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{Errata}
This help file is a work in progress.
Parts of it are unfinished, parts of it may be inaccurate, & most enhancements
and probably not yet added. It will continue to change so check back here
occasionally. This file can also be downloaded as a file called UUHELP.ZIP.
If it is not available for download request it from your Sysop.
The format of the file UUHELP.HTD is rather self-explanitory, if anyone wishes
to create a better help script I will be happy to add it to the package.
{TOP}
Read: ~Errata~
Select Area of Interest
~History of the Federation~
~Getting Started~
~Commands~
~The Command Parser~
~Information Screens~
~The Universe~
~Hints and Tips~
~Credits~
{History of the Federation}
The History of the Federation
=============================
~Narrative~
~Object of the Game~
{Narrative}
The Story of The Taakian Empire...
==================================
Welcome gentle reader.. If you are reading this, then you have
already proven yourself worthy to strive for the ultimate goal. But first
let us explore history, for history is about to play a role that you
CANNOT believe......
There was once an empire of incomparable power. The empires of
today would tremble at the sight of it. It was called the Taakian Empire.
It was old, and existed so long ago that Earth wasn't even born while they
had already reached their peak. Their doctors found cures to every sickness,
their scientists discovered things that we don't have an inkling of. And
of course, their astronaunts created a space empire. This empire spread
to places that we have yet to explore, and places where we would never be
able to find.
~<<<More Narrative>>>~
{<<<More Narrative>>>}
At the peak of the empire, scientists began experimenting with
the stuff of the universe, the basic matter that everything was made
of. They even went so far as to create Machines that could alter the
universe's basic shape and laws. One of these objects worked to tie
them together, called the Taakian Ultimate Unifier. Then something
mysterous happened... The Empire was torn apart. Savage wars spread across
planets, into the seas, and even into space. The destruction was widespread,
and final. The Taakian empire was reduced to handful of artifacts. These
artifacts, controlled by very adaptable artifical intelligence machines,
wander the universe trading and learning. Many years ago an artifact believed
to be the Ultimate Unifier was discovered. Unable to move or control it the
Federation was able to place a homing device on it. Some say that it still
works just waiting for someone to give it its final instructions...
Now the human race has spread across the galaxy exploring and creating
links between each other. The Federation has met and learned from many races,
achieving peace or atleast agreements with most of them. Then Federation
Expolorers met the Cabal. The Cabal immediately poured enourmous amounts of
war resources into Federation space, establishing warfronts deep into
Federation sectors. Thus began a terrible war. Cabal drones, unmanned and
vicously programmed instuments of destruction storm around the universe
destroying all in their path.
{Object of the Game}
First officers log - Starship Hasta-Lavista
Federation Command has just ordered us out. They seem to have found an
ancient artifact and a old Shortwave transmitter that keeps sending out a
single telling of the Taakian Empire. Federation scientists think that this
artifact may be able to be reprogrammed to serve us. They say that they are
close to cracking the riddle of this artifact. They are now searching for other
discovered Taakian atrifacts, amoung them the Watcher, the Destroyer and the
Wanderer, in the hope that they will contain further hints.
The transmitter message itself is intresting. It hints that the Unifier
itself has been split into parts and sequestered around the universe.
From what the science officer has read, he tells me that we would
need three different artifacts, and then be able to stay in the same
sector of the "Unifier" for three days. The Unifier moves every day, so we
would have to take caution..
If I could do this, I would be the master of the universe.. The
captain would pay for his acension to Captain, when I should have been
the one. We will be searching for a way to control this "Unifier". I
will be there waiting for my chance..
{Getting Started}
Getting Started
===============
~First Steps~
~Lottery~
~Your Debts~
{First Steps}
First Steps
===========
When you enter Ultimate Universe, after the login screen it
will request a name for your ship. You may name your ship whatever you
want, keeping in mind the first letter of each word will be in caps.
The next time you log on, it will return you to this ship unless you
were destroyed. After you play the lottery (Which will appear every
new day, and costs 100 credits, worth each one) you will see your main
command prompt. Hit ? for a quick list of commands, and try to familarize
yourself with them. HIt I to see your ship's inventory. Hit C to access the
ship computers. You can wander around federation territory. Thats about it
to get started, go and find yourself a quick and simple trade route and
make some money! (Who wouldn't want to make money?) The game is based
on trade wars so trading is simple and easy to learn. Good luck!
{Lottery}
The Lottery
===========
The Lottery is a simple game really. Every day when you logon
there will be a prompt asking you if you wish to play the lottery.
Each ticket is 100 credits. It'll ask for 7 digits. Then there will
be a random drawing, and depending on how many numbers match you get
a prize. The prizes follow:
1 number matched: nothing.
2 numbers matched: nothing.
3 numbers matched: 100 attack drones.
4 numbers matched: 5,000 credits and 15 extra turns
5 numbers matched: 50,000 credits, and another lottery ticket
6 numbers matched: 5,000,000 credits
7 numbers matched: 50,000,000 credits and another device bay
{Your Debts}
Your Debts
==========
A starship isn't cheap you know. And every time a new starship
comes out, the Federation pays. You didn't get this ship for free.
The Federation, depending on how bad the war is going, will give you a ship
and put it on your tab. But you have a certain amount of days to pay
back this money, and if you don't, you get charged fines every day
afterwards.. You can pay it off in sector 10, where there is a Federation
Legal Department.
Similar debts can be accumilated if you break a law, say dropping
Attack Drones in a Federation sector or reporting false Cabal locations.
You CANNOT dock in Federation ports till these debts are paid off.
{Commands}
~A - Attack Ships in Sector~
~B - Sort Device Bays ~
~C - The Computer ~
~D - Drop Mines in Sector ~
~F - Drop Attack Drones ~
~G - Use Genesis Device ~
~I - Inventory Ship ~
~J - Launch Planetary Probe~
~L - Land on a Planet ~
~M - Move to a Sector ~
~P - Dock at a Port ~
~Q - Quit Program ~
~R - Redisplay Sector ~
~S - Scan Connected Sectors~
~T - Team Menu ~
~U - Use Device by Bay # ~
~V - Use Device by device #~
~W - Warp Devices ~
~Z - Use Teleport Satellite~
{J - Launch Planetary Probe}
J - Launch Planetary Probe
Launch a probe to surface of planet in attempts to view
it.
{A - Attack Ships in Sector}
A - Attack Ship
Use this command to attack another ship in your area.
If you are in federation space, you may not be able to
attack without attacking the drones also. IF the other
ship is brand new, and still has debts, the debt goes
to YOU.
{B - Sort Device Bays }
B - Sort Device Bays
Use this to sort your devices by value in your device bays.
{C - The Computer }
C - Use Computer
Use this to call up the onboard computer. These are the
computer's commands:
A - Rename Your Ship (self explanitory)
C - Toggle color on/off (self explanitory)
D - Display Players Rank (scoreboard)
E - Export Ship to another Galaxy (download for another bbs)
I - information (online help)
L - List The Lords of Creation (list of prev. winners)
N - Read Galactic Newspaper (daily newspaper)
R - Sub Space Radio (Radio messages)
S - Sector Lister (show info on sectors)
T - Transmit Sub Space Radio Messages (send messages to others)
Q - Quit Computer (end computer session)
V - View Location of Taakian Ultimate Unifier
{D - Drop Mines in Sector }
D - Drop/reprogram Sector Mines
Drop Sector mines into the sector you are in.
These are the commands you get when you drop mines:
1 - Protect against all but (your ship name)
This will set all the mines to attack anybody
that enters your sector except you.
2 - Attack everyone but (your teammates)
Attacks all ships. Even yours. Unless you belong
to a team then that team is protected also.
3 - Protect against Cabal only
Attacks every ship except Cabal.
~Drop Mines Continued~
{Drop Mines Continued}
4 - Protect against Federation only
Attacks every ship except Federation ships.
5 - Off
Turn your mines off.
6 - Protect against warping
Attack any ship that warps into this sector.
T - Take all
Take all the mines back onto your ship.
Q - Quit Sector Mine Computer
Go back to main command prompt.
{F - Drop Attack Drones }
F - Drop/reprogram Attack drones
This will do the same as the sector mine commands
with the exception of #6 which will turn the fighters
loose to wander around and attack anybody.
{G - Use Genesis Device }
G - Use Genesis Device
Create a planet in the present sector. However
there cannot be more than on planet in any sector.
If used correctly, planets can make the game much easier
to play. (Also See ~Creating Planets~)
{L - Land on a planet }
L - Land on planet
Land on a planet. If the planet is owned by you, then
you will land on the planet. If it is owned by someone
else then you will be asked if you wish to force a landing.
If you choose to force a landing then the planet's defenses
will engage with your attack drones and fighting will proceed.
If you do not force a landing then you will go back to the
main command prompt. Independent Planets are taken over
at once.
{M - Move to a sector }
M - Move to connecting sector
Move your ship to a sector that is attached to the one
you are currently in. Note, there are some sectors that
can NEVER be reached from a normal sector. Also, this
mode of movement can be slow. Thus the Warp Devices..
