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{TOP}
Ultimate Universe Playing Instructions, Hints & Tips
==============================================================================
~Help With The Helper~
~History Lesson~
~Commands~
~Words & Strategy~
~Multiple Dimensions~
~Space Madness~
~What's New?~
~Importing & Exporting Ships~
~Registration Tactics Change Again~
{Registration Tactics Change Again}
Registration Tactics Change Again
=================================
When Ultimate Universe 1.00 first came out I had Evaluation Period of 45
days and had routines that made some of the Devices unusable to unregistered
users. I received 11 registrations and a few complaints.
When version 1.11 was shipped I had expanded the Evaluation Period to an
unlimited period of time, figuring that if they weren't going to pay why
should they feel guilty about it. I also removed all the restrictions from
the Shareware version. I received no registrations.
With version 1.20 the Import & Exports functions could only be written
to registered versions for Technical reasons. I received 1 registration.
So it is time, once again for new ~Registration Policy.~
{Registration Policy.}
Registration Policy
===================
1. Certain functions & devices will be withheld from the Shareware version.
For version 1.26 that means Importing & Exporting and all devices
pertaining to Multi-Dimensional Travel (#13, 84, 109, 243, 289, 418).
2. The Shareware version will always lag one release behind.
Thus when version 1.27 is released, version 1.26 will be available for
Shareware.
3. I am offering a reduced price limited Registration.
See REGIST.FRM for details.
I think this policy is fair for all users.
{What's New?}
What's New in Version 1.30
==========================
Hello Again,
Externally Version 1.30 does not look too different from previous versions.
Unless you are the Sysop you will hardly notice a thing. However internally
the Version is very different. It finally supplies it's own communications
support, enabling it to run on most IBM based BBSs. Some many of you are now
seeing Ultimate Universe for the first time.
You will notice one new question. It is about Remote Viewing. If you say
'Yes' to Remote Viewing the Sysop sees everything you do (which the Sysop
always could in the past) but if you say 'No' the Sysop only sees a display
screen telling him whose playing.
The other big news for players of Registered Versions is that Import and
Export are finally working correctly. I also realized that Import could be
extended to the Shareware version to the benefit of both Registered and
Shareware Users.
See: ~Importing & Exporting Ships~
{Importing & Exporting Ships}
Importing & Exporting Ships
───────────────────────────
I am not going to attempt to explain this within the boundries of the
game because I want to be quite clear on what Importing and Exporting do.
Importing and Exporting allow you to take your Ship from one game on
one computer and transfer it to another Ultimate Universe game on another
computer.
Certain restrictions apply to attempt to stop people from using this
as a way to backup their ships.
So let's deal with ~Exporting~ and ~Importing~ separately.
{Exporting}
Exporting a Ship
────────────────
Registered Users Only:
Exportation involves removing your ship from the game it is currently in
and placing it as a file in your computer. The SYSOP must have set several
things up correctly for this to work, so it is best to get assurance that
these things have been done, before risking your ship.
Once Exportation is selected (Computer Function 'E') a file name is
generated for your ship. This file name is unique to your ship on any BBS in
the world, so do not change it. You will then be told what type of Download
to begin. Handle this as you would any normal download.
Make sure to make note of the Filename, you will need it for Importation.
It the download not successful it will return your Ship to the game.
If download is successful you are marked as dead in this game. All you
created (Planets and such) will go rogue. This is an important consideration
when considering Exportation.
You can not play in that game again until the next day.
With your Ship in file form you are now ready to Import that ship onto
another board.
{Importing}
Importing a Ship
────────────────
You must not already have a Ship in the game you wish to Import to.
To start Importation select [I] at the '[N]ew Ship, [I]mport Ship' prompt.
At this point you must supply the file name displayed during Exportation.
Do not supply a Path with the file name.
You will be instructed in what type of upload to perform and handle that
as you would any normal upload.
If the upload is successful you will appear (at a random location) in the
new universe.
If the upload is unsuccessful the '[N]ew Ship, [I]mport Ship' will reappear.
Some restrictions apply to Importation:
1. You can not Import the same version of a ship file twice in the same
universe.
2. You can not Import a Ship if that Ship has Died in that Universe.
These restrictions can only occur in situations in which you are attempting
to reuse an Exported Ship file.
If these restrictions are violated a dictionary defination appears.
If you experience any problems make sure the SYSOP has read and properly
implemented the Import/Export section of SYSOP.DOC.
{Multiple Dimensions}
The Pan Dimensional Universe
============================
Registered Users Only:
Just a heartbeat away, sharing a very similiar but fundamentally
different history, are parallel dimensions. There are up to 9 other
dimensions that the Federation now knows how to access. Many are much like
our own. Some have charted more space, some less. Some have been more
hardly hit by the Cabal, some hardly at all. The Federation is established
differently in some. Each is different, not even time works the same in all
Dimensions.
Armed with a Pan Dimensional Drive & Viewer your ship is free to
explore these Various Dimensions.
{Space Madness}
Space Madness
=============
Space Madness is a Cabal Created Disease originally designed to cripple
our Ports and thus wreak financial chaos on the Federation. This disease
attacks the brain-mind interface of human beings. It affects what they see
and what they do. A Captain & Crew with Space Madness are not in Control of
their actions.
The Space Madness virus can subsist on pure radiation alone. It does
not last very long when infecting a port or planet or section of space.
However the Cabal are out there infecting everything they can.
Once a Ship is infected the energy from the Warp Drives makes the virus
very difficult to kill. Taking the ship into Port 4 for total decontamination
is the only known way to cure an infected Ship.
There are devices to cure most other Space Madness Infections, but time
is the surest best remedy.
{Help With The Helper}
Help With This Helper
On each screen you will notice some words with light blue backgrounds and
one with a red background. These words lead to more information.
Locally your may use the Up & Down arrows to change which item is highlighted
(has a red background). Over the Modem use the TAB key as a Down-arrow and
the Spacebar as an Up-arrow.
When you press ENTER the info for the highlighted item will by displayed.
Every screen has three items on the bottom line. These items are:
Back, Top and Quit. These may by highlighted or the first letter may be
entered (B for Back, etc.).
Back returns the previous information screen.
Top displays the opening information screen.
Quit exits the helper.
If your sysop has not already done so, urge him to make the files
AUUVER.TXT (which discribes the changes in each version, and what might be
coming up.) and DEVICE.DOC (which contains a discription of each device.)
available for viewing and download.
Also this Helper is available separately as a ZIP file containing
UUHELP.EXE, UUHELP.HTD and UUHELP.HTI. It is easier to learn the rules in
the privacy of your own home.
