The TradeWars 2002 Bible!!!

By Psycho  10/06/93  v1.1




 ADDENDUM 1 

Trade Wars 2002 v1.03+ Known Bugs


-= Table of Contents =-                   -= Max Version Compatibility =-
I.    The Planetary Shield Bug               1.03d
II.   The Negative Transfer Bug              1.03d
III.  The Evil's Holds Bug                   1.03d
IV.   The Evil's MEGA MEGA Holds Bug         1.03d
V.    The Corporate Megaholds Bug            1.03d
VI.   The In-famous Dual CEO Bug             1.03d
VII.  The Military Reaction Level Bug        1.03d
VIII. The Planet Cloning Bug                 1.03
IX.   The CRASH TradeWars Bug                1.03d
X.    The Heir to the Throne Bug             1.03d
XI.   The (so-called) Steal-Sell Bug         1.03d
XII.  The Infinite Cloaking Bug              1.03d
XIII. The Infinite Photon Bug                1.03d
XIV.  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
inbetween 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 chosing '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 >
   
   Corp Number                 Corp Name
   -----------------------------------------------------
       1                                         Psycho!
               Creation Date: 07/12/05
   Corp C.E.O.   ->                               Psycho
   Corp C.E.O.   ->                               Psycho
   -----------------------------------------------------
       2                             Knights of Solamnia
               Creation Date: 08/02/05
   Corp C.E.O.   ->                                 Levy

I'm not kidding!  This is REAL!  You both will have CEO power (Corporate
Memo, Corporate Password, Corporate FlagShip(s), Kick a Member Off)
It also confuses the heck out of your opponents, as when they send a
message, they don't know if it's you or your partner!!

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!

VIII.  The Planet Cloning Bug
      Start a planet, (ie. use a Genesis Torpedo) and stock it with all the
neccecary items to upgrade to a level one citadel.  Do so.  Then stock it
again, so that it can be upgraded to a level 2 citadel.  Then goto another
planet in the sector that has, say a level 4 citadel with one day to go to a
level 5.  You can stock this planet with 1000 people in each category and have
10000 of Fuel Ore, Organics, and Equipment, and 32000 fighters.  Then put as
MUCH money in the citadel as possible.  Then, go to the citadel on your planet
with the Level ONE citadel, enter the citadel (C) and go to the corporate menu
(X) and do a Corporate Planet Scan (L).  Then goto the planet with NO citadel,
and upgrade to a Level two citadel (C) and then (U) and press 'Y' to do so.  Ta
Da!  You should have a clone of the other planet that you did the Corporate
Planet Scan on, with the same amount of colonists and commodities, but most
importantly, MONEY and FIGHTERS!!  Nice huh?

IX.   The CRASH TradeWars Bug
     This one is also unknown, just as the Dual CEO bug.  It's simple.  IT IS
VERY LIMITED HOWEVER, and the sysop WILL NOT LIKE YOU anymore!!!  The SysOp
must have pulled you into chat.  You will see that

   Incoming Transmission From Federation HQ....

Or something like that.  Then press '~'.  Yes, ~.  Simple.  You'll get a whole
bunch of gibberish and crash the BBS.  Sometimes you might get some interesting
data, as Planet Info, or Trader Info.  Who knows?  Ta da!

X.    The Heir to the Throne Bug
     This bug is simple.  When a player is erased because he has not logged on
in the given amount of time (usually 21 days), whoever occupies 'his slot' in
the User listings in TradeWars will recieve everything that he owned.  Most
importantly, planets.  In an old game, you could find yourself starting with
a Level 5 citadel on the first day!     
     If you start a new corp, that was defunct and deleted because no corporate
members were living, you could recieve all of the corporation's earnings!
Sometimes that's a LOT more than one person could have owned alone!
     
XI.   The (so-called) Steal-Sell Bug
     This bug is also simple.  Steal from a port, and sell that product back to
the port.  The port will never NEVER run out of money.  Just don't get caught
and you're set for LIFE!! <ok.. well maybe not for LIFE...>  Some argue that
this is a bug.  It's just another great reason to be evil!  -- Just a note,
this is fixed upon the new TradeWars v2.00 v.21 -- Which is NOT out yet...

XII.   The Infinite Cloaking Bug
     The DOCument files say, simply, that a cloaking device will start to
'deteriorate' over a period of time, and it's percentage chance of failing
nightly increases with each passing day.  Not so.  The cloak will NOT fail
nomatter what.  This means that you are safe as long as you are cloaked, for
weeks!  -- Just a note, this is fixed upon the new TradeWars v2.00 v.21 --
Which is NOT out yet...

XIII.  The Infinite Photon Bug
     This bug I have not tested personally, but it is simple.  Fire a photon
into a sector.  Hang up / Logoff.  Log back in, and that photon 'wave' will be
in 'effect' until the next time a person fires a photon.. again, never tested
it..

XIV.   OTHER Bugs / Un-Tested Bugs
     There are many other bugs in TradeWars that are USELESS!
Some, however, are, and currently untested.
     1. The Tri-Cron bug: which is NOT allowed discussion, but it goes something
like this.  You make millions off 0 turns.  Got it?  If you find it out, lemme
know.
     2. The 'Magic Fuel' Bug: Which people say works, but has NOT for me.. yet. 
Some say it is as good as the Planet Cloning bug, and NOTHING as as good as
that!
     3. Some sort of 'defenses passing bug' where one can get through other's
defenses by (R)etreating.  Has not worked for anybody I know, so I'm not going
to waste the space.
     4. There are LOTS MORE bugs, but those are the beneficial ones.. use 'em!


