986 lines
28 KiB
Plaintext
986 lines
28 KiB
Plaintext
.\" (C) 1992, 1993, 2002 Toys for Bob, Inc.
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.\" The documentation may be used freely under the terms of the
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.\" Creative Commons Attribution Attribution 2.0 license,
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.\" available at http://creativecommons.org/licenses/by/2.0/
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.\"
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.\" The content may also be copied freely as part of a distribution of
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.\" The Ur-Quan Masters.
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.Dd October 28, 2014
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.Dt UQM 6
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.Os
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.Sh NAME
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.Nm uqm
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.Nd The Ur\(hyQuan Masters \(en space exploration game
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.Sh SYNOPSIS
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.Nm uqm
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.Op Fl bcCfghklMnopqsSTuwx
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.Op Fl i Ar style
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.Op Fl m Ar soundtrack
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.Op Fl r Ar resolution
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.Op Fl -addon Ar addon
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.Op Fl -cscan Ar style
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.Op Fl -font Ar font
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.Op Fl -menu Ar style
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.Op Fl -safe
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.Op Fl -scroll Ar style
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.Op Fl -shield Ar style
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.Op Fl -sound
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.Op Fl -stereosfx
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.Sh DESCRIPTION
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.Nm uqm
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is a port of the epic space game The Ur\(hyQuan Masters.
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.Pp
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The default settings for an
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.Nm uqm
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install are 3DO music, 640\(mu480 windowed mode, and pure SDL graphics drivers.
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You may pass various command line options to customize your experience.
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.Pp
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The options are as follows:
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.Bl -tag -width Ds
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.It Fl b , Fl -meleezoom Ar mode
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Melee zooming mode
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.Po
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.Sy pc
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or
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.Sy 3do
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.Pc ;
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.Sy step
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is an alias for
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.Sy pc
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and
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.Sy smooth
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is an alias for
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.Sy 3do .
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Default is
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.Sy 3do .
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Slower machine owners can set it to
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.Sy pc
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to get better performance in melee.
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.It Fl C Ar dir , Fl -configdir Ar dir
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Sets the directory where the game will store the config data.
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.It Fl c Ar mode , Fl -scale Ar mode
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Graphics scaling mode
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.Po
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.Cm bilinear ,
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.Cm biadapt ,
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.Cm biadv ,
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.Cm triscan ,
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.Cm hq
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or
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.Cm none
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.Pc .
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Default is
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.Cm none .
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Try these to get smoother graphics, at a performance cost.
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.It Fl f , Fl -fullscreen
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Uses full screen mode.
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The opposite of
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.Fl w .
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.It Fl g Ar val , Fl -gamma Ar val
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Sets gamma correction.
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1.0 causes no change
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(unless your graphics card is originally set to a different value).
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Higher than 1.0 makes the image brighter, lower than 1.0 makes it darker.
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.It Fl h , Fl -help
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Display a help message.
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.It Fl i Ar style , Fl -intro Ar style
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With
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.Cm 3do ,
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use the 3DO intro and ending movies (if you have them).
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With
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.Cm pc ,
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use the PC intro and ending sequences and slide shows.
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Defaults to
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.Cm 3do .
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Regardless of which option is selected, the PC sequences will be used if you do
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not have the 3DO movies.
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.It Fl k , Fl -keepaspectratio
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Keep 4:3 aspect ratio when using custom resolutions.
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.It Fl l Ar file , Fl -logfile Ar file
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Set a file to receive the diagnostic information that would otherwise go to the
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console.
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.It Fl M Ar volume , Fl -musicvol Ar volume
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Set music volume (0\(en100).
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.It Fl m Ar soundtrack , Fl -music Ar soundtrack
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Select either the 3DO remixed soundtrack with
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.Cm 3do
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or the .MOD\(hybased PC soundtrack with
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.Cm pc .
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Defaults to
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.Cm 3do
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for songs that were in fact remixed.
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.It Fl n Ar dir , Fl -contentdir Ar dir
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Set the directory where the game will seek its data.
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.It Fl o , Fl -opengl
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Use OpenGL drivers.
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This produces higher\(hyquality graphics, and may be faster as well \(en
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but it also may not work on older cards.
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It also permits use of any screen resolution.
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The opposite of
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.Fl x .
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.It Fl p , Fl -fps
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Print fps information in the status window.