{Words & Strategy}
Words & Strategy
----------------
~Why This isn't Absolutely True~
~When You First Start Off~
~How to Play Well~
~Strategies I Use~
~How to Win~
~Hiding your Wealth~
~A Word About Taakian Artifacts~
{Commands}
Commands & Structures
---------------------
~Main Commands~
~Ship's Computer Commands~
~Dealing With Planets~
~The Team Menu~
~Specialty Ports~
~Trading Ports~
~Macros~
{Specialty Ports}
The Federation Specialty Ports
==============================
There are ten ports that do not simply sell Ore, Organics, Equipment, Power
and Water. These ten ports have individual specific functions. These ports
are:
Port 1 - ~Sol~
Port 2 - ~Mars~
Port 3 - ~First Federation Bank of Terra~
Port 4 - ~The Dark~
Port 5 - ~The Galactic Teamsters~
Port 6 - ~Tech Magic Inc.~
Port 7 - ~The Flea Market~
Port 8 - ~Alien Technologies~
Port 9 - ~C.E.C.C. Headquarters~
Port 10- ~The Federation Legal Department~
{Main Commands}
The Main Commands
------------------
A - ~Attack Ships in Sector~
B - ~Sort Device Bays~
C - ~Activate Ship's Computer~
D - ~Deploy Sector Mines into Sector~
E - ~Empty Device Bay into Space~
F - ~Deploy Attack Drones into Sector~
G - ~Use Genesis Device~
I - ~Inventory the Ship~
J - ~Launch Planetary Probe~
L - ~Land on Planet in Sector~
M - ~Move to a Connected Sector~
O - ~Activate Over Space Drive~
P - ~Dock at a Port~
Q - ~Quit Ultimate Universe Session~
S - ~Scan Connected Sectors~
T - ~Activate Team Functions~
U - ~Use Device by Device Bay Number~
V - ~Use Device by Device Number~
W - ~Use Plasma, Gate or Flash Warp~
Z - ~Activate Teleport Satellite~
{Ship's Computer Commands}
Ship's Computer Commands
------------------------
A - ~Rename the Ship~
C - ~Toggle Color Display on and off~
D - ~Display Configuration Settings~
E - ~Export Ship (Registered Version Only)~
G - ~Directory of Current Federation Warships~
H - ~Complete Help Reader~
I - ~Brief Overview of Playing Instructions~
J - ~Juxtaposition Devices~
L - ~Listing of Previous Lords of Creation~
M - ~Access Federation Device Knowledge Base~
N - ~Read the Galactic Newspaper~
O - ~Read "Terms & Obligations"~
Q - ~Return to Main Command~
R - ~Use Subspace Radio~
S - ~Scan Remote Sectors~
T - ~Display Totals & Ranking~
V - ~View the Location of the Taakian Unifier~
W - ~Wait~
X - ~Xmit Sensor Display to Sub Space Radio~
! - ~Activate Self Destruct Sequence~
{Why This isn't Absolutely True}
Why I Can't Explain Anything Definately
---------------------------------------
It is important to explain that Ultimate Universe is very malliable.
Your Sysop, yourself or the last winner, have set Configuration Variables
that effect the play of the game. (See CONFIG.DOC for what these are and
what they affect.)
It is therefore difficult for me to write about playing Ultimate
Universe as I don't know what setup you will be using.
Another factor in explaining things is that I don't want to give too
much away. A lot of the fun in the game is the learning. Therefore I am
being deliberately vague on the functioning, and especially the combining,
of devices.
Ports and Ship's Functions will be discussed in detail as they
provide the building blocks vital to everything else.
So I am walking a tightrope, between what I can explain, what I
should explain and what I want you to have to discover.
{When You First Start Off}
When You First Start Off
------------------------
When you first get a New Ship in Ultimate Universe you are, very
likely, deaf, dumb and almost blind. There are many dangers lurking in the
Universe and you probably can't see them. Without sensors all you can see
are the Sectors Warp Links and whether there are Sector Mines and/or Attack
Drones present. Usually you can feel safe about the Sectors 1 thru 10, but
this is not always true. There are a few, non lethal, traps that can be set
there. In later stages of the game the Cabal may have managed to secure one
or more of those Sectors.
One of the first things you need to do is get some sensors. Devices
95 thru 99 are a good start. Beyond that you can peruse DEVICE.DOC for more
ideas. These Devices can be purchased at Port 6 - ~Tech Magic Inc.~
It is a good idea to take some time to check out the ~Specialty Ports~
in Sectors 1 thru 10 and become familiar with the options they offer.
{Macros}
Macros
------
I usually go into a great deal of information on macros, because it
is one part of Ultimate Universe that can't be discovered by playing.
Those used to Tradewars will stumble across some of the Macro
Functions, but not all.
A Macro is group of commands that are repeatable with a single keystroke.
~1. How to Use Macros~
~2. Macro Variables~
~3. A Macro Example~
~4. Final Remarks~
{1. How to Use Macros}
All About Ultimate Universe Macros
----------------------------------
The first and most basic part of macros is Concatenation.
Groups of commands may be strung together by the Concatenation command, ';'.
For example, if you wanted to move your ship to sector 2, you could give the
command at one time, in the form 'M;2'.
The second Macro Command is the Save Macro Command, '\'. This is
placed at the end of the Macro to be saved. Using the example above, we would
type, 'M;2\'.
Once a Macro has been saved it may be replayed with the Execute
Macro Command, 'Control-N'. Again, using the above example, anytime you
pressed Control-N, the game would receive the command 'M' and then the
command '2', WHETHER IT IS APPROPRIATE AT THAT PROMPT OR NOT.
If you happen to forget which Macro you have saved use the Display
Macro Command, 'Control-O'. This command displays the Saved Macro without
executing it.
ESC will terminate any Macro in progress.
{2. Macro Variables}
Built in Macro Variables
========================
There are five 5 built in Macro Variables:
'%1' pauses the macro and requests a prompt from the keyboard.
'%2' returns the number of the Sector you were last in.
'%3' returns the number of the Current Sector.
(Anyone comes up with a use for this, let me know.)
'%4' returns the number returned for the last '%1'.
'%5' Increments %1 by one and then returns it.
{3. A Macro Example}
An Example of a Macro
=====================
Probably the single most useful macro has been dubbed 'The Trading Macro'.
The Trading Macro looks like this:
M;%2;P;;Y;;Y;M;%2;P;;Y;;Y
Now let's run thru this macro step by step....
Step 1 - This issues a Move Command. (Makes the assumption that we
are at the Main Command prompt.)
Step 2 - Answers Move Command's Prompt for Destination with the
Sector you were last in. (Assumes that you are connected
to the Sector you were just in. That isn't always true.)
Step 3 - Issues the Port Command. (Assumes a Port is in this
Sector.)
Step 4 - Answers Port's Query for amount of cargo to sell, with
just an Enter, which for this prompt means ALL.
