Difference between revisions of "Elvish Pillager's Crazy Mod"
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(Completed ship list, added known bugs) |
(Updated (v. 1.3.5 released)) |
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− | 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/1.3. | + | 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/1.3.5-src.tar.gz here]. |
==Gameplay== | ==Gameplay== | ||
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**Primary: Tri-directional Mendokusai machine gun | **Primary: Tri-directional Mendokusai machine gun | ||
**Secondary: Launches a Scout which explodes when the Special button is released (costs 6 crew and half the battery). The Scout destroys planets upon impact. | **Secondary: Launches a Scout which explodes when the Special button is released (costs 6 crew and half the battery). The Scout destroys planets upon impact. | ||
− | **Super Melee cost: | + | **Super Melee cost: 34 |
*[[Slylandro]] Probe | *[[Slylandro]] Probe | ||
**Special notes: Now has inertia and normal turning | **Special notes: Now has inertia and normal turning | ||
Line 105: | Line 105: | ||
**Primary: Non-homing shot with afterburner | **Primary: Non-homing shot with afterburner | ||
**Secondary: Homing shot with afterburner (costs more energy and reloads slower) | **Secondary: Homing shot with afterburner (costs more energy and reloads slower) | ||
− | **Super Melee cost: | + | **Super Melee cost: 40 |
*[[Umgah]] Drone | *[[Umgah]] Drone | ||
**Primary: Instantly destroys anything it touches except Supox Glob bullets; planets are destroyed after a short delay | **Primary: Instantly destroys anything it touches except Supox Glob bullets; planets are destroyed after a short delay | ||
Line 135: | Line 135: | ||
===Bugs=== | ===Bugs=== | ||
− | *The | + | *The Arilou Wizard causes loss of synchronization in [[netplay]]. |
*Graphical glitches in the fleet selection screen (due to the large number of ships per team) | *Graphical glitches in the fleet selection screen (due to the large number of ships per team) | ||
Revision as of 14:56, 19 May 2007
This page is a stub. We encourage you to edit and improve it. |
Eli Dupree, Elvish Pillager on the 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 here.
Gameplay
Rule changes
- 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.
- 10 asteroids that sometimes home randomly in one of the players, annoying him (they don't home in the AI player).
- 30 ships per team instead of just 14.
- Destroyed ships keep inertia while exploding.
Ship changes
- Androsynth Guardian
- Primary: Dual white laser, medium range, 1 damage, fast energy consumption
- Secondary: Blazer mode, can be stopped at will
- Super Melee cost: 24
- Arilou Wizard (former Skiff)
- Special notes: Now has inertia
- Primary + Up: Confusion ray (like the Melnorme Trader one)
- Primary + Left: Fireball (explodes at impact or range limit, transforming into an explosion of lines that deal damage at impact)
- Primary + Right: Magic missile (projectile that aims in the general direction of the enemy and deals 2 damage)
- Secondary + Up: Safe teleport (may end up in the path of a projectile, though)
- Secondary + Left: Summon Demon (a wall of fire is launched from the Wizard; it replicates up to a certain point. Contact does not deal damage, but stops ships and destroys homing weapons)
- Secondary + Right: Renders ship invisible to homing weapons (both players may, though, see a marker at the Wizard's location)
- Super Melee cost: 28
- Chenjesu Broodhome
- Primary: Now is homing
- Secondary: Now has point defense
- Super Melee cost: 23
- Chmmr Avatar
- Special notes: 9 ZapSats defending half of the ship
- Primary: Triple focused X-Ray laser
- Secondary: Faster tractor beam
- Super Melee cost: 39
- Druuge Mauler
- Primary: Shoots faster, pushes impacted ship backwards much more violently
- Secondary: Unchanged
- Super Melee cost: 15
- Earthling Cruiser
- Primary: Faster MX missile
- Secondary: Faster point defense, no energy cost
- Super Melee cost: 38
- Ilwrath Avenger
- Special notes: Very fast. Especially adept at gravity whips.
