https://wiki.uqm.stack.nl/api.php?action=feedcontributions&user=MikkoMMM&feedformat=atomUltronomicon - User contributions [en]2024-03-28T22:50:07ZUser contributionsMediaWiki 1.35.7https://wiki.uqm.stack.nl/index.php?title=File_talk:Notext_VR_fury.png&diff=25294File talk:Notext VR fury.png2011-03-30T15:42:18Z<p>MikkoMMM: Created page with 'I think this picture gives the wrong idea of Fury's weaponry. A citation: ''The primary weapon is a triple-mounted minigun that fires forward and '''to each side''' simultaneousl…'</p>
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<div>I think this picture gives the wrong idea of Fury's weaponry. A citation: ''The primary weapon is a triple-mounted minigun that fires forward and '''to each side''' simultaneously.'' --[[User:MikkoMMM|MikkoMMM]] 15:42, 30 March 2011 (UTC)</div>MikkoMMMhttps://wiki.uqm.stack.nl/index.php?title=Orz&diff=25266Orz2011-03-28T17:03:11Z<p>MikkoMMM: /* Theories */</p>
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<div>{{RaceBox|name=Orz|image=OrzComm.png|caption=Orz *fingers*|homeworld=[[Gamma Vulpeculae I]]|coordinates=371.3 : 253.7|organizations=[[New Alliance of Free Stars]] (optional)|ship=[[Nemesis]]}}<br />
The '''Orz''' are &mdash; is &mdash; an alien species/projections of an extradimensional entity first encountered by [[The Captain]] in the space near where the [[Androsynth]] had been known to reside. Despite a notable distaste for the human-derived Androsynth and for the mysterious [[Arilou]], the Orz happily joined with the [[New Alliance of Free Stars]] and provided its powerful [[Nemesis]] starship designs to aid in the Second War.<br />
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==Description==<br />
<br />
Orz appear as gill-breathers who resemble yellow parrotfishes with eyestalks, though it is not known if this is their actual true form. Direct conversation with Orz, despite the translation difficulties, usually leads to the conclusion that the Orz come from another dimension; additionally the [[Arilou]] describe the Orz as "dimensional travellers." When asked about their origins, the Orz explain that, though both the Arilou and the Orz are from the *outside*, the Arilou are from *above* while the Orz are from [[*Below*|*below*]]. The precise meaning of this explanation is still up to debate. There are three possible interpretations &mdash; if *above* refers to QuasiSpace, *below* would then likely refer to another, similar dimension located on the "other side" of [[HyperSpace]] and [[TrueSpace]]; if *outside* refers to QuasiSpace, then *above* and *below* might be regions of QuasiSpace; *above* and *below* may also stand for an obscure characteristic of the Orz in contrast to Arilou.<br />
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There has been some discussion &mdash; confirmed by [[Fred Ford]] and [[Paul Reiche III]] &mdash; that the Orz as they are seen in normal space are actually a projection of some higher-dimensional being, namely [[They|Them]].{{ref|1}} The Orz-entity refers to what is seen of itself in the known dimensions as its *fingers* and explains that it is not like other races who are *many bubbles*. In essence, all Orz may be multiple manifestations of ''the same creature''. The Orz sometimes refer to themselves in the singular third person, although whether this is another quirk of the Orz's odd speech pattern or a reference to their true essence is unclear.<br />
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==Origin==<br />
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The Orz are a newcomer to [[TrueSpace]] that appeared suddenly in the vicinity of the [[Vulpeculae]] constellation, the adopted homeworlds of the [[Androsynth]]. As the Androsynth vanished about the same time the Orz arrived, it is reasonable to think that the Orz did something to them, but asking the Orz about the subject infuriates them. The [[Melnorme]] and the [[Spathi]] state that the Orz caused the Androsynth disappearance, but both admit that this is their belief and not an actual certainty. Based on comments from the [[Arilou]], it is possible that the [[Inter-Dimensional Fatigue]] experiments that were being performed by the Androsynth (and perhaps the [[Taalo]] before them) brought the Vulpeculae constellation to the Orz's attention.<br />
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[[Image:orz_captain.png|right|110px|Orz Nemesis captain]]<br />
Just where the Orz resided before arriving in the area of Vulpeculae is unknown. The Orz indicate that they like TrueSpace and even prefer it over their origin dimension and are now in the process of fully moving into TrueSpace. They also denote that they have no intention of returning at any time to their original home.<br />