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.It Fl q Ar setting , Fl -audioquality Ar setting
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Can be
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.Cm high ,
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.Cm medium ,
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or
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.Cm low .
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Specifies how nice the audio sounds.
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Slower machines should lower the audio quality.
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.It Fl r Ar resolution , Fl -res Ar resolution
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Sets the screen resolution.
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Unless
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.Fl -opengl
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is set, the only valid values are
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.Dq 640x480
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and
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.Dq 320x240 .
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.It Fl S Ar volume , Fl -sfxvol Ar volume
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Set sound effects volume (0\(en100).
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.It Fl s , Fl -scanlines
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Simulates interlaced displays.
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.It Fl T Ar volume , Fl -speechvol Ar volume
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Set speech volume (0\(en100).
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If set to 0, the game runs in
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.Sq no speech
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mode and the oscilloscope reacts to the music.
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.It Fl u , Fl -nosubtitles
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Disables subtitles.
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.It Fl w , Fl -windowed
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Displays the game in a window.
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The opposite of
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.Fl f .
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.It Fl x , Fl -nogl
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Do not use OpenGL drivers.
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This is more likely to run on systems with poor or no 3D acceleration,
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and is often faster, especially on older or less well supported cards.
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Only the 320\(mu240 and 640\(mu480 resolutions are available when not using
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OpenGL.
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The opposite of
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.Fl o .
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.It Fl -addon Ar name
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Enable the named add\(hyon in the game.
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See the
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.Sx ADD\(hyONS
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section for details.
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.It Fl -cscan Ar style
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When scanning planets, display information using text
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.Pq with Cm pc
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or pictograms
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.Pq with Cm 3do .
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Defaults to
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.Cm pc .
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.It Fl -font Ar style
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Use PC\(hystyle fonts and colors
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.Pq with Cm pc
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or 3DO\(hystyle
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.Pq with Cm 3do .
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Defaults to
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.Cm pc .
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.It Fl -menu Ar style
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In menus, display options as text
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.Pq with Cm pc
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or pictograms
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.Pq with Cm 3do .
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Defaults to
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.Cm pc .
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.It Fl -safe
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Start the game in safe mode.
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Safe mode will ignore stored user settings,
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like resolution, fullscreen mode, sound driver, etc.
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This is useful if you have somehow wrecked your configuration files and cannot
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get to the in\(hygame setup menu to change the settings.
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.It Fl -scroll Ar style
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Using the left/right arrow keys,
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scroll voiceovers and subtitles one page at a time
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.Pq with Cm pc
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or smoothly
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.Pq with Cm 3do .
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Defaults to
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.Cm pc .
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.It Fl -shield Ar style
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Use the CPU\(hyintensive, 3DO\(hystyle throbbing slave shield graphic
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.Pq with Cm 3do
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or the PC\(hystyle static slave shield graphic
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.Pq with Cm pc .
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Defaults to
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.Cm pc .
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.It Fl -sound Ar driver
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Specifies which sound driver/mixer to use.
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Can be
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.Cm openal ,
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.Cm mixsdl ,
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or
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.Cm none .
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.Cm openal
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is only available when it has been compiled in.
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It may produce higher\(hyquality sound and will probably be faster,
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but it is not very stable on Linux platforms,
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and may not work well with some sound cards.
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Use
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.Cm none
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as a last resort if you cannot get other drivers to work,
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or if you have no sound card.
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.It Fl -stereosfx
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Enables positional sound effects in melee.
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Currently works only when using openal.
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.El
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.Sh STARTING THE GAME
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Simply invoke the
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.Nm uqm
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program to run the game.
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After a splash screen, you will see the main menu, which has five options:
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.Bl -tag -width "Super Melee!"
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.It New Game
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Begins a new Full Game.
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This is a galaxy\(hyspanning space adventure full of diplomacy, exploration,
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combat, high treason, and low cunning.
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The introductory cutscenes will set the scene; the below section
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.Sx THE STORY SO FAR
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provides more extensive backstory for the curious.
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.It Load Game
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Restores a Full Game session that was saved earlier.
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.It Super Melee!
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Puts the game in Super Melee mode, where you may hone your space combat skills
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or challenge your friends to fleet battles.
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See the
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.Sx SUPER MELEE
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section below for details on this game mode.
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.It Setup
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Lets you configure many options to customize your play experience.
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Most options will take effect once you exit the setup menu;
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a few specially marked options require you to restart
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.Nm uqm .
