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- The TradeWars 2002 Bible!!!
- ───────────────────────────
- By Psycho ∙ 10/06/93 ∙ v1.1
- ───────────────────────────
-
- -= Table Of Contents =-
- I. An introduction to this whole Bible! ────────> All Read!
-
- II. What is TradeWars 2002?
- III. Basic Game Play
- IV. Advanced Playing Techniques
- V. Being Considered a 'good' player
- VI. Using the Bugs in TradeWars -- A Dilemma
- VII. Choosing Good or Evil
- VIII. Being a Good 'N Legal Trader
- IX. Being an Evil Trader
- X. Bounties, good and evil
- XI. Keeping an Evil Imperial StarShip
- XII. Trapping Federals and Freeing Federals
- XIII. Running A Corporation
- XIV. Running A Piratical Corporation
- XV. Anti-Backstabbing Yourself as a CEO
- XVI. Backstabbing your CEO
- XVII. Secret Alliances and Treaties
- XVIII. The Worth of Planets and Citadels
- XIX. The Worth of Aliens
- XX. The Worth of Ferrengi
- XXI. The Worth of other Traders
- XXII. Using the StarDock to it's fullest
- XXIII. Destroying Class 0 ports
-
- <heh, you like this system, huh??! ;)>
-
- Addendums
- ─────────
- I. The Bugs in TradeWars 2002
- II. External Add-Ons to TradeWars 2002 <not many!>
- III. Registered and Non-Registered Version of TradeWars 2002
- IV. Port Pairs for Trading Easily
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- I ────■ An Introduction To This Whole Bible! ■────────────────────────────────
- The first thing that I wanted to say about this whole file was that I have
- worked long and hard on it, and done much research for it. It is for the good
- of all the current and prospective TradeWars 2002 players out there.
- This is no ordinary text file on TradeWars 2002. This is because I have
- tried to make it as error-free and as clear and consise as possible. In this
- file I have used my opinions and experiences to try and help you become a
- better TradeWars 2002 player faster, and to give you ideas on what to do once
- you get going. I have not told you EXACTLY how to play as some of the
- textfiles that I have read have done. I supply you with the ideas, and you
- do the rest. I'm not holding you by the hand but helping you along the way to
- finding the way that you best play. Good luck! I guess we'll just have to
- find out together if it worked! DON'T FORGET: you'll find what works best for
- you, not me. Try EVERYTHING. There's a LOT to TradeWars 2002!
- If you have any comments, questions, find errors, or have something to add,
- please feel free to contact me on the River Styx BBS, at (617) 277-5637 (@ 8N1),
- at up to a speed of 38,400bps. I am also available on other boards under the
- handle of Psycho in 617.
- I can also be reached upon The BBS, USS Lightspeed ][, the Telegard Beta
- Sight, and ALSO the TradeWars 2002 BETA sight in 617! The number is (617)
- 925-8508 (@ 8N1) at up to 38,400bps. The TradeWars 2002 there is the next
- BETA version and has a rather interesting galaxy of 3000 sectors!!
- The USS LightSpeed ][ is also a member of FidoNet, with the TradeWars 2002
- forum. You can contact me on that as well.
-
- I would also like to thank very much the following people:
- Jonathan Levy, for all of his help on teaching me to play!
- Gary A. Martin, for writing TradeWars 2002!
- And all you experts out there who helped make so much of this possible.
-
- And a special mention goes out to:
- Jac Lahav, for teaching me about colonization! <g>
- Jason Mahoney, for teaching me about the 'free' Holds Bug! ;)
-
- And a particular hello goes out to:
- Bill Wynne, for his ahem, disagreement with me.
-
- PRINT ME! I'm UNDER 30 PAGES!
-
-
- II ───■ What is TradeWars 2002? ■─────────────────────────────────────────────
- TradeWars 2002 is an interactive Online game in which you are placed in a
- galaxy as a 'Trader' and your objective is to become as successful as possible.
- In TradeWars 2002, you try to begin by trading commodities, which in this
- game are: Fuel Ore, Organics and Equipment. Fuel Ore is the cheapest, and
- Equipment is the most expensive. Organics is always somewhere inbetween.
- You are allocated a certain number of turns each time you play (each day
- hopefully) to which you can explore and trade and so forth in the currently
- 1000 sector galaxy. Moving from one sector to another takes one turn, and
- do not expect for sector 10 to lead to sector 11 to lead to sector 12 and so
- forth. The galaxy is very random. Sector 5 may lead to many sectors including
- sector 730 for example. There are some sectors that have one warp in and one
- warp out. Some sectors may be warped into by one sector, and out by another,
- as to have a different entrance and exit sector. Example: you could warp from
- sector 221 to sector 73, and then find that the only way out of 73 is through
- sector 596, and not sector 221. You will see when you logon for the first time
- what I am talking about.
- You should of course understand that TradeWars 2002 is a long term and time
- consuming endavour if you wish to be at all a worthwhile player. Once you get
- into the game, type 'V' at the main menu prompt. Look to see how many days
- the Game has been in effect. This value will affect greatly how you play the
- game. Also look to see if the Version you are playing is registered. If it
- isn't, then exit the program by typing 'Q' and ask your SysOp to register.
- TradeWars 2002 is not worth playing if it isn't registered.
-
-
- III ──■ Basic Game Play ■─────────────────────────────────────────────────────
-
- This opening intro is by Gary and Mary Ann Martin, the creator of TradeWars
- 2002. Read it if you have not done so before. I will break in periodically
- with comments, and tell you things at the end that they do not.
-
- When you enter the game, you will be piloting a Merchant Cruiser.
- This is considered the most versatile ship in the Trade Wars
- armada. In it, new players have a chance to try out all aspects of
- the game.
-
- ──> Periodically you will see me break in to this narrative. I would like
- to say that the Merchant Cruiser is fine for a start, but if you want to
- be even a slightly good trader you must use the StarMaster. It has a VERY
- good turn rate, and it has good arnament and holds capacity. You should
- have about 70,000 credits in your bank account (and say 2,000 or so on
- you) before you buy one. It IS worth it.
-
- Upon entering, you will be asked what alias you would like to use
- in the game and what name you would like to christen your ship.
- The alias you choose will display in the player and corporate
- rankings and in several corporate listings. Your ship name will be
- used in the docking logs at the ports. You can use these names to
- be as conspicuous or as inconspicuous as you want.
-
- The equipment in your initial ship will include 20 holds to store
- the cargo that you can trade at the ports found throughout the
- universe. Trading is the basic way to advance in the game. By
- good trading, you can gain experience as well as gain credits. The
- credits you earn can fund your military and can provide the capital
- you will need to expand your trading expeditions.
-
- The game will differ with each different group of players.
- Individual traders are ranked by their experience. You gain
- experience simply by playing the game. The more things you do, the
- more experience you will get. Good and Evil are represented by the
- titles each player receives. Your experience combined with your
- alignment will determine whether you are a Lieutenant or a Dread
- Pirate. When you do something that affects your alignment, you
- will get a message saying your alignment went up or down and by how
- much.
-
- There are benefits and drawbacks whether you choose to play the
- game as a good trader or an evil trader. Traders who follow the
- FedLaws are offered protection in FedSpace until they are
- experienced enough to protect themselves.
-
- ──> This is a good catch here. When they say 'are experienced enough to
- protect themselves', what they mean is when your Experience Point level
- is at or above 1000, you can 'protect yourself'. By that time anyway,
- you should still be parking in FedSpace if possible, but you should be
- Cloaking. Cloaking devices can be found in the StarDock Hardware Emporium
- for 25,000 credits each. An expense well worth it once you become a good
- trader and part of a Corporation.
-
- Traders who aspire to be very good can be awarded a Federal Commission. This
- allows them to purchase an Imperial Starship. This is one of the most powerful
- ships in the universe. On the other hand, the evil traders are offered some
- options in the Underground. Traders who have proved that they are truly evil
- can steal product or money from the ports.
-
- THE UNIVERSE
-
- You will be traveling in a 1000 sector universe. Sectors may have
- planets, ports, other players, aliens, Ferrengi, Federation
- Starships, mines, message beacons, fighters (belonging to you,
- other players, rogue mercenaries, or the Ferrengi) or the sectors
- may contain nothing at all. If in your travels you come across
- something undesirable, your initial ship comes equipped with 30
- fighters with which you can defend yourself.
-
- ──> No way. Many SysOps will raise this number to 50 fighters initially.
- The SysOps are god here. Don't forget though, that even if you are safe
- overnight in FedSpace, if you have over 50 fighters, then you will be
- towed from FedSpace to a random sector in the galaxy. This is many a time
- annoying, especially if you forget and then get destroyed because somebody
- happened to come across you out in the middle of the galaxy. And anyway, if
- you're evil, don't expect to be protected in FedSpace, not for one second.
-
- Many players find it useful to have a home sector or group of
- sectors. Players, especially those just joining a game, need an
- out-of-the-way place to stay so they can build up their assets.
-
- ──> This is true, but not until you have enough resources to start a planet,
- and to put it in a sector with one warp in and one out (the same sector!!)
- and so forth. If your alignment is positive (you are a GOOD trader so far)
- then if you have over 50,000 credits on you, you will be taxed, and even if
- your alignment goes up, you lose 10% of the money you have at the moment.
- If you are good, when you quit for the day, have no more than 49,999 credits
- on you. Evil traders are not taxed.
-
- You can explore the universe and look for dead end sectors to use
- as a hiding place. Corporate bases built in traffic lanes don't
- fare too well and those in the major thoroughfares (in the paths
- between the class 0 and class 9 ports) just don't stand much of a
- chance.
