Hardwar v1.25, 21 November 2003 ________ /________ HH HH AAAAAA RRRRRR DDDDDD WW WW WW AAAAAA RRRRRR HH HH AAAAAAA RRRRRRR DDDDDDD WW WW WW AAAAAAA RRRRRRR HHHHHHH AA AA RR DD DD WW WW WW AA AA RR HHHHHHH AA AA RR DD WW WW WW AA AA RR HH HH AAAA AA RR DDDDDDD WW WWWWW AAAA AA RR .. HH HH AAAA AA RR DDDDDDD WW WWW AAAA AA RR .. __________ T H E F U T U R E I S G R E E D Y ________/ ------------------------------------------------------------------------------ Hardwar Frequently Asked Questions (FAQ) ------------------------------------------------------------------------------ ============================================================================== CONTENTS ============================================================================== ------------------------------------------------------------------------------ 1. Preface ------------------------------------------------------------------------------ - 1.1 Notes - 1.2 Credits and Legal - 1.3 Version - 1.4 Is this FAQ official? ------------------------------------------------------------------------------ 2. Introduction ------------------------------------------------------------------------------ - 2.1 What is Hardwar? - 2.2 Who made and published Hardwar? - 2.3 Where did the Software Refinery go? - 2.4 What are the minimum system requirements to run the game? - 2.5 Can I run Hardwar on Linux, BeOS or MacOS? - 2.6 What versions/patches are there and what features do they add? - 2.7 Where do I get official patches? - 2.8 Are there patches in other languages? - 2.9 Where can I download the demo? - 2.10 Where can I get the game? - 2.11 Will there be a re-release? - 2.12 Will there be a Hardwar 2? - 2.13 What happened to the PlayStation release? - 2.14 Where did everyone go? ------------------------------------------------------------------------------ 3. Gameplay ------------------------------------------------------------------------------ 3.1 Combat - 3.1.1 Why do I keep getting killed? - 3.1.2 Who is killing who? - 3.1.3 How do I tell who has a bounty? - 3.1.4 A faction has asked me to attack a building. How do I do that? - 3.1.5 Can I avoid paying fines? - 3.1.6 What is an enforcer and how do I get rid of one? - 3.1.7 How do I get "double amnesty"? 3.2 Piloting and Equipment - 3.2.1 What moths are available? - 3.2.2 What equipment is available? - 3.2.3 How do I dock? Can I speed up docking? - 3.2.4 How do you target salvage dropped on Titan's surface? - 3.2.5 Why can't I salvage Origin Unknown? - 3.2.6 How do I get power? - 3.2.7 Where do I repair? - 3.2.8 Can I change the order weapons cycle? - 3.2.9 What differences are there between starting options? 3.3 Hangars - 3.3.1 How do I find buildings? - 3.3.2 What do different hangars do? - 3.3.3 How do I buy a hangar? - 3.3.4 Can I buy pirate/scavenger hangars? - 3.3.5 Can I get a loan? 3.4 Economy - 3.4.1 How can I find where to buy or sell a particular item? - 3.4.2 How does the economy work? - 3.4.3 How do I get rare moths (Deaths Head, Police, Swallow)? - 3.4.4 How do I get a fusion cell? - 3.4.5 How do I get rare missiles (Tac Nuke, Big Bob)? - 3.4.6 How do I get a Death Ray? 3.5 Transport - 3.5.1 Can I run my own taxi firm? - 3.5.2 Can I ride the monorail? ------------------------------------------------------------------------------ 4. Walkthrough ------------------------------------------------------------------------------ 4.1 Crash - 4.1.1 Overview 4.2 Port Decoy - 4.2.1 Overview - 4.2.2 How do I target the Mass Driver Part? - 4.2.3 What are the garbled messages about? 4.3 Mystery Package - 4.3.1 Overview - 4.3.2 What does the Cloaking Device do? - 4.3.3 Can I remove the Cloaking Device? - 4.3.4 How can I tell I have the Cloaking Device? 4.4 Secret Bases - 4.4.1 Overview - 4.4.2 What do the secret bases look like? 4.5 Procure Trigger and Matter - 4.5.1 Overview - 4.5.2 Why do the gang transports only ever carry one thing? 4.6 Base Attack - 4.6.1 Overview - 4.6.2 Can I attack both bases? - 4.6.3 How do I sell surplus Origin Unknown? 4.7 Gang Boy - 4.7.1 Overview 4.8 More Trigger or Matter - 4.8.1 Overview - 4.8.2 Can I use Trigger or Matter I have already? 4.9 Port Clearance with Tac-Nuke - 4.9.1 Overview 4.10 Port Clearance with Big Bob - 4.10.1 Overview 4.11 Psycho Bobs Closure - 4.11.1 Overview 4.12 Rescue Syd and meet Xavier Lazarus - 4.12.1 Overview - 4.12.2 Why do I have a cargo of BodyParts when I leave the Prison? - 4.12.3 How do I get into Lazarus Hightower? 4.13 Final Run - 4.13.1 Overview - 4.13.2 I keep on dying before I reach Port. Any hints? - 4.13.3 Can I use the Monorail to complete the final run? ------------------------------------------------------------------------------ 5. Cheating ------------------------------------------------------------------------------ - 5.1 What is God Hangar? - 5.2 What are the startup cheat codes? - 5.3 Are there any other hidden features or Easter Eggs? ------------------------------------------------------------------------------ 6. Online ------------------------------------------------------------------------------ 6.1 Gameplay - 6.1.1 How do I play online (client)? - 6.1.2 Does the online game have a plot? - 6.1.3 Is there an online etiquette? Can I kill other players? - 6.1.4 Why can't I buy any engines or pods when playing online? - 6.1.5 Why am I not added to the Police's wanted list when I kill innocent pilots in an online game? - 6.1.6 I disconnected and now my character is dead. What should I do? 6.2 Technical Issues - 6.2.1 Why can't I connect to an online game? - 6.2.2 How do I play online across a firewall? What TCP and UDP port do I need to open? - 6.2.3 In an online game, when I buy and sell, the server crashes. What am I doing wrong? - 6.2.4 The frame rate in online games seems very low. Online games seem to lag a lot. There are some small graphic corruptions. Is that normal? - 6.2.5 When launching a dedicated server session I get an error message saying that the VFX COM class is not registered. What should I do? 6.3 Hosting - 6.3.1 What are the technical requirements for hosting an online game? - 6.3.2 What is the difference between a dedicated network server and a network game? - 6.3.3 What should I tell people connecting to my game? - 6.3.4 I am hosting an online game, but I need to know my IP address to allow other people to play. How do I tell what my IP address is? - 6.3.5 How do I stop people using God Hangar to cheat in my online game? - 6.3.6 Nobody joined my game. Am I wasting my time? ------------------------------------------------------------------------------ 7. General Technical Issues ------------------------------------------------------------------------------ 7.1 Installation and Patching - 7.1.1 When installing the game on Windows 2000 or XP I get a message "not enough free space on target drive" - how do I install? - 7.1.2 I have just patched the game and now I cannot reload a save. What is wrong? - 7.1.3 On startup I get an error message saying that the VFX COM class is not registered. What should I do? - 7.1.4 Why does the game crash when I enter Hardwarp FM? What about "FixVhID: Error!" during play? 7.2 Video - 7.2.1 How do I stop the game crashing when moving the mouse? - 7.2.2 Is OpenGL video mode supported? - 7.2.3 How do I stop the game crashing in 3DFX, particularly on Voodoo Banshee cards? - 7.2.4 How do I stop the screen jittering in flight, particularly when using a Microsoft Sidewinder Precision Pro joystick? - 7.2.5 Why does the game crash with "ResOpen - could not find Internal resource data - the resource has been freed" when trying to play video in the patched version? - 7.2.6 I don't have a version that includes the video. Why can't I finish the plot? - 7.2.7 How do I take a screenshot? 7.3 Sound - 7.3.1 The sound inside hangars is getting on my nerves. Can I remove it? - 7.3.2 Why does the music stop playing after I dock for the first time? 7.4 Gameplay 'Bugs' - 7.4.1 My taxi driver is drunk and/or won't get me to my destination. What should I do? - 7.4.2 Why does the game crash with "no more police enforcers can be generated"? ------------------------------------------------------------------------------ 8. Editing and Customising ------------------------------------------------------------------------------ 8.1 Setup - 8.1.1 Can I run Hardwar without a CDROM? - 8.1.2 Can I change the music? 8.2 Skins - 8.2.1 How do I skin a moth? - 8.2.2 Why are my custom moth skins are not working? - 8.2.3 How do I change the look of craters? 8.3 Utilities - 8.3.1 What is HardLuck.exe and how do I use it? - 8.3.2 Are there any modifications to change game balance? - 8.3.3 Where can I get the Hardwar font? 8.4 Editors - 8.4.1 Are there any editors or Software Development Kits for Hardwar? - 8.4.2 Where can I find the game's sound/graphics files? - 8.4.3 How can I read .spr files? - 8.4.4 Can I edit .shp files (moth models)? - 8.4.5 Can I create custom maps? ------------------------------------------------------------------------------ 9. Upgrade 3 ------------------------------------------------------------------------------ 9.1 History - 9.1.1 What happened to U3? - 9.1.2 Why was U3 released? - 9.1.3 Where can I get U3? - 9.1.4 What differences are there between U3 versions? - 9.1.5 Which version is best? 9.2 Terminal Commands and Scripting - 9.2.1 What does the Terminal Interface do? - 9.2.2 What does the Terminal Server do? - 9.2.3 How do I connect a telnet client to the Terminal Server? - 9.2.4 What terminal commands are there? - 9.2.5 How do Admin permissions work? - 9.2.6 Can I script events and 'bots? Can I redesign the game world? - 9.2.7 How do I build rooms? - 9.2.8 How do I get market/economy information? - 9.2.9 What are framesy, newmothsw, and similar? - 9.2.10 How are items cited in the economy commands? 9.3 Setup - 9.3.1 What does the Persistent Game option do? - 9.3.2 What is Phil's Ending? - 9.3.3 What's the difference between high and low speed links? - 9.3.4 Can I unpatch U3 betas? Do I have to patch each of them one at a time? 9.4 Gameplay - 9.4.1 How do I manufacture things? - 9.4.2 Why doesn't Central Industrial make a Narcotron? - 9.4.3 How do I find and hire staff? - 9.4.4 Can I give staff multiple orders? - 9.4.5 If I can order my staff to sell, why can't I order them to buy? - 9.4.6 How do I walk around? - 9.4.7 What are Air Filters, Pleasure Cubes, and Servant Droids, and where can I get them? - 9.4.8 How do I get Fumblers, Disablers and Blasters? - 9.4.9 Where did the Debriefing Zone/Vacant 0006/0007/0008/0038 go? - 9.4.10 Who is Brother Kahuna? 9.5 Bugs and Modifications - 9.5.1 Are there any patches for the U3 betas? - 9.5.2 How can I stop beta 5 games crashing after reloading? - 9.5.3 I logged a beta 5 game and I'm running out of disk space. Why? - 9.5.4 Why won't my joystick throttle work? - 9.5.5 What is wrong with the beta 5 economy? - 9.5.6 Why won't Downtown Moths sell moths? Why won't Shears Yard fit pods? - 9.5.7 How can I get my staff out of limbo? - 9.5.8 Are my thugs supposed to do _that_? - 9.5.9 Why don't custom hangar names display? - 9.5.10 Why don't AI pilots sell to my hangar? - 9.5.11 There is a stack of AI moths waiting to enter a hangar. How can I get rid of them? - 9.5.12 Why do AI pilots get stuck in the Alpha-Downtown tunnel? - 9.5.13 Can faction moths be made to respawn? - 9.5.14 Why won't the plot advance? How do I get Trigger, Matter or Fusion Parts? - 9.5.15 Can I remove the beta 5 negative deposit cheat? - 9.5.16 I am experiencing video related crashes. Any hints? ------------------------------------------------------------------------------ 10. And Finally... ------------------------------------------------------------------------------ - 10.1 What's the deal with BodyParts? - 10.2 Origin Unknown - 10.3 It's art, mate - 10.4 Fooling the AI - 10.5 Final tip ------------------------------------------------------------------------------ Appendices ------------------------------------------------------------------------------ - A. Hangar List - B. Non-Moth Production Requirements and Locations Table - C. Moth Production Requirements Table - D. Plot Video Transcripts - E. Non-Plot Video Transcripts - F. Modifications - G. Hacking - H. CD Music Track Listing ============================================================================== 1. PREFACE ============================================================================== 1.1 Notes Many gameplay tips and technical fixes are available in the game's readme. More detailed, illustrated information is generally available from fan sites. This FAQ is designed to primarily provide quick answers to some of the most common questions. It mostly contains answers to actual questions asked on forums and usenet. It does not specifically aim to hold your hand and guide you step by step through the game, although I have added a few entries that provide an introduction to key areas like moths, equipment and hangars. This style reflects the nature of the game, which contains a lot of hidden depth and, in spite of its storyline, is very open ended. The FAQ includes large sections dealing with parts of the game that have been changed by subsequent upgrades, notably online play and upgrade 3. Currently the U3 section is split from other sections because U3 is unofficial and unstable, and so you might not be running it. If you are running U3 please consider referring specific questions to the both the U3 section and topic area elsewhere in the FAQ. Sorry for the confusion this will cause. ------------------------------------------------------------------------------ 1.2 Credits and Legal This FAQ was written by Tim Howgego (also known as timski), copyright 2000- 2003, unless otherwise stated. Errors and suggestions should be reported to tim (at) capsu (dot) org . Please put "Hardwar" somewhere in the email subject field. The information contained in this FAQ comes from a pool of knowledge built up between a large number of Hardwar players over the last 5 years. Without the ideas of Jeff, Zedo, Wez and Solidox, this FAQ would be much shorter than it is. Particular thanks also to Ouch, Hammer, smurph, Arago Fett, Kazymyr, Fedor von Bock and Sniper; and Max for some fantastic U3 beta patches. This FAQ is in the public domain: You may copy and repost this FAQ, but the content of the document, including the credits, must remain unchanged. Informing the author that you are hosting it is appreciated, but not mandatory. Ensuring you host the most recent version is also appreciated, but not mandatory. The original game Hardwar (TM) Copyright (c) 1998-2000 Gremlin Interactive Ltd. Technology Copyright (c) 1993-2002 Software Refinery Ltd. Other trademarks and copyright are owned by their respective trademark and copyright holders. ------------------------------------------------------------------------------ 1.3 Version This is version 1.25, 21 November 2003. This update has been long over-due - sorry for the delay. I have rewritten large parts related to Upgrade 3 (notably dealing with bug work-arounds and use of the Terminal Server), added a list of all known Modifications to the appendix, a huge Hacking appendix, CD Music Track Listing, and made various other small alterations. ------------------------------------------------------------------------------ 1.4 Is this FAQ official? No. This is not an official FAQ. It is not endorsed by the game's former developers or publishers. ------------------------------------------------------------------------------ ============================================================================== 2. INTRODUCTION ============================================================================== 2.1 What is Hardwar? Hardwar is a futuristic combat flight simulator. It is set in 'Misplaced Optimism', a series of craters on a neglected corporate mining moon, Titan. Players fly moths, which are tiny craft capable of flying at low altitude. The game features a complete economy, and can be played as a trading game. The combination of flight combat, trade and a futuristic setting led many players to draw similarities with the Elite series of games. Hardwar is sometimes written Hardw[a]r - this reflects the design of the name on the game box. ------------------------------------------------------------------------------ 2.2 Who made and published Hardwar? The game was developed by The Software Refinery Ltd, formerly based in Leeds, England. Development was led by Mark Griffiths, Ciaran Gultnieks and Ian Martin. Ade Carless designed the game. Warp Records provided the sound track, with additional design by the Designers' Republic. The game was published in Europe and Asia by Gremlin Interactive Ltd and released in September 1998. Interplay subsequently published the game in North America. ------------------------------------------------------------------------------ 2.3 Where did the Software Refinery go? The Software Refinery were actively developing patches for Hardwar until mid- 2002. Things then went very quiet. In December 2002 the content of their website disappeared, leading to further speculation. In January 2003, Zedo received a credible message that "The Software Refinery Ltd went into voluntary liquidation in December 2002." ------------------------------------------------------------------------------ 2.4 What are the minimum system requirements to run the game? Microsoft Windows 95 or greater; Intel Pentium 166 (or equivalent); 16Mb memory or greater; 1Mb DirectX 5 compatible video card; DirectX 5 compatible soundcard; 2X CD-ROM; hard disk with approx 35Mb free space. It will probably play on a slightly slower processor. Patched versions U1.0 and U2.0x require Direct X 6 or greater. Certain patch video setting, such as far fog depth, require video cards with more onboard memory, perhaps as much as 8-16Mb. ------------------------------------------------------------------------------ 2.5 Can I run Hardwar on Linux, BeOS or MacOS? No. The game relies too heavily on DirectX to handle network play, sound, and in most cases, graphics. ------------------------------------------------------------------------------ 2.6 What versions/patches are there and what features do they add? The release version of Hardwar was almost bug-free. The worst bugs related to 3DFX support. Subsequent patches have tended to add further features, and improve video or multiplayer support. Only a brief summary is given below of the important changes: - D1.6: 1998 : Demo version - 20 minutes play in Alpha Crater only (including the "Dibsey" mission). - F2.0: 1998 : European release version. - F2.1: 1998 : North America release version. - U1.0: 2000 : Added clones; new starter options; improved video performance and options, although some 3DFX and DirectX support was buggy. - U2.01: 2001 : Added swallows; further video improvements and bug fixes. - U2.02: 2001 : Opened the monorail to the public; greatly improved online multiplayer; added custom moth skins; added Trojan; added 'Dealer' starting option. - U2.03: 2001 : Bug fixes from previous patch. - U2.04: 2001 : Bug fixes from previous patches. There is no 'Hardwar 3' - sites advertising it are thought to be selling a standard release version. There was however a U3 under development - see What happened to U3? and What differences are there between U3 versions? below. ------------------------------------------------------------------------------ 2.7 Where do I get official patches? Download the latest U2.04 patch from http://zedo.hardwar.org.uk/dexdown.htm . You do not need to apply older patches first. For the latest unofficial patch, see Where can I get U3? below. ------------------------------------------------------------------------------ 2.8 Are there patches in other languages? No. However non-English versions of the game can be patched, patching apparently turns most of the text to English. ------------------------------------------------------------------------------ 2.9 Where can I download the demo? Try http://www.hardwar.info/downloads/ftp/list.php?dir=demo/ , http://david.hedbor.org/hardwar/downloads.html , or http://www.gamesdomain.com/demos/demo/30.html . ------------------------------------------------------------------------------ 2.10 Where can I get the game? New copies of Hardwar can occasionally be found lurking in game shop bargain bins. The most reliable source of copies is probably eBay, which normally has new boxed or jewel-cased US release versions available for around $5. The full game CD ISOs can be found at certain fan sites and have been posted (mid March 2003) on usenet in alt.binaries.old.games (total size is about 0.5GB). These ISOs can either be burnt to CDs, or extracted to your hard drive using utilities such as WinISO or WinImage (from kazymyr). A lite version of the full game is available at the Underdogs, http://www.the- underdogs.org/game.php?id=4234 and http://www.hardwar.info/downloads/patchdemo.htm . This version has been created by patching the demo and adding missing files to hardwar.res - videos and music are omitted, but the game is playable. The only real limitation is the difficulty in following the plot, which relies on videos to introduce most missions. ------------------------------------------------------------------------------ 2.11 Will there be a re-release? Gremlin Interactive's ownership of the name and game transferred to Infogrames, although sources within Infogrames suggested they no longer owned it and that nobody did. Infogrames has since disappeared into Atari. Interplay had marketing and distribution rights in North America. Neither has shown any interest in re-releasing the game. The developers retained technology copyright until they went into liquidation - see Where did the Software Refinery go? above. ------------------------------------------------------------------------------ 2.12 Will there be a Hardwar 2? It is unlikely that there will be a Hardwar 2 because the developers do not own the rights to the name, they only own the technology. The developers have actively continued to add features to Hardwar in the form of upgrade patches. They have stated that, "the long term goal for the game is to have a permanent online internet game running. It won't be 'Hardwar' ... but it will use the Hardwar engine." This aspiration now looks unlikely - see Where did the Software Refinery go?. From Anon: "According to one beta tester, there was a concept for subsequent Hardwar games. The aliens would drop you off on another planet. This would be a new game using the same basic 3D engine and gameplay, but different ships, weapons, economics, and politics. And, of course, new places to go. You would be able to escape this new planet as well and continue to Hardwar 3 and so forth. The final game would return you to Earth." ------------------------------------------------------------------------------ 2.13 What happened to the PlayStation release? A Sony PlayStation version was originally thought to be in development during 1996. Early in 1997 Gremlin (?) decided to make the game PC only, citing lack of PlayStation gamer interest. ------------------------------------------------------------------------------ 2.14 Where did everyone go? The most popular community board remains Captain Zedo's, here: http://web16.denver010.server4free.de/hwboard/ . On Internet Relay Chat (IRC): irc.cocytusuk.org #hardwar . ------------------------------------------------------------------------------ ============================================================================== 3. GAMEPLAY ============================================================================== For things specifically related to U3, see Upgrade 3 section. ------------------------------------------------------------------------------ ______________________________________________________________________________ 3.1 Combat ______________________________________________________________________________ 3.1.1 Why do I keep getting killed? To quote David Hedbor, "When I first started playing Hardwar, I quickly got very frustrated. I almost returned it to the store twice. Both times I played it, I gave up after about half an hour of death and mayhem." You are not alone. You will be attacked either because you have made an enemy of someone, or because you are carrying a cargo that a pirate wants to take from you. The starter moth and equipment is not particularly good for combat. Initiating combat will give you the edge, but finish the fight quickly because the opposition will probably be better equipped. Do not engage more than one moth at a time. Avoid the caves initially - Haven and Midway. Avoid attacking faction (Lazarus or Klamp-G) and gang (Skinner or Scrubber) moths initially. Make use of tunnels to escape and evade: Computer controlled pilots stop before entering a tunnel, where you can probably curve into them at full throttle. Alternatively, find a relatively safe crater, such as Riverside, trade and run away using countermeasures (such as Chaff) at the first sign of trouble. Once you upgrade your moth combat will become a lot easier. The new starter options introduced in U1.0 make Hardwar much easier to survive - see What differences are there between starting options? below. ------------------------------------------------------------------------------ 3.1.2 Who is killing who? Titan's politics can initially be somewhat confusing. There are two major factions, Lazarus and Klamp-G, who are permanently at war with one another. Faction influence varies across Titan: Lazarus strongholds are Highrise, Alpha, the western side of Reservoir, and the northern side of Mines; Klamp-G strongholds are Riverside, Gamma, the eastern side of Reservoir, and the southern side of Mines. There are also two gangs, Scrubbers and Skinner, who are also at war with one another. Gangs are less powerful than the factions, and tend to side with Lazarus (Scrubbers) and Klamp-G (Skinner) respectively. Attacks against faction/gang moths are taken as an attack against the whole faction or gang. In the unpatched game, killing a gang moth would often also make you an enemy of the supporting faction, but in the patched game the links are less strong. Outside of the faction/gang structure there are various other minor players, independent pilots, and the Police. The Police will assign a fine/bounty for unprovoked attacks on non gang/faction moths. Certain independent pilots are rather gun-ho, notably pirates, who will attack to steal cargo, taking a bounty in the process. Minor players normally restrict their combat activities, for example, loan companies will only engage in combat to collect bad debts. ------------------------------------------------------------------------------ 3.1.3 How do I tell who has a bounty? Police, faction and gang hangars maintain lists of wanted pilots. Killing them will pay you a bounty and will clear any record with the group paying the bounty. Collecting bounties on independent pilots will not lead to any reprisal, however killing bountied faction and gang moths will upset their owning faction. Spotting pirates without consulting the list is an art. Pirates seem to always use medium pods and laser turrets. Pilots carrying Matter, Trigger or Fusion Parts have normally stolen it from gang transports. The moths of one faction are always on the wanted list of the other faction. ------------------------------------------------------------------------------ 3.1.4 A faction has asked me to attack a building. How do I do that? Laser turrets defend some buildings. These become active if you are wanted by whoever owns the building. The laser turrets can be removed by a few well- aimed cannon shots at the turret. Attacks on building turrets are counted as attacks on buildings. You can also attack the buildings themselves by firing 'nukes' at them - they order ConstMat for a while, which depletes their cash. There are no specific rewards for attacking buildings. (U3 beta 5 developed this feature, allowing players to damage one another's hangars. It was never completed and created a bug that could trap a builder's moth in your hangar if you forgot to pay them for their ConsMat.) ------------------------------------------------------------------------------ 3.1.5 Can I avoid paying fines? Yes. Once you receive a message from the police that you have been fined do not visit a police station. If you do the fine (in cash or in kind) will be taken from you. You now have one Hardwar day to kill another pilot on the wanted list of whomever you have offended. Killing a wanted pilot will clear your record, and net you the bounty for the kill. If you delay by more than one day, you risk having an enforcer sent out after you. ------------------------------------------------------------------------------ 3.1.6 What is an enforcer and how do I get rid of one? Enforcers are particularly dangerous moth pilots who pilot Police or Deaths Head moths. They will follow you and attempt to kill you until you or the enforcer dies. The police will send out an enforcer if your bounty with the police rises above $2000, or you are credited with killing a member of the police. Gangs send out enforcers called assassins if you have a bounty of more than $2000 with that gang. Loan companies send out enforcers in Deaths Head moths if you fail to replay a loan for 2 days. The first thing to do in most cases is to try and clear your record. Now stop the current enforcer from hassling you by using one of: several Groundbase missiles, which aren't counted as an attack; a single Devastator - the first hit isn't counted as an attack; bump the enforcer against tunnel walls, or trap them in the exit bay of a hangar and wait for the hangar to cancel entry/exit clearance - after 7 seconds the hangar defences will destroy the enforcer; disable the enforcer's engines so it can not follow you around (this is the one case where you should not bother to clear your record beforehand); evade the enforcer for a few days - eventually they may forgive and forget. If you are going to kill an enforcer it is important that you are not registered as killing it. The best way to deal with enforcers is to not call one out: Ensure that you pay your loans on time, and clear your record with whoever you have offended by killing another pilot on their wanted list. If you continue to kill Police enforcers you will eventually crash the game (see Why does the game crash with "no more police enforcers can be generated"? below). ------------------------------------------------------------------------------ 3.1.7 How do I get "double amnesty"? When you kill a faction or gang moth, you get put on their wanted list as an enemy. In order to clear your name, you need to kill a pilot on the wanted list of the group you have offended. Since the factions are always at war, killing a moth of the opposite faction, will get you an amnesty, but will also add you to the opposing wanted list. Continually swapping between factions' wanted lists works most of the time. However there are times when it is useful not to have either faction gunning for you, notably at certain points in the plot such as the Gang Boy mission. Double amnesty involves simultaneously clearing your record with both groups. The most common method involves seeking out the few independent pilots that from time to time appear on faction wanted lists. Find one using faction A's wanted list and lock them in. Now kill a moth belonging to faction A (swap wanted lists). Finally kill the independent pilot, which clears your record with faction A, without upsetting faction B. There are other more inventive methods. For example (for Narcotron), buy weapons from a weapons reseller belonging to the other faction. They will probably send out a transport for supplies. Wait for a pirate to attack the transport, make sure you kill the transport first (swap wanted list), and then kill the pirate to clear your record with the first faction. ------------------------------------------------------------------------------ ______________________________________________________________________________ 3.2 Piloting and Equipment ______________________________________________________________________________ 3.2.1 What moths are available? There are six player moths in the original game, with an additional type added in U2.01+ versions. Common types can be brought from moth factories, especially Downtown Moths. Rarer types may need some work first - see How do I get rare moths (Deaths Head, Police, Swallow)?: Deaths Head: - Offensive: High weapons capacity, plus Laser Turret. - Defensive: Very strong hull, but with huge profile. - Handling: Slow with a maximum speed below 400 mph. Reasonable turning. - Availability: Hard to find, and expensive. - Recommended for: Combat pilots that don't need to escape, but do want a huge weapons platform. Hawk: - Offensive: Average weapons capacity, plus Laser Turret. - Defensive: Fairly strong hull, with large profile. - Handling: Average speed, at just above 400 mph, and turns well. - Availability: Fairly common. Sold at just above average prices. - Recommended for: Multi-role applications, and things such as scavenging, where a mix of manoeuvrability, speed and firepower is needed. Moon Moth: - Offensive: Slightly below average weapons capacity, plus Laser Turret. - Defensive: Moderate hull and profile. - Handling: Below average speed, but with very impressive turning. - Availability: Fairly common, and cheap. - Notes: Can carry a passenger. Cannot fit Engine #3. - Recommended for: Cab drivers, aspiring pilots (it is a reasonable early upgrade), and skilled pilots that can exploit its turning and make use of its respectable loadout in combat. Neo Tiger: - Offensive: Slightly above average weapons capacity, plus Laser Turret. - Defensive: Moderate hull, with sleek profile. - Handling: Fast, at almost 500 mph (fastest moth in the unpatched game), pods make little difference to handling, but suffers when it comes to turning. - Availability: Fairly common, at average price. - Recommended for: Traders, because it can normally escape with cargo, and combat pilots who can accept the poor turning and use the high top speed. Police: - Offensive: Slightly below average weapons capacity, plus Laser Turret. - Defensive: Strong hull, with mid-range profile. - Handling: Turns on a dime with an above average top speed. - Availability: Rare, but fairly cheap. - Notes: Cannot fit rare missiles. - Recommended for: Dogfighting combat pilots. Silver-Y: - Offensive: Poor weapons capacity, with no Laser Turret. - Defensive: Weak hull but with slender profile. - Handling: Lowest top speed. - Availability: Common (you'll probably start with one of these) and cheap. - Notes: Cannot fit Engine #2 and #3, Medium, Large and Largest pods, or Pulse Laser. - Recommended for: New pilots - who perhaps don't get the choice - but you could do worse for a training ship. Swallow: - Offensive: Average weapons capacity, but no Laser Turret. - Defensive: Fairly strong hull, with thin profile. - Handling: Fastest moth, but with moderate turning. - Availability: U2.01+. Rare and expensive (unless you steal one). - Notes: Cannot fit rare missiles. - Recommended for: Traders, who benefit from the speed even when loaded, and purist combat pilots, who don't need to use Laser Turrets, but can make use of the speed and profile. ------------------------------------------------------------------------------ 3.2.2 What equipment is available? Here is a short summary of moth equipment, excluding plot specific items: Guns - Offensive, use energy. Buy/fit at weapons factories and weapons resellers: - Laser: Fast firing, moderate energy use, with moderate damage to shields and hull. Good all-round laser. - Laser Turret: Less damage than regular Laser, but able to track and fire on targets as you turn. Useful addition for dogfights. - Plasma Kannon: Slow firing, but highly damaging against shields. Good combat opener, but only use later in combat if you specifically want to damage the opponent's software. - Pulse Laser: Fast firing with moderate damage, but high energy requirement. Good for disabling weapons systems once shields are down. Missiles - Offensive, consumed on use. Buy/fit at weapons factories and weapons resellers: - Devastator: One hit kill, if it hits. It is possible to evade, countermeasure or escape from these. Works well in combination with other tactics, notably Groundbase, which immobilises the target first. - Fireburst x10: Damages engines when target has weak shields, making them good for disabling moths or just slowing them slightly in combat. - Groundbase x5: Forces the enemy to drop to the ground, which can inflict collision damage and makes them sitting ducks. - (Power) Leach x10: Drain energy from target, particularly when their shields are low. - Sprat x10: Good damage for the price, with high rate of fire. Easily countered with Chaff or evaded with skilled piloting. - Swarm x10: Breaks into several sections on launch, so normally hits in part. - Underkill x5: Fast fire rate, and first do damage to shields, then to software. Often regarded as an expensive version of a Plasma Kannon, but potentially useful if you want to strip shields very fast. Countermeasures - Defensive, consumed on use: - Chaff x10: Releases debris which one hopes a missile targeted on you will hit. Buy/fit at component factories. - Flares x10: Releases heat source, which may fool a missile targeted on you to target the flare instead. Flares also light up the surrounding area. Buy from Chemicals factories, buy/fit at certain weapon resellers and breaker makers. - Hologram x5: Creates a mirror image of your ship for 5-10 seconds, which confuses your attacker into firing at it rather than you. Buy/fit at weapons factories and weapons resellers. - Trojan x2 (U2.02+): Drops a fake cargo container, which explodes when picked up. Buy/fit at weapons factories and weapons resellers. Engines - Engines make your moth move. Bigger engines make your moth move faster, but don't seem to affect power consumption. Buy/fit at certain breaker maker and trading posts: - Silver-Y moths can only fit an Engine #1. - Moon Moths can only fit Engine #1 or #2. - Other moths can fit Engine #1, #2 or #3. Cells - Cells store energy. Influence stall height. Buy/fit at component factories and breaker makers. - Cell #1: Poor (rapid) discharge and poor (slow) recharge. Best avoided. - Cell #2: Moderate recharge rate, but has huge staying power. Can be a good choice if you often fight away from Lightwells. - Cell #3: Good rate of recharge with respectable discharge, making it arguably the best regular cell. - Cell #4: Recharges quickly, but also discharges quickly. Interesting cell to use if you fight in Lightwells, but not the best all-rounder. - Fusion Cell: Permanently charged. Essential acquisition, if you can get it - see How do I get a fusion cell? below. Pods - Pods allow cargo to be transported. Larger pods slow your ships down and make you easier to hit in combat. Buy/fit at certain breaker maker and trading posts: - Smallest Pod: 2 different cargoes, up to 10 units each. - Small Pod: 3 different cargoes, up to 10 units each. - Medium Pod: 3 different cargoes, up to 20 units each. Cannot fit to Silver-Y moth. - Large Pod: 4 different cargoes, up to 30 units each. Cannot fit to Silver-Y moth. - Largest Pod: 5 different cargoes, up to 30 units each. Cannot fit to Silver- Y moth. Accessories: - Afterburner: Increases speed for a short period of time. May only be used once approximately every 30 seconds. Buy/fit at certain breaker maker and trading posts. - Drone: Allows targeted salvage to be recovered and placed in your pod. Buy/fit at component factories and weapon resellers. - Star Shells x10: Illuminate a dark area of a crater. Poor pilot's InfraRed and consumed on use. Buy at Chemicals factories. Buy/fit at weapons resellers. Software - Adds HUD features and improves equipment performance. Most software comes as a series of upgrades. Install at software providers: - Autopilot: Automatically docks you at hangars. - Flight: Adds bells and whistles to the HUD. - InfraRed: Adds option to see better in the dark. - Navigation: Adds options such as crater names on the HUD compass. - Power: Adds cell monitoring meters to the HUD, and makes cell recharge faster. - Radar: Improves ability to target objects, for example target salvage. - Shield: Makes shields sustain more damage. - Target: Improves munitions accuracy. ------------------------------------------------------------------------------ 3.2.3 How do I dock? Can I speed up docking? Docking can be done manually or automatically. For manual docking (no autopilot software fitted), move into the rectangular targeting tunnel that shows when close to a hangar, point at and then move towards the doors, the doors will open, drive in and stop just in front of the internal air lock doors. To dock automatically, fit autopilot software, and then fly into the rectangular targeting tunnel - the autopilot will do the rest. To speed up docking, go to a software provider's hangar and remove the autopilot. You will have to steer your way into each hangar, but if you are skilled you will be able to dock far quicker than before. ------------------------------------------------------------------------------ 3.2.4 How do you target salvage dropped on Titan's surface? Upgrade your Target software at a software provider's hangar to level 3. You can then target salvage in the same way as moths and hangars. ------------------------------------------------------------------------------ 3.2.5 Why can't I salvage Origin Unknown? You need a Super-Drone. Psycho Bob will fit one to your moth when the time comes to liberate some origin unknown from the faction secret bases. Once you have the Super-Drone fitted, gather all the origin unknown you can - in certain versions it sells for $99,999 at Trading Posts. Do not unload origin unknown in your hangar - you will not be able to reload it. You can always jettison the origin unknown and pick it up later without risk of losing it, because you will be the only pilot on Titan with a Super-Drone. ------------------------------------------------------------------------------ 3.2.6 How do I get power? All conventional cells are based on solar energy. As you fly around, particularly as you fire weapons, stored power will decline. Cells can be recharged by hovering directly under a Lightwell. Note that upgrading Power software will add a recharge meter to the HUD, which helps to ensure you are directly under the Lightwell. Fusion Cells do not require recharging in Lightwells - see How do I get a fusion cell? below. ------------------------------------------------------------------------------ 3.2.7 Where do I repair? Breaker Makers and a small number of other hangars (for example, Flyers Retreat in Gamma) offer repair facilities. Each moth system (Hull, CPU, Weapons, etc) can be repaired in 10% blocks. You need to pay to use public repair facilities. Private hangars (see How do I buy a hangar? below) come with repair facilities, that will repair your moth for free, which is one of the big advantages of private hangars. You can also sell repair services to other pilots. ------------------------------------------------------------------------------ 3.2.8 Can I change the order weapons cycle? Yes and no. The order normally reflects the order items were installed in, although if you remove one item and add another, the new item will tend to occupy the first available free position, which will probably be the position the removed item was in. If you have your own hangar, you can remove all the non-missile weaponry and then fit it again in the desired order, and generally experiment without any financial penalty. Remember that missiles can't be removed once installed, so your options with those are more limited. ------------------------------------------------------------------------------ 3.2.9 What differences are there between starting options? Ultimately it does not matter what career you pick at startup. These choices don't restrict what you can or cannot do. All they do is equip you with a moth that favours a certain style of play initially. Patched versions introduce new startup options, some of which make the early part of the game far easier. Each option has the following starting conditions, based on U2.04: Aggressor - Basic pure combat setup: - Moth: Silver-Y. - Equipment: Laser, Plasma Kannon, Swarm and Flares. - Software: Flight 1, Power 2, Shield 2, Navigation, Radar 3, Target 2 and InfraRed. - Assets: $10,000. - Starts: Gamma Monorail Depot. Agitator - U1.0+: - Moth: Neo Tiger. - Equipment: Laser, Laser Turret, Afterburner, Fusion Cell, Engine #3, Hologram, Devastator, Leach, Fireburst, Flares, Chaff and Star Shells. - Software: Flight 1, Power 2, Shield 2, Navigation, Radar 3, Target 2 and InfraRed. - Assets: $10,000. - Starts: Riverside Monorail. Corrupt Cop - U1.0+: - Moth: Police. - Equipment: Laser, Laser Turret, Afterburner, Engine #3, Fusion Cell, Largest Pod, Drone, Hologram, Swarm and Flares. - Software: Flight 1, Power 2, Shield 2, Navigation, Radar 3, Target 2 and InfraRed. - Assets: $10,000. - Starts: Sewage Control, Downtown. - Note: Although characterised as a Police defector, your record with the police starts clean. Dealer - U2.02+: - Moth: Moon Moth. - Equipment: Laser, Medium Pod and Drone. - Software: Flight 1, Power 2, Shield 2, Navigation, Radar 3, Target 2 and InfraRed. - Assets: $100,000, and Vacant 0030 with Clone installed and a few low grade munitions stocked. - Starts: Vacant 0030, Downtown. - Note: Starts with enemies, Nelson Column and Clifton Bridge, who will try to kill you early in the game. Godfather - U1.0+: - Moth: Moon Moth. - Equipment: Laser, Laser Turret, Afterburner, Engine #3, Fusion Cell, Largest Pod, Drone, Devastators (20 >:) ), Fireburst, Groundbase, Flares, Chaff and Star Shells. - Software: Flight 1, Power 2, Shield 2, Navigation, Radar 3, Target 2 and InfraRed. - Assets: $10,000. - Starts: Recycling Joint, Highrise. - Note: This is the only way to get an Engine #3 on a Moon Moth. Remove the pod and this moth will reach about 450 mph. Scavenger - Basic collector/multi-role setup: - Moth: Silver-Y. - Equipment: Laser, Small Pod, Drone, Flares and Star Shells. - Software: Flight 1, Power 1, Shield 1, Navigation, Radar 3, Target 2 and InfraRed. - Assets: $10,000. - Starts: Conurbation 2, Downtown. Trader - Basic trading setup: - Moth: Silver-Y. - Equipment: Laser, Small Pod, Sprat and Flares. - Software: Autopilot, Flight 2, Power 1, Shield 1, Navigation, Radar 3, Target 1 and InfraRed. - Assets: $10,000. - Starts: Alpha Trading Post. ------------------------------------------------------------------------------ ______________________________________________________________________________ 3.3 Hangars ______________________________________________________________________________ 3.3.1 How do I find buildings? Certain key buildings can be targeted from the local services menu. You can select target from messages. Alternatively, fly close to the building, targeting it, and lock the target for future reference. For new pilots, finding anything in the fog of Titan is difficult, particularly in the larger craters such as Downtown. Try to remember how a few important buildings relate to different tunnel mouths. You may find it useful to refer to maps of Titan, which can be found here: http://www.capsu.org/hardwar/ (or http://www.gamefaqs.com/computer/doswin/game/24605.html ). ------------------------------------------------------------------------------ 3.3.2 What do different hangars do? Here is a list of important hangar types within the game. Most hangar names are fairly self explanatory, for example "Downtown Chemicals" is a chemicals factory, so I have only noted names that are not immediately obvious. All businesses buy small amounts of Food. Note that faction owned hangars may not be prepared to trade with independent pilots - this is particularly true of their weapon and moth production facilities. A full Hangar List is in the Appendices: Raw Materials: - Mines: Supply Ore, Gems, and Constmat. - Chemical factories (includes AgroChem): Supply Chemicals, Plastics, Explosives, Flares, and Star Shells. - Purifiers: Supply Water. - "Sewage Control": Supply Water and Chemicals. - Macros (also "Charlie's Pizza"): Supply Food and Furs. - Conurbations (various housing such as "Hunger City" and "Misery Heights"): Supply BodyParts. - "Bill Moritz" and "Scrubber Outpost": Supply Cigars. Equipment Related: - Ore Proc (and similar, also "The Ore House"): Produce ExMetal and Sheetmetal. Buy Ore. - Recycling (also "Scrubber Xchng" and "Junkyard"): Produce Sheetmetal. Buy Scrapmetal. - Component factories: Produce CompComp, MachParts, Cells, Drone, and Chaff. Buy Water, Chemicals, Gems, ExMetal, Sheetmetal, and Plastics. - "Techparts": Produces CompComp only. Buy Gems, ExMetal, and Plastics. - Weapons factories ("...Munitions", "Dr Jobes Weapons", "Klamp-G Arms"): Produce Sprat, Swarm, Devastator, Leach, Fireburst, Underkill, Groundbase, Hologram, Laser, Plasmakannon, Laser Turret, and Pulse Laser. Buy Gems, ExMetal, SheetMetal, CompComp, MachParts, and Explosives. - Moth factories (also "Highrise Motors"): Produce Moths. Also notionally produce Pods and Engines, although they do not sell them in all game versions. Buy Ore, SheetMetal, CompComp, MachParts, Plastics, Cells, and Lasers. Luxury Related: - "Waterfront Booze" and "Skinners Outpost": Produce Alcohol. Buy Chemicals and Water. - "General Industrial": Produce Narcotics. Buy Chemicals. - Bars ("The Slum", "The Waterfront", "The After Dark", "The Shanty Inn", "Jupiter Four", "Flyers Retreat", and "Traders Rest"): Buy/sell Narcotics, Alcohol, and Cigars. Service Related: - Trading Posts (also "Trade Central"): Buy/sell everything (but not as profitable as supplying other businesses), and contains list of local needs and sales. - Weapons resellers ("Psycho Bobs", "Reservoir Central", "...Weapons Shop", "Special Arms Co"): Buy/sell what weapons factories make, plus Flares, Star Shells, and Drones. Note that "Special Arms Co" specialises in more expensive munitions like Leach and Groundbase. They also fit and remove equipment. - Breaker Maker (also "The Knocking Ship" and "Traders Rest"): Buy/sell assorted Cells, Engines, Afterburner, Drone, and Pods. They also fit equipment and repair moths. - "The Garidge": Repairs moths. - Builders ("...Construction"): Buy ConstMat. Repair local hangars that get damaged. - Police ("Cops"): Allow fines to be paid and criminals to be targeted. - Faction and Gang buildings ("...Lazarus...", "...Klamp...", "...Scrubber...", "...Skinner..."): Normally (but not always) allow their enemies to be targeted. - Estate Agents: Allow certain (mostly "Vacant") hangars to be purchased. - "Clone Farm" (U1.0+): Sells clones, which you can install in your hangar and use when you die. - Monorail stations: Allow access to the Monorail. There are a few oddities, like "Mines Monorail Depot" - MonoRail access is actually via the "Mines Trading Post". - Cabs: Base for taxis. Can be called out from any local hangar. - Loan Agents ("Charlie Wadsworth" and "MisOp Finance"): Provide loans. - Software: Installs and changes moth software. The remaining hangars are either bases for individual, faction or gang pilots, plot related locations, or in a few cases, such as Colony HQ and Flight Academy, background filling. ------------------------------------------------------------------------------ 3.3.3 How do I buy a hangar? Visit the estate agent in the same crater as the hangar you want to buy. Hangars cost about $16,000. Downtown Estates only sells about 20 properties at a time. This means that you may not be able to purchase a particular hangar in Downtown until you own several hangars in that crater. ------------------------------------------------------------------------------ 3.3.4 Can I buy pirate/scavenger hangars? Yes. Kill the current occupant just after 00:00, 06:00, 12:00 or 18:00. Wait until the start of the next full hour and then go to the estate agent in the same crater as the hangar. You must reach the estate agent and purchase the hangar before the next time in the sequence. You cannot buy properties in Haven or Midway. It is not clear whether properties can always be purchased in Mines and Reservoir - this may vary by patch. Occupying pirate hangars will greatly reduce the number of pirates in the game - this is the only way to stop the majority of them 'respawning' after you kill them. ------------------------------------------------------------------------------ 3.3.5 Can I get a loan? Yes. Go to MisOp Finance (Downtown) or Charlie Wadsworth (Riverside), and arrange one. Three are available: Small ($5000 over 2 days), medium ($10,000 over 3 days), and large ($25,000 over 5 days). Interest rates are 10-20%. You can take up to one loan from each financier at any one time. This means you can get up to $60,000 (including starting cash) at the very start of the game. Taking such a loan is not recommended for new players, however an experienced trader may be able to use it to gain advantage very quickly. Failing to repay a loan will eventually bring out an enforcer - see What is an enforcer and how do I get rid of one? above. ------------------------------------------------------------------------------ ______________________________________________________________________________ 3.4 Economy ______________________________________________________________________________ 3.4.1 How can I find where to buy or sell a particular item? Use the needs and sales lists available at Trading Posts. Each post lists nearest and cheapest sales across Titan, and local business needs. Some items are not manufactured and may eventually run out, see Why can't I buy any engines or pods when playing online? below. ------------------------------------------------------------------------------ 3.4.2 How does the economy work? The economy model is based around production and use (often destruction) of items. The core of the economy is based on equipment production, however there are also trades for luxuries (Narcotics, Foods, and similar), and "export goods" (like BodyParts). Raw materials are automatically produced at certain locations, which are then transported to businesses in other places to be processed. For example, Ore might be transported from mines in the Mines crater to Ore Procs in Downtown, where it is processed into SheetMetal and ExMetal. In most cases multiple commodities are needed for production processes to work. So, in order to produce a pack of Swarm missiles, SheetMetal (see above) and Explosives (made from Plastics and Chemicals at Chemical manufacturers) needs to be taken to a weapons manufacturer. The finished product may then be transported and sold to a weapons reseller, such as Psycho Bobs, before being equipped by pilots and used in combat. The production recipes may use differing proportions of materials. Businesses often make a variety of products using similar materials: Sometimes in order for them to produce rarer items you will need to first get them to produce a full stock of more mundane items. Most businesses have restrictions on how much stock they can hold or any one item (rarely more than 35, but often less than 5), and also have limited cash: Don't be surprised when previously profitable trade routes dry up temporarily due to over-supply. Note that faction (Lazarus/Klamp-G) facilities will normally not trade with you. A full list of Non-Moth Production Requirements and Locations is in the appendices. ------------------------------------------------------------------------------ 3.4.3 How do I get rare moths (Deaths Head, Police, Swallow)? Swallows are only available in U2.01 and later. In U2.0x games you can freely hop into a Swallows parked at Highrise Construction, Riverside Construction, Waterfront Booze or Alpha Construction. To produce the rare moths you need to supply Downtown Moths with: about 2-8 Sheet Metal, 3-9 Plastics, 4-9 MachParts, 2-3 Ore, 1 Laser and 1 Cell. Supply Cell #1 for Swallows, Cell #3 for Deaths Head and Police. Since Downtown Moths will only produce three or four moths at a time, you will probably need to purchase one or more other moths before the desired moth appears. Buying whatever moth is in bay #3 may help. Deaths Head moths will generally appear before Police. Unless you are lucky, you will need a hangar to store spare moths. You can always remove and trade the laser on the spare moth, and trade-in some of your spare moths for the rare moth when it appears for sale. Bargain moths will produce Swallows, and because it produces fewer other moths, it will tend to produce Swallows quicker than Downtown Moths. For precise requirements see appendix Moth Production Requirements Table. ------------------------------------------------------------------------------ 3.4.4 How do I get a fusion cell? The 'Gang Boy' mission part of the plot will provide you with a fusion cell. In U2.0x games the free swallows (see How do I get rare moths? above) all come fitted with fusion cells, which can be removed by fitting a different cell type. Fusion cells can be manufactured by supplying fusion parts to component shops - ensure that the component shops are also supplied with Chemicals, Water, and Plastics. Fusion parts can be pirated from gang transports, taken from pirates that have done this, or occasionally purchased at Trading Post. Fusion parts will not appear until after Port crater is closed, specifically not until you get an email entitled "nuclear ships out". Fusion cells are well worth producing early in the game. ------------------------------------------------------------------------------ 3.4.5 How do I get rare missiles (Tac Nuke, Big Bob)? A Tac Nuke is first fitted to your moth by Psycho Bob to destroy one of the faction secret bases, as part of a plot mission to retrieve Origin Unknown. Use one Tac Nuke to destroy one of the bases, but do not retrieve the Origin Unknown. Return to Bob's and he will fit another Tac Nuke to your moth. Alternatively straight after your first moth has been fitted with a Tac Nuke, fly it to your hangar, swap to a second moth and return to Bob's to get another Tac Nuke. Repeat for a third or fourth moth if you wish. A Tac Nuke will also be fitted to your moth during the Port blockage clearance mission. A Big Bob missile is fitted to your moth in the following mission. Tac Nukes and Big Bobs can be made by supplying Dr Jobes, Special Arms Co or Downtown Munitions with fusion parts. The missiles have little or no use outside of the plot. Note that Police and Swallows cannot mount rare missiles. ------------------------------------------------------------------------------ 3.4.6 How do I get a Death Ray? The Death Ray is a cannon that slowly fires deadly white balls of energy, thought to be fitted to the inside of airlocks, to vaporise trapped ships that don't leave quick enough. It can only be accessed as weapons by hacking the game. ------------------------------------------------------------------------------ ______________________________________________________________________________ 3.5 Transport ______________________________________________________________________________ 3.5.1 Can I run my own taxi firm? A game reviewer seems to have started this rumour. A Gremlin representative suggested that you could use a Moon Moth to carry passengers on alt.fan.elite. You can own a taxi (Moon Moth), but you cannot transport passengers or run a taxi firm in the offline game. You can transport other player characters using a moon moth in an online game. ------------------------------------------------------------------------------ 3.5.2 Can I ride the monorail? Only with U2.02 or later. Fly to a monorail station hangar, leave your moth and walk to the monorail platform. You can press N to see where the monorail cars are. Routes are: - Downtown Central Monorail - Highrise Monorail Depot and return: One service every 3 hours 40 minutes. - Downtown Central Monorail - Downtown Vacant 0030 - Alpha Depot - Mines Lazarus Mine and return: One service every 8 hours 45 minutes. - Downtown Central Monorail - Custom Block/Research Facility - Port Abandoned Terminal (in some patches it does not stop here) - Mines Trading Post and return: One service every 5 hours 45 minutes. Plot events will alter how this service runs. - Downtown Central Monorail - Gamma Monorail Depot - Mines Klamp-G Mine and return: One service every 7 hours 55 minutes. - Riverside Monorail - Reservoir Jupiter Four and return: One service every 3 hours 10 minutes. ------------------------------------------------------------------------------ ============================================================================== 4. WALKTHROUGH ============================================================================== This section offers a simple overview of the plot, and addresses specific problems. For a basic semi-official walkthrough, see Phil Eckford's (one of Hardwar's testers) walkthrough, http://david.hedbor.org/hardwar/solution.html . If you are looking for a detailed walkthrough with tips and forward planning suggestions, I recommend Zedo's, http://zedo.hardwar.org.uk/plot.htm . Note that the plot is only available in the single player game, or to the game's host in a network game. Plot critical emails are marked with asterisks either side of the subject. Most events within the plot will only start once the player decides to start them. There is no need to complete the plot, indeed you can play forever without plot related changes by ignoring the Port Decoy. The plot can be completed in 21 days, but don't worry if it takes a lot longer. Use spare time between missions to develop your character (cash, moths, hangars, etc), because completing the plot using a starter moth will be very hard. If you are playing a version of the game without the video, you may have problems understanding what is happening, because key instructions are only given via video sequences - refer to Arago Fett's Plot Video Transcripts in the appendices. ------------------------------------------------------------------------------ ______________________________________________________________________________ 4.1 Crash ______________________________________________________________________________ 4.1.1 Overview: - TIMING: After your first significant action is complete (normally making a sale or killing another pilot). - EMAIL: "Cover up?", from Hardwarp FM. - REWARD: None. - REQUIREMENTS: None. - LOCATION: Above Lightwell 3, Downtown. - EVENT: Alien ship appears in the sky, temporarily disabling your ship once you get close, before exploding. - POLITICS: None. ------------------------------------------------------------------------------ ______________________________________________________________________________ 4.2 Port Decoy ______________________________________________________________________________ 4.2.1 Overview: - TIMING: Day after previous sighting and crash. - EMAIL: "Decoy Required", from Klamp-G HQ. "Good Work" on completion. - REWARD: $5000 on completion. - REQUIREMENTS: Any weapon fitted - the starting Laser is adequate. Target 3 software upgrade and any cell upgrade will help. - LOCATION: Port. - EVENT: Fly to Port crater via Mines, shoot at the Mass Driver Part (on the north side of the crater, near the Mass Driver, close to Laz Repair moth), and when the sky darkens escape via Mines. The mission finishes when a Klamp-G moth (which you were providing the decoy for) reaches their HQ in Riverside. - POLITICS: Makes you an enemy of Lazarus. ------------------------------------------------------------------------------ 4.2.2 How do I target the Mass Driver Part? Target the Mass Driver initially by selecting Target Subject from the email. When you are close look for a moth marked "Laz Repair" - the mass driver part will be on the ground below. Fire at the part close up and you won't need it targeted to hit. If you wish to target the part you need to have installed target level 3 software beforehand, which allows objects on the surface to be targeted. ------------------------------------------------------------------------------ 4.2.3 What are the garbled messages about? Around this time you will start to receive email messages from the Abandoned Terminal, none of which can be read. Save them for now, Xavier Lazarus will translate them for you much later. ------------------------------------------------------------------------------ ______________________________________________________________________________ 4.3 Mystery Package ______________________________________________________________________________ 4.3.1 Overview: - TIMING: About 8 days after Port Decoy mission. - EMAIL: "Important Mission" from Unidentified. Also "Concerned" about a day before. - REWARD: Cloaking Device installed on your moth. - REQUIREMENTS: Pod and Drone fitted. The moth you are flying during this mission will be fitted with a cloaking device, so consider using a moth that will benefit from this addition. - LOCATION: Rock formation near Lightwell, Mines. - EVENT: Recover package from top of rock formation near the Lightwell in Mines. - POLITICS: None. ------------------------------------------------------------------------------ 4.3.2 What does the Cloaking Device do? When flying below 100 feet, your ship will be masked on radar. This is indicated by a blinking red margin of your radar HUD. ------------------------------------------------------------------------------ 4.3.3 Can I remove the Cloaking Device? No. You must be flying the moth you want to fit the device to during this mission. Consider delaying this mission until you have upgraded to your preferred moth. ------------------------------------------------------------------------------ 4.3.4 How can I tell I have the Cloaking Device? Fly below 100 feet, and watch to see if your radar HUD flickers. There will not be any other indication on your ship. ------------------------------------------------------------------------------ ______________________________________________________________________________ 4.4 Secret Bases ______________________________________________________________________________ 4.4.1 Overview: - TIMING: Immediately after recovering Mystery Package. - EMAIL: "Congratulations" from Unidentified. - REWARD: None. - REQUIREMENTS: None, but amnesty with both factions will avoid constantly being attacked whilst searching. - LOCATIONS: Psycho Bobs 1, Downtown; Lazarus Secret Base, Reservoir, rear