{P - Dock at a port }
P - Dock at a port
With this WONDERFUL command it allows you to dock at
any port, UNLESS you've incurred fines. You may trade,
sell, buy, just about anything depending on the port.
Also see ~Ports in General~, ~First Ten Sectors~
{Q - Quit Program }
Q - Quit Program
Guess... Quit from Ultimate universe and return to the
present.
{R - Redisplay sector }
R - Redisplay Sector
Redisplay the sector's info..
{T - Team menu }
T - Team menu
This will allow you to: Create, Join, Rename, Leave
or find your teammates.
{U - Use Device by Bay # }
U - Use Device by Bay #
Use this command to activate a device in a particular
device bay on your ship. If you just type in U you will
see the list of available devices and the cooresponding
bay number they are in. You can then enter the bay number
and that particular device will be used. If the device
as an asterisk "*" next to it then it can actively be used.
If there is no asterisk "*" next to the device then the
device is passive and works constantly by itself.
If you know the bay number with the device you want to use
then you can just do a combined command of U;4 lets say
to use the device in bay 4 and you will not be shown the
different devices in your bays.
If U# is used the device numbers will be shown in the bays
listing.
{V - Use Device by Device #}
V - Use Device by Device #
Use this to activate devices in your bays. Most of the
time devices will be automatic. Those that have a * next
to them must be used. This command will use a device
by the specific device number catalogued in the Device
Purchase system of each port. To view the number of each
device you can use the command: U# and the numbers in
light magenta are the number for the device.
{W - Warp Devices }
W - Warp Devices
Activate one of three warp devices. The first warp, the
plasma warp, allows you to edit any the warp links in
the sector to whatever sector you want.
The second warp, the Gate Warp, makes a one way warp to
the sector of your choosing.
The third warp is a one time warp to any sector you choose.
Note, some sectors have warp shielding, which will prevent
you from warping in and deflect you to a random sector.
{Z - Use Teleport Satellite}
Z - Use Teleport Satellite
Allows you to use a Teleport Satellite if there is one.
{The Command Parser}
┌────────────────────────────────────────────────────────────────────────────┐
│ Rules of the Command Parser │
│ │
│ For the most part the command parser only looks at the 1st letter input. │
│ Thus answering 'Yes', 'Yup', or 'You bet' is the same as answering 'Y'. │
│ A few commands such as 'I' & 'S' look at the 2nd & 3rd characters. │
│ │
│ Multiple commands can be combined using the ';'. For example: M;4;P │
│ │
│ Ending a line with a '\' saves the line as a ~Macro~ │
│ │
│ Control-N replays the macro. │
│ In the example from above, Control-N would move you to 4. │
│ │
│ Control-O displays the current macro. │
│ │
└────────────────────────────────────────────────────────────────────────────┘
{Information Screens}
Your Inventory Screen
=====================
~Necessary Supplies~
~Trading Supplies~
~Forward Bay Devices~
{Forward Bay Devices}
Okay. You're looking at your info screen. Its simple.
Plasma Warps, Gate Warps and Flash Warps are explained
in ~W - Warp Devices ~
Sector mines are explained in ~D - Drop Mines in Sector ~
Genesis Devices allow you to create planets.
Planetary Probes allow you to see a planet without landing.
{Trading Supplies}
Simple. The screen will list how much you have of each
type of item. The lower down you get the more valuable the
item.
{Necessary Supplies}
Minutes - Shows how many minutes you have in your session.
Drones - How many attack drones you have available.
Credits - You'd BETTER know to watch this carefully!
Truns - If its blinking red, prepare to end your session soon.
Cloaking - The more cloaking you have, the better the
chance of someone not seeing you.
Anticloaking - If you have more Anticloak than the object with
cloaking, you can see that object.
{The Universe}
~The Cabal And The Federation~
~First Ten Sectors~
~Ports in General~
~Wandering Ports~
~Devices~
{First Ten Sectors}
First Ten Sectors
=================
~Sector 1 ~
~Sector 2 ~
~Sector 3 ~
~Sector 4 ~
~Sector 5 ~
~Sector 6 ~
~Sector 7 ~
~Sector 8 ~
~Sector 9 ~
~Sector 10~
{Sector 1 }
FIRST SECTOR:
This is the home sector of the port ~SOL~ and the planet EARTH.
This is where the Federation is based and where you purchase ship
supplies to ready your ship for battle.
{SOL}
SOL: This is the port in sector 1. From this port you can
purchase your ship's main stores. These stores include:
Turns, Holds, Attack Drones, Sector Mines, Genesis Devices,
Planetary Probes, Cloaking Energy, Anticloaking Energy,
Plasma Warp Devices, Gate Warp Devices, and Flash Warp Devices.
More about these later. There is a sale going on during
the first few days that you start the game. The first day
you get a 75% sale and all prices except turns are lowered
by 75%. The second day you get 66% off. The third day
you get 50% off, etc.
This is a list of what the items on SOL are:
Turns Some actions require turns, when out of turns you can not
perform these functions.
Holds (These are what you use to cart around product from
one port to another or to and from planets, SEE
PORT INFORMATION LATER)
Attack Drones (These are your fighters)
~<<<More About Sol>>>~
{<<<More About Sol>>>}
Sector Mines (These are mines that you can lay in sectors
or on planets)
Genesis Device (These are what you use to create planets)
Planetary probes (These are what you use to find out what
planets have on them)
Cloaking Energy (This is used to make your ship or planet
invisible to anything that has less
Anticloaking Energy)
Anticloaking Energy (This is used to reveal invisible ships or
planets that have less Cloaking Energy)
Plasma Warp Device (These are used to "shape" the Universe and
can be used to alter sector links)
~<<<Sol continued>>>~
{<<<Sol continued>>>}
Gate Warp Device (Same as above except in one direction only)
Flash Warp Device (You can use these to "pop" from one sector
to another, see DEVICE USE for restrictions)
You may purchase as many of the items as you have credits
for. The amount of each you can afford will be displayed along
with the amount you have on your ship already. The only exception
to this rule is restrictions to certain amounts based on
how much your ship can physically carry.
{Sector 2 }
SECTOR 2:
This is where you find the gambling port, generally called MARS
unless another management has taken control of the port and changed the
name. At this port you can play your favorite game or choose between
the ones available: Blackjack, Coin Toss, Lotto, Roulette (not to be
confused with Russian Roulette found in the sector 4 port, THE DARK).
There will be a house betting limit and you can not exceed that limit
for each bet that you place. If you "Break The Bank" you will then
take control of the port and be able to set the house limit, the amount
of credits in the house coffer, or even change the name of the port as
discussed earlier.
{Sector 3 }
SECTOR 3:
This is the site of the 1st Federation Bank of Terra. Here you can
use the bank to store your excess credits or build multi-day
accounts into fortunes. You can either open a standard account for a
5% daily interest level or you can open a multi-day account that has
the percentage interest of the amount of days to maturity (i.e. 1 day
= 1%, 5 days = 5% 10 days = 10% etc). You can also take credits out of
your accounts from this port.
{Sector 4 }
SECTOR 4:
This is where THE DARK is. The first thing available here is the
ability to purchase spy information. This is data collected by THE
DARK spy network by sending out spy ships each day to report back with
information about: ships, planets, attack drones, sector mines, and
other miscellaneous data that is scattered about the Universe. The
second thing available is the ability to buy information suppression
which is more or less a bribe to the port to stop allowing others to
purchase information on a subject. The third thing available is where
you report any Cabal position that you know about. This does two things
for you: 1. gives you credits based on the amount of Cabal attack
drones located in the sector reported, 2. subtracts from your fines
which you incur during the game. The fourth thing you can do at this
port is play ~Russian Roulette~.
{Russian Roulette}
Russian Roulette can be quite addicting but beware! It can be fatal also.
When you play Russian Roulette you are betting your ship against the forces
of fate or luck, depending on your viewpoint. When you decide to play Russian
Roulette explosives are attached to your ship. You then are asked to push
buttons from 1 to 6.
You can push anywhere from 1 to 5 buttons, or 0 if you chicken out.
When you push 1 button you will receive double the amount of these
items: Attack Drones, Cargo Holds, Sector Mines, Cloaking Energy,
Anticloaking Energy, Plasma Warps, Gate Warps, Flash Warps, Genesis
Devices. Pushing a second button you receive twice that amount, and so
on up till the 5th button, where you will have wound up with 12 times
your original ship's supplies and you will receive a device called: The
Universal Dislocation Device. This is the only place in the Universe
you can obtain this device. This device is used to find sectors that
have no "Links" to the rest of the Universe. Any Sectors that do not
link to the Universe at any given time the device is used will be
reported.
{Sector 5 }
SECTOR 5:
This is where the GALACTIC TEAMSTERS port can be found. This port
can do several things for you. The first thing is transport your ship
to any sector in the known Universe. The next thing is an explanation
of a Warp Shield Transporter as follows:
This Deluxe Cargo Carrier can hold up to 5000 Warp Shield
Devices AND 5000 Warp Shield Nullifiers.