-
- Planets play a key part in your success as a trader. Terra, the
- first planet you encounter as you enter the game, is where the
- people can be found to colonize all other planets. The other
- planets in the game will, if inhabited, produce Fuel Ore, Organics,
- Equipment and Fighters. You and the other traders decide where the
- planets will be. You can purchase a Genesis Torpedo and use it in
- almost any sector in the galaxy. If the planet has enough of the
- required commodities and enough people to supply the labor to build
- it, you can begin construction of a Citadel. The Citadel can
- provide you and the other members of your corporation with a secure
- place to dock your ships and deposit the credits you've earned. As
- you progress in the game, your Citadel can be upgraded to provide
- additional protection to you and your corporation. If you decide
- to build a planet in your home sector, be sure you can defend it.
- A planets is very vulnerable until it has a Combat Control Computer
- (level 2 Citadel) to safeguard it.
-
- ──> This is also true. DO NOT forget, do not leave Fighters on the
- planet until you have at least a Level 2 citadel, or else anybody can
- land and take the fighters for their own. Not good for you.
-
- There are ten different types of ports scattered about the
- universe. The ports are classified by the products they buy and/or
- sell. Port classes 1 through 8 trade the three basic commodities:
- Fuel Ore, Organics and Equipment. The universe also contains
- specialty ports for the other items you will need to advance in the
- game. There are three Class 0 ports where you can purchase holds
- (beneficial for moving colonists to your planets as well as
- transporting goods for trade), fighters (to help protect your
- territory), or shields (to protect your ship from the traps laid by
- your enemies). There is one Class 9 port that contains not only a
- Trading Port, but also a StarDock. The StarDock houses the Stellar
- Hardware Emporium, the Federation Shipyards, the Lost Trader's
- Tavern, the 2nd National Galactic Bank, the Videon Cineplex and the
- Interstellar Space Police Headquarters. There are other places of
- interest located in the StarDock. These places you will have to
- discover on your own. Some are not advertised because they are
- establishments of questionable repute. Others are Federation
- buildings that house top secret government information.
-
- ──> See 'Using the StarDock to it's fullest' for more info on these topics.
-
- PEOPLE IN THE TRADE WARS UNIVERSE
-
- A large part of playing is interacting with others in the game.
- You can mingle with other players in the Lost Traders Tavern,
- gambling against them, conversing with them, leaving announcements
- at the door or writing a message on the bathroom wall. You can
- combine your assets with other players of the same alignment to
- form a Corporation. Just be aware that more than one Corporation
- has been brought down by a con man who wormed his way into the
- Corporate structure. You can have a chance encounter with other
- creatures of the universe, both real (other users) and Non-Player
- Characters (the Federals, Alien traders and the Ferrengi). Chance
- encounters offer many possibilities and can advance you in your
- chosen career path. Your alignment and experience and the
- alignment and experience of the creature you encounter will
- determine just how that advancement if affected.
-
- Other traders are users just like you. They have alignment and
- experience points. You can see all the others by Listing Traders
- from your ships computer. By using the listing, you can see which
- players are good and which are evil. You can estimate whether the
- other player would better serve your needs as an ally or adversary.
-
- The Federation is the main governing body of the cosmos. You will
- meet the Feds if you go to the Police Station. You might run into
- them as you roam around space. The Feds don't look kindly on
- players who break FedLaws, so if you're not careful, they might
- visit you when you least want their company.
-
- Alien traders are visitors from another universe who are looking
- for better ports. You can get a listing of the Aliens similar to
- the one you get for other traders. Aliens also have experience and
- alignment, but you cannot form a Corporation with them.
-
- The Ferrengi are a greedy, cowardly group. Their primary purpose
- is the speedy acquisition of money. They will steal from anyone no
- matter what the person's or corporation's alignment. They seldom
- engage in face-to-face combat because they prefer the advantage of
- surprise when ambushing their opponent. They often travel in
- groups and will spy on promising territory. After targeting an
- area, they will raid the sector when it is least defended. If they
- are attacked, that group will hold a grudge against the attacker
- and they will not rest until they feel the score has been settled.
-
- Explore the universe and take part in the adventure. You can just
- look around or you can become a dominant factor. Most of the
- displays are fully explained. When you are asked to make a
- selection, anything displayed in brackets [], will be the default.
- Most displays can be aborted by hitting the space bar.
-
- Good Trading and Good Luck.
-
- Maybe one of these days I'll write a new one of those and make it MUCH
- better and MUCH more descriptive. Ask and I'll get around to it.. somehow.
- Now that that boring thing is over with, I must say, it doesn't tell
- you tons. You should attempt to get those 50 fighters by trading in FedSpace
- if there are sufficient ports, and making money, and buying 50 fighters and
- maybe some shields, especially if the game is over a week or two old. Check
- by pressing 'V' on the main menu to see how many planets there are, how many
- mines, and how many fighters there are in the Galaxy. If there are two
- planets, then those are Terra, in sector 1, where you can get colonists to
- colonize your planets from, and the other is Ferrengal. It's not good to run
- into Ferrengal if you are relatively unguarded. If there are 50 mines, those
- are in the Ferrengal sector. If you hit mines in a new game, and there were
- only 50 to begin with, then that's ferrengal. WRITE THE SECTOR DOWN!!
- If you come across a class 0 port (Alpha Centauri or Rylos), write the
- sector # down where you will not lose it. Same goes with any planets you come
- across. Do not lose your notes on the game, they will become important later.
- Especially if you decide to become evil (the class 0 ports).
- You should always try to find a good pair of ports. What I mean by that is
- that ports where you can buy one commodity from it, and go to an adjacent
- sector and sell that commodity and then buy another one that you can sell at
- the port in the sector that you just came from. A good loop, and a good way
- to make money early in the game. Be warned that a while into the game,
- someone else may have found that pair and used it. Look at the percentages
- beside the amounts in the port. This is the ideal port if it is able to be
- used for a port pair, because nobody has docked before.
-
- Docking...
- One turn deducted, 57 turns left.
-
- Commerce Report for Tarsus: 07/31/05 03:08:12 PM
-
- -=-=- Docking Log -=-=-
- No current ship docking log on file.
- For finding this unused port you recieve 1 experience point(s).
-
- Items Status Trading % of max OnBoard
- ----- ------ ------- -------- -------
- Fuel Ore Buying 2720 100% 0
- Organics Buying 2020 100% 0
- Equipment Selling 1470 100% 0
-
- NOW, what you don't want to see is the same port, later:
-
- Docking...
- One turn deducted, 14 turns left.
-
- Commerce Report for Tarsus: 08/19/05 02:01:48 PM
-
- -=-=- Docking Log -=-=-
- USS Enterprise NCC-1701-D docked 1 day(s) ago.
-
- Items Status Trading % of max OnBoard
- ----- ------ ------- -------- -------
- Fuel Ore Buying 23 4% 0
- Organics Buying 193 17% 0
- Equipment Selling 741 42% 0
-
- Not good. The prices are going to be higher, and when you try to haggle
- the price down slightly, the Port is not going to be as flexible. Forget it.
- Just write down on your notes that the pair is dead. Maybe in a while it
- might be ready once again, when the ports are restocked.
- One more thing, keep doing this, and making money, and so forth. Soon you
- might have the resources to make a planet and colonize (and make a Citadel)!
- If there is ANYTHING that you have questions about from this section, or
- once you played, wished I had added it in here, contact me on a BBS in the 617
- area, and I'll listen and possibly add your suggestion into this section next
- time. The same goes for any section.
-
-
- IV ───■ Advanced Playing Techniques ■────────────────────────────────────────
- Ok, so this section really isn't THAT advanced, but enough so that you don't
- want to try this stuff until you have your foot in the door and have the basics
- of TradeWars 2002 down VERY well. You don't want to try this stuff until you
- have your own style of playing, and until you have the resources to fund major
- assaults and expeditions.
- 1. Destroying the famous Shield-Bugged Planets
- First, you need a LOT of money for this one, and a lot of time. This
- requires that you do not mind losing a Level 4 or higher citadel (a minimum of
- 20 days work..) I would suggest approaching this as an extremely violent and
- expensive way of eradicating the competion. You first must have a Level 4
- citadel. Second, you must have enough credits to buy a few Genesis Torpedos.
- Third, you must know the location of one of your enemies shield bugged planets.
- (one or more.. in the same sector that is) Fourth, you must be up late. Buy
- enough genesis torpedos so that you can fill the sector of your enemy with
- planets to the maximum allowed by the game (the usual value for this is 5
- planets per sector). Fill it up until TradeWars gives you a message telling
- you no more planets can be put in the sector. Then place one fighter in your
- enemy's home sector (that means you must destroy all the fighters there first).
- Then, go to your Level 4 or higher Citadel planet and TransWarp the planet to
- the sector where you just put the fighter. The sector is now OVERLOADED with
- planets. When the External Maintenance is run, it will either say 'An Unstable
- Planetary Mass was detected in sector XXX'. Or, if you're lucky, it will say
- 'DeathLand Alpha collided with planet Enemy's-HomePlanet One' or something to
- that extent. Sometimes the planets that are bare (that you created with
- Genesis Torpedos) will get destroyed or destroy another planet. Sometimes you
- may be lucky enough to have one of the useless, barren planets you created
- collide with your enemy's planet, so your Level 4 or higher planet is saved.
- The reason I say be up late is because most of the time, the External
- Maintenance program is run at midnight, so you have a MUCH lower chance of your
- enemy assaulting your Level 4 planet or destroying one of the barren planets.
- 2. Using Photon Missiles
- To use a Photon Missile, you must have either an Imperial StarShip (the best
- out there), or else a Missile Frigate (probably THE WORST ship i've ever seen).
- Photons take care of such unruly hazards as Mines, Fighters, Quasar Cannons,
- and fighters on planets. They don't destroy them, but they DO make them
- completely useless. The mines will not hit you, the fighters will not attack,
- and the Quasar Cannons will not fire. Beware that they do have limits. Such
- as, if you decide to stay too long in the sector, they hazards will become
- active again (it will tell you how long you have.. up to 1 minute depending
- upon what the SysOp has set the 'Photon Wave Duration' to) DO NOT carry
- Photon Missiles around with you. If you do, and run into ONE fighter that is
- on offensive mode, or a few mines, or a quasar, or a Ferrengi, then the photon
- will detonate, and you will have no turns left. Hope you have a cloaking
- device! It is ABSOLUTELY nessecary to carry a cloak around with you so if
- this does happen to you, you can cloak and then resume the next day.