of island with Lightwell on it, western side of crater; Klamp-G Secret Base, Riverside, towards western side of crater. - EVENT: Fly to Psycho Bobs 1, then fly to each of the secret bases, target them and lock their targets. - POLITICS: None. ------------------------------------------------------------------------------ 4.4.2 What do the secret bases look like? The Lazarus base is set into a cave in a large rock formation, close to water level. It has a large red Lazarus logo on the door. The Klamp-G base is probably harder to spot because although out in the open, at first glance it looks like a set of storage containers. The secret is to look for a series of large containers running east to west, with a slightly larger structure at the western end. The larger structure is the base. ------------------------------------------------------------------------------ ______________________________________________________________________________ 4.5 Procure Trigger and Matter ______________________________________________________________________________ 4.5.1 Overview: - TIMING: Immediately after targeting secret bases. Note that you can collect Trigger and Matter beforehand - it will start appearing a few days after the Decoy mission (you may see an email "Nuclear Ships Out" from Hardwarp FM). - EMAIL: "Good Job" from Psycho Bobs 1. - REWARD: None, although excess Trigger and Matter you may sell, and Fusion Parts you can use to get a fusion cell produced - see How do I get a fusion cell? above. - REQUIREMENTS: Pod fitted. Other equipment (pirating or scavenging) depending on method. - LOCATIONS: Deliver to Psycho Bobs 1, Downtown. Trigger and Matter locations vary by method, but most likely to be found on routes between the gang bases (Gamma and Alpha) and the Downtown tunnel to Port. - EVENT: Return to Psycho Bobs 1. Then find and deliver one unit of Trigger and one unit of Matter to Psycho Bobs 1. These materials are being traded by the gangs (Scrubber and Skinner) for BodyParts, using the Customs Block between Downtown and Port. Recover the cargo by pirating these transports. Alternatively wait for others to pirate them and then either scavenge, pirate the pirate, or buy the booty from trading posts pirates/scavengers sell too. - POLITICS: Depends on method. Attacking gang transports directly will make you their enemies (pre-U1.0 it will also make you the enemy of their aligned faction - Scrubber to Lazarus, Skinners to Klamp-G). ------------------------------------------------------------------------------ 4.5.2 Why do the gang transports only ever carry one thing? If you kill a transport, the next transport that gang sends out will buy the same (missing) item. Continuous killing of transports may therefore net you a lot of one of the three cargoes, and none of the other two. When you see a transport loaded with something you don't need, let it go. Consider protecting it from other pirates if you are having real problems here. When the moth comes back for another cargo, it should buy a different item. ------------------------------------------------------------------------------ ______________________________________________________________________________ 4.6 Base Attack ______________________________________________________________________________ 4.6.1 Overview: - TIMING: About 2 days after delivering Trigger and Matter. - EMAIL: "New Instructions" from Psycho Bobs 1. "Come on Home" once first unit of Origin Unknown recovered. - REWARD: Drone upgraded to Super Drone at start of mission (even if it does not say that). $99,999 per surplus unit of Unknown Origin (see below). - REQUIREMENTS: Not flying a Police or Swallow moth (you need to be able to fire rare missiles, and these moths cannot fit them). Pod and regular Drone fitted. - LOCATIONS: Psycho Bobs 1, Downtown -> Lazarus Secret Base, Reservoir or Klamp-G Secret Base, Riverside. - EVENT: Attack either one of the secret bases by firing a Tac-Nuke at it, which Bob will provide. Entering the Lazarus base is fairly straightforward; entering the Klamp-G base requires you to fly down through the hole into a cave, which can be tricky - try flying a corkscrew pattern. Steal at least one unit of Unknown Origin using the Super Drone, and deliver it to Psycho Bobs 1. - POLITICS: Makes you an enemy with the owner of whichever base you attack. ------------------------------------------------------------------------------ 4.6.2 Can I attack both bases? Yes, if you are a little underhand. If you return to Psycho Bobs 1 without completing the mission, and without a Tac-Nuke, Bob will fit another one. So, by attacking one base and not recovering anything initially, or by swapping moths half way through the mission, and then returning to Bob's, you can get enough Tac-Nukes to enter both bases. Attacking both is clearly harder, but will give you additional Origin Unknown. ------------------------------------------------------------------------------ 4.6.3 How do I sell surplus Origin Unknown? All the Origin Unknown you return to Psycho Bobs 1 with will be taken from you. However, you only need 1 unit to complete the mission. Since Origin Unknown sells for $99,999 in most versions, it is worth trying to sell any excess before completing the mission. In the first instance try to sell to trading posts. Not all will have enough money to buy, and none are likely to buy more than one unit. Buying a few high price items from a trading post will give them enough cash to buy the Origin Unknown from you. If you can't sell all the excess, or don't want to waste time now trading, don't unload it into your hangar because you won't be able to reload it. Instead jettison it and pick it up later. You are the only pilot with a Super Drone, so it should remain where you left it. ------------------------------------------------------------------------------ ______________________________________________________________________________ 4.7 Gang Boy (Optional) ______________________________________________________________________________ 4.7.1 Overview: - TIMING: Two or three days after the base attack. The events must take place at the time stated in the email, which you will receive about 36 hours before the mission starts. Unlike other missions, you cannot delay this, but you can alternatively ignore it completely. - EMAIL: "Help", for Gang Boy. "Safe" on arrival at destination, followed by various other bits of news. - REWARD: Fusion Cell on completion, replacing your existing cell. - REQUIREMENTS: None, although amnesty with both factions will make the mission easy. - LOCATIONS: Normally Scrubbers HQ, Highrise -> Reservoir -> Klamp-G HQ, Riverside. However, pay attention because Gang Boy has been noted (by Zedo) to start at Skinners HQ, Gamma, and travel to Lazarus HQ, Alpha. - EVENT: Wait outside the starting HQ until the appropriate time (22:00), then escort Gang Boy's Silver-Y. Once you both reach the destination HQ you will be fitted with a Fusion Cell, which will replace whatever cell you had before, so make sure you have a cheap cell fitted when you dock at the HQ ;-) . Gang Boy won't be attacked, making this a very easy mission if you have amnesty with both factions. - POLITICS: None related to you. ------------------------------------------------------------------------------ ______________________________________________________________________________ 4.8 More Trigger or Matter ______________________________________________________________________________ 4.8.1 Overview: - TIMING: Two or three days after Gang Boy. - EMAIL: "New Developments", from Psycho Bobs 1. "Reminder" after talking to him. - REWARD: None. - REQUIREMENTS: Pod and Drone. Also note the requirement for the next mission (Port Clearance with Tac-Nuke), which this leads directly into. - LOCATION: Psycho Bobs 1, Downtown. - EVENT: Recover a unit of Trigger or Matter. See Procure Trigger and Matter above for method. As you recover the first unit, you will receive some bad news about Bob. Return to Psycho Bobs 1. - POLITICS: Depends on method. ------------------------------------------------------------------------------ 4.8.2 Can I use Trigger or Matter I have already? Yes. Indeed this is the safest way to complete the mission. Load up one unit, jettison it, and then immediately salvage it again. If scavengers cause a problem, jettison the cargo in a tunnel - AI pilots won't salvage things dropped in tunnels. ------------------------------------------------------------------------------ ______________________________________________________________________________ 4.9 Port Clearance with Tac-Nuke ______________________________________________________________________________ 4.9.1 Overview: - TIMING: Immediately after recovering a unit of Trigger or Matter, above. - EMAIL: "Bad News", from Psycho Bobs 1. "Urgent" following mission failure. - REWARD: None. - REQUIREMENTS: Not flying a Police or Swallow moth (you need to be able to fire rare missiles, and these moths cannot fit them). Note that you do not need the Trigger or Matter in your hold from the previous mission, but it will make you an attractive target for pirates and slow you down in the meantime. - LOCATIONS: Psycho Bobs 1, Downtown -> Mines to Port tunnel. - EVENT: Bob's assistant will fit a Tac-Nuke, fly to the blockage in the Mines to Port tunnel, target the blockage, and fire the nuke. The blockage remains, and you will get a message to return to Psycho Bobs 1. Arrival completes the (failed) mission. - POLITICS: Apparently none. ------------------------------------------------------------------------------ ______________________________________________________________________________ 4.10 Port Clearance with Big Bob ______________________________________________________________________________ Before starting the final series of missions, consider making a backup of your saved game (copy the .sav file outside of the game). If you complete the plot the game will end, however you may wish to continue playing as an open-ended game. Reverting back to this position will give you that option - all you need do is ignore Psycho Bob. It can be hard to break out of the plot much after this point, and you should expect to play these final missions as a series of mad dashes. ------------------------------------------------------------------------------ 4.10.1 Overview: - TIMING: A day after Port Clearance with Tac-Nuke. - EMAIL: "New Toy", from Psycho Bobs 1. During the mission, "Investigate" after the clearance, and "Close Call" after the alien rescue. - REWARD: None. - REQUIREMENTS: Not flying a Police or Swallow moth (you need to be able to fire rare missiles, and these moths cannot fit them). Consider removing surplus equipment that will slow you down, such as pods. - LOCATIONS: Psycho Bobs 1, Downtown -> Port, near to Abandoned Terminal (in the middle of Port crater). - EVENT: Repeat initial events in Port Clearance with Tac-Nuke, but with a Big Bob missile, which will clear the blockage. Head towards the Abandoned Terminal, and look what has landed on it. The sky will darken again, and you will loss shields and HUD display. Don't panic, the aliens will pick you up and drop you in the center of Mines crater. - POLITICS: Makes you an enemy of Lazarus. ------------------------------------------------------------------------------ ______________________________________________________________________________ 4.11 Psycho Bobs Closure ______________________________________________________________________________ 4.11.1 Overview: - TIMING: Immediately after the aliens rescue you from Port. - EMAIL: "Close Call" from Psycho Bobs 1. "Hangar Closed" from Lazarus HQ when trying to enter Psycho Bobs 2. - REWARD: None. - REQUIREMENTS: None. - LOCATIONS: Psycho Bobs 1, Downtown -> Psycho Bobs 2, Downtown -> Prison Oubliette, Mines. - EVENT: Return to Psycho Bobs 1, then head to Psycho Bobs 2 to find Syd. Psycho Bobs 2 is now closed and the occupants have been arrested. Head towards the prison complex in the mines. - POLITICS: None new. ------------------------------------------------------------------------------ ______________________________________________________________________________ 4.12 Rescue Syd and meet Xavier Lazarus ______________________________________________________________________________ 4.12.1 Overview: - TIMING: An hour after trying to visit Psycho Bobs 2. - EMAIL: "Rescue Prisoner?" from Psycho Bobs 1. - REWARD: Syd and possibly some BodyParts. - REQUIREMENTS: None. - LOCATIONS: Prison Oubliette, Mines -> Lazarus Hightower, Downtown (southern side of crater, high up). - EVENT: Enter Prison Oubliette and speak to Syd. Now head for Lazarus Hightower. Talk to Xavier Lazarus, who will reveal a few things of interest, including translating the garbled messages from the Abandoned Terminal. Now head to Syd's Workshop to pick up a special moth. - POLITICS: None. ------------------------------------------------------------------------------ 4.12.2 Why do I have a cargo of BodyParts when I leave the Prison? This only happens if you have a pod fitted. They might be regarded as part of the story - you may have noticed the weird meat (bodyparts) related humor, and perhaps this is the last laugh. Krool comments: "I reckon that the body parts are probably what's left of either Bob, or Syd." Well, I didn't like to say it... You can, and probably should, jettison them once you launch, because they will slow you down and attract pirates. ------------------------------------------------------------------------------ 4.12.3 How do I get into Lazarus Hightower? The hangar is very close to stall level. While all moths can get there eventually, some, such as poorly equipped Silver-Ys, may struggle. But then, what are you still doing in a Silver-Y after 20 or more days of play ;-) ? Try climbing at a very gentle gradient when close to stall level, and when you get a stall warning nose down slightly, stop, and wait a moment. The important point is not to actually stall while getting close to the hangar. Take the whole operation very slowly, climbing in several little steps. Using this method you can get a Cell #1 Silver-Y to an altitude of 2419 feet without stalling. You can open the doors to the hangar at this height, but you can't casually fly in. The trick is to get the doors open, then very rapidly fly into the hangar, ensuring the stall occurs once your moth is inside the hangar. Attempting to dock with a Cell #1 Silver-Y is very tricky, so some level of upgrade is recommended. There is a myth that you need a Fusion Cell or a certain type of moth for this, which is not true. ------------------------------------------------------------------------------ ______________________________________________________________________________ 4.13 Final Run ______________________________________________________________________________ 4.13.1 Overview: - TIMING: Immediately after leaving Lazarus Hightower. - EMAIL: None. - REWARD: Escaping Titan ("The End", for now at least). - REQUIREMENTS: None. You will given a special Moon Moth for the final run. - LOCATIONS: Syd's Workshop, Downtown (south east side of crater, near Central Monorail) -> Abandoned Terminal, Port. - EVENT: Head to Syd's Workshop and board the Moon Moth. Now run to the Abandoned Terminal without being killed. Congratulations. You won. For added amusement, before you dock at the Abandoned Terminal, stop and watch what happens to all those moths in pursuit. - POLITICS: Every other pilot regards you as an enemy during this sequence; even the Cabs want to rip you. ------------------------------------------------------------------------------ 4.13.2 I keep on dying before I reach Port. Any hints? Don't waste time leaving Syd's Workshop. Keep at full throttle throughout. Don't stop to engage your attackers - you don't have any guns anyway. Travel via Gamma, since the route is shorter and you can skirt round the edge of Gamma crater to avoid most of your attackers. ------------------------------------------------------------------------------ 4.14.3 Can I use the Monorail to complete the final run? No. At least not in U2.04. You take the monorail to the Abandoned Terminal, but nothing then happens. ------------------------------------------------------------------------------ ============================================================================== 5. CHEATING ============================================================================== 5.1 What is God Hangar? God Hangar works in both online and offline games. God Hangar creates a virtual hangar which you can jump into. Once there you can 'blag' unlimited cash, fit certain equipment to your moth, jump to a different location, change your position in the plot and change the speed of the game. God Hangar can be assigned to a joystick button on the controls tab of the launcher. Hitting the button in game takes you to the hangar. If you have enabled test/cheat functions in hardluck.exe (see What is HardLuck.exe and how do I use it? below), you can enable cheat keys in the Misc tab, and then press G at any time to enter God Hangar. You can also use the same utility to access the debug keys. ------------------------------------------------------------------------------ 5.2 What are the startup cheat codes? In multiplayer online games type Castleford, Fangfoss, Skipton, Scunthorpe, or Sheffield as the pilot name to start with different types of Moth. In offline games select trader, then type bond001, bond003, bond004, bond005, or bond006 as the pilot name to start with a different type of Moth. For a fully equipped Hawk type zmax. Most of these cheats have been removed in U3. ------------------------------------------------------------------------------ 5.3 Are there any other hidden features or Easter Eggs? Yes. You expect me to reveal them all now? ;-) Try naming a pilot 'gandalf' and you will be asked to type a name that is not inherently sad (David Hedbor writes: "This came about after Ian Martin had been playing Quake 2 on the web, and joined a game full of Lord of the Rings fans. When he used a distinctly un-tolkien like greeting, Bilbo, Gandalf and the rest asked him rather un- politely to leave. So that is Ian's revenge."). Holding the left hand crtl key down while the game is loading changes 'initialising world' to 'testing patience'. The last ten music tracks on the CD are shared with the game Loaded, except the last music track on disc 2, which on certain European versions has three Gremlin employees singing along (from sol, who was singing). Many of the AI pilots are named after characters from the film "Hackers". One of the assassins introduced in U2.02 (Nelson Column) relates to the military strategist Horatio Nelson - Nelson's Column is a statue in London, England. The other, Clifton Bridge, is a little more obscure: 'He' probably relates to a bridge of the same name over the River Avon near Bristol (England), which has a reputation as a suicide spot... ------------------------------------------------------------------------------ ============================================================================== 6. ONLINE ============================================================================== For things specifically related to U3, see Upgrade 3 section. ------------------------------------------------------------------------------ ______________________________________________________________________________ 6.1 Gameplay ______________________________________________________________________________ 6.1.1 How do I play online (client)? Ensure you are using the most recent patch. The online game plays badly with versions before U2.02. You'll also need to have your client running the same version as the server - the server will probably be running the latest patch. Find an existing game - you will need an IP address for the server running the game. Try looking on http://web16.denver010.server4free.de/hwboard/ to find games. You can also install Hardnet, which allows lobby chat and organising games (download currently unavailable). From the Hardwar launcher, select Launch - Connect to a network game (client) - TCP/IP option for Internet play - enter the IP of the server you want to connect to - select one of the games running on the server (there will probably only be one). Hardwar will now load. Enter a pilot name (you may need to type slowly) and click Play. If you are connecting across a firewall, see How do I play online across a firewall? below. For general online troubleshooting see Why can't I connect to an online game? below. ------------------------------------------------------------------------------ 6.1.2 Does the online game have a plot? Only the host's pilot can take a direct part in the plot in a network game. However certain key events, such as the Port blockage and gang trading of body parts will affect all pilots. These will affect the availability of items such as fusion cells. ------------------------------------------------------------------------------ 6.1.3 Is there an online etiquette? Can I kill other players? This varies from game to game. Often the host will announce certain rules, such as limited use of God Hangar, or no devastators. In short term or death match games player vs player combat is common. Players commonly use God Hangar to equip their moths. In long term games player vs player combat normally only occurs between consenting players. Killing newbies (players with no hangars, low financial reserves, and/or few registered kills) is unacceptable. Killing computer controlled taxis is unacceptable, because Killing too many taxis will result in a general slow-down of the economy, eventually forcing a new game to be started. Before logging off, park your moth in an infrequently used hangar with many spare bays. Logging on as another player's character is unacceptable, except perhaps to move a moth which is occupying a bay in an important hangar. ------------------------------------------------------------------------------ 6.1.4 Why can't I buy any engines or pods when playing online? Engines, pods, and some other items of equipment such as afterburners, are manufactured by Moth factories. They are only sold to the public by trading posts, which don't manufacture them. In long term popular online games it is common for these items to eventually run out. God Hangar may be used to restock the main game arena, although some items of equipment can never be restocked. Engine and pod shortages should be fixed by the introduction of Shears Yard in Upgrade 3. ------------------------------------------------------------------------------ 6.1.5 Why am I not added to the Police's wanted list when I kill innocent pilots in an online game? The feature has been suspended in U2.0x games, possibly to avoid a video being played when you pay a fine - the video might crash an online game. ------------------------------------------------------------------------------ 6.1.6 I disconnected and now my character is dead. What should I do? Start a new character. When you disconnect your ship keeps on doing whatever it was doing before. If you were in flight or in combat (and you probably were), it is likely that by the time you re-connect, your moth would have crashed and been destroyed. You need to adopt special tactics for long term online play. Your priority should be to buy a hangar, and then buy and install a clone, available from the clone farm. When you die, for whatever reason, your character is cloned. You lose your moth, cargo, and one clone. It is advisable to store spare moths and/or a large cash float to deal with online deaths. ------------------------------------------------------------------------------ ______________________________________________________________________________ 6.2 Technical Issues ______________________________________________________________________________ 6.2.1 Why can't I connect to an online game? If you enter an IP address and no games appear, or the game crashes on startup try: (1) checking with the host that the game hasn't crashed or been taken down, (2) checking that you and/or your host have configured firewalls and routers to allow online play (see How do I play online across a firewall? below), (3) pinging the host's IP address to check that the connection is reliable (UO Trace is useful for this - http://www.blackcastlesoft.com/uotrace/ ), (4) running dxdiag (usually Drive:Program FilesdirectxsetupDxDiag) and checking the network tab for errors, or (5) starting a standard offline game to see if the same problems occurs offline. ------------------------------------------------------------------------------ 6.2.2 How do I play online across a firewall? What TCP and UDP port do I need to open? See the following Microsoft knowledge base article 'DirectX: Ports Required to Play on a Network, Q240429': http://support.microsoft.com/default.aspx?scid=kb;EN-US;q240429 . U2.0x uses DirectX 7 settings. The first Hardwar client normally uses TCP port 2300 and UDP port 2350, both incremented by 1 per subsequent client. ------------------------------------------------------------------------------ 6.2.3 In an online game, when I buy and sell, the server crashes. What am I doing wrong? You are probably clicking the buy/sell buttons too quickly. This can result in your moth becoming overstocked. When you sell the overstock the game seems to suffer a logic flaw and crashes the host game. ------------------------------------------------------------------------------ 6.2.4 The frame rate in online games seems very low. Online games seem to lag a lot. There are some small graphic corruptions. Is that normal? In U2.02 and later, the frame rate in online games is clamped to 10 frames per second (compared to 27 frames per second in offline games). Online games also suffer lag. Lag is particularly bad when using 56K modems. Lag gets worse the more players are online. Other small graphics corruptions occur in online games, for example hangar names are blank and hangar doors are shown as part open unless you are close to them. ------------------------------------------------------------------------------ 6.2.5 When launching a dedicated server session I get an error message saying that the VFX COM class is not registered. What should I do? This appears to be due to a bug in the installer, which turns force feedback on, even if you have no joystick. Change the controller to mouse in the standard game launcher. That will clear the greyed-out force feedback checkmark, which can not otherwise be changed. Then change the controller option back to keyboard, close the Hardwar launcher and then start the dedicated server. ------------------------------------------------------------------------------ ______________________________________________________________________________ 6.3 Hosting ______________________________________________________________________________ 6.3.1 What are the technical requirements for hosting an online game? The basic computer specification is similar to that for the standard game (see What are the minimum system requirements to run the game? above). The memory, sound and video requirements for a dedicated network server are lower (see What is the difference between a dedicated network server and a network game? below). Although a network game can be hosted using a 56K modem, the game is almost unplayable because of lag. Any broadband connection (256kbit/s or better) should be able to host a game effectively. Faster connections and higher specification computers seem to be able to handle games for more players before experiencing game slowdowns. Precise conditions for optimum performance are not known. ------------------------------------------------------------------------------ 6.3.2 What is the difference between a dedicated network server and a network game? A network game is one that requires the host to keep a full version of Hardwar running throughout. The game is started or loaded as 'network game (server)'. To save the game the host saves their game as if playing offline. U2.02 or later allows a dedicated network server to be run. This runs Hardwar in a console window, auto-saving every 10 minutes. This mode does not render the game world, and only requires 4-5Mb of memory. There is no game specific requirement for video or sound. If the host wishes to join their own dedicated network server, and they have a powerful machine, they can use HardLuck (see What is HardLuck.exe and how do I use it? below) to allow multiple instances to be enabled in the Misc tab. ------------------------------------------------------------------------------ 6.3.3 What should I tell people connecting to my game? The only thing they absolutely need to know is your IP address (see How do I tell what my IP address is? below). It is useful to state your approximate location in the world because servers on different continents normally have longer ping times, which may affect play. You should state the type of game you are running (for example, short term death match, long term, experimental) since this will affect who joins and how they play. Also announce any special rules or conditions, such as the use god hangar, or whether the plot is running. Other setup conditions such as moth hopping or blood money are less important, since they are regulated by the game's code and are fairly obvious to players. ------------------------------------------------------------------------------ 6.3.4 I am hosting an online game, but I need to know my IP address to allow other people to play. How do I tell what my IP address is? In Windows 9x run winipcfg.exe from the command prompt. In Windows 2000/XP run ipconfig.exe from the command prompt. Alternatively, if you are behind a firewall or using a router, try http://checkip.dyndns.org/ or http://www.dslreports.com/ip/ . Remember that your IP address may change each time you connect to your ISP. ------------------------------------------------------------------------------ 6.3.5 How do I stop people using God Hangar to cheat in my online game? The traditional method was to ask them not to. The alternative method is to download Solidox's Hardwar Hangar Editor (see Are there any editors or Software Development Kits for Hardwar? below) and use it to edit a savegame file so that God Hangar menus are disabled. Then load that save game as your online game. ------------------------------------------------------------------------------ 6.3.6 Nobody joined my game. Am I wasting my time? Probably not. Even popular games can be empty for hours at a time. Host as often as possible, and as long as possible. If your server is available often and the connection is good, your game will become more popular. You'll rarely get more than about five players at a time because the game isn't that popular. ------------------------------------------------------------------------------ ============================================================================== 7. GENERAL TECHNICAL ISSUES ============================================================================== For things specifically related to U3, see Upgrade 3 section. ------------------------------------------------------------------------------ ______________________________________________________________________________ 7.1 Installation and Patching ______________________________________________________________________________ 7.1.1. When installing the game on Windows 2000 or XP I get a message "not enough free space on target drive" - how do I install? This problem often occurs where the free space on the installation drive is more than a few GB. Mun and PlaguedMind have written a utility that skips the free space check when installing F2.0 or F2.1: http://homepage.ntlworld.com/muneer_ilyas/ . The best manual solution for W2K is to temporarily fill the disk until there is less than 2GB free space - copy some large files a few times and/or change the swap disk/page file size. Remember to reset the changes after you have installed. Alternatively partition your disk to make a smaller disk onto which to install Hardwar. In XP locate setup.exe on the CDROM drive, select properties (right click), and then turn on 'Compatibility mode for Win98'. Now run setup.exe. Compatibility mode can also be enabled in W2K - see http://support.microsoft.com/default.aspx?scid=kb;en-us;279792 (thanks Seamonkey). Alternatively copy the contents of disk 1 to the hard drive and double click on the hardman icon, then the install button (from sniper). W2K method should also work with XP. ------------------------------------------------------------------------------ 7.1.2 I have just patched the game and now I cannot reload a save. What is wrong? U1.0 and later, and U2.02 and later will not load save games created using an earlier game version. ------------------------------------------------------------------------------ 7.1.3 On startup I get an error message saying that the VFX COM class is not registered. What should I do? This appears to be due to a bug in the installer, which turns force feedback on, even if you have no joystick. Change the controller to mouse in the standard game launcher. That will clear the greyed-out force feedback checkmark, which can not otherwise be changed. Anti_trend adds: "If you're running a non-CD version of Hardwar, in the Audio tab of the setup screen 'Music (CD Audio)' is checked by default. Uncheck it, and you should be able to play." ------------------------------------------------------------------------------ 7.1.4 Why does the game crash when I enter Hardwarp FM? What about "FixVhID: Error!" during play? You are probably using a patched demo of the game that is missing some of the resource files from the full game. Download and install missingres.exe from http://www.hardwar.info/download.htm . ------------------------------------------------------------------------------ ______________________________________________________________________________ 7.2 Video ______________________________________________________________________________ 7.2.1 How do I stop the game crashing when moving the mouse? This issue affects Windows XP, and may occur when using the navigation screen. Upgrade to at least U2.04. Turn off the software mouse pointer, by un-ticking "Use software mouse pointer" on the Display tab of the Hardwar launcher. ------------------------------------------------------------------------------ 7.2.2 Is OpenGL video mode supported? No. ------------------------------------------------------------------------------ 7.2.3 How do I stop the game crashing with my video card, particularly on 3DFX and Voodoo Banshee cards? Download the latest game patch. You need at least patch U2.01 to solve all problems. Prior to U1.0 you could solve some of the problems by enabling HardLuck (see What is HardLuck.exe and how do I use it? below) and running the game in windowed mode. Some modern video card drivers are buggy, and may cause the game not to work correctly with the latest game patch/driver/DirectX version combination. These problems can normally be resolved by experimenting with different video card driver versions, or using the software render mode. ------------------------------------------------------------------------------ 7.2.4 How do I stop the screen jittering in flight, particularly when using a Microsoft Sidewinder Precision Pro joystick? For MS Sidewinder Precision Pro joystick, try turning off 'use rudder for pilots head' on the launcher controls tab, or try downloading and installing Shrekken's setup file: http://mysite.freeserve.com/shrekkens_hangar/hangarbay_1/Download/HardControl. zip . Poorly calibrated joysticks can also result in jittering. You cannot set the deadzone within the game. There may not be a solution other than to try a different controller. ------------------------------------------------------------------------------ 7.2.5 Why does the game crash with "ResOpen - could not find Internal resource data - the resource has been freed" when trying to play video in the patched version? Try upgrading Direct X to version 6 or later. You may also need more recent sound and video drivers. If that does not work, try renaming or moving media.txt which should result in no video being played. ------------------------------------------------------------------------------ 7.2.6 I don't have a version that includes the video. Why can't I finish the plot? You can complete the plot without the video, however at some critical plot moments the screen will momentarily go black, and you won't see the plot related instructions contained in the video that should have played. Consider referring to a walkthrough and/or Arago Fett's Plot Video Transcripts in the appendices. ------------------------------------------------------------------------------ 7.2.7 How do I take a screenshot? Pressing CTRL + K will save the screenshot into the main hardwar directory as grab0000 (from Husky). ------------------------------------------------------------------------------ ______________________________________________________________________________ 7.3 Sound ______________________________________________________________________________ 7.3.1 The sound inside hangars is getting on my nerves. Can I remove it? Yes. Download hangloop.wav and copy it into the main Hardwar directory. You can get the file here: http://zedo.hardwar.org.uk/hangarloop.zip . ------------------------------------------------------------------------------ 7.3.2 Why does the music stop playing after I dock for the first time? This has been reported due to a combination of factors: U2.04 or higher, Windows XP, and having more than one CD-ROM installed on the machine (commonly including a CD-burner). The Kurgan writes: "The two 'workarounds' so far are to have an MP3 player playing your own favourites, or use the Windows audio CD player to play the Hardwar music. Start the CD player before you start the game." ------------------------------------------------------------------------------ ______________________________________________________________________________ 7.4 Gameplay 'Bugs' ______________________________________________________________________________ 7.4.1 My taxi driver is drunk and/or won't get me to my destination. What should I do? Sue them for breach of contract ;-) . In U2.04 this often occurs when taking a taxi to monorail stations, particularly Vacant 0030. The solution is to revert to an older saved game, or use God Hangar if possible. ------------------------------------------------------------------------------ 7.4.2 Why does the game crash with "no more police enforcers can be generated"? You have killed too many police enforcers - at least 80, although the precise number seems to vary. You could reload and see What is an enforcer and how do I get rid of one? above; or just enjoy the 'glory' of having destroyed the police. ------------------------------------------------------------------------------ ============================================================================== 8. EDITING AND CUSTOMISING ============================================================================== ______________________________________________________________________________ 8.1 Setup ______________________________________________________________________________ 8.1.1 Can I run Hardwar without a CDROM? Maybe, if you are confident about editing the registry - if not, don't do it; I won't be held responsible for system re-installs caused by reading this paragraph. This technique does not work for everyone. Install the game as normal. Download and copy HardLuck.exe into the Hardwar directory (see What is HardLuck.exe and how do I use it? below). Run HardLuck and tick cheat/test functions enabled. In the registry, find HKEY_CURRENT_USER\Software\Refinery\hardman\Config and modify the path of all keys pointing to the CDROM drive to point to the installed directory instead (probably just the GDVPath set). Now you have two options: (1) run without the video by deleting or renaming media.txt, or (2) run with video by copying all the video *.GDV files into the install directory. You will not be able to copy the music. Note that U3 allows all video to be skipped (see launcher Misc tab). Alternative suggestions from krool: "Install Demo, and update to 2.04. Copy in missing textures. OR: Install full version from Disc 1 as normal. Copy all GDV files from Disc 1 into Hardwar folder (if install was from full version, they'll already be there). Copy Media.txt file into game folder. Create new folder (eg "GDV") in game folder, and copy all GDV files from Disc 2 into this folder. Install HardLuck (I'm not sure this part is necessary, but it can't hurt.) Fire up Regedit, and open up the key: HKEY_CURRENT_USERSoftwareRefineryhardmanConfig - change the entry "GDVPath2" to read the disc2 folder, for example, from c:gameshardwar to c:gameshardwargdv ." ------------------------------------------------------------------------------ 8.1.2 Can I change the music? To play audio CDs, follow the steps in Can I run Hardwar without a CDROM? above, so that the game no longer requires any files on the CDROM drive. Insert any audio CD into CDROM. The game will now play random tracks from your chosen CD when you leave hangars. Other audio players can be run in the background by turning music (CD audio) off on the audio tab. ------------------------------------------------------------------------------ ______________________________________________________________________________ 8.2 Skins ______________________________________________________________________________ 8.2.1 How do I skin a moth? You must be using U2.02 or later. On the Moths tab, select user moth skins, and then select the bitmap you wish to use to skin each moth type. ------------------------------------------------------------------------------ 8.2.2 Why are my custom moth skins are not working? Custom moth skins only work offline (custom skins are not visible to other online players). They do not work when using software rendering. Ensure that you are using a 24-bit bmp - not a jpeg. You can test moth skins by using 'Hardwar Moth Viewer.exe' ( http://www.hardwar.info/downloads/Hardwar Moth Viewer.zip ) - select the required skins in the launcher, exit the launcher, and open the viewer. ------------------------------------------------------------------------------ 8.2.3 How do I change the look of craters? Re-skinning the game world (craters and buildings) involves replacing certain .spr game files. This is not officially supported, but mostly works, and can look fantastic. By default these files are contained in the .res files. To replace these files simply place alternative .spr files in the install directory and restart the game (the replacements do not need to be in the .res file). Some sample world skins are available here, http://www.hardwar.info/worldskin/skin1.htm . To create custom files, first extract the existing .spr files (see Where can I find the game's sound/graphics files? below), then convert the .spr files to bitmaps (see How can I read .spr files? below), edit them in a graphics package, convert them back to .spr format, and place them in the install directory. ------------------------------------------------------------------------------ ______________________________________________________________________________ 8.3 Utilities ______________________________________________________________________________ 8.3.1 What is HardLuck.exe and how do I use it? HardLuck.exe enables test and cheat features. Download it here http://zedo.hardwar.org.uk/cheats.htm . Close Hardwar, run HardLuck, check test/cheat functions enabled. Open the Hardwar launcher and examine the new Misc tab for new options. Enabling cheat keys allows quick access to God Hangar by pressing G. F12 toggles debug modes, and then F8 to F11 will give views and information on pilots, and F7 pauses debug mode. Enabling log file will create a log of any new game. (The Misc tab can be enabled without hardluck.exe by those that are confident about editing the registry - in HKEY_CURRENT_USER\Software\Refinery\hardman\Config add a new key named "KamFong" with the value "ChinHo". And in case you were wondering, Zedo writes: "This is a reference to an old US cop show called Hawaii Five-0. One of the minor regulars on the show was Chin Ho played by the actor Kam Fong.") ------------------------------------------------------------------------------ 8.3.2 Are there any modifications to change game balance? Yes. Modifications specific to U3 betas are detailed later. Most recent utilities are available here, http://www.hardwar.info/downloads/ftp/ and/or here, http://www.hardwar.info/downloads/utils.htm . A full list of Modifications can be found in the appendix: * Mun has written a modification to make the police more common, here: http://homepage.ntlworld.com/muneer_ilyas/ - "The numbers of police are carefully balanced and they respawn around all the police garrisons evenly, therefore there is a nice thin spread of them across Titan." U2.04, U3.00 betas 3 to 5 only. Morglum notes: "After several hours of playing I kept getting errors saying more police patrols cannot be supported then the game would crash." * Wez has written various modifications, including: - - CellMod to alter cell performance. In U3 beta 4 and 5 the Racemod allows an alien moth to be blagged and flown: "It uses the DeathHead frame instead so you can see out and target." - - RaceMod to rebalance moth weight, engine power and acceleration. * Many of Max's utilities are relevant to U3, but some can also be used in U2.04: - - Afterburner Mod, which creates an afterburner triggered like a StarShell (rather than a weapon). Fuel and energy based variations are available. - - Metric, to convert all those feet to metres. - - NoFog, which extends the far fog distance, for those video cards that can support it. - - PodMod, which, "extends the variety and capacity of the largest pod." - - Rapid Fire Mod, which makes the Fireburst, Swarm, Laser, and Laser Turret fire quicker (for all pilots). ------------------------------------------------------------------------------ 8.3.3 Where can I get the Hardwar font? Here: http://zedo.hardwar.org.uk/hardfont.zip . ------------------------------------------------------------------------------ ______________________________________________________________________________ 8.4 Editors ______________________________________________________________________________ For further notes to assist hacking the game, see the Hacking appendix. ------------------------------------------------------------------------------ 8.4.1 Are there any editors or Software Development Kits for Hardwar? Ouch produced a series of unofficial patches which altered prices. These were not developed for versions after U2.01. Editors for recent Hardwar versions have been produced by Solidox. Editors are available for items and hangars. Some can be downloaded here: http://www.hardwar.info/download.htm . These do not work with U3 betas. Wez started developing a U3 beta hangar editor, which can be found here, http://www.hardwar.info/downloads/ftp/list.php?dir=betaEditor/ . PlaugedMind started developing a GUI (Graphical User Interface) for the editor, which can be found at http://web16.denver010.server4free.de/hwboard/viewtopic.php?t=467 (must be logged in to download). ------------------------------------------------------------------------------ 8.4.2 Where can I find the game's sound/graphics files? Extract them from the .res files in the hardwar directory using solidox's, E_Void's, or PlaguedMind's extractors, which are available here: http://www.hardwar.info/download.htm . PlaguedMind's utility allows files to be added back into the .res file (replacement files can simply be left in the install directory, and do not need to be added back into the .res file). ------------------------------------------------------------------------------ 8.4.3 How can I read .spr files? Yes! PlaguedMind has written a utility to convert .spr files to .bmp and back again. Download here: http://www.hardwar.info/download.htm . You may also need to edit the .pal colour tables, in which case use PlaguedMind's PAL Editor ( http://www.hardwar.info/worldskin/pal.zip ). ------------------------------------------------------------------------------ 8.4.4 Can I edit .shp files (moth models)? PlaguedMind started developing a utility to read .shp files. It is available here, http://www.geocities.com/blalalaalhahah/SHPEditor2.zip . Unfortunately, edited files cannot be placed back in the game (yet). ------------------------------------------------------------------------------ 8.4.5 Can I create custom maps? Not yet. Resource .wxp files contain an archive of .whp files (similar to .shp files). The .wld file contains an index of how all these are positioned on the map. Collectively they could be edited to create an entirely new map. PlaguedMind started developing a utility to read these files and allow new maps to be created, but it was not completed. A test viewer can be found here, http://www.plaguedmind.dsl.pipex.com/MapTest.rar (requires WinRar). ------------------------------------------------------------------------------ ============================================================================== 9. UPGRADE 3 ============================================================================== ______________________________________________________________________________ 9.1 History ______________________________________________________________________________ 9.1.1 What happened to U3? The U3 patch entered beta testing at the start of April 2002. There were a total of five U3 beta patches, released to a small number of testers, myself (timski) included. They introduced a lot of new features, many of which were never fully added. All of the betas have fundamental problems, such as joysticks not working, AI getting stuck, plot stalling, and a broken economy. Development appeared to stop during Summer 2002, and testers heard nothing more from the Software Refinery. Also see Where did the Software Refinery go?. ------------------------------------------------------------------------------ 9.1.2 Why was U3 released? U3 was not officially released. Instead the beta patches were made available by certain former testers. This was primarily in response to certain people offering to sell them, and the disappearance of the developer. The patches have not been released with the consent of their authors. Once the patches had been released, it became important to document them - hence this section. The patches are beta-quality work in progress only. None of the patches can be regarded as release quality, and many players may find U2.04 (the last official patch) to be more playable. ------------------------------------------------------------------------------ 9.1.3 Where can I get U3? Patches are being made available at http://zedo.hardwar.org.uk/patch.htm and http://www.hardwar.info/downloads/ftp/u3beta/patchu3.htm . Patches require the password "psychobobs2". After applying patches you may need to reset the video settings from the launcher. Further modifications may be required, particularly if using beta 5 - I strongly recommend you read through the Technical Issues and Modifications section below to familiarise yourself with common problems and solutions. ------------------------------------------------------------------------------ 9.1.4 What differences are there between U3 versions? These are based on Software Refinery's notes to testers. - BETA 1: Added Terminal Interface (activated using "o") with commands LOOK, L, CASH, GOODS, EXITS, X, OUT, BAYS, BOARD, BOARDPASS, LAUNCH, TARGET, AUTOPILOT, HANGAR, RECRUIT, ORDER, EXEC, STAFF, BLAG, PLANS, PERMISSIONS, HIDE, HELP; Added require passwords option; Added restrict god hangar option; Added manufacturing including Central Industrial, Added Shears Yard (makes pods and engines). - BETA 2: Bug fixes to stock and manufacturing interface; Boardpass terminal command no longer works for a moth without a passenger seat; DEPOSIT and WITHDRAW terminal commands added; CASH terminal command now also shows cash held in your hangar; Bay numbers made consistent between terminal and hangar bay browser; Radar now shows your staff in Green; Fixed terminal crash when AUTOPILOT entered with no parameters; Maximum fog distance increased for 3DFX, and 3DFX bug fixes; BLAG can now blag moths; HUD now displays autopilot status. - BETA 3: Fixed AUTOPILOT command; Syntax of TARGET command changed, for example to "target downtown moths"; Added THRUST, TELL, SAY, WHO; Fixed bug which caused in-game terminal interface not to work on a network version; Added Terminal Server; Added mini-MUD rooms and links between buildings (limited network); Added ability to run command scripts on startup. - BETA 4: Notes missing. Around this time Admin and online setup options improved. Many bug fixes, particularly addressing terminal server/interface crashes. Manufacturing functions in beta 4, except that AI pilots will not sell goods to your hangar. - BETA 5: Fixed crashes with pilot related commands such as GREET and WAVE; 'Debriefing Zone' restored; Added a 'create' command to create buildings (limited use); Added subcommands for HANGAR - LOGO, TYPE and SOFTWARE - for builders only; Fixed problems with missing linebreaks in PLANS and ORDER REPORT commands; Added HANGAR STOCK; Improvements to link connection (slow/fast) modes; Terminal server disabled when joining as a network client; Added Fumbler, Disabler and Blaster weapons (and added Smart Weapons Corp to make them); Complete reworking of the way the economy and traders work; Fixed crashes due to movement in the terminal interface; Downtown-Reservoir tunnel opened (it was always in the game, just hidden). ------------------------------------------------------------------------------ 9.1.5 Which version is best? It is hard to answer this question because it varies by users' machine and what features they are expecting. Later betas are the most feature rich, generally the most stable, and tend to have solved many of the minor bugs and crashes that can become annoying in earlier versions. Later versions have variable joystick (throttle) support - beta 3 and 4 tend to support serial based joysticks, beta 5 USB based joysticks. Beta 5 has serious problem related to the economy and reloading games. Beta 4 or 5 seem to be the most popular. Consider trying multiple beta versions, although you may still lead you to de-patch to the stable U2.04 in the end. ------------------------------------------------------------------------------ ______________________________________________________________________________ 9.2 Terminal Commands and Scripting ______________________________________________________________________________ 9.2.1 What does the Terminal Interface do? The Terminal Interface (TI) allowed greater control and new features to be added quickly. It also introduced the Terminal Server - see What does the Terminal Server do? below. The TI is a command line driven interface. It may be access by pressing "o", and hidden by typing "hide" or pressing Esc in later beta versions. For a list of commands, see What terminal commands are there? below. ------------------------------------------------------------------------------ 9.2.2 What does the Terminal Server do? The Terminal Server (TS) was introduced in beta 3. It allows the TI (Terminal Interface) to be accessed through telnet style clients (essentially any text based client that supports TCP/IP connections), and hence allows any TI command to be executed from a remote machine with no Hardwar client. TS is primarily aimed at long-term online games, but can be tested by connecting to a game hosted on the same machine (127.0.0.1). TS must be enabled in the launcher's network tab, by specifying a terminal port. The default, 0, disables the TS. 23 (standard telnet port) or 9001 are commonly used. The terminal server allows everything from basic remote game administration to playing whilst away from a gaming machine... See How do I connect a telnet client to the Terminal Server? below for a step-by-step guide to connecting via telnet. Characters can be created via the Terminal Server (type NEW when prompted after entering the name), but such characters will start without a moth. You do not need to log out of the TS - just disconnect from the server via the telnet client. The same pilot may be both logged in via telnet and a game client at the same time. The TS is potentially a powerful tool - see Can I script events and 'bots? below. ------------------------------------------------------------------------------ 9.2.3 How do I connect a telnet client to the Terminal Server? These instructions assume the use of HyperTerminal. This telnet client is available on most Windows machines, and has a reasonable user interface, making it straightforward for those unfamiliar with telnet. * On the Hardwar launcher Network tab, select a port for the terminal server to use. "9001" is suggested, although others can be used if your machine is already using 9001. Port "0" will disable to the terminal server. Start a game (a dedicated network server game is the easiest to experiment with on a low- specification machine). * In HyperTerminal, select File-New Connection, name the connection to continue, then select TCP/IP from the "Connect using" box, then in "Host name" type "127.0.0.1", and in "Port number" type "9001" (or whatever). If you are connecting to another machine, replace "127.0.0.1" with the IP address of the other machine. * Log yourself in, or create a character by typing the pilot name and then typing NEW at the following prompt. * The terminal will now function as if you are using the Terminal Interface within the game. To see what you are typing in HyperTerminal, select File- Properties-Settings, then ASCII Setup, then tick "Echo typed characters locally". If you are sending scripts, this can be done in HyperTerminal using Transfer- Send Text File. Before you send a script file you may need to change your telnet client's setup so that it sends a delay between lines. If no delay is set, the hardwar client/server won't be able to process and respond to each line before the next arrives, and you'll get a screen full of errors and most of the script will fail to run. I recommend at least a 100 millisecond delay between lines, although if you have problems consider increasing this. To do this in HyperTerminal, select File-Properties-Settings, then ASCII Setup. Now change the "Line delay" to "100". ------------------------------------------------------------------------------ 9.2.4 What terminal commands are there? Here is a list, with a short summary of features and usage where usage isn't obvious. The list is based on beta 5. Earlier versions may miss certain commands (noted in the list). A few had their syntax changed from earlier versions (take care if using an earlier beta). I've written commands in capitals for clarity, but unless noted, they may be typed in any case. Note that where parameters/arguments are used, typically they take the form command (space) subcommand (comma) value, with subsequent values or subcommands separated by commas, for example "hangar stock,Swarm,sell,100": - AUTOPILOT: Engages autopilot to fly towards a targeted item. Target must be set before engaging autopilot. Off disengages the autopilot. Usage: AUTOPILOT [TARGET or OFF]. Note that the SALVAGE option isn't implemented, and may crash the game. - BAYS: Reports the moths parked in the current hangar, with pilots. - BLAG: Allows you to get free cash or moths (restricted by PERMISSIONS). Usage: BLAG [CASH or MOTH],[value] where value is the amount of cash, or the moth type: 1 = Moon Moth, 2 = Silver Y, 3 = Neo Tiger, 4 = Hawk, 5 = Deaths Head, 6 = Police, 7 = Alien, 8 = Swallow. - BOARD: Board a moth parked in a specific bay in the current hangar as the pilot. Usage: BOARD [Bay number]. - BOARDPASS: As BOARD, but to board as a passenger (requires Moon Moth). Usage: BOARDPASS [Bay number]. - BUILD: Allows rooms to be constructed (restricted by PERMISSIONS, beta 3+, may have other unknown uses). Usage: BUILD [movement direction (see bottom of this list)],[short name]. When interfacing with an existing hangar, OUT is used to leave, and HLINK to enter. Also see How do I build rooms?. - CASH: Reports current cash total. From beta 2, this includes cash in your hangar if you are in your hangar. - CREATE: Related to building construction - not fully implemented (restricted by PERMISSIONS, beta 5). Known functionality: CREATE 0,n,[name] creates a god hangar style building called [name], which you can TELEPORT into, but which doesn't physically exist on the map (also note that you can BUILD out of it, so, for example, you can create two god hangars with a godly walk link between them). CREATE AAGB,N,[name] (arguments here ARE CASE SENSITIVE) reopens the location of Vacant 0008 as a hangar (not a hangar one can buy, but it can be customized using various other Admin commands). CREATE AAGB,P,[name] makes the same hangar a private hangar (like Colony HQ). It seems that CREATE can only be used with hangar shapes that exist in the game by default, but are not assigned as hangars to start with - there are very few of these - the others are mostly buried half underground. In case you are wondering, the four character codes that make up the first argument can be worked out by logging the start of the game, and reading through the world creation part of startup (thanks to Wez for completing the puzzle). - DESCRIBE: Change the description of the current location (restricted by PERMISSIONS, beta 5). Usage: DESCRIBE [description]. - DEPOSIT: Transfers cash to the current hangar (beta 2+). You do not need to own the hangar. Usage: DEPOSIT [amount]. A bug allows depositing negative values, which results in withdrawal of cash. This works at any hangar with cash. It will deprive the hangar of cash, and so will tend to lead the economy to slowdown or stall because the hangar can no longer buy anything it needs. - EXEC: Executes a command as another pilot (restricted by PERMISSIONS unless a staff member). Usage: EXEC [Pilot name],[Command,subcommand,value,etc]. For example, "EXEC Fred,BAYS" will get Fred to report the moths parked in the hangar he is in. - EXITS or X: List available walk routes - if you are in a moth, the only option will be "out", as in get out of moth. - GOODS: Reports current hangar inventory. - GREET: Sends a greeting :-) (beta 3+). - GRIN: Grins ;-) (beta 3+). - HANGAR: Sets custom hangar information. Relates to the hangar you are in at the moment. Usage: HANGAR [setting,value]. Basic settings are: * ACCESS - Sets access to PUBLIC or PRIVATE. Possibly bugged. * NAME - Renames hangar. * STATUS - With no settings, reports building statistics. * STOCK - Beta 5 only: STOCK,ALL to list. STOCK,[Item name] to list stock for specific item. STOCK,[Item name],[BUY or SELL or MAXBUY],[Amount] to set the pricing for a specific item - for example "HANGAR STOCK,Swarm,SELL,100" to set the sale price of Swarm to 100. Admin settings (beta 5, restricted by PERMISSIONS) are: * DAMAGE - With no value reports current damage. With value sets hangar damage to an amount between 0 and 16384. * LOGO - With no value report current logo. With value 0 to 16 sets logo icon. Values are: 1 = Warp, 2 = MonoRail, 3 = Lazarus, 4 = Klamp-G, 5 = Toxic, 6 = Skinners, 7 = Hardwar, 8 = Alpha, 9 = Mines, 10 = Port, 11 = Riverside, 12 = Highrise, 13 = Gamma, 14 = Downtown, 15 = Reservoir, 16 = Scrubbers. * SOFTWARE - With no value, lists software installed. With values, adds one or more options, for example "hangar software,cdfr". Prefixing the options with '-' deinstalls them, for example "hangar software,-ps" removes sales and purchasing. Known options are: c = collect (player hangar or allow cabs), d = deliver (player hangar or allow cabs), f = fit, g = god menu, n = no player trade, m = moth sales, o = moth software changes, p = business will purchase, u = repair, r = remove, s = business will sell, t = trade list, x = no monorail (non-functional?), y = sell buildings (like an estate agent), z = buy buildings. Note that there is a limit on software options of about 7 and installing more will lead to the game crashing when you access the hangar menu - take care. * TYPE - Changes the internal design of the hangar. Values 0 to 5. - HELP: List commands. - HIDE: Hides terminal. On later betas Esc does this instead. - LAUGH: Like "SAY lol"... (beta 3+). - LAUNCH: Launches moth from hangar. Note that launch doesn't propel you out of the airlock, so if you launch and do nothing else, eventually your ship will be destroyed in the airlock. - LOOK or L: Reports what you can see, MUD style. - MANFIND: Reports hangars manufacturing the specified item (restricted by PERMISSIONS, beta 5). Usage: MANFIND [item name]. Also see How are items cited in the economy commands?. - ORDER: Sends commands to your staff. Usage: ORDER [Staff name],[Subcommand],[Value]. For example, "ORDER Hitson,GO,Freds Builders". Subcommands are: * BOARD,[Bay number] - Board moth at bay specified. * BUZZ,[building] - Fly around, but not dock at, the building specified in the value. * CLEAR - Cancel last order. * DISEMBARK - Get out of moth. * GO,[Building] - Fly to building specified in the value. * KILL,[pilot name] - Attack another pilot. * REPORT - Reports current plan (unlikely to be much use at the moment). * SELLALL,[Building] - Sell all cargo at the building specified. * STATUS - Report where they are. - OUT: Get out of moth or leave hangar. - PERMISSIONS: Transfers permissions between pilots. Permissions transfer from the Admin pilot. Usage: PERMISSIONS [Pilot name],[options]. Multiple options may be set at once, but are not comma separated, for example "PERMISSIONS Fred,bot". Options are: s = set permissions, o = ORDER and EXEC any pilot, b = use BLAG, p = interact with plans, h = hijack moths and hangars, c = build, t = teleport, e = economy commands. Full list: "sobphcte". - PLANS: Lists pilot plans, the instructions to pilots. Primarily useful in conjunction with EXEC, to see what other pilots are planning. - PRICEINFO: Lists average price, minimum price, stock, and number required (restricted by PERMISSIONS, beta 5). List currently exceeds terminal window size, so only useful via the Terminal Server. - PRODUCEINFO: Reports production requirements to make the specified item (restricted by PERMISSIONS, beta 