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- Last modified: 24-8-'96
- This article is a FAQ about the Mystery Trader (MT) in Stars! version
- 2.5a by Jeff McBride and Jeff Johnson.
-
- After a period of 9 months this is still pretty accurate for Stars!
- 2.6d/2.7b. As I'm back to add to this FAQ I will again draw notice on
- it; it still answers most of the MT questions on the newsgroup.
- If you want to add this document to your webpage you have my
- permission in advance. I would appreciate an email to say you do, and
- of course I welcome any additions, typo reports and updates from
- whoever who wants to give them!
-
- Written by Rogier 'Konradius' van Vugt, rvvugt@indigo.ie (the email
- has changed now I live in Ireland)
-
- If you have anything to add to this FAQ feel free to email me. This
- also applies to typos and other errors. I will try to post this FAQ
- regularly to the newsgroup and hope to find some pages on the World
- Wide Web to carry it.
-
- The following topics are addressed:
-
- 1) The Mystery Trader.
- 1.1) What is the Mystery Trader?
- 1.2) How do I notice the Mystery Trader?
- 1.3) Where in the help file is info on the Mystery trader?
- 1.4) So why do you supply the info on the Mystery Trader?
- 1.5) Is info on the Mystery Trader a spoiler for the game?
- 1.6) What game options influence the Mystery Trader?
- 1.7) What will change in v2.6 for the Mystery Trader?
-
- 2) How to trade with the Mystery Trader.
- 2.1) What do I need to trade with the Mystery Trader?
- 2.2) Can I bring additional minerals?
- 2.3) How do I meet with the Mystery Trader?
- 2.4) Can you give me an example?
- 2.5) When does the Mystery Trader change direction?
- 2.6) Why does the Mystery Trader go so fast?
-
- <lines of spoiler space inserted here>
-
- 3) What the Mystery Trader trades.
- 3.1) What can I get from the Mystery Trader?
- 3.2) Is there an order to the Mystery Trader?
- 3.3) What if someone else trades from this Mystery trader too?
- 3.4) Can I trade again with the Mystery Trader?
- 3.5) What if I already have got what the Mystery Trader trades?
- 3.6) That's lousy! Can I kill the Mystery Trader?
- 3.7) Can I keep others from trading with the Mystery Trader?
- 3.8) Is there another way to get the Mystery Trader items?
- 3.9) Is the stuff from the Mystery Trader useful?
-
- 4) Appendix A: All items from the Mystery Trader
-
- 5) Acknowledgements
-
- ---------------------------------------------------
-
- 1) The Mystery Trader
-
- 1.1) What is the Mystery Trader?
-
- The Mystery Trader, often abbreviated as MT, is the lightblue ship
- that cruises the Stars! universe at warp 7 to 13. All lightblue ships
- are Mystery Traders and each can be contacted by any player, also by
- the AIs (the computer players)
-
- 1.2) How do I notice the Mystery Trader?
-
- When a new Mystery Trader appears in the universe the following
- message is send to all players:
-
- > A mysterious trading vessel broadcasting a proposal
- > has been detected entering known space.
-
- You will be able to see the Mystery Trader even though he might be
- outside of your scanners. In other words, if you don't see a Mystery
- Trader there is none (anymore).
-
- 1.3) Where in the help file is info on the Mystery trader?
-
-
- That's easy. There is no info on the Mystery Trader in the help file.
- That's why I am writing this FAQ. The information the game supplies
- when the Mystery Trader turns up and the information supplied by the
- Mystery Trader himself, together with the general knowledge of the
- game should be enough to learn all there is to know about the Mystery
- Trader. I suppose that is why they called it the _Mystery_ Trader
- anyway.
-
- 1.4 So why do you supply the info on the Mystery Trader?
-
- At this time the Mystery Trader is one of the most asked about
- subjects in the newsgroup 'rec.games.computer.stars'. However most
- questions are asked frequently, and their answers are pretty standard.
- A good reason for writing a FAQ.
-
- 1.5 Is info on the Mystery Trader a spoiler for the game?