- Before you buy one, make sure that the sectors to the destination sector
- are clear of all hazards (from the StarDock to the destination sector) before
- you begin.
- 3. Federal Commissions
- To get a Federal Commission, you must have an alignment of 500 or higher.
- You must go to the StarDock and then to the Police HQ. Choose 'A' for Apply
- for a Federal Commission. You will then be eligible, when you have enough
- credits, go to the Shipyards and purchase an Imperial StarShip, the BEST
- ship in the galaxy. Not only does it have 150 holds, it has the ability, to
- without bugs, hold 30,000 fighters and 2,000 shields, as well as a TransWarp
- drive system and be able to use Photon Torpedoes. It can carry EVERYTHING.
- An Imperial StarShip is even more dangerous when in the hands of a trader
- who was Commissioned but then went evil.
- 4. The Tholian Sentinel
- DO NOT BUY ONE! The tempting odds of 4 to 1 if defending a Corporate planet
- are all very nice, but if you decide that you want to attack, all you do is
- attack the ship first. Then it only has 1 to 1 fighting odds. It's not
- worth it. Only the most newbieish of the newbies would use one.
- 5. The CIM Mode in the Computer
- The CIM stands for Computer Interrogation Mode. What this mode does is
- access some data that most users can't get to. To effectively use this info,
- you MUST have an offline data converter and compiler such as TWVIEW. To access
- the CIM, go to the computer menu, turn ON your capture function on your
- communications software (see the DOCS for your Comm Program for more info),
- and then type ╚╔╩╦╠═. In other words, ALT-200, ALT-201 (etc) up to ALT-205.
- This is using extended ASCII characters. You must hold down the ALT key and
- type the numbers (with the ALT key held down) on your numeric keypad, not the
- numbers above the letters on your keyboard. An easy way to do this is to go
- into a DOS text edit program, such as EDIT or EDLIN, and type the characters
- and save. Then when you want to enter the CIM mode, do an ASCII upload of the
- file you typed in EDIT or EDLIN (or any other text editor). Make sure not to
- use your Word Processor for this, as ALL add their own codes at the top which
- could (and WILL!) mess it all up.
-
-
- V ────■ Being Considered a 'good' player ■────────────────────────────────────
- It is good to be considered a good player. This is ESPECIALLY true if you
- want to start a good corporation. Start early in a TradeWars 2002 game, and
- show the other players that you can be a very successful player. This can be
- accomplished by raising (or lowering) your alignment quickly, and accumulating
- experience points, and a LOT of them. Also making money, money, money.
- One good way to go evil quick that takes one turn, and only one turn, and
- should be done only if you have little to no experience. This method is easy.
- Go to the StarDock, and go to the Lost Trader's Tavern. Talk to the 'Grimy
- Trader in back', and say an expletive to him. The F-word suffices. Your
- alignment and experience will both go down by one. If you're a newbie in the
- game, and have no experience, you can't lose any. Only your alignment will
- go negative. Make a macro in your Comm Program (you must have ANSI off for
- this, as it interferes with the operation of the macro.. you'll see) to do
- this process over and over again. Instant alignment lowering. In one day
- you could put your alignment down all the way to -32000!! (It DOES get boring
- though..) Try it sometime.
- One good way to go good quick, is to find an evil alien with a nice LARGE
- negative alignment and destroy him. The only problem is that this requires
- resources, while the Evil-Quick method does not. Another one is to destroy
- a Ferrengi or Ferrengi Fighters (like in the Ferrengal Home Sector), but that
- could cause problems, as when you attack a Ferrengi that has 39 fighters, you
- will most likely run into a Ferrengi later that has 29822 fighters and hates
- you. Too bad.
-
-
- VI ───■ Using the bugs in TradeWars -- A Dilemma ■────────────────────────────
- To use or not to use, that IS the question. As you may know, there are
- MANY bugs in TradeWars 2002. Most of them are available only to Evil traders,
- but some are also available to Good traders as well.
- Some may find it immoral to use the bugs. Most will hate you if you use
- such bugs as the FAMOUS and coveted 'Planet Cloning Bug' (see 'Addendum 1') to
- clone your current planets AND money AND fighters AND citadels AND so on.
- Some are nice for all. Haven't we all wanted a Scout Maurauder with 30000
- fighters? And 10000 shields? With it's 2 to 1 odds, goodbye enemies!
- The bugs can do this, but some feel that a TRUE TradeWars 2002 game can only
- be played if the people consent to not use the bugs in a gentlehooman's
- agreement. Some like it this way and honor that, while others do not.
- The choice is yours. I personally use SOME of the bugs, but not all. Talk
- with your opponents and try to decide together. The answer is almost always
- yes.
- P.S. Use the bugs, and then pretend you found out that someone else was
- using them first. ;)
-
-
- VII ──■ Choosing Good or Evil ■───────────────────────────────────────────────
- Here is another fine dilemma. To chose good or evil. If you decide to be
- good, then you are protected in FedSpace until you have 1000 experience points,
- and you can own an Imperial StarShip without having to worry about it being
- destroyed and not being able to get another one. If you are evil, many of the
- bugs are available to you, and you can attack anything and anyone without much
- worry. However, if you run into a Federal in an Imperial StarShip when you
- are evil, good-bye.
- Personally, I like Evil. But I don't go evil immediately. The reason is
- that I get a Federal Comission (see 'Advanced Playing Techniques'), get an
- Imperial StarShip, after I have Trapped both Fleet Admiral Clausewitz, and also
- Admiral Nelson. Don't bother trapping Captain Zyrain. (See 'Trapping Federals
- and Freeing Federals' as well as 'Keeping an Imperial StarShip'.) Then I go
- evil. I have the best of everything.
-
-
- VIII ─■ Being a Good 'N Legal Trader ■────────────────────────────────────────
- In essence, to be the ideal trader, your alignment should be positive.
- You must be willing, at times (when the Ferrengi are around) to help the
- Federation in it's futile cause. Someday, I hope there will be a Ferrengi
- in each sector of the Galaxy!!! <evil grin> -- no, seriously though, if you
- wish to not have to worry about Federals and the like, and Imperial StarShips
- getting destroyed and non-replaceable, then stay good. You must understand,
- though, that being a 'good' (positive alignment) is MUCH harder than being
- an Evil one. The reason for this is that when you are evil, there are SO MANY
- bugs and tactics available to you.
- To start, find out where the StarDock is (see previous sections for info..)
- and go to it. As long as you have at least 5,000 credits initially, go to
- the hardware emporium 'H' and buy a DENSITY scanner. This is important if
- you want to find ports quickly and efficiently, without losing needless turns.
- Then go exploring. Find yourself 'safe routes' on which you can travel.
- Such examples of this are the Major Space Lanes. They vary with each game.
- The Major Space Lanes are comprised of the sectors from sector 1 to the
- StarDock, from the StarDock to sector 1 (they can be different!), and from
- sector 1 and the StarDock to the two other Class 0 ports in the galaxy, which
- are Alpha Centauri and Rylos. Do not expect these to be tottaly clean of
- fighters and mines and the like though. Each night they are cleared, but
- somebody could have put mines or fighters there if they wanted to (that day)!
- Find port pairs. Port pairs are pairs of ports in which you can buy one
- commodity and sell it at a port in an adjacent sector, but THEN at that same
- port that you just sold that commodity at, buy a different commodity and sell
- it at the port that you started the loop from. Here are the port pairs.
- Class Port <─> Class Port
- ---------- ----------
- Class 1 Class 2
- Class 1 Class 3
- Class 1 Class 4
- Class 2 Class 3
- Class 2 Class 5
- Class 3 Class 6
- Class 4 Class 6
- Class 5 Class 6
-
- What this table tells you is that if you find a sector with a Class 1
- port (for example) and a Class 4 port in an adjacent sector, then it's a
- port pair! Just buy and sell and buy and sell, at each port, in a loop.
- Simple! Haggle as much as you can, to make as much as you can. SAVE
- ENOUGH TURNS TO GET BACK TO FEDSPACE!! -- And to the StarDock if you have
- over 49,999 credits, or you'll be taxed and lose 10% of your money!!
- Trade, Trade, Trade! Money, money, money! Once you have 100,000 credits
- in the Galactic Bank (see 'Using the StarDock to it's fullest'), which is
- the maximum, go to the section on starting a planet and a citadel! Easy!
- Maybe you'd like to start a Corporation (if so, see 'Running a Corporation')!
- Good luck! It's not much, but you get the idea, and remember those port
- pairs or do a PrintScreen!
-
-
- IX ───■ Being an Evil Trader ■────────────────────────────────────────────────
- Ah yes. Evil traders. Very nice. Yup. For sure. Hehehehe. <evil grin>
- I LOVE being evil, but that's just me. So many of the bugs in TradeWars 2002
- involve stealing, so that's only available to those who have an alignment of
- below -100 (-101, -102, etc. is fine).
- One good tactic that I have seen used by some of the best players in 617 is
- that they will stay at 0 alignment (by jettisoning 1 hold of colonists per
- day) but work their experience points level up to 900 or so. Then they go
- evil. This way, while they still have no planets with citadels, and not
- much money, they are protected in FedSpace every night. Good tactic.
- A good tactic is to have a partner, perfect in a Corporation, that will, if
- you are using the Hold Bugs (see 'Addendum 1') alternate getting caught at
- ports. You should set up an explorer (maybe you) to find good Traders and
- their planet hideaways. You should set up organized assaults on their HQ's.