5). Usage: PRODUCEINFO [item name]. Also see How are items cited in the economy commands?. - PURCHASEFIND: Reports hangars demanding the specified item (restricted by PERMISSIONS, beta 5). Usage: PURCHASEFIND [item name]. Also see How are items cited in the economy commands?. - RECRUIT: Hires a member of staff. You must be at the same location as the staff member to hire them. Usage: RECRUIT [Staff name]. - SALEFIND: Reports hangars selling a specific item with prices (restricted by PERMISSIONS, beta 5). Usage: SALEFIND [item name]. Also see How are items cited in the economy commands?. - SAY: Talks to everyone in your current location (beta 3+). Usage: SAY [message]. - STAFF: Lists current your staff by name. - TARGET: Sets target to the building or ship named. Usage: TARGET [Name of pilot or building]. - TELEPORT: Jumps to a new location (restricted by PERMISSIONS, beta 5). Must be on foot. Usage: TELEPORT [hangar name]. - TELL: Whisper to a specific player in a different location (beta 3+). Usage: TELL [pilot name],[message]. - THRUST: Sets the thrust of your moth, by a specific value, full speed ahead, or no thrust (beta 3+). Usage: THRUST [value (-16384 to 16384) or MAX or STOP]. - WAVE: Waves at pilots at your location (beta 3+). - WITHDRAW: Transfers cash from a hangar you own to your personal cash (beta 2+). Usage: WITHDRAW [amount]. - WHO: Lists players (beta 3+). The letter after the name indicates the type of connection - "H" for Hardwar client, "T" for terminal. - Movement commands are mostly compass based, restricted by tunnels and rooms available: N/NE/E/SE/S/SW/W/NW, IN (enter a hangar), OUT (leave a hangar or moth), U (up a level), D (down a level) (beta 3+). ------------------------------------------------------------------------------ 9.2.5 How do Admin permissions work? The first character called "Admin" will automatically be assigned all permissions to run any command, including commands restricted by PERMISSIONS. Admin is designed like a root user for a computer: They may copy some or all of their privileges to other pilots using PERMISSIONS. There can only be one Admin pilot per game, so don't get it killed ;-) . Both the Admin and the target character must be logged in to exchange permissions. This can be done on higher specification machines by enabling HardLuck (see What is HardLuck.exe and how do I use it? above), enabling multiple instances from the Misc tab on the launcher, and then running two or more instances on the same machine. In later betas, the Admin may join the game via the Terminal Server (see What does the Terminal Server do? above), and exchange permissions with only one instance of Hardwar open. Beta 3 and earlier Admin must be the name of the first character created in order for Admin restricted permissions to exist in the game. Beta 4 and 5 allow Admin to join the game at a later stage. In beta 5, Admin can log into a single player game via the Terminal Server, which can be useful when running scripts. Mun has written a utility that allows admin privileges to be initially assigned to a player not called Admin - download it here, http://homepage.ntlworld.com/muneer_ilyas/ . Spitfire writes: "There's a trick you can use to give your human pilot permanent admin permissions. Load up your SP [single-player] save game in the MP [multi-player] server, fire up Hardwar, create a new player called Admin and use the permissions-command to give your player all admin powers. Now, as the MP server saves the game, you can load that save in the SP game and continue playing like nothing happened." ------------------------------------------------------------------------------ 9.2.6 Can I script events and 'bots? Can I redesign the game world? In theory yes. Any command lines that may be typed into the TI (Terminal Interface) may be scripted. There are two methods. * (1) Add lines to worldinit.txt, which are run when the game starts. This seems to be restricted by a bug to 200 lines, over which it will crash at startup (although your mileage may vary). (Comments can be added here, by starting lines with "// ".) * (2) Send lines or text files, or run 'bots via the TS (Terminal Server). Imagine you are the admin typing commands. Each line in the script is like typing a new command. If you want to do something at a particular location, you must first TELEPORT to it as one command, then do things there on subsequent lines. At the time SR suggested third party utilities like ZMud ( http://www.zuggsoft.com/ ) might be used, although the list of programming possibilities here is almost unlimited. Unfortunately, key commands are missing from the betas, which currently limit the usefulness of such scripting. When sending text files as scripts you need to setup the telnet client (or similar) to put a delay in between sending lines of a few hundred milliseconds, since the Hardwar server needs time to process the command and send back a confirmation before receiving the next command. Sending with no delay, even to a Hardwar server on the same machine, normally fails. Also, ensure you are running scripts from a character with the appropriate PERMISSIONS - I'd strongly advise running scripts as the Admin. Lastly, before running scripts that involve TELEPORTing, make sure you are not in a moth - placing OUT at the top of such a script will achieve this. Also see How do I build rooms? below. This works well in single player mode with beta 4 and 5, it just seems to take a little longer for the Hardwar client to respond to commands than it does when acting as a server. With beta 3, the player has to be called Admin in order for admin privileges to exist in the game. Once the game has started, get the player out of the moth and onto foot. Then log into the terminal server as Admin, using the password "admin". The terminal screen may lag a little behind for a while, but should work again after you've typed in a few random commands. In beta 4 and 5, the admin can log on after a non-admin player character has started the game. ------------------------------------------------------------------------------ 9.2.7 How do I build rooms? Beta 3+, rooms can be built by the Admin using the BUILD command. Typically scripts start with an OUT command (to ensure you are on foot), followed by a TELEPORT command, to take you to an existing hangar. Room building scripts then build OUT from the starting hangar to create a new room. The next command typically moves the admin into that room. From there they can describe the room, or create other rooms or walk routes. For example, you will see this quite a lot: build n,Some Place -- builds Some Place to the north n -- moves north, to Some Place describe This is SOME place. -- adds description to Some Place The important thing to note is that you aren't moved to the newly created location automatically. Once "Some Place" is created, you can TELEPORT back to it. Ensure all places you might want to TELEPORT back to have unique sounding names. Not all rooms need to be uniquely named, just those that you need to refer back to later in the script. Subsequent rooms may be added using compass points or "u"/"d" to go up or down. When trying to enter an existing building from a custom room, BUILD HLINK,[hangar name] is used. Note that you must have at least two rooms between each existing hangar. I am not aware of any way to 'un-build' a room without starting a new game. Further notes on scripting can be found here, http://www.capsu.org/hardwar/scripts/ , along with a sample script to create rooms and links around Reservoir crater. ------------------------------------------------------------------------------ 9.2.8 How do I get market/economy information? Beta 5 introduces several commands that make understanding the economy relatively easy. Use SALEFIND, PURCHASEFIND, MANFIND, PRODUCEINFO and PRICEINFO (see What terminal commands are there? for details). Note that these are restricted by the PERMISSION 'e'. ------------------------------------------------------------------------------ 9.2.9 What are framesy, newmothsw, and similar? These refer to moths that are under construction or ready for sale. The final two characters relate to the moth type - sy for Silver Y, mm for Moon Moth, nt for Neo Tiger, hk for Hawk, dh for Deaths Head, pl for Police and sw for Swallow. The frame part is a component part required to build a moth. The newmoth part is a finished moth awaiting sale. ------------------------------------------------------------------------------ 9.2.10 How are items cited in the economy commands? Commands such as MANFIND, use the name of the item without spaces in lowercase, so an Engine 1, becomes simply engine1. Manufacturing machinery is referred to as manweapons, mancomp, manoreproc, manbooze and mannarcotics. Moths are described above under What are framesy, newmothsw, and similar?. ------------------------------------------------------------------------------ ______________________________________________________________________________ 9.3 Setup ______________________________________________________________________________ 9.3.1 What does the Persistent Game option do? From SR's notes: "This option is intended to be enabled when you are running a long-term persistent network game. Currently, not much changes when it is enabled. The main difference is that the startup options change, so that new players cannot come into the world highly equipped. The cheats allowing specially equipped moths ('scunthorpe' etc), are also disabled." ------------------------------------------------------------------------------ 9.3.2 What is Phil's Ending? This is now an option on the launcher's Misc tab. It was available in earlier versions by editing the registry key HKEY_CURRENT_USER\Software\Refinery\hardman\Config\PhilsEnding. The option means that every ship on Titan tries to attack you during the final plot run. ------------------------------------------------------------------------------ 9.3.3 What's the difference between high and low speed links? Later betas, when connecting to online games you will have a choice between high and low speed links. High speed removes the frame rate clamp, and corrects many graphical oddities, like half-open hangar doors. High speed is suited internal networks, and possibly broadband internet. Low speed is suited to 56k modem and similar. ------------------------------------------------------------------------------ 9.3.4 Can I unpatch U3 betas? Do I have to patch each of them one at a time? You can revert to an older version by applying the patch for that version. For example, applying the U3 beta 4 patch to a beta 5 installation will change it to beta 4. Before applying any U3 beta patches it is recommended that you patch to U2.04, simply because the U3 betas do not include moth skin files. There is no need to apply patches sequentially - you can patch straight from U2.04 to U3 beta 5 if you wish. Save games from one version may not be valid in another, and any fan-made patches or fixes will need to be re-applied. ------------------------------------------------------------------------------ ______________________________________________________________________________ 9.4 Gameplay ______________________________________________________________________________ 9.4.1 How do I manufacture things? You will need your own hangar in which to install manufacturing equipment. You then need to buy the appropriate machinery from Central Industrial. Five types of machinery are available (so only certain aspects of the economy can currently be taken in-house): Munitions (missiles and similar - not guns), Components (MachParts, CompComp, drones and cells), Ore (Sheet Metal and ExMetal), Distiller (alcohol) and Narcotron (Narcotics). You may need to supply Central Industrial quite heavily before the desired machinery appears for sale: They don't produce in volume, particularly early in the game. You then take the machinery to your hangar and install it (note installation must be done from your pod, not your stock). Now under Owner Controls - Stock - Manufacture, you'll be able to set a production level. Next feed the appropriate raw materials onto your hangar market - see the Non-Moth Production Requirements and Locations Table appendix for details. Either deliver them yourself, or set the purchasing options to attract other traders to deliver them (but see Why don't AI pilots sell to my hangar? below - it can only be made to work in beta 5). When the raw materials are available, items will slowly be manufactured. When setting purchasing options, the default increment values may be annoyingly small - this can be hacked using Max's Xup patch - see Are there any patches for the U3 betas? below. ------------------------------------------------------------------------------ 9.4.2 Why doesn't Central Industrial make a Narcotron? It will eventually. Unfortunately, it will make at least three of every other type of machinery first. You will need to supply it very heavily, and probably buy several other items of machinery to prevent it running out of cash. ------------------------------------------------------------------------------ 9.4.3 How do I find and hire staff? You need to be on foot in the same location as unhired staff. Unhired staff are revealed by LOOKing at the location - they typically use 6 letter names, and will be standing around (not in moths). Try trading posts, conurbations and similar housing, Hardwarp FM or Flyers Retreat. Once you have found an unhired "thug", type RECRUIT [name] in the terminal to hire them. Each hiring costs you $1000. Once you have hired staff you can start ORDERing them about. Note that every staff member comes with $10,000 cash by default, so if you want easy cash, hire all the staff you can find, and have them DEPOSIT their cash in your hangar. There is a fixed number of thugs in each game. ------------------------------------------------------------------------------ 9.4.4 Can I give staff multiple orders? No. It would be useful if staff could be given several orders at once, for example, fly to one hangar, buy something, fly to another hangar, and sell. Staff ordering was never fully implemented, and consequently a lot of logical features relating to them are missing. ------------------------------------------------------------------------------ 9.4.5 If I can order my staff to sell, why can't I order them to buy? The 'buy' feature was never implemented as an order. Two_steping writes: "You basically have your guys fly to a hangar that you are going to buy from, tell them to get out and then you get in and do the buying for your self. Then have them get back in and then tell them to fly wherever you want them to sell all." ------------------------------------------------------------------------------ 9.4.6 How do I walk around? In every hangar you can get out of your moth using OUT. Beta 3 and later, in a few hangars you will then be given further options to walk around. Use LOOK to look around and movement commands to move - N/NE/E/SE/S/SW/W/NW, IN (enter a hangar), OUT (leave a hangar or moth), U (up a level), D (down a level). There are no visuals, only text. The experience can feel very MUD-like. Known walk routes are Alpha Trading Post - Alpha Construction - Craven Components - Flight Academy; and Trade Central - Software Shack 2/Sentinel 1/Vacant 0037/Psycho Bobs 2 - Downtown Estates. Others may be created - see How do I build rooms? above. ------------------------------------------------------------------------------ 9.4.7 What are Air Filters, Pleasure Cubes, and Servant Droids, and where can I get them? These seem to be items that were never released, but are still lurking in the game's code. Like Death Rays (see How do I get a Death Ray? above) they can't be purchased in the game. They appear on PRICEINFO lists, and in your hangar's purchasing/sales menus. ------------------------------------------------------------------------------ 9.4.8 How do I get Fumblers, Disablers and Blasters? Beta 5 only. They are produced by Smart Weapons Corp, when appropriately supplied. ------------------------------------------------------------------------------ 9.4.9 Where did the Debriefing Zone/Vacant 0006/0007/0008/0038 go? Vacant 0006 became Shears Yard, a pod and engine production facility. The Debriefing Zone was first replaced by Central Industrial. In beta 5, the Debriefing Zone was re-introduced in the hangar formerly occupied by Vacant 0007. Vacant 0038 became the Smart Weapons Corp, a manufacturer of new weapon types. In beta 5, Vacant 0008 was removed for some form of internal testing - the hangar itself can be reintroduced using CREATE (see What terminal commands are there? above), but not as a purchasable hangar. ------------------------------------------------------------------------------ 9.4.10 Who is Brother Kahuna? In beta 5, Brother Kahuna will launch from the Monastery, fit Blasters, and then head towards General Industrial and attack it. It seems he does not approve of Narcotics production ;-) . This is one of those wonderful little details that was only partly implemented within beta 5. ------------------------------------------------------------------------------ ______________________________________________________________________________ 9.5 Bugs and Modifications ______________________________________________________________________________ 9.5.1 Are there any patches for the U3 betas? The later betas generally fixed graphical problems and common crashes related to the use of the Terminal Interface. They also improve online performance. Beta 5, in particular, introduced a lot of new features, many of which were very buggy. Overall, the later betas are the most stable, but still have fundamental problems. Max has produced patches which attempt to address some of the worst issues in beta 4 and 5. A compendium of Max's patches is available at http://www.hardwar.info/download.htm (in particular, look for max030610.zip). This includes: - Fix for joystick throttles. - Fix to allow beta 5 games to be reloaded. - Partial fix for the beta 5 economy. This compendium, combined with the use of one of the later betas (4 or 5) will start to make the game playable. These patches do not represent a finished game - there are still many problems. Various other little patches by Max are also available (most are mentioned elsewhere in this text). Max stopped writing patches at the end of August 2003. Some of Max's patches must be setup using command line parameters. If you are likely to need to apply the patch frequently (for example, if you wish to switch between different upgrade versions), consider writing a small batch (.bat) file. ------------------------------------------------------------------------------ 9.5.2 How can I stop beta 5 games crashing after reloading? Don't save them ;-) . This was a viable solution for some server/network based games, but was not ideal. The problem related to the occurrence of an error called "FixBgID", which would appear in log files shortly after the start of a game, and lead to savegame files being incorrectly read upon reloading. Max writes: "Pilot data was being loaded out of sync (for pilots in hangars). Eventually some function would receive an index pointing outside its address space and crash. The patch basically uses beta4 data to keep 'beta5 FixBgID' in sync." Max's patch fixes this - see Are there any patches for the U3 betas? above. ------------------------------------------------------------------------------ 9.5.3 I logged a beta 5 game and I'm running out of disk space. Why? U3 beta 5 games create a lot of errors, the most infamous of which are "[pilot] had invalid GoCrater target" (AI pilot forgot what they were doing) and "[pilot] didn't find enough goods. Reducing requirement" (AI pilot expected to buy 10,000+ of something, and will reduce requirements one at a time until the 3 available for sale are found). In essence, large chunks of the software are continually logging errors, which will create half a MegaByte of extra log each minute. A full log can ultimately exhaust your machine's hard drive capacity and crash it. The easiest solution is to disable logging on the Misc tab. If you do genuinely want to read some of the error messages, try Doc Beeblebrox's Downtown Log Processing utility, which removes the most common rubbish, allowing more unusual errors to be found. It is available here: http://zedo.hardwar.org.uk/logproc.zip . ------------------------------------------------------------------------------ 9.5.4 Why won't my joystick throttle work? U3 beta 3 and 4 support non-USB joystick throttles, beta 5 supports USB joystick throttles. Only U3 betas 1 and 2 support both. Max has produced a patch to fix this - see Are there any patches for the U3 betas? above. ------------------------------------------------------------------------------ 9.5.5 What is wrong with the beta 5 economy? Beta 5 attempted to introduce a new economy that placed far greater emphasis on demand and supply - inflating prices when items were in shortage. The function of trading posts as middlemen was removed (I believe Software Refinery were testing some alternative trading post code using Vacant 0008 - see Where did the Debriefing Zone/Vacant 0006/0007/0008/0038 go? above), including the needs list (which tend just to show a demand for food). Unfortunately, the economy started empty, and initial shortages inflated prices; so much so that some prices 'wrapped' and became negatives. AI pilots did not respond well to this change. Initially they chased after the most profitable item, leading to certain goods becoming over-stocked. Once over- stocked, businesses stopped buying. With no trading posts to dump unwanted goods, AI pilots got stuck with unwanted cargo nobody could buy. The least profitable items, such as Sheet Metal, are also the most important for production. Consequently businesses were unable to produce much early in the game, because all the AI traders were trying to satisfy 1 unit demands for Gems, rather than 50 unit demands for Sheet Metal. (The AI sought to maximise profit per unit, rather than overall profit per trip.) This was complicated further by the AI attempting to make unrealistic purchases (trying to buy thousands of one good, with several minutes of extra processing before anything was actually purchased), and the AI forgetting what they were planning to do. In essence, the beta 5 economy is a complete mess after a few days. I wrote some scripts which stabilised the economy by placing draconian restrictions on businesses during the first 30 days of play - see http://www.capsu.org/hardwar/scripts/ . Max produced a patch to force AI pilots to buy goods immediately, and cap prices to prevent negatives appearing - see Are there any patches for the U3 betas? above. The patch is appropriate for use in all games. Neither of these are perfect solutions, but they should make the game playable. Firefox and Smurph modified the original economy script to run alongside Max's patch - a version of this script is available from the previous URL. There are many pricing and production oddities in the beta 5 economy, some of which can be corrected by scripting (either via the Terminal Server or by placing lines in worldinit.txt). For example, Wez suggests these additions to get General Industrial buying water: teleport general industrial hangar stock,water,maxbuy,25 hangar stock,water,buy,340 ------------------------------------------------------------------------------ 9.5.6 Why won't Downtown Moths sell moths? Why won't Shears Yard fit pods? In beta 5, add to the top of worldinit.txt (may require lines to be placed immediately below the first commented (//...) section for some reason, also take care not to leave trailing spaces in) or execute as Admin, these two lines: teleport downtown moths hangar software,spm teleport shears yard hangar software,fr ------------------------------------------------------------------------------ 9.5.7 How can I get my staff out of limbo? This may happen when they die. It may be possible to extract them, but it is very easy to accidentally crash the game in the attempt (this varies by beta version). With Admin permissions, TELEPORT to limbo!, then BUILD a link out to another location (see How do I build rooms? above), then ORDER them to walk out along the path created (from Wez). Note that in some versions, your dead character can be resurrected in a similar way if logging in via the Terminal Server. In some beta games (notably beta 4), TELEPORTing to limbo! via the Terminal Interface may crash the game - use God Hangar to get there instead and then access the Terminal Interface to build a path out. In beta 4 it is possible to build a link out of limbo!, but care must be taken or the game will crash, as Violet sky writes: "Do not: - give the look command while in the limbo, either as yourself or as a thug, or the game will crash. - go back in the limbo (typing "in" while in limboout [a room just outside limbo!]) either as yourself or as a thug, or the game will crash. - go in directions you aren't supposed to go, or the game may or may not crash." ------------------------------------------------------------------------------ 9.5.8 Are my thugs supposed to do _that_? Hired staff occasionally do some interesting things. They are prone to most of the same glitches associated with regular AI pilots - notably getting stuck in odd locations. They may be freed again by using the THRUST commands, but sometimes you physically need to fly out and bump them. When used in combat they tend to get involved in friendly fire incidents, which can make you new enemies. Your employees can also end up fighting one another, as Wez comments: "Don't order 2 thugs to kill the same target... most likely they'll wind up hitting each other and then turning on each other. I find it best to order one thug to kill a target: If it gets into a losing situation, I fire a few careful shots at the target myself to give my thug a little assistance." Thugs can hijack moths (without specifically having the hijack PERMISSION) - for example boarding new moths at Downtown Moths. Moths hijacked in this way can only be piloted by your thugs. Lucifer writes: "Running beta 4, get a thug in a moon moth's passenger seat, and no-one should attack you. You'll still be targeted, CPU pilots will still fly as if they were attacking, but they won't fire a single shot." ------------------------------------------------------------------------------ 9.5.9 Why don't custom hangar names display? They should work in beta 5. In beta 4 the name affects ORDERs, but does not display visually outside the hangar. ------------------------------------------------------------------------------ 9.5.10 Why don't AI pilots sell to my hangar? You can only get AI pilots to sell goods to your hangar in beta 5 - this feature does not work in beta 4. In beta 5, you must issue the command "hangar software,p" as Admin. Max's economy patch also fixes this. Wez adds: "Also you need to set your purchase price higher than your competitors or you'll only get deliveries if they stop buying." ------------------------------------------------------------------------------ 9.5.11 There is a stack of AI moths waiting to enter a hangar. How can I get rid of them? This quirk is particularly common in beta 4, although has been observed in other beta versions. It is possible for almost all the AI moths to become stuck in a queue for a hangar. Spitfire writes: "If moths start to stack outside any hangar, you should first try to ram the first ship off the queue, so that he'll try to enter the queue again. Sometimes doing this the whole queue starts moving and the next waiting moth will enter the hangar normally. ... You must stay there and wait for the next moth to enter and kill it at the instant it gets stuck. Hang there until the first moth successfully enters the hangar. ... But if nothing happens after several tries, this approach will not work: even if you destroy the first moth on the line, the rest of the queue still remains stuck." Check that no moth is stuck inside the hangar airlock. If it is, when the doors open push the moth fully inside so that the doors shut and the moth in the airlock is destroyed. Sometimes AI moths simply become stuck in the airlock doors, but not 'stuck enough' for the weaponry inside the airlock to destroy them. Spitfire continues: "There is one option which has worked for me 100% of the cases: Load up devastators (as many as there are moths in the queue) and start destroying the queue one moth at the time. You will have to clear up the whole queue in order to get queuing working again - if another moth enters the queue while you are destroying the moths, you will have to kill that one too. When the whole queue is clear of moths, new moths coming in should be able to enter the hangar normally. If not, continue destroying them as long as a moth is able to enter successfully. It will happen eventually." ------------------------------------------------------------------------------ 9.5.12 Why do AI pilots get stuck in the Alpha-Downtown tunnel? The 'nodes' used to determine the flight paths seem to have been mixed up in some of the later betas. This causes AI pilots to start heading down the tunnel in one direction, then decide it will be quicker to go the other way, return and decide the opposite, and so on. This problem can be fixed by editing hardwar.wld, and swapping the following hangars: EGG6 -- AAE5 (midway pirate and mines air purifier in mines); EGG5 -- AAHK (midway pirate and prison oubliette); EGG5 -- AA1L (midway pirate and alpha air purifier); EGG3 - - AA1Q (shanty inn and flight academy). Mun's Building Swapping Util can be used to swap buildings about (see http://homepage.ntlworld.com/muneer_ilyas/ ). Wez has produced a replacement hardwar.wld which does this - simply place it in the main hardwar directory. It is contained in hardwarseasawfix.zip (see http://www.hardwar.info/downloads/ftp/list.php?dir=wld/ ). ------------------------------------------------------------------------------ 9.5.13 Can faction moths be made to respawn? Yes. Issue the command "hangar software,cd" at both Lazarus and Klamp-G moth factories (from smurph). Collect (c) and Deliver (d) should allow cabs to start ferrying pilots to moth factories, where they board new moths, launch, and start fighting. ------------------------------------------------------------------------------ 9.5.14 Why won't the plot advance? How do I get Trigger, Matter or Fusion Parts? In some of the earlier betas minor plot related problems were created by the removal of the Debriefing Zone (which is where many plot related moths go after their plot events - certain plot moths may get stuck with orders "GoBg Limbo!" - just ignore them). In beta 5, alien-related goods (Trigger, Matter, Fusion Parts) do not appear. There are no gang transports, hence no trading with the aliens, hence no Trigger, Matter or Fusion Parts. Smurph writes: "In beta 5 when a gang transport is killed the gang HQ spawns a trader. In my test log 'Darius Sith replaces Skinner Trans 00'. So no more gang transports after the first two are killed... Even if you plot jump a beta 5 game to attacks, where the transports should be doing their bodyparts thing, the gang transports still act like regular traders." Setting the Research Facility to allow purchases does not work, so you cannot replace the gang transport directly yourself. This makes it impossible to advance beyond the mid-part of the plot without hacking. There are solutions to this problem: Use Wez's Beta Hangar Editor (see Are there any editors or Software Development Kits for Hardwar? above) to add Trigger/Matter/Fusion Parts to your hangar. An alternative hack is offered by smurph (don't try this unless you are confident about hex editing): "This one allows you to unload bodyparts in a hanger that you own and get them immediately converted to matter, trigger and fusion parts. Open up a hangar that you own, or any purchasable hanger with a hex editor - you will see something like this (this is for downtown 05)": 44 6f 77 6e 74 6f 77 6e 20 30 35 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 10 1c 00 00 00 00 00 00 00 00 00 00 00 00 00 00 12 00 00 00 01 00 00 00 78 bc d5 02 01 00 00 00 00 00 00 00 00 00 00 00 Change it to: 44 6f 77 6e 74 6f 77 6e 20 30 35 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 10 1c 00 00 *0d* 00 00 00 00 00 00 00 00 00 00 00 12 00 00 00 01 00 00 00 78 bc d5 02 01 00 00 00 00 00 00 00 00 00 00 00 Another option is to restart using Max's Dealer mod, which creates an alternative Dealer startup career (available from http://www.hardwar.info/downloads/utils.htm ). It is a hard start, but will give you access to alien-related goods. ------------------------------------------------------------------------------ 9.5.15 Can I remove the beta 5 negative deposit cheat? This bug allows negative amounts to be deposited at a hangar, thus creating credits (from Wez). Max's Economy patch fixes this - see Are there any patches for the U3 betas? above. Alternatively, just don't use the cheat... ------------------------------------------------------------------------------ 9.5.16 I am experiencing video related crashes. Any hints? Later beta versions tend to solve many of the early graphics-related glitches and crashes. 