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Setup options are preserved across sessions.
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.It Quit
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Exits the program.
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.El
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.Sh CONTROLS SUMMARY
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.Ss General Game Controls
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.Bl -tag -width "F1 or Pause" -compact
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.It Cm F1 No or Cm Pause
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Pause game
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.It Cm F10
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Exit game
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.It Cm F11
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Toggle between fullscreen and windowed mode
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.El
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.Ss Full Game Controls
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Space flight:
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.Bl -tag -width "Space or Right Shift" -compact
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.It Cm Up
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Thrust
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.It Cm Left No and Cm Right
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Steer
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.It Cm Space No or Cm Right Shift
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Main Menu
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.El
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.Pp
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Menus:
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.Bl -tag -width "Space or Right Shift or Escape" -compact
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.It Arrow keys
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Scroll through selections
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.It Cm Enter No or Cm Right Ctrl
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Make selection
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.It Cm Space No or Cm Right Shift No or Cm Escape
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Up one level
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.El
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.Pp
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Conversations:
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.Bl -tag -width "Space or Right Shift" -compact
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.It Cm Left No and Cm Right
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Rewind/Forward
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.It Cm Up No and Cm Down
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Scroll through selections
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.It Cm Enter No or Cm Right Ctrl
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Make selection
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.It Cm Space No or Cm Right Shift
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Skip, Show/Hide summary
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.El
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.Pp
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Star Map:
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.Bl -tag -width "Space or Right Shift" -compact
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.It Arrow Keys
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Move the crosshair
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.It Cm Enter No or Cm Right Ctrl
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Select destination
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.It Cm Space No or Cm Right Shift
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Main menu
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.It Keypad Cm +
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Zoom in
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.It Keypad Cm -
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Zoom out
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.It Cm /
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Begin search.
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(Type star or constellation name to find matches)
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.It Cm Tab
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Jump to next match
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.El
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.Pp
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Space Combat:
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.Bl -tag -width "Right Ctrl or Enter" -compact
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.It Cm Up
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Thrust
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.It Cm Left No and Cm Right
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Steer
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.It Cm Right Ctrl No or Cm Enter
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Fire Primary Weapon
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.It Cm Right Shift
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Fire Secondary Weapon
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.It Cm Escape
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Emergency Warp Escape
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.El
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.Pp
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Planet Exploration:
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.Bl -tag -width "Right Shift or Escape" -compact
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.It Cm Up
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Forward
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.It Cm Left No and Cm Right
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Steer
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.It Cm Right Ctrl No or Cm Enter
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Fire stun bolt
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.It Cm Right Shift No or Cm Escape
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Blast off
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.El
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.Ss Melee Controls
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Top Player:
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.Bl -tag -width "A and D" -compact
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.It Cm W
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Thrust
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.It Cm A No and Cm D
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Steer
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.It Cm V
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Fire Primary Weapon
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.It Cm B
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Fire Secondary Weapon
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.El
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.Pp
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Bottom Player:
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.Bl -tag -width "Right Ctrl or Enter" -compact
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.It Cm Up No or Cm Enter
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Thrust
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.It Cm Left No and Cm Right
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Steer
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.It Cm Right Ctrl No or Cm Enter
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Fire Primary Weapon
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.It Cm Right Shift
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Fire Secondary Weapon
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.El
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.Pp
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These controls are configurable from the Setup Menu.
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You may define up to six
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.Dq Input Templates
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and assign a template to either or both players.
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Some commonly used key configurations are pre\(hydefined,
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as well as popular variants.
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To change key bindings, select the binding you wish to change and press
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.Cm Enter .
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At the dialog box, press the key (or joystick gesture)
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that you wish to assign to this action.
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.Sh SAVED GAMES
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The saved games are kept in your personal directory for
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.Nm uqm
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data.
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This directory is automatically created the first time you start the game.
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On Unix systems this personal
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.Nm uqm
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data is stored in
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.Pa ~/.uqm .
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.Pp
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You will generally only need to know this if you intend to transfer savegames
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to another computer.
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.Sh INTERPLANETARY EXPLORATION
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When in a Solar system,
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use the thrust and steering controls to move about the system.
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Intersecting a planet will move you to the planetary system;
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flying over a planet or moon will then put you into orbit.
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From there you can talk to the inhabitants, or, if the planet is uninhabited,
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send a lander down to gather minerals, investigate energy readings,
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or capture life forms.