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==Relations with other races==<br />
Only a few of the races in Star Control II mention the Orz at all. This is not surprising as they appear to be new in TrueSpace. The relations that they do have are as mysterious as the Orz themselves.<br />
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===Androsynth===<br />
The appearance of the Orz coincided with the disappearance of the Androsynth from the same location. In fact, both the Arilou and the Orz themselves suggest that it was the [[Dimensional Fatigue|IDF]] research of the Androsynth which enabled the Orz to come to TrueSpace.<br />
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Whether the Orz themselves were the cause for the disappearance of the Androsynth is the subject of a lot of speculation. Evidence for it exists, but is very circumstantial. Whatever their involvement, asking too much about the Androsynth is enough reason for the Orz to attack you.<br />
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===Arilou Lalee'lay===<br />
Dialogs with both the Arilou and Orz suggest that they have had contact outside of TrueSpace. The Orz do not like the Arilou very much, and complain that the Arilou are always "*jumping in front*". Conversely, the Arilou warn not to trust the Orz, as they are dangerous.<br />
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===Melnorme===<br />
The Melnorme know of the existence of the Orz, and that they appeared when the Androsynth disappeared. Whether they've met them in person is unclear. While there is a Melnorme trader in Orz space, the Orz never mention Melnorme.<br />
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===Spathi===<br />
The Spathi also mention that the Orz entered this space when the Androsynth disappeared. They think that they are creepy and warn against an alliance. This is all based on their own speculation though, and arguably the Spathi would object to an alliance with almost any race on this basis. Whether they have met the Orz in person or only heard about them from descriptions is unclear.<br />
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===Taalo===<br />
The Orz mention the Taalo on several occasions. They seem to have been in contact over a longer period of time. According to the Orz, the Taalo have fled TrueSpace to [[*Pretty Space*]], to which the Orz can also go. The Orz refer to [[Delta Vulpeculae II-C]] as the Taalo *playground*, where the Taalo "are making *Time jokes*", and the Orz *chase* the Taalo and *play* with them. The Orz consider the Taalo to be better *campers* than the Humans. As the Orz language isn't very clear, it may be that this is all in the past though.<br />
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===VUX===<br />
The Orz briefly mention the VUX, as being "*silly cows*" for asking too many questions about the Androsynth, which prompted the Orz to attack the VUX. (*silly cows* are races disliked by Orz)<br />
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==Theories==<br />
There are various theories to explain the various mysteries surrounding the Orz.<br />
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===The Orz are [[They|Them]]===<br />
There are theories that the Orz are in fact the ghost-like creatures that the Androsynth IDF researchers (and [[Bukowski]], probably) ran into. They are mostly based on the fact that ''They'' were coming into this world just before the Androsynth disappeared, which was when the Orz appeared. Even when accepting that the timing of the appearance of the Orz is not a coincidence, they do not have to be ''Them''. The Orz could have detected the Androsynth in the same way as ''They'' did.<br />
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It has been confirmed (in the 2007 [[TFB chat protocols|chat]]) that the Orz is/are a part of Them, or rather the projection of Them into TrueSpace.<br />
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===The Orz killed the Androsynth===<br />
This is based again on the timing of the appearance of the Orz and the disappearance of the Androsynth, combined with the fact that the Orz refuse to talk about the Androsynth. If this is true, then the Orz would be responsible for the violent land war that wiped out the Androsynth civilization. This is suggested by both the Melnorme and the Spathi. In the same dialogs however, it is made clear that they don't actually know that. A reliable source explicitly asserts that the Androsynth were indeed "snagged" by the Orz entity.{{ref|2}}<br />