3DFX Voodoo 4/5 support may be broken in all versions, as Lyx comments: "On betas 1 and 2 an error window pops up: 'TPage failed to fit a sprite'. Also, Hardman detects different drivers on the (working) 2.04 version than the U3-betas: In 2.04 you can even choose between 'Glide 2' or 'Glide 3'- Support... in the U3-betas there just one '3dfx glide'-driver." Software rendering is buggy in places, notably when accessing the navigation screen. Switching to Direct 3D mode may solve this issue. Another fix worth trying is to set your desktop resolution/size to that of the game. ------------------------------------------------------------------------------ ============================================================================== 10. AND FINALLY... ============================================================================== 10.1 What's the deal with BodyParts? The gangs are almost obsessed with BodyParts once they start trading with the aliens via the Research Facility. You cannot trade with the aliens, but you can sell BodyParts to the gangs. Most of the hangars between Port tunnel in Downtown and Alpha or Gamma (along routes used by gang transports) can be used to sell BodyParts at $1500 or $2000 each, more than twice what you can buy them for. Some have reported they will sell for as much as $2800. RoadDemon and others suggest Gamma H3 and Hangar A3 in Alpha. Some of the Downtown hangars work too, but not all. Simply buy one or more of these hangars, purchase and ship in a few loads of BodyParts from a nearby conurbation, and open the hangar up to sales. ------------------------------------------------------------------------------ 10.2 Origin Unknown At different stages in the plot Origin Unknown may be seen. It sells for $99,999 a piece, although you may need to work to get trading posts to buy from you. You cannot recover Origin Unknown until part way through the plot, which would seem to prevent you getting your hands on half of it. But it is still possible to recover and sell all the Origin Unknown in the game, you just need to be creative. Based on the notes of Axe and Ashlocke: For the first 3 units (initial alien crash), attack the ships that pick it up as they pass through tunnels, where they cannot recover it. For the second three units (Klamp Port decoy), attack the Klamp transport until it jettisons the cargo, but don't kill the transport otherwise the plot will stall. The next two sets of Origin Unknown are in the secret bases (see Can I attack both bases? in the walkthrough). There are a further three units of Origin Unknown available (from Fedor von Bock): You need to kill the alien that rescues you from Port after the Port Clearance with Big Bob (see above). One cannot target alien ships, and if you get too close, your controls are lost. Fedor von Bock's method involves attacking whilst remaining just outside of the range at which the controls are lost. Once the alien's shields go down, it will attempt to get repairs at the Knocking Ship, at which point destroy it with lasers. ------------------------------------------------------------------------------ 10.3 It's art, mate There are some strange features on Titan. Downtown Recycling would seem to be at the heart of some kind of "stone" circle. But the most important hangar in the centre of the design is empty. The Lazarus Ore Proc, in the Mines, displays the Lazarus corporate logo when viewed from above. Big ego; anyone? ------------------------------------------------------------------------------ 10.4 Fooling the AI Humans can, with practice, fly into tunnels without so much as dropping the throttle. AI pilots can't, and are forced to stop dead at the tunnel mouth and at bends in the tunnel. When attacked in there they get rather lost. And they refuse to pick up salvage dropped in tunnels. Want to get your own back at pirates without continually having to kill them? Just buy up almost all of their hangars. Titan suddenly becomes a lot safer when you own 40 hangars. Of course, not everyone wants Titan to be safer. ------------------------------------------------------------------------------ 10.5 Final tip Occupations should reflect circumstances, not always the choice of the pilot. If you see a potential booty, become a pirate for a minute. If you spot a cargo on the ground, become a scavenger for a minute. If you find a highly profitable trade run, become a trader for a minute. Hardwar is not just fast paced in combat, it is fast paced in everything. Don't hang about for long. ------------------------------------------------------------------------------ ============================================================================== APPENDICES ============================================================================== ______________________________________________________________________________ A. Hangar List ______________________________________________________________________________ Codes for crater, owner and business type, and notes are given at the bottom of the table. ------------------------------------------------------------------------------ --------------------------+----+---+----+---- |Crat|Own|Busi| Hangar | er |er |ness|Note --------------------------+----+---+----+---- Abandoned Terminal | Po | a | MR | Acid Hangar | Dt | p | | Agrochem | Ah | | CH | Air Puifier M | Mn | | | Air Purifier A | Ah | | | Air Purifier D | Dt | | | Air Purifier G | Ga | | | Alpha Cabs | Ah | | TX | Alpha Construction | Ah | | BD | Alpha Depot | Ah | | MR | Alpha Depot II | Ah | | | Alpha Estate Agent | Ah | | EA | Alpha Police Station | Ah | c | PS | Alpha Trading Post | Ah | | TP | Bargain Moths | Dt | | MF | Bill Moritz | Re | | CG | Blackeye's Hangar | Ri | p | | Blue Repository | Hi | p | | Breaker Maker 1 | Dt | | BM | Breaker Maker 2 | Dt | | BM | Breaker Maker 3 | Ah | | BM | Breaker Maker 4 | Hi | | BM | Breaker Maker 5 | Ga | | BM | Central Industrial | Dt | | MM | 1 Central Monorail | Dt | | MR | Charlie Wadsworth | Ri | | LA | Charlies Pizza | Ri | | FF | Clone Farm | Dt | | CL | 2 Colony HQ | Dt | | | Concealed Hideout | Mn | p | | Conurbation 1 | Dt | | HO | Conurbation 2 | Dt | | HO | Conurbation 3 | Dt | | HO | Conurbation Two | Ga | | HO | Crash Hangar | Ga | p | | Craven Components | Ah | | CP | Customs Block | Dt | a | | Darkbase | Hi | p | | Defriefing Zone | Dt | | | 3 Derelict Factory | Ri | e | | Derelict Warehouse | Ri | e | | Downtown 05 | Dt | e | | Downtown Builders | Dt | | BD | Downtown Chemicals | Dt | | CH | Downtown Components | Dt | | CP | Downtown Estates | Dt | | EA | Downtown Moths | Dt | | MF | Downtown Munitions | Dt | | WM | Downtown Outpost | Dt | l | | Downtown Recycling | Dt | | RC | Dr Jobes Weapons | Ga | | WM | Dunroamin | Dt | p | | Empty Complex | Ri | e | | Flight Academy | Ah | | | Flyers Retreat | Ga | | BR | 9 Freds Builders | Mn | | BD | Gamma Cabs | Ga | | TX | Gamma Estate Agent | Ga | | EA | Gamma H3 | Ga | e | | Gamma Monorail Depot | Ga | | MR | Gamma Police Garrison | Ga | c | PS | Gamma Trading Post | Ga | | TP | General Industrial | Ri | | NC | Groover's Hangar | Ah | p | | Hangar A1 | Ah | e | | Hangar A2 | Ah | p | | Hangar A3 | Ah | e | | Hangar A4 | Ah | p | | Hardwarp FM | Dt | | | Hideout 1 | Hv | p | | Hideout 2 | Hv | p | | Hideout 4 | Md | p | | Hideout 5 | Md | p | | Hideout 6 | Md | p | | Highrise Cabs | Hi | | TX | Highrise Construction | Hi | | BD | Highrise Estates | Hi | | EA | Highrise Motors | Hi | | MF | Highrise Police Station | Hi | c | PS | Highrise Trading Post | Hi | | TP | Home Base | Dt | p | | Hr Conurbation 1 | Hi | | HO | Hr Vacant 1 | Hi | e | | Hr Vacant 2 | Hi | e | | Hr Vacant Tower | Hi | e | | Hunger City | Ga | | HO | Island Garrison | Re | l | | Junkyard | Ri | | RC | Jupiter Four | Re | | BR | Klamp Macro 1 | Ri | k | FF | Klamp Macro 2 | Ri | k | FF | Klamp Macro 3 | Ri | k | FF | Klamp-G Arms | Ga | k | WM | Klamp-G Chemicals | Ga | k | CH | Klamp-G Components | Ga | k | CP | Klamp-G FacDef | Ga | k | | Klamp-G Fe-Mill | Ga | k | OP | Klamp-G HQ | Ri | k | | Klamp-G HQ Garrison | Ri | k | | Klamp-G Medical | Ri | k | | Klamp-G Mine | Mn | k | MN | 10 Klamp-G Moth Factory | Ga | k | MF | Klamp-G Purifier 1 | Re | k | WA | Klamp-G Purifier 2 | Re | k | WA | Klamp-G Purifier 3 | Re | k | WA | Klamp-G Purifier 4 | Re | k | WA | Klamp-G Purifier 5 | Re | k | WA | Klamp-G Purifier 6 | Re | k | WA | Klamp-G Secret Base | Ri | k | | Klamp-G Weapons Shop | Ri | k | WS | Lazarus Alpha | Ah | l | | Lazarus Chemicals | Ah | l | CH | Lazarus Components | Ah | l | CP | Lazarus Hightower | Dt | l | | Lazarus HQ | Hi | l | | Lazarus HQ Garrison | Hi | l | | Lazarus Macro 1 | Re | l | FF | Lazarus Macro 2 | Re | l | FF | Lazarus Macro 3 | Re | l | FF | Lazarus Macro 4 | Re | l | FF | Lazarus Macro 5 | Re | l | FF | Lazarus Macro 6 | Re | l | FF | Lazarus Macro 7 | Re | l | FF | Lazarus Mine | Mn | l | MN | 10 Lazarus Mine Garrison | Mn | l | | Lazarus Mine OreProc | Mn | l | OP | Lazarus Moths | Ah | l | MF | Lazarus Munitions | Ah | l | WM | Lazarus Ore Proc | Ah | l | OP | Lazarus Purifier | Re | l | WA | Lazarus Secret Base | Re | l | | Lazarus Weapons Shop | Hi | l | WS | LightWell 01 | Dt | | LW | LightWell 02 | Dt | | LW | LightWell 03 | Dt | | LW | LightWell 04 | Hi | | LW | LightWell 05 | Ah | | LW | LightWell 06 | Ri | | LW | LightWell 07 | Re | | LW | LightWell 08 | Ga | | LW | LightWell 09 | Mn | | LW | Lord Nicon's Hangar | Ri | p | | Mass Driver 1 | Po | | | Mass Driver 2 | Po | | | Mines Cabs | Mn | | TX | Mines Monorail Depot | Mn | | | Mines Trading Post | Mn | | TP | 10 Mis Op Cabs | Dt | | TX | Misery Heights | Hi | | HO | MisOp Finance | Dt | | LA | Monastery | Dt | | | Monorail Depot | Hi | | MR | Ore Proc 2 | Dt | | OP | Ore Processing | Dt | | OP | Paranoidopolis | Ga | | HO | Pirates Nest | Hi | p | | Police Garrison | Dt | c | | Police HQ | Dt | c | PS | Prison Mine | Mn | | MN | Prison Oubliette | Mn | | | Psycho Bobs 1 | Dt | | WS | Psycho Bobs 2 | Dt | | WS | Purpledrome | Ga | p | | Recycle Joint | Hi | | RC | Research Facility | Dt | a | | Reservoir Cabs | Re | | TX | Reservoir Central | Re | | WS | Reservoir Def 1 | Re | k | | Reservoir Def 2 | Re | k | | Reservoir Trading | Re | | TP | Restricted Area | Dt | | | Riverside Cabs | Ri | | TX | Riverside Chemicals | Ri | | CH | Riverside Construction | Ri | | BD | Riverside Cops | Ri | c | PS | Riverside Estates | Ri | | EA | Riverside Monorail | Ri | | MR | Riverside Parts | Ri | | CP | Scrubber Hngr | Hi | u | | Scrubber Outpost | Ah | u | CG | Scrubber Xchng | Hi | u | RC | Scrubbers Alpha | Ah | u | | Scrubbers HQ | Hi | u | | Secluded Residence | Re | p | | Sentinel 1 | Dt | | | Sentinel 2 | Dt | | | Sentinel 3 | Dt | | | Sewage Control | Dt | | WA | 11 Sewage Control | Ri | | | Shears Yard | Dt | | PE | 1 Sith Manor | Mn | p | | Skinners HQ | Ah | s | | Skinners Outpost | Ga | s | DS | Smart Weapons Corp | Dt | | WM | 4 Software Refinery | Ri | | SW | Software Shack 1 | Dt | | SW | Software Shack 2 | Dt | | SW | Special Arms Co | Hi | | WS | Syd's Workshop | Dt | | | Tarquin's Hangar | Ah | p | | Techparts | Dt | | CP | 12 Terraformer | Dt | | | Terror-rise | Ga | | HO | The After Dark | Dt | | BR | The Belfry | Hi | | | The Garidge | Hi | u | BM | 13 The Knocking Ship | Mn | | BM | The Morgue | Dt | | | The Ore House | Ri | | OP | The Pit | Re | p | | The Shanty Inn | Hv | | BR | The Slum | Ri | | BR | The Squat | Hi | | HO | The Waterfront | Ri | | BR | Thunderbase | Dt | p | | Titan University | Ri | | | Trade Central | Dt | | TP | Traders Rest | Hi | | BR | 14 Vacant 0006 | Dt | e | | 5 Vacant 0007 | Dt | e | | 6 Vacant 0008 | Dt | e | | Vacant 0009 | Dt | e | | Vacant 0010 | Dt | e | | Vacant 0011 | Dt | e | | Vacant 0012 | Dt | e | | Vacant 0013 | Dt | e | | Vacant 0014 | Dt | e | | Vacant 0015 | Dt | e | | Vacant 0016 | Dt | e | | Vacant 0017 | Dt | e | | Vacant 0018 | Dt | e | | Vacant 0019 | Dt | e | | Vacant 0020 | Dt | e | | Vacant 0021 | Dt | e | | Vacant 0022 | Dt | e | | Vacant 0023 | Dt | e | | Vacant 0024 | Dt | e | | Vacant 0025 | Dt | e | | Vacant 0026 | Dt | e | | Vacant 0027 | Dt | e | | Vacant 0028 | Dt | e | | Vacant 0029 | Dt | e | | Vacant 0030 | Dt | e | | 10 Vacant 0031 | Dt | e | | Vacant 0032 | Dt | e | | Vacant 0033 | Dt | e | | Vacant 0034 | Dt | e | | Vacant 0035 | Dt | e | | Vacant 0036 | Dt | e | | Vacant 0037 | Dt | e | | Vacant 0038 | Dt | e | | 7 Vacant 0039 | Dt | e | | 8 Vacant Unit | Ri | e | | Waterfront Booze | Ri | | DS | Zero Cool's Hangar | Ah | p | | --------------------------+----+---+----+---- Crater: * Ah - Alpha * Dt - Downtown * Ga - Gamma * Hv - Haven * Hi - Highrise * Md - Midway * Mn - Mines * Po - Port * Re - Reservoir * Ri - Riverside Owner: * a - Aliens * c - Police (cops) * e - Empty, but purchasable * k - Klamp-G * l - Lazarus * p - Independent Pirate/Scavenger * s - Skinner * u - Scrubber Business: * BD - Builders * BM - Breaker Maker * BR - Bar * CG - Cigar Producer * DS - Distiller (Alcohol) * CH - Chemicals Factory * CL - Clone Producer * CP - Component Factory * EA - Estate Agent * FF - Food and Fur Farm * HO - Housing (BodyParts) * LA - Loan Agent * LW - Lightwell * MF - Moth Factory * MM - Machinery Manufacturing * MN - Mine * MR - MonoRail Station * NC - Narcotics Factory * OP - Ore Processor * PE - Pod and Engine Factory * PS - Police Station * RC - Metal Recycling * SW - Software Installer * TP - Trading Post * TX - Taxi/Cab Base * WA - Water Treatment * WM - Weapons Manufacturer * WS - Weapons Reseller Notes: * 1 - U3 only. * 2 - U1.0+. Originally Vacant 0039. * 3 - Replaced by Central Industrial in U3 beta 1. Reintroduced at the location of Vacant 0007 in U3 beta 5. * 4 - U3 beta 5 only. * 5 - Replaced by Shears Yard in U3. * 6 - Replaced by Debriefing Zone in U3 beta 5. * 7 - Replaced by Smart Weapons Corp in U3 beta 5. * 8 - Replaced by Clone Farm in U1.0. * 9 - Also offers repairs. * 10 - Also MonoRail station. * 11 - Also supplies Chemicals. * 12 - Only produces CompComp. * 13 - Repair services available. Other services unknown. * 14 - Also offers certain Breaker Maker products, but not including repairs. ------------------------------------------------------------------------------ ______________________________________________________________________________ B. Non-Moth Production Requirements and Locations Table ______________________________________________________________________________ The number of items required in production is based on U3 beta 5, however is thought to apply to all versions. Production locations are based on U2.04 unless the item is specific to U3. Note that U3 has modified a number of production locations, including adding locations for previously non-producible items. Faction specific production is ignored, since most of the time trade is impossible. Faction facilities work on a similar basis to public businesses of with similar sounding names. ------------------------------------------------------------------------------ ---------------+-+-+-+-+-+-+-+-+-+-+-+-+-+------------------------------------ | | | | | |F| | | | | | | | Items | | | | | |u| | | | | | | | Required | | | | |E|s| | | | |S|S| | for | |C| | |x|i| |M| | |c|h| | Production | |h|C| |p|o| |a| |P|r|e| | | |e|o|E|l|n| |c| |l|a|e| | __________ | |m|m|x|o| | |h| |a|p|t| | |N|i|p|M|s|P| |P| |s|M|M|W| |o|c|C|e|i|a|G|a| |t|e|e|a| Item |t|a|o|t|v|r|e|r|O|i|t|t|t| Made |e|l|m|a|e|t|m|t|r|c|a|a|e| Produced At |s|s|p|l|s|s|s|s|e|s|l|l|r| ---------------+-+-+-+-+-+-+-+-+-+-+-+-+-+------------------------------------ Afterburner | | | | |4| | | | | | |1| | Alcohol | |1| | | | | | | | | | |1|Waterfront Booze, Skinners Outpost Big Bob |P| | | |1|2| | | | | |3| |Dr Jobes, DT Munitions Blaster |A| |2|1|6| | | | | | |1| |Smart Weapons Corp BodyParts |R| | | | | | | | | | | | |Conurbations and similar housing Cell #1 | |1| | | | | | | |1| | |1|DT and Craven Comp, Riverside Parts Cell #2 | |1| | | | | | | |2| | |1|DT and Craven Comp, Riverside Parts Cell #3 | |2| | | | | | | |2| | |2|DT and Craven Comp, Riverside Parts Cell #4 | |2| | | | | | | |3| | |3|DT and Craven Comp, Riverside Parts Chaff | | | | | | | | | | | |1| |DT and Craven Comp, Riverside Parts Chemicals |R| | | | | | | | | | | | |DT & Riv Chem, AgroChem, Sewage Ctrl Cigars |R| | | | | | | | | | | | |Bill Moritz, Scrubber Outpost Clone |B| | | | | | | | | | | | |Clone Farm CompComp | | | |1| | |1| | |1| | | |DT & Craven Comp, R Parts, Techparts Component Mach |C| |2| | | | |6| |2| |6| |Central Industrial Constmat |R| | | | | | | | | | | | |Prison Mine Devastator | | | | | | | | | | | | | |Dr Jobes, Downtown Munitions Disabler |A| | | | | | | | | | | | |Smart Weapons Corp Distiller |C| | | | | | | | | | | | |Central Industrial Drone | | | | | | | | | |1| |2| |DT and Craven Comp, Riverside Parts Engine #1 | | | | | | | |2|2|2| | | | Engine #2 | | | | | | | |3|2|2| | | | Engine #3 | | | | | | | |3|3|3| | | | ExMetal | | | | | | | | |1| | | | |Ore Processing, Ore Proc2, Ore House Explosives |O|2| | | | | | | |1| | | |DT and Riverside Chemicals, AgroChem FireBurst | | |3|3|3| |3| | | | |3| |Dr Jobes, DT Munitions Flares |O|4| | | | | | | |1| | | |DT and Riverside Chemicals, AgroChem Food |R| | | | | | | | | | | | |Klamp and Laz Macros, Charlies Pizza Fumbler |A| |2|1|1| | |1| | | |1| |Smart Weapons Corp Furs |R| | | | | | | | | | | | |Klamp and Laz Macros Fusion Cell |P|1| | | |1| | | |1| | |1|DT and Craven Comp, Riverside Parts Fusion Parts |P| | | | | | | | | | | | | Gems |R| | | | | | | | | | | | |Prison Mine GroundBase | | |3|3|3| |3| | | | |3| |Dr Jobes, Downtown Munitions Hologram | | |6| | | |1|1| | | |1| |Dr Jobes, Downtown Munitions Large Pod | | |2| | | | |2| |3| |4| | Largest Pod | | |2| | | | |2| |3| |5| | Laser | | |1|1| | |1|1| | | |1| |Dr Jobes, Downtown Munitions Laser Turret | | |2|3| | |1|2| | | |2| |Dr Jobes, Downtown Munitions MachParts | | | | | | | | | | | |1| |DT and Craven Comp, Riverside Parts Matter |P| | | | | | | | | | | | | Medium Pod | | |2| | | | |2| |2| |3| | Narcotics | |1| | | | | | | | | | | |General Industrial Narcotron |C| |3| | | | |6| |3| |5| |Central Industrial Ore |R| | | | | | | | | | | | |Prison Mine Ore Processor |C| |2| | | | |6| |2| |5| |Central Industrial Plasmakannon | | |1|3| | |1|2| | | |2| |Dr Jobes, Downtown Munitions Plastics |O|2| | | | | | | | | | | |DT and Riverside Chemicals, AgroChem Power Leach | | | | |2| | | | | | |4| |Dr Jobes, Downtown Munitions Pulse Laser | | |1|3| | |2|3| | | |3| |Dr Jobes, Downtown Munitions ScrapMetal |R| | | | | | | | | | | | | SheetMetal |X| | | | | | | |1| | | | |Ore Processing, Ore Proc2, Ore House SheetMetal |X| | | | | | | | | |1| | |Junkyard, DT Recyc, Scrub X, Recyc J Small Pod | | |1| | | | |2| |2| |2| | Smallest Pod | | |1| | | | |1| |1| |1| | Sprat | | | | |1| | | | | | |2| |Dr Jobes, Downtown Munitions Starshells |O|4| | | | | | | |1| | | |DT and Riverside Chemicals, AgroChem Swarm | | | | |1| | | | | | |4| |Dr Jobes, Downtown Munitions Tac-Nuke |P| | | |1|1| | | | | |3| |Dr Jobes, Downtown Munitions Trigger |P| | | | | | | | | | | | | Trojan |D| |1| |1| | | | | | |4| | UnderKill | | |3|3|3| |3| | | | |3| |Dr Jobes, Downtown Munitions Water |R| | | | | | | | | | | | |Klamp and Laz Purifiers, Sewage Ctrl Weapons Mach |C| |2| | | | |6| |2| |7| |Central Industrial ---------------+-+-+-+-+-+-+-+-+-+-+-+-+-+------------------------------------ /|N|C|C|E|E|F|G|M|O|P|S|S|W| Item / |o|h|o|x|x|u|e|a|r|l|c|h|a| Produced At Made / |t|e|m|M|p|s|m|c|e|a|r|e|t| / |e|m|p|e|l|i|s|h| |s|a|e|e| __________/ |s|i|C|t|o|o| |P| |t|p|t|r| | |c|o|a|s|n| |a| |i|M|M| | | |a|m|l|i| | |r| |c|e|e| | Items | |l|p| |v|P| |t| |s|t|t| | Required | |s| | |e|a| |s| | |a|a| | for | | | | |s|r| | | | |l|l| | Production | | | | | |t| | | | | | | | | | | | | |s| | | | | | | | ---------------+-+-+-+-+-+-+-+-+-+-+-+-+-+------------------------------------ Notes: A - U3 beta 5+ B - U1.0+ C - U3 D - U2.02+ O - Although this has production requirements, all are permanently available at the point of production, making these seem like raw materials. P - Only producible after certain plot events. R - Raw Material. S - Production process involves internal sub-component manufacture. This sub- manufacturing is not obvious to players so is aggregated in the figures shown. X - Alternative production requirement depending on method of production. ------------------------------------------------------------------------------ ______________________________________________________________________________ C. Moth Production Requirements Table ______________________________________________________________________________ The number of items required in production is based on U3 beta 5, however is thought to apply to all versions. Moths require various sub-components to be manufactured first. Some of these - frames and engines - are manufactured as internal production at the Moth factory. In order to produce a moth, items listed under "Aggregate Production" need to be supplied. Full requirements are shown to assist planning deliveries. ------------------------------------------------------------------------------ ---------------+-+-+-+-+-+-+-+ + ---------------------------- |D| | | |P| | | | Internal Sub-Production |e| | | |o| | | | -------------------+-+-+-+-+ |a| |M|N|l| | | | | | | |S| Moth |t| |o|e|i|S| | | Items |M| | |h| Made |h| |o|o|c|i|S| | Required |a| |P|e| |s| |n| |e|l|w| | for |c| |l|e| | | | |T| |v|a| | Production |h| |a|t| ____________ |H|H|M|i|M|e|l| | _______________ |P| |s|M| |e|a|o|g|o|r|l| | |a| |t|e| Requirements |a|w|t|e|t|-|o| | Item |r|O|i|t| |d|k|h|r|h|Y|w| | Made |t|r|c|a| ---------------+-+-+-+-+-+-+-+ | |s|e|s|l| Internal Production | -------------------+-+-+-+-+ ---------------+-+-+-+-+-+-+-+ | Deaths Head Frame |2| |2|3| Cell #1 | | |1| | |1|1| | Engine #1 |2|2|2| | Cell #2 | | | |1| | | | | Engine #2 |3|2|2| | Cell #3 |1|1| | |1| | | | Engine #3 |3|3|3| | Deaths H Frame |1| | | | | | | | Hawk Frame |2| |3|2| Engine #1 | | |1| | |1|1| | Moon Moth Frame |2| |1|2| Engine #2 | |1| |1| | | | | Neo Tiger Frame |6| |4|7| Engine #3 |1| | | |1| | | | Police Moth Frame |6| |6|8| Hawk Frame | |1| | | | | | | Silver-Y Frame |2| |1|2| Laser |1|1|1|1|1|1|1| + -------------------+-+-+-+-+ Moon M Frame | | |1| | | | | Neo T Frame | | | |1| | | | Police M Frame | | | | |1| | | Silver-Y Frame | | | | | |1|1| ---------------+-+-+-+-+-+-+-+ Aggregate Production ---------------+-+-+-+-+-+-+-+ Cell #1 | | |1| | |1|1| Cell #2 | | | |1| | | | Cell #3 |1|1| | |1| | | Laser |1|1|1|1|1|1|1| MachParts |5|5|4|9|9|4|4| Ore |3|2|2|2|3|2|2| Plastics |5|5|3|6|9|3|3| SheetMetal |3|2|2|7|8|2|2| ---------------+-+-+-+-+-+-+-+ ------------------------------------------------------------------------------ ______________________________________________________________________________ D. Plot Video Transcripts ______________________________________________________________________________ This appendix was written by Arago Fett (Peter Veness) - http://www.geocities.com/dr_skywalker2000/ , and placed here with his permission. The transcripts should be particularly useful for anyone trying to play using one of the lite versions of the game that does not contain the video. ------------------------------------------------------------------------------ The Intro Movie (*Note: The Hardwar Veteran is played by the same actor who plays Psycho Bob. That's all really.* Starts off with a pounding sound, like hitting a drum with a soft-head beater [music isn't my forte]. All you can see is Hardwar Veteran's hand. He lights a cigarette. You hear him puff on it. He flexes his hand; his knuckles are red raw from the cold. The camera moves to his face.) I had a girl once. (A girl is seen in front of a camera. You hear her speak in {}, and bullets are fired.) She's gone. {Suck on that, space boy!} (The image of his girl repeats on the screen, like a broken record. Friendly dog barks are heard.) I had a dog too. (A B&W photo of the dog is seen. It's a Jack Russell.) He didn't understand. (The dog barks turn angry.) He bit me one time. (He motions to a scar just in front and above of his right temple, and the barks stop.) I knew. I had a ship. (A thin, sleek police moth manoeuvres around a moon moth in what appears to be a large hangar, with a ceiling and floor, three walls, but with a large open side. Think airlocks like Star Trek or Star Wars.) That's when it all started. (The moths fly away from the building and it explodes.) There's no good, or bad. (You see a room full of missiles. The room is flashing in a Red Alert way and there's a siren. It's a very quick scene.) You don't ask no questions. (You see the Police Uber-Clerk through the Police video format.) PUC: Hardcase are we sir? Everything you've ever known, is gone. Leave it. Walk away. (As he continues, a small montage shows radioactive barrels, and the sun rising on Titan.) Fractions, equations, right, wrong, Heaven, Hell. Forget it. (A missile flies towards a building. A turret aims towards it.) Forget everything. (The missile hits the building and explodes.) There's no yesterday, or tomorrow. (A black screen says, "Titan. Territory: [Misplaced] Optimism. Population: 20,000" and the number scrolls down rapidly.) All you want's a piece of the action. (He cocks his laser pistol. It hums as it loads.) And everyone wants a piece of you. (A skeleton in a space suit flies through space.) And what are they gonna say when all this is all over. (A guy gets beaten up on the floor, elsewhere.) You think they like you? You think they want to be your friend? (The PUC briefly appears on screen.) You can't trust anyone. 'Cause they don't trust you. (Jason Lazarus rotates on his chair.) They don't understand when you do something wrong. They want you to pay for it. (You see a cam move through a corridor. A white light passes over a grated floor; the camera is beneath the floor.) The future used to be something to look forward to. (A building explodes. The camera is very close to HV's face.) It's a crock a' shit. There's a war going on out there. (The word 'War' flies in from the right with a metallic clunk.) And it ain't easy. (The word 'Hard' flies in from the left with a metallic clunk. A moon-moth shoots out from Titan's atmosphere, and Titan turns red and volcanic. 'HardWar' appears on the screen and the rest goes blank. The Future Is Greedy is burned in green under it, and the [] on top of the a is locked on.) ------------------------------------------------------------------------------ Lazarus: An Apology (Lazarus logo. Jason Lazarus sits in a egg-shell shaped chair. His back is to the camera.) The Lazarus Family wish to apologise to aviators caught up in the turbulence created by the Lazarus test ships. Unfortunately, (He rotates in the chair to face the camera.) individuals killed or injured due to such activities, are not likely to receive compensation. This also applies to any vehicular or structural damage. These tests are of long term benefit to the entire city. Thank you. (He turns away from the camera. Lazarus logo: The future is something to look forward to...) ------------------------------------------------------------------------------ Lazarus: New Measures (Lazarus logo. Brief shot of construction workers working. Jason Lazarus shows his profile to the camera) Recently, an air of... antagonism has swept over the city. (Shot of workers. Jason turns his head to the camera.) Further to the upsetting behaviour of other forces, the Lazarus Family has engaged in a limited measure of nuclear strikes. An effort, to prevent more bloodshed on our part. Thank you. (Jason Lazarus turns back to profile view. Lazarus logo: Your troubles are our troubles....) ------------------------------------------------------------------------------ Klamp-G: Denial (Klamp logo. Klamp-G spokesperson is sitting, and looking directly at camera.) Klamp-G have no nuclear transport capabilities. These reports are rumours generated by opponents and competitors with little regard for our citizens. (Close up on top half of head; eyes and nose.) Action is being taken to ensure Klamp airspace is not violated again. (Close up on her left eye.) This is a warning. (Klamp logo.) ------------------------------------------------------------------------------ Klamp-G: Response (Klamp logo. As in Denial, but camera further zoomed out.) Conflict within the city has reached a new ceiling of stupidity. With regard to such carnage, Klamp are employing the phrase; (Zoom on left eye.) an eye for an eye. (Return to original zoom.) Thank you for your continued support in these desperate times. (Klamp logo.) ------------------------------------------------------------------------------ Psycho Bob: After *Congratulations* (Psycho Bob logo. Psycho Bob appears, sitting. He leans forward.) By a process of natural selection, it appears that you are the best operative for this assignment. Now, I need you to sniff out the locations of where Klamp-G, and Lazarus, are keeping their nuclear test ships. (Camera switches to overhead, grainy, black and white.) I don't know if you read the reports, (Normal camera) but radiation levels north of Reservoir, and west of Riverside seem to indicate that these are the best places to look right now. (He sniffs. Very brief overhead B&W cam, before normal camera. Camera closes on his face.) Keep below a hundred feet, and you'll achieve radar invisibility. Your display unit will indicate this by colour change. But be warned, folks will still be able to spot you visually. (Zoom in on mouth.) And this we do not want. You bring ANY disturbance back here, and I will not be a happy man. (Normal camera.) But do this thing right, and I'm sure I can find you some more work. (He puffs his cigar. Psycho Bob logo.) ------------------------------------------------------------------------------ Psycho Bob: After *Good Job* (Psycho Bob logo. Psycho Bob is talking into his headset communicator.) Listen! I order, you deliver! That's the system! That's the way it works you dumb fuck! If I have to come down there again, I will personally blow-torch random individuals! (Overhead B&W cam.) That kind of attitude really burns my ass. You must of heard about the bombing. Shoot, (Normal cam.) you might even have helped with a few. It don't matter a shit to me, either way. But if you were involved, you might have some idea of how we can get our hands on some goodies. I need triggers, and radioactive materials. Try looking in and around the locations we've squirted into your navigation system. We gotta have those components, asap. While there's still a city, to be miserable in! (He laughs. Overhead B&W cam. Bob stands, and looks at the B&W cam.) Bob out. (He presses a button on his wrist-comp. Psycho Bob logo.) ------------------------------------------------------------------------------ Psycho Bob: After obtaining Trigger and Matter (Psycho Bob logo. B&W cam in a corridor. Bob talks with his assistant. *Not quite sure what Bob says here, it's not very clear. But here goes.