6f84fd41c9
The installer code is still kind of a mess, but this makes it more reliable than the old 0.7 installer from a user experience standpoint. git-svn-id: svn://svn.code.sf.net/p/sc2/code/trunk@3780 8092fc87-c524-0410-9efc-e669fe64eaf9
800 lines
30 KiB
Plaintext
800 lines
30 KiB
Plaintext
THE UR-QUAN MASTERS v0.7 -- homepage: http://sc2.sf.net/
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Welcome to this beta 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 bug reports) and the last sections (Super Melee
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and control summary), and you'll be good to go.
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STARTING THE GAME
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Simply invoke the executable from the directory you installed UQM in
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to run the game. (Under Windows, this is uqm.exe; under Linux, it's
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uqm.) This will use the default settings. The defaults and how to
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change them are listed under COMMAND LINE OPTIONS, below.
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After a splash screen, you will see the main menu, which has five
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options:
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- New Game: Begins a new Full Game. This is a galaxy-spanning space
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adventure full of diplomacy, exploration, combat, high treason,
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and low cunning. The introductory cutscenes will set the scene;
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the THE STORY SO FAR section below provides more extensive
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backstory for the curious.
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- Load Game: Restores a Full Game session that was saved earlier.
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- Super Melee!: Puts the game in Super Melee mode, where you may
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hone your space combat skills or challenge your friends to fleet
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battles. See the SUPER MELEE section below for details on this
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section.
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- Setup: Lets you configure many options to customize your play
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experience. Most options will take effect once you exit the setup
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menu; a few specially marked options require you to restart UQM.
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Setup options are preserved across sessions. The options are
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described under COMMAND LINE OPTIONS, below.
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- Quit: Exits the program.
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COMMAND LINE OPTIONS
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The default options for an UQM install are 3DO music, 640x480 windowed
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mode, and pure SDL graphics drivers. The initial defaults may vary on
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the Windows install if you selected "Mimic PC" or "Mimic 3DO" as the
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install type. You may pass various command line options to customize
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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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-f (or --fullscreen)
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Uses full screen mode. Pretty straightforward. Usually good to
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combine with -r 320x240 unless you're using a scaler.
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-w (or --windowed)
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Displays the game in a window. The opposite of --fullscreen.
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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. It also
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permits use of any screen resolution.
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-x (or --nogl)
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Do not use OpenGL drivers. This is more likely to run on systems with
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poor or no 3D acceleration, and is often faster, especially on older
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or less well supported cards. Only the 320x240 and 640x480
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resolutions are available when not using OpenGL.
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-k (or --keepaspectratio)
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Keep 4:3 aspect ratio when using custom resolutions.
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-c (or --scale=mode)
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Graphics scaling mode (bilinear, biadapt, biadv, triscan, hq or none).
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Default is none. Try these to get smoother graphics with cost on
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performance.
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-b (or --meleezoom=mode)
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Melee zooming mode (pc or 3do); 'step' is an alias for 'pc' and 'smooth'
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is an alias for '3do'. Default is 3do. Slower machine owners can set it
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to 'pc' to get better performance in melee.
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-s (or --scanlines)
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Simulates interlaced displays.
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-g (or --gamma)
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Sets gamma correction. 1.0 causes no change (unless your graphics card
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is originally set to a different value). Higher than 1.0 makes the
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image brighter, lower than 1.0 makes it darker.
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-p (or --fps)
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Print fps information in the status window.
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-C (or --configdir)
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Set the directory where the game will store the config data.
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-n (or --contentdir)
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Set the directory where the game will seek its data.
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-l (or --logfile)
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Set a file to receive the diagnostic information that would otherwise go
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to the console.
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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). If set to 0, the game runs in 'no speech'
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mode and the oscilloscope reacts to the music.
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-m 3do (or --music 3do)
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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 pc (or --music pc)
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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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--addon <addon> (no short version)
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Replace <addon> by the name of an add-on to enable in the game. See
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the section 'ADD-ONS' below for details.
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--sound (no short version)
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Can be "openal", "mixsdl" or "none". Specifies which driver/mixer
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to use. "openal" is only available when it has been compiled in.
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It may produce higher-quality sound and will probably be faster,
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but it is not very stable on linux platforms, and may not work
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well with some sound cards.
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Use "none" as a last resort if you cannot get other drivers to work,
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or if you have no soundcard.
