{TOP} Ultimate Universe Playing Instructions, Hints & Tips ============================================================================== ~Help With The Helper~ ~History Lesson~ ~Commands~ ~Words & Strategy~ ~Multiple Dimensions~ ~Space Madness~ ~Why Version 1.60?~ ~Importing & Exporting Ships~ ~Tougher Registration Policy~ {Tougher Registration Policy} New Registration Policy ============================================= 1. Certain functions & devices will be withheld from the Shareware version. For version 1.60 that means Ship Exportation and all devices pertaining to Multi-Dimensional Travel (#13, 84, 109, 243, 289, 418, 429). 2. Ultimate Universe will only allow Universes of up to thirty days old. After that, the game will refuse to advance. Thirty days seems a reasonable period of evaluation. 3. We are lowering the price of Registration to $20. I think this policy is fair for all users. {Why Version 1.60?} Hello Again, Why is this version 1.60 instead of version 2.00? Well the short story is that we are in the midst of creating a new company: "Cape Card Trust Company" and right now that is taking up most of our time and attention. This has thrown the development schedule way off track and caused me to piss off my beta testers by turning out crippled and confusing code. So I decided to release what we had at this point and then return to work on 2.00 in the fall when things quiet down. This version adds Ship Enhancements (powerful devices available at port 10.) over 40 new devices and a new type of Planet. Read AUUVER.TXT for a specific list of changes. {Importing & Exporting Ships} Importing & Exporting Ships ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ I am not going to attempt to explain this within the boundries of the game because I want to be quite clear on what Importing and Exporting do. Importing and Exporting allow you to take your Ship from one game on one computer and transfer it to another Ultimate Universe game on another computer. Certain restrictions apply to attempt to stop people from using this as a way to backup their ships. So let's deal with ~Exporting~ and ~Importing~ separately. {Exporting} Exporting a Ship ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Registered Users Only: Exportation involves removing your ship from the game it is currently in and placing it as a file in your computer. The SYSOP must have set several things up correctly for this to work, so it is best to get assurance that these things have been done, before risking your ship. Once Exportation is selected (Computer Function 'E') a file name is generated for your ship. This file name is unique to your ship on any BBS in the world, so do not change it. You will then be told what type of Download to begin. Handle this as you would any normal download. Make sure to make note of the Filename, you will need it for Importation. It the download not successful it will return your Ship to the game. If download is successful you are marked as dead in this game. All you created (Planets and such) will go rogue. This is an important consideration when considering Exportation. You can not play in that game again until the next day. With your Ship in file form you are now ready to Import that ship onto another board. {Importing} Importing a Ship ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ You must not already have a Ship in the game you wish to Import to. To start Importation select [I] at the '[N]ew Ship, [I]mport Ship' prompt. At this point you must supply the file name displayed during Exportation. Do not supply a Path with the file name. You will be instructed in what type of upload to perform and handle that as you would any normal upload. If the upload is successful you will appear (at a random location) in the new universe. If the upload is unsuccessful the '[N]ew Ship, [I]mport Ship' will reappear. Some restrictions apply to Importation: 1. You can not Import the same version of a ship file twice in the same universe. 2. You can not Import a Ship if that Ship has Died in that Universe. These restrictions can only occur in situations in which you are attempting to reuse an Exported Ship file. If these restrictions are violated a dictionary defination appears. If you experience any problems make sure the SYSOP has read and properly implemented the Import/Export section of SYSOP.DOC. {Multiple Dimensions} The Pan Dimensional Universe ============================ Registered Users Only: Just a heartbeat away, sharing a very similiar but fundamentally different history, are parallel dimensions. There are up to 9 other dimensions that the Federation now knows how to access. Many are much like our own. Some have charted more space, some less. Some have been more hardly hit by the Cabal, some hardly at all. The Federation is established differently in some. Each is different, not even time works the same in all Dimensions. Armed with a Pan Dimensional Drive & Viewer your ship is free to explore these