*) Bob: Hey, there's nothing wrong with those rat suits. Assistant: Bob, they date back to the colonial years! (Cam crackles - moves to head close-ups) Bob: I'll do 'em myself. Assistant: Okay, forget it. (Assistant walks off. Camera keeps switching between zooms. Final zoom goes to Bob's head.) Am I a one man operation here or what? (Camera switch to assistant, walking off. Goes back to colour, in front of Bob.) You're a credit to us all flier. Give me a couple of days to take a look at what you found. Then I'll get back to you. You won't be disappointed. (Camera zoom on wrist-comp. Bob presses buttons. Zoom back to Bob's face.) Bob out. (Psycho Bob logo.) ------------------------------------------------------------------------------ Psycho Bob: After *New Instructions* (Psycho Bob logo. Overhead B&W cam. Bob's looking at B&W cam. A doctor is continually examining Bob.) Feeling... a little rough today flier. Yeah, guess it's something I ate. (Normal cam. You can now see Bob has lesions and spots on parts of his face.) Doc figures it's a little fault getting into the food chain, after those MAD SONS OF BITCHES BUMMED THE WATER SUPPLY! (He coughs.) We're fitting your ship with our own prototype rocket, as we speak. It's a Psycho Bobs special! It's not as big as theirs, but the next batch... will be. You think you could get into one of those bases belonging to the factions, and get one of those wrecked fusion ships? I put the co-ordinates into your navigation system, just to be on the safe side. This could be the break we've been waiting for. Come back here if you succeed, or, if you need more ammo. (Psycho Bob logo.) ------------------------------------------------------------------------------ Psycho Bob: After Come On Home (Psycho Bob logo. Bob is concealed by a lack of light. You can make out part of his head, bathed in red light.) Way to go man. Got yourself a crate of beer for that one. (He leans forward. His entire face is covered in boils and other deformities. His voice sounds very grating.) We'll get this analysed. But in the mean time, keep your ears open... for a new transmission from us. (He pulls back into the darkness, and laughs almost undetectably. Psycho Bob logo.) ------------------------------------------------------------------------------ Psycho Bob: After Unknown Origin Analysis (Psycho Bob logo. Bob is lying on a grey bed, the camera overhead at about 20 degrees. There is no uninfected skin on his face. There is a rhythmic black shadow passing over Bob; like a fan is above him. He's speech is slowed.) We ran a whole... battery of tests... on that unknown cargo... The results are pretty dark, my friend... It appears to be... some kind of... carbon-based machine... as far as we can work out. (Zoom to face on 'DNA') But get this... it's made from human... DNA. Some Frankenstein is making machines... out of our own people... down there in the Port district. Klamp- G... and Lazarus... are giving them... exactly... what they want... And in return... they get weapons... and fusion powered ships. (Normal camera. There is a long pause as Bob struggles to light a cigar. His hand shakes as he moves the lighter to the end of the cigar. After taking the first puff, he coughs. The camera slowly zooms until it reaches the eyes/nose position at the end.) Ain't life cheap? That Gangbanger was right after all... No wonder Charlie's Secret Pizza... went out of business yesterday... This is Psycho Bob... leaning to the left... Transmission... over... (The screen slowly fades to black. No logo.) ------------------------------------------------------------------------------ Psycho Bob: After the Apprentice's Message (Psycho Bob logo. Bob's apprentice is directly in front of the camera, but solemnly avoids looking at the camera. Bob has died from his illness.) It's a sad day for all of us. Bob did some inspired work. (She looks at the camera.) He wouldn't want us to give up fighting now. We have one more nuclear device. It's being fitted to your ship right now. Take it to the tunnel linking the Mine and Port craters and see if you can open the place up. (Close-up cam.) Bob was certain that Lazarus or Klamp were hiding something in there. Come back when you've finished. Good luck, aviator. (She looks down and touches a control off-screen. Psycho Bob logo.) ------------------------------------------------------------------------------ Psycho Bob: After Failing to Destroy the Port Blockage (Psycho Bob logo. Camera as in Port Block 1.) We need to get a better look at what the corporations are sitting on in the port area. We need to create a bigger bang. We've got the raw materials thanks to a lucky windfall during the convoy raids. With enough distraction, we can build the mother of all warheads. You must keep the gangs and factions preoccupied. Fly carefully. (Psycho Bob logo.) ------------------------------------------------------------------------------ Psycho Bob: After Normal Action Period (Psycho Bob logo. Camera as in Port Block 1. She talks into a hand-held communicator for a moment.) Are we ready? (Her eyes dart back and forth as she listens to the response. Zoom to face.) A couple of techs are fitting a missile to your ship. We think the corporations are hiding an escape route from this dirtball situated in the back of Port district. You are going to go in, and open it up. If e really does equal mc squared, then this missile is going to open up that rear- entrance like a nuclear laxative. Good luck. (Psycho Bob logo.) ------------------------------------------------------------------------------ Psycho Bob: After the Port Storm Rescue (Psycho Bob logo. Normal camera as in Port Block 1, starts out as zoomed to face.) Still in one piece flier? (Normal camera.) From that experience in the Port area, it seems you need better shields. A Fusion Drive is an exotic item, but it's the only thing powerful enough to soup up your defence system. (Zoom to face.) You could try the convoys on coming back from their body drops at Port. If and when you acquire one, drop it off here and I'll give you further instructions. (She pauses.) Your carcass is probably one of the most sought after in the city. Watch yourself out there. (She turns back to her typing. Psycho Bob logo.) ------------------------------------------------------------------------------ Psycho Bob: After obtaining a Fusion Cell (Psycho Bob logo. The Apprentice walks in from the left (your left) in the same corridor as seen in After Obtaining Trigger and Matter. She is holding a clipboard.) So you got the Fusion Drive? You're full of surprises aviator. (Slight zoom out.) There's an operative over at Bob 2. He can wire up the engine to your shield. Syd is the only engineer in the city who knows the correct procedure. Once fitted, you should be able to find out exactly what's happening in the Port area. Get over there now, there's no time to lose. (Normal cam. She walks away from the camera, eventually off to the right of the screen.) Don't blow it now, flier. We're too close. (Psycho Bob logo.) ------------------------------------------------------------------------------ Psycho Bob: After going to Bob 2/Prison Oubliette (Psycho Bob logo. Camera as in Port Block 1. The Apprentice runs in from the left. The room is filling with smoke, an alarm can be heard in the distance.) The whole things been blown open, the factions are onto us! You're on your own now flier! Good luck on the outside... (A loud popping noise can be heard. The Apprentice reacts, and runs off to the right. Three men wearing gas masks, entirely dressed in black, run in from the left. They are each holding some sort of pipe. They start smashing everything around. One of the men starts to run off to the right, but notices the camera. He swings his pipe at it, and the transmission ends in static.) ------------------------------------------------------------------------------ Xavier Lazarus: First Meeting (Lazarus logo. Xavier, an old man, is lying on some sort of bed, with a reflective screen above him. He holds a small remote control with a joystick on it in his right hand.) Ah... a visitor. One with a face... I'd offer you some tea but for our rude means of communication... You probably don't remember tea. I see you have received them too. Please, allow me to translate. (He twiddles with the joystick and it beeps.) It has taken me a while. In time, anything can be solved. (He twiddles with the joystick again.) There... the results have been loaded into your mail system. (A typewriter noise is heard, probably displaying the message to Xavier. He looks offscreen.) Ah... interesting. Yes... Time... Call again when you have more transmissions. I look forward to it. Farewell, Flier. (Lazarus logo.) ------------------------------------------------------------------------------ Xavier Lazarus: Second Meeting (Lazarus logo.) So, you return. You have more transmissions from our friends in Port? We'll have those translated eh? (He twiddles with the joystick.) Call again, Flier. (Lazarus logo.) ------------------------------------------------------------------------------ Xavier Lazarus: Third Meeting (Recurring) (Lazarus logo.) You have more communications for our friends in Port? (He twiddles with the joystick.) Call again, Flier. (Lazarus logo.) ------------------------------------------------------------------------------ Xavier Lazarus: Fourth Meeting - After Klamp's Warning (Camera starts out looking at Xavier. It moves to the reflective screen with 'I wish'.) Ah... still alive eh? I wish I could say the same for myself. (Switch to Xavier's face. It slowly zooms out.) Soon, it will all be over. Not much left for you here flier. Up here, I can intercept the transmissions of the entire city. (Reflective view.) Mundane, mostly. However, your escapades have made my Winter most entertaining. (Zoomed out view, zooming in to his face.) They will kill you, eventually, of course. They always do. That is why you must leave. They should have been our friends, you know. (Reflective view, zooming into the mirror.) That could not be so. Syd, that unfortunate young man. His information has led to the creation of a prototype craft. (Zooms out from mirror.) The vessel is unarmed, but it will allow an individual to safely enter the Port area. Escape is your only chance. I have taken the liberty of informing your ship computer of it's location. They will be leaving soon. If I were in your position, I would take the invitation seriously. (Quick zoom to face, then reflective.) One other thing; I understand that it is not your favoured mode of travel, but the cab or monorail would not betray your identity as easily as your moth. (Normal, slow zooming out camera.) Farewell, flier. To the next life... (Lazarus logo.) ------------------------------------------------------------------------------ Gang Boy: After completion of Help! (No logo. There are three main cameras; Standard front view, a very clear below view with little + in the four corners of the screen, and a close B&W cam near Gang Boy's belt.) Oh you're good. (+ cam, switches to B&W at the end of the sentence as he sheathes his knife.) Beats me why you aren't working for a gang already. (Normal cam.) But hey, I'm glad you're not. Or I might have been part of that cargo myself. (+ cam.) Oh yeah. Klamp-G and the Lazarus Family have been shipping their bodies out to Port. (Normal cam.) Oh, that's right. Stiffs. Why? Beats the shit outta me. (Camera switches between many different views as he arms himself.) Look, as soon as food production went through the roof a few weeks back, more and more pork has been going through the door. Hmm? (Normal cam.) Now we never used to take the bodies all the way out there. We just recycled the poor bastards in the towers where they died. (More quick cam switching.) Yeah alright, I'm outta here. Or they'll be looking for me, hmm? Hey, one thing I learned as a kid; you wanna disappear in this place, you go on foot. (+ cam. He looks around.) The Fusion Engine... (Normal cam.) It's yours. You know what doesn't make any sense? (Close up, then normal cam.) Bodies go there. Bombs come back. Crazy planet we live on, ain't it? And watch your E numbers. (Message closes.) ------------------------------------------------------------------------------ Gang Boy: Press release at Hardwarp FM (Hardwarp FM logo. The Gang Defector [quite an old man] walks in, to be blinded by the flashes of cameras. They die down and he talks. The camera consistently shifts to different angles, some of them B&W. *His first line is impossible to understand. I hope I got it right.*) Can't do this no more. Pain o' death is their incentive. I can't function under those conditions! I forget how many... we took so many... Bodies, down to the Port district. Old people. Women. Children. Heh, it doesn't matter to them as long as the machinery keeps turning! Whatever's happening down there, it's using up more and more of the city's population! Someone's got to put a stop to this madness! The factions shouldn't be allowed to do this. Take normal people like me. Take bodies down there and bring dangerous radioactive cargo back! And for what? For the honour of becoming radiation shielding myself one day! My brother disappeared last week. My own brother! Do you understand? Do ya? Bodies? Radioactives? Garbled Messages? Xavier...! Old man Lazarus. Him! He knows. (He taps his forehead and gestures pointing up. Hardwarp logo.) ------------------------------------------------------------------------------ Prison Oubliette: Klamp's Warning (Prison logo. Camera is central, and the Warden is standing on the left. He approaches the center of the screen. Note: All text in {} is spoken by the computer.) Persistance has it own rewards, pilot. On this occasion, I have no other choice. Should I give you what you want, I wonder... (Close-up cam.) Can you handle what you're buying into? Code 101 activated {Code 1} Access is {Accepted} granted. (The Warden storms off to the right. The screen goes blank for a few seconds. Then it reappears, looking directly at a beaten and battered Syd. He's standing, but stumbles frequently. The camera is very grainy, and constantly changes colour, moving from colour to monochrome.) They can go anywhere now... even into the Port crater. I worked a way to wire a moth's shield into one of those weird... fusion engines. They're more powerful than... ever. (The door slides open off screen. Footsteps approach.) Get... to Hightower. Xavier... Lazarus... (Laser shots are fired. Syd grunts, and falls to the floor, off screen. The Klamp-G spokesperson walks on from the right, smiling.) What a waste. Of ammunition I mean. (Camera switches to Syd, dead on the floor.) He was doomed, quite naturally. (Camera back to Klamp person.) And here you are. The aviator. You could have enjoyed the pleasures and benefits of a career with Klamp. If this city is to drag itself out of the cesspool we need to eradicate the scum. Not that you're any worse than most. Misplaced Optimism is full of the maverick breed. At least you can console yourself with the fact you won't be the first. Or indeed the last. Enjoy your future aviator. It's short, but very bright. (No logo.) ------------------------------------------------------------------------------ The Final Cutscene Since this cutscene has no speech, I can explain it without the parentheses. The whole cutscene is played out to the song Dome Epais (The Flower Duet) by Leo Delibes. If you don't know what it sounds like, there's a midi here, http://www.geocities.com/dr_skywalker2000/domeepais.mid . The first 10 seconds aren't played, but the rest is. It's also played much slower, and has the opera singers in it (it's called a duet for a reason.) It's worth pointing out that all the buildings are pre-rendered here. They never use in-game graphics for cutscenes. Makes it look that little bit nicer. It starts out with a zoom to Xavier Lazarus. He's holding a new remote and clutching it to his chest. The Alien Mothership blasts off from the Abandoned Terminal, as the East Mass Driver explodes. As it shoots through the atmosphere, a blue energy bolt shoots out of it, and pulls your moth up with it. There's a brief close-up of your moon-moth. The Mothership continues to ascend, pulling your moth closer and closer to it. It switches to a side-shot of Xavier, starting with the hand. You can clearly see a small red button on the remote. The camera turns to look at Xavier. The camera then switches again; to Police Chief Saffle, typing away; to Jason Lazarus, sitting in his chair; to the second gang-defector, smiling grimly with a bottle of something; to the Gang Boy, raising his hands in surrender and turning to face whoever is off-screen. There is a building exploding in the background. The blue energy beam has turned into some kind of appendage, and it closes up around your moth. Then the appendage is absorbed back into the Mothership, and it's rate of ascent becomes even more rapid. Back to Xavier. The camera moves down to a side-shot of the remote, slowly moving down and fading between angles, getting closer, and closer. At the maximum zoom, Xavier firmly pushes down on the red button. A building explodes (it might be the Lazarus HQ building, I'll check). The Mothership rockets through the atmosphere. Chief Saffle looks up from his typing. The Klamp-G spokesperson looks very frightened in a flashing-red corridor. Jason Lazarus turns his head to the camera. Chief Saffle's electronic monocle falls out. The building continues to explode. The bottom of the Mothership is now completely white from sheer engine power. It smashes it's way through the atmosphere. The Gang Boy moves his hands down and draws his laser pistols, firing at the unseen enemy. The Mothership is almost free from the atmosphere. The second Gang Defector looks at the large monitor behind him, playing some film, and keeps smiling. The camera zooms out from Xavier, showing an image of Syd, and then the Apprentice at half opacity. There's a close-up shot of the Apprentice from an earlier cutscene, then a close-up of Psycho Bob from an early cutscene. The Mothership flashes red as it escapes the planet. In the same view, the entire surface of Titan instantly turns red and volcanic. The Mothership shoots through space, and Titan explodes in a turquoise blast. The Mothership outruns the turquoise shockwave, and as the shockwave dissipates, the Mothership flies off, and becomes another glinting light among the stars. Fade to black. ------------------------------------------------------------------------------ ______________________________________________________________________________ E. Non-Plot Video Transcripts ______________________________________________________________________________ This appendix was written by Arago Fett (Peter Veness) - http://www.geocities.com/dr_skywalker2000/ , and placed here with his permission. The transcripts should be particularly useful for anyone trying to play using one of the lite versions of the game that does not contain the video. ------------------------------------------------------------------------------ Lazarus: Third Message (Lazarus logo. The camera looks directly at Jason, and slowly zooms in.) The Lazarus Family have no comment concerning the speculation and... rumours surrounding our operations within the Port district. Everything we do is in the interest of the citizen. Thank you. (Lazarus logo.) ------------------------------------------------------------------------------ Lazarus: Fourth Message (Lazarus logo. Jason is sitting with his chair about 120 degrees away from the camera.) A special announcement for a friend out there. (He rotates to face the camera.) The Lazarus Family will not tolerate thieves or liars. Return what belongs to us and no further action will be taken. (He starts to turn back around, then pauses.) Thank you. (He finishes turning. Lazarus logo.) ------------------------------------------------------------------------------ Klamp-G: Third Message (Klamp logo. Camera as in Klamp Response.) We know who you are. We will find out where you are. (Close to shoulders and head.) The theft of our cargo is a matter beyond formal announcement. (Close to top half of head.) Lie low, flier. (Klamp logo.) ------------------------------------------------------------------------------ Klamp-G: Fourth Message (Klamp logo. Camera as in Klamp Response.) Klamp-G answer to no-one. Situations change. This one doesn't. Anyone caught interfering with important research activity in the Port area will be hunted, and terminated. (Klamp logo.) ------------------------------------------------------------------------------ Police Fine - Chief Saffle 1 (Police logo. Chief Saffle walks on from the left.) Think of it as saving for that rainy day sir. (Close up on face.) After all, you never know what's going to happen... out there. So much... safer world with us around the corner. Steady as she goes sir. (Normal camera. Saffle walks off to the left. Police logo: You serve, we protect.) ------------------------------------------------------------------------------ Police Fine - Chief Saffle 2 (Police logo. Close up on Saffle's face.) At ease flier. (Camera distorts.) I recognise a gentleman of this kind when I see one. A payment in time, saves nine, as they say. Keep up the good work. (Saffle walks off to the left. Police logo: You serve, we protect.) ------------------------------------------------------------------------------ Police Fine - Chief Saffle 3 (Police logo. Saffle moves in from the left. There is a very slight picture bending in the middle of the screen.) Thank you very much sir. It's all part of the service. (Close up on face.) Dismissed. (Saffle walks off to the left. Police logo: You serve, we protect.) ------------------------------------------------------------------------------ Police Fine - Police Uber Clerk 1 (Police logo. Front shot of the Uber Clerk. The camera has extreme distortion, that ripples with change that ranges from colour distortion, to bending, to pixelation. In the top corner, the words 'Link Unstable' are printed.) There, that wasn't too painful. We're similar to waiters; we like our tips. The police are here to protect and to serve. You serve, and we protect. It wouldn't be nice if anything were to happen to you, out there. (Police logo: You serve, we protect.) ------------------------------------------------------------------------------ Police Fine - Police Uber Clerk 2 (Police logo. Camera as in PUC 1.) In a world without taxes, ('Link Unstable' becomes 'Transmission Secure'. The camera becomes clear, with some slight static occasionally.) It's implaudible to channel money back into the system. At least with us you'll always know what the time is. Have a safe flight sir. ('Transmission Secure' becomes 'Link Unstable' The camera turns all super- coloured. Police logo: You serve, we protect.) ------------------------------------------------------------------------------ Police Fine - Police Uber Clerk 3 (Police logo. The PUC walks up to the camera.) What the eye never sees, the heart never grieves. Thank you for your generosity sir. (Police logo: You serve, we protect.) ------------------------------------------------------------------------------ Police: Ship Impounded - Chief Saffle 4 (Police logo. Saffle is sitting at a desk. He takes out his monocle. Two masked techs are working behind him. He looks off to his right. An offscreen officer replies.) Is there really no-one else able to take this transmission? Officer: Sorry sir, working on another case right now sir. Absolute bloody shower the lot of you. (He looks at the camera. Close up on shoulders and head.) So, just what do you hope to achieve by this? I think some kind of punative action is in order, what? If there is a next time, I suggest you become a trifle more generous. (He stamps his book.) Ship impounded, over and out roger. Roger... yes... (Police logo: SHIP IMPOUNDED.) ------------------------------------------------------------------------------ Police: Ship Impounded - Chief Saffle 5 (Police logo. Scene as in Saffle 4.) Sorry sir. Examples are an imperative when discouraging such... abominable behaviour. Well, I suppose that's your lot then. No remission. (He stamps his book. Close up on face.) Ship impounded. There. (Police logo: SHIP IMPOUNDED.) ------------------------------------------------------------------------------ Police: Ship Impounded - Chief Saffle 6 (Police logo. Saffle is at the desk, and there are four crying convict children next to him, dressed in red t-shirts.) Now now then, no tears. I pilfered a few candy bars when I was a youngster. Only I was never caught. Get them out of here. Look alive man! Child: HATE you! (The children are escorted off to the left.) One really ought to take police fines more seriously sir. Too late now though. What a pity. (He stamps his book.) Ship impounded. (He picks up a newspaper.) A little parental guidance, that's all it takes. (Police logo: SHIP IMPOUNDED.) ------------------------------------------------------------------------------ Police: Ship Impounded - Police Uber Clerk 4 (Police logo. Camera as in Uber 3.) Security and insurance are exotic around here sir. This payoff is the best indemnity you'll find. (The PUC looks to his right as someone gets beaten up. The camera switches to see vague shots of the person getting beaten up. The camera switches back to the PUC, but the punching sounds continue.) Relax. You're in safe hands. (Police logo: SHIP IMPOUNDED.) ------------------------------------------------------------------------------ Ship Impounded - Police Uber Clerk 5 (Police logo. The camera angle is the same as Uber 3, but the screen is distorted, the bottom third of the screen has rolled over to become the top third.) You've made a terrible mistake flier. Call me old fashioned, but I think you're going to regret this deeply. Good luck, outside. (Police logo: SHIP IMPOUNDED.) ------------------------------------------------------------------------------ Psycho Bob: Forgot to target Secret HQs (Psycho Bob logo. Bob's Apprentice is off-screen. The camera is looking directly at the pizza. *Note* At 'do that job' the camera switches to a close zoom, and looks really badly blended, like the sentence was put together from two seperate takes of the scene. Not really relevant, but an interesting piece of trivia.) Charlie's Secret Pizza. (Camera looks at Bob.) Fast food, fast taste. Yes sir. Apprentice: Bob you're eating rubbish! Mmm, seems good to me. Hmm, I wonder what's the secret. (Camera zooms to the pizza, entering Bob's mouth.) Apprentice: You don't want to know. (Camera back to Bob.) No, heh-heh-heh, maybe not. (He looks at the camera.) Look pal, our relationship can not progress until you do that job for me. (Switch to face.) I've invested time and equipment, and if you're serious, I expect you to do the same. (Zoom to Bob's mouth.) Come back when you've targetted the locations of those bases. (He puts another piece of pizza in his mouth.) See ya. (Psycho Bob logo.) ------------------------------------------------------------------------------ Psycho Bob: Forgot to bring both trigger and matter (Psycho Bob logo. Bob is lying on the floor. The camera starts out on his torso, and moves up to his head. He is wearing an eye protecter and mouth mask while welding. He pulls off the mask and coughs.) Hey, c'mon man. I need those triggers and radioactives. One is no goddamned good without the other! Look, I consider it a real favour. I'm up to my eyes at the mo. I'm losing ya, neighbour. (He replaces the mask, then removes it again.) Where's my wrench? (He coughs and replaces the mask. Psycho Bob logo.) ------------------------------------------------------------------------------ Psycho Bob: Need more nukes (Psycho Bob logo. Normal Bob cam, Bob has spots over his face similar to previous messages.) That was a brave attempt, fella, but I'm afraid it's of no real use. (Zoom to face.) If we don't do something real soon, and get to the bottom of what is going on around here, there is always the possibility that this may be our last day in MO. (He pauses.) Take another missile. (Zoom even closer.) It's replay time. (Psycho Bob logo.) ------------------------------------------------------------------------------ Psycho Bob 2 - Syd 1 (Psycho Bob 2 logo [has a different animation to the Bob 1 logo, but it's the same image]. The camera starts off with 100% static, then activates to an empty room, but Syd walks on from the right and sits at the desk, behind a microphone.) Hello? Syd here. Welcome to Psycho Bob... 2, weaponsmith for the discerning. (The screen goes blank with static then returns to normal.) Oh. Sorry flier, you're at the wrong address. You're supposed to be at Psycho Bob 1. Apologies for any inconvenience. (He leans forward onto the mic and it gives way. He falls forward. No logo.) ------------------------------------------------------------------------------ Psycho Bob 2 - Syd 2 (Psycho Bob 2 logo. Same scene as Syd 1. The camera has bending distortion effect all the way through.) Hi, I'm Syd. Welcome to Psycho Bob 2, weaponsmith... no, Bob's not here, you'll have to contact him at Psycho Bob 1. The main concern here is weapons research. (The camera turns to 100% static for a second, then returns to normal. *Note* This is to disguise the re-take for the second part. Having Benjamin Shepherd act the scene then fall off the desk perfectly in the same take probably proved difficult.) Sorry flier. (He smiles, leans on the desk with his elbow, but it gives way. He falls over. No logo.) ------------------------------------------------------------------------------ Psycho Bob 2 - Syd 3 (Psycho Bob 2 logo. Scene as in Syd 1. Syd is wearing a mouth mask.) This is Sy... (He removes the mask and it slips down over his neck.) This is Syd at Psycho Bob 2. Sorry, you're expected at Psycho Bob 1. You'll have to fly over there. (He begins to lean back in his chair.) Travel safely. (The chair gives way. The scene cuts out before he falls any great distance. No logo.) ------------------------------------------------------------------------------ Prison Oubliette: Warning 1 (Prison Oubliette logo. The camera starts out at torso level then lifts up to the Warden's face. There is a heavy echo whenever the Warden speaks.) You have no business here pilot, this is a place of internment, a place of... atonement. The Chosen, are here for a purpose; The consideration of right and wrong. The understanding of good, (He raises his stick, and the top glows orange. The camera switches to the top right (his right) part of his head, then back to normal.) and evil. Time has no place here. Promises and platitudes are needless. There can be no interruptions. (Prison Oubliette logo.) ------------------------------------------------------------------------------ Prison Oubliette: Warning 2 (Prison Oubliette logo. Close zoom to the Warden's face.) This is a restricted area. Visitation is for the privileged few, a reward for the faithful. Leave us! (Prison Oubliette logo.) ------------------------------------------------------------------------------ Prison Oubliette: Warning 3 (Prison Oubliette logo. Zoomed out view of the Warden.) The rules are simple. To understand the soul one must understand the flesh. (Zoomed in view.) If you are Chosen, pray that I forget your face. (Prison Oubliette logo.) ------------------------------------------------------------------------------ ______________________________________________________________________________ F. Modifications ______________________________________________________________________________ This appendix lists modifications, editors, unofficial patches, and assorted other files created for Hardwar. Skins and things not directly related to the game (such as icons) have been excluded. Sites known to be hosting the file are indicated thus: * Hardwar.Info - http://www.hardwar.info/downloads/ftp/ and/or http://www.hardwar.info/download.htm (the former tends to be more recent than the later) * Mun - http://homepage.ntlworld.com/muneer_ilyas/ * Zedo - http://zedo.hardwar.org.uk/dexdown.htm Modifications have been grouped into: * Fixes - modifications to directly address bugs. * Gameplay - small, optional changes to gameplay balance or features. * Editors - tools for those making major changes to the game. ------------------------------------------------------------------------------ Fixes: - Beta 5 Economy Patch, by Max. File: b5econ.exe, contained in max030610.zip - latest version "r7". Sites: Hardwar.Info. For: U3 beta 5. Stabilises game economy - forces AI pilots to buy immediately and limits prices (avoiding negatives). - Beta 5 Fixes, by timski. File: beta5_fixes.zip . Sites: http://www.capsu.org/hardwar/scripts/ . For: U3 beta 5. Scripts intended to stabilise the economy (partly replaced by Max's patch). - FixBgID fix, by Max. File: b5fixbgid.exe, contained in beta_p2.zip and max030610.zip . Sites: Hardwar.Info. For: U3 beta 5. Allows U3 beta 5 games to be reloaded correctly ("FixBgID" is the error that is otherwise evoked, that leads to the game crashing on reload). - Free disk space check skipping util, by Mun. File: diskspace_skip.exe . Sites: Hardwar.Info, Mun. For: F2.0 and F2.1 installers. Fixes incorrect disk space check during installation. - Hardwar.wld, by Wez. File: hardwarseasawfix.exe (hardwardefaultwld.exe to return to default). Sites: Hardwar.Info. Fixes problem with AI moths in the tunnel between Alpha and Downtown. - Throttle patch, by Max. File: thrusb3b.exe, contained in beta_p2.zip and max030610.zip . Sites: Hardwar.Info. For: U3 beta 3/4/5. Fixes throttle on USB joysticks in U3 beta 3/4, and fixes throttle on non-USB sticks in most cases for beta 5. ------------------------------------------------------------------------------ Gameplay: - Admin Powers (Always Admin), by Mun. File: always_admin.exe . Sites Hardwar.Info, Mun. For: U3 betas. Gives admin powers by default. - Afterburner mod, by Max. File: as listed below, contained in max030610.zip . Sites: Hardwar.Info. Creates afterburner that functions like StarShells, not as a weapon. Custom sound files can be used called "after.wav". Specific files: - - abemod.exe = U3 beta 5, energy based afterburner - - abfmod.exe = U3 beta 5, fuel-based afterburner - - afbmod.exe = U2.04 and U3 beta 4/5, 'afterburner-on-demand' - CellMod, by Wez. File: CellMod-R3a.exe (also similarly named older versions). Sites: Hardwar.Info. For: U2.04, U3 beta 4/5. Changes cell capacity and recharge. - Dealer mod, by Max. File: dealermod.zip . Sites: Hardwar.Info. For: U3 betas 4 and 5. Alternative offline "Dealer" startup, which also provides enough trigger/matter/fusion to complete the plot. - Hardluck, by Software Refinery. File: hardluck.exe. Sites: Hardwar.Info, Zedo. Enables "Misc" tab on launcher, with access to debug information, cheat keys, etc. - Metric, by Max. File: metric3b4.exe (metric3b4.zip). Sites: Hardwar.Info. For: U3 beta 4. "Enables SR [Software Refinery] metric units conversion." - Net mod, by Max. File: netmod.zip . Sites: Hardwar.Info. For: U3 beta 5. Adds a small pod to starting ship in network games. - NoFog, by Max. File: nofog.exe (nofog.zip). Sites: Hardwar.Info. For: U2.04, U3 beta 4/5. Extends 'far fog' depth (but may cause graphics problems). - Ouch's patches. Various files. For: F2.0 and F2.1. Sites: Zedo. Includes utility to change base prices. Outdated. - PodMod, by Max. File: podmod.exe (podmod.zip). Sites: Hardwar.Info. For: U2.04, U3 beta 4/5. "Extends the variety and capacity of the largest pod." - Police Enabling Util, by Mun. File: police_fix.exe . Sites: Hardwar.Info, Mun. For: U2.04, U3.00 betas 3 to 5. Makes police respawn. - RaceMod, by Wez. File: RaceMod2.exe (also similarly named older versions). Sites: Hardwar.Info. For: U2.04, U3 beta 4/5. Alters moth weight and engine performance. - Rapid Fire Mod, by Max. File: rfmod.exe (rfmod.zip). Sites: Hardwar.Info. For: U2.04, U3 beta 4/5. Fireburst, Swarm, Laser, and LaserTurret fire quicker. - Video Skipping Util, by Mun. File: vid_skip.exe . Sites: Hardwar.Info, Mun. For: F2.0, U2.04, U3. Disables opening video. - XUp, by Max. File: xup3b34 (U3 beta 3/4) or xup3b5 (U3 beta 5), contained in beta_p2.zip . Sites: Hardwar.Info. For: U3 beta 3/4/5. "Increases purchase manufacture max up values" - increments can be changed from 1 to larger numbers, making it less time consuming to setup manufacturing hangars that buy in goods. ------------------------------------------------------------------------------ Editors: - Beta Hangar Editor, by Wez. File: BetaHangarRev9a.exe (and similar), and see buildings.txt for a list of building codes. Sites: Hardwar.Info. For: U3 betas. Allows hangars to be edited in U3, including changes to name, status, credits, software, stock, and manufacturing. PlaguedMind started writing a GUI for this - see http://web16.denver010.server4free.de/hwboard/viewtopic.php?t=467 . - Building Swapping Util, by Mun. File: buildings_swapper.zip . Sites: Hardwar.Info, Mun. Swaps the map location of pairs of buildings. - Downtown Log Processing, by Doc Beeblebrox. File: logproc.zip . Sites: Zedo. For: U3 beta 5. Removes rubbish from log files (for example "invalid goCrater target"), allowing other error messages to be seen. - Extractor, by E_Void. File: extsetup.zip . Sites: Hardwar.Info . Extracts files from .res files (which contain graphics, models, etc) - with GUI. - HardEdit, by solidox. File: hardedit204.zip . Sites: Hardwar.Info. For: U2.x. Allows base price of items to be changed. - HardExtract, by solidox. File: hardextract.zip . Sites: Hardwar.Info. Extracts files from .res files (which contain graphics, models, etc) - command line driven. - HardHangar, by solidox. File: hardhangar204a.zip . Sites: Hardwar.Info. For: U2.02 - may work with U2.04, but not U3. Allows hangars to be edited, including changes to name, status, credits, stock, and moths. - Moth Viewer, by Software Refinery. File: "Hardwar Moth Viewer.exe" . Sites: Hardwar.Info. View current skins on moth models (Hardwar launcher may need to be restarted when changing skins). - PAL Editor, by PlaguedMind. File: pal.zip . Sites: Hardwar.Info. Open, modifies and resaves Hardwar .pal files (colour tables). - ResEdit, by PlaguedMind. File: resedit.zip . Sites Hardwar.Info, Mun. Extracts and recompiles .res files (which contain graphics, models, etc). - ShpEditor, by PlaguedMind. File: SHPEditor2.zip . Sites: http://www.geocities.com/blalalaalhahah/SHPEditor2.zip , Hardwar.Info. Incomplete .shp (moth model) file editor - allows files to be extracted, but not placed back into the game. - Spr2Bmp, by PlaguedMind. File: spr2bmpv4.zip . Site: Hardwar.Info (Mun has v2 only). Converts sprite (texture) files to bmp and back again. ------------------------------------------------------------------------------ ______________________________________________________________________________ G. Hacking ______________________________________________________________________________ This section contains various slightly random notes intended to assist people that wish to hex edit and 'hack' the game. Everything here is entirely at your own risk - I strongly suggest you copy anything you intend to change... ------------------------------------------------------------------------------ U2.04 Memory Address Map, based on the writings of flap: "In this note, I explain where the game stores its data while the game is running." A full text can be found at http://web16.denver010.server4free.de/hwboard/viewtopic.php?t=522 (log in to download). I've edited this down to critical game-specific information, but you may prefer to read the original too if it is still available. Note this is relevant to U2.04, and incomplete. All values can theoretically be edited without crashing the game, unless indicated as "***". Fixed Addresses: 00 54 71 E4 : The player address (the value gives the player address). 