The TradeWars
2002 Bible!!!
Quoted from Justin Curry - in the
Tradewars echo on Fidonet
With Excerpts from the on-line BBS
game Tradewars, and
comments from Blackfist C.E.O of
OCTOGON
And External Section From THE LORD
at
THE HOUSE OF GOD BBS (702)-434-0373
Captured October 21,1993 - updated
(103d only!) March 1994
- = Table Of Contents =-
An introduction to
this whole Bible!
What is TradeWars 2002?
Basic Game Play
Being Considered a 'good' player
Using the Bugs in TradeWars -- A Dilemma
Choosing Good or Evil
Being a Good 'N Legal Trader
Being an Evil Trader
Bounties, good and evil
Keeping an Evil Imperial StarShip
Trapping Federals and Freeing Federals
Running A Corporation
Running A Piratical Corporation
Anti-Backstabbing Yourself as a CEO
Backstabbing your CEO
Secret Alliances and Treaties
The Worth of Planets and Citadels
The Worth of Aliens
The Worth of Ferrengi
The Worth of other Traders
Using the StarDock to it's fullest
Destroying Class 0 ports
Addendum's
*****************
The Bugs in TradeWars 2002
External add-ons to TradeWars 2002 <not many!>
Registered and Non-Registered Version of TradeWars 2002
Port Pairs for Trading Easily
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 concise 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 text-files 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!
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 in between. 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 endeavor 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.
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
armament 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.
{BLACKFIST'S LAW - IF YOU WANT A
GAME WHICH IS EXCITING AND INTERESTING, YOU HAVE TO MAKE IT HAPPEN, SO CREATE A
PERSONA FOR PLAY. MY PERSONA IS THE LORD. HE IS THE PLAYER EVERONE WANTS TO
HATE! HE IS A GOOD GUY, GIVES MONEY TO NEW TRADERS, ETC....AND IS THE HEAD OF
THE CORPORATION OF GUYS WHO HAVE BLOCKED OFF ACCESS TO STARDOCK AND BLOWN UP
ALL THE PLANETS. THE OTHER MEMBERS OF MY CORP, KAHN FOR INSTANCE USE THE
"I'M TOO IMPORTANT TO TALK TO YOU PERSONA. I STEP UP AS A GO BETWEEN OFFERING TO GET KAHN TO LET THEM LIVE
IF... THIS GOOD GUY BAD GUY TEAM MAKES
THE GAME A POLITICAL ONE AS WELL. WE SET UP SITUATIONS WHICH GIVE THOSE TRADERS
WHO FOLLOW DIRECTIONS BENIFITS.
ACCESS TO STARDOCK BEING ONE OF THEM.}
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.
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 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 receive 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)!
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
competition. You first must have a Level 4 citadel. Second, you must have enough
credits
to buy a few Genesis Torpedoes. 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
torpedoes 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 Torpedoes) 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 necessary
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 newbie-ish 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
off-line 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.
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.
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
Marauder with 30000 fighters? And 10000 shields? With it's 2 to 1 odds, good-bye 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 gentle-hooman'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. ;)
Choosing Between good and 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.
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 totally 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!
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
GREATLY. 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 un-defended
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!
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..
<evilgrin> 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
increase 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.
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 necessity 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 anywhere 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.
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 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>.
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.
{ BLACKFIST'S LAW - NEVER FORM A
CORPORATION WITH PEOPLE YOU DON'T KNOW....PEOPLE ARE FLAKES, THEY BLOW WITH THE WIND. wHEN THINGS BEGIN TO LOOK GRIM
FOR THE CORP. YOUR MEMBERS WILL TURN ON YOU AND HAVE THE FULL SUPPORT OF
EVERYONE ELSE ON THE BOARD. I ONLY FORM CORPS WITH PEOPLE I KNOW PERSONALLY AND
SEE OFTEN. THIS KEEPS ALL OF US TOGETHER, AND WORK TOWARD A COMMON GOAL. WHEN
THERE ARE GRIEVANCES -WE DISCUSS THEM, AND THEY ARE WORKED OUT. THIS TYPE OF
CORP IS THE STRONGEST ONE THERE IS. THE ONGOING STRATEGIC TALK IS THE MOST
EFFECTIVE CORP STRATEGY. THIS IS THE TESTED OPINION OF ONE CORP.} 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 shield 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:
Type
ShipType Fighters Shields
-----------------
----------------- --------
-------
The Planet Person StarMaster 500 500
The Money Maker
StarMaster 500 1000
The Explorer Scout Marauder 250 5000
The Attacker Imperial
StarShip 30,000 10000+
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 rest of the
starships features) 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 repetitive 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.