(Assumes the Port is Buying something you have.)
~Steps 5 thru 8~
{Steps 5 thru 8}
An Example of a Macro, continued
================================
Step 5 - Answers 'Y' to complete the sale.
Step 6 - Answers Port's Query for amount of cargo to buy, with
just an Enter, which for this prompt means ALL.
(Assumes the Port is Selling something.)
Step 7 - Answers 'Y' to complete the purchase.
Step 8 - Notice that the second half of this Macro is a duplicate
of the first half. So now it will return to the Sector
it just came from Port & Trade there.
Notice that this Macro makes a lot of assumptions. You have to have
two connected ports selling different things. And you have to have Moved
from one to the other once before running this Macro. If run from the
Ships's Computer or From a Planet's Surface, this Macro would do entirely
different things. However, once you have mastered Macros the game becomes
a much easier thing to play.
{4. Final Remarks}
Closing Remarks About Macros
============================
Note: Macros are lost when you Quit the game. To permanently save
a Macro you need a Macro Computer.
Hint: Certain commands are designed with Macros in mind. For instance
always use the 'V' command instead of the 'U' command to Use a Device from
a Macro. That way even if your Device Bays get Sorted or things get moved
around, your Macro will still work.
{Sol}
Port 1 - SOL
============
Port Sol is where you purchase everything except Specialty Devices.
Following is a short description of each item sold:
A - Fuel.
Functions that involve travel or probes, like Moving, Porting
or Remote Scanning require Fuel. Without Fuel you can not
perform those functions that require Fuel.
You Ship comes equiped with a Fusion Generator that charges the
Ship's storage units to a preset level each day.
B - Cargo Holds.
As the name implies, Cargo Holds hold cargo. The more Cargo Holds
your ship has the more you can trade. Cargo Holds are Vital to
trading. As trading (buy and selling cargo at ports) is the most
dependable way of generating income, acquision of Cargo Holds is
a very high priority.
~Port Sol, continued~
{Port Sol, continued}
Port Sol, continued
===================
C - Attack Drones.
Attack Drones are used to protect your ship, your planets or a
Sector. If you are attacked (or attack) and you run out of Drones
your ship will be destroyed. Attack Drones are destroyed by
Sector Mines, other Drones or Particle Weapons.
D - Sector Mines.
Sector Mines destroy Attack Drones that come into contact with
them. The strength of mines vary from Universe to Universe.
The Strength of mines in your Universe can be checked with the
Ship's Computer function 'D'. (Not to be confused with the Main
Command 'D' which Deploys Sector Mines.
E - Genesis Devices.
This Forward Specialty device terraforms worthless rock into a
fully functional production planet. Federation Law prohibits use
of a Genesis Device within one Sector of another Planet.
~Port Sol, continued.~
{Port Sol, continued.}
Port Sol, continued
-------------------
F - Planetary Probe.
This Probe will scout out the production values and cargo amounts
of a Planet without you having to land on it. The Probe makes
just a quick run to avoid being desroyed by planetary defenses
and therefore has to make some averages based on fraction of the
whole it scans. However it's readings are usually accurate to
within ±25%.
G - Cloaking Energy.
This Attempts to Hide your Ship or Planet from Detection. If you
have more Cloaking Energy that the observer has AntiCloaking
Energy you can not be detected.
H - Anti Cloaking Energy.
Anti Cloaking Energy breaks through an equal part of Cloaking
Energy. If you have more Anti Cloaking Energy than the Ship or
Planet has Cloaking Energy you will be able to detect it.
~Port Sol - continued~
{Port Sol - continued}
Port Sol, continued
===================
I - Plasma Warp Devices.
Plasma Warp Devices allow you to create Warp Links between
Sectors. A Sector may only have 8 Links. Also see Warp Shielding
Device for more restrictions.
J - Gate Warp Devices.
A Gate Warp creates a Warp Link between the Sector you are in and
another Sector, but unlike Plasma Warp Devices does not create
the Warp Link for the new sector back to the original sector.
Thus a one way Warp Link is created.
K - Flash Warp Devices.
A Flash Warp Device creates a temporary Warp Field and Warps your
Ship to an unconnected Sector.
Sol offers a Sale to new ship owners for their first three days.
{Mars}
Port 2 - Mars
-------------
Mars (It may have a different name) is known as the Gambling Port.
It has several games to offer: Black Jack, Coin Toss, In Between and
Roulette.
Break the Bank and you own, manage and reap the profits from this
establishment.
{First Federation Bank of Terra}
Port 3 - First Federation Bank of Terra
---------------------------------------
A place to save your credits and earn interest.
Your hard earned credits are completely safe here.
You can use the Bank to store your excess credits or build multi-day
accounts into fortunes. You can either open a standard account for a
5% daily interest level or you can open a multi-day account that has
an interest rate equal to the amount of days to maturity.
You can remove your credits at any time after maturation.
{The Dark}
Port 4 - The Dark
-----------------
This is Spy Information Central. The Dark also has the only known
cure for Ships infected with the Space Madness Virus.
Option #1 allows the Purchase of Spy Information. Information is
filed by Owner, and covers such objects as Drones, Mines & Planets.
Option #2 allows the supression of that same information.
Option #3 is the Space Madness Cure. Serious Infections may require
multiple repetions of the cure.
This is also the Location of Russian Roulette.
Russian Roulette is outlawed or restricted in some Universes, as it
results in the destruction of a lot of Federation Warships.
Russian Roulette is game by which you can multiply the supplies of
your ship by a factor of up to 600 percent. However if you lose, your ship
is carved up and sold.
{The Galactic Teamsters}
Port 5 - The Galactic Teamsters
-------------------------------
The Galactic Teamsters move things. Ships, Cargo that's their job.
They also consider it in their best interest to keep the spaceways clear, as
long as it doesn't cost them anything.
Most of the things they do are of little value to the Captain of a
Federation Class Warship. However some of their functions are useful:
Teleport Ship to Sector
Your Ship can be beamed to any Sector regardless of Shields and
other defenses.
Request Planet Relocation
Have Your Planet moved to another location.
Purchase Warp Shield Transporter.
Build or Tear Down large Warp Shields.
Purchase Planetary Evacuation Device.
Move your Planet yourself.
~The Galactic Teamsters, continued~
{The Galactic Teamsters, continued}
The Galactic Teamsters, continued
Report Sector Popper.
You Report Them, the Galactic Teamsters take them away.
Report Sector Damper.
You Report Them, the Galactic Teamsters take them away.
Report Sector Reflector.
You Report Them, the Galactic Teamsters take them away.
Report Autopilot Snare.
You Report Them, the Galactic Teamsters take them away.
Report Warp Link Suppresser
You Report Them, the Galactic Teamsters take them away.
{Tech Magic Inc.}
Port 6 - Tech Magic Inc.
