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- ELITE PLUS CODES & DOCS
- ═══════════════════════
- Brought to you by Baldrick
- ═ViP═
- Victoria Independent Piracy
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- Einstein's Emporium - (604) 655-7076 - SysOp: Einstein
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- COPY PROTECTION:
- ════════════════
-
- PAGE: Paragraph: Line: Word: Code:
-
- i2 6 2 1 MONITOR
- i3 7 2 3 CUTTING
- i6 4 3 5 FEEL
- i7 1 3 2 WAS
- i7 5 7 4 EYE
- i9 2 2 1 REFORM
- i10 1 2 5 CAPSULE
- i10 1 7 2 ARRIVAL
- i10 1 4 5 BETTER
- i10 1 5 1 LOOK
- i11 1 5 7 HALL
- i11 4 2 3 FULCRUM
- i11 3 1 2 ROSE
- i13 3 6 5 MAXIMISE
- i13 2 1 4 LACY
- i13 1 3 1 DOCTRINE
- i14 3 5 5 WHEN
- i14 3 3 1 CASCADED
- i14 1 3 6 AUTOMATIC
- i15 1 4 3 ASSESS
- i16 1 3 3 SUPERSTRUCTURE
- i17 1 5 3 VEERED
- i17 5 3 1 JUSTICE
- i17 1 4 3 CRACK
- i19 2 6 5 IN
- i21 5 5 1 SPACERS
- i26 6 3 2 SPLIT
- i28 4 4 3 GOLD
- i30 4 2 6 RIF
- i33 2 7 4 MESSAGE
- i34 4 1 5 WAR
- i35 2 4 5 TIME
- i36 4 5 3 NAVY
- i38 3 3 4 LAUNCH
- i39 2 4 1 BOTANICAL
- i47 1 5 5 MOTIONLESS
- i50 4 3 7 CLARET
- i53 2 1 6 DISBELIEF
-
-
- BACKGROUND SCENARIO INFO.
- ═════════════════════════
-
- This game is entirely what you want it to be. The eventual goal is to
- rise through the ranks of space combat to "Elite" status. (Your combat
- status is based solely on the number of kills). However, along the way,
- you can trade and explore in the 8 galaxies and thousands of unique
- planets, acquiring weapons, credits, friends and enemies. Your space
- ship is a Cobra Mk III combat and trading craft. It's pretty much
- mid-range as far as available ships go, but in the hands of a good pilot
- it can match anything in space.
- Some background on trading: Each planet has many details (I'll tell you
- how to examine them later) which determine its demands and prices on
- various items of commerce throughout the galaxy. You cannot discover
- the price an item is going for on a planet until you have hyperspace
- jumped to that planet, so every trade is a risk until you find a good
- route or until you can read the planet data and interpret it well.
- When you hyperspace jump to a new planet, you must begin a regulation
- distance away from it and proceed towards it. At maximum velocity, and
- with no nearby masses to disturb you, you can speed this up using a jump
- drive, however should another ship or a meteor come too close you will
- have to fly at normal speed. You are also vulnerable to attack from
- pirates or bounty hunters, or even,if you really screw up, the
- federation police. The only time you are safe from attack is when you
- are in a starbase zone. Near each planet orbits a Corrolis starbase.
- Around it is an enforced protection zone, which when entered, gives you
- protection from attack by the police force. Who you attack and what you
- do with your life is entirely up to you...
-
- CONFIG
- ══════
-
- When you start the game, after you have entered the correct code, you
- will se a screen on which all the ships in the game will be displayed
- and rotate. You may wish to reference to the later part of this file
- which describes the ships to find out what things look like (you don't
- want to accidently attack a police ship!) The screen is composed of a
- main viewing area, twelve spaces for icons which correspond with the
- twelve function keys or the keys 1-= on the top row of the keyboard.