-
- Some will surely consider it that way. However most people have played
- Stars! some times against the computer and have had the chance to
- catch the Mystry Trader often enough to know all about it. For them
- the game isn't spoiled because they know exactly what they can expect
- from the Mystery Trader. When you havn't traded with the Mystery
- Trader yet you might not want to look into section three of this FAQ.
- There is written what you can get from the Mystery Trader. I will put
- a big spoiler warning between section 2 and 3.
- Section 2 contains information on how to trade with the Mystery
- Trader. This I consider to be information on the workings of the game,
- and they can be read by anyone without being 'spoiled'.
-
- 1.6) What game options influence the Mystery Trader?
-
- Just one. If you select 'No random events' when starting a game no
- Mystery Trader will come by. This option also stops asteroids
- colliding with planets, environment changes on planets and the
- discovery of artifacts and unknown mineral deposits.
-
- 1.7) What will change in v2.6 for the Mystery Trader?
- <Ok, this is outdated...>
-
- No idea. I got this as answer to this question from Jeff McBride.
-
- ->Hi Rogier,
- ->
- ->Well, I can tell you that the MTs do have a new trick up their
- ->sleeves for version 2.6. You'll just have to wait an see what
- ->it is. I think you'll like it.
- ->
- -> Jeff
-
- 2) How to trade with the Mystery Trader.
-
- 2.1) What do I need to trade with the Mystery Trader?
-
- The Mystery Trader gives the following message when selected in the
- scanner pane:
-
- > The trader requests interested parties to send it a fleet with at least
- > 5000kt minerals on board to be absorbed into the trader. It offers
- > technological aid in return.
-
- This means that you need a fleet that carries 5000kt minerals. It
- doesn't matter if you use large freighters with only engines or
- galleons complete with armament and escort ships. However as the whole
- fleet will be absorbed it is better to use large freighters with only
- engines than galleons. You can escort the fleet with a seperate fleet
- with armed ships. Even if that fleet follows the freighters to the
- exact location of the Mystery Trader they will not be absorbed (unless
- of course you carry 5000kt of minerals with them too).
-
- 2.2) Can I bring additional minerals?
-
- Well of course. Even though the FAQ once mentioned you might be able
- to get additional tech levels M (wrldsprt@execpc.com) wrote to me
-
- after extensive testing:
- ->As near as I can tell the type and amount of minerals DO NOT matter at
- ->all. The MT's gave me the same things no matter what was in the fleet.
-
- He also mentioned he had tested amounts up to 50k. That's indeed
- 50,000 kt!
-
- 2.3) How do I meet with the Mystery Trader?
-
- You have to arrive at the exact same location as the Mystery Trader
- does. The Mystery Trader travels the universe at high speeds. Speeds
- can go as low as Warp 7 and as high as Warp 13, three levels higher
- than any normal ship at a speed normally only managable for mineral
- packets.
- This poses a problem when you simply select the Mystery Trader as
- waypoint. As soon as you are close to the Mystery Trader it will be
- far gone the next year, well beyond your reach.
-
- To help you get to the Mystery Trader you can select it and look at
- the 'ticks' on the Mystery Traders most probable path. On these points
- the trader will be in the following years, so if you are near those
- ticks the year before he is you can select the Mystery Trader and be
- almost sure you catch it.
-
- In other words you can set a waypoint near one of those ticks and
- select as next waypoint the Mystery Trader. That waypoint will say it
- is reached years after the Mystery Trader is gone past, but the
- waypoint doesn't correct his readings for the speed of the Mystery
- Trader, so it is simply wrong.
-
- 2.4) Can you give me an example?
-
- Yes. Suppose you see a Mystery Trader you want to meet. You will still
- have to build the ships for it. Now the path of the Mystery Trader
- comes within 150 lightyears from a planet of yours that has a lot of
- germanium you won't use anyway.
- The Mystery Trader is going at Warp 13. Looking at the ticks you see
- one that is 165 lightyears from that planet, and one that is 180
- lightyears away. However the tick that is 165 ly away will be reached
- in three years (it is the third tick) and the tick that is 180 ly away
- will be reached in four years.
