2522 lines
122 KiB
Plaintext
2522 lines
122 KiB
Plaintext
ÚÄÄÄÄÄ¿ ÚÄ¿ ÚÄÄÄ¿ ÚÄÄÄÄÄ¿ ÚÄÄÄÄÄ¿ ÚÄ¿ ÚÄÄÄÄÄ¿
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³ ÚÄÄÄÙ ³ ³ À¿ ÚÙ ³ ÚÄ¿ ³ ³ ÚÄÄÄÙ À¿Ù ³ ÚÄÄÄÙ
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³ ÀÄÄÄ¿ ³ ³ ³ ³ ³ ³ ÀÄÙ ³ ÀÄ¿ ÀÙ ³ ÀÄÄÄ¿
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ÀÄÄÄ¿ ³ ³ ³ ³ ³ ³ ³ ÚÄ¿ ³ ÚÄÙ ÀÄÄÄ¿ ³
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ÚÄÄÄÙ ³ ³ ÀÄÄ¿ ÚÙ À¿ ³ ÀÄÙ ³ ³ ÀÄÄÄ¿ ÚÄÄÄÙ ³
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ÀÄÄÄÄÄÙ ÀÄÄÄÄÙ ÀÄÄÄÙ ÀÄÄÄÄÄÙ ÀÄÄÄÄÄÙ ÀÄÄÄÄÄÙ
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ÚÄ¿ ÚÄ¿ ÚÄÄÄÄÄÄ¿ ÚÄÄÄÄÄÄ¿ Compiled By:
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³ ³ ³ ³ ³ ÚÄÄ¿ ³ ³ ÚÄÄ¿ ³ Slice
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³ ³ÚÄ¿³ ³ ³ ÀÄÄÙ ³ ³ ÀÄÄÙ ³
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³ ³³ ³³ ³ ³ ÚÄÄ¿ ³ ³ ÚÄ¿ ÚÙ Version:
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³ ÀÙ ÀÙ ³ ³ ³ ³ ³ ³ ³ ³ À¿ 1.00
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ÀÄÄÄÄÄÄÄÙ ÀÄÙ ÀÄÙ ÀÄÙ ÀÄÄÙ
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ÚÄÄÄÄÄÄÄ¿ ÚÄÄÄÄÄÄ¿ ÚÄÄÄ¿ ÚÄ¿ ÚÄ¿ ÚÄ¿ ÚÄÄÄÄÄÄ¿ ÚÄ¿
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³ Ú¿ Ú¿ ³ ³ ÚÄÄ¿ ³ ³ À¿ ³ ³ ³ ³ ³ ³ ³ ÚÄÄ¿ ³ ³ ³
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³ ³³ ³³ ³ ³ ÀÄÄÙ ³ ³ ÿ À¿³ ³ ³ ³ ³ ³ ³ ÀÄÄÙ ³ ³ ³
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³ ³ÀÄÙ³ ³ ³ ÚÄÄ¿ ³ ³ ³À¿ À´ ³ ³ ³ ³ ³ ³ ÚÄÄ¿ ³ ³ ³
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³ ³ ³ ³ ³ ³ ³ ³ ³ ³ À¿ ³ ³ ÀÄÙ ³ ³ ³ ³ ³ ³ ÀÄÄ¿
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ÀÄÙ ÀÄÙ ÀÄÙ ÀÄÙ ÀÄÙ ÀÄÄÄÙ ÀÄÄÄÄÄÙ ÀÄÙ ÀÄÙ ÀÄÄÄÄÙ
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ÜÜÜÜÜÜÜÜÜÜ
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Hello! This file is a compilation of documents I have gotten from the Fido
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TradeWars echo and from my own personal experiences. Since Beta 5 has been
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out for so long and it doesn't look very hopeful for a Beta 6 I decided to put
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out a file to bring new players up to speed on all the "quirks" of Beta 5.
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Obviously, this is for the 2002 2.0 Beta 5 version of Tradewars. For 1.03 or
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1.03d games I would HIGHLY suggest getting a copy of Iago's War Manual. It's
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the bible for those versions and some of the strategys are still valid
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here. Even if you're playing a Beta 5 game I would put that on your
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recommended reading list.
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I would like to thank the following people for their contributions of
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information in this file....
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Jeffrey Culbreth
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Tony Dye
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John A Elson
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Gary Fowler
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Steve Griffin
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Craig Healy
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Mike Magero
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Mickey Platko
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Stephen Whitis
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Brit Willoughby
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Jason Wilson
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Dayne Zimmerman
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The Topics may jump around a bit but it's all very useful information.
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ÜÜÜÜÜÜÜÜÜÜ
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Bugs/Observations about TW2002 V2 Beta by John Alan Elson
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#1 Phantom Class 0 ports
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Bigbang has a habit of creating class 0 ports with blank names that
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turn out to be class 7 ports when you port there. This is really
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nothing more than an annoyance. In case you get the idea of getting
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rid of this annoyance by blowing them up, forget it! These ports
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pack the same wallop as normal class 0 ports, trying to destroy them
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is pointless.
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#2 Bye Bye Terra!
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If you ring fedspace with fighters you can create planets in
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fedspace, including sector one, by making new player accounts. After
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several hundered accounts you can overload sector one and have a 1/3
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chance of destroying Terra through a planetary collision. If Terra is
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destroyed the very next planet created will fill slot number one.
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Although this new planet (which you can put anywhere you would
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normally put a planet) looks perfectly normal, when you land on it
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you get the normal landing on Terra routine. This new "Terra" starts
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out with a population of zero but reproduces at the normal rate after
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that. This only works when the sysop allows you to make multiple
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accounts.
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#3 32,000+ turns!
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If you claim a planet with a level six citadel as corporate and then
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quit the corp, you will be held by the interdictor (if it is on).
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Each time you try to escape you will lose turns and eventually your
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turns will rollover to over 65,000. If you land on the planet now you
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will automatically claim it and the interdictor will no longer hold
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you. If you try to move the game will tell you that you don't have
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enough turns because numbers over 32767 are seen as negative. What
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you need to do is lose enough turns to get under 32768. If you
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brought an interdictor cruiser into the sector with you and you
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continue trying to escape the interdictor while towing the
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Interdictor cruiser you can use up 34 turns per escape attempt. If
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the planet is volcanic and has 485,000+ units of fuel ore (assuming
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you started out with 100 turns) you can reduce your turns to less
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than 32768 in 5 to 30 minutes using a self repeating macro.
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You can also lose turns by transporting to another ship. This
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simply requires having two ships. The other ship doesn't have to be
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within range as you can use up turns by transporting to the ship you
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are aleready on. Using the transporter to use up turns takes longer
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than the method outlined above but it requires that the planet have
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only enough fuel ore to roll your turns over so any planet with a
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level six citadel and a few thousand units of fuel ore.
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When you have more turns than the game is set up for the number
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days since your last logon isn't reset and neither are your turns!
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This means that you don't have to use all those turns in one day but
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it also means that you *must* use them up before the days shown on
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the V screen pass, otherwise you will get deleted by the game even
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though you have logged on every day!
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#4 TWARP Towing
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The game is designed to not allow towing via TWARP. In my opinion
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this is a mistake. Fortunately, there is a bug that lets you get
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around it.
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#1 Enter your destination sector. Type Y to TWARP but N
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to engaging.
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#2 Type C to activate your computer then U and N to
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"disable" TWARP. Quit the computer.
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#3 Type W to engage the tractor beam and tow the
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player/ship.
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#4 Enter your destination sector again. Answer Y to
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engage.
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#5 Arrive at your destination sector with the ship you
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are towing using only the turns needed to tow it one
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sector!
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#5 Planetary Collisions
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In 1.0x you have to TWARP a planet in to overload a sector and cause
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a collision. In V2 you can overload any sector (except sector one) by
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just shooting off gtorps. I personally think this is a good thing
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because if forces players to put up sector defenses instead of
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relying on planetary defenses alone. Unfortunately, photons disable
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sector defenses allowing players to shoot off gtorps without
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defeating the sector defenses. This is one of several reasons why
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photon missiles should *always* be disabled in V2 Beta.
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#6 Photons
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Aside from the consideration mentioned above, when a photon is
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launched into a sector where a player is staying in a citadel they
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lose their turns for the rest of the day. Neither ship nor planetary
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shields offer any protection against this. Sysops can deal
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effectively with this by leaving photons disabled.
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#7 Tholian Sentinel
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In 1.0x the Tholian sentinel got 4:1 odds when defending a planet.
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This could be circumvented, however, by attacking the ship before
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trying to land on the planet. This meant that when dealing with a
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knowlegeable player it was essentially useless. In V2, however, the
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tholian *always* gets 4:1 odds when manned by a player who is
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offline whether it is defending a planet or not! This makes it a
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great ship to spend the night in.
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#8 Citadel Interest
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In 1.0x the citadels earn 4% daily interest. In 2.0 citadels earn a
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meager 2% daily interest regardless of the planet type :(
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#9 Planet Types
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Speaking of planet types:
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CITADEL SPECIFICATIONS IN TW2002 V2 BETA
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by John Alan Elson WF6I A.P.O.I.
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All citadels earn 2% :( interest regardless of type.
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Productions:
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colonists (thousands)
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needed to produce one K colonists
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planet unit of: planet for maximum
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type F# ORE ORG EQU capacity** production description
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M 10 3 7 13 100/100/100 15,000 Earth
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K 15 2 100 500 200/50/10 20,000 Desert
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O 15 20 2 100 100/1000/50 100,000 Oceanic
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L 12 2 5 20 200/200/100 20,000 Mountainous
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C 25 50 100 500 20/50/10 50,000 Glacial
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H 50 1 na*@ 500 1000/10/100 50,000 Volcanic
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V na* na* na* na* 10/10/10 0 Gaseous
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# Units of product to produce 1 fighter
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* production of this product not possible on this type of planet
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** ore/org/equ in thousands
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@ colonists left in production of Organics on volcanic worlds will
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die immediately!
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Citadel Construction total
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Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 days
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E DAYS 4 4 5 10 5 15 43
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A K COL 1000 2000 4000 6000 6000 6000
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MR ORE 300 200 500 1000 300 1000
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T ORG 200 50 250 1200 400 1200
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H EQU 250 250 500 1000 1000 2000
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D DAYS 6 5 8 5 4 8 36
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E KCOL 1000 2400 4400 7000 8000 7000
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KS ORE 400 300 600 700 300 700
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E ORG 300 80 400 900 400 900
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R EQU 600 400 650 800 1000 1600
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T
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O
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C DAYS 6 5 8 5 4 8 36
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E KCOL 1400 2400 4400 7000 8000 7000
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OA ORE 500 200 600 700 300 700
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N ORG 200 50 400 900 400 900
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I EQU 400 300 650 800 1000 1600
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C
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M
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O DAYS 2 5 5 8 5 12 37
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U KCOL 400 1400 3600 5600 7000 5600
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LN ORE 150 200 600 1000 300 1000
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T ORG 100 50 250 1200 400 1200
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A EQU 150 250 700 1000 1000 2000
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I
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N
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G
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L DAYS 5 5 7 5 4 8 34
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A KCOL 1000 2400 4400 6600 9000 6600
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CC ORE 400 300 600 700 300 700
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I ORG 300 80 400 900 400 900
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A EQU 600 400 650 700 1000 1400
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L
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V
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O DAYS 4 5 8 12 5 18 52
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L KCOL 800 1600 4400 7000 10000 7000
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HC ORE 500 300 1200 2000 3000 2000
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A ORG 300 100 400 2000 1200 2000
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N EQU 600 400 1500 2500 2000 5000
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I
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C
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V
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A DAYS 8 4 5 5 4 8 34
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P KCOL 3000 3000 8000 6000 8000 6000
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UO ORE 1200 300 500 500 200 500
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R ORG 400 100 500 200 200 200
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O EQU 2500 400 2000 600 600 1200
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U
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S
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As you can see, there are substantial differences between the
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different types of planets!
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#10 Planetary Trasnporters
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You can install a Planetary transporter on any planet with a
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citadel. It costs 50,000 credits to install the transporter and
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25,000 credits per sector to upgrade the transporter. These credits
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are taken from the funds on your ship *not* from the citadel. The
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planetary transporter transports both you and your ship. The rules
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are the same as for TWARP. If you transport to a sector with 1 or
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more of your personal/corp fighters, to an empty sector, or to
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fedspace if commisioned, you'll be safe. Otherwise, you're toast!
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As with TWARP, fuel ore is used, however it uses 10 units per sector
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and takes the fuel ore from the planet. Transporting requires one
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turn and you must have a turn or you can't do it.
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There are a couple of oddities with planetary transporters. If
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you are towing a ship when you land on a planet and then tranport,
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the other ship will go with you. This may or may not be a bug.
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Another oddity involves the local display. When a user
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upgrades a planetary transporter, a message is generated that says
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"This is Myplanet" with "Myplanet" being the name of the planet
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being upgraded. Although this message is not sent to the remote
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user is does appear on the local screen, even if the display is
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turned off! This is probably a "hook" which was used during
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development and was accidently left in. It has no strategic
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importance except that anyone knowing about the message can tell if
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the current user is upgrading a planetary transporter and the name
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of the planet even with the display turned off, by looking at the
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local screen.
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#11 TWARP
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The TWARP drive is essentially the same in V2 as in 1.03(d) with a
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couple of exceptions. As noted above, it is possible to TWARP tow a
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ship. Twarping requires the same number of turns that it takes to
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move one sector. So if you're in an ISS which takes 4 turns per
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warp, and you have 3 turns left you won't be able to TWARP.
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Commisioned players can TWARP directly to fedspace, which comes in
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handy when going to stardock or colonizing. It has been reported
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that the game sometimes forgets which sector the stardock is in and
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thus doesn't find the locator beam. This has never happened to me
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but if it happens to you DON'T blind jump!
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Speaking of blind jumps, they are much more hazzardous in V2
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because of Limpet mines which don't show up on holoscans or EPROBE
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reports. There is an option in the computer which disables TWARP.
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It is called TWARP preference. This eliminates the message asking
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if you want to engage TWARP which can be annoying if when
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travelling to nonadjacent sectors with regular warp. If, however,
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you answer yes, to twarp but no to engage right before you type C U
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and N to disable TWARP, instead of having TWARP unavailable you'll
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find yourself unable to travel to nonadjacent sectors using
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something other than TWARP! This can be fixed by renabling TWARP
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preference, plotting a non TWARP course, then disabling TWARP
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again. This is the basis of the TWARP towing bug.
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#12 AUTO PILOT
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The autopilot has been improved. It now shows the number of "hops"
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and the number of "turns" to reach a nonadjacent sector. Single
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stepping is much more useful. Instead of stopping in every sector
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and making you engage warp again, it asks if you want to stop
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allowing you to excercise several options including porting and
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scanning and then asks again. You can then continue on by simply
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pressing N. This can be very useful when you are looking for
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something!
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#13 LIMPET MINES
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Limpet mines attach to the ships which enter the sector where they
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are deployed. SD and Class 0 ports will offer to remove Limpets for
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a fee of 5000 credits but can't tell who they belong to. Attached
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limpets will reduce the tradein value of a ship. If limpet mines
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you leave do not get removed when you tell where they are, and thus
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where the ship they attached to are by doing a mine scan (K).
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Leaving Limpets in a sector where a player you're attacking is will
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*not* cause one to attach to their escape pod, too bad that would
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be a good strategy! Mine disruptors will not get rid of deployed
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limpets. You can get rid of limpets by repeatedly entering and
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leaving a sector. If someone else's limpets are in a sector you
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will not be able to leave limpet or armid mines of your own. As
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with armid mines, limpet mines cannot be deployed in fedspace and
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will be removed from Major Space Lanes.
