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

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(Completed ship list, added known bugs)
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**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: 30
 
**Super Melee cost: 30
 +
*[[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===
 
===Bugs===
 +
*The Pkunk Fury and the Arilou Wizard cause loss of synchronization in [[netplay]].
 +
*Graphical glitches in the fleet selection screen (due to the large number of ships per team)
  
 
==See Also==
 
==See Also==
*[[Elvish Pillager's Crazy Mod/Version history|Complete version history of mod]]
+
*[[Elvish Pillager's Crazy Mod/Version history|Complete version history of the mod]]
 
*[http://eli.cedarswampstudios.org The Pillager's Den]
 
*[http://eli.cedarswampstudios.org The Pillager's Den]
 
*[http://uqm.stack.nl/forum/index.php?topic=3465.0 "New crazy mod" thread at the UQM forums]
 
*[http://uqm.stack.nl/forum/index.php?topic=3465.0 "New crazy mod" thread at the UQM forums]
  
 
[[Category:Mods]]
 
[[Category:Mods]]

Revision as of 06:08, 22 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
  • 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
  • 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: 25
  • 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: 30
  • 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 Pkunk Fury and the Arilou Wizard cause loss of synchronization in netplay.
  • Graphical glitches in the fleet selection screen (due to the large number of ships per team)

See Also