------------------------
Legal Federation Sanctioned devices are available here.
There are over 150 devices to choose from. See DEVICE.DOC for details.
The Devices are contained in six departments. The command 'D' lists these
departments and allows you to select one. 'L' lists the devices in that
department.
Each device is displayed with it's device number. Enter that number and
you will be prompted to "Buy or Explain". Selecting Explain will give you
a purposelly sketchy description of the devices function. The Buy option
allows you to purchase the device.
A sell option also exists that allows you to return an item. You will
however only recieve half price, less if the device has been degraded in any
way.
Commands: B - Buy Item
D - Select Department
L - List Items in Department
S - Sell Item
X - Explain about device
Q - Leave Port
{The Flea Market}
Port 7 - The Flea Market
------------------------
The Flea Market is an arena in which devices may be bought or sold. Not
just Federation Warships but Traders from all over trade here. Find exotic
devices at reasonable prices.
{Alien Technologies}
Port 8 - Alien Technologies
---------------------------
Much like Tech Magic Inc. in form and function, Alien Technologies tends
toward the more devious, shall we say less acceptable, devices. If it's
illegal, immoral or just plain unsafe, it's probably located here.
There are over 150 devices to choose from. See DEVICE.DOC for details.
The Devices are contained in six departments. The command 'D' lists these
departments and allows you to select one. 'L' lists the devices in that
department.
Each device is displayed with it's device number. Enter that number and
you will be prompted to "Buy or Explain". Selecting Explain will give you
a purposefully sketchy description of the device's function. The Buy option
allows you to purchase the device.
A sell option also exists that allows you to return an item. You will
however only recieve half price, less if the device has been degraded in any
way.
{C.E.C.C. Headquarters}
Port 9 - C.E.C.C. Headquarters
------------------------------
The Federation Headquarters for the Cabal Eradication Coordination Council.
C.E.C.C., though only recently formed has already made great inroads into
the annihilation of the Cabal Threat. To meet this end it offers these
services:
1 - Report Cabal Sightings.
You Report a Sector in which you have located Cabal Attack
Drones and receive 10 credits for each Drone reported.
2 - Request Mission.
C.E.C.C. will reveal to you the location of Cabal Attack Drones,
Sector Mines and/or Planets for you to eradicate.
3 - Cabal Engagement Coordination.
You put up a Cabal Location and some Attack Drones, and C.E.C.C.
will match that number of Attack Drones and send them through
Coordinated Teleport to do battle.
~C.E.C.C. continued~
{C.E.C.C. continued}
C.E.C.C. continued
4 - Request Federation Scout.
If you find a vacant sector that you feel should be monitored,
send for a Federation Scout.
5 - Repair Damaged Device bay.
Ship damaged beyond it's ability to repair itself. C.E.C.C. can
fix that damaged bay. It's more costly than a Repair Drone, but
when all your bays are damaged or you can't get to Port 6. This
is the way to go.
6 - Receive a Pan Dimensional Control Signal Device
When you leave for another Dimension, you cease to exist in the
Dimension you left from. Thus your Attack Drones, Sector Mines
and Planets may go rogue in your absence!
The Control Signal Device let's your possessions know you exist.
As rogue possessions are a problem for the Federation as well,
this Device is provided free of charge.
{The Federation Legal Department}
Port 10 - The Federation Legal Department
-----------------------------------------
When you get your Federation Warship, it comes with a token debt.
When you break a Federation law, you get a fine. It is here that fines and
debts are paid.
I think most of the options speak for themselves:
1 - View Federation Fine
2 - View Federayion Debt
3 - Pay Federation Fine
4 - Pay Federation Debt
Where legal, there is also a fifth option:
P - Play Quantum Credits.
Much like State Lotteries this offers the chance to put out a small
amount of credits (100,000) to try to beat incredible odds (1 in 24676) to
win amazing sums. (5 billion credit Jackpots are not unheard of).
{M}
Main Commands
-------------
{Attack Ships in Sector}
Main Command: A - Attack Ships in Sector
Any visible ship can be attacked using this command.
Beware of the ship's Attack Drones & Sector Mines and maybe a Specialty
Device or two.
Also any Debts or Fines of the ship become yours.
See: ~The Federation Legal Department~.
Remember the object of Ultimate Universe is not to destroy your fellow
players, but to cull the Cabal and Conquer the Universe. It can be as
much fun to foster and teach fledgling players so that they become
worthy opponents (then squash them).
{Sort Device Bays}
Main Command: B - Sort Device Bays
Just like it sounds. Sorts the devices by Descending order of Device
Number. This is only a display change, no actual movement takes place,
thus damaged bays are sorted as well.
{Activate Ship's Computer}
Main Command: C - Activate Ship's Computer
This command gives you access to the Ship's Computer.
The Ship's Computer has access to vast arrays of information and has
control over many of the Ship's functions.
See ~Ship's Computer Commands~.
{Deploy Sector Mines into Sector}
Main Command: D - Deploy Sector Mines into Sector
Deploying Sector Mines Leaves them to defend a Sector. Sector Mines
can be programed in ~six modes~:
If you Deploy Sector Mines in a Sector that already contains your
Sector Mines the new Mines will be added to the collection.
If you Attempt to Deploy Sector Mines in a Sector that contains another's
Sector Mines you will be asked if you wish to Detonate or Augment the
Mines. If you Detonate the Mines, they will go off. If you augment the
Mines you will loose ownership of them.
{six modes}
Sector Mine Programming Modes
=============================
1 - Protect for Owner.
The Mines Will Explode if anyone but you enters the Sector.
2 - Protect for Team.
The Mines Will Explode if anyone but a member of your team
enters the Sector. It is important to note that Mines programed
this way belong to the team. And if you change Teams they will
still protect for the original team.
3 - Attack Cabal Only.
The Mines will explode only if the Cabal Enter the Sector.
4 - Charge Fee for Safe Passage.
In this setting the Mines will demand a toll (you set the
price). If this is not paid, the Mines explode. They won't
charge you, but they will members of your team.
~Sector Mine Programming Modes, continued~
{Sector Mine Programming Modes, continued}
Sector Mine Programming Modes, continued
========================================
5 - Deactivated.
The Mines will not explode.
6 - Protect Against Warping.
The Mines will explode if someone tries to Plasma Warp or Gate
Warp to the Sector. They will not explode if someone Flash Warps
or Moves there.
{Empty Device Bay into Space}
Main Command: E - Empty Device Bay into Space
This command jettisons the contents of a Device Bay into Space.
Sometimes you just need a free bay...
{Deploy Attack Drones into Sector}
Main Command: F - Deploy Attack Drones into Sector
Deploying Attack Drones Leaves them to defend a Sector. Attack Drones
can be programed to perform one of ~six functions~:
If you Deploy Attack Drones in a Sector that already contains your
Attack Drones the new Drones will be added to the collection.
