A quick little user's guide
git-svn-id: svn://svn.code.sf.net/p/sc2/code/trunk@186 8092fc87-c524-0410-9efc-e669fe64eaf9
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THE UR-QUAN MASTERS
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version 0.1 alpha
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Welcome to the first release of the Ur-Quan Masters port. This
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document will tell you everything you need to play, even if you've
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never played the original.
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For those of you who have played the original, read the first section
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(starting the game) and the last section (control summary), and you'll
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be good to go.
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STARTING THE GAME
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Simply invoke UQM.EXE from the content directory to run the game.
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This will use the default settings, which are 3DO music, 640x480
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windowed mode, and pure SDL graphics drivers. You may pass various
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command line options to customize your experience:
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-r 320x240 (or --res)
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Sets the screen resolution. Unless --opengl is set, the only valid
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values are 640x480 and 320x240
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-d 24 (or --bpp)
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Sets the color depth. If you don't set this, the game should
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autodetect an appropriate value. Valid values are 16, 24, and 32.
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-f (or --fullscreen)
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Uses full screen mode. Pretty straightforward. Usually good to
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combine with -r 320x240.
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-o (or --opengl)
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Use OpenGL drivers. This produces higher-quality graphics, and may be
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faster as well -- but it also may not work on older cards.
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-b (or --bilinear)
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Enable bilinear filtering in OpenGL mode. Produces less pixelated
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graphics with a bit of a performance penalty.
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-p (or --fps)
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Print fps information in the status window.
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-tv (or --tv)
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Simulates interlaced displays.
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-c (or --contentdir)
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Set the directory where the game will seek its data.
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-h (or --help)
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Display a help message.
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-M (or --musicvol)
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Set music volume (0-100).
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-S (or --sfxvol)
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Set sound effects volume (0-100).
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-T (or --speechvol)
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Set speech volume (0-100).
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-e (or --3domusic)
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Use the 3DO remixed soundtrack for songs that were in fact remixed.
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The default.
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-m (or --pcmusic)
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Use the .MOD based PC soundtrack everywhere.
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-q (or --audioquality)
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Can be "high", "medium", or "low". Specifies how nice the audio
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sounds. Slower machines should lower the audio quality.
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THE STORY SO FAR
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For the past decade, Earth and the rest of the Alliance of Free Stars
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has fought the Ur-Quan and their Hierarchy of Battle Thralls. In the
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course of the War, the Earthlings discovered a factory world by the
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'Precursors' - an impossibly advanced that disappeared tens of
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thousands of years ago. This colony, Unzervalt (aka Vela I), lost all
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contact with Earth shortly after landfall.
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You are Captain Zelnick, a human that was born on Unzervalt and who
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possesses a remarkable knack for Precursor technology. You were the
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one who worked out how to activate the Precursor installation.
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It was a factory for building starships. However, Unzervalt is
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mineral-poor, and there were not enough materials available to
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construct a complete vessel. Your task is to command this craft, the
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Vindicator, and return to Earth to tell them of the abandoned colony.
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Also, if the War with the Ur-Quan continues, you must fight for Earth
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and the Alliance as best you can.
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There is a great deal more to this story. Asking Starbase Commander
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Hayes for background information will give you most of it.
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INTERPLANETARY EXPLORATION
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When in a Solar system, use the thrust and steering controls to move
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about the system. Intersecting a planet will move you to the
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planetary system; flying over a planet or moon will then put you into
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orbit. From there you can talk to the inhabitants, or, if the planet
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is uninhabited, send a lander down to gather minerals, investigate
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energy readings, or capture life forms.
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PLANET LANDING
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To land on a planet, you need to achieve orbit, then fill a planet
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lander with crew and send them down. You will usually want to scan
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the planet first. Mineral scans will indicate easily harvestable
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mineral ores and other resources. Energy scans will indicate unusual
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installations, which will effectively always be worth investigating.
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Biological scans will show where life forms are on the surface.
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Minerals are necessary for building up and maintaining your flagship,
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so harvest them wherever you can. There are nine varieties, each
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color coded:
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COMMON ELEMENTS (carbon, nitrogen) are cyan. Worth 1 resource unit
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(RU) each.
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CORROSIVES (chlorine, iodine) are red. 2 RU per unit.
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BASE METALS (iron, tin) are grey. These are common, and usually worth
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harvesting, but not terribly valuable. 3 RU per unit.
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NOBLE GASSES (argon, xenon) are blue, and 4 RU each.
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RARE EARTHS (lanthanum, ytterbium) are green. 5 RU per.
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PRECIOUS ELEMENTS (gold, silver) are yellow. 6 RU per.