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.Sh PLANET LANDING
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To land on a planet, you need to achieve orbit,
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then fill a planet lander with crew and send them down.
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You will usually want to scan the planet first.
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Mineral scans will indicate easily harvestable mineral ores and other
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resources.
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Energy scans will indicate unusual installations,
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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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.Pp
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Minerals are necessary for building up and maintaining your flagship, so
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harvest them wherever you can.
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There are nine varieties, each color coded:
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.Bl -bullet
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.It
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.Em Common elements
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(carbon, nitrogen) are cyan.
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Worth 1 resource unit (RU) per unit.
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.It
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.Em Corrosives
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(chlorine, iodine) are red.
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2 RU per unit.
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.It
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.Em Base metals
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(iron, tin) are grey.
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These are common, and usually worth harvesting, but not terribly valuable.
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3 RU per unit.
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.It
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.Em Noble gases
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(argon, xenon) are blue.
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4 RU per unit.
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.It
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.Em Rare earths
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(lanthanum, ytterbium) are green.
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5 RU per unit.
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.It
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|
.Em Precious elements
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|
(gold, silver) are yellow.
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|
6 RU per unit.
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|
.It
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|
.Em Radioactives
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|
(uranium, astatine) are orange.
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8 RU per unit.
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|
.It
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|
.Em Exotics
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|
(antimatter, magnetic monopoles) are purple,
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|
and a princely 25 RU per cargo unit.
|
|
.El
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|
.Pp
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|
Minerals may be unloaded at Earth Starbase by talking to Commander Hayes,
|
|
which will give you RU that you may spend to upgrade your flagship.
|
|
.Pp
|
|
However, there are many hazards on planetary surfaces.
|
|
Life forms are often hostile, and need to be subdued with your stunner or
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|
evaded.
|
|
Earthquakes (expanding circles) can hurt your crew,
|
|
lightning may crisp them, or lava flows and hotspots can fry them.
|
|
Be careful,
|
|
especially on hotter or more seismically and atmospherically active worlds.
|
|
If your crew level starts dropping dramatically,
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|
flee quickly with the
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|
.Cm Escape
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|
key!
|
|
.Pp
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|
Stunned life forms may be captured and analyzed by your planet landers.
|
|
The information you gain from this may not be immediately useful,
|
|
but it will eventually come in handy.
|
|
.Pp
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|
Landing on a planet costs fuel, and the heavier the planet,
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|
the more fuel it requires.
|
|
Make sure you don\(cqt spend so much fuel exploring planets that you can\(cqt
|
|
get back to Sol!
|
|
.Sh INTERSTELLAR TRAVEL
|
|
When you leave a solar system, you will push up into HyperSpace.
|
|
In HyperSpace you can travel great distances quickly,
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|
but you must continuously thrust to move.
|
|
Otherwise, you will gradually slow to a stop.
|
|
.Pp
|
|
While you can fly about in HyperSpace just like you do in a star system,
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|
the Galaxy is
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|
.Em Large ,
|
|
and you will usually want to use the Auto-Pilot.
|
|
To use the Auto-Pilot, select
|
|
.Dq Starmap
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|
on the menu.
|
|
This will show you a map of the quadrant
|
|
(the galactic Core is in the upper right corner).
|
|
To fly to a location, move the cursor there and press
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|
.Cm Enter .
|
|
Then press
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|
.Cm Space
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|
to engage the Auto-Pilot.
|
|
.Sh DIPLOMACY
|
|
When you encounter an alien starship, you will usually get a picture of their
|
|
task force and a chance to choose between conversation and fighting.
|
|
If you choose to fight, you will transition immediately to space combat
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|
(below).
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|
Otherwise, you will talk first.
|
|
If talks go poorly, space combat will likely ensue.
|
|
.Pp
|
|
If the task force shows ships streaming off in all directions, you have reached
|
|
a fortified world, and there are an unlimited number of starships facing you.
|
|
You cannot win such a fight \(en if combat ensues, you will need to warp out.
|
|
.Sh SPACE COMBAT
|
|
When combat begins, you are prompted to select a ship from your task force.
|
|
A one-on-one space combat then begins, and continues until either the enemy
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|
fleet is destroyed (in which case you salvage the wrecks and continue the
|
|
game), your flagship is destroyed (ending the game), or your flagship warps
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|
out of combat (consuming 5 fuel units but ending the encounter).