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--stereosfx (no short version)
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Enables positional sound effects in melee. Currently works only when
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using openal.
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-u (or --nosubtitles)
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Disables subtitles.
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--cscan pc
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Use PC style planet information when scanning (text). Default.
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--cscan 3do
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Use 3DO style planet information when scanning (pictograms).
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--menu pc
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Use PC style menus (text) and 'CREW'/'BATT' in melee instead of icons.
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Default.
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--menu 3do
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Use 3DO style menus (pictograms).
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--font pc
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Use PC style fonts and colors.
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Default.
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--font 3do
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Use 3DO style fonts and colors.
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--scroll pc
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Scroll voice-over/subtitles 1 page at a time when using left/right arrow keys
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Default.
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--scroll 3do
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Scroll voice-over/subtitles smoothly while holding down left/right arrow keys
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-i 3do (or --intro 3do)
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Use the 3DO intro and ending movies (if you have them).
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The default.
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-i pc (or --intro pc)
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Use the PC intro and ending sequences and slide shows. These will be also
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played if you do not have 3DO movies, regardless of -i option.
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--shield pc
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Use PC style static slave shield graphic.
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Default.
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--shield 3do
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Use 3DO style throbbing slave shield graphic. This somewhat increases the
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load on CPU while in orbit. Do not use if your CPU cannot handle that.
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--safe (no short version)
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Start the game in safe mode. Safe mode will ignore stored user settings,
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like resolution, fullscreen mode, sound driver, etc. This is useful if
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you have somehow wrecked your configuration files and cannot get to the
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in-game setup menu to change the settings.
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NOT OFFICIALLY SUPPORTED OPTIONS
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The following options may not exist in all builds and can change without
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notice at any time.
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--accel (no short version)
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Can be "none", "detect", "mmx", "3dnow", "sse" (also "altivec" if/when
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added; or other platforms). Specifies which platform accelerations
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to use for graphics and sound, if any. All specific platform code can
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only be used when compiled in.
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--netport1 <port> (no short version)
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--netport2 <port> (no short version)
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Specifies the default port that the bottom or top player respectively
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will connect to or accept incoming connections on. If this parameter
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is not specified, 21837 will be used. This value can be changed later
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in the SuperMelee Net menu. Your firewall needs to be set up to allow
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TCP connections from/to the used port.
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--nethost1 <host> (no short version)
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--nethost2 <host> (no short version)
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Specifies the default name or ip number of the host to connect to for
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the bottom or player. If this parameter is not specified, UQM will
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not attempt an outgoing connection, but instead listen for an incoming
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connection.
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--netdelay (no short version)
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Set the default input delay (in frames). See the Super Melee section
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for details.
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BUG REPORTS
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After several years of enthusiastic testing, UQM has dramatically
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improved its stability, but it is still beta software, and bugs
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certainly still lurk. Upon finding a problem, we'd like you to report
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it, but before you do, please do the following:
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- Try to isolate what causes it: "Crashes with a null dereference
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about half the time when firing and taunting with a Pkunk" is better
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than "Melee doesn't work." If the game crashes, notice what error
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is produced; if the game hangs, check to see if the game-exit key
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(F12) works.
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- Go to the bug database at http://bugs.uqm.stack.nl/
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and post a report of the problem there. Search the database first if
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it has been already posted; if we get many duplicate reports, processing
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them eats our time from actual development. If it's been reported, and
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you have more information, feel free to confirm that you've reproduced it
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by adding a comment to the report. If ten people have already confirmed it,
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though, it's probably best to treat it as duly reported.
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- Whenever possible, for bugs that only occur under certain conditions,
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include a save game with your bug report that duplicates the bug.
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In the case of a crash, a stack trace can be very helpful for us too.
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If you don't know what a stack trace is, don't worry about it.
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- If your issue is more like "support request" than bug report and you
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want help from other users, then posting it to our forum might be
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more appropriate: http://uqm.stack.nl/forum/
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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) per unit.
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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. 4 RU per unit.
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RARE EARTHS (lanthanum, ytterbium) are green. 5 RU per unit.
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PRECIOUS ELEMENTS (gold, silver) are yellow. 6 RU per unit.
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RADIOACTIVES (uranium, astatine) are orange. 8 RU per unit.
