Difference between revisions of "Elvish Pillager's Crazy Mod"
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*The Arilou Wizard causes loss of synchronization in [[netplay]]. | *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). | ||
− | *The Mmrnmhrm X-Form can cause crashes if | + | *The Mmrnmhrm X-Form can cause crashes if it collides with the enemy ship. |
==See also== | ==See also== |
Revision as of 13:25, 3 February 2008
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, and a Windows build here.
Gameplay
- (As per version 1.4.1)
Rule changes
- 14 planets at once instead of just one (and since they're randomly distributed, there'll often be clusters and large empty spaces.). They are destructible, having 42 hit points, and respawn at a constant rate when they're destroyed.
- 10 asteroids that sometimes home randomly in one of the players, annoying him (they don't home in the AI player).
- Up to 30 ships per team instead of just 14.
- Destroyed ships and asteroids keep inertia while exploding. (mostly a graphical change)
- The camera is slightly more zoomed out, especially during the victory ditty.
- Projectiles remain in the arena even after the destruction of the ship that launched them and after the ensuing victory ditty.
- Planet collisions do less damage: instead of killing 1/4 of the ship's crew to a minimum of 1, they kill 1/8 to a minimum of 1 and a maximum of 5, and if a ship sticks to the planet and collides many times within a few frames, no extra damage is done. On the other hand, there's a small increase in damage proportional to the collision speed.
- The AI doesn't handle the ships well. The Weak Cyborg may use ship specials.
- 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.
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 Skiff
- Special notes:
- Causes loss of synchronization in netplay.
- Now has inertia
- While the ship is in the arena:
- All asteroids emit bending lasers with random facings
- Planets randomly explode and launch debris which deals damage upon impact
- Everything in the arena is randomly accelerated by a little, including the planets' gravity.
- When the Skiff dies, all planets are destroyed.
- Primary: Confusion ray (like the Melnorme Trader's one)
- Secondary: Invisibility (like the Ilwrath Avenger's one)
- Super Melee cost: 28
- Special notes:
- 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, with reduced hitpoints
- 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, has unlimited range (thus can hit the Druuge itself)
- Secondary: Unchanged
- Super Melee cost: 15
- Earthling Cruiser
- Primary: MX missile that accelerates constantly
- Secondary: Faster point defense, no energy cost
- Super Melee cost: 38
- Ilwrath Avenger
- Special notes: Very fast, so much that gravity whipping is hardly useful.
- 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 longer 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
- Special notes:
- Now has 64 facings instead of 16 (a laser-like line which deals no damage at impact and ignores collisions indicates the exact facing)
- May crash the game if it collides with the enemy ship
- While this ship (in X-Form) is in the arena, all asteroids are tractored toward it
- The X-Form has slow turning, acceleration and maximum speed, while the Y-Form is fast and nimble
- 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.
- Secondary: Change to Y-Form (which has no primary and does not attract asteroids)
- Super Melee cost: 32
- Special notes:
- 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: Allows for faster turning, consumes energy very fast
- 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 (intentional, not bug)
- Takes only 1 point of damage from planets
- Regenerates energy normally
- Primary: Unchanged
- Secondary: Does nothing.
- Super Melee cost: 36
- Special notes:
- Shofixti Carrier
- Special notes:
- Now looks like the Vindicator
- Now has 144 crew instead of 6
- Primary: Six-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 may be controlled with the arrow keys (the Carrier cannot be piloted meanwhile).
- Super Melee cost: 34
- Special notes:
- Slylandro Probe
- Special notes: Now has inertia and normal turning
- Primary: Launches 8 non-homing nukes forward
- Secondary: Accelerates the ship backwards, spawning asteroids in front of it.
- 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
- Special notes: Now has 18 crew instead of 12
- 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.
- 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 frames and lasts until the Blade runs out of energy.
- 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
- Special notes: Is slow, turns slowly, and has 42 crew.
- 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 (the cone deals 18 damage per frame to them)
- Secondary: Unchanged
- Super Melee cost: 26
- Ur-Quan Dreadnought
- Primary: Returns to the ship like a homing boomerang if it doesn't hit anything, giving the Dreadnought back the energy consumed by firing; 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: Nigh infinite range laser (Often goes around the arena many times if fired at an angle)
- 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, like the Chmmr tractor beam in reverse
- Super Melee cost: 38
- Zoq-Fot-Pik Stinger
- Primary: Five-directional shot with a long range
- Secondary: Continuous tongue (no battery consumption, but stalls energy regeneration)
- 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).
- The Mmrnmhrm X-Form can cause crashes if it collides with the enemy ship.