 per hit || Becomes an high-speed, inertialess comet until battery is drained, does damage to foe on impact&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|&lt;br /&gt;
----&lt;br /&gt;
|-&lt;br /&gt;
| [[Arilou]] || [[Skiff]] &lt;br /&gt;
| Ventral laser ||align=&amp;quot;center&amp;quot;| 1 || Automatically aims at foe &lt;br /&gt;
| Random Teleport ||align=&amp;quot;center&amp;quot;| 0 || Teleports the Skiff to a random point on the battlefield&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|&lt;br /&gt;
----&lt;br /&gt;
|-&lt;br /&gt;
| [[Chenjesu]] || [[Broodhome]] &lt;br /&gt;
| Photon Crystal Shard ||align=&amp;quot;center&amp;quot;| 6 for direct hit, 2 for shattered piece || Travels outward until fire is released, then shatters. &lt;br /&gt;
| D.O.G.I. ||align=&amp;quot;center&amp;quot;| 0 || Follows foe and saps battery power&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|&lt;br /&gt;
----&lt;br /&gt;
|-&lt;br /&gt;
| [[Chmmr]] || [[Avatar]] &lt;br /&gt;
| Heavy X-ray laser ||align=&amp;quot;center&amp;quot;| 2 || Continuous laser &lt;br /&gt;
| Tractor Beam ||align=&amp;quot;center&amp;quot;| 0 || pulls foe closer&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|&lt;br /&gt;
----&lt;br /&gt;
|-&lt;br /&gt;
| [[Druuge]] || [[Mauler]] &lt;br /&gt;
| High-recoil Cannon ||align=&amp;quot;center&amp;quot;| 6 || Throws Druuge backwards &lt;br /&gt;
| Burn Crew ||align=&amp;quot;center&amp;quot;| 1 (to self) || Destroys 1 crew to recharge battery&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|&lt;br /&gt;
----&lt;br /&gt;
|-&lt;br /&gt;
| [[Earthling]] || [[Cruiser]] &lt;br /&gt;
| MX Nuclear Missile ||align=&amp;quot;center&amp;quot;| 4 || Uses &amp;quot;Fire-and-forget&amp;quot; tracking &lt;br /&gt;
| SDI Point Defense Laser ||align=&amp;quot;center&amp;quot;| 1 ||Auto-targets nearby weapon shots or enemy ships&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|&lt;br /&gt;
----&lt;br /&gt;
|-&lt;br /&gt;
| [[Ilwrath]] || [[Avenger]] &lt;br /&gt;
| Hellfire Spout ||align=&amp;quot;center&amp;quot;| 1 || Very fast-firing; fire disengages cloak and instantaneously turns the ship to face the opponent&lt;br /&gt;
| Cloaking Field ||align=&amp;quot;center&amp;quot;| 0 || Makes the ship invisible and untargetable by tracking weapons&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|&lt;br /&gt;
----&lt;br /&gt;
|-&lt;br /&gt;
| [[Ur-Quan Kohr-Ah|Kohr-Ah]] || [[Marauder]] &lt;br /&gt;
| Spinning blade-disk ||align=&amp;quot;center&amp;quot;| 4 || Flies until fire is released, then stops and tracks nearby ships &lt;br /&gt;
| F.R.I.E.D. ||align=&amp;quot;center&amp;quot;| 3 || Fires in 16 directions at once&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|&lt;br /&gt;
----&lt;br /&gt;
|-&lt;br /&gt;
| [[Melnorme]] || [[Trader]] &lt;br /&gt;
| Variable power blaster ([[Keel-Verezy]] origin) ||align=&amp;quot;center&amp;quot;| 2/4/6/8 || Does more damage the longer fire is held &lt;br /&gt;
| Confusion ray (Electromagnetic cannon) ||align=&amp;quot;center&amp;quot;| 0 || Disables secondary fire, and lock foe into spinning in one direction&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|&lt;br /&gt;
----&lt;br /&gt;
|-&lt;br /&gt;
| [[Mmrnmhrm]] || [[X-Form]] &lt;br /&gt;
| Missiles ||align=&amp;quot;center&amp;quot;| 1 || track, only in Y-Wing form &lt;br /&gt;
| Lasers ||align=&amp;quot;center&amp;quot;| 1 || continuous laser, must be in X-Wing Form&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|&lt;br /&gt;
----&lt;br /&gt;
|-&lt;br /&gt;
| [[Mycon]] || [[Podship]] &lt;br /&gt;