This allows bulk transport and use for creating or nullifying
LARGE Shields. Includes, free, 1 Warp Shield Device and Nullifier.
Warp Shields can be used to stop Plasma warping or Flash warping
into a sector. The strength of the shielding can be increased in a sector
to increase its ability to thwart warping by adding more Warp Shield Devices.
Of course there are Nullifiers to take down this shielding and Wedges
(see WARP SHIELD WEDGE DEVICE later) to also get around this shielding.
{Sector 6 }
SECTOR 6:
This is the home sector for the TECH MAGIC, INC. port, where you can
buy all sorts of handy devices for your ship. Here is the information
about this port:
The Finest Hardware and Software in the Known Universe!
Commands
========
B - Buy Item
D - Select Department
L - List Items in Department
S - Sell Item
Items are purchased for half price.
Used items are worth even less.
X - Explain about device
Q - Leave Port
See device lists for explaination of devices..
{Sector 7 }
SECTOR 7:
---------
A rather interesting port can be found here. This port is called:
THE FLEA MARKET. Various rules apply here as follows:
Commands
========
V. View Sales Area (To see what is for sale)
B. Buy Sale Item (Purchase an item on sale by ticket #)
~P. Put Item Up for sale~
I. Inventory Ship (View the devices currently on your ship)
Q. Leave Port (Self explanitory)
{P. Put Item Up for sale}
Here is the information on the command P from above:
Items are sold on a commision basis only
A 5% fee will be charged at the time of sale
If unsold after 10 days, the price will be reduced at a rate of 10% per day.
If unsold after 20 days the item will be donated to the Federation's New
for the Foolhardy project.
Payment will be made the following day through the 1st Bank of Terra in
~Sector 3 ~.
Then you will be asked to choose one of the below selections:
1 - Attack Drones
2 - Holds
3 - Turns
4 - Sector Mines
5 - Genesis Device
6 - Cloaking Energy
7 - Anticloaking Energy
~Put Item Up for sale continued~
{Put Item Up for sale continued}
8 - Plasma Warp Devices
9 - Gate Warp Device
10 - Flash Warp Device
11 - Specialty Devices
You will be asked how many of the particular item you wish to sell
and what price you wish to sell them at. You can choose any price you
wish. If you choose number 11 above you will be asked for which Bay
you want to sell from and you may enter the number of the Bay the device
you wish to sell is in. Items may also wind up here after a ship explodes
while Playing ~Russian Roulette~ in ~Sector 4 ~, THE DARK.
Note: This is also the only other place besides PORT 4, THE DARK, that
you may aquire the Universal dislocation device (described above).
The only way it winds up here is if someone who had one dies
while playing Russian Roulette or places it here for sale.
{Sector 8 }
SECTOR 8:
The name of the port here is: ALIEN DEVICES LTD.. This is like
the port found in sector 6. Here is the information on this port:
If You Can't Find It Out There - Have a Look in Here! We Have Non
Standard, Non Sanctioned, and Unique Devices. No Guarantees or Refunds.
Commands
========
B - Buy Item
D - Select Department
L - List Items in Department
S - Sell Item
Items are purchased for half price.
Used items are worth even less.
X - Explain about device
Q - Leave Port
See the device lists.
{Sector 9 }
SECTOR 9:
This is the sector that you can find the port called: PROTECTION, INC..
Where you can bed for the night if you so desire for 100 credits in order
to be protected from hostile forces in the Universe. A place That makes
sure you will be alive upon the start of the next day!
However as you gain in size and power the price of Protection grows.
{Sector 10}
SECTOR 10:
This is the sector that holds the port called: FEDERATION LEGAL
DEPARTMENT. This is where you go to pay your incurred fines and see if
you have any fines. These fines are gotten by various means like
not reporting Cabal to the Federation Cabal reporting station found
in sector 4 THE DARK, or by attacking or destroying Federation property
such as: mines, attack drones, planets, etc.. You will not be able
to dock at any Federation owned port (sectors 1 to 9) while you have
outstanding fines.
Also at this port is where you play the ~QUANTUM CREDITS~ game.
{QUANTUM CREDITS}
Quantum Credits is similar to a mega-bucks type game, where the money you
spend for the ticket is added to the jackpot. The jackpot increases until
someone wins the pot and takes all the jackpot. The credits you win are
installed into bank accounts in sector 2 at the 1st Federation Bank of
Terra. Here are the rules:
1. You plunk down 100,000 credits.
2. You pick a 5 digit number.
3. If your number matches the Jackpot Number you win the Jackpot.
Proceeds go to help the Federation battle the Cabal.
Sounds easy huh? Go ahead and play, you could be rich!
{Ports in General}
That's all the Federation owned ports which can be found from
Sectors 1 to 10. The rest of the Universe is scattered with privately
owned ports which trade in items either buying or selling, and at
different rates and costs for each item. You can make credits by purchasing
an item at one port and then transporting it to another port that is
buying that item for more than you paid for it. Here is a typical port:
Tylermade
Type Action Amount Rate In Holds
=========== ========= ========= ===== ========
Ore Buying 20367614 5.13 0
Organics Buying 3737746 8.00 0
Equipment Buying 24343789 14.34 250
Power Selling 23089982 16.00 0
Water Buying 10700099 27.31 0
~Ports continued~
{Ports continued}
When you look at the sector with a scan you will be alerted as to
what type of product is being sold, or if none or all are being sold.
When you Dock on the port by choosing P (discussed later) you will get
a reading like the one above. By looking at the information on the
screen you can see that this port is selling Power and buying all
other products. You have in your holds 250 units of Equipment which it
will buy at a rate of 14.34 per unit. You will be asked if you want to
sell that item and how much you wish to sell. Sell all, some or none
of it depending on whether you like the amount of credits they will
give you (which they will supply for final negotiations). Then the
port will ask you if you would like to buy some of their Power.
They will only ask you to buy the maximum you can either carry or
afford. Again you may buy all, some or none.
Here is another typical port:
~<Ports continued>~
{<Ports continued>}
Quantum Mechanics
Type Action Amount Rate In Holds
=========== ========= ========= ===== ========
Ore Buying 20367614 5.03 0
Organics Buying 3737746 8.00 0
Equipment Buying 24343789 13.00 0
Power Buying 23089982 23.51 250
Water Selling 10700099 20.00 0
Let's say at the last port you sold all you Equipment and bought
250 units of Power at a rate of 16.00. When you dock at this port they
will offer you 23.51 per unit, if you choose to sell here you will make
a total of 3.51 per unit of Power sold. Then you are asked if you
would like to buy some Water at a rate of 20.00. If you choose to buy
Water here, then return to the port called Tylermade you could then
sell it to them for a profit of 7.31 per unit of Water in your holds.
By trading back and forth from one port to another you can clear a
massive profit, but watch the rates, because they will change as you
trade due to supply and demand. The amount column shows how many units
of each product the port is willing to trade in.
~<<Ports continued>>~
{<<Ports continued>>}
When the amount reaches 0 then they will no longer trade in that product.
The port will eventually adjust its supply and demand over several days to new
amounts and rates. Obviously the more holds you have, the more product
you can carry from one port to another. The holds can be bought in ~Sector 1 ~
at ~SOL~ or won in ~Sector 4 ~ at THE DARK, by playing ~Russian Roulette~,
or purchased at the FLEA MARKET in ~Sector 7 ~.
There is one more port in the Universe not previously mentioned:
~Wandering Ports~
{The Cabal And The Federation}
Both the Cabal and The Federation will have mines and drones
in their key sectors. You will often find that there are
long swathes of mines in connected sectors. (What I mean
is that if you find Cabal mines in one sector, one or two
of the connected sectors will also have mines.)
The Federation keeps large groups of mines and fighters in the
first 10 sectors. Cabal scatters them.
Players are also able to drop mines and fighters. However, if
you attempt to do this in a Federation sector, you'll have to
fight first.
{Devices}
Device Lists by Department
==========================
~Port 6, Dept 1: Travel Devices ~ ~Port 8, Dept 1: Travel Devices ~
~Port 6, Dept 2: Defense Devices~ ~Port 8, Dept 2: Defense Devices~
~Port 6, Dept 3: Sensor Devices ~ ~Port 8, Dept 3: Sensor Devices ~
~Port 6, Dept 4: Weapons Devices~ ~Port 8, Dept 4: Weapons Devices~
~Port 6, Dept 5: Packs ~ ~Port 8, Dept 5: Packs ~
~Port 6, Dept 6: Specialty Items~ ~Port 8, Dept 6: Specialty Items~
{Port 6, Dept 1: Travel Devices }
Port 6, DEPT 1: TRAVEL DEVICES:
------------------------------------------------------------------------
~Speed Dock (3)~
~Speed Landing (4)~
~Autopilot Deselector (10)~
~Autopilot Trouble Monitor (11)~
~Initializing Flash Warp (15)~
~Initializing Flash Warp PGM (16)~
~Initializing Flash Warp EQ (17)~
~Initializing Flash Warp EQ PGM (18)~
~ATM (25)~
~Nearby Port Locator (30)~
~Nearby Port Locator Deluxe (31)~
~Cul-De-Sac Locator (33)~
~O.R.M. Drive (35)~
~O.R.M. Auto Pilot (36)~
~Auto Pilot [10] (37)~
~Auto Pilot [20] (38)~
~Programmable Emergency Warp (39)~
~Random Emergency Warp Device (40)~
{Speed Dock (3)}
DEVICE #3 Speed Dock
This device gives your ship priority status over local vessels
when docking at a port. Thus docking does not take a turn.