- Put bounties on their heads, and lower your alignment mucho. Just recently,
- via the underground, in one of my TradeWars games, I lowered my alignment by
- 20000 points by putting 5,000,000 credits on some no-name trader I found
- undefended in a one-warp sector. Nice way to lower the alignment! Good luck,
- as the 'normal' trading with port pairs isn't fun anymore. Find a port that
- buys Equipment and steal full holds of it. Then sell it back to the port again
- and repeat. It's the Steal-Sell method of making money, and the most
- profitable in the universe. Use it day in and day out. Store your money on
- you or in a Citadel if no-one has found the planet yet (an easy way to make
- sure is to put even just ONE fighter outside and in the sector, so nobody can
- get close to it without getting seen by your fighter(s) in your daily log.
- Put fighters everywhere (1 in a sector all over the place) and people won't
- think a thing of it. Since you don't get taxed as an evil person, you can
- have over 49,999 credits on you at once. If your CLOAKED (yes, you should
- cloak until you have a SAFE shield-bugged planet!) ship is the safest place
- (normally it is...) then store your money there.
- To make sure you can steal all you want to, use these ROUGH calculations
- to help you make sure you don't get caught in the act.
-
- Commodity Exp Points Per Hold
- --------- -------------------
- Fuel Ore 3
- Organics 7
- Equipment 13
- CREDITS 1/10th - (multiply your experience by 10)
-
- These are rough values, and can be stretched. Sometimes it's wrong.
- Chance is a BIG part of being evil. Experience is the other. I would
- suggest that if you do want to become a good player, that you download
- a copy of TradeWars 2002 off a local BBS and play it in 'Local' mode.
- Test what you can do. Remember, since the version you're gonna have isn't
- registered, then you can't buy a new ship, but try what you can. It's
- most-of-the-time worth the effort.
- If you decide to use the bugs, do so. Some are expensive, but some
- are cheap, and can be worth it. Some require a LOT of experience points,
- while others require just as much but also take away experience or RAISE
- your alignment, because you're doing something you're not supposed to, and
- you go over the limit the game is supposed to support. Tada!
-
-
- X ────■ Bounties, Good and Evil ■─────────────────────────────────────────────
- Bounties, in the Underground and the Fed Police HQ (see 'Using the StarDock
- to it's fullest') can raise or lower your alignment VERY quickly. If you wish
- to go evil, and you find a trader in the galaxy... all alone.. <evil grin> then
- all you must do is go to the StarDock, enter the Underground (you might have to
- find out the password by paying the Grimy Trader -- see 'Using the StarDock to
- it's fullest') and use all the money you can muster, including that from a
- citadel in your Corp (or personally owned if possible) and place it on that
- person's head. Then go and destroy them. Collect the bounty back. When you
- put the bounty on that person's head via the Underground, your alignment went
- down, and you didn't lose a credit.
- The same goes for finding an Evil player ALL alone out there... <grin>.
- get all the money you can muster and if he's on the Fed Police's 10 most
- wanted list, post all the money you have on his head. Your alignment will go
- up immensely. Then go kill him/her and collect the reward. Nice alignment
- uppage without losing a credit. Bounties CAN be useful, but only in these two
- situations, never otherwise. If it's just somebody you hate but can't find,
- don't place a Bounty on their head.
-
-
- XI ───■ Keeping an Evil Imperial StarShip ■───────────────────────────────────
- I LOVE Imperial StarShips, don't you!!??? I LOVE being Evil, don't you!?!
- Well, you can have the best of both worlds. Get a Federal Commission (see
- 'Advanced Playing Techniques') and an Imperial StarShip, commonly known as an
- ISS. You must have first TRAPPED the Federals Fleet Admiral Clausewitz and
- Admiral Nelson, by getting them in a one warp sector (one warp in, one out) and
- putting a fighter in the sector that leads in and out of the sector they're in.
- It's very dangerous to do this while you're in an Evil ISS, so you should
- do it while you're still good. Just one fighter will stop them, but I would
- suggest more, on DEFENSIVE (so they don't slam into somebody else's shields and
- get all destroyed, freeing the Fed). It's a good idea, if not a neccecity to
- drop fighters on OFFENSIVE wherever you go (except FedSpace of course). This
- is a good tracking system to get a good glimpse of where your enemies are
- coming and going, and also makes TransWarping a snap. But more importantly,
- it helps because Feds can't pass through a sector with a fighter in it. Same
- with Aliens.
- When you DO decide to go anwhere near FedSpace, you should density scan
- every sector that you go to. If the number is over 400, then Holographically
- Scan the sector. If it's a Fed, do as King Arthur (Monty Python of course!)
- and 'Run away! Run away!'. Deploy fighters as you go. You're safe in a
- sector as long as it has a fighter in it.
-
-
- XII ──■ Trapping Federals and Freeing Federals ■──────────────────────────────
- One good way to ensure the security of your Evil ISS is to trap Federals.
- Don't bother trapping Captain Zyrain, as whenever some idiot tries to deploy
- a fighter in FedSpace or attack a Trader or Alien with a positive alignment and
- and Experience Point value of under 1000 in FedSpace, he is called away
- magically to help. However, trapping Fleet Admiral Clausewitz and Admiral
- Nelson does work. They just show up at bad times and destroy your ISS if
- you're evil. Too bad. If you are good, and don't have to worry about Federals
- killing you if you're in an ISS, and you find one, free it. Make it hard
- for those who have Evil ISSes, because they might get destroyed by them.
- Not funny for your enemy!
- What I suggest is if you have an Evil ISS, and you have trapped a Fed with
- your fighters, then you should put a distinctive number of fighters in the
- sector, and tell your Corporate members (if you have any) what that number
- is and what it means, so they can try and trap the Fed again if the Fighters
- are destroyed by somebody. My favorite is 333, because it spells F-E-D on a
- phone. But that's just me -- Hey! The number 3 is DEF - Fed Backwards! <g>.
-
-
- XIII ─■ Running A Corporation ■───────────────────────────────────────────────
- A Corporation is a POWERFUL way to do VERY well in TradeWars 2002.
- You can make a LOT more money with a combined effort in a Corporation then
- by yourself. You also have less enemies that will attack you.
- To start a Corporation, I suggest that any members you want to recruit (or
- want to recruit themselves) you should find out EXACTLY who they are (their
- handle..) and find whether or not they have a history of being un-trustworthy.
- If so, say sorry, not this time.
- Once you get some corporate members, say three, have one be the make-the-
- planet's-Citadels-Upgrade-guy. He is the one who Colonizes planets until they
- have 1000 groups of colonists in each Commodity type. He is the one who
- uses the money the other two make to buy goods and stock the planets. He is
- the one that takes away colonists from the planets if there is over 1000 in
- each category (the external maintenance will do this..) or puts yet MORE
- colonists on the planet if need be. He is the one that puts the shields on
- the planet to try and sheild bug it.
- The other two make money, money, money. If you get more people, have some
- be explorers. The ones who re-explore the galaxy a LOT so they find the
- opposition's planets and hideaways. They are the ones who find good port
- pairs so the people making the money can do so well (if they use port pairs).
- Some others can be the attackers. They are the ones who have the Imperial
- StarShips. They are the ones who are LOADED with fighters and shields. Here
- is a list of the jobs and what they should have to do that job well:
-
- Persona Type ShipType Fighters Shields TransWarp?
- ----------------- ----------------- -------- ------- ----------
- The Planet Person StarMaster 500 500 No
- The Money Maker StarMaster 500 1000 No
- The Explorer Scout Marauder 250 5000 No
- The Attacker Imperial StarShip 30,000 10000+ Yes
-
- Every person on this list should have a Holo Scanner for their own good.
-
- To accomplish some of these, you will need to use the Negative Corporate
- Transfer Bug (see 'Addendum 1'), but it's well worth it. Remember, this is
- only my suggestion. Try it and see what works well for you. If you can get
- all of your Corporate members in Imperial StarShips, great! (except for maybe
- the explorer because s/he needs the high turn rate and is really not going
- to be using the TransWarp).
- The 'Planet Person' does not need much in terms of Offensive capabilities,
- and this is because their routine is daily, pretty much the same thing. The
- only place they should be going is Terra (for colonists) and a port that sells
- the commodities that they need to stock the planets, like a close Class 7 port,
- which sells ALL the commodities. They should never stray from these, 'safer'
- paths.
- The 'Money Maker' needs some protectiom because, s/he is traveling around to
- the places that the 'Explorer' told them to go to, and making money,
- methodically. A repeditive and easy job, good for the inexperienced player,
- same as the 'Planet Person'.
- The 'Explorer' is for the intermediate player, as they don't know what they
- could be running into. They go everywhere, all the time, and should find a
- good way to methodically go over the galaxy every few weeks. They should
- also have the port pairs memorized, and write them all down, and then send it
- to the 'Money Maker'. If they find an enemy's planet (or something of that
- importance) then they tell the 'Attacker'.
- The 'Attacker' is the one who assaults the planets. And attacks the
- opponents and Ferrengi and so forth. This person should have a LOT of
- shields, for Corbomite and Quasar Cannon protection. This player should also
- have 150 (full holds for an ISS) of Fuel Ore so that they may TransWarp
- anywhere when need be. They should always have at least 10,000 credits to
- BUY Fuel Ore with in case they need more. This should be an experienced player
- and most likely the CEO of the corporation. If you plan to use the Dual CEO
- bug (see 'Addendum 1'), then you should try and make the Attacker and the
- Explorer the two CEO's. So both can send Corporate memos to the other members
- easily and so both can supervise the more inexperienced players doing the easier
- roles. Remember, the more people the better!
- That above outline of a Corporation is just a model, and is VERY flexible.
- Find what works best for you, and use that technique. If you have improvements
- or more ideas, then contact me on the above BBS in section I, or on most other
- 617 BBSes.
-
-
- XIV ──■ Running a Piratical Corporation ■─────────────────────────────────────
- Running a Piratical Corporation is the same as running a good corporation,
- exept for the fact that you can use many of the bugs much better, and it also
- makes some available that beforehand would not have been available.