|
|
.Pp
|
|
Each ship has two major stats: Crew and Combat Battery.
|
|
Crew are effectively hit points.
|
|
Getting hit by weapons kills crew, and if all crew are eliminated,
|
|
the craft is destroyed.
|
|
Firing weapons typically requires energy from the combat batteries,
|
|
which is replaced over time.
|
|
The precise speed of energy regeneration and cost of weapons fire varies by
|
|
ship.
|
|
.Pp
|
|
Space flight is
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|
.Em mostly
|
|
inertial (you\(cqll drift if you stop thrusting),
|
|
but each ship has a maximum velocity that can only be exceeding by
|
|
.Dq gravity whipping
|
|
around the planet.
|
|
Don\(cqt hit the planet unless you want to take
|
|
.Em lots
|
|
of damage.
|
|
.Pp
|
|
Each ship has a primary and secondary weapon mode,
|
|
unique to that race\(cqs craft.
|
|
The descriptions of those follow.
|
|
.Ss Ship Descriptions
|
|
.Bl -ohang
|
|
.It Androsynth Guardian
|
|
.Bl -inset -compact
|
|
.It Primary weapon:
|
|
Fires homing acid bubble clouds.
|
|
.It Secondary weapon:
|
|
Transforms into the
|
|
.Sq Blazer ,
|
|
a comet that does considerable damage by ramming its opponents.
|
|
.El
|
|
.It Ariloulaleelay Skiff
|
|
.Bl -inset -compact
|
|
.It Primary weapon:
|
|
Auto\(hyaiming, short\(hyrange laser.
|
|
.It Secondary weapon:
|
|
Random teleport.
|
|
.It Note:
|
|
The Skiff is inertia-less, and stops instantly when thrust is removed.
|
|
.El
|
|
.It Chenjesu Broodhome
|
|
.Bl -inset -compact
|
|
.It Primary weapon:
|
|
Crystal Shard.
|
|
Travels until the fire button is released, then shatters.
|
|
.It Secondary weapon:
|
|
De\(hyenergizing Offensive Guided Interceptor.
|
|
Launches an autonomous DOGI that rams the opponent to drain their combat
|
|
batteries.
|
|
.El
|
|
.It Chmmr Avatar
|
|
.Bl -inset -compact
|
|
.It Primary weapon:
|
|
Immensely powerful short-range laser.
|
|
.It Secondary weapon:
|
|
Tractor beam.
|
|
.It Note:
|
|
Has three orbiting
|
|
.Dq ZapSats
|
|
that attack anything that gets in range.
|
|
.El
|
|
.It Druuge Mauler
|
|
.Bl -inset -compact
|
|
.It Primary weapon:
|
|
Long range, high\(hyrecoil cannon.
|
|
.It Secondary weapon:
|
|
Sets one crew on fire to gain combat energy.
|
|
.El
|
|
.It Earthling Cruiser
|
|
.Bl -inset -compact
|
|
.It Primary weapon:
|
|
Homing nuclear missile.
|
|
.It Secondary weapon:
|
|
Point-defense laser.
|
|
.El
|
|
.It Ilwrath Avenger
|
|
.Bl -inset -compact
|
|
.It Primary weapon:
|
|
Short\(hyrange flamethrower.
|
|
.It Secondary weapon:
|
|
Cloaking device.
|
|
.El
|
|
.It Kohr\(hyAh Marauder
|
|
.Bl -inset -compact
|
|
.It Primary weapon:
|
|
Spinning blades that stop and home when the fire button is released.
|
|
.It Secondary weapon:
|
|
Fiery Ring of Inevitable and Eternal Destruction (F.R.I.E.D.), a short\(hyrange
|
|
corona of energy that blocks shots and inflicts lots of damage.
|
|
.El
|
|
.It Melnorme Trader
|
|
.Bl -inset -compact
|
|
.It Primary weapon:
|
|
Charged shot.
|
|
The longer the fire button is held, the stronger the shot.
|
|
.It Secondary weapon:
|
|
Confusion beam that scrambles enemy controls.
|
|
.El
|
|
.It Mmrnmhrm X\(hyForm
|
|
.Bl -inset -compact
|
|
.It Primary weapon:
|
|
Lasers (X-form) or homing missiles (Y-form).
|
|
.It Secondary weapon:
|
|
Switch between X-Form and Y-Form.