Various Dimensions. {Space Madness} Space Madness ============= Space Madness is a Cabal Created Disease originally designed to cripple our Ports and thus wreak financial chaos on the Federation. This disease attacks the brain-mind interface of human beings. It affects what they see and what they do. A Captain & Crew with Space Madness are not in Control of their actions. The Space Madness virus can subsist on pure radiation alone. It does not last very long when infecting a port or planet or section of space. However the Cabal are out there infecting everything they can. Once a Ship is infected the energy from the Warp Drives makes the virus very difficult to kill. Taking the ship into Port 4 for total decontamination is the only known way to cure an infected Ship. There are devices to cure most other Space Madness Infections, but time is the surest best remedy. {Help With The Helper} Help With This Helper On each screen you will notice some words with light blue backgrounds and one with a red background. These words lead to more information. Locally your may use the Up & Down arrows to change which item is highlighted (has a red background). Over the Modem use the TAB key as a Down-arrow and the Spacebar as an Up-arrow. When you press ENTER the info for the highlighted item will by displayed. Every screen has three items on the bottom line. These items are: Back, Top and Quit. These may by highlighted or the first letter may be entered (B for Back, etc.). Back returns the previous information screen. Top displays the opening information screen. Quit exits the helper. If your sysop has not already done so, urge him to make the files AUUVER.TXT (which discribes the changes in each version, and what might be coming up.) and DEVICE.DOC (which contains a discription of each device.) available for viewing and download. Also this Helper is available separately as a ZIP file containing UUHELP.EXE, UUHELP.HTD and UUHELP.HTI. It is easier to learn the rules in the privacy of your own home. {Words & Strategy} Words & Strategy ---------------- ~Why This isn't Absolutely True~ ~When You First Start Off~ ~How to Play Well~ ~Strategies I Use~ ~How to Win~ ~Hiding your Wealth~ ~A Word About Taakian Artifacts~ {Commands} Commands & Structures --------------------- ~Main Commands~ ~Ship's Computer Commands~ ~Dealing With Planets~ ~The Team Menu~ ~Specialty Ports~ ~Trading Ports~ ~Macros~ {Specialty Ports} The Federation Specialty Ports ============================== There are ten ports that do not simply sell Ore, Organics, Equipment, Power and Water. These ten ports have individual specific functions. These ports are: Port 1 - ~Sol~ Port 2 - ~Mars~ Port 3 - ~First Federation Bank of Terra~ Port 4 - ~The Dark~ Port 5 - ~The Galactic Teamsters~ Port 6 - ~Tech Magic Inc.~ Port 7 - ~The Flea Market~ Port 8 - ~Alien Technologies~ Port 9 - ~C.E.C.C. Headquarters~ Port 10- ~The Federation Legal Department~ {Main Commands} The Main Commands ------------------ A - ~Attack Ships in Sector~ B - ~Sort Device Bays~ C - ~Activate Ship's Computer~ D - ~Deploy Sector Mines into Sector~ E - ~Empty Device Bay into Space~ F - ~Deploy Attack Drones into Sector~ G - ~Use Genesis Device~ I - ~Inventory the Ship~ J - ~Juxtaposition Devices~ L - ~Land on Planet in Sector~ M - ~Move to a Connected Sector~ N - ~Launch Planetary Probe~ O - ~Activate Over Space Drive~ P - ~Dock at a Port~ Q - ~Quit Ultimate Universe Session~ S - ~Scan Connected Sectors~ T - ~Activate Team Functions~ U - ~Use Device by Device Bay Number~ V - ~Use Device by Device Number~ W - ~Use Plasma, Gate or Flash Warp~ {Ship's Computer Commands} Ship's Computer Commands ------------------------ A - ~Toggle Ansi Picture Mode~ B - ~Cloaking/Anti-Cloaking Output Report~ C - ~Toggle Color Display on and off~ D - ~Display Configuration Settings~ E - ~Export Ship (Registered Version Only)~ G - ~Directory of Current Federation Warships~ H - ~Complete Help Reader~ L - ~Listing of Previous Lords of Creation~ M - ~Access Federation Device Knowledge Base~ N - ~Read the Galactic Newspaper~ O - ~Read "Terms & Obligations"~ Q - ~Return to Main Command~ R - ~Use Subspace Radio~ S - ~Scan Remote Sectors~ T - ~Display Totals & Ranking~ U - ~Order thru Universal Parcel Service~ V - ~View the Location of the Taakian Unifier~ W - ~Wait~ X - ~Xmit Sensor Display to Sub Space Radio~ ! - ~Activate Self Destruct Sequence~ {Why This isn't Absolutely True} Why I Can't Explain Anything Definately --------------------------------------- It is important to explain that Ultimate Universe is very malliable. Your Sysop, yourself or the last winner, have set Configuration Variables that effect the play of the game. (See CONFIG.DOC for what these are and what they affect.) It is therefore difficult for me to write about playing Ultimate Universe as I don't know what setup you will be using. Another factor in explaining things is that I don't want to give too much away. A lot of the fun in the game is the learning. Therefore