- The difference also is that you can Steal from ports, use the hold bugs,
- and then when you get caught at a port, tell your corporate members at the end
- of your 'playing' day in one list, and then tell them to write those ports
- down (the sector #'s that is..) and then get them to be busted, and do the
- same at the end of each 'day'. This way you never lose experience or holds
- that you don't have to because you tried to rob a port you got caught at
- before. Makes life easier. Two members can do this JUST fine.
-
-
- XV ───■ Anti-Backstabbing Yourself as a CEO ■─────────────────────────────────
- Dual CEOship or not, you can Anti-Backstab yourself. This is in other
- words, a way of making sure that if one of your Corporate Members or the other
- CEO (if it's dual) decides to take all your assets and planets (and so forth)
- and make them his ownm that you're not completely helpless. The only defense
- against this is really preparation, not some secret command in TradeWars.
- You can start, secretly your own planet, and have it progress by using SOME
- of the resources of your Corporation with the rest being your own. You should
- of course, always know exactly who is in your Corporation and make sure that
- they are trustworthy. It is best if these people are your friends, personally,
- but since most of the time, that is not possible, then you want to make sure
- that they have not backstabbed before, unless it was for a VERY good reason.
- There isn't much else that you can do. All CEO's should CLOAK and not use
- then Shield Bugged planets to protect themselves. This is important for your
- own safety.
-
-
- XVI ──■ Backstabbing your CEO ■───────────────────────────────────────────────
- If you so decide, to backstab your CEO, you will lose credability.
- Unless ALL of the corporate members decide it's ok, and they want to be
- in on it too because they think your CEO is an IDIOT, then do so. However
- it may not be good next time you want to join or start a Corp on another
- game, because you may be labeled as a 'backstabber'.
- It's up to you. If so, the best way to go about it is to jettison the
- people from the planets (the Traders parked in the citadels!) and then
- claim them for yourself. You must also quit your own corporation, and tell
- the people that you decided to backstab with what the password is. Then, make
- the planets your Corporation's planets, and there you go! If, your CEO is
- at all smart, he'll cloak every day so you won't be able to destroy him.
- If he's not, you may want to even more graphically put the point across
- by transferring everything he has on him, off him, and either destroying him
- or else putting him in a sector with 99 mines. Too bad.
- If you're a CEO and want to backstab your Corporate members, that's not
- advisable. Possibly, if your betrayed members spread enough propaganda, you
- might have to expect never to run a Corporation with any members again, though
- this may not be true depending upon whether or not your CorpMembers were inept
- or not... Use the same outline as above if you decide to do it, and offer the
- password to any of the 'former' members who were any good, unless you just want
- to make everything Personally owned.
- If you, by chance are a CEO who has heard that a member is going to
- backstab you, and you DO believe (NOT, well, er, I THINK he's gonna...) that
- s/he is going to backstab your corporation, take all the shields and fighters
- off of him and move him to a random sector and eject him from the corp.
- If you are a member of a corporation, and another member approaches you in
- a message and asks you if you want to backstab, say "possibly.. who's in on
- it?" and wait for a reply. When the backstabber tells you, tell your CEO,
- and be rewarded with the trust of that CEO GREATLY. Also, expect to have
- an enemy also.. so it's a two-sided victory.
-
-
- XVII ─■ Secret Alliances and Treaties ■───────────────────────────────────────
- At some point in your TradeWarsing career, you may find that a Corporation
- offers to not attack your posessions if you don't do the same. These are by
- no means binding and are not enforced unless the corporate member wishes to
- follow your 'gentleman's agreement'. These can be helpful, and will help both
- your and the other team's Corporation grow, especially their planets. They
- could of course, always 'hire' somebody NOT on their corporation in the game
- to assault you and give them the resources to do it.. Trust. It's up to you.
-
-
- XVIII ■ The Worth of Planets and Citadels ■───────────────────────────────────
- Planets alone are useless. Citadels are not. Put them together (well, the
- only way to get a citadel is to make a planet anyway....)
- Here are the BASIC rules to follow when making a planet:
- 1. Pick a spot where no-one will find it. Do NOT choose a sector that has
- more that ONE warp out of it
- 2. Make sure the warp in is the same warp out!
- 3. Make sure there are no one-way-warps into the sector, as that can be
- used as a backdoor by your enemies. Here is a way to check for one way
- warps into the sector (s) you've chosen:
- 1. Go to the computer and Avoid the sector you have chosen!
- 2. Try to warp to it from MORE THAN ONE SECTOR AWAY!
- 3. If it says *NO* warps found, then type (Y)es to clear avoids and
- you're all set. If not, don't use that sector!
- 4. Pick a spot where there were no enemy fighters. This is because if that
- sector you might have chosen was a tunnel, then your enemy might have had
- his/her eye upon it..
- 5. Buy a Genesis Torpedo and use it! (25,000) creds
- 6. COLONIZE! -- Bring people from Terra in sector 1 to your planet.
- 7. Put most of them in Fuel Ore. Every day before a Level 2 Citadel, take
- the fighters off the planet and use them or put them somewhere else
- (ie. either on your ship or in another 1 warp sector / or guarding the
- planet)
- 8. Go to ports and buy commodities. Get enough to start a Level 1 Citadel
- and do so. Stock each day. Colonize. Make sure to keep the MAX num.
- of colonists (in each category) at NO MORE than 1,000 holds worth.
- 9. Once you're on a Level 2, put your fighters on the planet. They have 4
- to 1 odds against the enemy attacking. Put only 1 in the sector, as to
- get the fighter reports if a person finds your planet, you'll know.
- 10.If a person finds your planet and it can't yet be moved, either destroy
- the planet (after killing off the colonists!) or if the enemy is weak,
- keep it's development going, and MOVE IT as soon as possible! (when it
- reaches a Level 4 citadel to another safe sector.
- Once your planet reaches a Level 5 Citadel, shield bug it! If you KNOW FOR
- CERTAIN that your enemies have not found your planet, you can start this
- process BEFORE you have a Level 5 Citadel. You can stick shields on your
- planet before a Level 5, they just won't be active until the Level 5 is
- complete. To shield bug, put the shielding at 1639 or higher. I would,
- personally, suggest more. This is, because if a person takes over your sector
- defenses, which you hopefully have (only fighters and mines... how many
- of each is up to you.) and you CANNOT get off your planet without being able
- to get back in, then you will have plenty of shields to protect yourself with
- or, if needs be, sell at the stardock for a nice price and get enough money to
- buy fighters or whatever you need to destroy their fighters...
- Therefore, a level of something like 2000 is suggested.. though expensive!
-
-
- XIX ──■ The Worth of Aliens ■─────────────────────────────────────────────────
- Aliens are important for the aspiring EVIL or GOOD trader. This is because
- when you destroy them <grin> you gain experience points and raise or lower
- your alignment. If you come across an Alien of an opposite alignment than you,
- then trap him. The way you do this is by getting that alien into a one warp
- sector and put a fighter in the sector that leads out of that sector. Same as
- trapping a Federal, but much less dangerous, especially if you're in an Evil
- Imperial StarShip. If you have a POSITIVE alignment, and you destroy an
- alien with a NEGATIVE alignment, your alignment will go up (depending on their
- alignment) and your experience will go up (depending on their experience). If
- you kill an alien of an opposite alignment, you will get one half of their
- experience added to yours. If you kill an alien of the SAME alignment, you
- will recieve one quarter of their experience points.
- Aliens are a good way to quickly get a Federal Commission (evil ones..)
- because they can raise your alignment and experience so quickly.
-
-
- XX ──■ The Worth of Ferrengi ■────────────────────────────────────────────────
- Ferrengi scum is fun for all! The Ferrengi will attack you, board you,
- take your commodities onboard and some of your holds. Sometimes they'll
- settle for your credits. ALWAYS: They show up at the times when you have
- MANY less fighters than them. But hey! That's the Ferrengi's way. Their
- Assault Traders don't have very good fighting odds, so they're easy to attack.
- The only problem is that once you attack one, others will have grudges against
- you. Some will possibly go on a Blood Hunt against you. Not good.
- Not only will attacking Ferrengi fighters and Ferrengi themselves give you
- a BIG alignment raise, you will also recieve bounty credits for killing the
- Ferrengi, whether you have a negative OR positive alignment, but the credits
- given to you by the Federation NEVER outweigh or even compensate for the cost
- of the fighters used. You mostly attack Ferrengi for alignment purposes.
- When a Ferrengi finds you and gives you it's annoying message:
-
- ██ Ferrengi Fighter Attack! ██
- Combat computer reports damages of 27 battle points!
- 27 K3-A Fighters destroyed by the attack!
-
- Received from The Ferrengi at 08:27:49 PM S.D. 07/27/05:
- Greetings HooMan! This is Daihmon <unpronouncable> commanding the
- <unpronouncable>. Lower your shields and prepare to be boarded.
- We will exact tribute from you and then be on our way, otherwise we
- will turn your excuse for a ship into so many pieces of space junk.
-
- Your fighters: 4 vs. theirs: 259
- Choose your action, Captain : (F)lee, (A)ttack, (S)urrender, (I)nfo ?
-
- Usually the best way of escape is to surrender. Hope you have something
- in your holds! If not, flee might be the preferable option, but not if you
- have 29 fighters left and no shields.. you'll most likely get destroyed.
- The Ferrengi are a good and annoying opponent. Use them to your advantage
- or steer clear of them!
-
-
- XXI ──■ The Worth of Other Traders ■──────────────────────────────────────────
- Yes! Not only are Traders SUCH GOOD opponents, they're fun to destroy too!