- First off, you should select joystick control (you do have a joystick,
- don't you???!) By hitting 2 or F2. Centre the joystick and press
- spacebar to calibrate it, like it says.. Now enter keys for accelerate
- and decelerate. I strongly reccoment A and Z, as you can then
- accelerte/decelerate with your left hand while in a dogfight, using the
- joystick with your right. This is very useful (qv. COMBAT). The icons
- visible, from left to right are: 1-Keyboard control 2-Joystick control
- 3-Mouse control 8-load commander 9-sound on/off 12-exit to DOS. You
- will notice that some squares are dark; this simply means that the
- functions they represent are unavailable at this time. If you had a
- saved commander, you would hit F8 at this time to load him/her.
- The way the savegame works is simple; you are identified by the
- commandedr name imprinted on your spaceship, which defaults to Jameson.
- When you save your game under a different name, that will change your
- name to whatever you save. (Saving can be accomplished by F7 at a space
- station).
- Hitting spacebar now will begin a new game, so do it.
-
- THE STATION
- ═══════════
-
- The status screen will appear, along with different icons. Your name
- (currently Jameson) will appear on the top of the display. The folowing
- data is given:
- System: LAVE (Lave is the solar system you are in)
- Hypersystem: LAVE (Lave is the solar system locked into the hyperspace
- computer)
- Fuel: 7.0 Light Years (Hyperspace fuel remaining, 7.0 is the max.)
- Cash: 100.0 Credits (You available cash fund)
- Condition: Docked (Green for in space and OK, yellow for enemyn near,
- and red for under attack).
- Legal Status: Clean (This can become Offender or Fugitive)
- Rating: Harmless (Your combat rating, hopefully to someday rise to
- Elite)
-
- Below are views of the top and bottom of the front of your ship. This
- shows you what you have installed. At present you will see three
- missiles and a front pulse laser. Different parts can be added to this,
- as well as fuel purchased, by choosing icon 6 ('6' or 'F6'), Equip ship.
- Because LAVE is not a very high tech world, not all of the add-ons are
- available for buying, and they will be cheaper at planets with higher
- tech levels. However, if you do wish to buy or sell anything, use the
- arrow keys to move the highlight over the item and hit icon 9 for buy
- and icon 10 for sell. When you replace a laser system with another, the
- sale price of the first is refunded you.
- Here is a list of what you can buy:
- ITEM TECH LEVEL PRICE/CR
- Fuel Always Varies
- Missile Always 30
- Cargo Bay Extension Always 400
- ECM System 2 600
- Pulse Laser 3 400
- Beam Laser 4 1000
- Fuel Scoops 5 525 Scoops up cargo, fuel
- from sun.
- Escape Capsule 6 1000
- Energy Bomb 7 900 Kills EVERTHING!
- Extra Energy Unit 8 1500 Recharges energy quick
- Docking Computers 9 1500 Docks automatically
- Galactic Hyperdrive 10 5000 Get to the next galaxy
- Mining Lasers 10 800 Shoot asteroids, mine
- them.
- Military Lasers 10 6000
-
- Now let's look at what the rest of the icons do....
- Icon 1 is always available in the game and will either take you out of
- the starbase into space (like right now, when you are docked), or if you
- are outside and in range it will activate the docking computers (if you
- have installed them) or else it will charge you 50 credits and
- automatically dock you. (If you hit it by accident, don't abort it as
- you've already payed, so what the hell).
-
- Icon 2 tells you of the planet price list and when you are docked, it
- allows you to buy and sell with icons 9 and 10. The items you see on
- the screen are standard through the known universe. The prices you see
- at Lave are pretty average.. Food and textiles to Zaonce are a way to
- make some initial money. Each planet has a buy and sell price which
- must be taken into account. The only way to be sure of getting good
- trade is to WRITE THEM ALL DOWN, as they are fixed for a planet. Since
- I was having a messy time of this, I created a sheet which holds four
- planet entries in WordPerfect 5.1. I've included this file, PRICES.WP,
- in the archive of course (ain't I great?!).
-
- Icon 3 gives you the status screen you saw when you first started.