{Speed Landing (4)}
DEVICE #4 Speed Landing
This device gives your ship priority status over local vessels
when landing on a planet. Thus landing does not consume a turn.
{Autopilot Deselector (10)}
DEVICE #10 Autopilot Sector Deselector
This device allows you to tell the computer to ignore certain sectors, in
computations for probes and autopilot devices.
You can set up to 5 sectors. This device can not be used cumulatively.
{Autopilot Trouble Monitor (11)}
DEVICE #11 Autopilot Trouble Monitor
This device allows you to tell the computer to ignore certain
sectors, in computations for probes and autopilot devices. You can set
up to 2 sectors. These sectors are retained until changed. Do you
have a lot of sectors you need to avoid? Buy multiple devices.
{Initializing Flash Warp (15)}
DEVICE #15 Initializing Flash Warp
An extremely useful device: Upon Starting the day your Ship will
Flash Warp to a random sector, BEFORE anything in your starting sector
can damage your ship.
{Initializing Flash Warp PGM (16)}
DEVICE #16 Initilizing Flash Warp PGM
Upon Starting the day your Ship will Flash Warp to a sector you've
previously programmed, BEFORE anything in your starting sector can
damage your ship.
{Initializing Flash Warp EQ (17)}
DEVICE #17 Initializing Flash Warp EQ
Upon Starting the day your Ship will Flash Warp to the last sector
you were in, if it is not the sector you are now in, BEFORE anything in
your starting sector can damage your ship.
{Initializing Flash Warp EQ PGM (18)}
DEVICE #18 Initializing Flash Warp EQ PGM
Upon Starting the day your Ship will Flash Warp to the previously
selected sector, if you are not in last sector you where in, BEFORE
anything in your starting sector can damage your ship.
{ATM (25)}
DEVICE #25 ATM
Electronic Banking allows you access to banked funds from anywhere
in the universe.
{Nearby Port Locator (30)}
DEVICE #30 Nearby Port Locator
This device displays any ports within 2 sectors around you.
{Nearby Port Locator Deluxe (31)}
DEVICE #31 Nearby Port Locator Deluxe
Like the standard version, this device displays any ports within 2
sectors. However this deluxe edition also endeavors to determine the
type of port located.
{Cul-De-Sac Locator (33)}
DEVICE #33 Cul-De-Sac Locator
This probe attempts to locate sectors with only one warp link.
{O.R.M. Drive (35)}
DEVICE #35 O.R.M. Drive
Before there was Nspace....
Before there was Hyperspace....
....there was Ordinally Redirected Movement.
This piece of pre-Aciddien science, actually works!
A must for the serious history buff.
{O.R.M. Auto Pilot (36)}
DEVICE #36 O.R.M. Auto Pilot
Before there was Nspace....
Before there was Hyperspace....
....there was Ordinally Redirected Movement.
Pre-Aciddien science at it's best.
A must for the serious history buff.
{Auto Pilot [10] (37)}
DEVICE #37 Auto Pilot [10]
Automatically finds the shortest path to any sector and then takes you
there. Up to 10 sectors away.
{Auto Pilot [20] (38)}
DEVICE #38 Auto Pilot [20]
Automatically finds the shortest path to any sector and then takes you
there. Up to 20 sectors away.
{Programmable Emergency Warp (39)}
DEVICE #39 Programmable Emergency Warp
No longer do you have to trust the fates when your ship is
almost destroyed. The new Programable Emergency Warp Device allows you
to set your destination before trouble starts....
{Random Emergency Warp Device (40)}
DEVICE #40 Random Emergency Warp Device
This device warps your ship out of the sector if your ship is
about to be destroyed.
{Port 6, Dept 2: Defense Devices}
Port 6, DEPT 2: DEFENSE DEVICES:
------------------------------------------------------------------------
~Sector Mine Deflector [5] (41)~
~Sector Mine Deflector [10] (42)~
~Sector Mine Deflector [20] (43)~
~Sector Mine Deflector [25] (44)~
~Sector Mine Deflector [50] (45)~
~Sector Mine Deflector [100] (46)~
~Photon Weapons Shield [5000] (50)~
~Photon Weapons Shield [10000] (51)~
~Photon Weapons Shield [20000] (52)~
~Device Bay Platform (54)~
~Device Bay Platform Missiles (55)~
~Suicide Bomb Shielding [10%] (57)~
~Suicide Bomb Shielding [25%] (58)~
~Teleport Cloaking Shuttle (60)~
~Cloaking Enhancer [2X] (61)~
~Spy Ward (65)~
~Auto Pilot Safety Stop (70)~
~Repair Drone (75)~
{Sector Mine Deflector [5] (41)}
DEVICE 41: Sector Mine Deflector [5]
When entering a sector with hostile sector mines this deflector
will detonate up to 5 sector mines before they can damage your ship.
{Sector Mine Deflector [10] (42)}
DEVICE 42: Sector Mince Deflector [10]
When entering a sector with hostile sector mines this deflector
will detonate up to 10 sector mines before they can damage your ship.
{Sector Mine Deflector [20] (43)}
DEVICE 43: Sector Mine Deflector [20]
When entering a sector with hostile sector mines this deflector
will detonate up to 20 sector mines before they can damage your ship.
{Sector Mine Deflector [25] (44)}
DEVICE 44: Sector Mine Deflector [25]
When entering a sector with hostile sector mines this deflector
will detonate up to 25 sector mines before they can damage your ship.
{Sector Mine Deflector [50] (45)}
DEVICE 45: Sector Mine Deflector [50]
When entering a sector with hostile sector mines this deflector
will detonate up to 50 sector mines before they can damage your ship.
{Sector Mine Deflector [100] (46)}
DEVICE 46: Sector Mine Deflector [100]
When entering a sector with hostile sector mines this deflector
will detonate up to 100 sector mines before they can damage your ship.
{Photon Weapons Shield [5000] (50)}
DEVICE 50: Photon Weapons Shield [5000]
Laser class shielding.
Can protect up to 5000 MUs of damage.
{Photon Weapons Shield [10000] (51)}
DEVICE 51: Photon Weapons Shield [10000]
Maser Class shielding.
Can protect up to 10000 MUs of damage.
{Photon Weapons Shield [20000] (52)}
DEVICE 52: Photon Weapons Shield [20000]
Heavy Particle Beam Class shielding.
Can protect up to 20000 MUs of damage.
{Device Bay Platform (54)}
DEVICE 54: Device Bay Platform
Protect an area with this Platform. Any ship entering the
sector will trigger the Platform to fire it's missiles at the ship,
potentially damaging it's devices and bays. Best yet the Platform does
not set off a Safety Stops alarms.
{Device Bay Platform Missiles (55)}
DEVICE #55 Device Bay Platform Missiles
Missiles for the Platform to fire. Platform can contain up to
10000 missiles.
{Suicide Bomb Shielding [10%] (57)}
DEVICE #57 Suicide Bomb Shielding [10%]
Future device not sold yet.
{Suicide Bomb Shielding [25%] (58)}
DEVICE #58 Suicide Bomb Shielding [25%]
Future device not sold yet.
{Teleport Cloaking Shuttle (60)}
DEVICE #60 Teleport Cloaking Shuttle
This Shuttle transfers cloaking energy from your ship to a
teleport satellite.
{Cloaking Enhancer [2X] (61)}
DEVICE #61 Cloaking Enhancer [2X]
This extremely useful device doubles the effectiveness of your
cloaking device.
{Spy Ward (65)}
DEVICE #65 Spy Ward
Spy Wards spread an energy web that confuses Spy Probes. Very
useful for those on the run. Be warned though that Spy Drive Engines
often do irrepairable damage to the Wards, and thus they rarely work
twice.
{Auto Pilot Safety Stop (70)}
DEVICE #70 Auto Pilot Safety Stop
A must for the active traveller. This device interupts your
autopilot just before it would thrust you into danger.
{Repair Drone (75)}
DEVICE #75 Repair Drone
All the Materials, Equipment and Labor needed to fix a damaged
device bay all wrapped up in one tidy package.