 ADDENDUM 2 

External Add-Ons to TradeWars 2002

   There are MANY programs out there that SysOps and users alike can use.
I have found some useful, some useless.  Here are a few of the more notable
ones that you may find on BBSes in your area, and my thoughts on them.
   ALSO: SysOps and Users alike!: Call a board that is currently on the TW-
Util-FileBone.  If you are a SysOp: Join!  Here is More Info:

   If you would be interested in hooking up to the TRADEWARS FILEBONE
   Please send Dave Zinman a message with your:

     Name          : 
     Fido Number   :
     Max Baud Rate : 
     Location      :
     BBS Name      :
     BBS Number    :
     Voice Number  :
     (and best time to call)

   Send this message to me VIA NETMAIL @ 1:273/945 to Dave Zinman
   Calling From The Viking TradeWars BBS (215) 332-8514   Phila Pa.  

For SysOps

FileName      Description
------------  --------------------------------------------------------------
AEDITxxx.ZIP  Another editor - AWESOME!  Has a cap on the Max planetary shields
              to prevent shield bugging!! Nice! It has full User and Planet
              and port editing capabilities, and more options than T-Edit!!
              Definitely the BEST TradeWars 2002 Add-On out there!
TWMIS082.ZIP  Missions for TradeWars -- Have players Complete Missions
              A nice add-on, but it really must be registered before it's
              truly REALLY fun and useful.
SDBxxxxx.ZIP  StarDock Beta / Nice Add-On but many bugs with this one, but
              one REGistered, as it MUST be to properly use, is VERY nice.
TWHEX11 .EXE  A VERY Nice Hex Editor.  Everything from ranks to Ship Maker
              Names.  This one IS useful
TWSHIP23.ZIP  A VERY Nice Ship Specs Editor -- Change the Max Fighters,
              Max Holds, Max Mines, Etc, VERY VERY Nice.
TWMALL  .ZIP  TradeWars Mall - Some New Features -- as loans! Nice!
              Unfortunately, you MUST register this one for it to work..
TWSHIP23.ZIP  A VERY Nice Ship Specs Editor -- Change the Max Fighters,
              Max Holds, Max Mines, Etc, VERY VERY Nice.
TWPORT10.ZIP  A semi-useless Port Editor, it is slightly easier to use then
              the T-Edit built in one.. not much else here
TWSTUFF .ZIP  Blackhole, a program that lets you set up a blackhole.. fun!
              Wanderer - a program that lets you have a 'wandering' planet!
TWGEN11 .EXE  Genesis - A Program that drops a random planet every now & then
              for the user who needs a good start.. useless but fun.

For BBS Users

FileName      Description
------------  --------------------------------------------------------------
TWBIBL11.ZIP  The TradeWars 2002 Bible v1.1
              Update!   BY Psycho!
TRADMENU.ZIP  TradeWars 2002 Online Help Menu - A Very Nice Program!
              Make it as an 'External Program' or a Protocol on your
              Communications software -- (by Levy)
TWINFO  .ZIP  A useless collection of Information, now obsolete after this
              Document.  VERY BAD!
TWTIPS  .TXT  Another useless textfile telling you how to play. BAD.
TWINTRO .TXT  Yet another useless textfile telling you how to play. BAD.
TWHELP10.EXE  Like TRADMENU.ZIP but this one is a TSR.  My only complaint
              is that it is WAY too large in memory.  Oh well..
TWXTRA12.ZIP  One of those compare yesterday and today's capture file
              utilities.  I can't figure it out, and so neither can you.
              Semi-Useless.
TWVIEW??.ZIP  TW-View Util.  Current version is the best!  A good offline
              Data-Reader and sorter.  Uses & Makes (such info as best sectors
              to go to & what tunnels are worth it) such data easy to access.
              Uses CIM reports.  See ('Advanced Playing Techniques')

NOTE: There are MANY utils I have not added.  If you are an author, or you
      would like to see a certain program added, write me!

 ADDENDUM 3 

TradeWars 2002 Registered/Non-Registered Differences

"If it's not registered, it's not worth it."
                            - Me

TradeWars 2002 Registered
   - Shipyards are Open (on StarDock)
   - Full T-Edit Capabilities <don't worry about this if you're a user>
   - Lots of other things

TradeWars 2002 Unregistered
   - Shipyards are Closed (on StarDock)
   - T-Edit Crippled
   - Not many other things
   - Don't play!

   My point for this pointless section is that if the version your SysOp is
running is NOT registered, don't play.  Pressure him into registering.
It's only $15.00 (US), which isn't much, and it's WELL worth it.

So REGISTER! -- Call Castle RavenLoft @ 8N1 -- (913) 842-0300
   -- it's in Kansas -- Or contact them on WWIV<ugh!>-Net at #9354
   -- Contact them on FidoNet / TradeWars 2002 Echo

 ADDENDUM 4 

Port Pairs for Trading

   Here are the pairs that you can use for trading easily and quickly!

   Class Port   Class Port  Commodities                        Worth it?
   ----------   ----------  --------------------------------   ---------
   Class 1      Class 2     Organics & Equipment               YES!
   Class 1      Class 3     Fuel Ore & Equipment               No.
   Class 1      Class 4     Fuel Ore or Organics & Equipment   Yes.
   Class 2      Class 3     Fuel Ore & Organics                NO!!
   Class 2      Class 5     Fuel Ore or Equipment & Organics   No.
   Class 3      Class 6     Fuel Ore & Organics or Equipment   No.
   Class 4      Class 6     Organics & Equipment               YES!
   Class 5      Class 6     Fuel Ore & Equipment               No.

   The only ones that I feel are NOT worth using, are such pairs that trade
something like Organics and Fuel Ore, and nothing else.  Try to find the pairs
that involve Equipment and Organics.  You make the most money that way.

PTrac#TWB100393600pv1088899b103d