I am being deliberately vague on the functioning, and especially the combining, of devices. Ports and Ship's Functions will be discussed in detail as they provide the building blocks vital to everything else. So I am walking a tightrope, between what I can explain, what I should explain and what I want you to have to discover. {When You First Start Off} When You First Start Off ------------------------ When you first get a New Ship in Ultimate Universe you are, very likely, deaf, dumb and almost blind. There are many dangers lurking in the Universe and you probably can't see them. Without sensors all you can see are the Sectors Warp Links and whether there are Sector Mines and/or Attack Drones present. Usually you can feel safe about the Sectors 1 thru 10, but this is not always true. There are a few, non lethal, traps that can be set there. In later stages of the game the Cabal may have managed to secure one or more of those Sectors. One of the first things you need to do is get some sensors. Devices 95 thru 99 are a good start. Beyond that you can peruse DEVICE.DOC for more ideas. These Devices can be purchased at Port 6 - ~Tech Magic Inc.~ It is a good idea to take some time to check out the ~Specialty Ports~ in Sectors 1 thru 10 and become familiar with the options they offer. {Macros} Macros ------ I usually go into a great deal of information on macros, because it is one part of Ultimate Universe that can't be discovered by playing. Those used to Tradewars will stumble across some of the Macro Functions, but not all. A Macro is group of commands that are repeatable with a single keystroke. ~1. How to Use Macros~ ~2. Macro Variables~ ~3. A Macro Example~ ~4. Final Remarks~ {1. How to Use Macros} All About Ultimate Universe Macros ---------------------------------- The first and most basic part of macros is Concatenation. Groups of commands may be strung together by the Concatenation command, ';'. For example, if you wanted to move your ship to sector 2, you could give the command at one time, in the form 'M;2'. The second Macro Command is the Save Macro Command, '\'. This is placed at the end of the Macro to be saved. Using the example above, we would type, 'M;2\'. Once a Macro has been saved it may be replayed with the Execute Macro Command, 'Control-N'. Again, using the above example, anytime you pressed Control-N, the game would receive the command 'M' and then the command '2', WHETHER IT IS APPROPRIATE AT THAT PROMPT OR NOT. If you happen to forget which Macro you have saved use the Display Macro Command, 'Control-O'. This command displays the Saved Macro without executing it. ESC will terminate any Macro in progress. {2. Macro Variables} Built in Macro Variables ======================== There are five 5 built in Macro Variables: '%1' pauses the macro and requests a prompt from the keyboard. '%2' returns the number of the Sector you were last in. '%3' returns the number of the Current Sector. (Anyone comes up with a use for this, let me know.) '%4' returns the number returned for the last '%1'. '%5' Increments %1 by one and then returns it. {3. A Macro Example} An Example of a Macro ===================== Probably the single most useful macro has been dubbed 'The Trading Macro'. The Trading Macro looks like this: M;%2;P;;Y;;Y;M;%2;P;;Y;;Y Now let's run thru this macro step by step.... Step 1 - This issues a Move Command. (Makes the assumption that we are at the Main Command prompt.) Step 2 - Answers Move Command's Prompt for Destination with the Sector you were last in. (Assumes that you are connected to the Sector you were just in. That isn't always true.) Step 3 - Issues the Port Command. (Assumes a Port is in this Sector.) Step 4 - Answers Port's Query for amount of cargo to sell, with just an Enter, which for this prompt means ALL. (Assumes the Port is Buying something you have.) ~Steps 5 thru 8~ {Steps 5 thru 8} An Example of a Macro, continued ================================ Step 5 - Answers 'Y' to complete the sale. Step 6 - Answers Port's Query for amount of cargo to buy, with just an Enter, which for this prompt means ALL. (Assumes the Port is Selling something.) Step 7 - Answers 'Y' to complete the purchase. Step 8 - Notice that the second half of this Macro is a duplicate of the first half. So now it will return to the Sector it just came from Port & Trade there. Notice that this Macro makes a lot of assumptions. You have to have two connected ports selling different things. And you have to have Moved from one to the other once before running this Macro. If run from the Ships's Computer or From a Planet's Surface, this Macro would do entirely different things. However, once you have mastered Macros the game becomes a much easier thing to play. {4. Final Remarks} Closing Remarks About Macros ============================ Note: Macros are lost when you Quit the game. To permanently save a Macro you need a Macro Computer. Hint: Certain commands are designed with Macros in mind. For instance