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===The Orz are altered Androsynth===<br />
This theory is a variation of the idea that the Orz are responsible for the disappearance of the Androsynth. In this theory, "snagged" is interpreted as meaning some kind of infection or possession that transformed the Androsynth into the Orz. Usually this theory is proposed as a way to explain the mysterious lack of Androsynth corpses in the ruins of their city. The [[Arilou]] description of malignant, parasitic creatures from Beyond (''Them'') and reference to the Androsynth and Orz as an example are also usually taken as evidence of this theory.<br />
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===The Orz are protecting races by killing those who ask too many questions about the Androsynth===<br />
This reflects the remarks made by the Arilou about parasites from beyond that can detect you when you show yourself. If you reject the theory that the Orz killed the Androsynth, this would provide an alternative explanation that connects 'Them', the disappearance of the Androsynth, and the Orz. In this case, the Orz, like the Arilou, would be attempting to keep TrueSpace races ignorant of and thus invisible to the extradimensional parasites. This theory has been shown to be false in the 2007 [[TFB chat protocols|IRC chat]] with [[Toys for Bob]] (see [[#The Orz are Them|The Orz are Them]]).<br />
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===The Orz snagged the Androsynth to protect them from [[They|Them]]===<br />
This one is a variation of the theory previously presented, that also explains what the Orz did to the Androsynth.<br />
However, this appears to contradict the Arilou's statements that the Orz are dangerous and not to be trusted. This theory has been shown to be false in the 2007 [[TFB chat protocols|IRC chat]] with [[Toys for Bob]] (see [[#The Orz are Them|The Orz are Them]]).<br />
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===The Orz seek to take advantage of indigenous races in some undefined way=== <br />
The Orz say they dislike the Arilou because they are "jumping in front." The Arilou claim to have changed humans to protect them from the "parasites" that would like to find them. It may be that the Orz want space and races that the Arilou do not control as these would be easier to conquer or manipulate.<br />
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==Translating Orz Communications==<br />
{{main|Orz communications}}<br />
The translation computer aboard [[The Flagship]] is not able to accurately translate many of the words the Orz are using. While in most cases the meaning can be approximated from the context, an exact translation is usually highly speculative<br />
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==Notes and references==<br />
{{note|1}}{{IRC2007}}<br />
::23:55 <+Cap`n`Kyth> One thing I've wondered - is Orz the same as 'Them', or is Orz "competing" with 'Them' over the Androsynth (like food?), or protecting the Androsynth from 'Them' - by *pulling* the Androsynth away before 'They' can find the Androsynth again?<br><br />
::23:57 <+PR3> The Orz is part of Them, the projection of Them into TrueSpace.<br />
{{note|2}}{{IRC1998}}<br />
::<LordR-man> Fwiffo- What really happened to the Androsynth in sc2?<br><br />
::<Fwiffo> 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.)<br />
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[[Category:Races]]<br />
[[Category:Orz| ]]<br />
[[Category:Game Characters]]</div>MikkoMMMhttps://wiki.uqm.stack.nl/index.php?title=Alpha_Tauri_I&diff=25200Alpha Tauri I2011-03-11T17:02:36Z<p>MikkoMMM: </p>
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<div>{{PlanetBox|name=Alpha Tauri I|image=alphataurii3D.jpg|caption=Ilwrath homeworld|orbit=2.04|mass=0.69|atmo=5.56 atm|radius=0.89|temp=61|gravity=0.87|weather=Class 3|day=1.07|tectonics=Class 4|tilt=8|sat=No satellites|map=alphatauriiMap.png|type=[[List of planet types#Primordial|Primordial World]]}}<br />
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'''Alpha Tauri I''' is the [[list of homeworlds|homeworld]] of the violent, fanatical [[Ilwrath]] species. It is a [[list of planet types#Primordial|Primordial World]] that orbits the star [[Alpha Tauri]], or the "Green Eye of Dogar" as the Ilwrath refer to it. This is the only planet where the Ilwrath leaders, those who are worthy of receiving and conveying a message from [[Dogar and Kazon]], can be found. The Ilwrath joyfully use the planet's indigenous lifeforms for their own dark, twisted pleasures, such as ritual sacrifices and, following the end of the [[Ur-Quan Slave War]], they have already caused the extinction of at least one of these species, the [[Grah (life-form)|Grah]].<br />