- If you find one, use the lower or raise your alignment tactic (see 'Bounties,
- good and evil')
- To use other traders constantly, to your advantage, have them on your
- corporation. Or else destroy them as much as you can. Just recently I found
- a newbie that parked in FedSpace that was evil (-1 alignment..) and he had
- a 1,320 credits bounty on his head (in the FedSpace Police HQ), so I posted
- ALL the money I had on him (minus 2,000 or so, just in case I couldn't destroy
- him.. to trade with..) and killed him. My alignment was up and i earned a few
- thousand credits off the Federation bounty and the holds and credits off him.
- Of course those few thousand never make up for the fighters you lost..
- unless of course the guy only had about 5 on him.. which doesn't happen too
- often...
- Traders are fun to find, especially with NO fighters, and to tow to a
- sector and put 99 mines around, although it's not very constructive. Leave a
- colorful marker beacon too. One good way to get them to have no fighters is
- to attack until it tells you that you have lost X fighters and etc, etc
- and then Pauses (-Pause-) and if you press enter shows you the ANSI showing
- a ship getting destroyed. Drop carrier when it is displaying the pause. Then
- log back on, and the player will have no fighters on him, and is ready to tow!
-
-
- XXII ─■ Using the StarDock to it's fullest ■──────────────────────────────────
- In the stardock there are some rather useful places. Here is a list
- taken from Levy's TradMenu Program:
- ── Stardock ──
- ╔═══════════════════════════════════════╗
- ║ Obvious places to go are: ║
- ║ ║
- ║ <C> The CinePlex Videon Theatres ║
- ║ <G> The 2nd National Galactic Bank ║
- ║ <H> The Stellar Hardware Emporium ║
- ║ <P> The Federal Space Police HQ ║
- ║ <S> The Federation Shipyards ║
- ║ <T> The Lost Trader's Tavern ║
- ║ ║
- ║ <!> Stardock Help ║
- ║ <L> Return to your ship and leave ║
- ╠═══════════════════════════════════════╣
- ║ Undisplayed Options: ║
- ║ ║
- ║ <+> The Library console ║
- ║ <U> Contact the Underground ║
- ╚═══════════════════════════════════════╝
- The CinePlex Videon Theatres are useless to everybody. There's no
- secrets here. You, for a nominal amount of credits get to watch an
- ANSI. If you want to see them, it's probably easier just to download
- TradeWars 2002 and install it locally!
- The 2nd National Galactic Bank is useful for those good traders, who
- do not want to be taxed because they have over 49,999 credits at the beginning
- of the day. Unfortunately, you can only deposit 100,000 credits in your
- account, total. The nice thing is that if you want to help someone out,
- you can transfer credits from your account to theirs. It can make for good
- alliances. No secrets here either.
- The Stellar Hardware Emporium is useful indeed! EVERYBODY uses it! It's
- where you get your Genesis Torpedoes, Mines, Marker Beacons, Scanners,
- TransWarp Drive Systems, and so forth. Here is a list of the products and
- what they do below:
-
- Atomic Detonator: This device is SAFE to carry, nomatter what the description
- says. It destroys planets. Remember, if you want to destroy a planet that it
- takes your alignment down (50 points down). However, if you don't attack and
- kill ALL the colonists before you use this device, you WILL get destroyed. The
- maximum any ship can carry is five.
-
- Marker Beacons: These are cheap and useless. They are also dangerous. They
- are fun to put in your Home Sector or in a sector with an enemy that you have
- towed and surrounded with mines, but if you blind TransWarp and even one of
- these are in the sector, goodbye ship!
-
- Corbomite Devices: These serve practically no purpose. The maximum any
- ship can carry is 1,500. These hurt even more the person that destroyed you.
- Not useful because they are expensive when added up (150,000 creds) and
- do not do a whole lot to your enemy.
-
- Cloaking Devices: EVERYONE should have at LEAST one at all times after the
- first two weeks of gameplay! In case you run out of turns outside of a safe
- area (your homesector or FedSpace -- if you're good) They protect you from
- being seen by enemies. All competent CEO's should use them. The maximum
- any ship can carry is five.
-
- SubSpace Ether Probes: These are handy. Want to know what's in sector
- 1,000 and have no turns left? Use one. It's like a moving Holo Scanner that
- goes multiple sectors and takes one turn. The only thing is, a mine, one
- fighter, or just about anything will destroy them, and if caught by a fighter,
- the owner of that fighter will be told who owns the Ether Probe. The maximum
- any ship can carry is 25.
-
- Planet Scanners: Planet scanners do just that, scan planets. If the planet
- is NOT shielded, then you will be told who owns it, and how many fighters
- are on the planet, as well as other information. A wise investment after
- you have a couple million credits in the citadel, and have a safe ship, so
- you don't put 30,000 credits down the drain needlessly.
-
- Space Mines: Self explanatory. When a person enters a sector half of them
- will blow up, causing 20 points of damage per mine. A sector can hold up to
- 99.
-
- Photon Missiles: Not available to many. See 'Advanced Playing Techniques' for
- more info. They simply disable ALL mines, fighters and Quasar Cannons in the
- sector that you fire them into, for a SysOp specified amount of time. They
- will blow up at the slightest attack of any sort. Even ONE offensive fighter
- will do it. If they do, you lose all your turns for the rest of that day.
- Hope you have a cloak. I always get a Photon Missile ONLY when I need one,
- and make sure that I have a cloak with me, just in case. These must be shot
- from an adjacent sector to the one you want to invade, and the sector you shot
- it from will show up in the daily log, by number, so people will know EXACTLY
- where you have been.
-
- Long Range Scanners;
- Density Scanner: This scanner tells you how many warps lead out of the
- sectors around you, and what is in the sector, roughly. A Density scan doesn't
- take a turn, as a holo scan does. Here is a list of densities.
- 500 = A planet
- 100 = A port
- 40 = A trader or a Ferrengi
- 10 = A Mine
- 5 = One fighter
- 1 = A Marker Beacon
- A Sector Density Scan Ending in 2,3,4,7,8 or 9 is a Fed, ALWAYS
- A Sector Density scan ending in 0,1,5 or 6 is NOT a Fed, SOMETIMES
- (see 'Keeping an evil Imperial StarShip')
- Holographic Scanner: This scanner is a density scanner, but it also
- can be a scanner that grapicallys shows you exactly what's in the adjacent
- sectors, but requires a turn.
-
- Mine Disruptors: Mine disruptors are simple. Any ship can carry a maximum
- of 10. They can disrupt up to 12 mines (if you're lucky) in a sector. They
- MUST be fired from a sector adjacent to the one with the mines, same as Photon
- Torpedoes. A good investment of 40,000 credits when one has a SECURE ship.
-
- Genesis Torpedoes: Genesis Torpedoes are IMPORTANT! You make planets with
- these. It is well worth the 25,000 credits if you have found a secure sector
- (see 'The Worth of Planets and Citadels') to place it in (so it will not be
- found and destroyed). Then you colonize and stock the planet, and tada!
- Citadel time!
-
- TransWarp Drives: These systems are available only to those with a Havoc
- GunStar, a Corporate FlagShip, or an Imperial StarShip. TransWarp drives
- require Fuel Ore to run, and are worth the 50,000 credits later in the game.
- Especially if you have an Evil Imperial StarShip. They will 'hop' you from
- one sector to another safely, as long as you have a fighter in the destination
- sector in one turn. A good addition.
-
- Psychic Probes: These are not much help. Sometimes they are worth it. They
- simply tell you AFTER you have bought or sold a product what percent of the
- highest that the port would have taken you got by trading there. You'll just
- have to get one some time and try it.
-
- The Federal Space Police HQ is important for those who want to get a Federal
- Commission (see 'Advanced Playing Techniques'). This is where you do so. The
- Police HQ is also the place at which you place and collect bounties that can
- raise and lower your alignment (see 'Bounties, good and evil'). Not much else
- here.
-
- The Federation Shipyards are VERY important to EVERYBODY. This is where
- you sell your old ship and buy a new one. Here are the available shiptypes.
-
- Ship Class Cost
- <1> Merchant Cruiser 26,300 - Starting Ship. Not-so-good
- <2> Scout Marauder 13,200 - Fast & Small-Not for trading
- <3> Missile Frigate 28,800 - AWFUL! Photons though..
- <4> BattleShip 40,500 - Not worth it
- <5> Corporate FlagShip 71,000 - 2nd best ship - worth it!
- <6> Colonial Transport 54,400 - Too Slow - for port pairs
- <7> CargoTran 59,400 - Not worth it - StarMaster!
- <8> Merchant Freighter 36,200 - Not worth it - StarMaster!
- <9> Imperial StarShip 128,600 - BEST Ship! - Fed. Comiss.!
- <10> Havoc GunStar 29,500 - Not good. Get an ISS or CFS
- <11> StarMaster 48,000 - VERY worth it! GET ONE!!
- <12> Constellation 40,500 - Nah.
- <13> T'Khasi Orion 36,000 - Nah.
- <14> Tholian Sentinel 27,000 - See 'Advanced Playing Tech.'
- <15> Taurean Mule 53,600 - Faster/150 holds - Col. Tra!
-
- The only ships that I believe are TRULY worth it are the Corporate FlagShip,
- the Imperial StarShip (you need a Federal Commission to BUY one), and the
- StarMaster.
- The Colonial Transport lets you have 250 holds, but the expense is ENORMOUS.
- Use a Taurean Mule, as you have a higher turn rate, but only 150 holds. Still
- enough. The CargoTran is NOT a good buy. Get a StarMaster if you want a REAL
- ship.
- The BattleShip is too constraining, and not worth the expense. The Scout
- Marauder has 2 to 1 fighting odds (that means, theoretically you should be
- able to kill 500 fighters with it's 250 [maximum]) It's too bad the 'fighters
- per attack' is so low, or it would be much better. Use the Negative Transfer
- Bug to get more fighters on the thing (see 'Addendum 1')
-
- The Lost Trader's Tavern is a good place to go to get information. You
- can Write things to people in a public conversation, or anonymously in the
- bathroom on the walls. You can post an announcement to all that enter the
- tavern for 100 credits. You can play Tri-Cron and TRY to make money. To tell
- you the truth, it's not worth it. The best combination is 2-3-1, as the Grimy
- Trader in back will tell you. I tell you it's not worth it.