Running a Piratical Corporation
Running a Piratical Corporation is the
same as running a good corporation, except 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.
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 own 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.
Backstabbing your
CEO
If you so decide, to
backstab your CEO, you will lose credibility. Unless ALL of the corporate
members decide it's okay, 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.
{BLACKFIST'S LAW - THE CORPORATION NAME IS THE POWER....I USE THE
SAME CORP NAME IN EVERY GAME I PLAY, AND YES THIS CAN MAKE IT HARDER FOR YOU IF
YOU HAVE ALREADY BUILT A STRONG REP.....BUT THE OTHER PLAYERS HAVE LEARNED GAME
AFTER GAME IN THE PAST THAT THE CORPORATION HAS GUIDLINES....IF WE AGREE TO
TAKE IN OTHER PLAYERS, ONE OF THE CORP MEMBERS WILL BREAK OFF AND FORM A SISTER
CORP. THEN WHEN SOMEONE BACKSTABS....THEY ARE HOUNDED FOR EVER! GAME AFTER GAME
WE TRACK THEM DOWN AND DESTROY THEM. ONE WAY OF DOING THIS ON BOARD WHICH POST
THE LAST FEW CALLERS NAMES, OVER THE PERIOD OF A GAME, BY CALLING AT DIFFERENT
TIMES AND CHECKING THESE LISTS, ONE CAN USUALLY DISCOVER WHO IS WHO.
IF SOMEONE BACKSTABS MY CORP HUNTS THEM
IN GAME AFTER GAME, AND EVEN FROM BOARD TO BOARD. WHEN WE GO TROLLING FOR
CERTAIN FILES, OR INFORMATION, WE ALL MAKE IT A HABIT OF CHECKING THE LIST OF
USERS AND TRADEWAR PALYERS. IF WE FIND
A BACKSTABBER. WE JOIN THE GAME AND DEVOTE ALL OF OUR ENERGIES TO DESTROYING
THAT PLAYER....AT ALL COSTS! BACKSTAB WITH CARE. IF YOU ARE THE C.E.O. OF A CORP AND A PLAYER BACKSTABS YOU - YOU NEED
TO DO THE SAME. NEXT TIME OTHERS WILL REMEMBER - BLOOD FEUD SORT OF THING AND
RECONSIDER.}
Secret Alliances and Treaties
At some point in your TradeWarsing career, you may find that a
Corporation offers to not
attack your possessions 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.
The Worth of Planets and Citadels
Planets alone are useless.
{BLACKFIST'S LAW - PLANETS HAVE A VARIETY OF USES..THEY CAN
BE USED AS CANNON FODDER - SEE DESTROYING A LEVEL FIVE PLANET LATER. THEY CAN
BE USED AS BAIT (LEAVE A PLANET IN THE PROCESS OF UPGRADING SOMPLACE FAIRLY
SAFE...LEAVE A LOT OF THEM THERE....THEN DON'T GO BACK FOR A WHILE. CHECK PERIODICALLY
- USUALLY A NEW PLAYER WILL LOCATE THEM AND BEGIN THE UPGRADE PROCESS - ALL YOU
HAVE TO DO IS KEEP TRACK OF THE DAYS, COME IN AND TAKE IT BACK AT A KEY POINT.