always use the 'V' command instead of the 'U' command to Use a Device from a Macro. That way even if your Device Bays get Sorted or things get moved around, your Macro will still work. {Sol} Port 1 - SOL ============ Port Sol is where you purchase everything except Specialty Devices. Following is a short description of each item sold: A - Fuel. Functions that involve travel or probes, like Moving, Porting or Remote Scanning require Fuel. Without Fuel you can not perform those functions that require Fuel. You Ship comes equiped with a Fusion Generator that charges the Ship's storage units to a preset level each day. B - Cargo Holds. As the name implies, Cargo Holds hold cargo. The more Cargo Holds your ship has the more you can trade. Cargo Holds are Vital to trading. As trading (buy and selling cargo at ports) is the most dependable way of generating income, acquision of Cargo Holds is a very high priority. ~Port Sol, continued~ {Port Sol, continued} Port Sol, continued =================== C - Attack Drones. Attack Drones are used to protect your ship, your planets or a Sector. If you are attacked (or attack) and you run out of Drones your ship will be destroyed. Attack Drones are destroyed by Sector Mines, other Drones or Particle Weapons. D - Sector Mines. Sector Mines destroy Attack Drones that come into contact with them. The strength of mines vary from Universe to Universe. The Strength of mines in your Universe can be checked with the Ship's Computer function 'D'. (Not to be confused with the Main Command 'D' which Deploys Sector Mines. E - Genesis Devices. This Forward Specialty device terraforms worthless rock into a fully functional production planet. Federation Law prohibits use of a Genesis Device within one Sector of another Planet. ~Port Sol, continued.~ {Port Sol, continued.} Port Sol, continued ------------------- F - Planetary Probe. This Probe will scout out the production values and cargo amounts of a Planet without you having to land on it. The Probe makes just a quick run to avoid being desroyed by planetary defenses and therefore has to make some averages based on fraction of the whole it scans. However it's readings are usually accurate to within ñ25%. G - Cloaking Energy. This Attempts to Hide your Ship or Planet from Detection. If you have more Cloaking Energy that the observer has AntiCloaking Energy you can not be detected. H - Anti Cloaking Energy. Anti Cloaking Energy breaks through an equal part of Cloaking Energy. If you have more Anti Cloaking Energy than the Ship or Planet has Cloaking Energy you will be able to detect it. ~Port Sol - continued~ {Port Sol - continued} Port Sol, continued =================== I - Plasma Warp Devices. Plasma Warp Devices allow you to create Warp Links between Sectors. A Sector may only have 8 Links. Also see Warp Shielding Device for more restrictions. J - Gate Warp Devices. A Gate Warp creates a Warp Link between the Sector you are in and another Sector, but unlike Plasma Warp Devices does not create the Warp Link for the new sector back to the original sector. Thus a one way Warp Link is created. K - Flash Warp Devices. A Flash Warp Device creates a temporary Warp Field and Warps your Ship to an unconnected Sector. Sol offers a Sale to new ship owners for their first three days. {Mars} Port 2 - Mars ------------- Mars (It may have a different name) is known as the Gambling Port. It has several games to offer: Black Jack, Coin Toss, In Between and Roulette. Break the Bank and you own, manage and reap the profits from this establishment. {First Federation Bank of Terra} Port 3 - First Federation Bank of Terra --------------------------------------- A place to save your credits and earn interest. Your hard earned credits are completely safe here. You can use the Bank to store your excess credits or build multi-day accounts into fortunes. You can either open a standard account for a 5% daily interest level or you can open a multi-day account that has an interest rate equal to the amount of days to maturity. You can remove your credits at any time after maturation. {The Dark} Port 4 - The Dark ----------------- This is Spy Information Central. The Dark also has the only known cure for Ships infected with the Space Madness Virus. Option #1 allows the Purchase of Spy Information. Information is filed by Owner, and covers such objects as Drones, Mines & Planets. Option #2 allows the supression of that same information. Option #3 is the Space Madness Cure. Serious Infections may require multiple repetions of the cure. This is also the Location of Russian Roulette. Russian Roulette is outlawed or restricted in some Universes, as it results in the destruction of a lot of Federation Warships. Russian Roulette is game by which you can multiply the supplies of your ship by a factor of up to 600 percent. However if you lose, your ship is carved up and sold. {The Galactic Teamsters} Port 5 - The Galactic Teamsters ------------------------------- The Galactic