- The trader in back is probably the most important feature of the tavern.
- He sells you information. Here are some of the most-used commands. You can
- ask him just about ANYTHING. Even about ships or things in the hardware
- emporium individually.
-
- TRADER -- Trace a person to a port (a few thousand credits)
- MAFIA -- Get the password to the underground
- TRI CRON -- Get tips on Tri-Cron
-
- The Underground is important. Here you post bounties on ANYBODY (positive
- and negative alignment traders) and get your alignment lowered. The ratio is
- that your alignment will go down by 4 points for every 1,000 credits of bounty
- that you post. Do this to some trader you found in an Escape Pod or something.
- This way you get your money back! The underground also lets you change your
- name, which can confuse your opponents. Don't try to break in too much, or
- your credits will get taken, and finally you will get killed.
-
- The Library is not important, just interesting the first time you go.
- It tells you about 'Alien Derelicts' which have nothing to do with the game,
- and also gives you a glimpse at the shipspecs on the Ferrengi vessel(s).
-
-
- XXIII ■ Destroying Class 0 Ports ■────────────────────────────────────────────
- It just takes a little imagination! You CAN destroy class 0 ports.
- Simply use the Negative Transfer Bug to get 32000 shields (see 'Addendum 1')
- and get 32000 fighters on an Imperial StarShip or Corporate FlagShip or any
- other ship that you care to try this in (with GOOD offensive odds...not
- something like a CargoTran..) and attack. Attack. Attack. Try it on a local
- copy of TradeWars first. Then try it online and freeze the game if you have
- the resources. You can do this by shutting off the StarDock (surrounding it
- with fighters and mines or else Planets with a good amout of Quasar Sector
- level power. The fighters and mines will get destroyed nightly, but hey!
- Then go and destroy the other three class 0 ports in the universe. Fun!
- Maybe you could even go for the StarDock, but I haven't done it yet! Time
- for BigBang if you do!!
-
-
-
-
-
-
-
-
-
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-
- ───■ ADDENDUM 1 ■─────────────────────────────────────────────────────────────
-
- Trade Wars 2002 v1.03+ Known Bugs
- ─────────────────────────────────
-
- -= Table of Contents =- -= Max Version Compatibility =-
- I. The Planetary Shield Bug 1.03d
- II. The Negative Transfer Bug 1.03d
- III. The Evil's Holds Bug 1.03d
- IV. The Evil's MEGA MEGA Holds Bug 1.03d
- V. The Corporate Megaholds Bug 1.03d
- VI. The In-famous Dual CEO Bug 1.03d
- VII. The Military Reaction Level Bug 1.03d
- VIII. The Planet Cloning Bug 1.03
- IX. The CRASH TradeWars Bug 1.03d
- X. The Heir to the Throne Bug 1.03d
- XI. The (so-called) Steal-Sell Bug 1.03d
- XII. The Infinite Cloaking Bug 1.03d
- XIII. The Infinite Photon Bug 1.03d
- XIV. OTHER Bugs / Un-Tested Bugs 1.03d
-
- -= The Bugs! =-
- I. The Planetary Shield Bug
- As most of us know, once a planet reaches a planetary
- shielding level of 1639 or above, the shields become
- undestroyable. This takes many resources (ie. $$$$) to shield
- bug a planet, and much time, of course, to build a level 5
- citadel. There are still ways to destroy a shield bugged
- planet, but it takes many days and resources (and stupidity on
- your part) to have this done to you (see Advanced Playing Techniques).
-
- II. The Negative Transfer Bug
- When you're on a Corporation, you can find another
- corporate member, and transfer shields, credits and fighters
- inbetween the two of you if you go into the same sector as
- your corporate member. The bug here applies only to Fighters
- and shields, NOT credits. The Martins, being the inept people
- that they are, have included another fun bug. Say you have an
- Imperial StarShip (ISS) and your corporate partner has one
- too. We know the maximum number of shields on an ISS is 2000.
- If you wanted, say 4000 to start, then go right ahead, and do
- the following (that is, if your partner had 2000 shields and
- so did you). Go to the corporate menu and do 'S' for Shields
- transfer. Then, say yes to the appropriate member to transfer
- with, and choose 'T' for Transfer TO other member. Then
- transfer NEGATIVE 2000 (-2000) shields and wala! You have
- 4000 shields! (You may have to do two -999 and one -2,
- because I forget if the input field is four or five digits
- long). The same applies for fighters. You could have up to
- 32767 fighters on any ship. 32767 is the maximum for fighters
- AND shields (ie you could get an ISS with 32767 fighters and
- 32767 shields...even a Scout Maurauder with 32767 fighters and
- shields!!!!) Try it! One other variation on this is that you
- can do, with the same ideas used above, do a transfer FROM and
- do negative shields or fighters or something. But then again,
- who would want to do that when YOU can have all the shields and
- the fighters!!!
- There is yet another twist on this bug. If you want those shields
- or fighters even faster without a partner, then go to a planet with a
- citadel and take shields from it by using 'G' for Shield Generator Control,
- and then chosing 'T' for To Shield System, and use a negative #. The same
- goes for 'M' for Military (fighters). You can do Negative transfers there as
- well.
-
- III. The Evil's Holds Bug
- When you steal from a port, there are limits as to how
- much money or products you can steal. If you get caught, you
- lose holds. How about losing NEGATIVE holds, or in other
- words, GAINING holds? Simple. Steal 365 equipment from a
- port that has an adequate amount of equipment (ie over 365)
- and you will get fined -32 cargo holds, the maximum. You will
- gain 32 holds! You can get a ship, say it's an ISS again
- (hard to keep if you're evil..) with the maximum of 150 holds,
- and steal 365 equipment, and end up with an ISS with 182
- holds! You can have more than maximum holds on any ship. To
- be exact, 32 over the maximum. You can also steal 615
- organics from a port and get 'fined' negative 32 cargo holds.
- Find a port with adequate organics. Remember that you can
- only use one port at a time, ie somebody else must be caught
- there before you can steal from that port again.. or it must
- be over 2 weeks..
-
- IV. The Evil's MEGA MEGA Holds Bug
- Here goes. Get a ship with Maximum holds, plus the 32
- extra (see section III). Go to terra or some planet that you
- own, and take colonists (preferably from Terra..) Then go and
- steal, oh say 364 that's right 364 (NOT 365) holds of
- Equipment and get caught. You will lose 32 holds. Then go and
- steal one hold of a commodity that you do not want to trade or use
- at all. The most likely one would be Organics. Fuel Ore is needed
- for a TransWarp. Then again, if you're doing this on a StarMaster
- or something, you may change your mind. After you have stolen one
- hold of Organics for example, and then go to a class 0 port and buy
- more holds. Repeat. Taxing on the experience and $$$$, but sometimes
- worth it. Don't sell or buy the commodity that you steal the one holds
- of. Also, do not get caught by a Ferrengi or a port, or deploy fighters
- in FedSpace, or you WILL lose your mega holds.
-
- V. The Corporate Megaholds Bug
- This bug is available to both good and evil people. I don't find it
- very useful at all. Load A Ship in a citadel, say a Havoc GunStar, with
- Fuel Ore (make sure it has Full Holds and a TransWarp drive). Have it
- parked overnight, and have it so team-members CAN Exchange Ships with it.
- Then have a Ship with not much on it go into the citadel, and have the Max
- holds, but empty. Then type 'E' for Exchange ships, and as soon as you
- type 'Y' for yes, exit the citadel and type 'T' for Take all products. You
- will end up with the holds of Fuel Ore in the ship that was parked in the
- Citadel, in that ship, with full holds of Equipment as well. Not very useful,
- but maybe i'm missing part of it...nah.
-
- VI. The In-famous Dual CEO Bug
- This is a unknown, but VERY nice bug. How would you like a corporation
- with Two CEO's? With two Corporate FlagShips readily available? With both
- having CEO power? Well, I discovered this bug myself. First, logon with
- player JOE SHMOE to TradeWars 2002 (that's his handle). Then, when it asks
- which alias would you like to use, use the same name as the other person's
- handle who is also going to logon, for this example say it's JACKAL. Fine.
- Make a corp. Then, logon with JACKAL (that's his handle) and tell TradeWars
- to use his BBS name. THE CAPITALIZATION MUST BE THE SAME!!. Tell him to
- join the corp. Ta-da!!! You can use any handles as long as you follow the
- above outline, and the name you choose is one of the people's handles. Look
- at this small capture:
-
- < T h e C o r p o r a t e R e g i s t e r >
-
- Corp Number Corp Name
- -----------------------------------------------------
- 1 Psycho!
- Creation Date: 07/12/05
- Corp C.E.O. -> Psycho
- Corp C.E.O. -> Psycho
- -----------------------------------------------------
- 2 Knights of Solamnia
- Creation Date: 08/02/05
- Corp C.E.O. -> Levy
-
- I'm not kidding! This is REAL! You both will have CEO power (Corporate
- Memo, Corporate Password, Corporate FlagShip(s), Kick a Member Off)
- It also confuses the heck out of your opponents, as when they send a
- message, they don't know if it's you or your partner!!
-
- VII. The Military Reaction Level Bug
- If you have a planet. DO NOT HAVE THE MILITARY REACTION LEVEL ABOVE 0%!
- This is because of the following. If a person attacks with 26,000+ fighters,
- and the planet has over 13,000+ fighters on it, and the Military Reaction Level
- is above 0%, the fighters will ALL attack and WILL NOT kill them. Useless
- fighters. But besides, with 4 to 1 odds on the planet, it's better not to have
- them attack anyway!