IF IT IS NOT AS FAR ALONG AS YOU THOUGHT IT WAS....SELL OFF AS MUCH OF THE
MATERIALS AS YOU HAVE TIME FOR. THEN LET THEM TAKE IT BACK! AND KEEP A MORE
ACCURATE COUNT OF THE DAYS. COME BACK ON THE ASSIGNED DAY AND TAKE IT BACK....I
KEEP THIS UP UNTIL THE DAY BEFORE THE PLANETARY DRIVE GOES ONLINE - THEN I CALL
IN RIGHT AFTER THE MAINTENANCE THAT NIGHT, AND STEAL THE PLANET BACK....JUMP TO
A LOCATION FAR AWAY. NEWBIES BUILD UP DEFENCES RATHER THAN WRITE THEM OFF -
BAIT YOUR TRAPS!)}
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) credits
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!
{BLACKFIST'S LAW - SCAN THE
SECTOR FROM THE CITADEL BEFORE YOU LEAVE! IF YOUR LEVEL 4/5 HAS BEEN DISCOVERED
MOVE IT....DON'T LEAVE IT. IF IT IS LESS THAN A LEVEL 4 AND IS FOUND BY A
STRONG FORCE....SELL EVERYTHING ON IT, THEN MOVE ALL THE COLONISTS INTO ONE
AREA AND LEAVE IT OR DESTROY IT. IF YOU LEAVE IT, GIVE YOUR ENEMY A RESON TO
KEEP IT WELL DEFENDED (SMALL ATTACKS THAT FAIL) WHILE YOU SPEND ALL YOUR TIME
MAKING MONEY. COUNT THE DAYS AND GO
BACK AFTER IT TURNS LEVEL 4 - AFTER MANTENANCE IS RUN AT NIGHT! AND JUMP IT. IF
UNABLE TO JUMP IT - DESTROY IT!
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 receive 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.
{BLACKFIST'S LAW - TRY TO TRAP
ALL THE ALIENS AND DEFEND THE TRAPPED AREAS. THIS KEEPS THE GOODIES KILLING OFF
YOUR ENEMY BAD GUYS FOR ENOUGH EXPERIENCE TO GET A ISS.
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 <unpronounceable> commanding the
<unpronounceable>.
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!
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!
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 Theaters *
* <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, no matter 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, good-bye 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 graphically shows you exactly what's
in the
adjacent sectors, but requires a turn.
Mine Disrupters: Mine disrupters 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).
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 on-line 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 amount 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!!
ADDENDUM 1
Trade Wars 2002 v1.03+ Known Bugs
-= Table of Contents =- -= Max Version
Compatibility =-
The Planetary Shield Bug 1.03d
The Negative Transfer Bug 1.03d
The Evil's Holds Bug 1.03d
The Evil's MEGA MEGA Holds Bug 1.03d
The Corporate Megaholds Bug 1.03d
The In-famous Dual CEO Bug 1.03d
The Military Reaction Level
Bug 1.03d
The Planet Cloning Bug 1.03
The CRASH TradeWars Bug 1.03d
The Heir to the Throne Bug 1.03d
The (so-called) Steal-Sell Bug 1.03d
The Infinite Cloaking Bug 1.03d
The Infinite Photon Bug 1.03d
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 in between 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 choosing '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 > I'm not kidding! This is REAL! You both
will have CEO power (Corporate Corp Number
Corp Name Memo,
Corporate Password, Corporate
----------------------------------------------------- FlagShip(s), Kick a Member Off) It
also 1 Psycho! confuses the heck out of your
opponents,
as when they send a
Creation Date: 07/12/05 message, they don't know if it's you
or
Corp C.E.O. ->
Psycho your partner!!
Corp C.E.O. -> Psycho
-----------------------------------------------------
2
Knights of Solamnia
Creation Date: 08/02/05
Corp C.E.O. -> Levy
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!
Known externals
The
following list of wxternal programs aply primarily to syops. You, as a player
will have little say over if - when - and how these externals are used. The
list is provided to possibly explain some unusual behavior in the game, and to
allow you to combat it.
AEDIT320
This
program is run in addition to the game's tedit. It's purpose is to catch users
who use
the
various bugs found in the game.
ASSETS
This
program ranks the players in the game based upon what the own, not on the
players
exp\alignment scores.
