THE UR-QUAN MASTERS version 0.1 alpha Welcome to the first release of the Ur-Quan Masters port. This document will tell you everything you need to play, even if you've never played the original. For those of you who have played the original, read the first section (starting the game) and the last section (control summary), and you'll be good to go. STARTING THE GAME Simply invoke the executable from the directory you installed UQM in to run the game. (Under Windows, this is uqm.exe; under Linux, it's uqm.) This will use the default settings, which are 3DO music, 640x480 windowed mode, and pure SDL graphics drivers. You may pass various command line options to customize your experience: -r 320x240 (or --res) Sets the screen resolution. Unless --opengl is set, the only valid values are 640x480 and 320x240 -d 24 (or --bpp) Sets the color depth. If you don't set this, the game should autodetect an appropriate value. Valid values are 16, 24, and 32. -f (or --fullscreen) Uses full screen mode. Pretty straightforward. Usually good to combine with -r 320x240. -o (or --opengl) Use OpenGL drivers. This produces higher-quality graphics, and may be faster as well -- but it also may not work on older cards. -c (or --scale=mode) Graphics scaling mode (bilinear, sai or supersai). Default is none. Try these to get smoother graphics with cost on performance. Sai and supersai only works with depth of 16bpp for now. Under OpenGL, bilinear is only one that's implemented currently. -s (or --scanlines) Simulates interlaced displays. -p (or --fps) Print fps information in the status window. -n (or --contentdir) Set the directory where the game will seek its data. -h (or --help) Display a help message. -M (or --musicvol) Set music volume (0-100). -S (or --sfxvol) Set sound effects volume (0-100). -T (or --speechvol) Set speech volume (0-100). -e (or --3domusic) Use the 3DO remixed soundtrack for songs that were in fact remixed. The default. -m (or --pcmusic) Use the .MOD based PC soundtrack everywhere. -q (or --audioquality) Can be "high", "medium", or "low". Specifies how nice the audio sounds. Slower machines should lower the audio quality. -u (or --nosubtitles) Disables subtitles. BUG REPORTS This is an alpha release. That means several things. First, it means that you're an alpha tester. Be proud. Second, it means that the game is likely to crash with great frequency. Upon finding a problem, we'd like you to report it in our forum, but before you do, please do the following: - Try to isolate what causes it: "Crashes with a null dereference about half the time when firing and taunting with a Pkunk" is better than "Melee doesn't work." If the game crashes, notice what error is produced; if the game hangs, check to see if the game-exit key (the backquote `) works. - Check the TODO file in the top directory to make sure that we don't already know about it. - Go to the Ur-Quan Masters forums at http://sc2.sf.net/ and post a description of the crash in the Technical Issues and Bugs forum. Check the posts on that forum first, to see if it's already been reported. If it's been reported, and you have more information, feel free to confirm that you've reproduced it. If ten people have already confirmed it, though, it's probably best to treat it as duly reported. THE STORY SO FAR For the past decade, Earth and the rest of the Alliance of Free Stars has fought the Ur-Quan and their Hierarchy of Battle Thralls. In the course of the War, the Earthlings discovered a factory world by the 'Precursors' - 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. You are Captain Zelnick, a human that 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. It was a factory for building starships. However, Unzervalt is mineral-poor, 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-Quan continues, you must fight for Earth and the Alliance as best you can. There is a great deal more to this story. Asking Starbase Commander Hayes for background information will give you most of it. INTERPLANETARY EXPLORATION When in a Solar system, use the thrust and steering controls to move about the system. Intersecting a planet will move you to the planetary system; flying over a planet or moon will then put you into orbit. From there you can talk to the inhabitants, or, if the planet is uninhabited, send a lander down to gather minerals, investigate energy readings, or capture life forms. PLANET LANDING To land on a planet, you need to achieve orbit, then fill a planet lander with crew and send them down. You will usually want to scan the planet first. Mineral scans will indicate easily harvestable mineral ores and other resources. Energy scans will indicate unusual installations, which will effectively always be worth investigating. Biological scans will show where life forms are on the surface. Minerals are necessary for building up and maintaining your flagship, so harvest them wherever you can. There are nine varieties, each color coded: COMMON ELEMENTS (carbon, nitrogen) are cyan. Worth 1 resource unit (RU) per unit. CORROSIVES (chlorine, iodine) are red. 2 RU per unit. BASE METALS (iron, tin) are grey. These are common, and usually worth harvesting, but not terribly valuable. 3 RU per unit. NOBLE GASSES (argon, xenon) are blue. 4 RU per unit. RARE EARTHS (lanthanum, ytterbium) are green. 5 RU per unit. PRECIOUS ELEMENTS (gold, silver) are yellow. 