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EXOTICS (antimatter, magnetic monopoles) are purple, and a princely 25
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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 inertia-less, 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 inertia-less and always in motion. Pressing thrust
|
|
will reverse its direction.
|
|
|
|
Spathi Eluder
|
|
Primary weapon: Simple forward cannon.
|
|
Secondary weapon: Backward Utilized Tracking Torpedo (B.U.T.T.), a
|
|
homing missile fired from the rear of the vessel.
|
|
|
|
Supox Blade
|
|
Primary weapon: Forward firing glob weapon
|
|
Secondary weapon: Secondary + left or right will cause you to drift
|
|
laterally, while Secondary + thrust will make you fly backwards. This
|
|
cancels your current velocity, so be careful!
|
|
|
|
Syreen Penetrator
|
|
Primary weapon: Particle Beam Stiletto.
|
|
Secondary weapon: "Syreen Call" - psychic attack that induces enemy
|
|
crew to jump ship, where you (or your opponent) may capture them to
|
|
add to your complement
|
|
|
|
Thraddash Torch
|
|
Primary weapon: Straightforward blaster cannon.
|
|
Secondary weapon: Afterburner. The afterburner exhaust does more
|
|
damage then the blaster, so use it as a weapon!
|
|
|
|
Umgah Drone
|
|
Primary weapon: Anti-Matter cone. Does not require combat batteries to use.
|
|
Secondary weapon: Fly backwards suddenly and at high speed.
|
|
Note: The Drone only recharges batteries if you do not fire for a long
|
|
time, and then the energy all returns in one lump.
|
|
|
|
Ur-Quan Dreadnought
|
|
Primary weapon: Fusion Blast.
|
|
Secondary weapon: Launches autonomous fighters to harrass the enemy.
|
|
When they run low on fuel, they will fly back to the Dreadnought.
|
|
Catch them before they expire. Each fighter requires one crew to
|
|
pilot it, so take care not to weaken the core ship.
|
|
|
|
Utwig Jugger
|
|
Primary weapon: Six-shot cannon. Requires no combat battery energy to fire.
|
|
Secondary weapon: Force shield. Absorbing hits re-energizes your
|
|
batteries. When the batteries are exhausted, the shield is
|
|
permanently disabled until combat ends.
|
|
|
|
VUX Intruder
|
|
Primary weapon: Gigawatt laser.
|
|
Secondary weapon: Limpet mines that track enemy ships and slow them
|
|
down dramatically if they hit.
|
|
|
|
Yehat Terminator
|
|
Primary weapon: Twin autocannons.
|
|
Secondary weapon: Force shield.
|
|
|
|
Zoq-Fot-Pik Stinger
|
|
Primary weapon: Anti-matter spray gun.
|
|
Secondary weapon: "Tongue attack", a point-blank range attack that
|
|
does grievous damage.
|
|
|
|
SUPER MELEE
|
|
|
|
Super Melee mode is pure combat. It's designed to let you hone your
|
|
skills for the full game, or to challenge your friends to fleet
|
|
matches. Selecting "Super Melee!" from the main menu will bring you
|
|
to the super melee main screen.
|
|
|
|
This screen is dominated by the fleet design screen. Move the cursor
|
|
over a ship slot and press ENTER to change the ship assignment, or
|
|
press DELETE to remove the ship. You may select the fleet name and
|
|
press ENTER to edit the fleet name to something of your choice. The
|
|
number next to the fleet name lists the fleet strength; this is simply
|
|
the sum of the point values of all ships in the fleet.
|
|
|
|
The right hand side of the screen has buttons for managing the battle.
|
|
Each side has four buttons associated with it: LOAD, SAVE, CONTROL,
|
|
and NET. The LOAD and SAVE buttons let you load and save fleets. A
|
|
variety of fleets of various strengths are pre-defined, and you may
|
|
add your own by saving fleets you design.
|
|
|
|
The CONTROL button has one of five settings. HUMAN CONTROL puts the
|
|
fleet under the control of a human player. (The precise controls for
|
|
that player are set in the Setup menu, but the bottom player's
|
|
controls are always the same as the full game's controls.) Then there
|
|
are three levels of computer control:
|
|
|
|
- WEAK CYBORG is not a particularly good shot, and will only use
|
|
special weapons if the ship absolutely requires the special weapon
|
|
to function at all (Pkunk, Slylandro). This difficulty level only
|
|
appears in the full game when fighting crippled ships.