-
- Icon 4 gives you the space chart; in the station is a good time to
- figure out where you will go. Hitting icon 4 twice will bring up the
- galactic chart, showing all the stars in the current galaxy. However,
- for practical purposes, we'll only deal with the first short range chart
- here, you can mess with the other one later. You will see a large red
- circle and a bunch of planet names right off. The red circle represents
- how far you can travel with your current fuel; which right now is the
- maximum distance, 7.0 light years. Using the joystick, move the
- green crosshair over to/near a planet and choose icon 8 to select it;
- this tells you the distance to the planet and makes it your hypersystem.
- Now hit icon 11 and you will receive a detailed report of the planet.
- You will learn, with a lot of time, how to read this to get a good idea
- of what will sell for what. Here are the tips the manual suggets:
- "Advice to traders:
- "The Cobra trade ship can be fitted with four lasers, four missiles
- energy bomb. This should be sufficient to make trade possible within
- the system space of even heavily pirated worlds. But it is
- strongly recommended that pilots achieve a combat rating of at least
- 'Deadly' before anyworlds designated 'Anarchy' or 'Fuedal' are
- approached, especially if the cargo is high tech machinery or luxury
- goods.
-
- "To make money as a trader is no easy task. Unless you have backing
- capital, you would be well advised to start with foodstuffs, textiles,
- minerals and luxuries.
-
- Demand for goods varies widely and prices within planets fluctuate
- <but I've never seen this??? -Ed.>, but GalCop regulations prohibit
- planets from advertising their market prices beyond their own System
- space. Any trader, therefore, approaches all transactions with a
- certain financial risk.
-
- "Trade depends upon demand, and selling prices depend upon the level
- of demand on the planet and its available money. None of these favours
- can be assessed before docking.
-
- "Agricultural planets invariably have excess produce at reasonable
- purchase prices and such food sells well at industrialised, middle-tech
- worlds, which are usual able to refine them, and the refined product
- can fetch excellent prices at worlds of very high tech status.
-
- "The rules are complex, and anarchy and piracy has its effect on
- causing the rules to change. In trading with a planet, consider its
- economic profile.
-
- "Agricultural worlds need specialist food and raw materials, but
- mostly basic machinery and spare parts. If they are rich they need
- luxuries and high tech industrial machines. They produce food in
- quantity, raw materials and specialized 'organic' items, like some
- textiles.
-
- "Industrial worlds need agricultural produce (for refining); resource
- exploitaion machinery; (if rich) high tech goods. They produce basic
- items of need for civilized worlds: beds, seals and gaskets, power
- storage units, basic weaons, mass produced fertilizer, mass produced
- medicines, etc.
-
- "Think about a planet's needs.
-
- "Think what might make the society function.
-
- "Don't trade expensive trivia to a hungry world.
-
- "IF THE PROFIT ISN'T WORTH IT, TRADE IT SOMEWHERE ELSE.
-
-
- SPACE FLIGHT
- ════════════
-
- Pressing F1 will take you out of the space staion and into space.
- It's time I mentioned a few other things. Press ESC.
- Up comes the pause menu. Hitting space returns to the game. You'll
- notice some of the icons you saw at the beginning, the Exit to DOS icon
- and the three control icons. As well, there are new icons at 4,5,6 and
- 7. Icon 4 turns off the auto-centering of the controls. Leave it
- alone. Icon 5 is damping to make flying easier for beginners, leave it
- for now, but later on you may wish to deactivate it (you must do so
- every time you load). Icon 6 switches the up and down directions, and
- Icon 7 reverses both dive/climb and roll controls. Icon 11 abandons the
- current game.
-
- Take a moment to study the cockpit. The crosshairs in the middle of the
- screen are where your lasers will fire and always point ahead.
- The bottom half of the screen is dominated by the radar. This is tricky
- to learn, but fantastic once you've got it. Here's how it works:
- Think of the ellipse of the radar as a flat plane, on the ground. This
- is simply a normal radar, with your ship in the middle of the circle.
- The top of the circle is in front of you, the bottom behind, right
- and left etc. The V formed by the two lines in front and your ship
- represents what you can see out of your viewport. Now,here's the really
- cricket part: It's a 3D radar. Not only are objects in front/behind/to
- the side, but they are up or down relative to your position. Say, for
- instance, a ship was in front of you but also far above you. You would
- see a blip about an inch above the radar, connected to it by a
- stick,sort of like a low mucical note. Where the bottom of the stick
- touches the radar is where it is relative to the radar's fixed 2D plane.
