� Area: TRADEWARS DI ��������������������������������������������������������� Msg#: 15 Rec'd Date: 03-05-94 20:05 From: Stephen Whitis @1:124/211 Read: Yes Replied: No To: All @1:124/3114*4 Mark: Subj: 1.03D NP INFO #2 3/4/94 ������������������������������������������������������������������������������ 7. FIGHTER/SHIELD OVERLOAD BUG: Ships have built-in limits for fighters and shields -- the Scout Marauder is only supposed to carry 250 fighters and 100 shields. If you use negative numbers when transferring fighters and shields through the corporate transfer menus, however, those limits don't apply. If you have a teammate *take* you a negative number *from* you instead of giving you a positive number, he/she can load your ship with up to 32,767 shields and 32,767 fighters. (For a faster way to overload with shields, try using negative numbers in your citadel. ) However you do it, be warned: if you dock at a port with extra fighters and shields, you will lose them! 8. SO MUCH FOR STARDOCK!: A Scout Marauder, overloaded with 32,767 fighters and at least 20,000 shields using the methods outlined above, has very good odds of destroying StarDock or any of the Class 0 ports. Just load the ship up and attack: *DON'T* break off your attack until you're out of fighters, and you have about 2-in-3 odds of success. 9. THE MORONIC FERRENGI: The game makes neutralizing the Ferrengi very, very easy. All you need to do to insulate yourself against their attacks, for example, is carry one fighter and many shields. When a Ferrengi attacks you, he will only do 0-2 damage points at a time. Even worse: to knock the Ferrengi completely out of the game, all you have to do is destroy the fighters in their home sector and deploy 3,000 of your own fighters in the sector. From that point on, they won't regenerate, even if they still own Ferrengal: all that'll be left are the Ferrengi already wandering around the galaxy. In the first few weeks of the game, this tactic costs less than a million credits. 10. THE INFALLIBLE CLOAK: Buy cloaks. They're a great bargain. In 1.03, it's impossible to attack a cloaked ship, and regardless of what the docs say, cloaks *do not* fail. Compared to the cost of being blown up, 25,000 credits a day is trivial. 11. SHIELDS AND P-MISSILES: The docs are also wrong about the effect of shields on the p-wave. P-missiles *do* work against shielded planets. They also work against shielded ships and ships parked in FedSpace. 12. THE USELESS SENTINEL: Don't buy the Tholian Sentinel. Period. The Sentinel is supposed to have 4:1 odds when defending a planet against an invader. This feature doesn't work. If an invader attacks the *ship* first -- rather than trying to land and *then* attacking the ship -- the Sentinel only gets 1:1 combat odds. 13. MANY FERRENGI AND ALIENS: When a sysop rerolls the game with BIGBANG, several files (including CONVO.DAT, WALLDAT.DAT, and, most important, FERRENGI.DAT and ALIENS.DAT) are not properly initialized. Some new games will be swarming with powerful aliens and Ferrengi. Sysops should remember to delete these four files when restarting games. 14. THE "6666" BUG: Always set your military reaction level to 0% if you have more than 12,000-13,000 fighters on your planet. If an invader attacks without a p-missile, the invader has more than 26,000 fighters on his ship, and your MRL is greater than zero, *all* of your fighters will attack him and will be destroyed -- even if you have many more fighters than you should need to kill the invader. Again, this list is *anything* but complete: it's just an attempt to outline the strategically most important bugs. Hope it's useful. Take care, Joel (Netmail address 1:202/704) -!- * MegaMail 2.10 #0:My puns are bad, but my poetry is even verse. -!- FidoPCB v1.5 beta-'g' ! Origin: Lunatic Fringe * Richardson,TX * 214-235-5288 * (1:124/2113)