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Software Vault: The Diamond Collection
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The Diamond Collection (Software Vault)(Digital Impact).ISO
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cdr19
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star2.zip
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STARCON2.TXT
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1995-04-05
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StarControl II: Notes of Conquest
I put this all together from notes I took while playing and from some
additional exploration afterwards. The Quasispace coordinates I had to
write down, and I can guarantee these planets are in order by distance
from Sol. I spent an hour measuring.
You can do what you like with this, but I recommend you make a printout.
It's kind of tough to exit to DOS just to look something up.
Alien Homeworlds: (In order by distance from Sol)
Ariloulaleelay = Left of Columbae on the 17th of every month
Chenjesu = Procyon
Mmrnmhrm = Procyon
Pkunk = Homeworld = Gamma Krueger
Clear Spindle = Gamma Krueger
Shofixti = Delta Gorno
Androsynth = Removed
Orz = House = Gamma Vulpeculae
Playground = Delta Vulpeculae
Taalo Device = Delta Vulpeculae
Spathi = Homeworld = Epsilon Gruis
HyperWave Caster = Moon after Spathi leave (Only if one on Arcturus
not taken)
VUX = Admiral ZEX = Alpha Cerenkou
Homeworld = Beta Luyten
VUX Creature = Delta Lyncis
Ilwrath = Alpha Tauri
Syreen = Betelgeuse
Yehat = Gamma Serpentis
Umgah = Homeworld = Beta Orionis
Dnyarri = Beta Orionis
Zot, Fok, Pik = Alpha Tucanae
Mycon = Homeworld = Epsilon Scorpii
Egg Fragment = Beta Brahe
Egg Fragment = Beta Copernicus
Thraddash = Homeworld = Delta Draconis
Aqua Helix = Zeta Draconis
Druuge = Homeworld = Zeta Persei
Rosy Sphere = Buy/Exchange
Sylandro = Beta Corvi
Burvixese = Dead = Homeworld = Arcturus
Burvix Caster = Planet 1 Moon
Supox = Beta Librae
Utwig = Homeworld = Beta Aquarii
Bomb = Zeta Hyades (Planet 6)
Urquan/Kohr-Ah = Syreen Penetrators = Epsilon Camelopardalis
Shipwrecked Dreadnought = Alpha Paronis (Planet 7)
Sa-Matra = Delta Crateris
Rainbow Worlds (In order by distance from Sol)
Zeta Sextantis
Gamma Kepler
Beta Pegasi
Epsilon Draconis
Gamma Reticuli
Epsilon Lipi
Alpha Andromedae
Beta Leporis
Gamma Aquarii
Groombridge
Here I have found the coordinates for each portal in Quasispace and the
coordinates in Hyperspace when you come out of each portal.
Believe me, it's much easier just to memorize the main portals you use.
This is just for the portals you don't use a lot and you don't want to have
to search for.
Quasispace Hyperspace
506.0 : 474.0 = 190.9 : 092.6
502.0 : 460.0 = 318.3 : 490.6
520.0 : 514.0 = 011.1 : 940.9
492.0 : 492.0 = 005.0 : 164.7
516.0 : 466.0 = 567.3 : 120.7
544.0 : 532.0 = 036.8 : 633.2
530.0 : 528.0 = 775.2 : 890.6
520.0 : 540.0 = 584.9 : 621.3
488.0 : 538.0 = 973.5 : 315.3
476.0 : 458.0 = 409.0 : 774.8
468.0 : 464.0 = 921.0 : 610.4
448.0 : 504.0 = 565.7 : 971.2
458.0 : 492.0 = 860.7 : 015.1
466.0 : 514.0 = 230.1 : 398.8
476.0 : 496.0 = 611.6 : 413.1
Separating "Melee" from Main Game
To separate the Melee from the main game, erase everything except all the
*.shp files, *.mle files, the *.cfg files, and setup.pkg. Also keep IP.pkg.
Alter Ship Hexes
Mycon Podship = Debug mycon.shp <ENTER>
e 1153 2a 2a 2a 2a <ENTER>
e 116b 2a 00 00 00 <ENTER>
w <ENTER>
q <ENTER>
The above makes the Mycon Podship have infinite energy. Since this ship is
capable of using energy to create additional crew, it becomes essentially
invincible. However, an unwary captain can accidentally fly the ship
through their own plasma blasts which will kill the ship before the player
can push the "Create Crew" button. Other than that, only the Utwig
Jugger can create a tie.
I hope this is what you were looking for. Have fun!