00 55 60 04 : The day. 00 55 66 80 : The time (00 00 00 00 means it is 00.00). 00 4F 30 70 : The fog depth (from 0 to 2). 00 55 55 80 *** : Downtown trader address (first trader in memory). 00 53 E9 B8 (or is it 00 53 E9 BC ?) *** : Limbo! address (first building in memory). 00 54 5E 6C : Pause state (1 = pause, 0 = the game is playing). 00 53 EA 34 : State of the chat box (0 = The box is not on the screen, 1 = The box is on the screen, you are filling the 'To' field, 2 = The box is on the screen, you are filling the text field). 00 4F 63 28 : Where the 'To' is stored in memory. 00 4F 63 0C : Where the 'To' is stored in memory. 00 53 EA 20 : Title of the text box (you are allowed 19 signs). 00 53 EA 38 : Text of the text box (you are allowed 33 signs). Pilot Addresses: "Consider that 0 is the base address of the pilot. For the player, it is for example the one given at 00 54 71 E4. Add the value to address to go to the address you want:" (values are decimals) - 12 *** : Pilot signature (always A0 00 03 54). + 0 : Pilot name. + 20 : Pilot location (1 = in a moth, 2 = in a building, 3 = in a monorail, 4 = in a monorail hall, and maybe 0 = dead). + 24 *** : Vehicle or building address where the pilot is: (1) Monorail example: ?? ?? 00 01 = Central-Alpha-Mines. (2) Monorail Hall example: ?? ?? 00 01 = Alpha Depot. + 36 : Cash. + 40 : Pilot kind: 1 = player; 3 = Special (alien or plot); 4 = Trader; 5 = guard, attack, cop; 6 = Taxi; 7 = faction trader; 8 = Pirate; A = Scavenger; B = Police Patrol; C = Builder; E = Enforcer. + 112 : Address of the last message on the message board . + 248 : First command (see below). + 608 : Home Address (building). + 616 : Address of the first building in memory (add 4 to go to next building. Up to 20 buildings). + 716 : Address of the first pilot in memory (add 4 to go to the next pilot. Up to 10 pilots). + 768 *** : Address of the next pilot in the game (the last one as 00 00 00 00 here). Command Addresses: "One command is made of 6 Dwords (D for double - a word is made of two bytes), the first one tells what command it is. The commands follow each other. I don't know how many you can have." ("-" means it doesn't matter.) (Also see Duncan's AI Plans/Orders notes.) Buy : 00 00 00 08, goods ref, - , - , number of goods, building address Sell : 00 00 00 09, goods ref, - , - , number of goods, building address Order (get for free for factions) : 00 00 00 0B, goods ref, - , - , number of goods, building address Deliver (give for free for factions) : 00 00 00 0C, goods ref, - , - , number of goods, building address Dock hangar *** : 00 00 00 7A, - , - , - , - , - Leave Airlock *** : 00 00 00 7B, - , - , - , - , - Go Crater *** : 00 00 00 7C, crater ref , - , - , - , - Fly nodes *** : 00 00 00 7D, node ref, - , - , - , - Go Hangar : 00 00 00 02, building address, - , - , - , - Wait : 00 00 00 01, I don't remember after Hunt : 00 00 00 10, building address, - , - , - , - Rob Vh : 00 00 00 11, vehicle address, - , - , - , - Kill Vh : 00 00 00 03, vehicle address, - , - , - , - Scanvenge : 00 00 00 18, building address, - , - , - , - Get cargo : 00 00 00 12, cargo address, - , - , - , - Flypath *** : 00 00 00 82, ? Queue at *** : 00 00 00 23, building address, - , - , - , - Fit weapon : 00 00 00 13, equip ref, - , - , - , building address Unknown (probably sells everything) : 00 00 00 19, ? Get new moth *** : 00 00 00 0F, ? Unknown (wait until player is getting close ) : 00 00 00 1B, - , - , - , - , - Unknown (commits suicide) : 00 00 00 14, - , - , - , - , - Goods Addresses: (all *** ) 00 00 00 00 : Ore 00 00 00 01 : Water 00 00 00 02 : Chemicals 00 00 00 03 : Scrap metal 00 00 00 04 : Food 00 00 00 05 : Body parts 00 00 00 06 : Gems 00 00 00 07 : Ex metal 00 00 00 08 : Sheet metal 00 00 00 09 : ConstMat 00 00 00 0A : CompComp 00 00 00 0B : MachParts 00 00 00 0C : Plastics 00 00 00 0D : Explosives 00 00 00 0E : Fusion parts 00 00 00 0F : Trigger 00 00 00 10 : Matter 00 00 00 11 : Engine #1 00 00 00 12 : Engine #2 00 00 00 13 : Engine #3 00 00 00 14 : Cell #1 00 00 00 15 : Cell #2 00 00 00 16 : Cell #3 00 00 00 17 : Cell #4 00 00 00 18 : Fusion cell 00 00 00 19 : After burner 00 00 00 1A : Smallest pod 00 00 00 1B : Small pod 00 00 00 1C : Medium pod 00 00 00 1D : Large pod 00 00 00 1E : Largest pod 00 00 00 1F : Salvage drone 00 00 00 20 : Super drone 00 00 00 28 : Sprat*10 00 00 00 29 : Swarm*10 00 00 00 2A : Devastator 00 00 00 2B : Leach*10 00 00 00 2C : Flares*10 00 00 00 2D : Chaff*10 00 00 00 2E : Starchell*10 00 00 00 2F : Tac-nuke 00 00 00 30 : Big bob 00 00 00 31 : Fireburst 00 00 00 34 : Underkills*5 00 00 00 35 : Ground base*5 00 00 00 37 : Hologramms*5 00 00 00 38 : Laser 00 00 00 39 : Plasma kanon 00 00 00 3A : Laser turret 00 00 00 3B : Pulse laser 00 00 00 3C : Death ray 00 00 00 43 : Origin Unknown 00 00 00 44 : Mass driver part 00 00 00 45 : Mystery package 00 00 00 46 : Black box 00 00 00 47 : Minerals 00 00 00 48 : Air filters 00 00 00 49 : Pleasure cubes 00 00 00 4A : Alcohol 00 00 00 4B : Textiles 00 00 00 4C : Furs 00 00 00 4D : Huskar cigars 00 00 00 4E : Servant droids 00 00 00 4D : Narcotics 00 00 00 50 : Cloning device Crater Addresses: (all *** ) 00 00 00 01 : Riverside 00 00 00 02 : Reservoir 00 00 00 03 : Highrise 00 00 00 04 : Downtown 00 00 00 05 : Gamma 00 00 00 06 : Alpha 00 00 00 07 : Port 00 00 00 08 : Mine Weapon Addresses: - 12 *** : Vehicle signature (always A0 00 04 54). + 472 : Owner address (pilot). + 480 : Power (max is 4000 in decimal). + 496 : Targetted vehicle . + 540 : First weapon (cannon, missile, or afterburner, from goods ref, 7F FF if nothing, +4 for next weapon, at most 10. 9 = Tac-Nuke, 10 = Big Bob). + 580 : Munitions (+4 for the next weapon). + 660 : Shield status (+4 for the next weapon). + 664 : Engine status (+4 for the next weapon). + 668 : Structure status (+4 for the next weapon). + 672 : CPU status (+4 for the next weapon). + 676 : Power status (+4 for the next weapon). + 680 : Weapon status (+4 for the next weapon). Buildings Addresses: - 12 *** : Building signature (?). + 12 : Building name. + 68 : Owner address (pilot of HQ for factions). + 84 : First object in stock (goods ref 00 00 00 00 = Ore. Next object, + 4 : 00 00 00 01 = pure water). + 86 : Price (if sold by the player). + 768 : Money. + 796 : Vehicle in Building at bay 0 (+ 4 for next). + 892 *** : Next building address (the last building, tunnel blockage has 00 00 00 00). Laser Turret: (precise location unknown) + 0 : Coordinate 1 (1 foot = 55 in decimal). + 4 : Height. + 8 : Coordinate 2. + 38 : Status (1 = here, 0 = destroyed). + 56 : Weapon type (see goods ref - but it doesn't aim). + 60 : Building address (don't know if it can change). ------------------------------------------------------------------------------ U3 Beta 4 Savegame Format, from Duncan: "In order of appearance: * Supply lists - It seems that every Trading Post has its own supply list. The section that contains these lists also has some coding that involves dependent traders and builders. * Hangars - [see notes by Wez]. * Hangar ID list - Compilation of the Hangar IDs. * MUD - Text describing hangars and building walkways. * Messages - Your messages are just in between the MUD section and the pilots section. Each message occupies one line, one line contains 40 bytes. * Pilots - Already described elsewhere. * Pilot ID list - Compiled list of pilot IDs. * Pod contents - Between the pilot ID list and the Mines section is a section that holds the contents of the pods. This is some sort of dump. The contents of all pods in the game are stored here (only the contents, so not when a pod is empty). Forgot to look at the linewidth, but one line contains the type of Good, the quantity and the ship its in. Contents are not ordered per pod. * Monorail - Monorail text plus coding. * Demands list - After the monorail text you find the demands. Thought it has a linewidth of 40. This list does not only contain the hangar and the good it wants, there is some additional code. Could be priority tags and/or tags to show up in demand lists of the Trading Posts etc. * Moth Position, Orientation - If a moth is airborne it appears here. It holds the position, the orientation, speed, flight direction. * Blank - I don't know the function of this, but it sure is an incredible amount of 00." ------------------------------------------------------------------------------ AI Occupation notes, based on the writings of smurph: "AI 'profession' is encoded by a single byte in the save game file. Open up the save game in a hexeditor, and search for the pilot name as an ANSI string. About 45 bytes from the start of the pilot name you will see the following set of bytes ab,cd,00,00,xy where xy codes for the 'profession'. If you edit a save made right at the start of day 1 ab,cd is 10,27. The codes (xy) for pilots in existance at the start of the game in b4 are:" 00 - limbo 01 - human pilot 03 - plot moths (e.g. laz-research x2) 04 - trader 05 - edit - laz attak, klamp guard, police guard, scrubber guard 06 - cab 07 - faction trans 08 - pirate 0A - scavenger 0B - edit - police patrol, klamp patrol, laz patrol 0C - builder 0D - gang trans 0E - enforcer 10 - thug 11 - brother kahuna "Codes 05 and 0B can be interchanged with no problems and some interesting effects. 0B pilots are more active (i.e always hunting for enemies) in the game (at least in b5)." Unfortunately, changing careers does not automatically change the 'plans' for pilots - Duncan writes: "Pilots with new professions but behaving like their old days still have their old plans list. Clearing this list won't help, because as soon as no order is finished anymore, no new ones are going to get in. Normal beta 4 game example: Start as Admin as a dealer. Fly around a little, soon 2 shady pilots will target you and fire their devastators in your bud. If you are killed you will end up on foot in your hangar. Blag a moth, board and launch. You will notice that the bloke responsible for your early death is still hanging around doing nothing. When you look at the savegame you will notice the lack of plans. By the way these pilots have the profession 0F - it's missing in smurph's list, and 20 Devastators. This could of course also be the 0F order module not generating new plans." ------------------------------------------------------------------------------ AI Equipment notes, based on the writings of Eight: Shown as address - hex dec - item: Pirate 50CBD - 1C 28 - medium pod 50CC9 - 1F 31 - drone 50CEB - 28 40 - sprats (missile1) 50CF2 - 31 49 - fireburst (missile2) 50CF9 - 34 52 - underkill (missile3) 50D00 - 35 53 - groundbase (missile4) 50D0C - 3A 58 - laser turret 50D18 - 38 56 - laser 50D2F - 12 18 - engine 2 Scavenger 50D89 - 1A 26 - smallest pod 50D95 - 1F 31 - drone 50DA1 - 2C 44 - flares 50DAD - 38 56 - laser Trader 50E06 - 1E 30 - largest pod 50E12 - 1F 31 - drone 50E1E - 2C 44 - flares 50E2A - 28 40 - sprats 50E36 - 38 56 - laser 50E42 - 13 19 - engine 3 50E4E - 39 57 - plasma kannon Unknown 50B3C - 3A 58 - laser turret 50B48 - 39 57 - plasma kannon 50B54 - 31 49 - fireburst 50B60 - 29 41 - swarm 50B77 - 12 18 - engine 2 List of items (hex dec item) ------------------------------------------------------------------------------ 00 0 ore 01 1 pure water 02 2 chemicals 03 3 scrap metal 04 4 food 05 5 body parts 06 6 gems 07 7 ex metal 08 8 sheetmetal 09 9 const mat 0A 10 comp comp 0B 11 mach parts 0C 12 plastics 0D 13 explosives 0E 14 fusion parts 0F 15 trigger 10 16 matter 11 17 engine 1 12 18 engine 2 13 19 engine 3 14 20 cell#1 15 21 cell#2 16 22 cell#3 17 23 cell#4 18 24 fusion cell 19 25 afterburner 1A 26 smallest pod 1B 27 small pod 1C 28 medium pod 1D 29 large pod 1E 30 largest pod 1F 31 drone 20 32 superdrone 21 33 frameMM 22 34 frameSY 23 35 FrameNT 24 36 FrameHK 25 37 FrameDH 26 38 FramePL 27 39 FrameAL 28 40 Sprat 29 41 Swarm 2A 42 Devastator 2B 43 Leach 2C 44 Flares 2D 45 Chaff 2E 46 Star Shells 2F 47 Tac Nuke 30 48 Big Bob 31 49 fireburst 32 50 fireburst sub 33 51 swarm sub 34 52 underkill 35 53 groundbase 36 54 groundbase sub 37 55 hologram 38 56 laser 39 57 plasmakanon 3A 58 laserturret 3B 59 pulse laser 3C 60 deathray 3D 61 NewMothNT 3E 62 NewMothHK 3F 63 NewMothDH 40 64 NewMothMM 41 65 NewMothSY 42 66 NewMothPL 43 67 Unknown Origin 44 68 MassDriver Part 45 69 Mystery Package 46 70 Blackbox 47 71 Minerals 48 72 Airfilters 49 73 Pleasure Cubes 4A 74 Alcohol 4B 75 Textiles 4C 76 Furs 4D 77 Huskar Cigars 4E 78 Servant Droids 4F 79 Narcotics 50 80 Clone 51 81 FrameSW 52 82 Trojan 53 83 NewmothSW 54 84 ManMunitions 55 85 ManComponent 56 86 ManOreProc 57 87 Distiller 58 88 Narcotron 59 89 Fumbler 5A 90 Disabler 5B 91 Blaster Max notes: "Start of ~'case block' 0x50996 - first item assignment, end ~0x50EED." ------------------------------------------------------------------------------ U3 Beta 5 AI Starting Gear notes, based on the writings of Nazgutek: "Open up the exe [hardwarW.exe] and starting at the following addresses, replace the 5 bytes with 0x90 (that's 90 HEX, not 90 decimal). These will remove various items from starting NPC types:" Pirates: 50CC3 - no pod 50CCF - no drone (has no effect) 50D06 - no missile * 50D12 - no laser turret Scavengers: 50D8F - no pod 50D9B - no drone (has no effect) 50DA7 - no flares Traders: 50E24 - no flares 50E30 - no sprat "Example: We wish to remove the pirates' laser turrets, so we would go to file offset 50D12 (which is in hex), and change the byte there and the next four to 0x90,0x90,0x90,0x90,0x90. * Pirate Missile Note: The code seems to randomly choose either Sprats, Groundbase, Underkill or Fireburst. The hack address above will remove any missile install. If you feel adventurous, you can not apply the above hack, and instead change the four missile entries to other items: just before the above no missile hack address, you will find BA28000000, BA31000000, BA34000000, BA35000000. Keep the BA there, but the next four bytes are the item ID (stored in little endian format, as per all intel asm). To make them only have sprats, change the 31/34/35 to 28. I noticed that pirates (and to an extent the faction patrol/guard moths) that don't have a laser turret exhibit some strange behaviour... upon entering a crater where their Kill/Rob target is, they'll sit there, pointing at it until the target either docks or enters a tunnel to another crater. If the target didn't dock, the 'hunter' will continue this impotent behaviour. I'm concluding that the AI isn't coded to purchase upgrades for the moth, except for a few items, namely flares, sprats and plasmakannons." ------------------------------------------------------------------------------ AI Plan/Orders notes, based on the writings of Duncan: "There are Pilot IDs in the game, the Hangar ID in the game and the place to find the destination of the pilot. These IDs change (sometimes) each time you start Hardwar. To make this a little more trackable I will use a relative byte position. Therefore I will call the bytes E8 03 byte 0 and 1. E8 03 is a few bytes before the bytes coding for the name of the pilot. Example: 78 FC 5F 02. Some 72 bytes before E8, directly before the whole bunch of FFFFs, that seem to separate each pilots block, is the ID of that pilot. It's 3 bytes, always followed by 02. With Hangars also an ID can be found, if you take the E8 03 before a hangar's name and you go back some 44 bytes you will find the code for that hangar. Example D4 4B C3 02. These bytes are preceded by FF 7F 00 00." Based on 'Downtown Trader 3' in U3 beta 4: "The byte E8 (in E8 03) is used as the reference position and numbered 0. starting at pos.4 - name of the pilot pos.-72 = Pilot ID 1. pos.-20 = Pilot ID 2 of Zero Cool, note that it is repeated. Something with targeting/killing. pos.+48 = Pilot ID 2, occurs in multiple regions of the savegame file. pos.+64 = Pilot's profession (posted by Smurph). pos.600 = Home hangar. Starting at pos.+300 are the orders/plans of the pilot. A row of 24 bytes stands for 1 order. The first byte identifies the order. 7D = FlyNodes. 7C = GoCrater. 02 = GoBg - go to hangar. 08 = B: - buy. 09 = S: - sell. In this case Downtown Trader will go to the Mines crater, fly to Prison Mine, buy in total 16 units of ore and sell 8 units at Bargain Moths and 8 units at Shears Yard." Other plans codes (plans as they appear in the terminal using exec [pilot],plans): 00 n.o. 01 Wait 02 GoBg 03 KillVh 04 n.o. 05 n.o. 06 n.o. 07 KillPil - Police Force 08 B: - buy 09 S: - sell 0A Passenger Wait - Cab 0B C: - collect 0C D: - deliver 0D n.o. 0E Board vehicle 0F Get New Moth 10 Hunt 11 RobVh 12 GetCargo 13 Fit F: 14 self destruct - E.T. 15 CordonArea - Police Patrol 16 GetCargoPos 17 GuardCargo - e.g. what Laz-Attak 909, Laz Repair 004, Laz Guard X1 and X2 do 18 Scavenge 19 unknown - Trader 1A RepairBg - Repair hangar 1B Unknown - Freeze until player gets near then next plan - E.T. 1C Unknown - Fly towards player and dance + freeze thrusters - E.T. 1D Unknown - Not restricted to E.T. also Laz-Research X1 1E n.o. 1F n.o. 20 BuzBg 21 AttackBg - attack hangar 22 Guard Area 23 Q at - queue 24 n.o. 25 n.o. 26 Get All - goods, sort of scavenging 78 Need pod 79 ReqBg - a request prior to docking 7A DockBg 7B LeaveAirlock 7C GoCrater 7D FlyNodes 7E n.o. 7F Recharge 80 Repair 81 n.o. 82 FlyPos n.o. = not observed in savegame file. E.T. = Extra Titanian. E.T./Police/Trader = typical command with typical pilot professions. "A limited number of syntaxes are used for the plans rows. There's a syntax for doing something with a hangar - like 02 and 10. Something with goods like buy, sell, collect and dump. And something with coordinates - like FlyPos. Furthermore there are codes that are only present in these orders which function I do not know. They're not obligatory if you command a pilot. Basically, if you want to command another pilot, you have to start a plan row with the necesary command, and add the basic requirements being e.g. the hangar to fly to or the type and amount and place to buy/sell/collect/dump goods. Coordinate system example: 82 00 00 00 { 9B 92 86 *02* 52 B8 09 *00* 22 01 A7 *02* 03 } 00 00 00 2B 36 C8 0F 82 - FlyPos This position is coded between the brackets. 2B36C80F can be left out. The stared (*) bytes separate the Y,Z and X coordinate (in that order). The three bytes that code for a coordinate are combined to form one hexadecimal number. Attention: start reading from the right. So 86929B and 09B852 and A70122. If you increase the X coordinate say from 00 00 90 to 22 01 A7 then the position is further in the North (or direction heading 000). If you increase Y - more east. Got the altitude more accurately now, studied a couple: 090000 1208 ft (thats 00 00 09 in the file) 0A0000 1343 ft 0B0000 1477 ft 0C0000 1611 ft 0D0000 1745 ft 0E0000 1880 ft 0F0000 2014 ft All with an accuracy of +/- 1 ft. This is not the entire altitude range of course. If you want to intrapolate or extrapolate you can recalculate the hexadecimal numbers to decimal and make a linear regression. Use the function for the line to calculate the decimal number and convert it back to hexadecimal." ------------------------------------------------------------------------------ Hangar header notes, based on the writings of smurph: "Here is the structure of the first 3 lines (at line width of 24 bytes) of the hangar entries for the betas (and probably for 2.04 as well)." ------------------------------------------------------------------------------ aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa aa 00 00 00 00 00 00 00 00 bb bb 00 00 cc 00 00 00 dd 00 00 00 ee ee 00 00 ff 00 00 00 gg 00 00 00 hh hh hh hh ii 00 00 00 jj 00 00 00 kk 00 00 00 aa - Hangar name. bb - Hangar software. cc - I will call attribute 1. Known codes are: - 01 Faction HQ - 02 Trade Centre - 03 Faction Garrison - 04 Cabs - 05 Factory - 09 Produces Bodyparts - 0A Reseller - 0B Estate Engine - 0D Bodyparts/Nuclear Stuff - 0E Loan Shark - 0F Abandoned Terminal - 10 Misc. Colony Hangers - 11 Make clones dd - I will call attribute 2. This sets the type of business in combination with attribute 1. For attribute 1 05, attribute 2 values are: - 00 - Weapons makers. - 01 - Component Shops. - 02 - Chemical factories - 03 - Moth Factories. - 04 - Ore processors. - 05 - Mines. - 06 - Food Factories. - 07 - Purifiers. - 08 - Recyclers. - 09 - Cigar makers. - 0A - Booze makers. - 0B - Narcotics Fcctories. - 0C - Sewage control. - 0D - Techparts. - 0E - Bargain Moths - 0F - Central Industrial - 10 - Shears Yard For attribute 1 0A, attrbute 2 values are: - 00 - Weapon resellers - 01 - Breaker Makers - 02 - Bars - 03 - Builders ee - Some kind of hangar index. It runs from 0010, through to 8310, increasing by 1 in the order the hangars appear in the game save file. Not all hangars have this set, but it seems essential to have a hangar index for several of the above attributes to work. ff - Not sure about this one - player hangars are all 12, faction owned hangars always have this set, but the value is different between beta 4 and beta 5. gg - Not for sale, 01 is purchasable (if not currently owned), 02 is common to all faction owned hangars. hh - Owner ID. ii - Set access. 00 is public, 01 is private. jj and kk - Only set on faction, gang, and Police HQs." Solidox notes: "From memory, jj and kk are lighting and turrets thus why it only appears on faction buildings. There are two private/public fields, one is a bitmask inside the menu options field. The other, ii, is a hard lock which overrides the other one, it is used in the Abandoned Terminal and also is the reason you can't get into Colony HQ when you've purchased it." ------------------------------------------------------------------------------ U3 Beta Hangar notes, based on the writings of Wez: Also see http://www.hardwar.info/hex/stockrecord.htm . Hex edit a savegame. The header block for each hangar can be identified from a four-character code followed by the full current name of the hangar. The four letter codes never change. They are: ------------------------------------------------------------------------------ AAWL Abandoned Terminal AAV1 Acid Hangar AAHY Agrochem AA1L Air Purifier A AAAX Air Purifier D AAN7 Air Purifier G AAE5 Air Purifier M AAH9 Alpha Cabs AAIA Alpha Construction AASM Alpha Depot AAH7 Alpha Depot II AAIZ Alpha Estate Agent AAUG Alpha Police Station AAIC Alpha Trading Post AAAO Bargain Moths AAC9 Bill Moritz AAV7 Blackeye's Hangar AAF2 Blue Repository AAG2 Breaker Maker 1 AAC2 Breaker Maker 2 AAH5 Breaker Maker 3 AAFL Breaker Maker 4 AAOC Breaker Maker 5 AACZ Central Industrial AAWB Central Monorail AAFJ Charlie Wadsworth AAEU Charlie's Pizza AACU Clone Farm TEST Colony HQ AAVX Concealed Hideout KWIK Conurbation 1 AAEF Conurbation 2 AABE Conurbation 3 AAPU Conurbation Two AAV4 Crash Hangar AAIB Craven Components AAUD Customs Block AAV3 Darkbase AAEX Derelict Factory AAF4 Derelict Warehouse NEWP Downtown 05 AABN Downtown Builders AABS Downtown Chemicals AACW Downtown Components AAAH Downtown Estates AAEB Downtown Moths AABQ Downtown Munitions AAC4 Downtown Outpost AADG Downtown Recycling AAOH Dr Jobes Weapons AACI Dunroamin AAFX Empty Complex AA1U Empty Hangar A1 AAUF Empty Hangar A2 AA1S Empty Hangar A3 AA1T Empty Hangar A4 AA1Q Flight Academy AAPX Flyers Retreat AAOL Freds Builders AAPG Gamma Cabs AAPE Gamma Estate Agent AAPC Gamma H3 AAPZ Gamma Monorail Depot AAPY Gamma Police Garrison AAOE Gamma Trading Post AAEW General Industrial AA1M Groover's Hangar AAAD Hardwarp FM EGG1 Hideout 1 EGG2 Hideout 2 EGG4 Hideout 4 EGG5 Hideout 5 EGG6 Hideout 6 AASI Highrise Cabs AAFZ Highrise Construction AAEM Highrise Estates AASK Highrise Motors AAES Highrise Police Station AAF5 Highrise Trading Post AAHE Home Base AAEQ HR Conurbation 1 AAEO HR Vacant 1 AAEP HR Vacant 2 AAEN HR Vacant Tower AAPT Hunger City AAP3 Island Garrison AACG Junkyard AAR0 Jupiter Four AAU5 Klamp Macro 1 AAU6 Klamp Macro 2 AAU7 Klamp Macro 3 CTOP Klamp Secret Base AAN5 Klamp-G Arms AAPF Klamp-G Chemicals AAN6 Klamp-G Components AAUI Klamp-G FacDef AAOG Klamp-G Fe-Mill AAC7 Klamp-G Garrison KLAM klamp-G HQ AAE4 Klamp-G Medical AAE7 Klamp-G Mine AAOF Klamp-G Moth Factory AAHR Klamp-G Purifier 1 AAHS Klamp-G Purifier 2 AAHN Klamp-G Purifier 3 AAHO Klamp-G Purifier 4 AAHP Klamp-G Purifier 5 AAHQ Klamp-G Purifier 6 AAFY Klamp-G Weapons Shop AAHX Lazarus Alpha AAHZ Lazarus Chemicals AAHW Lazarus Components AAT7 Lazarus Hightower LAZA Lazarus HQ AAFP Lazarus HQ Garrison AAA1 Lazarus Macro 1 AAA3 Lazarus Macro 2 AAAJ Lazarus Macro 3 AAEH Lazarus Macro 4 AAEG Lazarus Macro 5 AAAP Lazarus Macro 6 AAEI Lazarus Macro 7 AAFC Lazarus Mine AAFE Lazarus Mine Garrison AAFA Lazarus Mine OreProc AAHV Lazarus Moths AAHT Lazarus Munitions AAHU Lazarus Ore Proc AAPN Lazarus Purifier DOOR Lazarus Secret Base AAF7 Lazarus Weapons Shop LW01 LightWell 01 LW02 LightWell 02 LW03 LightWell 03 LW04 LightWell 04 LW05 LightWell 05 LW06 LightWell 06 LW06 LightWell 07 LW08 LightWell 08 LW09 LightWell 09 AAV6 Lord Nicon's Hangar MAS2 Mass Driver 1 AAVV Mines Cabs AAVU Mines Monorail Depot AAOM Mines Trading Post MOND Mis Op Cabs AAEV Misery Heights AADZ MisOp Finance AAB4 Monastery AAFR Monorail Depot AABH Ore Proc 2 AACO Ore Processing AAPV Paranoidopolis AAV2 Pirates Nest PIG2 Police Garrison PIGS Police HQ AABV Prison Mine AAHK Prison Oubliette AAA5 Psycho Bobs 1 AAGC Psycho Bobs 2 AAV5 Purpledrome AAF8 Recycle Joint AARC Reservoir Cabs AASH Reservoir Central AARA Reservoir Def 1 AAU9 Reservoir Def 2 AAU4 Reservoir Trading AAG5 Restricted Area AAFI Riverside Cabs AAE3 Riverside Chemicals AAEZ Riverside Construction AAFU Riverside Cops AAFS Riverside Estates AAP6 Riverside Monorail AAN4 Riverside Parts AAEJ Scrubber Hngr AA1X Scrubber Outpost AAP0 Scrubber Xchng AAIY Scrubbers Alpha AAEK Scrubbers HQ AAV9 Secluded Residence AAC1 Sentinel 1 AAAZ Sentinel 2 AACJ Sentinel 3 AACQ Sewage Control AAF0 Sewage Control AABT Shears Yard AAVW Sith Manor AAH6 Skinners HQ AAPO Skinners Outpost AAE2 Software Refinery AAG8 Software Shack 1 AAB0 Software Shack 2 AAP1 Special Arms Co AAAF Syd's Workshop AAVZ Tarquin's Hangar AAAL TechParts AAB7 Terraformer AAPW Terror-rise AAGS The After Dark AAER The Belfry AAFN The Garidge AAVB The Knocking Ship AAG9 The Morgue AAFV The Ore House AAV8 The Pit EGG3 The Shanty Inn AAFT The Slum AAIG The Squat AAE0 The Waterfront AAV0 Thunderbase AAEY Titan University AABI Trade Central AAEL Traders Rest BLOC Tunnel Blockage AABA Vacant 0007 AAGB Vacant 0008 AAED Vacant 0009 AAD2 Vacant 0010 AAD4 Vacant 0011 AAD8 Vacant 0012 AAGI Vacant 0013 AACA Vacant 0014 AACB Vacant 0015 AAGL Vacant 0016 AAGO Vacant 0017 AAGW Vacant 0018 AAAU Vacant 0019 AAAW Vacant 0020 AADE Vacant 0021 AADI Vacant 0022 AADS Vacant 0023 AADV Vacant 0024 AADX Vacant 0025 AAB9 Vacant 0026 AADO Vacant 0027 AAGZ Vacant 0028 AAG1 Vacant 0029 AAAB Vacant 0030 AAAM Vacant 0031 MUN1 Vacant 0032 AABC Vacant 0033 ARSE Vacant 0034 AABK Vacant 0035 AABK Vacant 0036 AACN Vacant 0037 AACS Vacant 0038 AAFW Vacant Unit AAN3 Waterfront Booze AAVY Zero Cool's Hangar Below the header is a series of data for each item. Each cell is 1 hex byte, so 4 bytes are used per property (long integer). The format is: ------------------------------------------------------------------------------ HEX Stock Sell Price Buy price Max buy Unknown Produce Qty Item ST ST ST ST SP SP SP SP BP BP BP BP MB MB MB MB ?? ?? ?? ?? PM PM PM PM Item codes follow the same order as listed in Eight's AI Equipment notes above, except that Wez appears to starts the list at 1 rather than 0. The footer block takes the form: ------------------------------------------------------------------------------ ?? ?? ?? ??|?? ?? ?? ??|?? ?? ?? ??|hangar cash|?? ?? ?? ??|?? ?? ?? ?? ?? ?? ?? ??|?? ?? ?? ??|?? ?? ?? ??|?? ?? ?? ??|moth @ bay1|moth @ bay2 moth @ bay3|moth @ bay4|moth @ bay5|moth @ bay6| ------------------------------------------------------------------------------ ______________________________________________________________________________ H. CD Music Track Listing ______________________________________________________________________________ From Kenny Johnson, reposted by Ade, ammended by themitch (shown: track number, artist, name, album): CD1 1: Game CDROM track. 2: Black Dog - Raxmus (Spanners) 3: Black Dog - Chase The Manhattan (Spanners) 4: LFO - Tied Up (Advance) 5: LFO - Shut Down (Advance) 6: Autechre - Second Bad Vilbel (Anvil Vapre) 7 - 17: Short clips (about 50 seconds each) of music for the game. CD2 1: Game CDROM track. 2: RAC - Nine (Double Jointed) 3: Autechre - Second Scepe (Anvil Vapre) 4: Autechre - Clipper (Tri Repetae) 5: Squarepusher - Chin Hippy (Hard Normal Daddy) 6: LFO - Tied Up (Advance) 7 - 17: Same clips as on CD1. 18: Sol and friends - "It's, like, 3 in the morning and we've, like, finally finished the final version." ------------------------------------------------------------------------------ [End]