|
|
|
|
- GOOD CYBORG will actually use its special weapon, but it's still
|
|
not much of a threat. The Good cyborg provides a gentle
|
|
introduction to Star Control combat if you are unfamiliar with the
|
|
gameplay. However, you will soon wish to switch to...
|
|
|
|
- AWESOME CYBORG. The AI will fully exploit each ship's abilities,
|
|
and is also a tolerably good shot, compensating for inertia and
|
|
choosing its shots. Enemies you meet in the full game are almost
|
|
always piloted at this level. If a battle is giving you trouble
|
|
in the full game, this is the setting you want.
|
|
|
|
The last control option is NETWORK CONTROL, which will be set if that
|
|
side is controlled by a non-local opponent. To set up a network game,
|
|
push the NET button on the side you wish to be under your opponent's
|
|
control.
|
|
|
|
In order to connect, you must agree on a port (the default is 21837,
|
|
which should not require any change) and set a net delay in frames.
|
|
To compensate for network lag, a keypress or keyrelease will only take
|
|
effect after this many frames. While higher values make your ship
|
|
seem to respond more sluggishly, they give the keypress information
|
|
more time to reach the remote party. If the game stutters, this is
|
|
because it is waiting for this keypress information to arrive, which
|
|
is an indication that the input delay is too low. Super Melee runs at
|
|
24 frames per second, each frame delayed will delay the input by about
|
|
42ms. The delay used is the maximum of the desired value for both
|
|
parties. The default is 2. Values lower than 4 are typically
|
|
acceptable in terms of responsiveness. Future versions may
|
|
automatically decide on the best value to use.
|
|
|
|
Once the port and delay are set, one player must select the first
|
|
option (Wait for incoming connection), while the other enters his
|
|
opponent's hostname or IP address into the Host field and then pushes
|
|
"Connect." Once the connection is established, the control scheme for
|
|
the remote player will flip to NETWORK CONTROL to register the
|
|
connection. To disconnect, change it away back to one of the HUMAN or
|
|
CYBORG options. Once connected, you are both free to edit your fleets
|
|
to provide a properly balanced battle.
|
|
|
|
Once all fleets are in readiness, press the BATTLE button in the
|
|
center right. (In a network game, both players must select it with no
|
|
intervening fleet edits. Moving away from BATTLE or having your
|
|
opponent change their fleet will cancel your readiness state, and you
|
|
will need to reselect the BATTLE button.) When all players are ready,
|
|
the battle begins.
|
|
|
|
The ship selection screen is much as it would be in the full game,
|
|
with two notable exceptions: a question mark in the upper right allows
|
|
you to select a new ship randomly from those remaining, and a red X
|
|
allows you to exit the combat entirely. (It is also possible to exit
|
|
the melee at any time by pressing F10, just as one can exit anything.)
|
|
If nobody quits, the combat will continue until one side has been
|
|
completely destroyed. At this point, both fleets are shown so that
|
|
one may compare initial and remaining fleet strengths. Press a key to
|
|
return to the melee menu.
|
|
|
|
To return to the main menu after finishing with Super Melee mode, push
|
|
the QUIT button in the lower right.
|
|
|
|
GENERAL GAME CONTROLS SUMMARY
|
|
|
|
F1 or PAUSE Pause game
|
|
F10 Exit game
|
|
F11 Toggle between fullscreen and windowed mode
|
|
|
|
FULL GAME CONTROLS SUMMARY
|
|
|
|
Space flight
|
|
|
|
UP Thrust
|
|
LEFT and RIGHT: Steer
|
|
SPACE or RIGHT SHIFT: Main menu
|
|
|
|
Menus
|
|
|
|
Arrow Keys: Scroll through selections
|
|
ENTER or RIGHT CTRL: Make selection
|
|
SPACE or RIGHT SHIFT: Up one level
|
|
or ESCAPE
|
|
|
|
Conversations
|
|
|
|
LEFT and RIGHT: Rewind/Forward
|
|
UP and DOWN: Scroll through selections
|
|
ENTER or RIGHT CTRL: Make selection
|
|
SPACE or RIGHT SHIFT: Skip, Show/Hide summary
|
|
|
|
Star Map
|
|
|
|
Arrow Keys: Move the crosshair
|
|
ENTER or RIGHT CTRL: Select destination
|
|
SPACE or RIGHT SHIFT: Main menu
|
|
Keypad +: Zoom in
|
|
Keypad -: Zoom out
|
|
/ (not on the keypad): Begin search.