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#14 Cloaking devices
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Cloaking failure does occur in this verison. It isn't supposed to
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happen until after 24 hours but it can happen the next time EXTERN
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runs, even if it has been only a few minutes. The cloaking
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failure rate is sysop configurable and can be set to 0% in which
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case cloaking failure will not happen. Unfortunately, this
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setting is not displayed on the V screen. You cannot attack or
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photon a player who is cloaked but they will show up on a density
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scan as an anomoly. Limpet mines also show up as an anomoly but if
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you attempt to put a mine in the sector and the game lets you then
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there are no limpets there, and there must be a cloaked player. Be
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aware, however, that an anomoly will show up in the last sector
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that *you* cloaked in! You can leave fighters/mines in a sector
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where a player is cloaked. Be careful of Major Space Lanes!
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#15 Major Space Lanes
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It is wise to know where the Major space lanes are. This hasn't
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changed from 1.03(d) but many people are a little fuzzy on this
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point. The space lanes are from sol (sector one) to Stardock and
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back. From SD to RYLOS and back. From SD to Alpha Centauri and
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back. And From Rylos To AC and back. Also Rylos and Alpha Centauri
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are themselves MSLs. The following diagram illustrates:
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SOL (fedspace)
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Stardock (fedspace)
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/ \
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/ \
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Rylos------Alpha centauri
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(MSL) (MSL)
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Just remember that because of one way warps the path from one sector
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to another and the the return path are not necessarily the same.
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#16 Death Delay
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First of all let's clarify what we are talking about. In 1.0X if you
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lost your escape pod or got murdered in the underground you couldn't
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get back into the game until the next day. That isn't what death
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delay means. If you self destruct you can't get in that day or the
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next day either. This is not what death delay refers to either.
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Death delay is a sysop configurable paramater that changes
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happens when your ship is destroyed and you wind up in an escape pod.
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If death delay is set to 0 you go about your business in the escape
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pod until you trade it in or lose it, just as in 1.0x. If the death
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delay is set to 1 and you lose your ship you will be a sitting duck
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in your escape pod until after midnight. If Death delay is set to 2
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you will be stuck in an escape pod unable to enter the game all the
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way through the next day as well. The same applies to other death
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delay settings, you'll have to wait until midnight passes the number
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of times that death delay is set.
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Obviously, death delay can be very costly. There are two things
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about death delay that make it even worse:
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#1 It is *not* shown on the V screen! You won't know how
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is set until you lose your ship or someone tells you.
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#2 If your escape pod is attacked while you are "knocked
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out" the number of days set in the death delay will be added to your
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"sentence"! So if it is set to two and someone blows up your escape
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pod before you can get back in (a very likely occurence) you'll have
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to wait *another* two days before you can get back in! [boy was I
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ticked off when I ran afoul of this!]
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#17 Alignment change for attacking deployed fighters
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There has been a lot of speculation concerning alignment changes
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that occur when you destroy deployed fighters. A lot of it is
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utter nonsense. Through experiments I have determined the proper
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formulas for calculating the alignment change for destroying
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deployed fighters.
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First, there is a bug related to player slot #1. Fighters
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belonging to player #1 will get an alignment signature of -1000
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regardless of the alignment of player #1. (Gary forgot to change
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something! [surprise surprise!])
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With the above noted exception the fighters get an
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alignment signature equal to the player they belong to.
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The forumulas:
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+aligned fighters - aligned fighters
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good
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aligned AC=-(FL*FA)/10000 AC=+(FL*FA)/5000
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player
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bad
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aligned AC=-(FL*FA)/5000 AC=+(FL*FA)/10000
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player
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where:
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AC= Alignment change either positive or negative as indicated
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FL= Fighters *you* lost, *NOT* fighters you destroyed
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FA= Alignment signature of the fighters (ignoring sign)
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ÜÜÜÜÜÜÜÜÜÜ
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Below is a chart showing the Full Damage points of a Maxed out
|
|
ship when manned. The Sentinel is listed for the 4-1 and 1-1 odds.
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|
From this you can see that a Manned Sentinel is one tough ship when
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used to defend a planet. From this list you can also see that a full
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sector of mines (125 go off doing 1500-1600 points of damage) or a large
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NavHaz can turn some of these ships into space dust in a heartbeat!
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Scout 700
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Freighter 740
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Orion 1652
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(F)Trader 3200
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Merchant 2900
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Starmaster 9800
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Constellation 8050
|
|
Gunstar 15600
|
|
Frigate 7020
|
|
FlagShip 25800
|
|
(F)Cruiser 10560
|
|
Sentinel 26000 / 6500
|
|
Cargotran 420
|
|
Mule 450
|
|
BattleShip 17000
|
|
StarShip 78000
|
|
(F)Dreadnought 22400
|
|
Colonial 420
|
|
Interdictor 124800
|
|
|
|
ÜÜÜÜÜÜÜÜÜÜ
|
|
|
|
1 Percent of Nav-Haz = 21 Density.
|
|
|
|
*****************************************************************************
|
|
Density Readings:
|
|
Reading Meaning
|
|
*****************************************************************************
|
|
0 Empty Sector or Ferrengi Dreadanought
|
|
1 Marker Beacon
|
|
2 Limpet Type 2 Tracking Mine
|
|
5 Fighter
|
|
10 Armid Type 1 Mine
|
|
21 Navagation Hazzard (Per 1 Percent)
|
|
21 Destroyed Ship (Due to 1 Percent Nav-Haz)
|
|
38 Unmanned Ship
|
|
40 Manned Ship, Alien or Ferrengi Assualt Trader
|
|
50 Destroyed Starport (After 25 Percent Nav-Haz Clears)
|
|
100 Starport or Ferrengi Battle Cruiser
|
|
210 Destroyed Planet (Due to 10 Percent Nav-Haz)
|
|
462 Federation Starship under Admiral Nelson
|
|
489 Federation Starship under Captain Zyrain
|
|
500 Planet
|
|
512 Federation Starship under Admiral Clausewitz
|
|
575 Destroyed Port (Before 25% Nav-Haz Clears)
|
|
|
|
Anomaly Readings:
|
|
Reading Meaning
|
|
*****************************************************************************
|
|
Yes Limpet Mine (Also Shows 2 density per mine)
|
|
Yes Cloaking Distortion
|
|
No Nothing
|
|
|
|
ÜÜÜÜÜÜÜÜÜÜ
|
|
|
|
How can you raise your exp points rapidly?
|
|
|
|
Go to a Class 7 Port and buy 14 Ore, 8 Org and 2 Equ Trade for 2 points
|
|
each time. Jetison the stuff and repeat. In theory you can earn 6 points
|
|
of Exp per turn (it works out closer to 5 points) so in a 1000 turn game
|
|
you can earn 5000 points of Exp in one day!
|
|
Exp and Algin can be bought with credits!
|
|
|
|
ÜÜÜÜÜÜÜÜÜÜ
|
|
|
|
Ferrengi Dreadnought ----------------------------------.
|
|
Ferrengi Battle Cruiser --------------------. |
|
|
Ferrengi Assault Trader ---. | |
|
|
| | |
|
|
|
|
Holds 50 75 100
|
|
Fighters 3,000 8,000 15,000
|
|
Shields 200 800 1,000
|
|
Turns to Warp 2 3 4
|
|
Fighters per Attack 1,000 2,000 5,000
|
|
Long Range Scanner No Yes Yes
|
|
Planet Scanner No No Yes
|
|
TransWarp Drive No No No
|
|
Mines 10 25 50
|
|
Beacons 5 15 25
|
|
Genesis Torpedoes 0 3 6
|
|
Photon Missiles;Number? No No Yes(1)
|
|
Offensive Odds 1.0 1.2 1.4
|
|
Transporter Range 0 2 5
|
|
Resale Values:
|
|
w/ All Holds 52,155 111,645 214,290
|
|
w/ Half Holds 32,670 70,639 144,945
|
|
|
|
NOTE: Resale values are approximate and based on ships with
|
|
none of the following:
|
|
Fighters, Shields, Density Scanner, Holo Scanner,
|
|
Planet Scanner, Mines, Beacons, Genesis Torpedoes,
|
|
Transwarp Drive, Photon Missiles, Mine Disrupters,
|
|
Cloaking Devices, Atomic Detonators, Ether Probes,
|
|
Psychic Probe.
|
|
|
|
NOTE: Offensive Odds are approximate. They are based on educated
|
|
guesses.
|
|
|
|
ÜÜÜÜÜÜÜÜÜÜ
|
|
|
|
Fighter Production.
|
|
These are taken directly from the TEDIT planetary Editor screen.
|
|
|
|
Here's how to calculate the fighter production on your planets.
|
|
|
|
FU = Fuel Ore Production
|
|
OR = Organics Production
|
|
EQ = Equipment Production
|
|
|
|
Keep in mind that these values are for the amount currently being
|
|
produced. ie: 233 hold per a day
|
|
( FU + OR + EQ ) / Fighter_Production
|
|
|
|
Class - Type Fighter_Production
|
|
|
|
M - Earth 10
|
|
L - Mountainous 12
|
|
C - Glacial 25
|
|
O - Oceanic 15
|
|
U - Gaseous 9999 (effectively 0)
|
|
K - Desert 15
|
|
H - Volcanic 50
|
|
|
|
Examples : a Class M making 1500 Ore a day, 1000 Organics a day, and
|
|
500 Equipment a day. Now I take 1500 + 1000 + 500 and
|
|
divide that, 3000, by 10 getting 300 fighters per a day.
|
|
|
|
ÜÜÜÜÜÜÜÜÜÜ
|
|
|
|
The Formulas for ship capture you need to know are as follows:
|
|
|
|
Enemy Fighters x Enemy Ships Combat Odds = Real Fighter Strength
|
|
Real Fighter Strength / Your Ships Combat Odds = # of Fighters to Use.
|
|
|
|
If you have combat computers on your ship you need to know the following:
|
|
|
|
Max Shields for Enemy Ship x Percentage Reported = Shields on Enemy Ship
|
|
Enemy Shields x Enemy Ships Combat Odds = Real Shield Strength
|
|
Real Fighter Strength + Real Shield Strength = Enemy's Real Defenses
|
|
Enemy's Real Defenses / Your ships combat odds = # of Fighters to Use
|
|
|
|
If you are always blowing up ships try using a few less fighters to allow
|
|
for the random combat odds. I was unable to determine the random factors
|
|
that affect ship capturing. (I find it a waste of resources)
|
|
|
|
ÜÜÜÜÜÜÜÜÜÜ
|
|
|
|
Here's some more Raw data on Planets for y'all to digest.
|
|
|
|
This one is on Max Colonists and Max Product Production.
|
|
|
|
How to Read This: Top; Max Colonists , Bottom; Max Production
|
|
Keep in mind that when you max out the Colonists, Production is 0.
|
|
In others words; this is like 1.03, ie: when you go to 2,000 in 1.03,
|
|
production stops. For Best results, Fill to Half.
|
|
When for you have, ohh say, 15,000 Colonists in Ore on a Class M, you
|
|
will get Max Production.
|
|
|
|
Class:Type Fuel Ore Organics Equipment Ftrs
|
|
|
|
M - Earth 30,000 30,000 30,000
|
|
______________________ 5,000 ....... 2,142 ....... 1,153 ... 829
|
|
|
|
L - Mountainous 40,000 40,000 40,000
|
|
_____________________ 10,000 ....... 4,000 ....... 1,000 ... 1250
|
|
|
|
K - Desert 40,000 40,000 40,000
|
|
_____________________ 10,000 ....... 200 ....... 40 ... 682
|
|
|
|
C - Glacial 100,000 100,000 100,000
|
|
_____________________ 1,000 ....... 500 ....... 100 ... 64
|
|
|
|
O - Oceanic 200,000 200,000 200,000
|
|
_____________________ 5,000 ....... 50,000 ....... 1,000 ... 3,733
|
|
|
|
U - Gaseous 3,000 3,000 3,000
|
|
_____________________ 0 ....... 0 ....... 0 ... 0
|
|
|
|
H - Volcanic 100,000 0 100,000
|
|
_____________________ 50,000 ....... 0 ....... 100 ... 1,002
|
|
|
|
ÜÜÜÜÜÜÜÜÜÜ
|
|
|
|
> John, if here when you say "this works the same way in wide beta 5",
|
|
> you are referring to the Retreat Bug, can you tell me how you
|
|
> accomplished this in Wide Beta 5? Step by step, please.
|
|
> Thanks.
|
|
|
|
I was the one who originally noticed this bug, andi discovered this bug
|
|
completely by accident...
|
|
|
|
Basically, what you do (after locating a planet you want to invade) is to go
|
|
into that sector, and then retreat out of it, attack the port in the
|
|
adjescent sector using only 1 fighter, and your ship will be destroyed... But
|
|
then you are thrown back into the sector with the planet, and are allowed to
|
|
land and do whatever you like.... Real Simple, yet powerful, especially very
|
|
early in a game....
|
|
|
|
(Notes from Slice:)
|
|
|
|
I have tried to verify this bug and the *only* way I have gotten it to work
|
|
is if I create a corporate planet and set corp fighters in the sector. Then
|
|
quit the Corp and enter the sector, retreat, attack the port outside the
|
|
sector and get blown up, then I can land on the planet without a problem.
|
|
|
|
If I use two different players to try this it always presents the planetary
|
|
defenses that you have to defeat in your escape pod.
|
|
|
|
If anyone has any further information on this bug, please let me know and
|
|
you will get credit for the updated info. Thanks
|
|
|
|
ÜÜÜÜÜÜÜÜÜÜ
|
|
|
|
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
|
|
TradeWars 2002 V2 Ship Specs Compiled by Brit Willoughby 01-05-94
|
|
|
|
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
|
|
|
|
------------------------------------------------------------------------------
|
|
## Name Cost Sell T/W ODD FTR SHLD HLD MIN W S P X
|
|
|
|
------------------------------------------------------------------------------
|
|
1 Crusier 41,300 31,400 3 1.0 2,500 400 75 50 N B N 5
|
|
2 Scout 15,950 13,084 2 2.0 250 100 25 0 N B N 0
|
|
3 Frigate 100,800 88,549 3 1.3 5,000 400 60 5 N N Y 2
|
|
4 BattleShip 88,500 75,679 4 1.6 10,000 750 80 25 N B N 8
|
|
5 FlagShip 163,500 141,379 3 1.2 20,000 1,500 85 100 Y B N 10
|
|
6 Transport 63,600 36,169 6 .6 200 500 250 0 N P N 7
|
|
7 Cargotran 51,950 25,684 4 .8 400 1,000 125 1 N B N 5
|
|
8 Freighter 33,400 19,789 2 .8 300 500 65 2 N B N 5
|
|
9 StarShip 329,000 278,629 4 1.5 50,000 2,000 150 125 Y B Y 15
|
|
10 Gunstar 79,000 68,929 3 1.2 10,000 3,000 50 5 Y H N 6
|
|
11 Starmaster 61,300 49,399 3 1.4 5,000 2,000 73 50 N B N 3
|
|
12 Constellation 72,500 59,479 3 1.4 5,000 750 80 25 N B N 6
|
|
13 Orion 42,250 27,754 2 1.1 750 750 60 5 N B N 3
|
|
14 Sentenol 47,500 41,479 4 1.0 2,500 4,000 50 50 N H N 3
|
|
15 Mule 63,600 35,269 4 .5 300 600 150 0 N B N 5
|
|
16 Interdictor 539,000 483,829 15 1.2 100,000 4,000 40 200 N B N 20
|
|
17 Trader - 26,539 2 1.0 3,000 200 50 10 N N N 0
|
|
18 Cruiser - 56,419 3 1.2 8,000 800 75 25 N H N 2
|
|
19 Dreadnought - 119,329 4 1.4 15,000 1,000 100 50 N B Y 5
|
|
|
|
------------------------------------------------------------------------------
|
|
|
|
* Notes:
|
|
|
|
## = Ship Number
|
|
Name = Ship Name
|
|
Cost = Original Purchase Price
|
|
Sell = Selling Price / Trade-In Value (Base Ship Only)
|
|
T/W = Turns To Move 1 Warp
|
|
ODD = Offensive ODDs
|
|
FTR = Fighters (MAX)
|
|
SHLD = Shields (MAX)
|
|
HLD = Holds (MAX)
|
|
MIN = Mines (MAX)
|
|
W = Twarp Drive (Y=yes, N=no)
|
|
S = Scanners (H=holo, P=planet, N=none, B=both)
|
|
P = Photon Missile (Y=yes, N=no)
|
|
X = Transporter Range
|
|
|
|
** ??? - Value Unknown
|
|
** All ships prices are for ships manufactured by Markham Space Tech.
|
|
|
|
ÜÜÜÜÜÜÜÜÜÜ
|
|
|
|
TW2002 2.0 (beta 5) New Player Info, by Stephen Whitis
|
|
|
|
This is far from being the last word in TradeWars strategy. It is designed
|
|
to help someone new to TW's (or v2.0) get off to a good start. Some of the
|
|
info is accurate for other versions, some of the info isn't.