If you Attempt to Deploy Attack Drones in a Sector that contains another's
Attack Drones you will be asked if you wish to Attack or Augment the
Drones. If you Attack the Drones, they will fight you. If you augment
the Drones you will loose ownership of them.
{six functions}
Attack Drone Program Settings
=============================
1 - Protect for Owner.
The Drones Will Attack if anyone but you enters the Sector.
2 - Protect for Team.
The Drones Will Attack if anyone but a member of your team
enters the Sector. It is important to note that Drones
programed this way belong to the team. And if you change Teams
they will still protect for the original team.
3 - Attack Cabal Only.
The Drones will attack only if the Cabal Enter the Sector.
4 - Wander Viciously.
A dangerous setting at best, in this mode the Attack Drones
wander the Universe at random seeking things to attack. Not
very smart and cut off from normal communications these Drones
will not attack the Federation or You, but that is about it.
~Attack Drone Program Settings, continued~
{Attack Drone Program Settings, continued}
Attack Drone Program Settings, continued
5 - Deactivated.
These Attack Drones will not attack anything.
6 - Subvert Other's Drones.
A new experimental setting appropriated from some captured
Anti-Establing Drones, this mode allows to the Drones to
attempt to subvert the programing of other Drones. If successful
the Subverted Drones are turned into Subvert Drones themselves.
If not the Drones battle.
Subverted Drones are not very smart when surprized and tend not
to attack when others enter their Sector.
{Use Genesis Device}
Main Command: G - Use Genesis Device
This Device Terraforms useless rock into a full production planet.
Federation Law prohibits the use of this device in a Sector that
already contains a planet.
See: ~Dealing With Planets~
{Inventory the Ship}
Main Command: I - Inventory the Ship
This Displays the Ship's Inventory. This command has secondary options.
IS - Displays just the Ship's Inventory without Device Bay Info.
ID - DIsplays just the Device Bay Info.
ISN - Same as IS but with No Pause at the end.
IDN - Same as ID but with No Pause at the end.
IIN - Full Inventory with No Pause at the end.
{Launch Planetary Probe}
Main Command: J - Launch Planetary Probe
This Launches a Probe that will scout out the production values and
cargo amounts of a Planet without you having to land on it. The Probe
makes just a quick run to avoid being destroyed by planetary defenses
and therefore has to make some averages based on the fraction of the
whole it scans.
However it's readings are usually accurate to within ±25%.
{Land on Planet in Sector}
Main Command: L - Land on Planet in Sector
This is the Command to Land on a Planet. If you own the Planet or it
is an Independant or it's defenses are turned off, it will let you land
with no hassles.
However if you do not own it, it will refuse your right to land. You
will then have the option to force your landing. Bewarned though the
planet will fight back.
For more information on what happens after you land,
see ~Dealing With Planets~.
{Move to a Connected Sector}
Main Command: M - Move to a Connected Sector
This command will move the ship thru an existing Warp Link to the
connecting Sector.
Valid Warp Links appear at the bottom of your Sector Scan.
It is always best to look before you leap (See ~Scan Connected Sectors~)
as it is a hostile and dangerous Universe out there.
{Activate Over Space Drive}
Main Command: O - Activate Over Space Drive
While Warp Links and Flash Warps provide the most direct routes
sometimes those options just aren't convenient or possible. That's where
Over Space comes into place. This is old fashion Light Speed Drive.
Every Sector is connected to the Sector before and after it by good
old Normal Space. This can't be altered, the only reason it isn't used
more often is that it is slow. This is a real Fuel burner.
{Dock at a Port}
Main Command: P - Dock at a Port
This command puts you in dock at a port, whether it is a Trading Port
or a Specialty Port. ~Specialty Ports~ are Discussed in the Port Chapters.
Trading ports buy and sell Ore, Organics, Equipment, Power and Water.
Most ports specialize in Selling one of the above and buying the rest.
Some however specialize in buying or selling period.
Trading is the most dependable way to earn credits.
{Quit Ultimate Universe Session}
Main Command: Q - Quit Ultimate Universe Session
This is the way out.
It will ask you if 'You are Sure' subject you to some totals , numerous
requests to Press Enter and then out you go.
{Scan Connected Sectors}
Main Command: S - Scan Connected Sectors
This command displays the Sectors that are connected by Warp Links to
the Sector you are in. It is a very good practice to always Scan just
before and after entering a new Sector. You never know what you'll see.
Scan has many secondary commands:
S# - Display One Specific Sector.
SC - Display Only Sectors containing Cabal Attack Drones.
(Requires Attack Drone Identifier.)
SE - Display Only Empty Sectors (Sectors with no Mines or Drones.)
SP - Scan but Pause between each Sector.
SW - Scan but only display the Warp Links.
ESC will abort any scan in progress.
{Activate Team Functions}
Main Function: T - Activate Team Functions
This command activates the Team Computer.
See ~The Team Menu~
{Use Device by Device Bay Number}
Main Function: U - Use Device by Device Bay Number
This displays a detailed listing of your Specialty Devices and then
asks which Specialty Device you wish to activate.
If you use this command in a Macro the detailed listing is not displayed.
This command has two secondary options.
U# - Displays the Device Number as well in the detailed listing.
U$ - Displays the Device Value instead of status report.
{Use Device by Device Number}
Main Command: V - Use Device by Device Number
This command is similair to 'U' above, except that it asks for the
Specialty Device Number instead of the Bay it is in. This is useful for
inclusion in Macros or for repeated use of multiple models of the same
device.
{Use Plasma, Gate or Flash Warp}
Main Command: W - Use Plasma, Gate or Flash Warp
This command gives you a menu of three choices.
1 - Use Plasma Warp.
Plasma Warp Devices allow you to create Warp Links between
Sectors. A Sector may only have 8 Links.
Also see Warp Shielding Device for more restrictions.
2 - Use Gate Warp.
A Gate Warp creates a Warp Link between the Sector you are in
and another Sector, but unlike Plasma Warp Devices does not
create the Warp Link for the new sector back to the original
sector. Thus a one way Warp Link is created.
3 - Use Flash Warp.
A Flash Warp Device creates a temporary Warp Field and Warps
your Ship to an unconnected Sector.
{Activate Teleport Satellite}
Main Command: Z - Activate Teleport Satellite
If there is a visible Teleport Satellite with a working receiver, this
command will send the ship thru the Teleporter to the receiver.
{Rename the Ship}
Computer Command: A - Rename the Ship
This Simply allows you to change the name of your ship.
{Toggle Color Display on and off}
Computer Command: C - Toggle Color Display on and off
Ultimate Universe will either start out in Black & White or Color,
depending on the setting the Sysop has setup.