{Port 6, Dept 3: Sensor Devices }
Port 6, DEPT 3: SENSOR DEVICES:
------------------------------------------------------------------------
~Sector Beacon (81)~ ~Sector Beacon Deluxe (82)~
~Ship Identifier (83)~ ~Ship to Ship Sensors (85)~
~Device Chameleon (86)~ ~Device Chameleon Deluxe (87)~
~Device Bay Platform Detector (88)~ ~Device Bay Platform Identifier (89)~
~O.R.M. Probe (90)~ ~Anticloaking Enhancer [2X] (91)~
~Sector Path Finder [10] (93)~ ~Sector Path Finder [20] (94)~
~Planet Identifier (95)~ ~Attack Drone Identifier (96)~
~Attack Drone Program Sensor (97)~ ~Mine Identifier (98)~
~Mine Program Sensor (99)~ ~Sol Finder (100)~
~Phantom Warp Viewer (101)~ ~Gate Warp Detector (102)~
~Sector Path Finder Reporter (104)~ ~O.R.M. Viewer (111)~
{Sector Beacon (81)}
DEVICE #81 Sector Beacon
This beacon can be hidden in any sector and will then always
display data about that sector no matter how well protected it is,
unless dampered.
{Sector Beacon Deluxe (82)}
DEVICE #82 Sector Beacon Deluxe
This deluxe version of our popular Sector Beacon allows a
complete scan of the sectors surrounding the Sector Beacon.
{Ship Identifier (83)}
DEVICE #83 Ship Identifier
This displays the attack drones another Vessel has.
{Ship to Ship Sensors (85)}
DEVICE #85 Ship to Ship Sensors
This huge device gives a detailed inventory of an enemy ship.
{Device Chameleon (86)}
DEVICE #86 Device Chameleon
This Device can appear as any device you wish, when probed by
Ship to Ship sensors.
{Device Chameleon Deluxe (87)}
DEVICE #87 Device Chameleon Deluxe
This Device can mask itself and the device after it as any
device you wish, when probed by Ship to Ship sensors.
{Device Bay Platform Detector (88)}
DEVICE #88 Device Bay Platform Detector
Be able to detect Device Bay Missile Platforms
{Device Bay Platform Identifier (89)}
DEVICE #89 Device Bay Platform Identifier
Shows how many Missiles a Device Bay Missile Platform contains.
{O.R.M. Probe (90)}
DEVICE #90 O.R.M. Probe
Before there was Nspace....
Before there was Hyperspace....
....there was Ordinally Redirected Movement.
This piece of pre-Aciddien science can actually be quite useful
as an alternate searching device. Also must for the serious history
buff.
{Anticloaking Enhancer [2X] (91)}
DEVICE #91 Anticloaking Enhancer [2X]
This wonderful device doubles the sensitivity of your
anticloaking sensors.
{Sector Path Finder [10] (93)}
DEVICE #93 Sector Path Finder [10]
Displays Shortest Path to any Sector up to 10 sectors away.
{Sector Path Finder [20] (94)}
DEVICE #94 Sector Path Finder [20]
Displays Shortest Path to any Sector up to 20 sectors away.
{Planet Identifier (95)}
DEVICE #95 Planet Identifier
This standard sensor reveals planets' owners.
{Attack Drone Identifier (96)}
DEVICE #96 Attack Drone Identifier
This sensor reveals who owns attack drone packs.
{Attack Drone Program Sensor (97)}
DEVICE #97 Attack Drone Program Sensor
This sensor reveals a attack drone pack's programing.
{Mine Identifier (98)}
DEVICE #98 Mine Identifier
This sensor reveals who owns the mines in a sector.
{Mine Program Sensor (99)}
DEVICE #99 Mine Program Sensor
This sensor reveals a mine's programming.
{Sol Finder (100)}
DEVICE #100 Sol Finder
Finds a path to Sol. If you can get there from here. It will
find the path.
{Phantom Warp Viewer (101)}
DEVICE #101 Phantom Warp Viewer
This device connects itself to your sensors and allows you to
see sectors that have been previously attached to the sector being
scanned. This device is not extremely reliable as multiple warpings can
disrupt the energy patterns that this sensor is analyzing.
{Gate Warp Detector (102)}
DEVICE #102 Gate Warp Detector
Need to discover if any Gate Warps Lead to the sector you arein?
Then you need this device!
{Sector Path Finder Reporter (104)}
DEVICE #104 Sector Path Finder Reporter
Another "must have" device. This attaches itself to your Path
Finder and reports any objects of interest that it discovers.
{O.R.M. Viewer (111)}
DEVICE #111 O.R.M. Viewer
Before there was Nspace....
Before there was Hyperspace....
....there was Ordinally Redirected Movement.
This viewer is a must for the serious history buff.
{Port 6, Dept 4: Weapons Devices}
Port 6, DEPT. 4 WEAPONS:
------------------------------------------------------------------------
~Sonic Thumper (124)~
~Attack Drone Coordinator (125)~
~Laser (130)~
~Maser (131)~
~Heavy Particle Beam (132)~
~Sensor Damper Disperser (135)~
~Device Syphon (145)~
~Device Syphon Charge (146)~
~Debrie Salvager (150)~
~Tractor Beam (160)~
{Sonic Thumper (124)}
DEVICE #124 Sonic Thumper
The Thumper delivers sonic blasts capable of cracking a planets
mantle. This model has a greater than 50% chance of avoiding the
planets defences and damaging a planets production and possibly even
destroying it.
{Attack Drone Coordinator (125)}
DEVICE #125 Attack Drone Coordinator
This Coordinator organizes Attack Drones into an Attack Group,
the size of which you specify. This Group is then send to another
sector attacking any enemy Attack Drones it encounters.
{Laser (130)}
DEVICE #130 Laser
This Photon weapon can destroy an average of 5000 attack drones.
{Maser (131)}
DEVICE #131 Maser
This Photon weapon can destroy an average of 10000 attack drones.
This weapon's frequency is also destructive to message beacons.
{Heavy Particle Beam (132)}
DEVICE #132 Heavy Particle Beam
While not technically a photon weapon it is included in that
catagory. This weapon can destroy an average of 20000 attack drones.
{Sensor Damper Disperser (135)}
DEVICE #135 Sensor Damper Disperser
This one shot device disperses Sensor Damper fields.
{Device Syphon (145)}
DEVICE #145 Device Syphon
This probe attempts to steal a device from an enemy's ship.
{Device Syphon Charge (146)}
DEVICE #146 Device Syphon Charge
This device increases the chance of the Device Syphon being successful.
{Debrie Salvager (150)}
DEVICE #150 Debrie Salvager
This device is not a weapon but is for use after an enemy ship
has been destroyed. This drone sifts through the wreckage and recovers
any intact objects it discovers.
{Tractor Beam (160)}
DEVICE #160 Tractor Beam
This device can be used to pull another vessel from sector to sector.
{Port 6, Dept 5: Packs }
Port 6, DEPT. 5 PACKS
------------------------------------------------------------------------
~Identifier Pack (164)~
~Danger Pack (165)~
~Sector Finder Pack (168)~
~Auto Pilot Pack (169)~
~O.R.M. Pack (175)~
~Fed Pack (176)~
~Speed Pack (177)~
~The Åware Collection (180)~
~The Åware Investment Pack (181)~
{Identifier Pack (164)}
DEVICE #164 Identifier Pack
The Identifier Packs contains the following:
1 Attack Drone Identifier
1 Mine Identifier
1 Attack Drone Program Sensor
1 Mine Program Sensor
1 Ship Identifier
1 Teleporter Satellite Sensor
1 Warp Shielding Detector
{Danger Pack (165)}
DEVICE #165 Danger Pack
The Danger Pack allows you to see things that could be
dangerous to your ship. It includes:
1 Attack Drone Identifier
1 Mine Identifier
1 Attack Drone Program Sensor
1 Mine Program Sensor
1 Black Hole Detector
{Sector Finder Pack (168)}
DEVICE #168 Sector Finder Pack
This pack contains:
1 Sector Path Finder
1 Sector Path Finder Reporter
{Auto Pilot Pack (169)}
DEVICE #169 Auto Pilot Pack
This pack contains:
1 Auto Pilot [20]
1 Auto Pilot Safety Stop
{O.R.M. Pack (175)}
DEVICE #175 O.R.M. Pack
The O.R.M. pack contains the following:
1 O.R.M. viewer
1 O.R.M. drive
1 O.R.M. probe
1 O.R.M. autopilot
The definitive collection for the serious historian.
{Fed Pack (176)}
DEVICE #176 Fed Pack
The Fed Pack contains:
1 ATM
1 OTB
1 Spylink
{Speed Pack (177)}
DEVICE #177 Speed Pack
The Speed pack contains:
1 Speed Docking Device
1 Speed Landing Device
{The Åware Collection (180)}
DEVICE #180 The Åware Collection
From Åware: innovators in inline activated devices,
The Complete Collection of Åware inventory devices:
Ctrl-A displays the AntiCloaking ergs you have available.
Ctrl-C device displays the Credits on hand.
Ctrl-D displays the Cloaking ergs available.
Ctrl-E displays the number of turns you have left.
Ctrl-F displays the number of attack drones on board.
Ctrl-G displays the number of Free Device Bays on the ship.
Ctrl-K displays the number of holds on ship.
Ctrl-L displays the number of minutes you have left.