|
|
|
|
The single most important advice I can give to anyone wanting to become
|
|
skilled at the game is to read the FIDO-TradeWars echo regularly. I'd also
|
|
recommend you save a copy of this post to refer back to later.
|
|
|
|
Before we get started, let me explain about utilities. Most of the serious
|
|
players use utilities. There are two basic kinds, and at least a couple
|
|
that do double-duty, handling both tasks. Database utilities are probably
|
|
the most important. They parse the ton of info the game sends and help find
|
|
paired ports, dead ends, etc. Other utilities handle automation. Trading
|
|
paired ports can be very time consuming and very boring. Automation
|
|
utilities automate the redundant tasks. You get into place, tell them what
|
|
to do, and let them run. It's like having a second officer you can delegate
|
|
some of the chores to. I use TWAsssist for a database (very popular) and
|
|
TLXTW scripts for Telix for automation. TWHelp combines tasks and is very
|
|
popular. TWTerm and TWHelp have both been released with graphical
|
|
interfaces (and sound support, I believe.) There are others, too. I
|
|
recommend trying several and picking which you like best.
|
|
|
|
Alignment: Good alignment is much easier to play, and has several
|
|
advantages, such as the ISS (Imperial Star Ship) and the ability to
|
|
Transwarp direct to fedspace. Evil requires more knowledge, and isn't
|
|
recommend for new players. Regardless of which alignment you choose, you
|
|
should eventually learn the basics of both, just so you'll know how players
|
|
of the opposite alignment will be doing things.
|
|
|
|
95% of your turns (maybe more) need to be spent making money. Thats how you
|
|
finance the other 5%, when you are invading planets and such. Your
|
|
day-to-day ship should be chosen with money-making in mind. Good choices
|
|
are the Merchant Freighter, Corp-Flagship, and the ISS. (Evils should look
|
|
at the Colonial Transport, also.) Horde turns. Turns can be translated
|
|
into money made, colonists transported, etc. Don't waste them.
|
|
|
|
When the game starts, you are usually given a planet. (Sysop configurable.)
|
|
In most cases, that planet is not worth keeping. Most are in vulnerable
|
|
positions, not dead ends. That makes them hard to defend, and easy for
|
|
opponents to find. So you should just write down the sector number (so you
|
|
can find it again even after someone else claims it) and forget about it for
|
|
awhile. When you are ready to develop a planet, 25,000 credits for a
|
|
genesis torpedo is a good investment: You can pick your own home sector:
|
|
one which is easier to defend and harder to find. The freebie planet
|
|
sometimes has some products and/or a couple of fighters when you get it. If
|
|
so, take the fighters and product, then move on.
|
|
|
|
As soon as you join the game, you want to find SD (StarDock.) In many
|
|
screens, its listed on the V-Screen (V at the main command prompt.) In
|
|
others, you have to hunt for it. In that case, you can drop fighters in
|
|
sectors surrounding fedspace around sector 1. (Just before extern runs,
|
|
ideally.) The feds will remove any in the MSL's (Major Space Lanes.) A MSL
|
|
will run from 1 to SD, and another will run back the other direction.
|
|
(These could be duplicate routes, but usually aren't.) When the feds pick
|
|
up your fighters, they'll send you a msg saying "Don't deploy fighters in
|
|
the MSL's." and give you the sector #. Write it down. Then deploy fighters
|
|
around the MSL, to find the next sector in the route to SD. It will take a
|
|
week or more, usually, to find SD this way, but its better than random
|
|
chance. Once you find it, be sure to note the location - you'll come back
|
|
here often. It is possible to locate SD using zero-turn mapping, also, but
|
|
this NPInfo text won't go into that.
|
|
|
|
As soon as your find SD, you should get into a new ship. The Merchant
|
|
Cruiser you started in isn't a very good ship, so you should sell it. I
|
|
usually buy a Merchant Freighter the first day of a new game. You might
|
|
want to drop off your fighters first, outside of fedspace, because their
|
|
trade-in value is pretty low. Then you can pick them up in the new ship.
|
|
After buying a ship, buy a long range scanner for it, even if its just a
|
|
density scanner. Then buy as many holds as you can afford, saving about
|
|
1,500 credits to use as starting cash when you go trading. Priorities after
|
|
that: Holo-scanner (includes a built in density scanner), 25-50 or so
|
|
fighters (you don't need many yet) and etherprobes.
|
|
|
|
Etherprobes are very cost-efficient - you can do a lot of exploring for
|
|
little money and few turns. Sending a few of them on long routes (with lots
|
|
of unexplored sectors) will help you find trade-pairs to make money at. By
|
|
the time you trade those down, you can afford more etherprobes. In the long
|
|
run, you'll want to do most of your exploring with etherprobes, saving your
|
|
turns to use making money.
|
|
|
|
When moving, always move & scan. Density scanning doesn't cost turns, but
|
|
can keep you from running into mines, etc. When you have several sectors
|
|
you can move to, and no particular destination (which happens early in the
|
|
game), choose sectors with a density of 100. These are usually ports, so
|
|
this increases your chance of finding trade pairs. (And you can make a
|
|
little money while your looking.) Holo-scanning is very useful when there
|
|
are several unexplored sectors next to you. You can explore them all, and
|
|
it only costs you one turn.
|
|
|
|
If the ferrengi ask you to surrender your holds, do it. If you have equ.
|
|
or org. on board, they'll just take the product and leave you alone till you
|
|
log out. If you have fuel, they'll take the fuel and some holds. If you
|
|
fight them, or try to run, you'll get a ferrengi grudge. This is something
|
|
to avoid, especially early in the game. You can kill ferrengi sector
|
|
fighters without getting a grudge - but attack or run from their ships, and
|
|
you'll get one. There is no good way to get rid of a grudge.
|
|
|
|
As a good aligned trader, your common money-maker is paired port trading.
|
|
Equ/Org (Equipment/Organics) pairs are best. Two ports in adjacent sectors
|
|
where you can sell Equ/buy Org at one, and sell Org/buy Equ at the other.
|
|
Move back and forth, trading in each sector, till one of the ports runs dry.
|
|
Then move to another pair. Later in the game, once you have a planet with a
|
|
level four (L4) citadel, you can make a lot more money every day.
|
|
|
|
With good alignment and 0-999 experience, you can stay overnight in fedspace
|
|
with almost no risk as long as "Ships per fedspace sector" allows it.
|
|
(Check the V-screen.) Too many ships will get you towed when Extern runs
|
|
(but you are protected until then.) Carrying too many fighters (50, I
|
|
believe?) will also get you towed out during Extern. Next best after that is
|
|
cloaking, and cloaking can be done anywhere (by any alignment.) Cloaks are
|
|
not 100% safe: they can fail after 24 hours, they will cause an anomaly on
|
|
a density scan, and while no one can attack you while you are cloaked, they
|
|
can fill the sector with mines, offensive fighters, or navhazard.
|
|
|
|
By being careful where you stay at night (cloaking in low traffic areas, or
|
|
using fedspace) and density scanning before you move (to avoid mines and
|
|
such) you can stay alive, rarely, if ever, getting blown up.
|
|
|
|
As a "good", you want to get an ISS as soon as possible. To do that, you
|
|
need 500 alignment points. Then ask for a commission at the fedstation.
|
|
The feds will bump your alignment to 1000, which means you are commissioned.
|
|
(Even if you didn't ask, 1000 alignment is commissioned.) The best way to
|
|
get the 500 alignment is to post rewards on evils in the fedstation. 1000
|
|
credits per 1 point of alignment gain. So you could move from 0 to 500 for
|
|
500k, then ask for a commission to reach 1000. With 1000 or higher
|
|
alignment, you can buy an ISS.
|
|
|
|
Be careful not to log out of the game with a lot of credits on you. As a
|
|
good, when you reenter the game, that will cause you to get taxed. It
|
|
raises your alignment, but costs you the taxes. Alignment that way costs
|
|
1,500 per point, so bounties are cheaper. You can also raise it by
|
|
attacking evil aliens, but that too is expensive and not recommended.
|
|
Aliens are a distraction. Using your resources to attack them isn't
|
|
worthwhile, even if you capture their ships.
|
|
|
|
Once you have a commission and an ISS, you can Twarp (transwarp) direct to
|
|
fedspace (sectors 1-10 and SD), or to any sector you've deployed a fighter.
|
|
This can save a lot of turns. Twarp uses 3 fuel (from your holds) per
|
|
sector distance. You can also blind Twarp, which is safe as long as the
|
|
destination sector is completely empty. If it's not, you get a shiney new
|
|
escape pod. To do it safely, send an eprobe, and immediately Twarp to a
|
|
completely empty sector. I avoid sectors with aliens, feds, or ferrengi in
|
|
the adjacent sectors shown by the eprobe, because right after you fire the
|
|
probe (any time you pass a command prompt) they get an opportunity to move -
|
|
you don't want them moving into your destination sector! Also, be warned
|
|
that limpets don't show on eprobes, but will destroy you.
|
|
|
|
When you decide to build a planet (goods tend to do this fairly soon after
|
|
getting the ISS) then find a dead end. I recommend a 1 or 2 deep dead end,
|
|
at least 6-7 warps from sector 1. Deep dead ends are the first place good
|
|
competition will look for your planet. Shallow ones take them a little
|
|
longer. (There are more of them to check.) I recommend a sector with no
|
|
port, so you don't have to worry about blocking a port report and someone
|
|
coming to check it out. As soon as you build your planet, move several
|
|
loads of fuel ore onto it. (Remember your Twarp drive when doing this. And
|
|
thats what the fuel is for, too, as we go get colonists.) Calculate fuel
|
|
needed to Twarp to sector 1, and back again. Starting with that much fuel
|
|
on board, Twarp to 1, grab colonists, Twarp home (you did drop a fighter at
|
|
home, didn't you?) and drop off the colonists. Then grab fuel from the
|
|
planet and repeat. You generally want the colonists producing fuel at
|
|
first. That provides fuel to go get more colonists, and on most planets it
|
|
produces the maximum fighters per day.
|
|
|
|
Once you start building a planet, haul in as many colonists as you need to
|
|
start citadel construction, then haul in any products needed. Don't wait
|
|
'till your colonists can produce enough organic/equipment - haul it in. You
|
|
want your construction to take as little time as possible. The day it
|
|
reaches L1, start it working on L2. Etc. Remember that fighters on a
|
|
planet do *not* defend it (and are free for anyone who lands there) until
|
|
the planet has a L2 citadel. Keep them on your ship, or use them as sector
|
|
defense. (Sector defense isn't worth a lot, as a photon can bypass it, but
|
|
its better than leaving them on a planet with a L1 citadel, or no citadel at
|
|
all. And sector defense is better than leaving the planet undefended.)
|
|
|
|
In the long run, the way to win a game is to have two or three very strongly
|
|
defended planets, all with money in the citadel's collecting 2% interest a
|
|
day, and at the same time not allowing your opponents to keep a planet with
|
|
a citadel. It is very expensive to invade planets, and the stronger the
|
|
planet is when you try to invade, the more expensive. So try to find and
|
|
destroy their planets early - ideally, before they reach L2. Once a planet
|
|
reaches L4, even when you find it, if you can't invade *that day*, they can
|
|
Twarp it away, and you have to find it again. Always try to find and
|
|
destroy their planets as early as possible. The V-screen, again, can help.
|
|
It tells the # of planets, and % of citadels, so you can make reasonable
|
|
guesses about what they are doing. The V-screen also shows total # of
|
|
fighters & mines in the game and several other useful things - keep an eye
|
|
on it.
|
|
|
|
Most of the time, you should only develop 1 or 2 planets at a time, both in
|
|
the same sector. Trying to keep and defend several planets can spread your
|
|
defenses to thin, making your vulnerable. When you invade someone elses,
|
|
you are usually best off to just blow it up. Always destroy or remove the
|
|
colonists before using the atomic detonator - else you may get blown up with
|
|
it.
|
|
|
|
I think that covers most of the basics. Lets skim over a couple of more
|
|
advanced things. Evils basic money-maker is called SST. (Sell, Steal,
|
|
Transport.) It requires two ships (usually two CT's or a CT and a CF.)
|
|
(Colonial Transport and Corporate Flagship.) Find two equipment buying
|
|
ports in transporter range. Both ships full of equipment, one in each
|
|
sector. In the first sector, sell the equipment, steal it back, then
|
|
transport to the other ship. Do the same there, and transport back. You
|
|
have to have -100 or lower alignment, and a lot of experience, for this to
|
|
be effective, but it can be very profitable. Evils goal is to be using this
|
|
effectively early in the game, and to keep the good-aligned traders from
|
|
ever having a L4 citadel. SST will make more money than goods can make
|
|
trading ports, so goods need at least one L4 in order to run PT (Planetary
|
|
Trading).
|
|
|
|
Both evils and goods can take advantage of citadel transporters. You can
|
|
build one in any citadel. They transport you and the ship you are in to
|
|
another sector. A "good" can cut his 10 turn ISS colonists runs down to 7
|
|
turns using one, for instance. Evils could use two L4 or better planets,
|
|
Twarp each to one of the sectors they would run SST in, and run a variant of
|
|
SST, but instead of using two ships and ship transporters, use one ship and
|
|
planet transporters. Goods can trade non-adjacent paired ports the same
|
|
way, and save a number of turns to boot. That is very profitable.
|
|
(Planetary Trading). You can do sort of the same thing with only one planet.
|
|
At a xBS planet, for instance, you sell organics, buy equipment. Land.
|
|
Leave the equ. on the planet, and pick up organics. Repeat until the port
|
|
is empty. Then move to another port. If you run low on organics on the
|
|
planet, start using a xSB port, selling the equipment you've been buying,
|
|
and buying organics.
|
|
|
|
Strategy & tactics are still developing for TW2002 2.0. It's new enough
|
|
that we don't know all the tricks yet. And this is designed to give a rough
|
|
outline, not all the details. This should get you off to a good start. Ask
|
|
questions in the FIDO-TradeWars echo to learn more!
|
|
|
|
- Stephen
|
|
|
|
ÜÜÜÜÜÜÜÜÜÜ
|
|
|
|
And What about those citadels?
|
|
|
|
Citadel's are the key to the game. Control the citadels, and you'll
|
|
control the universe. Let your opponent control them, and you'll be lucky
|
|
to survive at all, much less prosper.
|
|
|
|
Here is some info on what the different citadel levels do, and how to
|
|
develop them. Written by Stephen Whitis.
|
|
|
|
|
|
CITADEL DESCRIPTIONS.
|
|
|
|
A planet with no citadel has no defensive capability. You can leave
|
|
fighters in the sector, but fighters on the planet will not defend and, in
|
|
fact, can be taken by anyone who lands on the planet. Since there is no
|
|
citadel, you can't use any of the citadel commands, such as the treasury or
|
|
remaining overnight.
