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

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('Till Avenger)
(Added costs, added ships 'till Mycon)
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**Primary: Dual white laser, medium range, 1 damage, fast energy consumption
 
**Primary: Dual white laser, medium range, 1 damage, fast energy consumption
 
**Secondary: [[Blazer]] mode, can be stopped at will
 
**Secondary: [[Blazer]] mode, can be stopped at will
 +
**Super Melee cost: 24
 
*[[Arilou]] Wizard (former [[Skiff]])
 
*[[Arilou]] Wizard (former [[Skiff]])
 
**Special notes: Now has inertia
 
**Special notes: Now has inertia
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**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 + 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)
 
**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
 
*[[Chenjesu]] Broodhome
 
**Primary: Now is homing
 
**Primary: Now is homing
 
**Secondary: Now has point defense
 
**Secondary: Now has point defense
 +
**Super Melee cost: 23
 
*[[Chmmr]] Avatar
 
*[[Chmmr]] Avatar
 
**Special notes: 9 [[Avatar#Additional|ZapSats]] defending half of the ship
 
**Special notes: 9 [[Avatar#Additional|ZapSats]] defending half of the ship
 
**Primary: Triple focused X-Ray laser
 
**Primary: Triple focused X-Ray laser
 
**Secondary: Faster tractor beam
 
**Secondary: Faster tractor beam
 +
**Super Melee cost: 39
 
*[[Druuge]] Mauler
 
*[[Druuge]] Mauler
 
**Primary: Shoots faster, pushes impacted ship backwards much more violently
 
**Primary: Shoots faster, pushes impacted ship backwards much more violently
 
**Secondary: Unchanged
 
**Secondary: Unchanged
 +
**Super Melee cost: 15
 
*[[Earthling]] Cruiser
 
*[[Earthling]] Cruiser
 
**Primary: Faster MX missile
 
**Primary: Faster MX missile
 
**Secondary: Faster point defense, no energy cost
 
**Secondary: Faster point defense, no energy cost
 +
**Super Melee cost: 38
 
*[[Ilwrath]] Avenger
 
*[[Ilwrath]] Avenger
 
**Special notes: Very fast. Especially adept at gravity whips.
 
**Special notes: Very fast. Especially adept at gravity whips.
 
**Primary: The flamethrower now shoots in five different directions
 
**Primary: The flamethrower now shoots in five different directions
 
**Secondary: Unchanged
 
**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
  
 
===Bugs===
 
===Bugs===

Revision as of 17:33, 19 April 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

Bugs

See Also