{The Åware Investment Pack (181)}
DEVICE #181 The Åware Investment Pack
From Åware: innovators in inline activated devices,
The Investment Pack contains:
1. ATM device
1. Credit Åware device (Ctrl-C)
{Port 6, Dept 6: Specialty Items}
Port 6, DEPT. 6 SPECIALTY ITEMS
------------------------------------------------------------------------
~Air Purifier (201)~
~Macro Computer [5] (202)~
~Macro Computer [10] (203)~
~Auto-Macro Programmer (204)~
~Universal Device Descriptor (209)~
~Press Pass (210)~
~Permanent Press Pass (211)~
~Fusion Cell (220)~
~Message Beacon (221)~
~Message Silencer (222)~
~Anticloaking Åware (223)~
~Bay Åware (224)~
~Credit Åware (225)~
~Cloaking Åware (226)~
~Turn Åware (227)~
~Attack Drone Åware (228)~
~Free Bay Åware (229)~
~Inventory Åware (231)~
~Hold Åware (223)~
~Time Åware (234)~
{Air Purifier (201)}
DEVICE #201 Air Purifier
Constantly Scours the atmosphere in your ship to give you the
cleanest, healthiest, freshest smelling environment possible.
{Macro Computer [5] (202)}
DEVICE #202 Macro Computer [5]
This device programs your ship's computer with up to 5 command
macros. What's more, once programmed this device can be stored away and
is only needed to update the macros. As this is only a programmer,
multiple devices are not additive.
{Macro Computer [10] (203)}
DEVICE #203 Macro Computer [10]
This device programs your ship's computer with up to 10 command
macros. What's more, once programmed this device can be stored away and
is only needed to update the macros.
{Auto-Macro Programmer (204)}
DEVICE #204 Auto-Macro Programmer
This device allows you to program a macro by recording the
commands entered.
{Universal Device Descriptor (209)}
DEVICE #209 Universal Device Descriptor
This device will describe any device that you have in your
specialty device bays.
{Press Pass (210)}
DEVICE #210 Press Pass
Allows you to post one line in the Galactic Newspaper.
{Permanent Press Pass (211)}
DEVICE #211 Permanent Press Pass
This allows unlimited access to posting on the Galactic Newspaper.
{Fusion Cell (220)}
DEVICE #220 Fusion Cell
Excess turns can be stored in this device for future use.
{Message Beacon (221)}
DEVICE #221 Message Beacon
This device plays a message to any passing ships.
{Message Silencer (222)}
DEVICE #222 Message Silencer
This device intercepts messages and tells you there is a
message beacon. You may view the message if you wish. Message intercept
can be toggled on or off.
{Anticloaking Åware (223)}
DEVICE #223 Anticloaking Åware
From Åware: inovators in inline activated devices, This device
displays the AntiCloaking ergs you have any time you type Ctrl-A.
{Bay Åware (224)}
DEVICE #224 Bay Åware
From Åware: inovators in inline activated devices, This device
displays the specialty device bays any time you type Ctrl-B.
{Credit Åware (225)}
DEVICE #227 Credit Åware
From Åware: inovators in inline activated devices, This device
displays the Credits on hand any time you type Ctrl-C.
{Free Bay Åware (226)}
DEVICE #226 Cloaking Åware
From Åware: inovators in inline activated devices, This device
displays the Cloaking ergs you have any time you type Ctrl-D.
{Turn Åware (227)}
DEVICE #227 Turn Åware
From Åware: inovators in inline activated devices, This device
displays the number of turns you have any time you type Ctrl-E.
{Attack Drone Åware (228)}
DEVICE #228 Attack Drone Åware
From Åware: inovators in inline activated devices, This device
displays the number of attack drones you have any time you type Ctrl-F.
{Free Bay Åware (229)}
DEVICE #229 Free Bay Åware
From Åware: inovators in inline activated devices, This device
displays the number of Free Device Bays on ship any time you type
Ctrl-G.
{Inventory Åware (231)}
DEVICE #231 Inventory Åware
From Åware: inovators in inline activated devices, This device
displays the complete ship's inventory any time you type Ctrl-I.
{Hold Åware (223)}
DEVICE #233 Hold Åware
From Åware: inovators in inline activated devices, This device
displays the number of holds you have any time you type Ctrl-K.
{Time Åware (234)}
DEVICE #234 Time Åware
From Åware: inovators in inline activated devices, This device
displays the number of minutes you have, any time you type Ctrl-L.
{Port 8, Dept 1: Travel Devices }
PORT 8: DEPT 1. TRAVEL DEVICES
------------------------------------------------------------------------
~Emergency Sol Return (251)~
~OTB (256)~
~Explorer Autopilot (260)~
~Teleporter Pad (264)~
~Teleporter Remote Reprogrammer (265)~
~Teleporter Program Eraser (266)~
~The Goto (275)~
~The Gosub (276)~
~Spy Link (65)~
~Galvanic Catapult (288)~
~Planetary Grappling Hooks (290)~
{Emergency Sol Return (251)}
DEVICE #251 Emergency Sol Return
Check this baby out. This is a rework of the Federation's own
shield bypass system. This will instantaneously defeat the Federation
Warp Shield and bring you into dock around Sol. While it is true that
it destroys itself in the attempt this device can be a real lifesaver
if you are "floating" helpless in space.
{OTB (256)}
DEVICE #256 OTB
Off Track Betting Device Allows access to Gambling Ports via
electronic communication.
{Explorer Autopilot (260)}
DEVICE #260 Explorer Autopilot
This Automated Auto Pilot, launchs a probe to discover the
farthest point in the galaxy from your ship (up to 60 sectors away) and
then sets the autopilot to take you there. Great for exploration.
{Teleporter Pad (264)}
DEVICE #264 Teleporter Pad
This device creates a satellite that allows teleporting to
another preset sector. That sector must also have a teleporter
satellite. The teleporter uses Nspace (not Hyperspace) so is not
effected by Warp Shielding.
{Teleporter Remote Reprogrammer (265)}
DEVICE #265 Teleporter Remote Reprogrammer
This device allows Teleport Satellites to be set to another sector.
{Teleporter Program Eraser (266)}
DEVICE #266 Teleporter Program Eraser
This passive device resets a Teleporter Satellites programming
to sector 1, AFTER you have used the Teleporter.
{The Goto (275)}
DEVICE #275 The Goto
We have only a limited supply of these devices liberated from
an Injured Delacoos freighter. This device appears to use another type
of OverSpace, like Hyperspace or Nspace, but with different properties.
This device allows you to get into a sector no matter how well the
sector is warped or shielded. However we have not yet discovered how to
alter the device's programming.
{The Gosub (276)}
DEVICE #276 The Gosub
We have only a limited supply of these devices liberated by
Andrue C Carr, Inc., from an Injured Delacoos freighter. This device
appears to use another type of OverSpace, like Hyperspace or Nspace,
but with different properties. This device allows you to get into a
sector no matter how well the sector is warped or shielded. The next
use then returns you to your originating sector. However we have not
yet discovered how to alter the device's programming.
{Spy Link (65)}
DEVICE #280 Spy Link
This electronic transfer device allows you contact with The
Dark from anywhere in the galaxy. Very useful for Cabal hunters.
{Galvanic Catapult (288)}
DEVICE #288 Galvanic Catapult
You no longer have to worry about being a victim of blackholes.
True, there is no known way to destroy or move blackholes, but now,
using alien technology recently stolen from the Cabal, you can harness
the power of the blackhole to travel faster than the speed of light in
normal space. So upon encountering a blackhole you will be whisked
safely away. 88% success rate!
{Planetary Grappling Hooks (290)}
DEVICE #290 Planetary Grappling Hooks
Don't be fooled by the cute name. These are state of the art,
cutting edge, planetary stasis field and tractor beam units. Each one
is capable of protecting a full 10% of a planet. With multiple beams a
full 90% of your planet can be safely moved.
{Port 8, Dept 2: Defense Devices}
Port 8: DEPT. 2 DEFENSIVE DEVICES:
------------------------------------------------------------------------
~Device Bay Shielding (291)~
~'No Trail' Drive Shielding (293)~
~Holographic Ship Decoy Beacon (297)~
~Holographic Planet Decoy Beacon (298)~
~R.M.D. 25 (300)~
~R.M.D. 50 (301)~
~Sensor Dampers (303)~
~Homing Signal Jammer (306)~
~Warp Shield Device (307)~
~Chameleon Signal (311)~
~Warp Shield Wedge (325)~
{Device Bay Shielding (291)}
DEVICE #291 Device Bay Shielding
This little guy provides structural strength as well as scanner
shielding for your device bay.
{'No Trail' Drive Shielding (293)}
DEVICE #293 'No Trail' Drive Shielding
Stop broadcasting your location! Your drives leave a unique
energy signature that can be traced! But not with this baby installed.
{Holographic Ship Decoy Beacon (297)}
DEVICE #297 Holographic Ship Decoy Beacon
This is a state of the art, fully automated holographic
satellite. This mother will put out an image of your ship, complete
with any amount of attack drones you want. The holograph will fool any
long range sensor! Very useful for wild goose chases. Make you enemy
waste valuable resources get to "you!"
