772 lines
29 KiB
Groff
772 lines
29 KiB
Groff
.TH "UQM" "1" "The Ur\-Quan Masters" "http://sc2.sourceforge.net"
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.SH NAME
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\fBuqm\fR - \fIThe Ur\-Quan Masters\fR, a modern, free port of the
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classic PC game \fIStar Control II\fR (aka \fIstarcon2\fR).
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.SH SYNOPSIS
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\fBuqm\fR \fI[options]\fR
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.SH DESCRIPTION
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Welcome to the sixth 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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.SH "STARTING THE GAME"
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Simply invoke the \fBuqm\fR executable.
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This will use the default settings. The defaults and how to
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change them are listed under \fBCOMMAND LINE OPTIONS\fR, 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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.IP "\fINew Game\fR"
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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 \fBTHE STORY SO FAR\fR section below provides more extensive
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backstory for the curious.
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.IP "\fILoad Game\fR"
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Restores a Full Game session that was saved earlier.
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.IP "\fISuper Melee!\fR"
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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 \fBSUPER MELEE\fR section below for details on this
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section.
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.IP "\fISetup\fR"
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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 \fBCOMMAND LINE OPTIONS\fR, below.
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.IP "\fIQuit\fR"
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Exits the program.
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.SH "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. You may pass various command line
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options to customize your experience. Most of these options are
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also accessible from the in\-game \fBSetup\fR menu.
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.PP
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\fINote:\fR Options set on the command line do not get saved permanently
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in the config directory. To permanently change a setting, it must be
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changed via the in\-game \fBSetup\fR menu.
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.IP "\fB\-r\fB \fIresolution\fR, \fB\-\-res\fB \fIresolution\fR"
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Sets the screen resolution (default \fI640x480\fR). Unless OpenGL is
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supported, the only valid values are \fI640x480\fR and \fI320x240\fR;
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setting any other value will automatically enable \fB\-\-opengl\fR if
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compiled in (otherwise, the \fB\-r\fR option will be ignored).
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.PP
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\fINote:\fR The in\-game \fBSetup\fR menu normally only allows
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\fI320x240\fR, \fI640x480\fR, \fI800x600\fR, and \fI1024x768\fR. To
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permanently set some other resolution in the config file, set it with
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the \fB\-o\fR and \fB\-r\fR options, then enter and immediately exit
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the \fBSetup\fR menu. From then on, starting \fBuqm\fR with no parameters
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will enable OpenGL and set the resolution to your custom value.
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.IP "\fB\-f\fR, \fB\-\-fullscreen\fR"
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Uses full screen mode. Pretty straightforward. Usually good to
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combine with \fB\-r\fR \fI320x240\fR unless you're using a scaler.
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.IP "\fB\-o\fR, \fB\-\-opengl\fR"
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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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.IP "\fB\-c\fR \fImode\fR, \fB\-\-scale\fR \fImode\fR"
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Graphics scaling mode (\fIbilinear\fR, \fIbiadapt\fR, \fIbiadv\fR,
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\fItriscan\fR, \fIhq or \fInone\fR).
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Default is \fInone\fR. Try these to get smoother graphics with cost on
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performance.
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.IP "\fB\-b\fR \fImode\fR, \fB\-\-meleezoom\fR \fImode\fR"
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Melee zooming mode (\fIpc\fR or \fI3do\fR); \fIstep\fR is an alias for \fIpc\fR and \fIsmooth\fR
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is an alias for \fI3do\fR. Default is \fI3do\fR. Slower machine owners can set it
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to \fIpc\fR to get better performance in melee.
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.IP "\fB\-s\fR, \fB\-\-scanlines\fR"
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Simulates interlaced displays (by drawing every other line with darker colors).
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.IP "\fB\-g\fR \fIvalue\fR, \fB\-\-gamma\fR \fIvalue\fR"
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Sets gamma correction (default: \fI1.0\fR).
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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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.IP "\fB\-p\fR, \fB\-\-fps\fR"
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Print fps (frames per second) information in the status window.
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.IP "\fB\-C\fR \fIdir\fR, \fB\-\-configdir\fR \fIdir\fR"
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Set the directory where the game will store the config data.
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Default: \fI~/.uqm\fR
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.IP "\fB\-n\fR \fIdir\fR, \fB\-\-contentdir\fR \fIdir\fR"
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Set the directory where the game will seek its data. Default:
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\fI/usr/share/uqm/content\fR
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.IP "\fB\-l\fR \fIfile\fR, \fB\-\-logfile\fR \fIfile\fR"
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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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.IP "\fB\-h\fR, \fB\-\-help\fR"
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Display a help message.