| Homing Plasmoid ||align=&amp;quot;center&amp;quot;| 1-10 || Dissipates over time and hits to the shot &lt;br /&gt;
| Regrow Crew ||align=&amp;quot;center&amp;quot;| -4 (to self) || Regrows 4 crew&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|&lt;br /&gt;
----&lt;br /&gt;
|-&lt;br /&gt;
| [[Orz]] || [[Nemesis]] &lt;br /&gt;
| Howitzer ||align=&amp;quot;center&amp;quot;| 3 || Can rotate turret and fire at any angle &lt;br /&gt;
| Space Marine ||align=&amp;quot;center&amp;quot;| varies || Launches a space marine that boards foe&#039;s ship and attacks the crew, usually dies after taking out, on average, 8 enemy crew members.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|&lt;br /&gt;
----&lt;br /&gt;
|-&lt;br /&gt;
| [[Pkunk]] || [[Fury]] &lt;br /&gt;
| Triple-mounted hot metal minigun ||align=&amp;quot;center&amp;quot;| 1 || fires from front and both sides &lt;br /&gt;
| Insult ||align=&amp;quot;center&amp;quot;| 0 || recharges 2 battery&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|&lt;br /&gt;
----&lt;br /&gt;
|-&lt;br /&gt;
| [[Precursor]] || Tug (aka [[The Flagship]]) &lt;br /&gt;
| [[Ion-Bolt Gun]]/[[Fusion Blaster (module)|Fusion Blaster]]/[[Hellbore Cannon]] ||align=&amp;quot;center&amp;quot;| 2/4/6 ||  &lt;br /&gt;
| [[Point-Defense Laser]] ||align=&amp;quot;center&amp;quot;| ?{needs to be found} || &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|&lt;br /&gt;
----&lt;br /&gt;
|-&lt;br /&gt;
| [[Shofixti]] || [[Scout]] &lt;br /&gt;
| Mendokusai Energy Dart ||align=&amp;quot;center&amp;quot;| 1 ||  &lt;br /&gt;
| Glory Device||align=&amp;quot;center&amp;quot;| 14 max || kamikaze attack that destroys the Scout (must press 3 times to use)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|&lt;br /&gt;
----&lt;br /&gt;
|-&lt;br /&gt;
| [[Slylandro]] || [[Probe]] &lt;br /&gt;
| Lightning ||align=&amp;quot;center&amp;quot;| 1 || always aims to enemy &lt;br /&gt;
| re-energize ||align=&amp;quot;center&amp;quot;| 0 || allows probe to &amp;quot;scoop&amp;quot; asteroids and convert them to a full battery&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|&lt;br /&gt;
----&lt;br /&gt;
|-&lt;br /&gt;
| [[Spathi]] || [[Eluder]] &lt;br /&gt;
| fast, weak, forward gun ||align=&amp;quot;center&amp;quot;| 1 ||  &lt;br /&gt;
| B.U.T.T. ||align=&amp;quot;center&amp;quot;| 2 || fires from rear, tracking&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|&lt;br /&gt;
----&lt;br /&gt;
|-&lt;br /&gt;
| [[Supox]] || [[Blade]] &lt;br /&gt;
| Toxic glob weapon ||align=&amp;quot;center&amp;quot;| 1 || Fast, weak, forward-firing &lt;br /&gt;
| Lateral Thrusting System ||align=&amp;quot;center&amp;quot;| 0 || allows easy strafing, and backwards motion&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|&lt;br /&gt;
----&lt;br /&gt;
|-&lt;br /&gt;
| [[Syreen]] || [[Penetrator]] &lt;br /&gt;
| Particle Beam Stiletto (Electron Dagger) ||align=&amp;quot;center&amp;quot;| 2 ||  &lt;br /&gt;
| Syreen Song ||align=&amp;quot;center&amp;quot;| varies || Causes crew to jump ship, can be picked up by either side.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|&lt;br /&gt;
----&lt;br /&gt;
|-&lt;br /&gt;
| [[Thraddash]] || [[Torch]] &lt;br /&gt;
| Mark VI Blaster ||align=&amp;quot;center&amp;quot;| 1 ||  &lt;br /&gt;
| [[Reeunk]] Afterburner ||align=&amp;quot;center&amp;quot;| 2 || Launches Torch ahead, leaving a trail of fire that can damage foe&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|&lt;br /&gt;
----&lt;br /&gt;
|-&lt;br /&gt;
| [[Umgah]] || [[Drone]] &lt;br /&gt;