|
|
|
|
A level 1 citadel doesn't add to defense at all - it is still defenseless.
|
|
You can use the treasury, remain overnight, etc. But remember, its not very
|
|
safe!
|
|
|
|
A level 2 citadel has the beginnings of your defense system. Fighters on
|
|
the planet will now defend. Usually, you will want to leave your military
|
|
reaction set to 0%, because the fighters will get 3-1 odds. Occasionally you
|
|
may want to use some of the fighters offensively, meaning they will attack
|
|
anyone trying to land. They get 2-1 odds, but it may give your opponent a
|
|
surprise!
|
|
|
|
A level 3 citadel includes a Q-cannon. You can set it to fire at anyone
|
|
entering the sector, or anyone trying to land, or both. Firing at ships in
|
|
the sector uses a lot of fuel ore for the damage it does. Firing at ships
|
|
trying to land/invade is much more effective, as they are closer when it
|
|
fires. Q-cannons can be bypassed by a photon missile, so don't rely on them
|
|
alone. But they can help your defenses significantly.
|
|
|
|
A level 4 citadel has a planetary transwarp drive. With this Twarp drive,
|
|
you can move your planet to any sector where you have dropped a fighter, as
|
|
long as you have the fuel. It uses a lot of fuel to Twarp a planet, so use
|
|
this sparingly.
|
|
|
|
A level 5 citadel means that you have installed a PSS - Planetary Shielding
|
|
System. You move shields from your ship to the planet (10 ship shields will
|
|
create one planet shield) and the PSS uses those shields to protect the
|
|
planet. As long as you have a L5 citadel, all planetary shields will have
|
|
to be destroyed before anyone can invade - and each shield will take 20
|
|
points of damage to destroy.
|
|
|
|
A level 6 citadel equips the planet with an Interdictor Generator. If
|
|
turned on, this generator will make it difficult for your enemy to escape
|
|
from your Quasar Cannon. The IG uses fuel ore to power it.
|
|
|
|
|
|
CITADEL DEVELOPMENT.
|
|
|
|
As you upgrade your planet from one citadel level to the next, you never
|
|
lose any of the useful features of the lower level citadels. A L4, L5, or
|
|
L6 will still have the Q-cannon of a L3 and military defenses of a L2, for
|
|
instance. That doesn't mean there is never a risk in upgrading, though.
|
|
The turns you use to haul in colonists or products may not be worthwhile, as
|
|
there is no sense in developing a planet you can't defend. And a planet at
|
|
L4 or above is at risk, in that someone could invade and then Twarp the
|
|
planet away. So you might want to leave a planet at L3 until you are
|
|
comfortable that you can defend it.
|
|
|
|
The game gives planets to players when the first join. I don't recommend
|
|
keeping that planet. It isn't likely to be in a defensible position, it is
|
|
not worth much since a genesis probe will create a new one easily and
|
|
cheaply whenever and where-ever you choose, and when the game starts, you
|
|
can't afford to be defending a nearly useless planet. Here is what I do
|
|
with those freebie planets... I move all colonists to fuel production (to
|
|
maximize fighters, primarily) and then ignore it for a day or two. I'll
|
|
keep a note on where it was, because I expect someone else to capture it,
|
|
and I'll need to blow it up before they develop it to L2. If no-one does,
|
|
I'll occasionally go back and pick up the fighters that are produced there.
|
|
|
|
A long term goal is to keep anyone else from having a strong planet, while
|
|
developing one (or more) myself. So I'll be finding and destroying planets
|
|
when I can, the sooner the better. Usually, it is one of those planets that
|
|
I'll keep for my own... One that someone else has already brought colonists
|
|
to. No sense in me using my turns developing a planet when my competition
|
|
will do it for me. :^) Don't forget, Ferrengal is out there, and it starts
|
|
the game as a L3. You can't ignore it, or someone else will invade it and
|
|
get a good planet. But you don't want to hit it before you are ready,
|
|
either, or you won't be able to defend it. If someone else does invade it
|
|
first (and sometimes if they try and fail) then you should usually hit it
|
|
hard and fast, before they have a chance to build defenses. Watch the daily
|
|
log - you can see there if anyone attacks or captures it.
|
|
|
|
I generally want to develop and defend only one planet at a time, until it
|
|
reaches L6. That keeps me from spreading my defenses too thin. In the
|
|
meantime, any other planets I invade I will simply blow up. I only need one
|
|
(extras are nice, but you *need* one, for the citadel interest, and for
|
|
Planetary Trading) and the others I want to be sure don't go to any of my
|
|
competition. After I have one well developed, I'll worry about developing
|
|
others, usually one at a time.
|
|
|
|
Citadel interest is important. You gain 2% a day on the credits stored in
|
|
your citadel treasury. With a large treasury, that can mean making more
|
|
money than you can make any other way - and making money this way leaves you
|
|
all your turns to hunt your enemies and their planets.
|
|
|
|
I sometimes use fighter farm planets, though. Have you noticed that the
|
|
number of fighters generated on a planet each day varies depending on the
|
|
number of colonists and what product they are working on? By using
|
|
colonists in the area of production that develops the most fighters,
|
|
you produce the max number
|
|
of fighters per day for the number of colonists. When a planet starts
|
|
getting too many colonists, I'll create a planet and move the extras to fuel
|
|
production on the new planet. I have no intentions of developing this
|
|
planet, or doing any serious defense. Generally, these planets will be in
|
|
the same sector as my primary planet (to save turns moving the colonists)
|
|
and I already have some sector level defenses there, which is enough for the
|
|
purpose. Several of these planets producing 300 fighters a day or more,
|
|
every day, add up. And it doesn't cost much to set up the system, or leave
|
|
you at significant risk. Also, if later you decide to develop some of
|
|
these, they will have lots of fuel for Q-cannons and Twarp drives. :^)
|
|
|
|
Your primary planet should usually hold colonists in all three areas of
|
|
production - fuel, organics, and equipment.
|
|
|
|
When you are developing a planet, you want to develop it as fast as
|
|
possible. You can move colonists to the planet and let them produce the
|
|
products needed for upgrading, but that is very time consuming. I
|
|
recommend hauling in organics and equipment from a nearby port. Otherwise,
|
|
it takes so long that anyone who is looking is very likely to find and
|
|
invade your planet before it can be defended. As one upgrade is taking
|
|
place, I try to plan so that when it is finished, I already have all of the
|
|
colonists/products needed to start an upgrade to the next level.
|
|
|
|
If you are developing a planet and will be needing more colonists, bring
|
|
them in before you haul in organics or equipment. That way, they start
|
|
producing fighters & products as soon as possible. If you invade another
|
|
traders planet and don't intend to keep it, consider moving colonists from
|
|
his planet to yours, instead of getting colonists from Terra. In many
|
|
cases, you can haul them using less turns that way. Turns are, in many
|
|
ways, your most precious resource.
|
|
|
|
Good luck - Stephen
|
|
|
|
ÜÜÜÜÜÜÜÜÜÜ
|
|
|
|
How do I make a zero turn map?
|
|
|
|
Zero-Turn Mapping, by Stephen Whitis.
|
|
|
|
|
|
Zero-turn mapping (ZT mapping, or 0T mapping) is a method of finding the
|
|
locations of the dead ends, along with most of the warp paths, without
|
|
using any turns. It doesn't give you any port information, so you still
|
|
have to explore, but it can help with that exploring quite a bit.
|
|
|
|
While it is possible in theory to do ZT mapping by hand, in practice it
|
|
requires a utility. TWAssist and TWHelp both have ZT mapping options, as
|
|
do the TWGuru scripts for the Amiga. Other utilities may or may not.
|
|
|
|
ZT mapping works by plotting lots of routes, and gathering the warp info
|
|
discovered during each of those routes. The earliest versions used LD
|
|
mapping (for Level Diagram.) A base sector would be choosen, usually
|
|
stardock. From there, routes would be plotted to every other sector in the
|
|
game, and from each of those sectors back to stardock. Better algorithms
|
|
are available, which speed the process and manage to find more warps.
|
|
|
|
The time needed to do ZT mapping varies quite a bit, as does the accuracy.
|
|
The algorithm used makes a large difference. The speed of the BBS
|
|
computer, also, makes a large difference. Modem speed and the speed of the
|
|
players computer can affect it, but not nearly as much as the others.
|
|
Universe size, the number of one-way warps, and other factors also come
|
|
into play. On a 5000 sector universe, a ZT map may take anywhere from 20
|
|
minutes to an hour and a half - possibly longer if a slow algorithm and a
|
|
slow BBS computer are both being used. A good ZT mapping utility will
|
|
allow you to map a bit at a time - if it takes an hour, you could do 10
|
|
minutes one day, 20 minutes the next, etc, until completed.
|
|
|
|
Having plotted these routes, they can be used in any good TW database. The
|
|
database can then be used to locate dead ends. The best way to explore the
|
|
universe is to fire etherprobes into dead ends, because its cheaper to fire
|
|
a probe than to use turns to explore manually. That lets you save your
|
|
turns for money-making. You don't have to use a ZT map to fire probes, but
|
|
you can do your exploring with less probes if you know where the dead ends
|
|
are located.
|
|
|
|
ZT maps can also be used to locate Stardock and the Class 0 ports - which
|
|
is useful in games where the SD location isn't listed in the V screen. SD
|
|
and the class 0's will have six two-way warps, and an additional one-way
|
|
warp into the sector. Most games will have a small number of these, and
|
|
checking them will locate stardock quite soon.
|
|
|
|
It is also possible for a utility to use the ZT mapping information to
|
|
calculate which avoids to set in order to force etherprobes to travel long
|
|
routes before reaching their target. Dead ends are still the targets of
|
|
choice, of course. This is useful, primarily, early in the game. In the
|
|
early part of a game, most players are trading paired ports. By forcing
|
|
the probes to travel farther, exploring more sectors, you are more likely
|
|
to find pairs to trade. Later, when you've already got a number of pairs
|
|
to trade, or have moved to other methods of money-making, using long-route
|
|
eprobes isn't as useful.
|
|
|
|
ÜÜÜÜÜÜÜÜÜÜ
|
|
|
|
Player Utilities, by Stephen Whitis
|
|
|
|
Most of the serious (and many of the casual) TW players use player
|
|
utilities. I, myself, wouldn't consider playing without them. If you want
|
|
to be a serious TW player, you need to know about them. Even if you don't
|
|
use them yourself, you need to understand how the competition works. And,
|
|
once you've tried them, I think you'll want to continue using them.
|
|
|
|
Utilities alone don't make a bad player into a good one. If a player
|
|
decides to hunt ferrengi and aliens, wander around aimlessly, or use their
|
|
money unwisely, then those choices will still hurt them, utilities or not.
|
|
Utilities don't make the decisions - they help you by giving you
|
|
information which aids those decisions, and they help you to implement
|
|
those decisions.
|
|
|
|
There are two primary types of utilities. Automation, and database.
|
|
|
|
The automation utilities help by automating redundant tasks. It is rather
|
|
boring to run most of the money-making loops by hand. Trading paired
|
|
ports, for instance. Move to a port, sell, buy, move to another port, sell
|
|
buy... That gets old. Automation utilities let you move to the first
|
|
sector, tell it which adjacent sector you wish to trade with, and it
|
|
handles the rest. Most of them will stop under several circumstances: for
|
|
instance, when a ferrengi enters the sector, when the port runs dry, or
|
|
when you are down to X turns (user definable.) Trading paired ports isn't
|
|
the only thing you can automate. Most will haul colonists (from Terra, or
|
|
from one of your planets to another), haul products (from planet to planet,
|
|
or port to planet), run PT (Planet Trading), and run SST (Sell, Steal,
|
|
Transport, evils standard moneymaker.) Automating the redundant tasks
|
|
means spending less time trading ports (the computer does it fast than you
|
|
can manually). It means less boredom. It means that you can concentrate
|
|
on which tactics to use, which traders or planets to attack, etc.
|
|
I use the TLXTW scripts for Telix to handle my automation.
|
|
|
|
Database utilities are used to parse the barage of information the game
|
|
sends you. Without them, its hard to locate and remember the locations of
|
|
paired ports, deads ends, the class 0 ports, etc. The database utilities
|
|
do a wonderful job of that. I use TWAssist. Another I've seen is TWAide.
|
|
|
|
Some utilities handle both automation and database functions. There are
|
|
pros and cons to this approach, but overall, I think its a better one.
|
|
(However, you may have noticed that I use two seperate utilities.) TWHelp,
|
|
which is very popular, uses that method. I believe that TWTerm does, also.
|
|
|
|
TWView was one of the very popular database utilities for 1.03d, but it has
|
|
not been updated for version 2.0. It still works with 1000 sector
|
|
universes, but won't handle the larger universes in 2.0 games.
|
|
|
|
PowerMac's (for the COMMO communications program) were very popular at one
|
|
time, also, but the author has moved on, and I don't believe they are
|
|
supported any more.
|
|
|
|
TWGuru was written by Mike Magero for the Amiga. Not having an Amiga, I
|
|
haven't used it - but if you are an Amiga user, check it out. Mike *is* a
|
|
guru, and from the descriptions I've seen of his utility, it is excellent.
|
|
|
|
I recommend trying several utilities. Different people have different
|
|
wants and needs, so a utility that works great for one player may not work
|
|
well for another. Make you own choice, based on your own style.
|
|
|
|
One more word on utilities. Some can do zero-turn mapping, which is very
|
|
useful. ZT mapping is a subject in itself, handled elsewhere in this text.
|
|
|
|
ÜÜÜÜÜÜÜÜÜÜ
|
|
|
|
Ship Types by Mike Magero
|
|
|
|
I felt the need to present an overview to these ships. Let me say that
|
|
with the ISS being a "good" only ship and the goal of all Good aligned
|
|
players, this post will be slanted with an "Evil" outlook towards the
|
|
ships. Lets face it if your in an ISS there is little need for most of
|
|
these ships and the few you might use for special purposes offer few
|
|
differences from how an Evil player might use them
|
|
|
|
Notes: The term "Class" is used in reference to ships of equal turns per
|
|
warp. ie. Scout, Merchant Freighter, Orion and so on all 2 turn
|
|
ships.
|
|
|
|
Merchant Cruiser:
|
|
This ship is the first ship you see in a new game with 75 holds and a
|
|
turn rate of 3 it is a good trading vessel and can carry enough fighters
|
|
and shields to keep you out of trouble. All in all a good ship once you
|
|
have added scanners. It main drawback is it's lack of combat power when
|
|
compared with other ships in it's class.
|
|
|
|
Scout Marauder:
|
|
Easily now the most worthless ship in the game! With out a pod great care
|
|
must be used in moving it and some effort to protect your other resources
|
|
must be made. It's turn rate offers no aid to this ship as others of the
|
|
same class out perform it. It's one saving grace may be the combat odds.
|
|
With the aid of a script it can be made to invade a poorly defended planet
|
|
that lacks a Q-cannon and has a mil reaction of zero. Other then that it's
|
|
worth less then space junk. The lack of a Holo-scanner hampers even it's
|
|
use for scouting out new pairs effectively. If it were altered to move
|
|
at a turns per warp of 1 and had it's holds reduced to 1-2 it could
|
|
again regain the role of scout. As it is now only a fool would buy it.
|
|
|
|
Missile Frigate:
|
|
Until the appearance of a Ferrengi Dreadnaught this is the only ship that
|
|
an evil player can use when a P-torp is required. It's lack of scanners
|
|
hamper this ship in the role of a trader, as does it's turn rate. If
|
|
it were not the only P-torp capable ship evil can buy it would also be
|
|
worthless when compared to other ships of it's class. It lacks the
|
|
fighter/shield power to make it useful in the role of planet invasions.