- The stick shows whether the object in question is above or below. An
- object to the left and a bit below you would be on the left side of the
- circle, with a stick rising from the blip to where it is on the 2D
- plane. If you were to roll, the stick would vary in height, as the
- plane of the radar would spin through space....
- Wierd, huh? You can visualise it easily if you haven't yet. Run to
- your cupboard and grab a plate. This is the radar you see. Now imagine
- yourself in the middle and then put your finger anywhere in 3D space
- around the plate. In your head, connect a line from your finger to the
- plate, perpendicular to it. This is the stick, your finger is the
- object. Pretty simple, huh? But now, barrel roll the plate (how you
- turn in Elite). You will soon see that the stick will not remain
- constant, at some point the plate and your finger are on the same plane
- and there would be no stick whatsoever; you are touching the plate...
- Oh well, play with it till you get the hang of it... Here are the
- colours of the blips and what they mean:
- Space Stations White
- All Space Ships Yellow
- Space Debris (Asteroids, Dark Blue
- boulders, splinter plates
- Cargo or escape pods Light Blue
- Missiles Grey
- Thargons or Thargoids Magenta
-
- On to the other cockpit displays:
- On the left is a group of bar graphs, showing forward/reverse shield
- remaining, hyperspace fuel, cabin temp. (goes up near the sun), laser
- temp (when they overheat they shut down), Altitude above planet.
- On the right are bar graphs for speed and the four energy banks. In
- Elite, when your shields are depleted, your ship's energy banks will go
- down as you are attacked to cover for the lost shielding. When they run
- out, you will be destroyed. Between these two displays are roll and
- dive/climb indicators. These lines simply move as you do one or both of
- the above actions. To the right of these are some important displays.
- The blue box tells you when you are in a starport protection zone (a
- yellow S appears). Above this is the number of missiles remaining and
- the missile status (a flashing crosshair indicates an armed missile, and
- a solid crosshair a missile locked on target and ready to fire). In the
- top right of these displays is the compass. This directs you to the
- space station of a planet. When the dot is large and in the centre
- you are heading for the station; when it is small and in the centre the
- sation is directly behind you.
-
- Now practice flying. To turn you must first roll to the new direction
- and then pull up or down; it takes a while to get used to the control.
- Here are the control icons:
-
- 1 - Dock at starbase/activate docking computers
- 2 - Current system's trade report/market prices
- 3 - Your status
- 4 - Short range hyperspace chart
- In space, hitting icon 6 from here activates the hyperspace drive
- and takes you to the selected hypersystem. If you have a galactic
- hyperdrive, you can activate it with icon 7 to go to the next
- galaxy.
- 5 - Toggle view (front/rear/left/right)
- 6 - Activate ECM anti-missile system (if equipped).
- 7 - Activate missile targeting/untarget missile when it is locked
- 8 - Fire missile (when it is locked)
- 9 - Launch energy bomb (when you're really in a fix)
- 11- Jump drive (for fast intrastellar travel)
-
- Easy, huh? <grin>
- Well, bear with me, we're nearly finished, and this game, more than any
- other, is worth the time.
-
- Choose a hypersystem with icon 4 and then hit icon 6 to get there. Once
- you arrive at the sytem, line up the compass, increase velocity to full,
- and choose icon 11. You will activate the sub-space jump drive. To
- stop it hit icon 11 again (if you for instance see cargo you want to
- grab with fuel scoops). When another object (ship/asteroid) appears
- near you you cannot jump and you will receive the message "Jump Drive is
- Mass-Locked". If you are not at full speed, you will be told "Jump
- Drive is Velocity-Locked". Too close to a planet, you will lock the
- drive, so the last few minutes of approach to a starbase are done
- entirely at normal sublight speed. When you are in the space station
- zone you are ready to try a landing. (note that you may be attacked
- during this period - fight back, and use missiles if necessary to get
- rid of the attackers... I will cover combat and piracy etc. later).