| [[Antimatter]] Cone ||align=&amp;quot;center&amp;quot;| 1 || fires continuously, takes no energy (however, restarts the battery recharge counter) || Retro-propulsion System ||align=&amp;quot;center&amp;quot;| 0 || launches Drone backwards and then cancels all momentum&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|&lt;br /&gt;
----&lt;br /&gt;
|-&lt;br /&gt;
| [[Ur-Quan]] || [[Dreadnought]] &lt;br /&gt;
| Fusion Blaster ||align=&amp;quot;center&amp;quot;| 6 ||  &lt;br /&gt;
| Launch Fighters ||align=&amp;quot;center&amp;quot;| varies || launches 2 crew in autonomous fighters that attack the foe. Each of their shots do 1 damage.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|&lt;br /&gt;
----&lt;br /&gt;
|-&lt;br /&gt;
| [[Utwig]] || [[Jugger]] &lt;br /&gt;
| Energy spears ||align=&amp;quot;center&amp;quot;| 1 || fires 6 at once, takes no energy &lt;br /&gt;
| Absorption shield ||align=&amp;quot;center&amp;quot;| 0 || converts all damage taken into battery power&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|&lt;br /&gt;
----&lt;br /&gt;
|-&lt;br /&gt;
| [[VUX]] || [[Intruder]] &lt;br /&gt;
| Gigawatt Laser ||align=&amp;quot;center&amp;quot;| 1 ||  &lt;br /&gt;
| Limpet Parasite Cocoon ||align=&amp;quot;center&amp;quot;| 0 || slows down foe&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|&lt;br /&gt;
----&lt;br /&gt;
|-&lt;br /&gt;
| [[Yehat]] || [[Terminator]] &lt;br /&gt;
| Twin Ion Pulse Cannons ||align=&amp;quot;center&amp;quot;| 1 ||  &lt;br /&gt;
| Force Shield ||align=&amp;quot;center&amp;quot;| 0 || blocks all damage&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|&lt;br /&gt;
----&lt;br /&gt;
|-&lt;br /&gt;
| [[Zoq-Fot-Pik]] || [[Stinger]] &lt;br /&gt;
| Antimatter spray gun ||align=&amp;quot;center&amp;quot;| 1 || inaccurate &lt;br /&gt;
| Tongue Attack ||align=&amp;quot;center&amp;quot;| 12 || point-blank range&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists|Weapons, list of]]&lt;br /&gt;
[[Category:Science and technology|Weapons, list of]]&lt;/div&gt;</summary>
		<author><name>PsiPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=Alpha_Pavonis&amp;diff=19951</id>
		<title>Alpha Pavonis</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=Alpha_Pavonis&amp;diff=19951"/>
		<updated>2007-10-31T21:30:08Z</updated>

		<summary type="html">&lt;p&gt;PsiPhi: fixing Kohr-Ah wikis&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Alpha Pavonis&#039;&#039;&#039; is a [[List of star types|green giant star]] located at 056.2 : 800.0 in the [[Pavonis]] constellation. The star system consists of nine planets. The [[Thraddash]], after witnessing a battle between a [[Ur-Quan Kzer-Za|Ur-Quan]] [[Dreadnought]] and a [[Ur-Quan Kohr-Ah|Kohr-Ah]] [[Marauder]], saw the victorious but severely damaged Dreadnought tumbling in the direction of this star system. This is later confirmed by both the [[Arilou]] and [[The Captain]] who visited to the wreckage on the seventh planet in the system.&lt;br /&gt;
&lt;br /&gt;
The following is a list of planets in the star system:&lt;br /&gt;
*Planet I - [[List of planet types#Azure|Azure World]]&lt;br /&gt;
*Planet II - [[List of planet types#Acid|Acid World]]&lt;br /&gt;
*Planet III - [[List of planet types#Alkali|Alkali World]]&lt;br /&gt;
*Planet IV - [[List of planet types#Metal (Metallic)|Metal World]]&lt;br /&gt;
*Planet V - [[List of planet types#Copper|Copper World]]&lt;br /&gt;
*Planet VI - [[List of planet types#Chondrite|Chondrite World]]&lt;br /&gt;
*[[Alpha Pavonis VII|Planet VII]] - [[List of planet types#Noble|Noble World]] - crash site of an Ur-Quan Dreadnought&lt;br /&gt;
*Planet VIII - [[List of planet types#Azure|Azure World]]&lt;br /&gt;