Teamsters move things. Ships, Cargo that's their job. They also consider it in their best interest to keep the spaceways clear, as long as it doesn't cost them anything. Most of the things they do are of little value to the Captain of a Federation Class Warship. However some of their functions are useful: Teleport Ship to Sector Your Ship can be beamed to any Sector regardless of Shields and other defenses. Request Planet Relocation Have Your Planet moved to another location. Purchase Warp Shield Transporter. Build or Tear Down large Warp Shields. Purchase Planetary Evacuation Device. Move your Planet yourself. ~The Galactic Teamsters, continued~ {The Galactic Teamsters, continued} The Galactic Teamsters, continued Report Sector Popper. You Report Them, the Galactic Teamsters take them away. Report Sector Damper. You Report Them, the Galactic Teamsters take them away. Report Sector Reflector. You Report Them, the Galactic Teamsters take them away. Report Autopilot Snare. You Report Them, the Galactic Teamsters take them away. Report Warp Link Suppresser You Report Them, the Galactic Teamsters take them away. {Tech Magic Inc.} Port 6 - Tech Magic Inc. ------------------------ Legal Federation Sanctioned devices are available here. There are over 150 devices to choose from. See DEVICE.DOC for details. The Devices are contained in six departments. The command 'D' lists these departments and allows you to select one. 'L' lists the devices in that department. Each device is displayed with it's device number. Enter that number and you will be prompted to "Buy or Explain". Selecting Explain will give you a purposelly sketchy description of the devices function. The Buy option allows you to purchase the device. A sell option also exists that allows you to return an item. You will however only recieve half price, less if the device has been degraded in any way. Commands: B - Buy Item D - Select Department L - List Items in Department S - Sell Item X - Explain about device Q - Leave Port {The Flea Market} Port 7 - The Flea Market ------------------------ The Flea Market is an arena in which devices may be bought or sold. Not just Federation Warships but Traders from all over trade here. Find exotic devices at reasonable prices. {Alien Technologies} Port 8 - Alien Technologies --------------------------- Much like Tech Magic Inc. in form and function, Alien Technologies tends toward the more devious, shall we say less acceptable, devices. If it's illegal, immoral or just plain unsafe, it's probably located here. There are over 150 devices to choose from. See DEVICE.DOC for details. The Devices are contained in six departments. The command 'D' lists these departments and allows you to select one. 'L' lists the devices in that department. Each device is displayed with it's device number. Enter that number and you will be prompted to "Buy or Explain". Selecting Explain will give you a purposefully sketchy description of the device's function. The Buy option allows you to purchase the device. A sell option also exists that allows you to return an item. You will however only recieve half price, less if the device has been degraded in any way. {C.E.C.C. Headquarters} Port 9 - C.E.C.C. Headquarters ------------------------------ The Federation Headquarters for the Cabal Eradication Coordination Council. C.E.C.C., though only recently formed has already made great inroads into the annihilation of the Cabal Threat. To meet this end it offers these services: 1 - Report Cabal Sightings. You Report a Sector in which you have located Cabal Attack Drones and receive 10 credits for each Drone reported. 2 - Request Mission. C.E.C.C. will reveal to you the location of Cabal Attack Drones, Sector Mines and/or Planets for you to eradicate. 3 - Cabal Engagement Coordination. You put up a Cabal Location and some Attack Drones, and C.E.C.C. will match that number of Attack Drones and send them through Coordinated Teleport to do battle. ~C.E.C.C. continued~ {C.E.C.C. continued} C.E.C.C. continued 4 - Request Federation Scout. If you find a vacant sector that you feel should be monitored, send for a Federation Scout. 5 - Repair Damaged Device bay. Ship damaged beyond it's ability to repair itself. C.E.C.C. can fix that damaged bay. It's more costly than a Repair Drone, but when all your bays are damaged or you can't get to Port 6. This is the way to go. 6 - Receive a Pan Dimensional Control Signal Device When you leave for another Dimension, you cease to exist in the Dimension you left from. Thus your Attack Drones, Sector Mines and Planets may go rogue in your absence! The Control Signal Device let's your possessions know you exist. As rogue possessions are a problem for the Federation as well, this Device is provided free of charge. {The Federation Legal Department} Port 10 - The Federation Legal Department ----------------------------------------- When you get your Federation Warship, it comes with a token debt. When you break a Federation law, you get a fine. It is here that fines and debts are paid. The Federation Legal Department is divided into three divisions: ~Fines and Debts~ ~Ship Enhancements~ ~Miscellaneous~ {Fines and Debts} Federation Legal Department - Fines and Debts Division ====================================================== 1 - View Federation Fine Shows the Total Amount of your Current Federation Fines. 