|
|
.El
|
|
.It Mycon Podship
|
|
.Bl -inset -compact
|
|
.It Primary weapon:
|
|
Homing Plasmoid.
|
|
.It Secondary weapon:
|
|
Regenerate 4 crew.
|
|
.El
|
|
.It Orz Nemesis
|
|
.Bl -inset -compact
|
|
.It Primary weapon:
|
|
Howitzer cannon.
|
|
.It Secondary weapon:
|
|
Secondary with left and right arrows rotates the primary cannon.
|
|
Secondary with Primary launches space marines that invade the enemy ship and
|
|
kill their crew.
|
|
.El
|
|
.It Pkunk Fury
|
|
.Bl -inset -compact
|
|
.It Primary weapon:
|
|
Three\(hyway cannon.
|
|
.It Secondary weapon:
|
|
Fling insults at opponent.
|
|
This is the only way the Pkunk can regenerate combat energy.
|
|
.It Note:
|
|
On occasion, a destroyed Fury will be resurrected with full fuel and power.
|
|
.El
|
|
.It Shofixti Scout
|
|
.Bl -inset -compact
|
|
.It Primary weapon:
|
|
Energy Dart.
|
|
.It Secondary weapon:
|
|
Glory Device.
|
|
When pressed three times, the ship will self\(hydestruct,
|
|
inflicting vast damage on nearby vessels.
|
|
.El
|
|
.It Slylandro Probe
|
|
.Bl -inset -compact
|
|
.It Primary weapon:
|
|
Lighting weapon.
|
|
.It Secondary weapon:
|
|
Absorb a nearby asteroid and convert to combat power.
|
|
This is the only way the Probe can recharge.
|
|
.It Note:
|
|
The Probe is inertia\(hyless and always in motion.
|
|
Pressing thrust will reverse its direction.
|
|
.El
|
|
.It Spathi Eluder
|
|
.Bl -inset -compact
|
|
.It Primary weapon:
|
|
Simple forward cannon.
|
|
.It Secondary weapon:
|
|
Backward Utilized Tracking Torpedo (B.U.T.T.),
|
|
a homing missile fired from the rear of the vessel.
|
|
.El
|
|
.It Supox Blade
|
|
.Bl -inset -compact
|
|
.It Primary weapon:
|
|
Forward firing glob weapon.
|
|
.It 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!
|
|
.El
|
|
.It Syreen Penetrator
|
|
.Bl -inset -compact
|
|
.It Primary weapon:
|
|
Particle Beam Stiletto.
|
|
.It Secondary weapon:
|
|
.Dq Syreen Call
|
|
\(en psychic attack that induces enemy crew to jump ship,
|
|
where you (or your opponent) may capture them to add to your complement.
|
|
.El
|
|
.It Thraddash Torch
|
|
.Bl -inset -compact
|
|
.It Primary weapon:
|
|
Straightforward blaster cannon.
|
|
.It Secondary weapon:
|
|
Afterburner.
|
|
The afterburner exhaust does more damage then the blaster,
|
|
so use it as a weapon!
|
|
.El
|
|
.It Umgah Drone
|
|
.Bl -inset -compact
|
|
.It Primary weapon:
|
|
Anti\(hyMatter cone.
|
|
Does not require combat batteries to use.
|
|
.It Secondary weapon:
|
|
Fly backwards suddenly and at high speed.
|
|
.It Note:
|
|
The Drone only recharges batteries if you do not fire for a long time,
|
|
and then the energy all returns in one lump.
|
|
.El
|
|
.It Ur\(hyQuan Dreadnought
|
|
.Bl -inset -compact
|
|
.It Primary weapon:
|
|
Fusion Blast.
|
|
.It Secondary weapon:
|
|
Launches autonomous fighters to harass 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.
|
|
.El
|
|
.It Utwig Jugger
|
|
.Bl -inset -compact
|
|
.It Primary weapon:
|
|
Six\(hyshot cannon.
|
|
Requires no combat battery energy to fire.
|
|
.It Secondary weapon:
|
|
Force shield.
|
|
Absorbing hits re\(hyenergizes your batteries.
|
|
When the batteries are exhausted,
|
|
the shield is permanently disabled until combat ends.
|
|
.El
|
|
.It VUX Intruder
|
|
.Bl -inset -compact
|
|
.It Primary weapon:
|
|
Gigawatt laser.