|
|
(Type star or constellation name to
|
|
find matches)
|
|
TAB: Jump to next match.
|
|
|
|
Space Combat
|
|
|
|
UP: Thrust
|
|
LEFT and RIGHT: Steer
|
|
RIGHT CTRL or ENTER: Fire Primary Weapon
|
|
RIGHT SHIFT: Fire Secondary Weapon
|
|
ESCAPE: Emergency Warp Escape
|
|
|
|
|
|
Planet Exploration
|
|
|
|
UP: Forward
|
|
LEFT and RIGHT: Steer
|
|
RIGHT CTRL or ENTER: Fire stun bolt
|
|
RIGHT SHIFT or ESCAPE: Blast off
|
|
|
|
|
|
MELEE CONTROLS SUMMARY
|
|
|
|
Top Player
|
|
|
|
W: Thrust
|
|
A and D: Steer
|
|
V: Fire Primary Weapon
|
|
B: Fire Secondary Weapon
|
|
|
|
Bottom Player
|
|
|
|
UP or ENTER: Thrust
|
|
LEFT and RIGHT: Steer
|
|
RIGHT CTRL or ENTER: Fire Primary Weapon
|
|
RIGHT SHIFT: Fire Secondary Weapon
|
|
|
|
|
|
These controls are configurable from the Setup Menu. You may define
|
|
up to six "Input Templates" and assign a template to either or both
|
|
players. Some commonly used key configurations are pre-defined, as
|
|
well as popular variants. To change key bindings, select the binding
|
|
you wish to change and press ENTER. At the dialog box, press the key
|
|
(or joystick gesture) that you wish to assign to this action.
|
|
|
|
|
|
SAVED GAMES
|
|
|
|
The saved games are kept in your personal directory for uqm data.
|
|
This directory is automatically created the first time you start the
|
|
game. The location of this directory varies per system.
|
|
|
|
On Microsoft Windows systems this is a folder named 'uqm' in the
|
|
application data folder for the current user.
|
|
This is usually in one of the following locations:
|
|
- "C:\Windows\Application Data\"
|
|
(Windows 95, 98, SE without separate users)
|
|
- "C:\Windows\Profiles\YourName\Application Data\"
|
|
(Windows 95/98/SE with separate users)
|
|
- "C:\Documents and Settings\YourName\Application Data\"
|
|
(Windows NT/2k/XP)
|
|
The "Application Data" folder may be hidden. You can tell Windows to display
|
|
hidden files and folders in the Folder Options dialog, which you can
|
|
find in the Tools menu of any folder window.
|
|
|
|
On Unix systems this personal uqm data is stored in "~/.uqm".
|
|
|
|
You will generally only need this if you intend to transfer savegames
|
|
to another computer. Note that currently games saved on an PowerPC Mac
|
|
will not work on a PC (or an Intel Mac), and vice versa. AMD64 and
|
|
Intel savegames may be safely transferred.
|
|
|
|
|
|
ADD-ONS
|
|
|
|
As of version 0.3, The Ur-Quan Masters has basic support for add-on
|
|
packages. Though it is not very elaborate yet, you can install some
|
|
content add-ons. Add-ons created for UQM releases prior to v0.7 are not
|
|
compatible with this release. To continue using your current add-ons,
|
|
you will have to obtain or create new add-on packages.
|
|
|
|
Inside the directory where the content is installed, in the content/
|
|
directory, there is a directory 'addons/'. In this directory, you can
|
|
place add-on packages, like 3domusic, 3dovoice, remix and others, or
|
|
create new directories with .zip files to be used in addition to the
|
|
standard content .zip files. Each add-on must contain at least one .rmp
|
|
file to tell the game which resources the add-on provides.
|
|
When you specify the command-line option '--addon <addon>', the .zip files
|
|
inside the directory content/addons/<addon> will be included
|
|
in the game. '--addon' may be specified more than once to enable multiple
|
|
add-ons.
|
|
|
|
Unlike previous releases, 3domusic and 3dovoice are now standard add-ons,
|
|
and can be turned on and off from the in-game setup menu.
|
|
The Precursors UQM Remix project is intended to be used as an add-on.
|
|
If you install UQM 0.7 from the Windows installer, the remix packs
|
|
are available as options. The remix add-on can also be turned on and off
|
|
from the in-game setup menu.
|