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RADIOACTIVES (uranium, astatine) are orange. 8 RU per.
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EXOTICS (antimatter, magnetic monopoles) are purple, and a princely 20
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RU per cargo unit.
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Minerals may be unloaded at Earth Starbase by talking to Commander
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Hayes, which will give you RU that you may spend to upgrade your
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flagship.
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However, there are many hazards on planetary surfaces. Life forms are
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often hostile, and need to be subdued with your stunner or evaded.
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Earthquakes (expanding circles) can hurt your crew, lightning may
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crisp them, or lava flows and hotspots can fry them. Be careful,
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especially on hotter or more seismically and atmospherically active
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worlds. If your crew level starts dropping dramatically, flee quickly
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with the ESCAPE key!
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Stunned life forms may be captured and analyzed by your planet
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landers. The information you gain from this may not be immediately
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useful, but it will eventually come in handy.
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Landing on a planet costs fuel, and the heavier the planet, the more
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fuel it requires. Make sure you don't spend so much fuel exploring
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planets that you can't get back to Sol!
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INTERSTELLAR TRAVEL
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When you leave a solar system, you will push up into HyperSpace. In
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HyperSpace you can travel great distances quickly, but you must
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continuously thrust to move. Otherwise, you will gradually slow to a
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stop.
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While you can fly about in HyperSpace just like you do in a star
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system, the Galaxy is LARGE, and you will usually want to use the
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Auto-Pilot. To use the Auto-Pilot, select "Starmap" on the menu.
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This will show you a map of the quadrant (the galactic Core is in the
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upper right corner). To fly to a location, move the cursor there and
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press Enter. Then press Space to engage the Auto-Pilot.
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DIPLOMACY
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When you encounter an alien starship, you will usually get a picture
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of their task force and a chance to choose between conversation and
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fighting. If you choose to fight, you will transition immediately to
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space combat (below). Otherwise, you will talk first. If talks go
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poorly, space combat will likely ensue.
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If the task force shows ships streaming off in all directions, you
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have reached a fortified world, and there are an unlimited number of
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starships facing you. You cannot win such a fight - if combat ensues,
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you will need to warp out.
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SPACE COMBAT
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When combat begins, you are prompted to select a ship from your task
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force. A one-on-one space combat then begins, and continues until
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either the enemy fleet is destroyed (in which case you salvage the
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wrecks and continue the game), your flagship is destroyed (ending the
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game), or your flagship warps out of combat (consuming 5 fuel units
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but ending the encounter).
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Each ship has two major stats: Crew and Combat Battery. Crew are
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effectively hit points. Getting hit by weapons kills crew, and if all
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crew are eliminated, the craft is destroyed. Firing weapons typically
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requires energy from the combat batteries, which is replaced over
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time. The precise speed of energy regeneration and cost of weapons
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fire varies by ship.
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Space flight is *mostly* inertial (you'll drift if you stop
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thrusting), but each ship has a maximum velocity that can only be
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exceeding by "gravity whipping" around the planet. Don't hit the
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planet unless you want to take LOTS of damage.
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Each ship has a primary and secondary weapon mode, unique to that
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race's craft. The descriptions of those follow.
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SHIP DESCRIPTIONS
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Androsynth Guardian
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Primary weapon: Fires homing acid bubble clouds.
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Secondary weapon: Transforms into the 'Blazer', a comet that does
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considerable damage by ramming its opponents.
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Ariloulaleelay Skiff
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Primary weapon: Auto-aiming, short-range laser
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Secondary weapon: Random teleport
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Note: The Skiff is inertialess, and stops instantly when thrust is
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removed.
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Chenjesu Broodhome
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Primary weapon: Crystal Shard. Will travel until the fire button is
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released, then shatters.
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Secondary weapon: De-energizing Offensive Guided Interceptor.
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Launches an autonomous DOGI that rams the opponent to drain their
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combat batteries.
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Chmmr Avatar
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Primary weapon: Immensely powerful short-range laser
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Secondary weapon: Tractor beam.
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Note: Has three orbiting "ZapSats" that attack anything that gets in
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range.
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Druuge Mauler
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Primary weapon: Long range, high-recoil cannon
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Secondary weapon: Sets one crew on fire to gain combat energy.
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Earthling Cruiser
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Primary weapon: Homing nuclear missile
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Secondary weapon: Point-defense laser
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Ilwrath Avenger
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Primary weapon: Short-range flamethrower
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Secondary weapon: Cloaking device
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Kohr-Ah Marauder
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Primary weapon: Spinning blades that stop and home when the fire
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button is released
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Secondary weapon: Fiery Ring of Inevitable and Eternal Destruction
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(F.R.I.E.D.), a short-range corona of energy that blocks shots and
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inflicts lots of damage
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Melnorme Trader
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Primary weapon: Charged shot. The longer the fire button is held, the
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stronger the shot.