|
|
.It Secondary weapon:
|
|
Limpet mines that track enemy ships and slow them down dramatically if they
|
|
hit.
|
|
.El
|
|
.It Yehat Terminator
|
|
.Bl -inset -compact
|
|
.It Primary weapon:
|
|
Twin autocannons.
|
|
.It Secondary weapon:
|
|
Force shield.
|
|
.El
|
|
.It Zoq\(hyFot\(hyPik Stinger
|
|
.Bl -inset -compact
|
|
.It Primary weapon:
|
|
Anti\(hymatter spray gun.
|
|
.It Secondary weapon:
|
|
.Dq Tongue attack ,
|
|
a point\(hyblank range attack that does grievous damage.
|
|
.El
|
|
.El
|
|
.Sh SUPER MELEE
|
|
Super Melee mode is pure combat.
|
|
It\(cqs designed to let you hone your skills for the full game,
|
|
or to challenge your friends to fleet matches.
|
|
Selecting
|
|
.Dq Super Melee!
|
|
from the main menu will bring you to the super melee main screen.
|
|
.Pp
|
|
This screen is dominated by the fleet design screen.
|
|
Move the cursor over a ship slot and press
|
|
.Cm Enter
|
|
to change the ship assignment, or press
|
|
.Cm Delete
|
|
to remove the ship.
|
|
You may select the fleet name and press
|
|
.Cm 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.
|
|
.Pp
|
|
The right hand side of the screen has buttons for managing the battle.
|
|
Each side has four buttons associated with it:
|
|
.Cm LOAD ,
|
|
.Cm SAVE ,
|
|
.Cm CONTROL ,
|
|
and
|
|
.Cm NET .
|
|
The
|
|
.Cm LOAD
|
|
and
|
|
.Cm SAVE
|
|
buttons let you load and save fleets.
|
|
A variety of fleets of various strengths are pre\(hydefined,
|
|
and you may add your own by saving fleets you design.
|
|
.Pp
|
|
The
|
|
.Cm Control
|
|
button has one of five settings.
|
|
.Cm 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\(cqs controls are always the same as the full game\(cqs controls.)
|
|
Then there are three levels of computer control:
|
|
.Bl -bullet
|
|
.It
|
|
.Cm 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.
|
|
.It
|
|
.Cm Good Cyborg
|
|
will actually use its special weapon, but it\(cqs 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...
|
|
.It
|
|
.Cm Awesome Cyborg .
|
|
The AI will fully exploit each ship\(cqs 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.
|
|
.El
|
|
.Pp
|
|
The last control option is
|
|
.Cm Network Control ,
|
|
which will be set if that side is controlled by a non\(hylocal opponent.
|
|
To set up a network game, push the
|
|
.Cm Net
|
|
button on the side you wish to be under your opponent\(hys control.
|
|
.Pp
|
|
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 42\ ms.
|
|
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.
|
|
.Pp
|
|
Once the port and delay are set, one player must select the first option
|
|
(Wait for incoming connection), while the other enters his opponent\(hys
|
|
hostname or IP address into the Host field and then pushes
|
|
.Dq Connect .
|
|
Once the connection is established, the control scheme for the remote player
|
|
will flip to
|
|
.Cm Network Control
|
|
to register the connection.
|
|
To disconnect, change it away back to one of the
|
|
.Cm Human
|
|
or
|
|
.Cm Cyborg options.
|
|
Once connected,
|
|
you are both free to edit your fleets to provide a properly balanced battle.
|
|
.Pp
|
|
Once all fleets are in readiness, press the
|
|
.Cm Battle
|
|
button in the center right.
|
|
(In a network game, both players must select it with no intervening fleet
|
|
edits.
|
|
Moving away from
|
|
.Cm Battle
|
|
or having your opponent change their fleet will cancel your readiness state,
|
|
and you will need to reselect the
|
|
.Cm Battle
|
|
button.)
|
|
When all players are ready, the battle begins.
|
|
.Pp
|
|
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
|
|
.Cm 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.
|
|
.Pp
|
|
To return to the main menu after finishing with Super Melee mode, push the
|
|
.Cm Quit
|
|
button in the lower right.
|
|
.Sh THE STORY SO FAR
|
|
For the past decade, Earth and the rest of the Alliance of Free Stars has
|
|
fought the Ur\(hyQuan and their Hierarchy of Battle Thralls.