{Holographic Planet Decoy Beacon (298)}
DEVICE #298 Holographic Planet Decoy Beacon
This is a state of the art, fully automated holographic
satellite. This device will transmit an holograph of a planet. The
holograph will fool anything but close up inspection. Very useful for
wild goose chases. Make you enemy waste valuable resources get to
"you!"
{R.M.D. 25 (300)}
DEVICE #300 R.M.D. 25
When entering a sector with hostile sector mines this deflector
will detonate up to 25 sector mines before they can damage your ship.
And... This device will regenerate the ability to deflect 1 mine every
5 turns!
{R.M.D. 50 (301)}
DEVICE #301 R.M.D. 50
When entering a sector with hostile sector mines this deflector
will detonate up to 50 sector mines before they can damage your ship.
And... This device will regenerate the ability to deflect 1 mine every
5 turns!
{Sensor Dampers (303)}
DEVICE #303 Sensor Dampers
This satelite absorbs Sensor readings in such a way as to
appear blank on Sensor readouts. Makes Sector almost totally
undetectable. As a bonus it also fowls the triangulation feature of the
Autopilot and devices like it, so that they will not work within a
Damper Field. This model has been improved so that it also fowls Sensor
Damper Dispersers.
{Homing Signal Jammer (306)}
DEVICE #306 Homing Signal Jammer
Somebody got a homing beacon locked on you? This will jam that
beacon, so no signals reveal your position.
{Warp Shield Device (307)}
DEVICE #307 Warp Shield Device
Take a look a this... Now you can protect a sector from
warpings just like the Federation! This device contains 1 erg of Warp
Shielding Energy.
{Chameleon Signal (311)}
DEVICE #311 Chameleon Signal
An incredible device! This device attempts to simulate the
control signal of an enemy ship in order to trick enemy attack drones &
sector mines into not attacking and possibly becoming your own.
{Warp Shield Wedge (325)}
DEVICE #325 Warp Shield Wedge
Hey don't let Warp Shielding get in your way... This beautiful
baby can pierce 50 ergs of shielding to create a permanent warp. But
for Flash Warps it can pierce up to 7500 ergs upon entry... And a
whopping 15000 ergs upon egress.
{Port 8, Dept 3: Sensor Devices }
Port 8: DEPT. 3 SENSOR DEVICES:
------------------------------------------------------------------------
~Black Hole Detector (331)~
~Warp Shield Detector (333)~
~Homing Trap Decoder (336)~
~Last Ship in Sector Detector (337)~
~Teleporter Satellite Detector (345)~
~Attack Drone Locator (348)~
~Mine Locator (349)~
~Planet Locator (350)~
~Team Attack Drone Locator (351)~
~Team Mine Locator (352)~
~Team Planet Locator (353)~
~Homing Device Detector (364)~
DEVICE #331 Black Hole Detector
No matter how strong you are: Black Holes (Natural or
Artificial) will destroy you! Detect them before they get you.
{Warp Shield Detector (333)}
DEVICE #333 Warp Shield Detector
Don't be left in the dark. Federation and private Warp Shields
are all around us. See what you are up against. Very sensitive device
reveals the exact amount of ergs per Shield.
{Homing Trap Decoder (336)}
DEVICE #336 Homing Trap Decoder
This device reveals if a Homing Trap has snared a signal and if
so, who that signal belongs to.
{Last Ship in Sector Detector (337)}
DEVICE #337 Last Ship in Sector Detector
The newest in tracking devices. This necessity reveals which
ship was in your sector last.
{Teleporter Satellite Detector (345)}
DEVICE #345 Teleporter Satellite Detector
This device attaches itself to your sensors and allows them to
detect Teleport Satellites.
{Attack Drone Locator (348)}
DEVICE #348 Attack Drone Locator
This probe will report to you where your attack drone packs are.
{Mine Locator (349)}
DEVICE #349 Mine Locator
This probe will report to you where your sector mines are.
{Planet Locator (350)}
DEVICE #350 Planet Locator
This probe will report to you where your planets are.
{Team Attack Drone Locator (351)}
DEVICE #351 Team Attack Drone Locator
This probe will report to you where your team's attack drone packs are.
{Team Mine Locator (352)}
DEVICE #352 Team Mine Locator
This probe will report to you where your team's sector mines are.
{Team Planet Locator (353)}
DEVICE #353 Team Planet Locator
This probe will report to you where your team's planets are.
{Homing Device Detector (364)}
DEVICE #364 Homing Device Detector
Discover whether there are any homing beacons on your ship.
{Port 8, Dept 4: Weapons Devices}
Port 8: DEPT. 4 WEAPONS:
------------------------------------------------------------------------
~Nova Device (372)~
~Teleporter Satellite Missile (375)~
~Cloaking Energy Diffuser (402)~
~Mine Replicator (403)~
~Advanced Mine Replicator (404)~
~Advanced Mine Replicator ][ (405)~
~Device Bay Missiles (406)~
~Device Bay Missiles Deluxe (407)~
~Device Bay Missile Silo (408)~
~Missile Silo Missiles (409)~
{Nova Device (372)}
DEVICE #372 Nova Device
Again, you didn't get it here... This potent package destroys
suns! Do not use in Federation Sectors!
{Teleporter Satellite Missile (375)}
DEVICE #375 Teleporter Satellite Missile
This missile has a 50% chance of destroying a Teleport
Satellite.
{Cloaking Energy Diffuser (402)}
DEVICE #402 Cloaking Energy Diffuser
This 'one shot' device will completely nullify all cloaking
energy in the sector. Use with caution.
{Mine Replicator (403)}
DEVICE #403 Mine Replicator
This clever droid device uses a Sector Mine's own repair
capabilities to create more Sector Mines. It can create one mine per day
from every fourty sector mines in a sector.
{Advanced Mine Replicator (404)}
DEVICE #404 Advanced Mine Replicator
This is an improved version of our standard Mine Replicator.
With it's enhanced programming it can use a Sector Mine's own repair
capabilities to create one mine per day from every twenty in a sector.
{Advanced Mine Replicator ][ (405)}
DEVICE #405 Advanced Mine Replicator ][
Our top of the line Mine Replicator! Very advanced programming
and a special scavanger module allows this droid to use the Sector
Mine's own repair capabilities to create more Sector Mines. It can
replicate an incredible one mine per day from every ten sector mines in
a sector.
{Device Bay Missiles (406)}
DEVICE #406 Device Bay Missiles
Destroy your enemies devices before he gets you! About a 70%
success rate. And sometimes they're devastating. This batch features an
automatic launch when attacked mechanism!
{Device Bay Missiles Deluxe (407)}
DEVICE #407 Device Bay Missiles Deluxe
This Device Bay missile is defensive only. Your last act of
defiance as your ship is scattered to dust across the galaxy. This
model has three warheads.
{Device Bay Missile Silo (408)}
DEVICE #408 Device Bay Missile Silo
This is a multiple device bay missile organizer. Each one can
handle up to 200,000 Missile Silo missiles, which are almost identical
to defense only device bay missiles.
{Missile Silo Missiles (409)}
DEVICE #409 Missile Silo Missiles
Place up to 200,000 of these in your Device Bay Missile Silo
and they will avenge you upon your destruction.
{Port 8, Dept 5: Packs }
Port 8: DEPT. 5 PACKS
------------------------------------------------------------------------
~Special Devices Detection Pack (411)~
~Locator Pack (415)~
~Team Locator Pack (416)~
~Locator Pack Deluxe (417)~
~The Pààn îfth (450)~
{Special Devices Detection Pack (411)}{
DEVICE #411 Special Devices Detection Pack
The Special Devices Detection Pack contains the following:
1. Black Hole Detector
1. Warp Sheild Detector
1. Last Ship in Sector Detector (without off option)
1. Teleporter Satellite Detector
Pricey, but a miracle of miniaturization.
{Locator Pack (415)}
DEVICE #415 Locator Pack
This probe pack will discover in what sectors your attack
drones, sector mines and planets are located. A must for the forgetful.
{Team Locator Pack (416)}
DEVICE #416 Team Locator Pack
This probe pack will discover in what sectors your team's
attack drones, sector mines and planets are located. A must for the
forgetful.
{Locator Pack Deluxe (417)}
DEVICE #417 Locator Pack Deluxe
This probe pack will display in what sectors you and your team's
attack drones, sector mines and planets are located. A must for the
forgetful.
{The Pààn îfth (450)}
DEVICE #450 The Pààn îfth
Our most expensive device .... and worth every credit.
Developed by Pààn metaphysists this device uses their ultradimensional
theories to merge almost any two passive devices so that they only take
one slot, yet still function! It is true that a very few types of
devices malfunction when packed but almost all work fine. So if you
have space problems, and a cube isn't your answer try the îfth.