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[[Category:Ilwrath]]</div>MikkoMMMhttps://wiki.uqm.stack.nl/index.php?title=The_Flagship&diff=25197The Flagship2011-03-11T08:42:12Z<p>MikkoMMM: </p>
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<div>[[Image:2c2_intro_building_sis.png|thumb|320px|Colonists watch as the Flagship is assembled on Unzervalt.]] <br />
'''The Flagship''' refers to the [[Precursor]] vessel flown by [[The Captain]] in [[Star Control II]]. Despite its immense size by both [[Alliance]] and [[Hierarchy]] standards, The Flagship is actually a Precursor tugboat designed as a multi-purpose "workhorse".{{ref|1}} The ship itself is a framework to which a combination of separate [[List of Flagship Modules|enhancement modules]] can be attached. Along the spine of the ship are sixteen slots for mounting any of the variety of multi-function modules (those modules that house crew, provide storage space, supply energy, or are weapons), while navigation-related modules are mounted along the ship's outriggers. Because The Flagship is incapable of planetfall, it can also carry up to ten [[Planet Lander]]s, which are useful for collecting resources ([[List of mineral types|minerals]] and [[biological data]]) and [[List of alien artifacts|artifacts]] from a planet's surface. Planet Lander missions are generally preceded by a thorough scan for minerals (using low-power deep-radar),{{ref|2}} large organisms (by detecting the substances they absorb and/or excrete){{ref|3}} and energy sources, which usually indicate the presence of alien artifacts. While it is possible to configure The Flagship for combat, it also can support a escort fleet of up to twelve combat [[List of ships|ships]] which can accompany and protect The Flagship as it travels through space.<br />
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The Flagship is also known as the ''Vindicator'', the default name on the 3DO version of [[Star Control II]], though the name can be changed during the game. The name ''SIS'' (an abbreviation for ''Super Integrated Starship'') is also sometimes used; it is how the ship is referred to internally in the code, but never in the actual game or manuals. <br />
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==Navigation==<br />
Two types of modules affect The Flagship's maneuverability and speed: Turning Jets and Thrusters. Turning Jets allow the Flagship to rotate faster, a necessity for avoiding and out-maneuvering hostiles in combat or in open space. A maximum of eight pairs can be mounted on The Flagship's outriggers, each pair increasing the turn rate by two units. Thrusters affect both the acceleration and the top speed of The Flagship in regular space and in [[HyperSpace]]. Each pair of Thrusters (there are slots for eleven pairs) increases the maximum velocity by eight units. The Thrusters are absolutely essential for travel through HyperSpace where a ship will come to a halt if it does not constantly thrust. Note, however, that additional thrusters do not change the fuel cost for traveling through HyperSpace, but they do allow the ship to get to the destination more quickly.<br />
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==Armament==<br />
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As The Flagship is a modular vessel, its armament is completely dependent on how it has been outfitted. The armament configuration is usually guided by the necessities of the current mission. The Flagship can become a very powerful vessel in combat when augmented by advanced technology available from the [[Melnorme]]. Alternatively, it can rely on escort ships for protection.<br />
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===Primary===<br />
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The Flagship can mount three different kinds of primary weapons modules: the [[Ion-Bolt Gun]], the [[Fusion Blaster (module)|Fusion Blaster]], and the [[Hellbore Cannon]], in order of increasing offensive power and energy drain. Only four slots, the front three and the rear slots, can accommodate a primary weapon module. The slot a weapon module is mounted in also determines the direction of fire. In the first slot a module will fire a single shot directly forward; in the second slot, two shots in a spread diagonally forward and to either side; in the third slot, two shots directly sideways to either side; and in the rear, one shot directly backwards. It is also possible to mount a combination of different types of weapon modules and mount multiple modules in different slots at the same time. However, mounting multiple weapon modules increases the drain on the ship's battery, making it necessary to [[Flagship Energy Management|manage the Flagship's energy supply]] to maintain combat effectiveness. <br />