If it's not the way you want it, use this command. However, if you
set the game to color on a B&W monitor some of the display may be
hard to read. This setting does not remain changes between sessions.
{Display Configuration Settings}
Computer Command: D - Display Configuration Settings
This command displays some of the parameters of this particular
universe. Telling you the Universe Age, the Number of Known Sectors,
the Strength of Mines, etc.
{Export Ship (Registered Version Only)}
Computer Command: E - Export Ship (Registered Version Only)
This command allows you to have your ship leave this Universe. It can
then be Imported into another Universe elsewhere.
As this function requires some setup from the Sysop you may wish to
inquire of him whether this function is functioning before risking a
ship you are fond of.
{Directory of Current Federation Warships}
Computer Command: G - Directory of Current Federation Warships
This displays a complete listing of Federation Warships including
their fines and debts. Best to check this before attacking a ship.
{Complete Help Reader}
Computer Command: H - Complete Help Reader.
This is the same information you are reading now.
{Brief Overview of Playing Instructions}
Computer Command: I - Brief Overview of Playing Instructions
Displays a brief listing about Macros and stuff.
{Juxtaposition Devices}
Computer Command: J - Juxtaposition Devices.
This command allows the swapping of the devices contained in two
device bays. The biggest use to this is in use with Hyper Swaps and
with the knowledge that Device Bay #1 is better protected than the
other device bays.
{Listing of Previous Lords of Creation}
Computer Command: L - Listing of Previous Lords of Creation
This displays a List of every ship that has conquered the Universe,
when they did it and who the Captain was.
{Access Federation Device Knowledge Base}
Computer Command: M - Access Federation Device Knowledge Base
This command allows you to get information about Specialty Devices,
such as what it is called, what it does, where it can be purchased,
and how much it costs; all from just a fragment of the device's name.
{Read the Galactic Newspaper}
Computer Command: N - Read the Galactic Newspaper
The Federation publishes two important newsletters: The Universe Today
and The Warzine. Both offer highlights of the days events.
The Universe Today covers things that happen to Federation Warships,
their Drones, Mines and Planets.
Previous Days copies of The Universe Today may also be viewed.
The Warzine covers the conflict between the Federation and the Cabal.
This can get lengthy, but hey, there's war going on.
{Read "Terms & Obligations"}
Computer Command: O - Read "Terms & Obligations"
This displays information on your debt to the Federation, how much you
owe, when it's due, what it's for, etc.
{Return to Main Command}
Computer Command: Q - Return to Main Command
Just Like it says.
{Use Subspace Radio}
Computer Command: R - Use Subspace Radio
This allows you to send and receive messages from other ships.
Sending messages to yourself is a valid and useful form of note taking.
{Scan Remote Sectors}
Computer Command: S - Scan Remote Sectors
This allows you to probe Sectors that aren't connected to the Sector
you are in. However unlike scanning if there are Drones or Mines
defending the Sector they will destroy the probe and no information
will be returned.
{Display Totals & Ranking}
Computer Command: T - Display Totals & Ranking
This shows the relative wealth and resources of the various players.
This ranking is not official in any way, and there are numerous methods
of appearing smaller than you are. (See ~Hiding the Wealth~).
{View the Location of the Taakian Unifier}
Computer Command: V - View the Location of the Taakian Unifier
This Receiver displays the Location of the Taakian Unifier.
This is the strangest of the Taakian Artifacts. While most of the
known Taakian Artifacts have a Chameleon-like Quality, in that they
take on a function or likeness of the prevailing society, this artifact
remains a 1403 mile square slab raised slightly like a very very squat
pyramid. The deepest jet black in appearance it has resisted all
attempts to probe it's function.
Like all known Taakian Artifacts the Taakian Unifier changes location
by a totally unknown means. Unlike the Meanderer, Watcher, Destroyer
and Procurator, however, this Artifact gives out a steady Nmuonic Pulse
making very easy to locate.
(See ~A Word About Taakian Artifacts~).
{Wait}
Computer Command: W - Wait
Sometimes it useful for minutes to go by fast. Usually when you are
waiting for the ship to heal something. This is the way to do it.
{Xmit Sensor Display to Sub Space Radio}
Computer Command: X - Xmit Sensor Display to Sub Space Radio
It is occasionally useful to send a message containing what you are
seeing to a teammate or even yourself.
This function allows you to select a ship and then transmit whatever
comes up on the screen to that ship. After 30 lines or if you run
Xmit again, this function will terminate.
{Activate Self Destruct Sequence}
Computer Command: ! - Activate Self Destruct Sequence
Sometimes you are too damaged to go on, but not dead. Other times you
are caught in a trap there is no way out of. That's the time for
Self Destruction. Your ship is destroyed but you can play again the
next day.
{Toggle 25/43 Display Line Mode}
Computer Command: + - Toggle 25/43 Display Line Mode
This requires an EGA or VGA screen. It is also only really meant for
those playing Ultimate Universe as a Standalone game. If playing on
a BBS this may require that you enter 43/50 mode with a utility on
the remote end as well.
{Dealing With Planets}
Dealing With Planets
--------------------
Planets are vital to any long term strategy. The building of heavily
producing planets is the only viable way to the successful conquering of the
universe.
When Cargo is transferred from cargo holds to planetary production areas, the
planets ability to produce is enhanced in a ratio of one unit per 10 units of
cargo. Production Items are Ore, Organics, Equipment, Power and Water. When
the production of these items reach certain threshholds the planet begins to
produce other items as well. These are Attack Drones, Sector Mines, Cloaking
Energy, Anti Cloaking Energy, Warp Shield Nullifiers, Warp Shielding and
Flash Warp Devices. (See: Port 1 - ~Sol~ for descriptions of these.)
It is through planetary production that true wealth may be obtained.
~Planetary Status Commands~
~Planetary Action Commands~
{Planetary Status Commands}
Planetary Status Commands
A - Activating Planetary Defenses
With Planetary Defenses off anyone can land on your planet.
With them on they have to fight through any of the Planet's Mines,
Drones and Planetary Devices in order to conquer the planet.
B - Allowing Team Mates to Land
With this set on, your team mates may land unopposed. Unlike Mine and
Drone team settings, you still retain ownership of your planet even when
team mates are allowed to land. Care should be taken though, a dishonest
team mate could take your defenses, quit the team and then conquer your
planet.
C - Set Planetary Defense Strategy
There are two strategies. The first is for Attack Drones and Sector Mines
to defend the planet first and then the Specialty device to be activated.
The other defense is for the Specialty device to be activated first.
D - Shuttle Warp Sielding to Sector
With this on, Warp Shielding in the cargo area is automatically shuttled
into the Sector each day and added to the Sector's Warp Shielding.