6 RU per unit. RADIOACTIVES (uranium, astatine) are orange. 8 RU per unit. EXOTICS (antimatter, magnetic monopoles) are purple, and a princely 20 RU per cargo unit. 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. However, there are many hazards on planetary surfaces. Life forms are often hostile, and need to be subdued with your stunner or 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, flee quickly with the ESCAPE key! 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. Landing on a planet costs fuel, and the heavier the planet, the more fuel it requires. Make sure you don't spend so much fuel exploring planets that you can't get back to Sol! INTERSTELLAR TRAVEL When you leave a solar system, you will push up into HyperSpace. In HyperSpace you can travel great distances quickly, but you must continuously thrust to move. Otherwise, you will gradually slow to a stop. While you can fly about in HyperSpace just like you do in a star system, the Galaxy is LARGE, and you will usually want to use the Auto-Pilot. To use the Auto-Pilot, select "Starmap" 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 Enter. Then press Space to engage the Auto-Pilot. 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 (below). Otherwise, you will talk first. If talks go poorly, space combat will likely ensue. 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 - if combat ensues, you will need to warp out. 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 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 out of combat (consuming 5 fuel units but ending the encounter). 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. Space flight is *mostly* inertial (you'll drift if you stop thrusting), but each ship has a maximum velocity that can only be exceeding by "gravity whipping" around the planet. Don't hit the planet unless you want to take LOTS of damage. Each ship has a primary and secondary weapon mode, unique to that race's craft. The descriptions of those follow. SHIP DESCRIPTIONS Androsynth Guardian Primary weapon: Fires homing acid bubble clouds. Secondary weapon: Transforms into the 'Blazer', a comet that does considerable damage by ramming its opponents. Ariloulaleelay Skiff Primary weapon: Auto-aiming, short-range laser Secondary weapon: Random teleport Note: The Skiff is inertialess, and stops instantly when thrust is removed. Chenjesu Broodhome Primary weapon: Crystal Shard. Will travel until the fire button is released, then shatters. Secondary weapon: De-energizing Offensive Guided Interceptor. Launches an autonomous DOGI that rams the opponent to drain their combat batteries. Chmmr Avatar Primary weapon: Immensely powerful short-range laser Secondary weapon: Tractor beam. Note: Has three orbiting "ZapSats" that attack anything that gets in range. Druuge Mauler Primary weapon: Long range, high-recoil cannon Secondary weapon: Sets one crew on fire to gain combat energy. Earthling Cruiser Primary weapon: Homing nuclear missile Secondary weapon: Point-defense laser Ilwrath Avenger Primary weapon: Short-range flamethrower Secondary weapon: Cloaking device Kohr-Ah Marauder Primary weapon: Spinning blades that stop and home when the fire button is released Secondary weapon: Fiery Ring of Inevitable and Eternal Destruction (F.R.I.E.D.), a short-range corona of energy that blocks shots and inflicts lots of damage Melnorme Trader Primary weapon: Charged shot. The longer the fire button is held, the stronger the shot. Secondary weapon: Confusion beam that scrambles enemy controls. Mmrnmhrm X-Form Primary weapon: Lasers (X-form) or homing missiles (Y-form). Secondary weapon: Switch between X-Form and Y-Form. Mycon Podship Primary weapon: Homing Plasmoid. Secondary weapon: Regenerate 4 crew. Orz Nemesis Primary weapon: Howitzer cannon. 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. Pkunk Fury Primary weapon: Three-way cannon Secondary weapon: Fling insults at opponent. This is the only way the Pkunk can regenerate combat energy. Note: On occasion, a destroyed Fury will be resurrected with full fuel and power. Shofixti Scout Primary weapon: Energy Dart. Secondary weapon: Glory Device. When pressed three times, the ship will self-destruct, inflicting vast damage on nearby vessels. Slylandro Probe Primary weapon: Lighting weapon. Secondary weapon: Absorb a nearby asteroid and convert to combat power. This is the only way the Probe can recharge. Note: The Probe is inertialess 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. Alpha release warning: Since collisions are only using bounding boxes right now, the B.U.T.T. missile is far more likely to hit you on launch than your opponent. 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 harry 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. FULL GAME CONTROLS SUMMARY Space flight UP or ENTER: Thrust LEFT and RIGHT: Steer SPACE: Main menu Menus Arrow Keys: Scroll through selections ENTER: Make selection SPACE: Up one level Space Combat UP or ENTER: Thrust LEFT and RIGHT: Steer SPACE: Fire Primary Weapon ESCAPE: Fire Secondary Weapon Numpad + and SPACE: Emergency Warp Escape Planet Exploration UP: Forward LEFT and RIGHT: Steer SPACE: Fire stun bolt ESCAPE: Blast off MELEE CONTROLS SUMMARY Top Player E: Thrust S and F: Steer Q: Fire Primary Weapon A: Fire Secondary Weapon Bottom Player UP: Thrust LEFT and RIGHT: Steer RSHIFT: Fire Primary Weapon CTRL: Fire Secondary Weapon