104 lines
5.8 KiB
Plaintext
104 lines
5.8 KiB
Plaintext
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Ä Area: TRADEWARS DI ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
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Msg#: 14 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 #1 3/4/94
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ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
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This is Joel Downer's Top 14 Bugs list, covering the major bugs with the
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exception of the planet cloning bug. Planet cloning will not work in
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version 1.03d, and makes playing 1.03 a pretty useless endeavor. Sysops
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can upgrade to 1.03d without reseting the game, and upgrading is highly
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recommended.
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Quoting Joel from here down...
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Well, giving a list of *ALL* the bugs in 1.03(d) would be impractical:
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there are over a hundred of them. What I can do, though, is list the
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thirteen or fourteen that make the biggest difference to the game.
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1. THE STEAL-SELL CYCLE: Stealing equipment from ports is a very good
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way to make money in this version. You can sell equipment to a port,
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steal it back, and repeat the cycle without leaving the sector for
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very substantial profits.
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2. THE HOLDS BUG: If you tell the game that you want to steal 365 units
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of equipment or 660 units of organics (never mind how many holds you
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have), and you don't have high enough experience to get away with
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stealing that much, you will get busted and *gain 32 holds* rather
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than losing any. To learn the value of this bug, try buying a
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Colonial Transport with base holds, "holds-bug" until you're up to
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282 holds, and sell it back at the StarDock.
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3. THE (CLASSIC) MEGAHOLDS BUG: Using the holds bug, it's possible to
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load your ship up to its normal maximum plus 32. Unfortunately, if you
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try to use those 32 extra holds, you will lose them the first time you
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dock at a port. The megaholds bug is a solution. Load your ship with
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colonists, and steal *one unit* of fuel ore or organics from a port.
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Drop off the colonists on Terra. As long as you don't get busted,
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surrender to the Ferrengi, jettison cargo, or try to trade or pick up
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the commodity you used to "lock in" the extra holds, you can keep
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them and use them for trading or stealing.
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4. THE (SUPER) MEGAHOLDS BUG: So, max + 32 isn't good enough for you,
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eh? <grin> Another bug allows you to load your ship with any number
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of holds, if you have the patience. First, use the "classic"
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megaholds bug to get up to max + 32. Now, fill your holds with
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colonists. Your next job is to lose most of your holds. One way to
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do this is to surrender repeatedly to the Ferrengi, but the most
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turn-efficient way is to get busted repeatedly: trying to steal 364
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holds of equipment can take away 32 holds a pop. You must not throw
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away *all* your holds, but the more you lose, the faster the process
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goes. Once you're very close to zero, go to a port where you haven't
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been busted and steal one unit of a commodity you don't want to trade
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(probably organics or fuel ore). You've just created some "imaginary
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holds"; you can now go back to Sol, buy some *real* holds, load those
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holds up with colonists, and start getting busted again...
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5. THE CORPORATE MEGAHOLDS BUG: This bug allows you to lock in
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"artificial holds" like the ones created by the megaholds bug, but it
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can create *any number* of holds (up to 32,767), it takes only a
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*few* turns, it doesn't cost nearly as much experience as the
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super megaholds bug, *and* it can create tons of free equipment on
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your planet. To use it, you need a teammate and a citadel
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that's safe to park in. Your planet must have some equipment on
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it, though not nearly as much as it will have when you're done. <g>
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First of all, make sure that your teammate is in the citadel and that
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her ship is *unlocked*; her holds should also be empty. Unlock your
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own ship (they are locked by default) by (R)emaining in the Citadel,
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and saying (Y)es when it asks about trading ships. Once you've unlocked
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your ship, you can immediately go back into the game.
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Now you need to use the (A)ll command out on the planet's surface to
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take all the equipment you can carry. Go into the (C)itadel,
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(E)xchange Ships, say (Y)es to confirm, (L)eave the Citadel, and
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(D)isplay the planet. Go back into the (C)itadel, (E)xchange, say
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(Y)es, (L)eave, take (A)ll, and (D)isplay the planet once more.
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Strangely enough, you'll now have twice as many goods loaded onto
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your ship as you have cargo holds.
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If you wanted, you could now leave the planet and "lock in" the extra
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holds the same way you did with the Megaholds and Super Megaholds
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bugs -- but let's get greedy. Start repeating the last key sequence
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-- "CEYLAD" -- to load your ship with more and more equipment.
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Something strange will happen every time you change into your
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teammate's ship and take (A)ll: his ship will be loaded with a
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*negative* quanity of equipment, and equipment will magically be
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*created* on the planet.
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I usually continue this process until my ship has about 25,000
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equipment on it, and my teammate's has 25,000 empty holds. I can now
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"lock in" my holds with organics, pick up some fuel ore, and
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TransWarp around the galaxy selling excess equipment. I could use my
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teammate's ship for moving colonists or trading anything *except*
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equipment.
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6. THE SHIELD BUG: A Level V citadel with 1639 or more planetary
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shields is impossible to invade. Attempts to destroy those shields
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are futile. That's all, folks. <g>
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-!-
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* MegaMail 2.10 #0:Tagline stolen by Lybian terrorists.
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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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