BANK104
This
program awards interest to the players bank accounts. Interest rate is set by
the
SYSOP.
BLDSD101
This
program rebuilds stardock if a player is able to destroy it. This usually means
the
end
of the game.....this program would prolong the game for those who wanted to
keep
playing
BORG110
The
Borg assimilate everything they run across. There is NO DEFENCE against the
borg...if
you are playing in a game in which this program is run, it's a crap shoot until
your
number comes up.
CITNEWS
This
program adds to the daily news, each time a citadel upgrades to a new level.
Gives
the
name of the Citadel and the level they have upgraded to.
CRYSTAL
Adds
a crystaline entity which removes colonist from planets....rates are set by the
sysop.
DES100
This
program continues to add evil to the universe...another evil creation.
Hooman!
This
creates a super Ferrengi. Gives him tens of thousands of fighters, and randomly
adds
new names to his grudge list.....if your names on the list POW! No barginning.
KALWRK27
Kal
Durak provides some services that are not normally available...finding other
players,
buying
certain items, etc.
MAFIA102
Allows
the posting of bounties on GOOD players....Due to the larger payoffs this works
for
evil players the same way the Fed bounties work for good players
METEOR
This
program causes random meteor showers to strike your planets....it kills off a
portion
of
the population, but increases the ore content of the planet - the percentages
are
SYSOP
configurable.
NAMES100
This
program allow the SYSOP to replace the port names with names of his own
creation.
Allows the SYSOP to customize his universe.
OVERSEER
This
program monitors the game looking for the tell-tale signs of bug use. It can be
set
to
punish users who use bugs.
PORTDEF1
This
program randomly assigns fighter groups to ports. The fighters
"belong" to the port.
The
fighters are set on toll, in random numbers of fighters to a group. SYSOP
configurable.
Q
Adds
the Q entity to the game. (I am unfamiliar with this one, but based on who the
author
of the program is, I am inclined to believe that it is another bad thing for
traders.)
RM100
This
program sprinkles rogue fighters throughout the universe in groups from 1-999.
RMWH105
Adds
a roaming wormhole in the universe. This wormhole removes all outbound warps
from
a sector...leaving a player the ability to move two or three sectors if they
are lucky.
Usually
causes a player to lose all their turns for a day.
ROAM
Adds
a roaming planet to the universe. Resetting ownership with each move. Good for
a
momentary
windfall of money - but that's it!
ROAMSD
Causes
Stardock to roam about the galaxy....Search and search - if your lucky, you can
upgrade!
ROGUEF10
Sprinkles
rogue mercenary fighters about the galaxy
RPLANET
Random
Planet Generator....creates planets to leave all over your universe
SDB130
Add
features to your current stardock....above and beyond those already covered in
the
BIBLE
SHPED120
A
ship editor....allowing the sysop to custom configure the ships for sale on the
stardock
STRFITE1
Sprinkles
fighters around the universe
SUP100
Creates
a Supply ship, which visits all the ports in the univers and restocks them.
TWALED07
An
alien editor....edit alien names, ship types and equipment.
TWCIT103
Gives
player the option of upgrading citadels at a faster rate.
TWEGT100
Edit
the response from the grimy trader....
TWENH150
Similar
to the Aedit program....Looks for Killer ISS Starships and revokes charter.
TWEVE045
Adds
random events to the game ( unknown....)
TWGARAGE
Allows
a trader to keep more than one ship in their citadel.
TWGEN15
Genrates
random planets through out the universe
TWHEX11
A
hex editor which allow the SYSOP to turn off functions normally available in
the game.
TWMALL31
Adds
new features to the game, allows players to track others, add specalized
equipment
and so forth
TWMARKET
Adds
New Features to the game....like a second stardock
TWMAD089
Latest
version of the MAD HATTER'S Expander. The expander links tradewar games
together via
wormholes. When a wormhole is found, stop - and hit Q to quit....you should
then
traverse the wormhole, and begin again in the new universe. Allows up to 20
games
to be linked together.
TWMIS087
Provides
missions for players to go on for specified returns.