{Port 8, Dept 6: Specialty Items}
Port 8: DEPT. 6 SPECIALTY ITEMS:
------------------------------------------------------------------------
~Black Hole Device (451)~
~Deluxe Bar (455)~
~Homing Device (456)~
~Homing Trap (457)~
~The Eavesdropper (458)~
~Money Cache (461)~
~Warp Shield Nullifier (472)~
~Hyper Cube [5] (475)~
~Hyper Cube [10] (476)~
~Hyper Cube [20] (477)~
~Team Hyper Cube [5] (478)~
~Team Hyper Cube [10] (479)~
~Team Hyper Cube [20] (480)~
~A Small Red Box with an antenna (484)~
~A Green & Yellow Cylinder (485)~
~A Silver Conical Device (487)~
~A Gold Ball (488)~
~Pot Luck Surprise (490)~
{Black Hole Device (451)}
DEVICE #451 Black Hole Device
Shhhhhhhhhhhh...
Okay, it's true, this device is very dangerous and quite
illegal... It does however come with the Federation disarming module...
Please use with caution. Once used the sector it occupies is gone
forever, as every ship that enters it is instantly destroyed, not even
enough time for an emergency warp!
{Deluxe Bar (455)}
DEVICE #455 Deluxe Bar
Our top of the line refreshment center. This deluxe synthesiser
can produce over 450,000 different drinks. Is fully programable for
personal customization.
{Homing Device (456)}
DEVICE #456 Homing Device
Attach this little beauty secretly on an opponent's ship and
you will be able to find it wherever it may go...
{Homing Trap (457)}
DEVICE #457 Homing Trap
This device snares the control signals of passing ships. The
signal can then be used in place of the actual ship to tune certain
devices that lock onto the ship's control signals.
{The Eavesdropper (458)}
DEVICE #458 The Eavesdropper
Use this device to listen in on radio messages sent to ships
you have a homing device on.
{Money Cache (461)}
DEVICE #461 Money Cache
Useful when your ships credit stores are full and you just
don't trust the banks. Keep a little emergency credit tucked away.
{Warp Shield Nullifier (472)}
DEVICE #472 Warp Shield Nullifier
Hey, you didn't hear it from us... but this little beauty
destroys warp shielding. Negatives 1 erg of shielding.
{Hyper Cube [5] (475)}
DEVICE #475 Hyper Cube [5]
This is, in reality, a Hyperspace Relocator & Retriever! This
unit allows you to store up to 5 devices in hyperspace for later
retrieval. They don't work while they're up there, but you can get them
when you need them. Fully recursable too!
{Hyper Cube [10] (476)}
DEVICE #476 Hyper Cube [10]
This is, in reality, a Hyperspace Relocator & Retriever! This
unit allows you to store up to 10 devices in hyperspace for later
retrieval. They don't work while they're up there, but you can get them
when you need them. Fully recursive too!
{Hyper Cube [20] (477)}
DEVICE #477 Hyper Cube [20]
This is, in reality, a Hyperspace Relocator & Retriever! This
unit allows you to store up to 20 devices in hyperspace for later
retrieval. They don't work while they're up there, but you can get them
when you need them. Fully recursive too!
{Team Hyper Cube [5] (478)}
DEVICE #478 Team Hyper Cube [5]
This is, in reality, a Hyperspace Relocator & Retriever! This
unit allows you to store up to 5 devices in hyperspace for later
retrieval. They don't work while they're up there, but you can get them
when you need them. Fully recursive too! This version is accessable by
any member of your team (who has a Team Cube!).
{Team Hyper Cube [10] (479)}
DEVICE #479 Team Hyper Cube [10]
This is, in reality, a Hyperspace Relocator & Retriever! This
unit allows you to store up to 10 devices in hyperspace for later
retrieval. They don't work while they're up there, but you can get them
when you need them. Fully recursive too! This version is accessable by
any member of your team (who has a Team Cube!).
{Team Hyper Cube [20] (480)}
DEVICE #480 Team Hyper Cube [20]
This is, in reality, a Hyperspace Relocator & Retriever! This
unit allows you to store up to 20 devices in hyperspace for later
retrieval. They don't work while they're up there, but you can get them
when you need them. Fully recursive too! This version is accessable by
any member of your team (who has a Team Cube!).
{A Small Red Box with an antenna (484)}
DEVICE #484 A Small Red Box with an antenna
This is a Cabal device. It has a simple Nspace transmitter and
what appears to be some kind of proximity detector. Other than that
we're clueless.
{A Green & Yellow Cylinder (485)}
DEVICE #485 A Green & Yellow Cylinder
This is a Cabal device and we are not sure exactly what it
does. It has what appears to be some sensor circuitry. It also has a
plasma coupling conduit, but it is definitely not a warp device, we
think. Puzzling....
{A Silver Conical Device (487)}
DEVICE #487 A Silver Conical Device
This is a Cabal device. When activated this device envelopes
the ship with a red glow, then overheats and reduces itself to slag
soon after. We have no idea what it is for...
{A Gold Ball (488)}
DEVICE #488 A Gold Ball
This is a Cabal device. We can't even crack the casing on this
one...
{Pot Luck Surprise (490)}
DEVICE #490 Pot Luck Surprise
This is an Alien Technologies special. It's a grab bag. This
could be nothing or it could be the most expensive device there is.
Different every time.
{Hints and Tips}
~Starting Off~
~Trade Routes~
~Russian Roulette~
~Creating Planets~
~Warp Shielding~
~Teams~
~Winning The Game~
{Creating Planets}
Creating Planets
~The Genesis Device~
~Increasing Production~
~Using "Warp Ergs"~
{Macro}
┌────────────────────────────────────────────────────────────────────────────┐
│ Macros │
│ │
│ Any command line input can be ended with a slash ('\') saving it as a │
│ macro. │
│ Once saved the macro can be replayed by pressing Control-N. │
│ The saved macro can be displayed by pressing Control-O. │
│ Ending another line with a slash ('\') will replace the old macro with │
│ this new one. │
│ 'M;4;S\' is an example of a macro that moves you ship to sector 4 │
│ (assuming you are next to sector 4) and then scans. │
│ '%1' is a variable that can be inserted into a macro. When the parser │
│ encounters a %1 it stops the macro, asks you for input, and then restarts │
│ the macro. 'M;%1;S' is an example of this. │
│ '%2' is a variable that inserts the sector you were in last. │
│ 'M;%2' would return your ship to the sector it came from. │
│ '%3' is a variable that inserts the sector that you are currently in. │
│ I can think of no use for this. │
│ Pressing ESC at anytime will stop a macro. │
│ │
│ With experience Macros can save you a great deal of playing time. │
└────────────────────────────────────────────────────────────────────────────┘
{I - Inventory Ship }
Inventory Ship
==============
This Command displays your ships inventory.
This command also has 4 subfunctiions:
IS - displays the Ships inventory without the device bays.
ISN - displays the Ships inventory without the device bays, without
the 'press any key' pause at the end.
IB - displays only the device bays.
IBN - displays only the device bays, without the 'press any key' pause
at the end.
{S - Scan Connected Sectors}
Scan Connecting Sectors
=======================
This command displays a sensor scan of the sectors that are warp linked to
the sector your ship is in.
This command also has 2 subfunctions:
SP - displays the connected sectors but waits for a keypress after each
sector is displayed.
SW - displays only the warp links of the connecting sectors.
Various ~Devices~ effect what you can see in a sector. Other devices attempt
to hide what is available for viewing.
{The Genesis Device}
The Genesis Device
Use a Genesis Device to create a planet. It's easy, just G and then
answer Y to the "Create a Planet?" question and then name it whatever you
like.
Wherever you do this there will be a planet created and owned by
you. You can then utilize this planet in whatever way you wish.
{Increasing Production}
Increasing Production
Increased Production on a planet happens when days pass and
The production level is higher than zero on your planet for any given
item that produces on the planet. View your current production by
landing on the planet with the L command and then using the planet View
command V. If you want to increase your planet's production simply
import product ( Ore, Organics, Equipment, Power, Water) into the planet
and the production will increase. Just use the planet's I command and
enter the amount of product you want to import to the planet.
{Wandering Ports}
There is one other port not described above. This is a Taakian artifact
port is called: THE PROCURER. This port wanders around the Universe
and may be found wherever another port is not already stationed throughout
the known Universe. It will change from day to day but will remain in the
same sector during the course of the day. This port is the antithesis
of SOL and whatever SOL sells THE PROCURER buys at the same rate.
If you need some fast credits and find this port you can sell whatever
is in your ship in any desired amount to THE PROCURER that you wish.
{Using "Warp Ergs"}
Using "Warp Ergs"
Warp Shielding prevents ships from Warping (Plasma, Gate or Flash) into or
out of the sector containing the Ergs. Warp Shields may be built by using a
Warp Shield device or by setting a planet in that sector to shuttle it's
production of shielding into orbit.
{Credits}
Ultimate Universe was written by Garth A. C. Bigelow
OverBoard BBS
508-778-1703
Much thanks must be given to Scott Baker, creator for Galactic Warzone
for the inspiration of that great game, and also for his help with the
Auto Pilot routine.
Much thanks must also be given to Andrue C. Carr for endless hours of
beta testing and his ability to push me beyond my means by never meeting
a single deadline.
And finally thanks to Terry Chu of Sudden Thought BBS in New York for
his help with this help text.