-
- VIII. The Planet Cloning Bug
- Start a planet, (ie. use a Genesis Torpedo) and stock it with all the
- neccecary items to upgrade to a level one citadel. Do so. Then stock it
- again, so that it can be upgraded to a level 2 citadel. Then goto another
- planet in the sector that has, say a level 4 citadel with one day to go to a
- level 5. You can stock this planet with 1000 people in each category and have
- 10000 of Fuel Ore, Organics, and Equipment, and 32000 fighters. Then put as
- MUCH money in the citadel as possible. Then, go to the citadel on your planet
- with the Level ONE citadel, enter the citadel (C) and go to the corporate menu
- (X) and do a Corporate Planet Scan (L). Then goto the planet with NO citadel,
- and upgrade to a Level two citadel (C) and then (U) and press 'Y' to do so. Ta
- Da! You should have a clone of the other planet that you did the Corporate
- Planet Scan on, with the same amount of colonists and commodities, but most
- importantly, MONEY and FIGHTERS!! Nice huh?
-
- IX. The CRASH TradeWars Bug
- This one is also unknown, just as the Dual CEO bug. It's simple. IT IS
- VERY LIMITED HOWEVER, and the sysop WILL NOT LIKE YOU anymore!!! The SysOp
- must have pulled you into chat. You will see that
-
- Incoming Transmission From Federation HQ....
-
- Or something like that. Then press '~'. Yes, ~. Simple. You'll get a whole
- bunch of gibberish and crash the BBS. Sometimes you might get some interesting
- data, as Planet Info, or Trader Info. Who knows? Ta da!
-
- X. The Heir to the Throne Bug
- This bug is simple. When a player is erased because he has not logged on
- in the given amount of time (usually 21 days), whoever occupies 'his slot' in
- the User listings in TradeWars will recieve everything that he owned. Most
- importantly, planets. In an old game, you could find yourself starting with
- a Level 5 citadel on the first day!
- If you start a new corp, that was defunct and deleted because no corporate
- members were living, you could recieve all of the corporation's earnings!
- Sometimes that's a LOT more than one person could have owned alone!
-
- XI. The (so-called) Steal-Sell Bug
- This bug is also simple. Steal from a port, and sell that product back to
- the port. The port will never NEVER run out of money. Just don't get caught
- and you're set for LIFE!! <ok.. well maybe not for LIFE...> Some argue that
- this is a bug. It's just another great reason to be evil! -- Just a note,
- this is fixed upon the new TradeWars v2.00ß v.21 -- Which is NOT out yet...
-
- XII. The Infinite Cloaking Bug
- The DOCument files say, simply, that a cloaking device will start to
- 'deteriorate' over a period of time, and it's percentage chance of failing
- nightly increases with each passing day. Not so. The cloak will NOT fail
- nomatter what. This means that you are safe as long as you are cloaked, for
- weeks! -- Just a note, this is fixed upon the new TradeWars v2.00ß v.21 --
- Which is NOT out yet...
-
- XIII. The Infinite Photon Bug
- This bug I have not tested personally, but it is simple. Fire a photon
- into a sector. Hang up / Logoff. Log back in, and that photon 'wave' will be
- in 'effect' until the next time a person fires a photon.. again, never tested
- it..
-
- XIV. OTHER Bugs / Un-Tested Bugs
- There are many other bugs in TradeWars that are USELESS!
- Some, however, are, and currently untested.
- 1. The Tri-Cron bug: which is NOT allowed discussion, but it goes something
- like this. You make millions off 0 turns. Got it? If you find it out, lemme
- know.
- 2. The 'Magic Fuel' Bug: Which people say works, but has NOT for me.. yet.
- Some say it is as good as the Planet Cloning bug, and NOTHING as as good as
- that!
- 3. Some sort of 'defenses passing bug' where one can get through other's
- defenses by (R)etreating. Has not worked for anybody I know, so I'm not going
- to waste the space.
- 4. There are LOTS MORE bugs, but those are the beneficial ones.. use 'em!
-
-
- ───■ ADDENDUM 2 ■─────────────────────────────────────────────────────────────
-
- External Add-Ons to TradeWars 2002
- ──────────────────────────────────
- There are MANY programs out there that SysOps and users alike can use.
- I have found some useful, some useless. Here are a few of the more notable
- ones that you may find on BBSes in your area, and my thoughts on them.
- ALSO: SysOps and Users alike!: Call a board that is currently on the TW-
- Util-FileBone. If you are a SysOp: Join! Here is More Info:
-
- If you would be interested in hooking up to the TRADEWARS FILEBONE
- Please send Dave Zinman a message with your:
-
- Name :
- Fido Number :
- Max Baud Rate :
- Location :
- BBS Name :
- BBS Number :
- Voice Number :
- (and best time to call)
-
- Send this message to me VIA NETMAIL @ 1:273/945 to Dave Zinman
- Calling From The Viking TradeWars BBS (215) 332-8514 Phila Pa.
-
- For SysOps
- ──────────
- FileName Description
- ------------ --------------------------------------------------------------
- AEDITxxx.ZIP Another editor - AWESOME! Has a cap on the Max planetary shields
- to prevent shield bugging!! Nice! It has full User and Planet
- and port editing capabilities, and more options than T-Edit!!
- Definitely the BEST TradeWars 2002 Add-On out there!
- TWMIS082.ZIP Missions for TradeWars -- Have players Complete Missions
- A nice add-on, but it really must be registered before it's
- truly REALLY fun and useful.
- SDBxxxxx.ZIP StarDock Beta / Nice Add-On but many bugs with this one, but
- one REGistered, as it MUST be to properly use, is VERY nice.
- TWHEX11 .EXE A VERY Nice Hex Editor. Everything from ranks to Ship Maker
- Names. This one IS useful
- TWSHIP23.ZIP A VERY Nice Ship Specs Editor -- Change the Max Fighters,
- Max Holds, Max Mines, Etc, VERY VERY Nice.
- TWMALL .ZIP TradeWars Mall - Some New Features -- as loans! Nice!
- Unfortunately, you MUST register this one for it to work..
- TWSHIP23.ZIP A VERY Nice Ship Specs Editor -- Change the Max Fighters,
- Max Holds, Max Mines, Etc, VERY VERY Nice.
- TWPORT10.ZIP A semi-useless Port Editor, it is slightly easier to use then
- the T-Edit built in one.. not much else here
- TWSTUFF .ZIP Blackhole, a program that lets you set up a blackhole.. fun!
- Wanderer - a program that lets you have a 'wandering' planet!
- TWGEN11 .EXE Genesis - A Program that drops a random planet every now & then
- for the user who needs a good start.. useless but fun.
-
- For BBS Users
- ─────────────
- FileName Description
- ------------ --------------------------------------------------------------
- TWBIBL11.ZIP The TradeWars 2002 Bible v1.1
- Update! BY Psycho!
- TRADMENU.ZIP TradeWars 2002 Online Help Menu - A Very Nice Program!
- Make it as an 'External Program' or a Protocol on your
- Communications software -- (by Levy)
- TWINFO .ZIP A useless collection of Information, now obsolete after this
- Document. VERY BAD!
- TWTIPS .TXT Another useless textfile telling you how to play. BAD.
- TWINTRO .TXT Yet another useless textfile telling you how to play. BAD.
- TWHELP10.EXE Like TRADMENU.ZIP but this one is a TSR. My only complaint
- is that it is WAY too large in memory. Oh well..
- TWXTRA12.ZIP One of those compare yesterday and today's capture file
- utilities. I can't figure it out, and so neither can you.
- Semi-Useless.
- TWVIEW??.ZIP TW-View Util. Current version is the best! A good offline
- Data-Reader and sorter. Uses & Makes (such info as best sectors
- to go to & what tunnels are worth it) such data easy to access.
- Uses CIM reports. See ('Advanced Playing Techniques')
-
- NOTE: There are MANY utils I have not added. If you are an author, or you
- would like to see a certain program added, write me!
-
- ───■ ADDENDUM 3 ■─────────────────────────────────────────────────────────────
-
- TradeWars 2002 Registered/Non-Registered Differences
- ────────────────────────────────────────────────────
- "If it's not registered, it's not worth it."
- - Me
-
- TradeWars 2002 Registered
- - Shipyards are Open (on StarDock)
- - Full T-Edit Capabilities <don't worry about this if you're a user>
- - Lots of other things
-
- TradeWars 2002 Unregistered
- - Shipyards are Closed (on StarDock)
- - T-Edit Crippled
- - Not many other things
- - Don't play!
-
- My point for this pointless section is that if the version your SysOp is
- running is NOT registered, don't play. Pressure him into registering.
- It's only $15.00 (US), which isn't much, and it's WELL worth it.
-
- So REGISTER! -- Call Castle RavenLoft @ 8N1 -- (913) 842-0300
- -- it's in Kansas -- Or contact them on WWIV<ugh!>-Net at #9354
- -- Contact them on FidoNet / TradeWars 2002 Echo
-
- ───■ ADDENDUM 4 ■─────────────────────────────────────────────────────────────
-
- Port Pairs for Trading
- ──────────────────────
- Here are the pairs that you can use for trading easily and quickly!
-
- Class Port Class Port Commodities Worth it?
- ---------- ---------- -------------------------------- ---------
- Class 1 Class 2 Organics & Equipment YES!
- Class 1 Class 3 Fuel Ore & Equipment No.
- Class 1 Class 4 Fuel Ore or Organics & Equipment Yes.
- Class 2 Class 3 Fuel Ore & Organics NO!!
- Class 2 Class 5 Fuel Ore or Equipment & Organics No.
- Class 3 Class 6 Fuel Ore & Organics or Equipment No.
- Class 4 Class 6 Organics & Equipment YES!
- Class 5 Class 6 Fuel Ore & Equipment No.
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- The only ones that I feel are NOT worth using, are such pairs that trade
- something like Organics and Fuel Ore, and nothing else. Try to find the pairs
- that involve Equipment and Organics. You make the most money that way.
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- PTrac#TWB100393600pv1088899b103d
-