*Planet IX - [[List of planet types#Acid|Acid World]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Stars|Pavonis, A]]&lt;/div&gt;</summary>
		<author><name>PsiPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=Gamma_Vulpeculae_I&amp;diff=19950</id>
		<title>Gamma Vulpeculae I</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=Gamma_Vulpeculae_I&amp;diff=19950"/>
		<updated>2007-10-31T21:29:46Z</updated>

		<summary type="html">&lt;p&gt;PsiPhi: fixing Kohr-Ah wikis&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PlanetBox|name=Gamma Vulpeculae I|image=gammavulpeculaei3D.jpg|caption=Orz *House*|orbit=1.56|mass=0.61|atmo=1.60 atm|radius=0.84|temp=44|gravity=0.86|weather=Class 4|day=0.78|tectonics=Class 2|tilt=4|map=gammavulpeculaeiMap.png|type=[[List of planet types#Water|Water World]]|sat=No satellites}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gamma Vulpeculae I&#039;&#039;&#039; is the *heavy space* planet body that is the effective [[Orz]] [[list of homeworlds|homeworld]]. The Orz refer to this planet and the [[Gamma Vulpeculae]] star system in general as their *house*. While it is probably not the true homeworld of the transdimensional Orz, this planet is similar to the homeworlds of space-faring races native to this dimension &amp;amp;mdash; it is guarded by a limitless fleet of Orz [[Nemesis]], and is the focus of a &amp;quot;cleansing&amp;quot; following the [[Ur-Quan Kohr-Ah|Kohr-Ah]] victory in the [[Doctrinal Conflict]]. Orz biology appears to be inconsistent with this planet being a [[list of planet types#Water|Water World]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Planets]]&lt;br /&gt;
[[Category:Orz]]&lt;/div&gt;</summary>
		<author><name>PsiPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=Andromedae&amp;diff=19949</id>
		<title>Andromedae</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=Andromedae&amp;diff=19949"/>
		<updated>2007-10-31T21:29:31Z</updated>

		<summary type="html">&lt;p&gt;PsiPhi: fixing Kohr-Ah wikis&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Andromedae&#039;&#039;&#039; is a two-star constellation in unoccupied space, just outside the [[Ur-Quan Kohr-Ah|Kohr-Ah]] sphere. It is distant from other constellations, and contains one of the ten rainbow worlds in our region of space.&lt;br /&gt;
&lt;br /&gt;
The following is a list of stars in the Andromedae constellation:&lt;br /&gt;
*[[Alpha Andromedae]] (862.5 : 700.0) - [[Rainbow World]]&lt;br /&gt;
*Beta Andromedae (866.6 : 710.4)&lt;br /&gt;
&lt;br /&gt;
[[Category:Constellations]]&lt;/div&gt;</summary>
		<author><name>PsiPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=Arcturus_I&amp;diff=19948</id>
		<title>Arcturus I</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=Arcturus_I&amp;diff=19948"/>
		<updated>2007-10-31T21:29:11Z</updated>

		<summary type="html">&lt;p&gt;PsiPhi: fixing Kohr-Ah wikis&lt;/p&gt;
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&lt;div&gt;{{PlanetBox|name=Arcturus I|image=arcturusi3D.jpg|caption=Burvixese homeworld|orbit=0.39|mass=1.05|atmo=0.30 atm|radius=1.03|temp=18|gravity=0.98|weather=Class 1|day=0.71|tectonics=Class 1|tilt=6|type=[[List of planet types#Redux (Reduction)|Redux World]]|map=arcturusiMap.png|sat=1 [[Arcturus I-A|satellite]] ([[List of planet types#Selenic|a]])}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcturus I&#039;&#039;&#039; is a [[List of planet types#Redux (Reduction)|Redux World]] orbited by a single moon in the [[Arcturus]] star system. The planet has a damp surface with several swamps and was, until recently, the home of the [[Burvixese]]. An incident involving the [[Druuge]], a [[Burvixese_Hyperwave_Broadcaster|HyperWave ´Caster]], and the [[Ur-Quan Kohr-Ah|Kohr-Ah]] ended the Burvixese race&#039;s existence in 2142 after three days of consecutive, merciless orbital bombardment. There are ruins of many great cities on the planet&#039;s surface, now reduced to mere radioactive slag by a weapon clearly of [[Ur-Quan]] design. The ruins are a grim testament to the killing power of the Ur-Quan Kohr-Ah.&lt;br /&gt;