|
|
When used to tow an IC into the battle for a planet it's purpose becomes
|
|
apparent. As of this date (Beta5) it's lack of G-torps means that an
|
|
Evil trader must tow or transport over to another ship to use the
|
|
sector overloading method (bug?) of killing a planet.
|
|
|
|
BattleShip:
|
|
The combat abilities of this ship might prove useful in removing sector
|
|
defenses but it also lacks the punch needed to invade a planet. It's
|
|
poor shield max makes it an easy target for Q-cannons. The turn rate and
|
|
holds leave it in the dust when compared to other ships of it's class.
|
|
I don't consider it worthy of it's name when the Corp Flag can overpower
|
|
it with ease. Were it not for the combat odds it also would be a poor
|
|
choice of ships.
|
|
|
|
Corporate FlagShip:
|
|
This ship is the next best thing to the ISS and the best all around ship
|
|
an Evil player can have. Not much can be said other then it will more then
|
|
prove it's usefulness in any role. The T-warp and Transporter range make
|
|
it a must have ship. Many a solo player will be starting a Corp. just to
|
|
get this ship.
|
|
|
|
Colonial Transport:
|
|
The most holds in the game! That makes this ship useful for more then
|
|
just intersector transporting of goods. When used to trade it will be
|
|
the turn rate that hurts it. However when used with Sell-Steal-Transport
|
|
it has the ability to make the big money. Again the high turn rate and
|
|
the high cost of this ship hurt it. No player can afford to leave it at
|
|
risk and a large number of turns must be used to keep it as safe as you
|
|
can make it. It's poor combat odds and fighter/shield limits make this
|
|
one of the two weakest ships in the game! No help from scanners here!
|
|
Depending on range this ship can be useful for running colonists.
|
|
|
|
CargoTran:
|
|
This ship is the smallest of the "Cargo Haulers" with only 125 holds.
|
|
It's poor fighters/shield limits mean it's at risk when moving. Scanners
|
|
at least can be bought for it. However with the base cost of the Mule
|
|
being only a few thousand credits more it is limited to being a poor
|
|
man's Mule and a poor choice for those who know the value of a credit.
|
|
|
|
Merchant Freighter:
|
|
The best ship in it's class and the "NEW" scouting ship of choice. It's
|
|
low turn rate and the use of scanners make it a very good ship for it's
|
|
size. Every corp will no doubt find a use for this little ship. Although
|
|
it lacks firepower it is the only ship worth selling the Cruiser for on
|
|
the first day of a new game. A good ship all in all.
|
|
|
|
Imperial StarShip:
|
|
What needs to be said about this ship? The Best the game has to offer.
|
|
Many find it good enough to warrant playing Good for. To bad only the
|
|
good aligned players can use it. An Evil ISS was one powerful ship in
|
|
the hands of a skilled captain. Too bad they were outlawed.
|
|
|
|
Havoc GunStar:
|
|
Some have claimed this to be a good ship... It's not! The only reason one
|
|
can even think of buying it is the T-warp drive. The Holds,Turn Cost and
|
|
combat odds keep this from being a real useful ship. It can come in very
|
|
handy for moving fighters around and attacking other ships but in most
|
|
roles it falls behind others of it's class. The New feature of
|
|
Transporters takes away alot of the old roles this ship once filled.
|
|
When used as a pair two gunstars can make short work of a Rob-Transport-Rob
|
|
method. An Evil Corp will find it useful for moving around but anyone who
|
|
thinks that it's good for trading pairs will be in for a shock!
|
|
|
|
StarMaster:
|
|
It's not what she used to be that's for sure! Why it has 73 holds is a
|
|
question only Gary can answer. Alot of people will claim the Constellation
|
|
as the new ship of choice but the Starmaster is not yet dead. It does have
|
|
the scanners that are missing from the Constellation and carries around
|
|
more defensive firepower. It gives away only holds and Transport range
|
|
to the Constellation. A tough choice to make at first glance. It's
|
|
turn rate and holds make it only marginally better then the Merchant
|
|
Freighter. See the comments about the Constellation.
|
|
|
|
Constellation:
|
|
Some say it's the replacement for the Starmaster. When they find it lacks
|
|
a Holo-scanner they will be selling it back. Not a bad ship for it's class
|
|
but the lack of a scanner puts a damper on it's uses. Like the Starmaster
|
|
In many ways this ship serves very little purpose when turns are considered
|
|
in trading. I don't see much use for one when other ships including
|
|
the cruiser can make near the same credits. For an Evil this ship may
|
|
serve as a stepping stone to a Mule when running Sell-Steal-Transport
|
|
in a "mapped" area.
|
|
|
|
T'Khasi Orion:
|
|
Why? The merchant Freighter out performs this ship in every way except
|
|
firepower and even the added firepower this ship offers is not enough to
|
|
do battle with anyone other then an alien or new player. It's lack of a
|
|
holo-scanner make it far less useful in the role of a scout. So again
|
|
I have to ask Why?
|
|
|
|
Tholian Sentinel:
|
|
At last it Works! The combat odds make this ship the best buy for the
|
|
buck when defending a fledgeling planet only the ISS and IC can surpass
|
|
it's defensive rating. Used in any other role it's pure trash. But then
|
|
again for the money it's one tough nut to crack when guarding a planet.
|
|
However if P-torps are turned on this ship can become a Death Trap as
|
|
it does NOT gain the 4:1 odds vrs Mines, Fighters, Nav-Haz or Q-cannons
|
|
that can be brought into the sector to aid in it's destruction.
|
|
I feel that even though it works it's not worth using.
|
|
|
|
Taurean Mule:
|
|
Could be called the Evil Money maker! When using Sell-Steal-Transport
|
|
this ship at least has a turn rate makeing movement bearable. It's poor
|
|
odds and Fighter/shield limits again put it at risk when moving but the
|
|
scanners can solve that problem. A Very good all around "Cargo Ship"
|
|
due to the holds and turn ratings. Depending on distance it can be used
|
|
as the best choice to colonize a planet!
|
|
|
|
Interdictor Cruiser:
|
|
At first this ship appears to be a Game Killing Beast! Look again. The
|
|
turn rate and low holds make it worthless for trading. It's possibly
|
|
the only other ship other then the Iss that can clean out a planet.
|
|
The inability to land on a planet requires another ship but that is
|
|
only a minor problem when invading a planet. It's high Transporter
|
|
range make it more of a space station (transporter) then anything else.
|
|
Once maxed out it is the BEST planet defender you can park in over a planet.
|
|
The Interdictor Generator is almost worthless as the turn rate and cost
|
|
of ship capturing make this method of earning money pointless.
|
|
|
|
Ferrengi Assualt Trader:
|
|
Considering what one must face to obtain one of these ships and it's
|
|
total lack of scanners, a senseable question to ask is why would you
|
|
even want to use this ship.
|
|
|
|
Ferrengi Battle Cruiser:
|
|
Again the problems you face with obtaining this ship out weigh any
|
|
probable uses for it. However if one could be obtained from another
|
|
trader it could be used as a serviceable ship. It's not a bad ship
|
|
so long as you can avoid the grudges that come with a one owner model.
|
|
|
|
Ferrengi Dreadnaught:
|
|
Evil players may well risk the capture of one of these ships as it's
|
|
Turn rate, holds, and P-torp abilities combined with the firepower it
|
|
offers make it a good ship. Again if you can avoid the grudges that
|
|
come with a one owner model you will find this ship very useful.
|
|
|
|
ÜÜÜÜÜÜÜÜÜÜ
|
|
|
|
Here are the Evil Credit Earning Methods you asked about.
|
|
|
|
Sell-Steal-Move: This method is the basic method of earning credits for
|
|
Evil traders. You MUST be Evil to do this. To use this method you need
|
|
to have a ship and some Exp. points or you will be getting busted alot!
|
|
A safe number of Exp. points is determined by this formula:
|
|
Holds x 35 = number of exp. points needed. You can go as low as 30 but
|
|
but you are increasing your risk of a bust. There is a built in chance
|
|
for a bust so you are never 100% assured of getting away with stealing.
|
|
The basic method is to start with a load of Equ. in your holds over a
|
|
port that is buying equ. and is next to another port that is also buying
|
|
equ. These are called "Evil Pairs" You then port and sell your Equ.
|
|
Do NOT buy other products unless you are using a jettison method of earning
|
|
extra exp points. (See the haggling for points section of this file.)
|
|
You then port again and steal back your Equ. You MUST now move to another
|
|
port that buys Equ. and repeat the selling and stealing process before
|
|
moving back to the first port. You can find a large number of "Evil Pairs"
|
|
in the game if you look for them. The best ships to use this method in
|
|
are the Low turn ships like the Merchant Freighter or the Cargo Tran.
|
|
Your spending most of your Turns in movement and this prevents you from
|
|
earn as many credits as other methods.
|
|
|
|
The loop looks like this: 8 turn loop in a 2 turn ship
|
|
|
|
1. Port and sell Equ.
|
|
2. Port and Steal Equ
|
|
3. Move to port that is adjacent
|
|
4. Port and sell Equ.
|
|
5. Port and Steal Equ
|
|
6. Move back to First Port
|
|
7. Repeat until busted.
|
|
|
|
|
|
Sell-Steal-Transport: This method is the "BEST" method Evils can use for
|
|
earning credits. It requires the same Exp points as the method mentioned
|
|
above. It also requires that you have two ships that have decent trans-
|
|
porter range. (or use of the Unlimited Transporter Bug.) You must have
|
|
Equ loaded in both ships and they must be over 2 separate Equ buying ports
|
|
that are within transporter range of each other. You then sell the Equ
|
|
and steal it back. You then transport over to your 2nd ship and sell the
|
|
Equ and Steal it back. You then transport back to the 1st ship and repeat
|
|
the whole process. You can make the most profit if you use CT's, but Mules
|
|
can make a very nice profit. The types of ships and number of holds you
|
|
have need not be the same. This method is VERY time consuming and is
|
|
best used when a script or macro is available.
|
|
|
|
The Loop looks like this: 6 turns per loop
|
|
|
|
1. Port and Sell Equ
|
|
2. Port and Steal Equ
|
|
3. Transport over to your second ship
|
|
4. Port and Sell Equ
|
|
5. Port and Steal Equ
|
|
6. Transport back to your first ship
|
|
7. Repeat until busted.
|
|
|
|
Using either method it is very important that you haggle for the exp
|
|
points you can earn from good trading. Due to busts you will always
|
|
be losing exp. So every effort must be made to earn Exp as you are trading.
|
|
|
|
Jetison Option:
|
|
|
|
You can also increase the number of Exp points you earn depending on
|
|
what method you are using to earn your credits. If you are running
|
|
Sell-Steal (both methods) you can buy small amounts (14 Ore , 8 Org)
|
|
of product and haggle for 2 points. You can then jettison this excess
|
|
product and go on to the steal part of your method. This option works
|
|
best when at SSB ports but can be done at any port selling products that
|
|
you are not stealing. This does not add turns to your loops only a small
|
|
decrease in total Profits that can be robbed back from the port.
|
|
|
|
Rob-Move-Rob: This method is useful only by Evils and is limited by the
|
|
fact that not every port has excess credits to rob. Again you MUST have
|
|
Exp. points to do this with minimum risk of getting busted. A safe number
|
|
of credits to rob is determined by the following formula:
|
|
Exp. points x 3 = Number of credits you can rob.
|
|
This method is best run at pairs that Good aligned traders are using.
|
|
It will never produce enough profits to make it the ONLY method you use
|
|
to earn credits, but it can turn a nice profit. You can rob credits from
|
|
the port with the most and move to the other 1/2 of the pair and rob only
|
|
a small amount and then return to the 1st port and rob again. By robbing
|
|
only a small part from the 2nd port you give yourself the chance to return
|
|
to the port with the large amounts of credits ripe for robbing. Don't
|
|
get greedy and rob everything from the "week" port or you will have to
|
|
resort to the method mentioned below. The basic method is simple.
|
|
Rob the credits and move to the 2nd port rob only a few of the credits and
|
|
return to the first port and repeat until your busted or the ports are
|
|
empty. This best done in a low turn ship.
|
|
|
|
The loop looks like this: 6 Turn Loop (in a 2 turn ship)
|
|
|
|
1. Rob credits (This port has Lots of Credits it sells Equ)
|
|
2. Move to Adjacent port
|
|
3. Rob credits (this port only has a few thousand so we only rob a
|
|
very small amount to allow us to continue the loops)
|
|
4. Move back to the First port
|
|
5. Repeat until busted or ports are drained
|
|
|
|
|
|
Rob-Transport-Rob: Again this method is open only to Evil traders and
|
|
requires the same Exp points that the method above required. You can
|
|
use this method to only rob from ports with large amounts of credits
|
|
in them. This method is more turn effective then the method above.
|
|
However it does require two ships with a good transporter range or use
|
|
of the Unlimited Transporter Bug just as you would if you were doing
|
|
Sell-Steal-Transport. The method is very similar. You rob credits and
|
|
then transport to the 2nd ship. Rob credits and transport back to the
|
|
first ship. Two Gunstars or two Corp. Flags work great with this method.
|
|
|
|
The loop looks like this: 4 turn loop
|
|
|
|
1. Rob Credits
|
|
2. Transport to second ship
|
|
3. Rob Credits
|
|
4. Transport back to first ship
|
|
5. Repeat until busted or ports are drained.
|
|
|
|
This method is for using on those Equ selling ports that contain massive
|
|
amounts of Credits left behind by the Good aligned traders out trashing
|
|
pairs. You can make very good money doing this but sooner or latter
|
|
it dries upand you have to give it a rest and go back to running SST.
|
|
|
|
ÜÜÜÜÜÜÜÜÜÜ
|
|
|
|
How much Damage does a Quasar do?
|
|
|
|
|
|
Sector shots:
|
|
|
|
Total ore on planet x percentage set / 3 = Damage done
|
|
Damage Done x 3 = Cost in ore
|
|
|
|
Atmosphere Shots:
|
|
|
|
Total ore on planet x percentage set = Damage done
|
|
Damage Done / 2 = Cost in ore
|
|
|
|
For those of you who flunked 3rd grade math, percentages are expressed
|
|
like this... 90% = .90 50% = .50 NOTE the decimal points!!!
|
|
|
|
ÜÜÜÜÜÜÜÜÜÜ
|
|
|
|
Q: Can the Federals be destroyed?
|
|
|
|
A: No. You can Tedit your ship to hold a million fighters, edit the ship to
|
|
have 200:1 combat odds, fire a photon at the feds first, and will still
|
|
be unable to do *any* damage to the fed. Fed's are indestructable.
|
|
|
|
Q: Can you blow up Stardock or any of the Class 0 ports?
|
|
|
|
A: No. Same thing. Indestructable.
|
|
(Note From Slice:)
|
|
There has been talk in the echo lately that people claim to have blown up
|
|
StarDock. I tested this in a game on my bbs, Took an Interdictor Cruiser
|
|
with 4000 shields and 100000 fighters. I attacked SD with 9999 fighters
|
|
4 times without breaking off the attack and I ran out of fighters. Didn't
|
|
scratch SD. I then Tedit'd the ship to give it 100000 shields and 200000
|
|
fighters and sent 10 waves of 9999 fighters and still it didn't blow up.
|
|
If someone claims to have blown up SD, I would be very interested in
|
|
knowing the version number and the conditions it was under.
|
|
|
|
Q: Where can I get the Computer Upgrade?
|
|
|
|
A: There is none.
|
|
|
|
Q: How can I get to the library?
|
|
|
|
A: Hit '+' at Stardock.
|
|
|
|
Q: What good is a ship password?
|
|
|
|
A: Two things. 1) To keep your own corp. members out of your ship.
|
|
2) If you invade a planet and there are people in the citadel
|
|
with tradeable ships (and you're in a tradeable ship you'll
|
|
be able to get their ships (giving them useless ships in
|
|
return) and then use them yourself with all fighters and
|
|
goodies intact or else sell them at the stardock. If they
|
|
have the password set, you'll have to either evict them
|
|
or just blow them up with the planet, you won't be able to
|
|
trade their ships.