- Primary: The flamethrower now shoots in five different directions
- Secondary: Unchanged
- Super Melee cost: 41
- Kohr-Ah Marauder
- Primary: Now homes in to the enemy when released (high speed)
- Secondary: FRIED blasts last much more and destroy planets on touch
- Super Melee cost: 47
- Melnorme Trader
- Primary: Starspray — a spray of random Melnorme projectiles of various sizes/colours
- Secondary: Now is cheaper
- Super Melee cost: 21
- Mmrnmhrm X-Form
- Primary: Extremely powerful quadruple laser
- Secondary: Change to Y-Form (whose primary is unchanged)
- Super Melee cost: 32
- Mycon Podship
- Special notes: Automatic, faster regeneration (still costs energy, but less)
- 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.
- Secondary: Consumes energy, but does nothing.
- Super Melee cost: 37
- Orz Nemesis
- Special notes: An invincible Space Marine spawns with the Nemesis, attacking the enemy ship.
- Primary: Double bazooka
- Secondary: For 7 seconds the Nemesis is indestructible and damages anything it hits. Gulps all energy.
- Super Melee cost: 43
- Pkunk Fury
- Special notes:
- Slows down the game
- Takes only 1 point of damage from planets
- Now regenerates energy normally
- Primary: Unchanged
- Secondary: Does nothing.
- Super Melee cost: 36
- Special notes:
- Shofixti Carrier
- Special notes:
- Now looks like the Vindicator
- Automatically regenerates crew at a medium pace (unless it has only the captain remaining on board)
- Primary: Tri-directional Mendokusai machine gun
- Secondary: Launches a Scout which explodes when the Special button is released (costs 6 crew and half the battery). The Scout destroys planets upon impact.
- Super Melee cost: 34
- Special notes:
- Slylandro Probe
- Special notes: Now has inertia and normal turning
- Primary: Launches 8 non-homing nukes forward
- Secondary: Does nothing.
- Super Melee cost: 27
- Spathi Eluder
- Primary: Disperses a very large number of normal Spathi forward bullets. Gulps all energy.
- Secondary: Faster B.U.T.T. missile with a longer range that kills 3 crew
- Super Melee cost: 35
- Supox Blade
- Primary: Shoots with 3 invincible Glob bullets.
- Secondary: Moves away from the enemy (normal thrust and turn may be applied)
- Super Melee cost: 26
- Syreen Penetrator
- Special notes: Has an invincible ZapSat and a "mace" (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 — may be passed through).
- Primary: Short-range laser that bends towards the enemy
- Secondary: Forces enemy ship to turn and thrust towards the Penetrator.
- Super Melee cost: 42
- Thraddash Torch
- Primary: Non-homing shot with afterburner
- Secondary: Homing shot with afterburner (costs more energy and reloads slower)
- Super Melee cost: 40
- Umgah Drone
- Primary: Instantly destroys anything it touches except Supox Glob bullets; planets are destroyed after a short delay
- Secondary: Unchanged
- Super Melee cost: 26
- Ur-Quan Dreadnought
- Primary: Returns to the ship like a homing boomerang if it doesn't hit anything; note that it still has limited lifetime
- Secondary: Launches 4 fighters for 1 crew; since they return as 1 crew each, they can be used for healing between battles
- Super Melee cost: 45
- Utwig Jugger
- Special notes: May not regenerate energy by any means; has a large stockpile of energy
- Primary: Extremely fast firing rate
- Secondary: Does not recharge the Jugger's energy
- Super Melee cost: 27
- VUX Intruder
- Special notes: Faster energy regeneration; always starts far from the enemy
- Primary: Extremely long range (may circle the arena up to three times)
- Secondary: Repel incoming projectiles
- Super Melee cost: 33
- Yehat Terminator
- Special notes: Intermittent permanent shielding
- Primary: Unchanged
- Secondary: Pulls the Terminator towards the enemy with a high speed
- Super Melee cost: 38
- Zoq-Fot-Pik Stinger
- Primary: Five-directional shot with a long range
- Secondary: Continuous tongue (no battery consumption)
- Super Melee cost: 16
Bugs
- The Arilou Wizard causes loss of synchronization in netplay.
- Graphical glitches in the fleet selection screen (due to the large number of ships per team)