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

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m (UQ primary boomerang reenergizes ship)
(Get rid of version history completely.)
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As per version 1.3.5.
===Rule changes===
===Rule changes===
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==See Also==
==See Also==
*[[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]

Revision as of 15:14, 2 June 2007

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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.


As per version 1.3.5.

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: 34
  • 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, 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 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


  • 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)

See Also