|
|
|
|
Q: Will a shielded planet protect me and my quasar cannon from a photon?
|
|
|
|
A: No. If you are in the citadel of a shielded planet and someone shoots
|
|
a photon into the sector, you will lose all your turns for the day and
|
|
your quasar will not fire.
|
|
|
|
Q: Do all Class 0 ports remove limpits?
|
|
|
|
A: Yes
|
|
|
|
Q: Is a class 0 port considered a MSL?
|
|
|
|
A: Yes, When Extern runs any fighters and mines will be removed and
|
|
any planets will be reduced to level 2's.
|
|
|
|
Q: Will moving in and out of a sector clear it of limpits?
|
|
|
|
A: Yes, Every time you move into the limpit'd sector, it will remove the
|
|
current limpit from your ship and put a new one on.
|
|
|
|
Q: Will i show up as a density of 0 if I'm in a Ferrengi Dreadnaught?
|
|
|
|
A: No, Only ferrengi have that priviledge. You still show up as 40 and
|
|
a captured unmanned Dreadnaught shows a density of 38.
|
|
|
|
Q: At what times EXACTLY does the Quasar fire?
|
|
|
|
A: A Non-Damped Quasar will fire when:
|
|
a) You enter the sector (Including Twarp)
|
|
b) You enter the game in the same sector as the planet
|
|
c) You land on the planet
|
|
d) You try to leave with an interdictor holding you
|
|
e) After you destroy the shields on a planet just before you engage
|
|
the fighters
|
|
f) When you destroy the deployed fighters in the sector
|
|
g) Note: If you have a ship in the sector, you *can* teleport to it
|
|
without being blasted by the Q-Cannon
|
|
|
|
Q: Does the Photon dampen the effects of an Interdictor on a shielded planet?
|
|
|
|
A: Yes.
|
|
|
|
Q: If I'm in an Interdictor Cruiser with ore in my holds will I trap anyone
|
|
who comes in the sector?
|
|
|
|
A: The IC was originally designed with the idea that two people could be in
|
|
the game at the same time. If you are *IN* the game in your IC at the
|
|
same time as another player, then yes, you would trap them. but since
|
|
the game is so buggy when multiple people are allowed into it, most sysops
|
|
disable multi-user play so you will not be able to trap them with your IC.
|
|
|
|
Q: How much damage do mines do?
|
|
|
|
A: When a player enters a sector with mines in it, they will only be hit by
|
|
half the mines. i.e. a player will never be hit with the full 250 mines,
|
|
125 mines is the most that will detonate in one blow. Each mine will hit
|
|
for about 11-13 points of damage.
|
|
|
|
ÜÜÜÜÜÜÜÜÜÜ
|
|
|
|
What's the most cost effective way to get good alignment?
|
|
|
|
I was just wondering this myself when I was faced with getting alignment
|
|
early in a new game, so I constructed a list of the various ways to up
|
|
alignment and their costs. If anyone can contribute additions or
|
|
corrections, this might fit nicely into someone's TW guide.
|
|
|
|
(1) POST REWARDS ON EVIL PLAYERS - cr 1,000/al. pt.
|
|
Not available to negatively aligned players. If the object of the
|
|
bounty is locatable, reward money may be recouped almost
|
|
immediately.
|
|
|
|
(2) PAY TAXES - cr 1,500/al. pt.
|
|
Not available to negatively aligned players. Has no return and no
|
|
possibility of recouping the money. In a new game recently with no
|
|
evil players to post on, I pulled all my money out of the bank and
|
|
proceeded to quit and reenter the game, paying taxes until my
|
|
alignment reached 500. This may sound stupid, but read on.
|
|
|
|
(3) BUILD PLANETS - cr 2,000/al. pt.
|
|
Not available to negatively aligned players. Returns are you get
|
|
to keep the planet. Hopefully, this was something you were
|
|
planning on doing anyway, but it's a long way to 500 alignment
|
|
points doing this.
|
|
|
|
(4) KILL BAD GUYS - cost varies
|
|
An evil trader or alien with -250 alignment and 200 fighters in a
|
|
merchant will cost you about cr 400 / al. pt. Trouble is, finding
|
|
them takes time and turns that should go into something more
|
|
productive. It is difficult to adopt a productive strategy that
|
|
maximizes the chance of running into one of these guys early in the
|
|
game. My original strategy was to e-probe like mad for them
|
|
in the beginning. I benefited from the information greatly, but
|
|
even shooting off 50-75 e-probes a day, it was like finding a
|
|
needle in a hay stack. If you want a method that will get the
|
|
desired alignment in a short period of time, this one is too open
|
|
ended. Nevertheless, there are bargains out there, so if you run
|
|
across one, check the alien list in your computer and see if he's
|
|
worth the cost.
|
|
|
|
(5) UPGRADING PORTS - cr 5,000 /al. pt.
|
|
This method can provide future returns if you can control the
|
|
area around the port(s). It is also the most expensive.
|
|
|
|
(6) KILLING EVIL (or ROUGUE) FIGHTERS - +-1800 / al. pt.
|
|
When you attack evil or rougue fighters you get 1 alignment point
|
|
for every 10 fighters YOU LOSE fighting. It doesn't matter how
|
|
many fighters you kill, only how many you lost. A player in a
|
|
ColTran will get a lot more out of 100 enemy fighters than someone
|
|
in a Battle Ship. But at cr 180 per fighter, that's 1800 per
|
|
alignment point, and if you're doing the Corp Disband/Rougue
|
|
fighter thing, double this since you supply the fighters on both
|
|
sides.
|
|
|
|
ÜÜÜÜÜÜÜÜÜÜ
|
|
|
|
How can I find people with the Grimy Trader?
|
|
|
|
If you ask the GT about TRADERS he'll ask you if you're looking for a
|
|
particular one, say yes and he'll give you some of the ports that person
|
|
has docked at. You can try to track down a persons base like this
|
|
especially if they are porting at a port in the same sector as their
|
|
planet.
|
|
|
|
ÜÜÜÜÜÜÜÜÜÜ
|
|
|
|
How can I stop people from finding me with the Grimy Trader?
|
|
|
|
The way the GT finds out his information is when you ask about a certain
|
|
trader, for example "Slice", He looks into the database, See's what ship
|
|
number Slice is currently in and then lists some ports at random that
|
|
ship number has docked at. If Slice does his trading in his ISS (Ship # 5)
|
|
and then sleeps at night in any other ship (Ship # 6), If Ship # 6 has
|
|
never docked anywhere, The GT will not be able to provide you with any
|
|
information.
|
|
|
|
ÜÜÜÜÜÜÜÜÜÜ
|
|
|
|
If you deploy your corporate fighters in groups of about 20 per sector in
|
|
defensive mode, when good aligned traders come warping thru destroying your
|
|
fighters, it will gradually erode their alignment. If they're not careful
|
|
they could find themselves turning evil in an ISS! (This only works if you
|
|
are good aligned also)
|
|
|
|
ÜÜÜÜÜÜÜÜÜÜ
|
|
|
|
A Corporation in my game deploys a bunch of fighters around the universe,
|
|
it's killing my alignment taking out their fighters! How can I get around
|
|
this?
|
|
|
|
Rather then attacking with enough fighters to take out the whole group,
|
|
attack with 1 or 2 fighters at a time and wear them down. In addition to
|
|
not losing your alignment, your enemy will have pages upon pages of messages
|
|
to wade through! Better use a macro for this. If your alignment drops below
|
|
1000 you can get it back to 1000 by asking for another commission.
|
|
|
|
ÜÜÜÜÜÜÜÜÜÜ
|
|
|
|
The board where I play has two lines and the sysop allows two people to
|
|
get in the game at the same time. Is there a way I can use this to my
|
|
advantage?
|
|
|
|
Yes! Yes! Yes! oh...foolish sysop...
|
|
If you can get online with a partner and on the phone at the same time
|
|
(two phone lines each) That works best. If not, synch your watches over
|
|
the phone first, then both of you login and go into the citadel.
|
|
Say your citadel has 1 Million credits. On the 00 second, Both players
|
|
withdraw 1 Million credits. (Now, Both of you actually have 1 Million!)
|
|
On 10 seconds, Player 1 puts his million in the treasury, On 20 seconds
|
|
Player 2 puts his million back in the trasury. Now there's 2 Mil in the
|
|
treasury. On 30 seconds, both players pull out 2 Mill. On 40 seconds
|
|
Player 1 puts in 2 Mill, then on 50 seconds Player 2 puts in 2 mill. Now
|
|
theres 4 Mill in the treasury and you repeat the loop at 00.
|
|
|
|
Get it? Good, go get rich. No? Study it for a bit, then go get rich.
|
|
|
|
ÜÜÜÜÜÜÜÜÜÜ
|
|
|
|
How many turns does it take to tow a ship?
|
|
|
|
Tow ship TR + (Towed ship TR x 2) = Number of turns spent.
|
|
|
|
Where TR = Turn Rate
|
|
|
|
So towing in the Ferrengi assualt trader with your ISS would cost you
|
|
8 turns. Towing in that CT with your ISS would cost you 16 turns.
|
|
|
|
ÜÜÜÜÜÜÜÜÜÜ
|
|
|
|
This was recently reported in the FidoNet Echo:
|
|
|
|
I don't know if anyone has ran into this bug, but...
|
|
|
|
In wide beta 5 a team member ran out of time and was ejected before he
|
|
could make it to safety and cloak. So I went to tow him to safety. When
|
|
I was towing I realized that at 11 turns a move I should have ran out of
|
|
moves a long time ago, so I checked the I screen. Sure enough I had 0
|
|
turns remaining. I tried moving and IT LET ME!!! I tried porting and
|
|
it deducted a turn like I had never moved a inch (400 turn game, I
|
|
started towing with 365, and the turns remaining on the port trading
|
|
screen said 364.) I am shamed to say that I thought to take advantage
|
|
of the free turns and started trading all over the place. It cam back
|
|
to haunt me though when I went to the stardock to pick up some ehter
|
|
probes. Apparently the game won't let you tow even a corp member from
|
|
fed space. I ended up leaving him by the stardock with over 1000 exp.
|
|
Needless to say he was toast! Anyway, I don't know if anybody has run
|
|
into this and I haven't yet tried it again, but I thought you all would
|
|
be interested...
|
|
|
|
(Notes From Slice)
|
|
|
|
I did test this bug and what I found was that if you are towing a manned
|
|
ship at 11 turns a move (I used a Starmaster towing an ISS), if you check
|
|
the "I" screen it will show you the turns left of the person you are towing.
|
|
As you move across the galaxy the "I" never changes but the game is still
|
|
deducting *your* turns. I would drop tow after a couple sectors and the
|
|
"I" screen would my correct turns with the correct amount deducted. I also
|
|
turned on the tow and dragged a corp member across the galaxy until it told
|
|
me I was out of turns even though the "I" screen said I had over 500. I was
|
|
unable to allow the game let me move at 0 turns. If anyone else can, please
|
|
let me know. I'm sure we'd all love to know :-) I think it's just a
|
|
cosmetic bug.
|
|
|
|
ÜÜÜÜÜÜÜÜÜÜ
|
|
|
|
What's the port rollover bug?
|
|
|
|
This one has still not been pinpointed to a science but the basic principle
|
|
is to attack a port and roll over it's production so it's buying/selling
|
|
great quantitys without having to upgrade it. One formula that has been
|
|
provided is:
|
|
|
|
(Port Defensive Rating * 15) - 150 = Number of fighters to attack with
|
|
If the defensive rating is greater then 54, this formula won't work.
|
|
|
|
You attack with the fighters one time and then break off the attack. I've
|
|
been told this works best if you trade the port down so it's drained in all
|
|
areas before you attack. Any more information on this would be appreciatted.
|
|
|
|
ÜÜÜÜÜÜÜÜÜÜ
|
|
|
|
How can I get evil real fast?
|
|
|
|
Create a macro to go to the Grimy trader, curse him, exit, and repeat.
|
|
You will lose 1 alignment point and 1 exp point every time you curse him.
|
|
|
|
ÜÜÜÜÜÜÜÜÜÜ
|
|
|
|
How about some more viewpoints for an evil player?
|
|
|
|
Evil Corp Tactics....By Mike Magero
|
|
|
|
Your asking for novel not a paperback! <G> But I will try and provide a
|
|
look into "Our Corp" and how we do things. This one may get long.....
|
|
|
|
First things first... John my corp partner is also an "Expert" in his
|
|
own right. He and I are "Trusted" partners we don't backstab or lie to
|
|
each other. We also talk daily, voice if not in person. We spend only
|
|
a few minutes each day talking TW and then go about our other business.
|
|
(We have lifes too!.... so that lame excuse is just that... lame!)
|
|
|
|
We use the Database and Script files we created and work as a team.
|
|
We play evil and have made it work for us. Our "standard" methods of
|
|
operation go like this.
|
|
|
|
Game Start (first 1-3 days)
|
|
|
|
We run our Find SGA script if need to locate stardock. If not we both
|
|
trade in our Cruisers for Freighters and Density scanners. We trade pairs
|
|
and buy holds. Once we have full holds we start buying E-probes and shoot
|
|
them on long paths (using our e-prober script not a Zero turn map.) This
|
|
provides us with more pairs. We continue to do this until we lose fedspace
|
|
parking rights. (on or about day 3 due to having excessive exp.) When we
|
|
are trading pairs we are using our Trading script to earn 2 points and the
|
|
extra credits that makes. So far we have not joined up as a Corp we are
|
|
acting as solo players but we are trading Cim Data and helping each other.
|
|
|
|
Day 4-6
|
|
|
|
One of us will go Evil. The other guy will send a days profit to the guy
|
|
who is Evil. The Evil then goes to a Class 7 port and runs the script we
|
|
call "Mega-Jetison" This script will trade for small quantities of product
|
|
and haggle for 2 points. It then jettisons the stuff and repeats. In your
|
|
example of a 350 turn game I could use this script to "buy" exp. I could
|
|
earn 1750 in 350 turns costing me only 315,000 credits (about a days trading)
|
|
I can then steal the credits back (I'm evil remember) for more Exp and a
|
|
reduction in the cost. I now have the needed exp to run any of the Evil
|
|
credit earning methods on day 4. The other players are still out pounding
|
|
pairs and hoping to get there Iss's in a few days. The Good Guy will be
|
|
trading the pairs and shooting E-probes. He will go for an ISS and will be
|
|
making a Planet and may be capturing Ferrengal in a few days, if the rest
|
|
of the players don't have a clue as to what's going on yet. This is often
|
|
the part that causes cries of cheating (Most players don't understand how
|
|
he got his ISS and all the fighters needed when they can't do it.) The
|
|
Evil is sending him 500,000 credits per day and banking the rest or holding
|
|
it on his cloaked ship.
|
|
|
|
Day 6-14
|
|
|
|
The Evil player is earning the big money by running either Sell-Steal-Move
|
|
(SSM) or Sell-Steal-Transport (SST) Credits for new Ships,Holds,Fighters,
|
|
and E-probes are not a problem at this time. (No this is not the big $)
|
|
Bust are a problem as there is no one out clearing them so the money is
|
|
not as good as it could be.
|
|
The Good player now has an ISS and a big part of the map if not all of it!