- The best engine you have can only go at Warp speed 9 safely. You need
- one year to build the freighters and then you would need to reach that
- tick that is 165 ly away in two years. As you only travel 81 ly at
- warp 9 you would miss it by 4 lightyears. The next year the Mystery
- Trader would be 169 ly away from that point.
- So you have to use the fourth tick. In one year you build the
- freighters and then you can load the minerals and set a waypoint 162
- ly towards the fourth (then third) tick and then directly at the
- Mystery Trader. Two years later your fleet will be 18 lightyears from
- the tick the Mystery Trader will reach the next year, you could even
- slow down to warp 5, even though the Mystery trader is more than 100
- lightyears away from you.
-
- Of course, right then it changes direction so you can never reach it
- again (murphy's law)
-
- 2.5) When does the Mystery Trader change direction?
-
- Whenever it feels like it. It doesn't seem to like crowds. If the next
- waypoint is very close to a lot of ships, or ends in a minefield or so
- it is likely the Mystery Trader changes direction, and probably
- increases speed. M (wrldsprt@execpc.com) even thinks this is too much
- order. He wrote:
-
- ->MT's become frightened for NO REASON. This test universe had
- ->no players but me, and I know I wasn't laying minefields in the middle
- ->of nowhere! Also, they were NOT frightened by my fleets with
- ->20+ battleships and 50+ cruisers in them.
-
- 2.6) Why does the Mystery Trader go so fast?
-
- Well, the most likely reason for this is the following, posted on the
- newsgroup by Nathan Kronenfeld (pazzia@cybercom.net).
-
- >Assume, for example, that the MT comes in near me at warp 8, and is
- >going to stay that way. I get my stuff from him, but I also send off
- >with him a fleet of 15 cruisers and a bunch of fuel transports,
- >thereby blowing out of the water all the other unsuspecting shmos who
- >want stuff from him. If he changed course to go warp 11 even, I can
- >never do this.
-
- <<<<< SPOILER WARNING >>>>>
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- <<<<< END SPOILER WARNING >>>>>
-
- 3) What the Mystery Trader trades.
-
- 3.1) What can I get from the Mystery Trader?
-
- The Mystery Trader gives out tech levels or special items that can be
- gotten only from the Mystery Trader (originally that is).
- Tech levels are no longer the lowest possible. It was that way in
- v2.0x, but this has changed. I have yet to discover how they are
- determined.
- If the Mystery Trader gives out tech levels they are anywhere from 6
- to 2 levels. From what I have seen this is determined mostly on the
- number of tech levels you already have. Some reported the number
- decreases by each hit that gives out tech levels. I am not sure this
- is the case though.
- M (wrldsprt@execpc.com) has noticed the tech levels gained are
- completely random:
- ->The gifts are predefined EXCEPT: the exact tech levels you recieve
- ->are NOT set. If you save your files before meeting an MT, get tech
- ->levels, then restore and do it again, you get DIFFERENT techs. The
- ->same number, but different fields.
-
- In appendix A I have a list with all the items the Mystery Trader
- gives out.
-
- 3.2) Is there an order to the Mystery Trader?
-
- No. The items and/or tech levels the Mystery Trader carries are
- randomized.
-
- 3.3) What if someone else trades from this Mystery trader too?
-
- They will get the same you did. If someone trades with the Mystery
- Trader it is even likely the trader will make another pass through the
- universe to get more customers for that particular item or those tech
- levels.
-
- 3.4) Can I trade again with the Mystery Trader?
-
- Not with that particular one. When you have traded once with a Trader
- the Trader will no longer have the 'The trader requests interested...'
- message when you select it. You can trade with other traders of
- course.
-
- 3.5) What if I already have got what the Mystery Trader trades?
-
- Richard Kurnadi (kurnadi@seas.ucla.edu) ran a testbed for this and
- this is what he came up with:
- >If the MT offers an item you already have, you'll get
- >another item, as long as there are still MT items that you don't have, or
- >tech levels if your tech isn't maxed out yet. If your tech level is maxed
- >and the MT offers tech levels, then you'll get an item you don't already
- >have. If your tech is maxed and you already have all the MT items, then
- >you won't get anything.