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The Flagship's primary weapons system can be enhanced by the addition of [[Auto-Tracking System]]s, which impart a homing capability to the projectiles The Flagship fires. The addition of multiple tracking systems will enhance this homing effect. The maximum homing effect can be achieved with three of these systems; mounting additional systems beyond this point is useless. The tracking systems, when combined with judicious placement of weapon modules in specific slots, allow The Flagship to unleash incredible destruction with a single salvo.<br />
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===Secondary===<br />
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The Flagship's optional secondary weapons system is a [[Point-Defense Laser]] similar in design to the one used on the [[Earthling]] [[Cruiser]]. Its strength can be enhanced by adding additional modules if desired. The mere presence of a point-defense system is enough to dissuade an [[Orz]] [[Nemesis]] or the [[Ur-Quan Kzer-Za|Ur-Quan]] [[Dreadnought]] from launching their crew against The Flagship.<br />
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==History==<br />
The Flagship was constructed by an abandoned Precursor factory on the planet [[Unzervalt]]. Construction inadvertently began in about when [[Jules Farnsworth]] initiated the factory's prime function &mdash; building starships. The initial stages of the construction occurred within the factory's cavern, with the The Flagship's spine being the first section built. Soon after this the construction transitioned outside the cavern, onto the planet's surface. Finally, after another ten years, construction halted prior to completion when the factory had exhausted all the available resources. Although the resulting vessel was capable of interstellar travel, it was a mere skeleton of a starship, equipped only with a Crew Pod, a Fuel Tank, a Storage Bay, a single Ion-Bolt, one Planet Lander, and two pairs each of Thrusters and Turning Jets. Because the starship's controls were designed for Precursors and not Humans, the Human colonists created an automated control system by removing central control computer of the factory from the cavern and installing it on the ship. This also required that the only person able to communicate with the computer, a young man who would become [[The Captain]], accompany the small crew headed by Captain [[I. Burton]]. <br />
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As starship was approaching the edge of the [[Vela]] star system, it acquired its first escort vessel, the drifting and derelict [[Tobermoon]]. Since Burton was the only one capable of piloting the Tobermoon, command of the starship was given over to The Captain. The two ships then began the long trip through HyperSpace to Earth. However, the starship's passage through HyperSpace did not go unnoticed. An [[Ur-Quan Kzer-Za|Ur-Quan]] [[Dreadnought]] detected the starship's HyperSpace trail, but although it lost the trail, the Dreadnought was able to follow the trail back to the Human colony on Unzervalt. Five days out from [[Sol]] the starship also had an encounter with a [[Slylandro]] [[Probe]], which quickly homed in on the larger vessel. The Tobermoon was able to intercept the Probe, allowing the starship to escape into HyperSpace, but the cruiser was disabled and Burton was killed in the attack. <br />
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This starship becomes The Flagship of the [[New Alliance of Free Stars]] and is integral in that group's completion of its ultimate objective. Since the New Alliance lacks an actual fleet, The Flagship serves as the principal means of exploration, resource gathering, establishing diplomatic relations, and, on some occasions, intimidating enemy forces. As Commander [[Hayes]] notes, The Flagship represents "a 'stick' of awesome power" when dealing with alien races. However, as the [[Spathi]] are quick to point out, its primary flaw is that it remains one-of-a-kind. Sadly, it has to be sacrificed to destroy the [[Sa-Matra]] and thereby end the [[Ur-Quan]] threat, by delivering and providing additional power to the [[Chmmr]]-improved [[Utwig Bomb]].<br />
