From: Ronald Edwards #0 @1:370/110 FIDOnet Re: TW 2002 v2 FAQ Here are the answers to some of the most frequently asked questions about Trade Wars 2002 v2. Q. HOW DOES THE TURN PER WARP SYSTEM WORK? A. Take your Merchant Cruiser with a turn/warp ratio of 3. You start with 200 turns in Sector 1. To move to sector 2 takes 3 turns. To port at the Class 0 in Sector 1 takes 1 turn. Each warp takes 3 turns: 3 turns per warp. It's that simple. Q. HOW DO I GET MORE THAN ONE SHIP? A. Two ways. First, you can capture a ship from an Alien, a Trader, or even a Ferrengi. To capture a ship, you attack with as little fighters as necessary to make the owner take flight in his Escape Pod. Second, you can buy extra ships at the Stardock. When you buy a ship at the Shipyards, it asks you if you want to trade in your old ship. Just answer no, and you can buy an extra ship. You can also sell extra ships by pressing S in the Shipyards. Q. DOES CAPTURING WORK IN THE UNREGISTERED VERSION? A. Yes. Q. HOW DO I USE A CAPTURED SHIP? A. You transport to a spare ship using...<* drumroll *>...your transporter. Each ship type has a different range for the transporter. IOW, if the range on your ship is 7, you can only transport to a ship that is 7 warps away or less. You can't transport to an unmanned ship that isn't yours. You also can't transport to a ship unless it has a blank password or you know the correct password. Q. WHAT IS THE PLANETARY TRANSPORTER? A. It allows you to transport you and your ship to a sector with two conditions: 1. there must be a fighter in that sector for a locating beam and 2. you must have upgraded the transporter to sufficient range to reach the sector. It may also use up some planetary fuel ore. I will have to check. Q. HOW DO LIMPET MINES WORK? A. When you deploy a Limpet Mine in a sector, it is visible only to you. If another Trader enters the sector, the Limpet attaches to his ship. You can find his location when you log on next by looking at the deployed mines scan (K). Limpets have a density of 2 and they light up the Anomaly Scanner. If a Limpet attaches to your ship, you can get rid of it by porting at a Class 0 or Class 9 port...for a price. Q. WHAT ELSE SHOWS UP IN THE ANOMALY SCANNER? A. Cloaked ships. Q. IS THERE A COMPUTER UPGRADE? CAN I BRIBE THE INSPECTORS? IS THERE AN ALIEN DERELICT? IS THERE A SECRET IN THE CINEMA? CAN I BUY PULSAR CANNONS? A. No. Q. WHAT'S THE TRADE IN VALUE OF THE FERRENGI SHIPS? A. With full holds and nothing else, I get 52,155 for an Assault Trader, 111,645 for a Battle Cruiser, and 214,290 for a Dreadnought. Q. HOW MANY FIGHTERS DOES IT TAKE TO BLOW UP THE STARDOCK? A. It took me just under 65,000 fighters with a TEDITed IC. I discovered that the cost for that is 14,779,456. Not too bad. The Stardock, once blown up, doesn't seem to reappear. IOW, blowing up the Stardock is a game ender. When I try to port at the blown up sector in my Beta 2, the game crashes. Let me know if any of the information in this post is inaccurate as I will be posting it again many times. --- Renegade v07-17 Beta * Origin: Peculiar Sabotage * Athens, GA * 706-549-6134 (1:370/110) From: GARY MARTIN #0 @1:299/110 FIDOnet Re: TW 2.0 Features RE: TW 2.0 Features BY: Ed Kammerer to Leonard Adolph on Tue Jan 04 1994 09:30 pm > I've seen two universes, glimpsed really, and haven't tactic'd or > strategy'd. The geometries threw my map compulsion for a loop, every > sector warped to 6 sectors. I can't draw that. Three warps reaches > 216 sectors (6 cubed), which is approximately what I've been fitting > on one page. In 1.03d it shows me a "region", in 2.0 it's hen scratches. > > A couple of corollaries to such warp density are: Any sector is only > four or five steps from any other sector; and, while it feels exposed > to have a planet in a 5- or 6-warp sector, the probability of starting > at sector 1 and picking the correct sequence of 4 or 5 moves to reach > the planet is about equal to picking lottery numbers that win. Exactly! Now the really fun part is that by playing with the BigBang settings, you can go from an extremely dense universe, to one with TONS of 1-way warps providing a nightmare for navigation, to an extremely sparse setting with lots of long tunnels and many, many dead ends! Its all up to the Sysop as to how they want to run their universe. Here's a setting for the ADVANCED players: Max Course length 50 2-ways 20% 1-ways 20% Then, after the universe is Bigbanged, enter Tedit and *LOWER* the max course plot length to something like 25. This will mean the players will have to learn how to reach some regions of this universe. The course plotter will not work from one end to the other, but only within the local group thats not father than 25 hops away. (grin) --- Synchronet * Origin: Castle Ravenloft - Home of Trade Wars 2002 (1:299/110)