-
-
- At that point your fleet gets still absorbed and you will get this
- message:
-
- > <fleet> has been absorbed by the Mystery Trader. However, the trader
- > was unable to teach you anything new.
-
- No one has reported refunds yet.
-
- 3.6) That's lousy! Can I kill the Mystery Trader?
-
- No you can't. You don't even get a battle when your fleet 'attacks'
- the Mystery Trader. Be glad your expensive fleet wasn't simply
- absorbed with a message that they didn't have enough minerals with
- them to trade...
-
- 3.7) Can I keep others from trading with the Mystery Trader?
-
- You can attack enemy fleets that want to meet with the trader just
- like you can attack any fleet. This you can do even on the actual turn
- the enemy fleet would have traded with the Mystery Trader, your fleet
- will attack first, and if they kill enough freighters to bring the
- amount of minerals carried by the others below 5000kt no deal will be
- made with the Mystery Trader. Be advised that freight is divided
- between ships in a fleet. So if a fleet with a cargo hold of 10.000kt
- and 500kt minerals loses half its ships the remaining ships will have
- only 2500kt on board...
-
- 3.8) Is there another way to get the Mystery Trader items?
-
- Yes there is. Just like you can gain tech levels by destroying enemy
- fleets or by allies scrapping ships at your starbases you can also
- gain Mystery Trader items this way. Jeff McBride explained it to me
- like this:
-
- >There are two issues here.
-
- >1) What is the %chance of learning a tech when someone scraps a
- > ship at your starbase?
- >2) Why does it seem to happen less often than it should?
- >
- >The answer to #1 is a little hard to calculate but the general algorithm
- >goes like this:
- >
- >If you have already learned something from battle or from scrapping
- >this year that's all she wrote. You don't get no more. This helps prevent
- >serious abuse.
- >
- >Then there is a 50% chance you will learn nothing from this scrapping
- >right off the top.
- >
- >Then we give you a chance to learn how to build an MT toy:
- > You get 1% per identical part scrapped up to 25% per toy.
- > The chance for each toy is computed separately.
- >
- >Then up to 6 times we:
- > Pick a random research field and check to see if the tech
- > level in that field that is required to build the ships in
- > that fleet is greater than your current level in that field.
- > If it is then you have a 50% chance of gaining a level in
- > that field.
- >
- >As soon as you learn an MT toy or tech level we stop. One item
- >per customer per year.
- >
- >The answer to #2 is very simple. There is a bug I just fixed
- >that the planet owner wasn't getting the right message if they
- >did not have Ultimate Recycling and did not own the ships being
- >scrapped. The good news is that the Goto button works correctly.
- >So, if you get a weird/incorrect message when someone scraps a
- >fleet at your planet try the Goto button. If it takes you to the
- >Research dialog then you gained a level in something. If it takes
- >you to the Tech Browser you learned a new part. If it takes you
- >to the planet then you learned nothing. The message is fixed for
- >version 2.6 which will be out before the end of Sept. Exact date TBD.
-
-
- 3.9) Is the stuff from the Mystery Trader useful?
-
- This is a question you have to answer for yourself. I'll quote two
- people about it:
-
- Answering a question on how to meet the Mystery Trader Daniel Chenault
- (danielc@nova-net.net) wrote:
- >The (slightly) longer answer: the Mystery Trader is your friend. Run,
- >don't walk, to the nearest MT ship.
-
- On the other hand Woodstock (Khrys@goldlyon.demon.co.uk) wrote:
- >Every time I actually manage to catch this bugger, he always seems to
- >palm me off with items I don't need. Does anyone have a list of items
- >he has to sell or is it not worth going after him?
-
- 4) Appendix A: All items from the Mystery Trader
-
- All items will be displayed with mineral and resource costs at all
- tech 26 without bleeding edge. If people have the costs for these
- items at the levels when they get them (without miniaturization and
- without the double cost of bleeding edge) you can email them to me
- (rvvugt@worldaccess.nl) and I will include them in the next version of
- this FAQ.
