TradeWars 2002 HELP! v2.00 - Hints file. This file gives you information and hints on how to use the various text files this program makes. SECTORS.TXT =========== Pretty obvious, this contains the information about your universe in raw form, use it to do analysis on the things that 2002HELP doesn't. ONE-WAY.TXT =========== This is a list of all the one-way sectors you've found. It also tells you if that one-way is a target for a trap. A trap looks like this: 516 -> 626 - 765 - 229 If you put fighters in 765 (toll fighters) then anyone entering by way of 626 will have to pay the toll or be stuck. Traders can either blow up the fighters or TransWarp out. Aliens won't do either, so this is the perfect place to blow away aliens (or even weak traders). Who knows you may even catch a Ferrengi or two. The message 'Potential Trap location' tells you where these sectors are. CORRIDOR.TXT ============ This file shows you where the 'tunnels' are. These are the most defensible areas and are good for placing planets. NOTE: Always check ONE-WAY.TXT for a back door into a sector before putting stuff there. (2002HELP doesn't do this for you because it would take too long) MONEY-M.TXT =========== The Money-Maker module is designed as an aid to help locate sectors to do what I call a quick pull in. That is when you go back and forth between two sectors with opposite trading needs. For example between a class 1 port and a class 2, you sell your org from the class 2 to the class 1 port, then buy equipment to sell to the class two. If you automate this process using a script, you can pull in a large amount of money in a short period of time at a relatively short turn expense. The amount of money is dependent only on your number of holds. With an Imperial Starship with 150 holds I have pulled in 500,000 credits in 20 minutes, at cost of 250 turns, and with a 10 hold Scout, have pulled in 35,000 in the same time. This text file shows ideal sectors were this can take place. Please note that in most cases trading organics and equipment will get you more money per minute than trading with ore, but not always; sometimes, I have bought 50 ore for 300 credits and sold it for 2000. Also note that a few of these may not work due to one-way sectors (check ONE-WAY.TXT). Another factor that affects the cost is the current trading percentage. This value changes constantly, but the one shown is currently correct. The ports that are trading at 100% are always the most profitable. Lastly, the bigger the trading amount, the longer it will be before the port is drained. Drained ports only come back with time. KEY: SP=Sector Pair C=Class. PORT-REP.TXT ============ The point of this file is just to show the raw port information data that was taken from your computer. DEAD-END.TXT ============ This file lists the Dead Ends that you have discovered, along with the port (if any) there. Use this to find good locations for planets. I have left this file open for enhancement in future versions.