&lt;br /&gt;
[[Category:Planets]]&lt;br /&gt;
[[Category:Burvixese]]&lt;/div&gt;</summary>
		<author><name>PsiPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=Fahz&amp;diff=19947</id>
		<title>Fahz</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=Fahz&amp;diff=19947"/>
		<updated>2007-10-31T21:28:53Z</updated>

		<summary type="html">&lt;p&gt;PsiPhi: fixing Kohr-Ah wikis&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PlanetBox|name=Fahz|image=fahz3D.jpg|caption=Utwig Homeworld|orbit=1.74|mass=1.29|atmo=2.00 atm|radius=1.07|temp=35|gravity=1.12|weather=Class 2|day=0.70|tectonics=Class 2|tilt=3|type=[[List of planet types#Water|Water World]]|sat=1 satellite ([[List of planet types#Carbide|a]])|map=fahzMap.jpg}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fahz&#039;&#039;&#039; is the [[Utwig]]&#039;s name for their [[list of homeworlds|homeworld]] of [[Beta Aquarii]] I. At least part of this [[list of planet types#Water|Water World]] is covered by a swamp-like region that the Utwig refer to as the &amp;quot;Murky Bog&amp;quot;, from which the [[Chimt]] emerged. The Utwig also mention a legend according to which &amp;quot;vast sky canopies&amp;quot; were characteristic of Fahz at this early point in their history, but were infiltrated by the tendrils of the Chimt and &amp;quot;the veils fell&amp;quot;, causing the Utwig to realize that the face must be covered with [[Utwig#Mask Etiquette|masks]] to prevent their primitive urges from overcoming them. The [[Ur-Quan Kohr-Ah|Kohr-Ah]] were heading for the Utwig homeworld, but changed course before actually reaching the planet in order to renew the [[Doctrinal Conflict]] with the [[Ur-Quan Kzer-Za]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Planets]]&lt;br /&gt;
[[Category:Utwig]]&lt;/div&gt;</summary>
		<author><name>PsiPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.uqm.stack.nl/index.php?title=Zebranky&amp;diff=19946</id>
		<title>Zebranky</title>
		<link rel="alternate" type="text/html" href="https://wiki.uqm.stack.nl/index.php?title=Zebranky&amp;diff=19946"/>
		<updated>2007-10-31T21:28:39Z</updated>

		<summary type="html">&lt;p&gt;PsiPhi: fixing Kohr-Ah wikis&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Zebranky&#039;&#039;&#039; were a sentient species that evolved on the [[Zoq-Fot-Pik]] homeworld. Their main food sources were the Zoq, the Fot, and the Pik, which caused a cooperative union between these three races in order to get rid of the Zebranky threat. As a result, the Zebranky are now extinct.&lt;br /&gt;
&lt;br /&gt;
Even though the Zebranky were wiped out over five thousand years ago, a memory of them remains in the culture of the Zoq-Fot-Pik. The Zoq-Fot-Pik at times invoke a Zebranky metaphor for refering to dangerous and contemptible beings, as is seen in their comments about a [[Ur-Quan Kohr-Ah|Kohr-Ah]] [[Marauder]] attacking their homeworld and about [[The Captain]] should he choose to be malicious to them.&lt;br /&gt;
&lt;br /&gt;
[[Category:Races]]&lt;br /&gt;
[[Category:Zoq-Fot-Pik]]&lt;/div&gt;</summary>
		<author><name>PsiPhi</name></author>
	</entry>
</feed>