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==Trivia==<br />
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In the PC version The Flagship's engine was green unlike in 3DO/UQM version, where it is red. In Ur-Quan Masters the only screens where the engine is still green are the outfit screen and Starbase Commander Hayes' screen.<br />
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==See Also==<br />
*[[Mark II]]<br />
*[[List of Flagship Modules]]<br />
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==Notes and references==<br />
{{note|1}}{{IRC1998}}<br />
::<_Stilgar> Fwiffo- what WAS the Mark II?<br><br />
::<Fwiffo> The Mark II was a precursor cruiser as opposed to a precursor tug which is what you guys flew.<br />
{{note|2}}''[[Star Control II]] manual, p. 39 (PC).''<br />
{{note|3}}''[[Star Control II]] manual, p. 40 (PC) or pg. 15 (3DO).''<br />
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[[Category:Ships (Specific)|Flagship, The]]<br />
[[Category:Precursor Technology|Flagship, The]]<br />
[[Category:Human|Flagship, The]]</div>MikkoMMMhttps://wiki.uqm.stack.nl/index.php?title=Dnyarri&diff=25061Dnyarri2011-03-01T02:34:00Z<p>MikkoMMM: </p>
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<div>The '''Dnyarri''' were an ancient, extremely evil, highly intelligent and lazy{{ref|1}} race capable of [[mental compulsion]] (a single Dnyarri could psychically control an entire planet){{ref|2}}. They resembled large, brown toads with two suckers at the end of each of the four legs, a grossly pulsating skull and sinister looking face. Their discovery by a young [[Ur-Quan]] scout allowed the psychic Dnyarri to quickly dominate the [[Sentient Milieu]]. The Ur-Quan were enslaved for thousands of years under the Dnyarri's yoke, and were eventually split in to the [[Ur-Quan Kzer-Za|Kzer-Za]] and the [[Ur-Quan Kohr-Ah|Kohr-Ah.]]<br />
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The Dnyarri favored the [[Ur-Quan]] over the other species of the Milieu, due to their weak resistance to mind control. They used the Ur-Quan to wipe out many member races of the Milieu over time. During this period, the Dnyarri re-engineered the Ur-Quan DNA into two types, the green (Kzer-Za) who were the political leaders and scientists, and the black (Kohr-Ah) who were the builders, warriors, and general "do"ers.<br />
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After the Dnyarri had grown complacent, and had given some time free to the Ur-Quan, the Green Ur-Quan researcher [[Kzer-Za (Character)|Kzer-Za]] found out that the Dnyarri had to disconnect from a slave's mind if the slave experienced extreme pain. Kzer-za broadcast this discovery to the rest of the Ur-Quan, who started inflicting pain and agony upon themselves to relinquish their minds from the Dnyarri control. The freed Ur-Quan slaughtered the Dnyarri en masse.<br />
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Death wasn't a good enough punishment for the Dnyarri in the eyes of the Ur-Quan. As they had been engineered, so too did the Ur-Quan re-engineer the Dnyarri into sub-sentience, making eternal slaves of them, using them to communicate for them whenever they communicated with a species they felt was less advanced than they were (which was often). These [[Talking Pet]]s are used aboard all [[Dreadnought]] and [[Marauder]] vessels.<br />
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The [[Arilou]] recently found a [[Talking Pet (device)|Talking Pet]] in the wreckage of a Dreadnought at Alpha Pavonis VII. They took it to the [[Umgah]] at Beta Orionis to heal it back to health. The Umgah, unfortunately, nursed it back to full, sentient, evil health, complete with its mind control powers.<br />
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The Arilou, [[Chenjesu]] and the Ur-Quan describe the Dnyarri as the most evil race known to this galaxy. The [[Taalo]] fled to [[*Pretty Space*]] because of the Dnyarri, at least according to the [[Orz]].<br />
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==Notes and references==<br />
{{note|1}}{{IRC1998}}<br />
::<Deep-Reep> i wonder what a dnyarri ship would look like.<br />
::<Fwiffo> About Dynarri Ships: They are lazy as they are evil. They would never work up a sweat designing or building anything new when they could just take a ship technology from a thrall race.<br />
{{note|2}}''[[Role Playing Resource Guide]], p. 24.''<br />
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[[Category:Races]]<br />
[[Category:Dnyarri]]</div>MikkoMMM