{Planetary Action Commands}
Planetary Action Commands
I - Transfer Item to Planet
This transfers items from your ship to the planet. If it is a cargo item
the production amounts are upped appropiately. This function will request
the number of the item to transfer. This is the number on the side of
View Planet display.
O - Remove Item from Planet
This transfers items from the planet to your ship. This does not effect
the production amounts in any way. This function will request the number
of the item to transfer. This is the number on the side of View Planet
display.
R - Rename the Planet
I think this is self evident.
V - View Planet
This displays the Planetary Defense Settings as well as the cargo and
production amounts.
~Planetary Action Commands, continued~
{Planetary Action Commands, continued}
Planetary Action Commands, continued
====================================
Q - Quit the Planet
This undocks you from the planet and returns you to space.
W - Transfer device to and from planet.
A planet can hold one device. If it is not a Planetary Device than the
device just sits dorment. Planetary Devices however become active when
transferred to a planet. There is no way for a ship to determine the
nature of a device on a planet. Therefore a line between greed in the
form of Production Enhancers and protection in the form of Planetary
Defense Devices must be walked.
{The Team Menu}
The Team Menu
-------------
Teams are a very useful but dangerous tool. By joining a team you gain
access to some of the resources of your teammates. The trick with creating
teams is to judge how far you can trust your teammates. In Ultimate Universe
the Team is a unit above and beyond it's members. Attack Drones & Sector Mines
set to the Team Setting are owned by the Team not the member setting it. Any
team member can take those Mines. Team members know the location of other team
members, and through devices can locate Team Sector Mines & Attack Drones.
So it is important to trust your teammates. However Team Members can Pass
devices back and forth thru Planets and Team Hypercubes. With a Money Cache,
Credits can be transferred. Large Team Members can assist small members with
resources and funding, while small members can perform scouting and information
gathering services. Used Properly the Team is a very useful unit.
You can not join a team until your second day of play.
~Becoming a Member of a Team~
~Being a Member of a Team~
{Becoming a Member of a Team}
Becoming a Member of a Team
---------------------------
When you are not a member of a team, the Team Menu contains just two choices:
C. Create a Team
J. Join a Team
If you Create a Team, you are automatically Joined into that team.
You will be asked for a password. Do not make it obvious, someone who guesses
your password will then have access to your team information.
When Joining a Team, the list of existing teams is displayed and you must
select one and enter the correct Team Password. Without this you may not join
the team.
{Being a Member of a Team}
Being a Member of a Team
------------------------
Once you are a member your options expand to:
D. Display Team Password.
As it sounds, this shows you your team password. As any team
member may change it, it is useful occasionally to check on it.
L. Locate Your Team Mates.
This displays a list of your team mates and what Sectors they
are currently in.
P. Change Your Team Password.
This allows you to Alter your Team password. If you suspect
another player has guessed your password, you may wish to alter
it.
X. Disassociate From the Team.
This allows you to quit a team. You can quit and join as many
teams as you wish. However any team that has no members at the
end of a day will be disbanded and it's Sector Mines and Attack
Drones will turn rogue.
{Hiding your Wealth}
Hiding the Wealth
-----------------
Sometimes it is adventagous to appear to be smaller than you actually are.
The easiest way to decrease your appearant size is to stockpile your
credits in money caches rather than bank accounts. If your wealth is more in
Attack Drones, Sector Mines, Planets and such this will be more difficult.
A Federation Fine is valued at full value will most everything else is valued
at a one thousandth of it's value. So racking up some fines can also bring
down your value rapidly. See: ~The Federation Legal Department~.
If you are a member of a team, setting Sector Mines and Attack Drones to a
Team Setting moves their value to the Team Ranking.
{A Word About Taakian Artifacts}
A Word About Taakian Artifacts
------------------------------
The Taakian Civilization had reached it's full height long before Earth had
even finished cooling. The Taakians left excellent records for any Spacefaring
race that might come along.
The Taakians had mastered Matter, Energy, Space & Time completely. The tale
of what, exactly, happened to them remains beyond our ability to comprehend.
They are however no longer part of our Universe as we understand it.
The Taakians though, did leave several artifacts behind. The most famous,
and certainly the largest, of these have been dubbed The Wandering Planets.
There are four of these artifacts. Like most Taakian artifacts these have
Chameleon ablities to mimic structures of the cultures that encounter them.
The Wandering Planets are known as The Meanderer, The Watcher, The Destroyer,
and the Procurator. The last not mimicing a planet, but a port.
These Artifacts look and function just like real planets and ports. The
Procurator functioning much like a mirror of our own port Sol, buying items
instead of selling. The Wandering Planets change their location daily. Even
after an appearent destruction a Wandering Artifact can be located again later.
To the scholars able to understand such things, the Wandering Artifacts
contain much knowledge. Some say that ultimately the understanding of all of
creation will be divined from the Taakian Relics.
{How to Play Well}
How to Play Well
----------------
Before you can understand how to win, it is important to understand
the philosophy behind Ultimate Universe. One thing I have always hated in
games is Random Death. Random Death is when something based on a random
number, which has nothing to do with your actions and there is no way to
prepare against, kills you.
They are only three things in Ultimate Universe that can kill you:
1. ~Ignorance~.
2. ~Carelessness~.
3. ~Bad Decisions~.
~Some Key Ideas On Playing Well~
{Ignorance}
Handling Ignorance
------------------
Not learning what devices exist and what they can do makes it so that you
can't detect or prepare for traps and dangers.
Ignorance can only be handled by playing. Don't expect to survive your
first game. Death is a great teacher. However keep trying new things. Really
study the devices and try them in different situations. Become famaliar with
all the Ship's Functions and all the options open to you.
{Carelessness}
Handling Carelessness
---------------------
Haste Kills. It's really that simple. You fail to Scan a sector before
entering it, maybe you use a Flash Warp not noticing the Warp Shielding
around you, etc.
Carelessness is a coin flip. A certain amount is called for, too much
will destroy you. A steady plodding game is boring (at least for me) and it
wastes too much time. But total abandon is foolish.
Good Tip: Always Scan a sector before the first time, that session, that
you enter it. If you must Flash Warp, use the Computer's Scan Function first.
{Bad Decisions}
Avoiding Bad Decisions
----------------------
Bad Decisions are conscious choices:
You decide you can make do without a Galvanic Catapult.
"No one will find me out here", you think.
"Who would be using Device Bay Platform Missiles?", you think to
yourself, and forgo the Detector.
Bad Decisions usually spring from either ignorance or carelessness.
You didn't know that Device Bay Missile Platform would attack even those
that Deployed them. Or, maybe you thought you had enough Attack Drones to
survive those Sector Mines.
Again experience and common sense are the cure.