- When you see the starbase, point to the middle and then figure out where
- the planet is; the entrance always points to the planet. Pull up near
- the starbase and aim for the planet, then kill velocity, turn around,
- and SLOWLY aproach. If you screw up, try again or you will die very
- easily. (Try this at Lave if you screw up here, so you can just turn
- around after launch and re-enter). When you are close, rotate so that
- the entrance is horizontal (2001 flashback??) and you will dock.
-
- Mining - With mining lasers you can destroy an asteroid and collect the
- smaller pieces of minerals with your fuel scoops.
-
- COMBAT
- ══════
-
- The number of fights you get in depends on the type of planet at which
- you trade; the best planets are dangerous. The first thing to do when a
- ship appears on your radar is activate a missile with icon 7, kill your
- velocity and turn to face it. Lock the crosshairs over it and it will
- be identified, by shiptype and then its intentions. [Wolf] is a pirate,
- attack immediately. [Hunter] is a bounty hunter; when you screw up they
- will attack you and collect bounty (or just attack if your legal status
- is not clean). [Trader] ships will not attack you, but if you have fuel
- scoops, they are easy pickings for free cargo.
- Here are my own combat rules:
-
- The slower you go, the tighter your turning radius. When you first
- approach a ship head-on, kill all velocity and fire (if you wish to
- attack). This way, if they launch missiles you can immediately shoot
- them before they can hit you. (If you're good you can pick missiles off
- anyway). Killing ALL velocity keeps the time that you can pick off
- their missiles longer, but also allows them more shots at you; you must
- make the decision of when to speed up. Furthermore, when a ship turns
- off your screen, cut all speed and turn hard and you will be right
- behind it as your turn radius is much tighter with no velocity. Don't
- use missiles unless you must and when you get a lock fire like hell.
-
- When a ship is destoryed, cargo and/or an escape pod may appear. Escape
- pods are small and triangular and light blue dots on your radar. Just
- be heartless and kill the damn things. Now, if you have fuel scoops you
- can pick up fuel of the sun (by sun-skimming, go real close and then
- orbit), but the best use is to get free cargo. Destroying a big trader
- gives you up to 5 tonnes of free stuff. Just fly up to it and fly over
- it so that the pod is in the lower left half of your screen and you will
- get it. Cool, eh?
- When you destroy a ship, you get the bounty that was oustanding on the
- ship, which is displayed briefly on your screen.. all pirates are worth
- bounty.
- That's all there really is to combat, except knowing what you're up
- against:
-
- SHIP TYPES: GEN. OVERVIEW:
-
- Adder Usually a hunter, lots of missiles.
- Anaconda The largest freighter; great piracy target
- ASP MK II Bloody annoying, usually hunter or wolf
- BOA class cruiser Good cargo, but good weapons too. Be careful.
- Cobra MK I Older version of your spacecraft, traders
- usually, but only one ton of cargo, so almost
- not worth effort.
- Cobra MK III Your craft! Traders or pirates.
- Fer-De-Lance Usually pirates, good weapons.
- Gecko Pirates, hunters.
- Krait A real pain in the ass. Avoid if possible.
- Mamba Good fighter, wolf/hunter
- Moray Starboat For aquatic lifeforms, usually a trader
- Orbit shuttles no cargo, just leave them alone
- Python Like the BOA, but less cargo space.
- Sidewinder Nasty little combat fighter
- Transporter Again, leave it alone. Nothing of value.
- Thragoid Invasion Ship Attacks you in hyperspace, and usually kills you
- very quickly; the Thargoids are man's enemies.
- Viper **Police ship** Do NOT attack (white with
- yellow stripe)
- Worm Landing craft, but has weapons, often a hunter.
-
-
-
- Well, I do believe that's all you need to know <grin>. It took me
- bloody ages so I hope you read it all (I didn't even filch off the
- manual, except for that one bit,it's all an original tutorial. Have
- fun. For questions/comments/large monetary donations, etc., you can
- contact me on any ViP board.
-
- -=Baldrick=-
- -=07/15/91=-
-