-
- 4.01) Mega Poly Shell
- 4.02) Multi Contained Munition
- 4.03) Hush-a-Boom
- 4.04) Multi Function Pod
- 4.05) Enigma Pulsar
- 4.06) Multi Cargo Pod
- 4.07) Jump Gate
- 4.08) Alien Miner
- 4.09) Genesis Device
- 4.10) Langston Shell
- 4.11) Mini Morph
- 4.12) Anti Matter Torpedo
-
- 4.01) Mega Poly Shell (Armour)
-
- Tech required: Ener 14, Const 14, Elect 14, Bio 6.
- Cost at all 26: 9 I, 3 B, 3 G and 34 R.
- Mass: 20 kt
-
- Armour strength: 400
- This part also acts as a 100dp shield, 20% cloak, 20% torpedo jammer
- and a 80/40 ly scanner.
-
- 4.02) Multi Contained Munition (Beam Weapon)
-
- Tech required: Ener 21, Weap 21, Elect 16, Bio 12.
- Cost at all 26: 4 I, 24 B, 4 G, 24 R.
- Mass: 8 kt
-
- Power: 140
- Range: 3
- Initiative: 6
-
- This part also acts as a 10% cloak, increases torpedo accuracy by 10%
- and a 150/75 ly scanner.
- This weapon can also bomb planets (2% colonists killed, 5
- installations destroyed) and lay 40 standard mines/year.
-
- Note: This is the discription of the tech browser. However this item
- acts as a 10% jammer and so I think the 'increases torpedo accuracy by
- 10%' line should read 'jams torpedoes by 10%'.
-
- 4.03) Hush-a-Boom (Bomb)
-
- Tech required: Weap 12, Elect 12, Bio 12.
- Cost at all 26: 1 I, 2 B, 0 G, 2 R.
- Mass: 5 kt
-
- This bomb will kill approximately 3,0% of a planet's population each
- year.
-
- The bomb will destroy approximately 2 of a planet's mines, factories,
- and/or defenses each year.
-
- 4.04) Multi Function Pod (Electrical device)
-
- Tech required: Ener 11, Prop 11, Elect 11.
- Starting Cost: 5 I, 0 B, 5 G, 15 R.
- Cost at all 26: 2 I, 0 B, 2 G, 6 R.
- Mass: 2 kt
-
- Cloaks any ship up to 30%, acts as a 10% jammer and manouvering jet.
-
- 4.05) Enigma Pulsar (Engine)
-
- Tech required: Ener 7, Prop 13, Const 5, Elect 9.
- Cost at all 26: 6 I, 7 B, 5 G, 19 R.
- Mass: 20 kt
-
- Adds 1/4 square of movement and provides 10% cloaking.
-
- Fuel usage vs. warp speed: (estimated)
- Warp 1-5 Free
- Warp 6: 50%
- Warp 7-9 : something between W6 and 10...
- Warp 10: 100%
-
- This engine can travel at warp 10 safely. It's battle speed is 10.
-
- 4.06) Multi Cargo Pod (mechanical device)
-
- Tech required: Ener 5, Const 11, Elect 5.
- Starting Cost: 12 I, 0 B, 3 G, 25 R.
-
- Cost at all 26: 5 I, 0 B, 1 G, 10 R.
- Mass: 9 kt
-
- This pod increases the carge capacity ny 250 kt, provides a 10% cloak
- and 50dp of armor.
-
- 4.07) Jump Gate (mechanical device)
-
- Tech required: Ener 16, Prop: 20, Const 20, Elect 16.
- Cost at all 26: 0 I, 0 B, 38 G, 30 R.
- Mass: 10 kt
-
- This device allows a ship to jump to planetary stargates. The range
- and weight limits are determined by the destination stargate.
-
- 4.08) Alien Miner (mining robot)
-
- Tech required: Ener 5, Const 10, Elect 5, Bio 5.
- Starting Cost: 8 I, 0 B, 2 G, 20 R.
- Cost at all 26: 3 I, 0 B, 1 G, 7 R.
- Mass: 20 kt
-
- This module contains robots capable of mining up to 10 kt of each
- mineral (depending on concentration) from an uninhabited planet the
- ship is orbiting. The ship must have orders set to 'remote mining'.