|
|
In the course of the War, the Earthlings discovered a factory world by the
|
|
.Sq Precursors
|
|
\(en an impossibly advanced that disappeared tens of thousands of years ago.
|
|
This colony, Unzervalt (aka Vela I),
|
|
lost all contact with Earth shortly after landfall.
|
|
.Pp
|
|
You are Captain Zelnick, a human who was born on Unzervalt and who possesses a
|
|
remarkable knack for Precursor technology.
|
|
You were the one who worked out how to activate the Precursor installation.
|
|
.Pp
|
|
It was a factory for building starships.
|
|
However, Unzervalt is mineral\(hypoor,
|
|
and there were not enough materials available to construct a complete vessel.
|
|
Your task is to command this craft, the Vindicator,
|
|
and return to Earth to tell them of the abandoned colony.
|
|
Also, if the War with the Ur\(hyQuan continues,
|
|
you must fight for Earth and the Alliance as best you can.
|
|
.Pp
|
|
There is a great deal more to this story.
|
|
Asking Starbase Commander Hayes for background information will give you most
|
|
of it.
|
|
.Sh ADD\(hyONS
|
|
.Nm uqm
|
|
has basic support for add\(hyon packages.
|
|
Though it is not very elaborate yet, you can install some content add\(hyons.
|
|
Add\(hyons created for UQM releases prior to v0.7 are not compatible with this
|
|
release.
|
|
.Pp
|
|
Inside the directory where the content is installed, in the
|
|
.Pa content/
|
|
directory, there is a directory
|
|
.Pa addons/ .
|
|
In this directory, you can place add\(hyon packages, like
|
|
.Sy 3domusic ,
|
|
.Sy 3dovoice ,
|
|
.Sy remix
|
|
and others, or create new directories with .zip files to be used in
|
|
addition te the standard content .zip files.
|
|
Each add\(hyon must contain at least one .rmp file to tell the game which
|
|
resources the add\(hyon provides.
|
|
When you specify the command\(hy line option
|
|
.Fl -addon Ar addon ,
|
|
the .zip files inside the directory
|
|
.Pa content/addons/ Ns Ar addon
|
|
will be included in the game.
|
|
.Fl -addon
|
|
may be specified more than once to enable multiple add\(hyons.
|
|
.Pp
|
|
.Sy 3domusic ,
|
|
.Sy 3dovoice ,
|
|
and
|
|
.Sy remix
|
|
are intended to be used as add\(hyons,
|
|
and can be turned on and off from the in\(hygame setup menu.
|
|
.Sh BUGS
|
|
After several years of enthusiastic testing,
|
|
.Nm uqm
|
|
has dramatically improved its stability, but it is still beta software,
|
|
and bugs certainly still lurk.
|
|
Upon finding a problem, we\(cqd like you to report it,
|
|
but before you do, please do the following:
|
|
.Bl -bullet
|
|
.It
|
|
Try to isolate what causes it:
|
|
.Do
|
|
Crashes with a null dereference about half the time when firing and
|
|
taunting with a Pkunk
|
|
.Dc
|
|
is better than
|
|
.Dq Melee doesn\(cqt work .
|
|
If the game crashes, notice what error is produced;
|
|
if the game hangs, check to see if the game\(hyexit key
|
|
.Pq Cm F12
|
|
works.
|
|
.It
|
|
Go to the
|
|
.Lk http://bugs.uqm.stack.nl/ "bug database"
|
|
and post a report of the problem there.
|
|
Search the database first to see if it has been already posted; if we get many
|
|
duplicate reports, processing them eats our time from actual development.
|
|
If it\(cqs been reported, and you have more information, feel free to confirm
|
|
that you\(cqve reproduced it by adding a comment to the report.
|
|
If ten people have already confirmed it, though,
|
|
it\(cqs probably best to treat it as duly reported.
|
|
.It
|
|
Whenever possible, for bugs that only occur under certain conditions,
|
|
include a save game with your bug report that duplicates the bug.
|
|
In the case of a crash, a stack trace can be very helpful for us too.
|
|
If you don\(cqt know what a stack trace is, don\(cqt worry about it.
|
|
.It
|
|
If your issue is more like
|
|
.Dq support request
|
|
than bug report and you want help from other users,
|
|
then it might be more appropriate to post it to
|
|
.Lk http://uqm.stack.nl/forum/ "our forum" .
|
|
.El
|