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.IP "\fB\-M\fR \fIlevel\fR, \fB\-\-musicvol\fR \fIlevel\fR"
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Set music volume (0\-100).
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.IP "\fB\-S\fR \fIlevel\fR, \fB\-\-sfxvol\fR \fIlevel\fR"
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Set sound effects volume (0\-100).
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.IP "\fB\-T\fR \fIlevel\fR, \fB\-\-speechvol\fR \fIlevel\fR"
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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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.IP "\fB\-m\fR \fItype\fR, \fB\-\-music\fR \fItype\fR"
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Set the soundtrack type (default: \fI3do\fR). Valid values for \fItype\fR are
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\fI3do\fR (use the 3DO remixed soundtrack for songs that were in fact remixed),
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and \fIpc\fR (use the .MOD based PC soundtrack everywhere).
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.IP "\fB\-q\fR \fIquality\fR, \fB\-\-audioquality\fR \fIquality\fR"
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Can be \fIhigh\fR, \fImedium\fR, or \fIlow\fR. Specifies how nice the audio
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sounds. Slower machines should lower the audio quality.
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.IP "\fB\-\-addon\fR \fIname\fR"
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Replace \fIname\fR with the name of an add\-on to enable in the game. See
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the section \fBADD\-ONS\fB below for details.
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.IP "\fB\-\-sound\fR \fImixer\fR"
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Can be \fIopenal\fR, \fImixsdl\fR or \fInone\fR. Specifies which driver/mixer
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to use. \fIopenal\fR 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 \fInone\fR 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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.IP "\fB\-\-stereosfx\fR"
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Enables positional sound effects in melee. Currently works only when
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using \fB\-\-sound openal\fR.
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.IP "\fB\-n\fR, \fB\-\-nosubtitles\fR"
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Disables subtitles.
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.IP "\fB\-\-cscan\fR \fIpc\fR"
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Use PC style planet information when scanning (text). Default.
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.IP "\fB\-\-cscan\fR \fI3do\fR"
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Use 3DO style planet information when scanning (pictograms).
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.IP "\fB\-\-menu\fR \fIpc\fR"
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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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.IP "\fB\-\-menu\fR \fI3do\fR"
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Use 3DO style menus (pictograms).
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.IP "\fB\-\-font\fR \fIpc\fR"
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Use PC style fonts and colors.
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Default.
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.IP "\fB\-\-font\fR \fI3do\fR"
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Use 3DO style fonts and colors.
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.IP "\fB\-\-scroll\fR \fIpc\fR"
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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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.IP "\fB\-\-scroll\fR \fI3do\fR"
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Scroll voice\-over/subtitles smoothly while holding down left/right arrow keys
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.IP "\fB\-i\fR \fI3do\fR, \fB\-\-intro\fR \fI3do\fR"
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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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.IP "\fB\-i\fR \fIpc\fR, \fB\-\-intro\fR \fIpc\fR"
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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 \fB\-i\fR option.
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.IP "\fB\-\-shield\fR \fIpc\fR"
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Use PC style static slave shield graphic.
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Default.
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.IP "\fB\-\-shield\fR \fI3do\fR"
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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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.SH "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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.IP "\fB\-\-accel\fR \fItype\fR"
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Can be \fInone\fB, \fIdetect\fB, \fImmx\fB, \fI3dnow\fB, \fIsse\fB
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(also \fIaltivec\fB 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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.IP "\fB\-\-netport1\fR \fIport\fR"
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.IP "\fB\-\-netport2\fR \fIport\fR"
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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, \fI21837\fR 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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.IP "\fB\-\-nethost1\fR \fIhost\fR"
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.IP "\fB\-\-nethost2\fR \fIhost\fR"
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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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.IP "\fB\-\-netdelay\fR \fIframes\fR"
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Set the default input delay (in frames). See the \fBSUPER MELEE\fR section
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for details.
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.SH "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 of the
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\fBPrecursors\fR \- 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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.SH "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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.SH "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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\fBCOMMON ELEMENTS\fR (\fIcarbon\fR, \fInitrogen\fR) are cyan. Worth 1 resource unit
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(RU) per unit.
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\fBCORROSIVES\fR (\fIchlorine\fR, \fIiodine\fR) are red. 2 RU per unit.