|
|
We often have 100% mapped at this point. (in the Database not as individuals)
|
|
and he will start a planet and use a T-warp Colonizing script to bring in
|
|
people. Once it turns Lv-1 we invest in the Planet Transporters to aid the
|
|
process. The sectors we have chosen for our dead-end often look like this:
|
|
|
|
|
|
(456)
|
|
\ l /
|
|
-- 121 -- 345 -- (4713)
|
|
/ l l
|
|
2156 -- 3912 -- (4029)
|
|
l
|
|
(912)
|
|
|
|
|
|
Sector 121 has 6 ways in and out we don't touch this sector. The rest
|
|
of the dead-end as you can see is made up of small 1 and 2 sector dead-ends
|
|
there is no "escape hatch" 1 way out. These "escape hatch" dead-ends often
|
|
have traffic coming through them at some point and are often found more
|
|
by luck then any other means (we avoid using them for now.) All of these
|
|
sectors will have 250 mines and a few limpets as while as 1 Fighter for a
|
|
T-warp Beacon. The 345 sector will have 5-10 thousand Offensive fighters
|
|
in it to keep the week guys from entering the dead-end. At this point the
|
|
dead-end is at risk of invasion but it would take a powerful enemy to do
|
|
it and this just doesn't happen because no one yet has the resources to
|
|
attack. Even an Expert player who is in an ISS is going to think twice
|
|
about attacking a dead-end and burning up his stock of fighters and credits
|
|
this early in the game. If we have been found we may risk parking the
|
|
ISS (maxed out) over the planet. (We can afford it! and it's more protection
|
|
then the Sentinel offers.)
|
|
|
|
We now spend the credits to fire in dud planets and stock them with the
|
|
products needed to build SSB Ports. In 4 days the Ports are done. The
|
|
planet is Lv-2 and has a good stock of people on it. The Good Trader will
|
|
now dump his Alignment and sell the ISS. He goes evil and if needed uses
|
|
the Mega-Jetison script to raise his Exp. We then join up as a Corp and
|
|
run the SST method of earning credits at our protected ports. We clear
|
|
each others busts and use Mules at this point. This will earn us about
|
|
2 million per day per person at this point. Easily far more then a good
|
|
aligned player can earn at this point.
|
|
|
|
We watch the <V> screen for citadels and shoot E-probes to hunt for them
|
|
We then kill them outright. Using what ever means necessary to crush the
|
|
planet and it's defenders. (Ruthless and Wanton Devastation!) At this
|
|
time we also clean up those worthless new player planets. We don't hunt
|
|
for them. We hunt for citadels only!
|
|
|
|
From this point on we continue to buy fighters and hunt citadels. Once
|
|
we have a Lv-4 planet we warp it in close to Terra and use the CT to make
|
|
colonist stocking runs until we have drained Terra. We then warp our Lv-4
|
|
back to the dead end and start on building up other planets. We go for
|
|
a Class L for our first planet but will settle for a Class M if that's
|
|
what comes up. Either way we try for 1 of each as our first 2 planets.
|
|
Only after we have these to Lv-5 do we start on the other types.
|
|
|
|
Once we have spread out the colonists and have a Lv-4 and a Lv-1 we move
|
|
the Lv-4 over near one of the Class Zero ports (or stardock) and use that
|
|
as a Transporter Pad to cut turns out of the Restoring holds problems
|
|
one faces as an Evil. We then sell our Mules and replace them with CT"S.
|
|
At this point we are makeing top dollar. From here it's just a matter of
|
|
how you choose to spend your credits.
|
|
|
|
Geno. After reading this can you honestly tell me that your method of
|
|
exploring is going to allow you fight us? If you give us 24 days to build
|
|
up the game is over for you. You will never be able to start a Citadel.
|
|
We will see it the day you use a G-torp and know the minute it turns into
|
|
a Citadel. We can easily afford to spend untold millions just shooting
|
|
E-probes. Anyone not also running SST in a similar fashion would lack the
|
|
Fighters/Shields needed to battle us. We need never leave our protected
|
|
area should we choose not to. You will never see us out in space. If you
|
|
want us, you will have to come and find us. We force you into the position
|
|
of being the attacker, the odds are with us. Sure there are things you
|
|
can do to harrass us but you will never be able to take it all away from
|
|
us. The stuff you CAN destroy with little cost like the un-manned ships and
|
|
the ports can all be easily rebuilt in a matter of days. The planets are
|
|
for the most part un-killable due to the games upper limits being set so
|
|
high and our methods of earning the maximum amount of credits each and
|
|
everyday. The game itself is busted not your methods but your only getting
|
|
away with what your doing because the other players are allowing you to do
|
|
it. We don't give others that chance. We use our credit advantage from
|
|
the start and don't let anyone else get into a position to offer a challenge.
|
|
|
|
The real secret to control is to pick a method that will allow you to out
|
|
earn everyone else and get into FASTER then anyone else can. The guys who
|
|
can get the most, FIRST will be the guys who are going to control the game.
|
|
|
|
You can see that even this post doesn't go into pain staking step
|
|
by step details but you can see the general plan we use. The minor details
|
|
such as ship types and planet types will differ but the basic plan is always
|
|
the same. Get the upper hand fast and keep it. Anyone who fails to match
|
|
the speed at which we build up will forever be eating our dust and driving
|
|
a Pod. There are no luck factors to give you that break you need to catch
|
|
up with the guys in the lead. You either have it or your don't......
|
|
( "it" is the power to do battle and win) Player Aids play a big part
|
|
in this. Some ARE better then others but you have to use them to the fullest
|
|
if your going to beat the guys running the same stuff you have access to.
|
|
|
|
ÜÜÜÜÜÜÜÜÜÜ
|
|
|
|
What's a good defense for my planets?
|
|
|
|
There are many many different views on this subject. Some people swear by
|
|
Tholians for the 4-1 odds which is very good. The most common arguement
|
|
against Tholians is that someone can photon you (causing you to lose your
|
|
turns for the day) and then walk in and drop 250 mines (You only get 1-1
|
|
odds when taking damage from mines). I think the best way to avoid this
|
|
scenario is to invest in limpit mines for your sector (an enemy cannot
|
|
deploy mines if you have limpits there) and to make sure you don't keep
|
|
all your eggs in one basket. Have a corp member or two out somewhere cloaked
|
|
so they can disrupt any enemy mines or take any actions neccessary to
|
|
keep you protected. If you login and in your messages you see that you've
|
|
been photoned, DROP CARRIER! The mines won't go off and you can call a corp
|
|
member voice (You *do* have voice phone numbers for your corp members right?)
|
|
and have them come and disrupt the mines.
|
|
-----
|
|
(Counter View By Stephen Whitis)
|
|
-----
|
|
I'm a bit wary about recommend any tactic that requires dropping carrier.
|
|
Also, this makes it sound as if by dropping carrier you've gotten out of
|
|
everything. But you haven't. You still lose your turns, and your partner
|
|
will use some of his hauling your butt out of there.
|
|
|
|
The limpits are only partial protection: Unless someone clears them out
|
|
(which I wouldn't usually bother with) no one can drop mines in the sector.
|
|
But they can sure enough create 100% nav-hazard there. And your partner will
|
|
have to take a hit from that when he comes to get you out - assuming you drop
|
|
carrier to avoid it.
|
|
|
|
And, in the end, if your solution is to have your partner haul you out, then
|
|
wouldn't you have been better off to park (cloaked) elsewhere in the first
|
|
place?
|
|
-----
|
|
|
|
Some common misnomers on defenses....
|
|
|
|
1) If I get a volcanic to level 3 (Quasar), I'll have a GREAT defense!
|
|
|
|
False. 1 photon and your Quasar won't do anything.
|
|
|
|
2) Once I get my volcanic SHIELDED then I'll have a GREAT defense because
|
|
the docs say shielding protects my quasar from the photon!
|
|
|
|
False. The docs lie. Your shielded Quasar will STILL be dampened.
|
|
|
|
3) I need to set my reaction level for my citadel so some of my fighters
|
|
attack an invading person.
|
|
|
|
False. You get better odds when your fighters are defending the planet.
|
|
Always set the reaction level to 0%
|
|
|
|
4) The Quasar settings of 5% Sector and 10-20% Atmosphere are plenty. That
|
|
will give me at least 5 shots at an invader!
|
|
|
|
False. Most often then not if I've taken a quasar hit, It was set too low
|
|
to keep me out. I only land on your planet once. I either take
|
|
it on the first shot or I know if I have enough resources to take
|
|
a 2nd shot at it. You usually only get one shot to take me out.
|
|
(But what about Mothing?) Ahh the troubles of being a CEO :)
|
|
Each game has to be played by ear.
|
|
|
|
ÜÜÜÜÜÜÜÜÜÜ
|
|
|
|
How can I escape a planetary interdictor?
|
|
|
|
Once you're in the sector, You *MUST* destroy the fighters deployed in the
|
|
sector. You might even consider towing a ship in with you if you are invading
|
|
someone's base for backup fighters. Once you have removed their fighters,
|
|
deploy some of your own. You will have to exit the game and have a partner
|
|
Twarp a planet into the sector, you can then go back in the game (probably
|
|
take a Quasar blast) and land on the planet and Twarp it out of there.
|
|
On the MBBS version this can all be done with everyone online which makes
|
|
the whole process so much easier.
|
|
|
|
Another method if you don't have a transwarpable planet, Is to have a
|
|
teammate logon, Photon the sector you're in and tow you home. Photon
|
|
disables an Interdictor generator. Unless the sysop has the photon wave
|
|
set real high, I would suggest photoning once, move in get all the corp
|
|
fighters from the player, move out, rephoton to reset the timer, go in,
|
|
activate the tow and then pop out. Might even be able to Twarp Tow but I've
|
|
never had to try it.
|
|
|
|
ÜÜÜÜÜÜÜÜÜÜ
|
|
|
|
Isn't it CHEATING to use these kinds of bugs?
|
|
|
|
|
|
Once upon a time, when I helped moderate the FIDO-TradeWars echo, I wrote
|
|
the following. It was in reference to a user who was calling people
|
|
cheaters for using bugs. Luckily, though TW2002 2.0 still has a large
|
|
number of bugs, voluntary bug use (using bugs on purpose, to gain an
|
|
advantage) doesn't have as large an effect as in did in 1.03d.
|
|
|
|
- Stephen Whitis
|
|
|
|
|
|
Bug use and cheating are not the same thing. We don't know what the rules
|
|
to the game are - the game doesn't explain them. We find out the rules by
|
|
trying to do things. In many cases, its hard to tell if X is a bug or
|
|
not. Steal-Sell in 1.03d is an example. It didn't *look* like a bug. It
|
|
looked as if everything were working just as planed. But it also gave
|
|
evils a huge advantage in the game, and the author has told us that it was
|
|
a bug. (And removed the ability to run it in 2.0.)
|
|
|
|
Since we don't know what the rules are, we rely on the program (TW2002) to
|
|
enforce the rules. Thats the *only* way to have everyone play by the same
|
|
rules.
|
|
|
|
Steal sell again makes a good example. Am I supposed to avoid using it in
|
|
a 1.03d game because I know its a bug, though a newbie (and many
|
|
experienced players) would use it without knowing? That would put me at a
|
|
disadvantage. Letting the game enforce the rules works better - everyone
|
|
gets the same chance, that way.
|
|
|
|
Some bugs can't be avoided. The ship-records bug in 2.0 is a good
|
|
example. You can gain from it. You can lose from it. You can't control
|
|
it, and you certainly can't do anything to make sure it never happens.
|
|
Whether we like it or not (and I don't) its in the game. If it takes one
|
|
of my ships, I'll deal with it. If it gives me a good ship, I'll take
|
|
advantage of it.
|
|
|
|
Many of the bugs are much more minor. The way the program counts lines
|
|
when displaying messages doesn't work right. That doesn't cause any
|
|
problems, no one gains of loses anything, but its still a bug. In 1.03d,
|
|
the V-screen has minor bugs - am I supposed to avoid looking at the V
|
|
screen due to them? Of course not.
|
|
|
|
Many players feel that bug-users win only due to bug use. I don't believe
|
|
thats true. To use bugs effectively, you have to know a lot of details
|
|
about the game. Not just details about the bugs, but details about the
|
|
features too. The better players tend to learn a lot of the details -
|
|
that's part of what makes them skilled players. Bug users are players who
|
|
learn the details, and that type of player will have an advantage over the
|
|
player who doesn't even in a bug-free game.
|
|
|
|
By now, anyone who doesn't use bugs has probably decided that I'm in favor
|
|
of bug use. They are wrong. I would *much* prefer to have a bug-free
|
|
game. For 1.03d, Aedit does a great job of curing most of the worst bugs.
|
|
TWUnBug can fix a few in addition to the ones Aedit takes care of. And I
|
|
highly recommend them.
|
|
|
|
But we can't have a level playing ground if some players are using one set
|
|
of rules and others are using a different one. Therefore we have to let
|
|
the game enforce the rules. Players who choose to use bugs are playing
|
|
the game that *does* exist, instead of a game that we *wish* existed.
|
|
|
|
Some sysops have tried to make rules against bug use on their board. But
|
|
not every player will follow them, and not every player who uses a bug
|
|
will get caught. The sysop can't watch the game 24 hours a day. In
|
|
1.03d, using Aedit and TWUnBug, the BBS computer can enforce those rules.
|
|
|
|
In addition, bug use *needs* to be discussed in the echo. If I know of a
|
|
major-money bug, but keep it a secret, then I have a huge advantage. If
|
|
that same bug is posted in the echo, then everyone has the same
|
|
opportunity that I do. Discussing the bugs leads to fair games.
|
|
|
|
Perhaps more importantly, most of us would greatly prefer a bug-free game,
|
|
and that will not happen unless bugs are reported. It may not happen
|
|
anyway, but Gary can't possibly fix bugs which are not reported, and he
|
|
does fix at least some of the ones that do get reported. Most of the bugs
|
|
posted in the echo will be passed on to Gary. All of the major ones
|
|
*will* be passed on to him. The current game is a beta version. The
|
|
entire point of a beta release is to find the bugs.
|
|
|
|
For those reasons, we allow people to discuss bugs in the echo.
|
|
|
|
<<< Here is the point. >>>
|
|
|
|
Now, to the point. It doesn't matter if John Doe uses bugs or not. If he
|
|
flames people for using bugs, then he is flaming. If he flames people for
|
|
*not* using bugs, then he is flaming. And flaming isn't allowed in the
|
|
echo. It doesn't get anyone anywhere, and it makes many people unhappy.
|
|
|
|
If you can't be civil, you'll have to move to another echo.
|
|
|
|
ÜÜÜÜÜÜÜÜÜÜ
|
|
|
|
What is the "MBBS" version I keep hearing about?
|
|
|
|
MBBS stands for Major BBS software. It is a multi-user BBS platform that
|
|
you will often see anywhere from 8-32 phone lines coming into a single BBS.
|
|
It is expensive to run and almost all MBBS boards are "Pay before you Play"
|
|
that you have a monthly subscription to. The TradeWars 2002 2.00 version
|
|
for MBBS allows multiple people in the game at the same time. It is much
|
|
more drum tight on bugs then the current Beta 5 is. Revisions of MBBS
|
|
tradewars are done with letters instead of numbers. As of this writing
|
|
the current version of the MBBS version is 2.00m.
|
|
|
|
ÜÜÜÜÜÜÜÜÜÜ
|
|
|
|
Any major bugs I can use in the MBBS version?
|
|
|
|
***MAJOR BUG FOUND IN MBBS v.2.00m***
|
|
|
|
Note: We have found a major bug in this version of the game, which renders
|
|
the person who knows about the bug virtually invincible. I don't know how to
|
|
get in touch with the authors, and am publicizing it here for two reasons:
|
|
|
|
1) To make players aware that it can be used against you
|
|
2) In hopes that word will get to the authors to fix it quickly
|
|
|
|
These are the steps we have found reproduces the bug:
|
|
1) Take a shielded planet (we duplicated it by making a corp. planet
|
|
personal)
|
|
To duplicate the conditions under which the bug was found, we
|
|
set shields to 1 and fighters to 1.
|
|
2) Two other players attack AT THE SAME EXACT TIME.
|
|
Again, to duplicate conditions, we attacked with 100 fighters each.