- This module also acts as 30% cloak, 30% jammer and half a manouvering
- jet.
-
- 4.09) Genesis Device (Planetary)
-
- Tech requirements: Ener 20, Weap 10, Prop 10, Const 20, Elect 10, Bio
- 20.
- Starting Cost: 0 I, 0 B, 0 G, 5000 R.
- Cost at all tech 26: 0 I, 0 B, 0 G, 5000 R.
- (The tech browser will discount for additional levels, but the Genesis
- device will always cost you 5000 resources)
-
- This process gives a planet a new birth. All traces of civilization
- are eliminated as the planet revitalizes itself into an entirely new
- world.
-
- Note: This process will destroy all mines, factories, defenses, the
- starbase and all population on the planet. However the environmental
- factors (gravity, temperature and radiation) and the mineral
- concentrations will be randomized again. The AR race is immune to this
- process. As they live in orbit of the planet they can survive the
- process (they can also build the genesis device even though it's a
- planetary instalation).
-
- Hughes (hughes@vnet.net) writes this about it:
- >Yes the AR is immune. Very annoying when they get the capability to do
- >this. If they have a really large mining fleet it can be even more
- >annoying . Mineral concentration only drops after the turn change(big
- >bug) so if you have a suffeciently large fleet of miners it is in
- >entirely possible to mine 100,000 kt of each mineral off a planet each
- >time a genesis device is used.
-
- 4.10) Langston Shell (shield)
-
- Tech requirements: Ener 12, Prop: 9, Elect 9.
- Cost at all tech 26: 4 I, 1 B, 3 G, 9 R.
- Mass: 10 kt
-
- Shield strength: 125 dp
- This shield also provides 65 dp armour, 5% jamming, 10% cloaking, and
- a 50/25 ly scanner.
-
-
- 4.11) Mini Morph (ship hull)
-
- Tech requirements: Const 8.
- Cost at all tech 26: 8 I, 2 B, 2 G, 28 R.
- Mass: 70 kt
-
- Fuel Capacity: 400mg
- Cargo Capacity: 150 kt
- Armor Strength: 250
- Initiative: 2
-
- This hull needs 2 engines, has one slot for 3 general purpose items, 2
- slots for 2 general purpose items and 3 slots for one general purpose
- item.
-
- 4.12) Anti Matter Torpedo (torpedo)
-
- Tech requirements: Weap 11, Prop 12, Bio 21
- Cost at all tech 26: 1 I, 6 B, 1 G, 30 R.
- Mass: 8 kt
-
- Power: 60
- Range: 6
- Initiative: 0
- Accuracy: 85
-
- Note: this is a great item to transfer biotech with! Also look at the
- range of 6 and the mass of 8 kt.
-
- 5) Acknowledgements
-
- I would like to thank the following individuals for contributing to
- this FAQ and the Stars! game in general.
-
-
- Nathan Kronenfeld, Hughes (hughes@vnet.net), Daniel Chenault and
- Woodstock (Khrys@goldlyon.demon.co.uk) for posting their information
- on the Mystery Trader on the newsgroup.
-
- Richard Kurnadi and M (wrldsprt@execpc.com) for emailing me
- corrections on version 1.0.
-
- Jeff McBride and Jeff Johnson, the authors of Stars! and everyone
- who has contributed to the development of Stars! for a brilliant game.
-
- Russ Hersch for his brilliant piece on FAQs, posted regularly on
- 'news.announce.newusers' .
-
- -----------------------------------------------------
-
- Copyright (c)1996 by Rogier van Vugt, all rights reserved.
- This FAQ may be posted to any USENET newsgroup, on-line service, or
- BBS as long as it is posted in its entirety and includes this
- copyright statement.
- This FAQ may not be distributed for financial gain other than the
- distribution of the Stars! game by Jeff McBride and Jeff Johnson.
- This FAQ may not be included in commercial collections or compilations
- without express permission from the author.
- This FAQ may be included into the Stars! FAQ, if ever such a document
- is made.
-
- Rogier 'Konradius' van Vugt
-
-