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\fBBASE METALS\fR (\fIiron\fR, \fItin\fR) 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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\fBNOBLE GASSES\fR (\fIargon\fR, \fIxenon\fR) are blue. 4 RU per unit.
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\fBRARE EARTHS\fR (\fIlanthanum\fR, \fIytterbium\fR) are green. 5 RU per unit.
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\fBPRECIOUS ELEMENTS\fR (\fIgold\fR, \fIsilver\fR) are yellow. 6 RU per unit.
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\fBRADIOACTIVES\fR (\fIuranium\fR, \fIastatine\fR) are orange. 8 RU per unit.
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\fBEXOTICS\fR (\fIantimatter\fR, \fImagnetic monopoles\fR) 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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.SH "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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.SH 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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.SH "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 \fImostly\fR 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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.SH "SHIP DESCRIPTIONS"
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.IP "Androsynth Guardian"
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Primary weapon: Fires homing acid bubble clouds.
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.br
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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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.IP "Ariloulaleelay Skiff"
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Primary weapon: Auto\-aiming, short\-range laser
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.br
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Secondary weapon: Random teleport
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.br
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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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.IP "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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.br
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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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.IP "Chmmr Avatar"
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Primary weapon: Immensely powerful short\-range laser
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.br
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Secondary weapon: Tractor beam.
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.br
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Note: Has three orbiting "ZapSats" that attack anything that gets in
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range.
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.IP "Druuge Mauler"
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Primary weapon: Long range, high\-recoil cannon
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.br
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Secondary weapon: Sets one crew on fire to gain combat energy.
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.IP "Earthling Cruiser"
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Primary weapon: Homing nuclear missile
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.br
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Secondary weapon: Point\-defense laser
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.IP "Ilwrath Avenger"
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Primary weapon: Short\-range flamethrower
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.br
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Secondary weapon: Cloaking device
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.IP "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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.br
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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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.IP "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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.br
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Secondary weapon: Confusion beam that scrambles enemy controls.
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|
|
.IP "Mmrnmhrm X\-Form"
|
|
Primary weapon: Lasers (X\-form) or homing missiles (Y\-form).
|
|
.br
|
|
Secondary weapon: Switch between X\-Form and Y\-Form.
|
|
|
|
.IP "Mycon Podship"
|
|
Primary weapon: Homing Plasmoid.
|
|
.br
|
|
Secondary weapon: Regenerate 4 crew.
|
|
|
|
.IP "Orz Nemesis"
|
|
Primary weapon: Howitzer cannon.
|
|
.br
|
|
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.
|
|
|
|
.IP "Pkunk Fury"
|
|
Primary weapon: Three\-way cannon
|
|
.br
|
|
Secondary weapon: Fling insults at opponent. This is the only way the
|
|
Pkunk can regenerate combat energy.
|
|
.br
|
|
Note: On occasion, a destroyed Fury will be resurrected with full fuel
|
|
and power.
|
|
|
|
.IP "Shofixti Scout"
|
|
Primary weapon: Energy Dart.
|
|
.br
|
|
Secondary weapon: Glory Device. When pressed three times, the ship
|
|
will self\-destruct, inflicting vast damage on nearby vessels.
|
|
|
|
.IP "Slylandro Probe"
|
|
Primary weapon: Lighting weapon.
|
|
.br
|
|
Secondary weapon: Absorb a nearby asteroid and convert to combat
|
|
power. This is the only way the Probe can recharge.
|
|
.br
|
|
Note: The Probe is inertia\-less and always in motion. Pressing thrust
|
|
will reverse its direction.
|
|
|
|
.IP "Spathi Eluder"
|
|
Primary weapon: Simple forward cannon.
|
|
.br
|
|
Secondary weapon: Backward Utilized Tracking Torpedo (B.U.T.T.), a
|
|
homing missile fired from the rear of the vessel.
|
|
|
|
.IP "Supox Blade"
|
|
Primary weapon: Forward firing glob weapon
|
|
.br
|
|
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!
|
|
|
|
.IP "Syreen Penetrator"
|
|
Primary weapon: Particle Beam Stiletto.
|
|
.br
|
|
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
|
|
|
|
.IP "Thraddash Torch"
|
|
Primary weapon: Straightforward blaster cannon.
|
|
.br
|
|
Secondary weapon: Afterburner. The afterburner exhaust does more
|
|
damage then the blaster, so use it as a weapon!