|
|
3) Retreat
|
|
4) Land on the planet.
|
|
5) CONGRATULATIONS!!! You now have......ta da! 65,535 shields!
|
|
|
|
If you're wondering why that other player has unlimited funds, s/he's taking
|
|
a Tholian, stuffing it with shields, and selling it. I originally ran into
|
|
this situation on one board, and couldn't figure it out. We now have
|
|
duplicated it on a second board, so it has nothing to do with the sysop's
|
|
settings.
|
|
|
|
Mickey Platko
|
|
(For a brief time: invincible)
|
|
|
|
ÜÜÜÜÜÜÜÜÜÜ
|
|
|
|
From : TONY DYE
|
|
|
|
There are two more interesting bugs available to the MBBS user. One is
|
|
pretty useful, and the other isonly marginally so, though I suspect it
|
|
would be used more if fakes were stamped out.
|
|
Both of these work on MBBS. I can't say for sure whether they would work
|
|
on other versions or not.
|
|
|
|
|
|
1: Planet type bug
|
|
|
|
This is pretty easy. It allows you to basically choose the planet type
|
|
you want. What you do is shoot the G-torp, and the screen to name the
|
|
planet comes up. If you don't like the type of planet you have, drop
|
|
carrier, re-logon, and shoot another gtorp. Repeat until you get
|
|
something you want.
|
|
|
|
2:Towing ships with fighters
|
|
|
|
If you ever wanted to tow one of your ships while it still has fighters
|
|
on it, try this:
|
|
Xport to the ship you want to tow.
|
|
put all the fighters in the sector. Set them to whatever.
|
|
Xport to the towing ship.
|
|
Engage the tow.
|
|
Xport to the ship to be towed, pick up the fighters.
|
|
Xport back to the towing ship, and yer off.
|
|
|
|
ÜÜÜÜÜÜÜÜÜÜ
|
|
|
|
OK now how to make a TON of money in the MBBS game...
|
|
|
|
This works with version M, have not tried it in the door. As you know
|
|
it's easy to capture a FAT. But the secret to making big bucks off of
|
|
selling these ships is to get the ship full of carbo. Then when you sell
|
|
you can get 3 million or more credits for it. To fill a FAT with carbo
|
|
here is what you do..
|
|
|
|
Get the FAT to board your ship (carry few fighters, hope they don't have
|
|
a grudge against you else they attack you). Every time they board your
|
|
ship they add carbo to their ship. So the more you can get him to board
|
|
you the more carbo they accumulate. Then take out the FAT and go sell it
|
|
for big bucks.
|
|
|
|
ÜÜÜÜÜÜÜÜÜÜ
|
|
|
|
What are some of the BIG differences between the MBBS version and
|
|
the standard Beta 5 version?
|
|
|
|
1) Shields WORK! A shielded planet isn't affected by a photon. If someone
|
|
photons your shielded planet and you're in the citadel, you don't lose
|
|
your turns. If someone shoots a photon at your shielded planet they will
|
|
*still* get blasted by the Q-Cannon.
|
|
|
|
2) Turns are given out per hour, rather then per day. It takes the total #
|
|
of turns per day in the game and divides them up per hour. If you photon
|
|
a player so they lose their turns, they will get another 20-40 turns
|
|
(whatever the rate is set at) at the top of the hour! Act Quick!
|
|
|
|
3) Almost every bug in Beta 5 does NOT work in 2.00m. Including:
|
|
Unlimited transport, Transwarp towing, and Unlimited Treasury.
|
|
|
|
4) There's alot of minor differences that affect game play but I think those
|
|
are probably the biggest you need to adjust to. One other factor...
|
|
Since MBBS boards are "Pay for Play" you'll often see people pay for
|
|
multiple accounts to play tradewars. Whoever has the most $$$ has the
|
|
most influence in the game.
|
|
|
|
ÜÜÜÜÜÜÜÜÜÜ
|
|
|
|
Are any Data Structures available for Tw Beta 5? (Note: I'm not a programmer,
|
|
I cannot verify the integrity of these structures.)
|
|
|
|
Message #1603 "National TradeWars Echo"
|
|
Date: 25-Sep-94 13:43
|
|
From: Craig Healy
|
|
To: All
|
|
Subj: Tw 2.0X Data, 1 Of 2
|
|
|
|
'Gary Martin has indicated that he would eventually release this info.
|
|
'He is a busy person, so I will send this 'til he gets around to it.
|
|
'Items indicated as Null, Data, EndPad, etc. indicate unused/unknown
|
|
'functions. My programs ignore them and (so far..) work fine.
|
|
|
|
'Many items are STRING * 1. These may be a quantity, or 1/0 (y/n).
|
|
|
|
'Credit values may be STRING * 6, which is a Pascal variant, or
|
|
'STRING * 8, which can be used directly in QuickBasic 4.5. They are
|
|
'both of the "increasing mantissa" type.
|
|
|
|
'STRING length is indicated, INTEGER is 2-bytes, LONG is 4-bytes.
|
|
|
|
'Data file structure for the Tradewars 2.0x game
|
|
|
|
TYPE UserData 'Information formatted to match
|
|
GameName AS STRING * 42 'records in TWUSER.DAT file.
|
|
BBSName AS STRING * 42 'Record length = 1426
|
|
Date AS INTEGER
|
|
KilledBy AS INTEGER
|
|
Turns AS INTEGER
|
|
Null1 AS STRING * 3
|
|
Travels AS STRING * 625
|
|
Avoids AS STRING * 625
|
|
Bounty AS STRING * 8
|
|
BCount AS INTEGER
|
|
Contract AS STRING * 8
|
|
CCount AS INTEGER
|
|
GalaBank AS STRING * 8
|
|
Null2 AS STRING * 25
|
|
Data2 AS STRING * 1
|
|
TWarpAvail AS STRING * 1
|
|
ANSI AS STRING * 1
|
|
Animation AS STRING * 1
|
|
Data3 AS STRING * 1
|
|
Location AS INTEGER
|
|
BlownUp AS STRING * 1
|
|
Corp AS STRING * 1
|
|
Active AS STRING * 1
|
|
OnPlanet AS INTEGER
|
|
PrevSect AS INTEGER
|
|
Alignment AS LONG
|
|
Experience AS LONG
|
|
CurShip AS INTEGER
|
|
Credits AS STRING * 6
|
|
END TYPE
|
|
|
|
TYPE ShipData 'Information formatted to match
|
|
ShipName AS STRING * 46 'records in TWSHIP.DAT file.
|
|
ShipDate AS STRING * 29 'Total record length = 156
|
|
Null1 AS INTEGER
|
|
ShipPWord AS STRING * 11
|
|
ShipActive AS STRING * 1
|
|
Shields AS LONG
|
|
Fighters AS LONG
|
|
Holds AS STRING * 1
|
|
Ore AS STRING * 1
|
|
Organics AS STRING * 1
|
|
Equipment AS STRING * 1
|
|
Colonists AS STRING * 1
|
|
Location AS INTEGER
|
|
OnPlanet AS INTEGER
|
|
Owner AS INTEGER
|
|
Ported AS LONG
|
|
ShipType AS STRING * 1
|
|
ShipMaker AS STRING * 1
|
|
TWarp AS STRING * 1
|
|
Cloaks AS STRING * 1
|
|
Cloaked AS STRING * 1
|
|
Scanner AS STRING * 1
|
|
GTorp AS STRING * 1
|
|
AMines AS STRING * 1
|
|
LMines AS STRING * 1
|
|
Null2 AS STRING * 4
|
|
Null3 AS INTEGER
|
|
Kills AS INTEGER
|
|
Markers AS INTEGER
|
|
PMissiles AS STRING * 1
|
|
ADetonator AS STRING * 1
|
|
Corbomite AS INTEGER
|
|
EProbe AS INTEGER
|
|
MDisrupter AS INTEGER
|
|
PsyProbe AS STRING * 1
|
|
PlanetScan AS STRING * 1
|
|
TLock AS STRING * 1
|
|
Limpets AS INTEGER
|
|
Null4 AS STRING * 8
|
|
Interdictor AS STRING * 1
|
|
Null5 AS STRING * 3
|
|
END TYPE
|
|
|
|
TYPE SectData 'Information formatted to match
|
|
Nebula AS STRING * 42 'records in TWSECT.DAT file.
|
|
Beacon AS STRING * 42 'Record length = 128
|
|
Warp1 AS INTEGER
|
|
Warp2 AS INTEGER
|
|
Warp3 AS INTEGER
|
|
Warp4 AS INTEGER
|
|
Warp5 AS INTEGER
|
|
Warp6 AS INTEGER
|
|
PortNum AS INTEGER
|
|
NavHaz AS STRING * 1
|
|
Fighters AS LONG
|
|
FOwner AS INTEGER
|
|
AMines AS STRING * 1
|
|
LMines AS STRING * 1
|
|
Null1 AS STRING * 6
|
|
MOwner AS INTEGER
|
|
FType AS STRING * 1
|
|
TollCredits AS STRING * 6
|
|
Null2 AS STRING * 6
|
|
END TYPE
|
|
|
|
TYPE PortData 'Information formatted to match
|
|
PortName1 AS STRING * 42 'records in TWPORT.DAT file.
|
|
PortedShip AS STRING * 42 'Record length = 120
|
|
PortType AS STRING * 1
|
|
Date AS INTEGER
|
|
Time AS INTEGER
|
|
Ore AS INTEGER
|
|
Organics AS INTEGER
|
|
Equipment AS INTEGER
|
|
OreProd AS INTEGER
|
|
OrganicsProd AS INTEGER
|
|
EquipProd AS INTEGER
|
|
OreRate AS STRING * 1
|
|
OrganicsRate AS STRING * 1
|
|
EquipmentRate AS STRING * 1
|
|
Finish AS STRING * 1
|
|
Active AS STRING * 1
|
|
Null1 AS INTEGER
|
|
Null2 AS INTEGER
|
|
Null3 AS INTEGER
|
|
LastRob AS INTEGER
|
|
Credits AS STRING * 6
|
|
END TYPE
|
|
|
|
TYPE PlanData 'Information formatted to match
|
|
PlanName AS STRING * 42 'records in TWPLAN.DAT file.
|
|
CreatorName AS STRING * 42 'Record length = 172
|
|
Date AS INTEGER
|
|
Time AS INTEGER
|
|
OrePop AS LONG
|
|
OrganicsPop AS LONG
|
|
EquipmentPop AS LONG
|
|
Ore AS LONG
|
|
Organics AS LONG
|
|
Equipment AS LONG
|
|
MilReac AS STRING * 1
|
|
QAtmos AS STRING * 1
|
|
QSect AS STRING * 1
|
|
PlanetType AS STRING * 1
|
|
Fighters AS LONG
|
|
CitLevel AS STRING * 1
|
|
Location AS INTEGER
|
|
Active AS STRING * 1
|
|
CitComplete AS INTEGER
|
|
Owner AS INTEGER
|
|
Shields AS STRING * 2
|
|
Credits AS STRING * 8
|
|
TransportPwr AS INTEGER
|
|
Interdictor AS STRING * 1
|
|
EndPad AS STRING * 31
|
|
END TYPE
|
|
|
|
TYPE ConfigFile 'Information formatted to match
|
|
BBSName AS STRING * 61 'records in TWCFIG.DAT file.
|
|
Start AS INTEGER 'One record only, length = 354.
|
|
Sysop AS STRING * 61
|
|
MaxSectors AS INTEGER
|
|
MaxWarpLen AS STRING * 1
|
|
MaxPlayers AS INTEGER
|
|
MaxShips AS INTEGER
|
|
MaxPorts AS INTEGER
|
|
MaxPlanets AS INTEGER
|
|
Null1 AS STRING * 1
|
|
MovesDay AS INTEGER
|
|
InitFighters AS INTEGER
|
|
InitCredits AS STRING * 6
|
|
InitHolds AS STRING * 1
|
|
DaysToDel AS STRING * 1
|
|
ExternRan AS INTEGER
|
|
FerrRegen AS STRING * 1
|
|
ColsDay AS INTEGER
|
|
LogLimit AS INTEGER
|
|
Intrepid AS INTEGER
|
|
Valiant AS INTEGER
|
|
Lexington AS INTEGER
|
|
MaxPlanetSect AS STRING * 1
|
|
MaxTraderCorp AS STRING * 1
|
|
UGroundPWord AS STRING * 26
|
|
TriChamp AS INTEGER
|
|
TriJackpot AS STRING * 6
|
|
TriScore AS INTEGER
|
|
Ferrengal AS INTEGER
|
|
StarDock AS INTEGER
|
|
AlphaC AS INTEGER
|
|
Rylos AS INTEGER
|
|
Null2 AS STRING * 14
|
|
FerrMove AS STRING * 1
|
|
RegCode AS STRING * 17
|
|
AlienMove AS STRING * 1
|
|
GFiles AS STRING * 61
|
|
SecLevel AS INTEGER
|
|
Aliases AS STRING * 1
|
|
LocalDisp AS STRING * 1
|
|
DispStar AS STRING * 1
|
|
FedLimit AS STRING * 1
|
|
Desqview AS STRING * 1
|
|
DeathDelay AS INTEGER
|
|
PhoTime AS INTEGER
|
|
Null3 AS INTEGER
|
|
CloakFail AS INTEGER
|
|
NavClear AS INTEGER
|
|
NewbiePlanet AS INTEGER
|
|
Null4 AS STRING * 34
|
|
END TYPE
|
|
|
|
TYPE AlienData 'Corresponds to the ALIENS.DAT
|
|
AName AS STRING * 26 'file. Record Length = 76
|
|
SName AS STRING * 26
|
|
Location AS INTEGER 'Note: Same as 1.03/1.03d
|
|
ShipType AS INTEGER
|
|
ShipMaker AS INTEGER
|
|
Shields AS INTEGER
|
|
Fighters AS INTEGER
|
|
Holds AS INTEGER
|
|
Corbomite AS INTEGER
|
|
Experience AS INTEGER
|
|
Alignment AS INTEGER
|
|
Credits AS STRING * 6
|
|
END TYPE
|
|
|
|
TYPE FerrData 'Information formatted to match
|
|
FerrName AS STRING * 26 'records in FERRENGI.DAT file.
|
|
ShipName AS STRING * 26 'Record length = 76
|
|
Location AS INTEGER
|
|
Fighters AS LONG
|
|
Shields AS LONG
|
|
Corbomite AS LONG
|
|
Destination AS INTEGER
|
|
Grudge1 AS INTEGER
|
|
Grudge2 AS INTEGER
|
|
Grudge3 AS INTEGER
|
|
Mission AS INTEGER
|
|
END TYPE
|
|
|
|
TYPE CorpData 'Information formatted to match
|
|
CName AS STRING * 42 'records in TWCORP.DAT file.
|
|
CEO AS STRING * 42 'Record length = 110
|
|
CDate AS STRING * 9
|
|
CPassword AS STRING * 9 'Note: Same as 1.03/1.03d
|
|
Null1 AS STRING * 6
|
|
KillsMedals AS INTEGER
|
|
END TYPE
|
|
|
|
ÜÜÜÜÜÜÜÜÜÜ
|
|
|
|
Who Am I?
|
|
|
|
I am Harold Weiss, I also go by the Alias of Slice and I've been an avid
|
|
tradewars player for years. If you find an error or wish to report a new bug
|
|
and have credit given to you, Please call my BBS and leave me email.
|
|
I do not have a Callback verifier so you can get full access on your first
|
|
call. I also run a wicked TradeWars game if you care to play :)
|
|
|
|
Town Square BBS
|
|
(713) 477-2681 (2400-28.800)
|
|
(713) 477-4563 (2400-16.800)
|
|
FidoNet : 1:106/8037
|
|
Internet: Harold=Weiss%TS=DESKCALL%CS=HOU@BANGATE.COMPAQ.COM
|
|
|