Tradewars ver 2 b6 ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ When a corporation has a planet and citadel and they acquire gold in excess of 10,000,000,000 the game will not allow them to land and kicks them out with an error code of 102 well, at least that is what We believe to be causing this problem. It only happens when you try to land on the planet. This problem Continued: Next being the kind sysop that I am I tried to tedit that planet and the same thing happens error code 102. This is because the citadel money is tracked with an integer previous to beta 6, and a long integer in betas 6 and 7. It simply can't track a number larger than this. It's not the programmer's fault, it's Pascal's fault. Now, I would ask, how did they get that much money? Are you allowing more than one player in the game at once? This would bring the Citadel Treasury Transfer bug into play, where two people withdraw simultaneously, and both get the money, then deposit it at different times and repeat, doubling the money each time. Make sure your game is single-node only!!! (With default game settings of 250 turns, getting that money legitimately would take a minimum of approximately eleven years!!!) Also, don't try reaching Gary Martin in any echo. He has hired somebody else to work on the game. New bugs can be faxed to 913-842-7818, however, to avoid swamping this number with old bug reports, ask first and see if they're already known. The current version is 2.0 beta 7. Subj : Re: tradewars ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Does any one know the computer interrogation codes for trade wars? I used to know them, and forgot. Id like to get them again. Try typing without the < > I for warp data, R for port data, F to plot a course, Q to quit CIM. Subj : Punching through. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ JK> Okay, well here is what i'm trying to accomplish. On a local JK> board there is a trade wars game that has been going on for a while JK> and therefore Terra's colonists have been leeched out and they come JK> back SLOWLY. Basically i'm trying to invade ferrengal. One catch, JK> there's 1 million fighters surrounding ferrengal (quite obviously JK> sysop edited). The planet IS shielded and I don't know how many JK> fighters are on the planet or if it has a quasar cannon. Does anyone JK> have any suggestions how to get through? Using a photon torpedo would JK> bypass the 1 million fighters but there's still the shields and JK> possible quasar and fighter attack. If I were to get by those JK> however... after taking over ferrengal... would the quasar cannon JK> start attacking the fighters? A couple things - if Ferrengal is shielded then it is either Tedit or a player has already taken it over. Look at the sector fighters. If they are player fighters then probably a player just took it. If they are Ferrengi fighters and no one is capturing Ferrengi, then it is possible for them to get up high. The other thing is photons. If you launch a photon, you bypass the sector fighters. Also, the qcannon will not fire as long as the wave is in effect. If, however, you destroy all shields on the planet and the wave is no longer in effect, the cannon will fire. If you want to look at the defenses, get a frigate, photon in, and look. Consider whatever you take in expendable, since there could be an IG in effect. Re: Punching through. Disclaimer: The following advice is for a V2 Beta 5-7 game, and is useless for MBBS and mostly useless for a 103 game: If Ferrngal is shielded it has already been invaded by somenoe else. The Ferrengi never upgrade Ferrengal, it is always a level 3 as long as they hold it. If it is owned by Ferrengi and shielded, it is a TEDIT job. If there are shields, there is a Q-cannon, and a transwarp drive-no question. Your best bet is to use two ships, one of then a missile cruiser with several photons, and a ship with good combat odds (ISS, CF or Battleship) to invade. Deploy as many fighters as you can get in the next sector so you can warp out and replenish the fighters on your invadsion ship several times. Photon the sector, transport to the invasion ship and enter the sector. Attack the shields on the planet. Make sure the photon wave is still active when you destroy the last shield, or you will be vaporized by the Q-cannon. You may have to transport to your MC and fire another photon. As long as a photon is active, the Q-cannon and offensive fighters won't touch you. They also won't touch you if the P-wave expires once you start attacking the fighters on the planet, but don't break off and then attack again without an active P-wave or you will be toast. BE CAREFUL! If Ferrengal is shielded, it is likely that it also has an interdictor. If it does, and you try to warp out after the P-wave expires, you are totally screwed. Make sure that P-wave is active, it supresses the interdictor. If not, TRANSPORT to the MC and photon again before attempting to warp out of the sector. You won't get a second chance here. If this is a TEDIT job, there will probably be too many fighters/shields on Ferrengal to make it worth invading. There may be very few colonists, too. If you do succeed in invading, the Q-cannon will not do anything against the sector fighters. You either have to destroy them yourself or transwarp the planet out of the sector after invading. If the fighters belong to the Ferrengi, then they will continue to regenerate and infest the game even after the planet is gone. Subj : Sysop cheating? ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ BK> That can be because he blew up an ISS. If you blow up an ISS you get BK> tons of exp and align. If you're good and you attack a good ISS BK> you go deep into the negatives. You should know how the rest goes. Ship type is irrelevant. A person could be in a Pod, and you could still get "tons of exp and align." It's the "enemies" exp. and align. that dictate how much you get. It just so happens that most "Good" aligned players like to tool around in ISS's --------------------------------------------------------------- > That's why I like to attack with a WEAK ship. While the Flag is weaker > than an ISS, it's not a weak ship. I've taken ISS's with Freighters. > The Freighter is probably the best attack ship because of the weak odds > and the low turns per move. I've destroyed ships with my Freighter, but > I probably got 5 ships for each one I destroyed. Problem with a weak ship is you spend a lot more total fighters on a capture. That's not a problem if you're attacking a ship with 25 fighters and few shields, but if it's well defended (and worth capturing), it might be smarter to use two ships - one with high combat odds to demolish shields and the bulk of the fighters, then switch to a weak ship to surgically destroy the last few fighters. The return of TW towing makes this option worth using in the right situation, you can tow in a freighter to use as a kill ship after pounding the defenses with an ISS or CF first. Subj : Re: FERRENGAL ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ > You must replace the fighters in the Ferrengal sector with your own to stop > the regeneration. And these rookies advising putting 1 fighter in the > sector are, as usual, wrong. You must deploy enough fighters so that > the Ferrengi ships do not replace your fighters. It's probably overkill, > but I usually drop at least 2000 ftrs in the Ferrengal sector to stop > regeneration. 1 fighter just invites the cowards to replace your ftrs > with some of their own, thus restarting regeneration. Nope. 1 fighter will take care of it fine. Ferrengi will not enter a sector with even 1 fighter that isn't theirs IF there is a planet in the sector. Any planet. Even THEIR planet. They will never destroy that fighter, no matter how many Ferrengi are running around. Do some homework before calling people rookies. I've used this many times in every version with 100% success. Subj : volcanic ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ > is it important that the volcanic planets be personal? i think i made them co > and my other ones personl. do i need to change them? If they are corporate they can lose a lot of colonists any time any corp. member displays the corporate assets. If you make them personal, and don't display the (Y)our personal planets from the computer, it can save you a lot of colonists. Just make sure your corp. members know about this, and don't go near them! þ