|
|
|
|
.IP "Umgah Drone"
|
|
Primary weapon: Anti\-Matter cone. Does not require combat batteries to use.
|
|
.br
|
|
Secondary weapon: Fly backwards suddenly and at high speed.
|
|
.br
|
|
Note: The Drone only recharges batteries if you do not fire for a long
|
|
time, and then the energy all returns in one lump.
|
|
|
|
.IP "Ur\-Quan Dreadnought"
|
|
Primary weapon: Fusion Blast.
|
|
.br
|
|
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.
|
|
|
|
.IP "Utwig Jugger"
|
|
Primary weapon: Six\-shot cannon. Requires no combat battery energy to fire.
|
|
.br
|
|
Secondary weapon: Force shield. Absorbing hits re\-energizes your
|
|
batteries. When the batteries are exhausted, the shield is
|
|
permanently disabled until combat ends.
|
|
|
|
.IP "VUX Intruder"
|
|
Primary weapon: Gigawatt laser.
|
|
.br
|
|
Secondary weapon: Limpet mines that track enemy ships and slow them
|
|
down dramatically if they hit.
|
|
|
|
.IP "Yehat Terminator"
|
|
Primary weapon: Twin autocannons.
|
|
.br
|
|
Secondary weapon: Force shield.
|
|
|
|
.IP "Zoq\-Fot\-Pik Stinger"
|
|
Primary weapon: Anti\-matter spray gun.
|
|
.br
|
|
Secondary weapon: "Tongue attack", a point\-blank range attack that
|
|
does grievous damage.
|
|
|
|
.SH "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:
|
|
|
|
\fBWEAK CYBORG\fR 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.
|
|
|
|
\fBGOOD CYBORG\fR 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...
|
|
|
|
\fBAWESOME CYBORG\fR. 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 \fBNETWORK CONTROL\fR, 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 \fB21837\fR,
|
|
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.
|
|
|
|
.SH "GENERAL GAME CONTROLS SUMMARY"
|
|
.nf
|
|
F1 or PAUSE Pause game
|
|
F10 Exit game
|
|
.fi
|
|
|
|
.SH "FULL GAME CONTROLS SUMMARY"
|
|
|
|
.nf
|
|
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
|
|
|
|
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
|
|
.fi
|
|
|
|
.SH "MELEE CONTROLS SUMMARY"
|
|
|
|
.nf
|
|
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
|
|
.fi
|
|
|
|
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.
|
|
|
|
|
|
.SH "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. On Unix systems this personal uqm data is stored in \fB~/.uqm\fB.
|
|
|
|
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.
|
|
|
|
.SH "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.
|
|
|
|
Inside the directory where the content is installed, in the content/packages/
|
|
directory, there is a directory 'addons/'. In this directory, you can
|
|
create new directories with .zip files to be used in addition to the
|
|
standard content .zip files.
|
|
When you specify the command\-line option '\-\-addon <addon>', the .zip files
|
|
inside the directory content/packages/addons/<addon> will be included
|
|
in the game. '\-\-addon' may be specified more than once to enable multiple
|
|
add\-ons.
|
|
|
|
.SH "BUG REPORTS"
|
|
|
|
After several years of enthusiastic testing, UQM has dramatically
|
|
improved its stability, but it is still beta software, and bugs
|
|
certainly still lurk. Upon finding a problem, we'd like you to report
|
|
it, 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
|
|
(F12) works.
|
|
|
|
\- Go to the bug database at http://bugs.uqm.stack.nl/
|
|
and post a report of the problem there. Search the database first if
|
|
it has been already posted; if we get many duplicate reports, processing
|
|
them eats our time from actual development. If it's been reported, and
|
|
you have more information, feel free to confirm that you've reproduced it
|
|
by adding a comment to the report. If ten people have already confirmed it,
|
|
though, it's probably best to treat it as duly reported.
|
|
|
|
\- 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't know what a stack trace is, don't worry about it.
|
|
|
|
\- If your issue is more like "support request" than bug report and you
|
|
want help from other users, then posting it to our forum might be
|
|
more appropriate: http://uqm.stack.nl/forum/
|
|
|
|
.SH "SEE ALSO"
|
|
The full documentation in \fB/usr/doc/uqm-0.6.3\fR
|
|
.br
|
|
The official Ur-Quan Masters web site at \fBhttp://sc2.sourceforge.net/\fR
|