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Secondary weapon: Confusion beam that scrambles enemy controls.
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Mmrnmhrm X-Form
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Primary weapon: Lasers (X-form) or homing missiles (Y-form).
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Secondary weapon: Switch between X-Form and Y-Form.
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Mycon Podship
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Primary weapon: Homing Plasmoid.
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Secondary weapon: Regenerate 4 crew.
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Orz Nemesis
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Primary weapon: Howitzer cannon.
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Secondary weapon: Secondary with left and right arrows rotates the
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primary cannon. Secondary with Primary launches space marines that
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invade the enemy ship and kill their crew.
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Pkunk Fury
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Primary weapon: Three-way cannon
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Secondary weapon: Fling insults at opponent. This is the only way the
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Pkunk can regenerate combat energy.
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Note: On occasion, a destroyed Fury will be resurrected with full fuel
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and power.
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Shofixti Scout
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Primary weapon: Energy Dart.
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Secondary weapon: Glory Device. When pressed three times, the ship
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will self-destruct, inflicting vast damage on nearby vessels.
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Slylandro Probe
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Primary weapon: Lighting weapon.
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Secondary weapon: Absorb a nearby asteroid and convert to combat
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power. This is the only way the Probe can recharge.
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Note: The Probe is inertialess and always in motion. Pressing thrust
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will reverse its direction.
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Spathi Eluder
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Primary weapon: Simple forward cannon.
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Secondary weapon: Backward Utilized Tracking Torpedo (B.U.T.T.), a
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homing missile fired from the rear of the vessel.
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Alpha release warning: Since collisions are only using bounding boxes
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right now, the B.U.T.T. missile is far more likely to hit you on
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launch than your opponent.
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Supox Blade
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Primary weapon: Forward firing glob weapon
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Secondary weapon: Secondary + left or right will cause you to drift
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laterally, while Secondary + thrust will make you fly backwards. This
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cancels your current velocity, so be careful!
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Syreen Penetrator
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Primary weapon: Particle Beam Stiletto.
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Secondary weapon: "Syreen Call" - psychic attack that induces enemy
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crew to jump ship, where you (or your opponent) may capture them to
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add to your complement
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Thraddash Torch
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Primary weapon: Straightforward blaster cannon.
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Secondary weapon: Afterburner. The afterburner exhaust does more
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damage then the blaster, so use it as a weapon!
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Umgah Drone
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Primary weapon: Anti-Matter cone. Does not require combat batteries to use.
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Secondary weapon: Fly backwards suddenly and at high speed.
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Note: The Drone only recharges batteries if you do not fire for a long
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time, and then the energy all returns in one lump.
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Ur-Quan Dreadnought
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Primary weapon: Fusion Blast.
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Secondary weapon: Launches autonomous fighters to harry the enemy.
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When they run low on fuel, they will fly back to the Dreadnought.
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Catch them before they expire. Each fighter requires one crew to
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pilot it, so take care not to weaken the core ship.
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Utwig Jugger
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Primary weapon: Six-shot cannon. Requires no combat battery energy to fire.
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Secondary weapon: Force shield. Absorbing hits re-energizes your
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batteries. When the batteries are exhausted, the shield is
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permanently disabled until combat ends.
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VUX Intruder
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Primary weapon: Gigawatt laser.
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Secondary weapon: Limpet mines that track enemy ships and slow them
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down dramatically if they hit.
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Yehat Terminator
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Primary weapon: Twin autocannons.
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Secondary weapon: Force shield.
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Zoq-Fot-Pik Stinger
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Primary weapon: Anti-matter spray gun.
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Secondary weapon: "Tongue attack", a point-blank range attack that
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does grievous damage.
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CONTROLS SUMMARY
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Space flight
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UP or ENTER: Thrust
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LEFT and RIGHT: Steer
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SPACE: Main menu
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Menus
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Arrow Keys: Scroll through selections
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ENTER: Make selection
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SPACE: Up one level
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Space Combat
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UP or ENTER: Thrust
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LEFT and RIGHT: Steer
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SPACE: Fire Primary Weapon
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ESCAPE: Fire Secondary Weapon
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Numpad + and SPACE: Emergency Warp Escape
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Planet Exploration
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UP: Forward
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LEFT and RIGHT: Steer
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SPACE: Fire stun bolt
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ESCAPE: Blast off
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