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- 1. Tips
- 2. Cheat
- 3. Programming
-
- 1. Tips:
- =======
- There's no save game facility in X-Wing. If you can't avoid being killed or
- captured try backing up your pilot file after each mission by copying the
- <pilotname>.PLT file to a safe directory and then copying it back into the
- XWING directory when you want to resume play. To back up first make a
- subdirectory within the XWING directory. Type:
- c: [Enter]
- cd xwing [Enter]
- md safe [Enter]
- copy c:\xwing\*.plt c:\xwing\safe [Enter]
- When you want to reuse a saved pilot file type:
- copy c:\xwing\safe\*.plt c:\xwing [Enter]
-
- Dogfighting:
- -----------
- The dashboard on the cockpit view obscures your vision so use the full screen
- view when dogfighting. However keep track of the condition and position of
- your shields when in this mode. Listen for the sounds they make when you take
- hits to work out if they are high or low shields and then after every hard
- hit press the [S] key three times to redistribute your shield energy. This is
- the best way to renew heavily damaged shields.
- Whenever it's safe to do so always have your shields regenerated at maximum
- power. If you're being chased use the shields wisely and concentrate them at
- the rear. Likewise put maximum power into your lasers in a dogfight and don't
- worry about loack of power to your engines - you're unlikely to need full
- thrust in a shoot-out. Another tip: never use your missiles on TIE Fighters
- because on missions where missiles are included there are usually TIE Bombers
- about which are far more important to destroy.
-
- The Imperial forces:
- -------------------
- There are a variety of tactics you must emply when combating the different
- types of ship the Imperial forces use. Understanding and using these tactics
- is essential to succeed at X-Wing. Check this out:
-
- TIE Bombers - these are dangerous and should be blasted at all costs before
- they have a chance to release their load. They usually head for large targets
- like corvettes and frigates and have a habit of coming in letting their bombs
- do the damage and then scarpering while you're concentrating on small fry
- like TIE Fighters. Bombers move slowly in comparison with other TIE craft and
- thankfully they fly in straight lines moving deliberately towards their
- target so they are easy to get begind and shoot down. Because they don't
- weave about too much a good dousing with your lasers is usually sufficient to
- take them out.
-
- TIE Interceptors - these are deadly in a dogfight. They have four cannons at
- the front so head-on chicken runs should only be attempted with full frontal
- shielding. They can be taken out in much the same way as Bombers but because
- they are much faster they are trickier to catch in your laser fire. They
- usually head for smaller prey such as shuttles and transporters but it's just
- as important to blast them down before they get a chance to do much damage.
-
- TIE Fighters - like bees these are just annoying when you come across one on
- its own but encounter a swarm of them and you're in trouble. Fighters can be
- irritating because they try to distract you when you should be concentrating
- on thwarting the offensive manoeuvres of Bombers and Interceptors. There's no
- easy way of destroying Fighters bar locking on to them and hounding them down
- until you get a few shots in. Fighters can be devious so don't follow them
- blindly. They may be trying to lead you into danger.
-
- The big ones - Transports are slow lumbering beasts that usually only contain
- troops. Sometimes though they pack enough fire-power to wipe you out so
- always approach them with care. Shuttles are not to be taken lightly either.
- They have superior weapons belying their innocuous appearance. When attacking
- always go after them from behind - to get in front of them would be sheer
- folly. Forget about Star Destroyers and frigates unless you're in
- indestructable mode in which case it's great fun. Should you come across two
- capital ships exchanging broadsides stay around and watch because it makes
- quite a spectacle. Get in the way though and you're history because both
- ships are indisciminate about whom they blast away at when they're engaged.
-
- Incoming missiles:
- -----------------
- As there are no missile avoidance systems to hlp cope with missiles you have
- to rely on your wits and flying skills. When a missile has been launched at
- you the PC gives you a verbal warning and the option to lock on to it. Take
- this option - it is the only way you can keep track of its position. You must
- then fly like a wild thing dodging all over the place in the hope that it
- won't get a lock. You have to keep this up until the missile runs out of
- steam or you get a chance to shoot it down.
