The TradeWars 2002 Bible!!! ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ By Psycho ù 10/06/93 ù v1.1 ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ ÄÄÄþ ADDENDUM 1 þÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Trade Wars 2002 v1.03+ Known Bugs ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ -= 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!! 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 v2.00á 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 v2.00á 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! ÄÄÄþ ADDENDUM 2 þÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ External Add-Ons to TradeWars 2002 ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 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 ÄÄÄÄÄÄÄÄÄÄ 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 ÄÄÄÄÄÄÄÄÄÄÄÄÄ 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! ÄÄÄþ ADDENDUM 3 þÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ TradeWars 2002 Registered/Non-Registered Differences ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ "If it's not registered, it's not worth it." - Me TradeWars 2002 Registered - Shipyards are Open (on StarDock) - Full T-Edit Capabilities - 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-Net at #9354 -- Contact them on FidoNet / TradeWars 2002 Echo ÄÄÄþ ADDENDUM 4 þÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Port Pairs for Trading ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 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. 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. PTrac#TWB100393600pv1088899b103d