{Some Key Ideas On Playing Well}
Some Key Ideas On Playing Well
------------------------------
What follows are five rules I play by:
1. Every weapon has a defense and/or cure.
Learn what's out there. If something has you stymied, there is always
an answer. Although sometimes it's Self Destructing and learning how to
prevent the situation from occuring again.
2. Credits are very important.
It takes a lot of credits to win.
There are three major forms of fund raising:
1. Trading
Requires Cargo Holds. Acquiring Cargo Holds a Top Priority.
2. Cabal Reporting
Requires Sensors, C.E.C.C. calling is useful too.
3. Cabal Hunting
Requires Sensors, Attack Drones and you have to wait for the
credits.
3. Defense before Offense.
Get yourself built up and stable before hunting someone else.
4. The first three days Port 1 has a sale. Use those first three days
wiselly.
5. Read the Newpaper. Analyzing what the others are up to is vital to
avoiding Bad Decisions.
{Strategies I Use}
Strategies I Use
It is tough to say exactly because with different Configurations come
different stratagies, but here is my fairly generic strategy:
1. Starting out you are deaf, dumb and blind.
Go to Port 6 and get some temporary eyes. Devices 95 thru 99 are
real cheap and give you minimum vision. If there is a free device
offered try to buy device 165 instead.
2. I like to have a Fusion Cell (#220) and a Macro Computer [5].
Until you get familiar with Macros (which you should) the Macro
Computer is not too important.
Speed Docking (#3) is vital.
3. I go back to Port 1 and buy 5 Flash Warps and 2 Plasma Warps.
Holding back about 40000 credits I spend the rest on Cargo Holds.
4. Look for a way out of Sectors 1 thru 9.
Scan that Sector for danger and write the Sector Number down.
Maybe Even send a message to yourself containing that Sector Number.
~Strategies I Use, continued~
{Strategies I Use, continued}
Strategies I Use, continued
===========================
5. Traipse thru the Universe looking for a ports.
You want to buy low and sell high. When you have found to ports
next to each other, you have a trading route. You can then trade
back and forth and amass a fair amount of credits.
Keep an Eye on the Fuel you have left and the remaining time.
Also make sure the your trading is still turning a profit.
6. Take your credits and Flash Warp back the Sector that attachs to
Sectors 1 thru 9.
7. Repeat Steps 3 thru 6 until you have the maximum number of Cargo Holds.
8. Now Steps 3 thru 6 work anytime you need lots of credits.
9. Next Important to me is the creation of planets.
I firmly believe that you can not win without decent planets.
Whenever possible continue to develope your planets.
10. Get Specialty Devices working first on defense of yourself and
your planet.
11. If another ship hassles you, work toward destroying him, otherwise
leave them alone.
That's about how I do it.
If you come up with an interesting strategy of your own, let me know.
{How To Win}
How To Win
----------
Here's one of those tightropes I talked about. Without a pointer
in the right direction most will never discover that there is a definate
object to Ultimate Universe. However it is almost impossible to do that
without giving it away. So here goes some hints.
1. There is a definate Win.
At the end of the Win, You Become a Lord of Creation, reshape
a new Universe in your image and the game restarts.
2. It is very difficult to nearly impossible.
3. It requires a great deal of resources and capital.
4. It involves the Taakian Artifacts.
That's it for clues. Have Fun.
{Trading Ports}
Beyond ~Specialty Ports~ the Universe is populated with privately owned
Trading Ports which trade in items either buying or selling, and at different
rates and costs for each item. You can generate an income by purchasing cargo
at one port and then transporting it to another port that is buying that cargo
for more than you paid for it. Here is a typical port:
Tylermade
Type Action Amount Rate In Holds
=========== ========= ========= ===== ========
Ore Buying 20367614 5.13 0
Organics Buying 3737746 8.00 0
Equipment Buying 24343789 14.34 250
Power Selling 23089982 16.00 0
Water Buying 10700099 27.31 0
~Ports continued~
{Ports continued}
When you look at the sector with a scan you will be alerted as to
what type of product is being sold, or if none or all are being sold.
When you Dock on the port by choosing P (discussed later) you will get
a reading like the one above. By looking at the information on the
screen you can see that this port is selling Power and buying all
other products. You have in your holds 250 units of Equipment which it
will buy at a rate of 14.34 per unit. You will be asked if you want to
sell that item and how much you wish to sell. Sell all, some or none
of it depending on whether you like the amount of credits they will
give you (which they will supply for final negotiations). Then the
port will ask you if you would like to buy some of their Power.
They will only ask you to buy the maximum you can either carry or
afford. Again you may buy all, some or none.
Here is another typical port:
~<Ports continued>~
{<Ports continued>}
Quantum Mechanics
Type Action Amount Rate In Holds
=========== ========= ========= ===== ========
Ore Buying 20367614 5.03 0
Organics Buying 3737746 8.00 0
Equipment Buying 24343789 13.00 0
Power Buying 23089982 23.51 250
Water Selling 10700099 20.00 0
Let's say at the last port you sold all you Equipment and bought
250 units of Power at a rate of 16.00. When you dock at this port they
will offer you 23.51 per unit, if you choose to sell here you will make
a total of 3.51 per unit of Power sold. Then you are asked if you
would like to buy some Water at a rate of 20.00. If you choose to buy
Water here, then return to the port called Tylermade you could then
sell it to them for a profit of 7.31 per unit of Water in your holds.
By trading back and forth from one port to another you can clear a
massive profit, but watch the rates, because they will change as you
trade due to supply and demand. The amount column shows how many units
of each product the port is willing to trade in.
~<<Ports continued>>~
{<<Ports continued>>}
When the amount reaches 0 then they will no longer trade in that product.
The port will eventually adjust its supply and demand over several days to new
amounts and rates. Obviously the more holds you have, the more product
you can carry from one port to another. Cargo Holds may be purchased at ~Sol~.
{History Lesson}
The Year is 2317. For 284 years the Federation had known a golden age of
peace and prosperity. Much of space had been explored and colonized, and
many amazing technological breakthoughs had been made.
Alien Cultures had been met, and we and they prospered by these meetings.
Then The Cabal were discovered. The Cabal show no interest in communication
which made it difficult to know their motivations, their actions though
spoke for themselves. Once aware of our presence, The Cabal began a
systematic extermination of every living thing it passed.
The Federation, for it's part, had almost no tools for offense and defense.
It took nearly two years to recreate weapons capable of destroying the Cabal.
Defenses took just as long. Much of the technology was taken from the Cabal
itself.
Finally the first Federation Warship has been completed. This vessel is
capable of stopping The Cabal menace. However The Cabal have become very
entrenced in our section of the Universe, and it will take many Warships to
end this threat.
Thus any able-minded citizen capable of commanding one of these Warships
will be granted Captian Status and sent on his way. Godspeed.