-
- Wingmen:
- -------
- Don't assume that your wingmen are doing their best for the mission - they
- have to be instructed to maximise their effectiveness. To amass a great team
- of wingmen you can clone your own pilot file with DOS. From the DOS prompt
- type: copy c:\xwing\<pilotname>.plt cfodd1.plt [Enter]
- Repeat this byt change the cfodd1.plt to cfodd2.plt increasing the number
- following cfodd by one each time until you have enough clones. At least 10
- copies of your pilot should be made so that you have plenty in reserve. The
- next time your pilot significantly increases in ability repeat the process
- updating your wingmen files. Continue like this and you find yourself with a
- powerful force of fighters ready to take on the best the Empire can throw
- your way.
-
- 2. Cheat:
- ========
- Anyone who's played X-Wing knows what a drag the first part of the game is
- where you have to fly all the rebel ships through the Maze to get promotion.
- Here is a way to complete this section with little effort. Enter the proving
- ground with your chosen ship and instead of going through the first gate
- press [\] to cut power to your engines and stop dead. Do a 180-degree turn so
- you're facing the other way and you can see the final section of three gates.
- Fly past them (not through them) and then on past the next section of gates.
- Stop and do another 180-degree turn and fly back going through the gates this
- time. You find you have completed the level and win loads of bonus points
- because you've done it in a short space of time.
- To complete the training section of the game you must go through this process
- for all eight levels using all three types of Alliance ship available to you
- - the X-Wing the Y-Wing and the A-Wing. This earns you a batte patch which
- means you can go on to start the main parts of the game and you are given a
- promotion. Plus you gain a massive score!
- Of course you don't actually have to play through the training section at all
- if you don't want to because you can obtain your battle patch by completing
- the historical missions. But remember even though they are more fun than the
- training ground they take far longer to complete.
-
- 3. Programming:
- ==============
- Use a Hex editor to edit your .PLT files in X-Wing to make things much
- easier. Use the Hex values detailed below to jump straight to the final level
- and join in with the attack on the Death Star saving you dozens of hours
- playing through earlier levels. You won't last five minutes though because
- you won't have developed your skills through the rest of the game. Still the
- choice is yours
-
- Hex Offset: Hex Value: Description:
- 02 00 Normal Health
- 01 Captured
- 02 Killed
- 03 From 00 to 05 From Cadet to General in rank
- 04-07 Any Tour of duty score
- 08-09 Any Rookie number
- 0A 01 Corellian Cross
- 0B 01 Mantooine Medallion
- 0C 01 Star of Alderaan
- 26-29 Any Maze score for X-Wing
- 2A-2D Any Maze score for Y-Wing
- 2E-31 Any Maze score for A-Wing
- 86 From 00 to 08 Maze level completed X-Wing
- 87 From 00 to 08 Maze level completed Y-Wing
- 88 From 00 to 08 Maze level completed A-Wing
- A0-A3 Any X-Wing score for History mission 1
- A4-B7 Any X-Wing score for rest of History missions
- E0-F7 Any Y-Wing score for History missions 1-6
- 120-137 Any A-Wing score for History missions 1-6
- 220-225 Place 01 in
- position to
- complete
- mission History missions 1-6 complete for X-Wing
- 230-235 01 History missions 1-6 complete for Y-Wing
- 240-245 01 History missions 1-6 complete for A-Wing
- 2E0-2E2 00=Not active Tour of Duty missions 1-3
- 01=Active
- 2F0 From 00 to 0B No of missions complete for Tour 1 (1-12)
- 2F1 From 00 to 0B No of missions complete for Tour 2 (1-12)
- 2F2 From 00 to 0C No of missions complete for Tour 3 (1-13)
- 2F8-3FB Any Score for Tour 1 - mission 1
- 2FC-327 Any Score for Tour 1 - missions 2-12
- 25C-38B Any Score for Tour 2 - missions 1-12
- 3C0-3F3 Any Score for Tour 3 - missions 1-13
- *EOF*
-