Difference between revisions of "Elvish Pillager's Crazy Mod"

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{{stub}}
 
{{stub}}
  
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].  
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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/1.4.1-src.tar.gz here], and a Windows build [http://www.filegunner.net/uploadedfiles/269640uqm-ep-141.zip here].
  
 
==Gameplay==
 
==Gameplay==
As per version 1.3.5.
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:''(As per version 1.4.1)''
  
 
===Rule changes===
 
===Rule changes===
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*10 asteroids that sometimes home randomly in one of the players, annoying him (they don't home in the AI player).
 
*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.
 
*30 ships per team instead of just 14.
*Destroyed ships keep inertia while exploding.
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*Destroyed ships and asteroids keep inertia while exploding.
*In the full game, [[The Flagship]] moves four times faster in Super Melee and in [[HyperSpace]].
+
*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.
 +
*Ships with at least 49 crew cannot take more than 5 damage from planet collisions.
 +
*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===
 
===Ship changes===
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**[[Super Melee]] [[Table of ship values|cost]]: 24
 
**[[Super Melee]] [[Table of ship values|cost]]: 24
 
*[[Arilou]] Wizard (former [[Skiff]])
 
*[[Arilou]] Wizard (former [[Skiff]])
**Special notes: Now has inertia
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**Special notes:
**Primary + Up: Confusion ray (like the [[Melnorme]] [[Trader]] one)
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***Causes loss of synchronization in [[netplay]].
**Primary + Left: Fireball (explodes at impact or range limit, transforming into an explosion of lines that deal damage at impact)
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***Now has inertia
**Primary + Right: Magic missile (projectile that aims in the general direction of the enemy and deals 2 damage)
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***While the ship is in the arena:
**Secondary + Up: Safe teleport (may end up in the path of a projectile, though)
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****All asteroids emit bending lasers with random facings
**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)
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****Planets randomly explode and launch debris which deals damage upon impact
**Secondary + Right: Renders ship invisible to homing weapons (both players may, though, see a marker at the Wizard's location)
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****Everything in the arena is randomly accelerated by a little, including the planets' gravity.
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***When the Wizard dies, all planets are destroyed.
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**Primary: Confusion ray (like the [[Melnorme]] [[Trader]]'s one)
 +
**Secondary: Invisibility (like the [[Ilwrath]] [[Avenger]]'s one)
 
**Super Melee cost: 28
 
**Super Melee cost: 28
 
*[[Chenjesu]] Broodhome
 
*[[Chenjesu]] Broodhome
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**Super Melee cost: 21
 
**Super Melee cost: 21
 
*[[Mmrnmhrm]] X-Form
 
*[[Mmrnmhrm]] X-Form
**Primary: Extremely powerful quadruple laser
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**Special notes:
**Secondary: Change to Y-Form (whose primary is unchanged, other than massivivly increased distance)
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***Now has 64 facings instead of 16 (a laser-like line which deals no damage at impact and ignores collisions indicates the exact facing)
 +
***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)
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***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, but does not attract asteroids)
 
**Super Melee cost: 32
 
**Super Melee cost: 32
 
*[[Mycon]] Podship
 
*[[Mycon]] Podship
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*[[Pkunk]] Fury
 
*[[Pkunk]] Fury
 
**Special notes:
 
**Special notes:
***Slows down the game
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***Slows down the game (intentional, not bug)
 
***Takes only 1 point of damage from planets
 
***Takes only 1 point of damage from planets
***Now regenerates energy normally
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***Regenerates energy normally
 
**Primary: Unchanged
 
**Primary: Unchanged
 
**Secondary: Does nothing.
 
**Secondary: Does nothing.
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**Special notes:
 
**Special notes:
 
***Now looks like the Vindicator
 
***Now looks like the Vindicator
***Automatically regenerates crew at a medium pace (unless it has only the captain remaining on board)
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***Now has 144 crew instead of 6
**Primary: Tri-directional Mendokusai machine gun
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**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 destroys planets upon impact.
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**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
 
**Super Melee cost: 34
 
*[[Slylandro]] Probe
 
*[[Slylandro]] Probe
 
**Special notes: Now has inertia and normal turning
 
**Special notes: Now has inertia and normal turning
 
**Primary: Launches 8 non-homing nukes forward
 
**Primary: Launches 8 non-homing nukes forward
**Secondary: Does nothing.
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**Secondary: Accelerates the ship backwards, spawning asteroids in front of it.
 
**Super Melee cost: 27
 
**Super Melee cost: 27
 
*[[Spathi]] Eluder
 
*[[Spathi]] Eluder
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**Super Melee cost: 35
 
**Super Melee cost: 35
 
*[[Supox]] Blade
 
*[[Supox]] Blade
**Primary: Shoots with 3 invincible Glob bullets.
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**Special notes: Now has 18 crew instead of 12
**Secondary: Moves away from the enemy (normal thrust and turn may be applied)
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**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.
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**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.
 
**Super Melee cost: 26
 
**Super Melee cost: 26
 
*[[Syreen]] Penetrator
 
*[[Syreen]] Penetrator
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**Super Melee cost: 40
 
**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
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**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)
 
**Secondary: Unchanged
 
**Secondary: Unchanged
 
**Super Melee cost: 26
 
**Super Melee cost: 26
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*[[VUX]] Intruder
 
*[[VUX]] Intruder
 
**Special notes: Faster energy regeneration; always starts far from the enemy
 
**Special notes: Faster energy regeneration; always starts far from the enemy
**Primary: Extremely long range (may circle the arena up to three times)
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**Primary: Extremely long range (may circle the arena up to six times, though three is much more common due to planets blocking the laser's path)
 
**Secondary: Repel incoming projectiles
 
**Secondary: Repel incoming projectiles
 
**Super Melee cost: 33
 
**Super Melee cost: 33
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===Bugs===
 
===Bugs===
 
*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)
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*Graphical glitches in the fleet selection screen (due to the large number of ships per team).
 +
*The Mmrnmhrm X-Form can cause crashes if completely surrounded by asteroids.
  
 
==See Also==
 
==See Also==

Revision as of 13:24, 3 August 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, and a Windows build here.

Gameplay

(As per version 1.4.1)

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 and asteroids keep inertia while exploding.
  • 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.
  • Ships with at least 49 crew cannot take more than 5 damage from planet collisions.
  • 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 Wizard (former 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 Wizard 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
  • 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, has unlimited range
    • 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
    • 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)
      • 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)
      • 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, but does not attract asteroids)
    • 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: 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
  • 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
  • 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
    • 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: Extremely long range (may circle the arena up to six times, though three is much more common due to planets blocking the laser's path)
    • 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).
  • The Mmrnmhrm X-Form can cause crashes if completely surrounded by asteroids.

See Also