77 lines
4.1 KiB
Plaintext
77 lines
4.1 KiB
Plaintext
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<EFBFBD> Area: TRADEWARS DI <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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Msg#: 15 Rec'd Date: 03-05-94 20:05
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From: Stephen Whitis @1:124/211 Read: Yes Replied: No
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To: All @1:124/3114*4 Mark:
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Subj: 1.03D NP INFO #2 3/4/94
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<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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7. FIGHTER/SHIELD OVERLOAD BUG: Ships have built-in limits for fighters
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and shields -- the Scout Marauder is only supposed to carry 250
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fighters and 100 shields. If you use negative numbers when
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transferring fighters and shields through the corporate transfer
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menus, however, those limits don't apply. If you have a teammate
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*take* you a negative number *from* you instead of giving you a positive
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number, he/she can load your ship with up to 32,767 shields and 32,767
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fighters. (For a faster way to overload with shields, try using
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negative numbers in your citadel. <g>) However you do it, be warned:
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if you dock at a port with extra fighters and shields, you will lose them!
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8. SO MUCH FOR STARDOCK!: A Scout Marauder, overloaded with 32,767
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fighters and at least 20,000 shields using the methods outlined
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above, has very good odds of destroying StarDock or any of the Class
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0 ports. Just load the ship up and attack: *DON'T* break off your
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attack until you're out of fighters, and you have about 2-in-3 odds
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of success.
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9. THE MORONIC FERRENGI: The game makes neutralizing the Ferrengi very,
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very easy. All you need to do to insulate yourself against their
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attacks, for example, is carry one fighter and many shields. When a
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Ferrengi attacks you, he will only do 0-2 damage points at a time.
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Even worse: to knock the Ferrengi completely out of the game, all
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you have to do is destroy the fighters in their home sector and
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deploy 3,000 of your own fighters in the sector. From that point on,
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they won't regenerate, even if they still own Ferrengal: all that'll
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be left are the Ferrengi already wandering around the galaxy. In the
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first few weeks of the game, this tactic costs less than a million
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credits.
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10. THE INFALLIBLE CLOAK: Buy cloaks. They're a great bargain. In
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1.03, it's impossible to attack a cloaked ship, and regardless of
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what the docs say, cloaks *do not* fail. Compared to the cost of
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being blown up, 25,000 credits a day is trivial.
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11. SHIELDS AND P-MISSILES: The docs are also wrong about the effect of
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shields on the p-wave. P-missiles *do* work against shielded planets.
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They also work against shielded ships and ships parked in FedSpace.
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12. THE USELESS SENTINEL: Don't buy the Tholian Sentinel. Period. The
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Sentinel is supposed to have 4:1 odds when defending a planet against
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an invader. This feature doesn't work. If an invader attacks the
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*ship* first -- rather than trying to land and *then* attacking the
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ship -- the Sentinel only gets 1:1 combat odds.
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13. MANY FERRENGI AND ALIENS: When a sysop rerolls the game with
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BIGBANG, several files (including CONVO.DAT, WALLDAT.DAT, and, most
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important, FERRENGI.DAT and ALIENS.DAT) are not properly initialized.
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Some new games will be swarming with powerful aliens and Ferrengi.
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Sysops should remember to delete these four files when restarting
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games.
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14. THE "6666" BUG: Always set your military reaction level to 0% if
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you have more than 12,000-13,000 fighters on your planet. If an
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invader attacks without a p-missile, the invader has more than 26,000
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fighters on his ship, and your MRL is greater than zero, *all* of your
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fighters will attack him and will be destroyed -- even if you have
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many more fighters than you should need to kill the invader.
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Again, this list is *anything* but complete: it's just an attempt to
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outline the strategically most important bugs. Hope it's useful.
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Take care,
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Joel (Netmail address 1:202/704)
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-!-
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* MegaMail 2.10 #0:My puns are bad, but my poetry is even verse.
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-!- FidoPCB v1.5 beta-'g'
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! Origin: Lunatic Fringe * Richardson,TX * 214-235-5288 * (1:124/2113)
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