2 - View Federayion Debt Shows the Total Amount of your Current Federation Debt. 3 - Pay Federation Fine Extracts the amount of your Fines or all you have up to that amount. 4 - Pay Federation Debt Allows you to make payments on your Federation Debt. {Ship Enhancements} Federation Legal Department - Ship Enhancements Division ======================================================== Ship Enhancements require actual changes to the forward structure of the Ship. Ship Enhancements are very expensive both to install and to remove. A Ship can contain only one addition at any one time. All work on Ship Enhancements must be performed at the Federation Legal Department. Despite all this Ship Enhancements offer extremely powerful functions that are dependable and safe from the harm associated with Specialty Devices. There are currently 7 Ship Enhancements Available: ~The Forward Sensor Array~ ~Anti-Cloaking Multiplexor~ ~Self Powered Fusion Drive~ ~Full Automated Repair Center~ ~Sustained Dephased Unit~ ~Multiple Targetting Enhancer~ ~Space Madness Protector~ {The Forward Sensor Array} The Forward Sensor Array is a bank of 8 device bays that can contain any eight passive Sensor Devices. These Sensors are always online and safe from the threat of battle or accidental damage. Sensors in the Forward Sensor Array can be installed or removed at any time at the Federation Legal Department. However once installed a device must be disabled and destroyed to be removed from the array. For the most part, devices that will function in a Paan will function in the Forward Sensor Array, however it is only guarenteed for Sensor Devices. {Anti-Cloaking Multiplexor} The Anti-Cloaking Multiplexor uses your Ships Anti-Cloaking Energy in a completely new manner to provide more than 30 times the Anti-Cloaking potential of your current sensors. {Self Powered Fusion Drive} Self Powering Fusion Warp Drive uses the Hydrogen found free in outer space to fuel it's fusion engine. Thus safe, fuel free, near instantaneous travel can be achieved. {Full Automated Repair Center} The Repair Center constantly monitors the condition of your ship for any signs of damage. It will instantly repair any damaged bays or sensors. Full Computer Diagnostics are also continuously performed and the Ship's Computer repaired at the first sign of malfunction. The Repair Center also performs preventative maintenance. By beginning to repair a damaged device bay during battle, the Repair Center reduces the chance of Device Bays being destroyed by 97%! {Sustained Dephased Unit} The Ship Dephasing Unit is sort of like Cloaking. While it does not hide the presence of your Ship it prevents outside machinery from locking on to the Ship's signal. Thus any device that requires a Signal Lock (Attack, Homing Signal, Homing Trap, Remote Inventory, Tractor Beam, etc) will fail to function, 100% of the time. {Multiple Targetting Enhancer} The destructiveness of a particle weapon does not lie in the power of the beam but in the speed at which it's targeting system can identify the target and direct the beam at it. The Multiple Targeting Enhancer uses the most advanced Targeting System available to improve your Particle Weapons Capablity nearly 65 fold. {Space Madness Protector} The Space Madness Protector is a full fledged medical facility. It is capable of curing any level of Space Madness that may infect your Federation Warship. {Miscellaneous} Federation Legal Department - Miscellaneous Division ======================================================== There are five basic functions of the Miscellaneous Division: A - Registering Ship Name Change Use this function to change the name of your Ship P - ~Play Quantum Credits~ R - ~Request Free Domain~ T - ~Trading Port Report~ V - ~Claim a Device Bay~ {Claim a Device Bay} Claim a Device Bay ==================== If you have won a Device Bay in the Lottery or thru Conquering a Major Cabal planet, you may have your Device Bay installed here. If you have the maximum allowable Device Bays, the Federation Legal Department will store your Device Bay until you need it. {Play Quantum Credits} Play Quantum Credits ==================== Much like State Lotteries this offers the chance to put out a small amount of credits (100,000) to try to beat incredible odds (1 in 24676) to win amazing sums. (5 billion credit Jackpots are not unheard of). The profit from Quantum Credits goes toward the production of more Federation Warships. {Request Free Domain} Request Free Domain =================== This allows complaince with Federation Foolhardy Act, Provision 173, Section 19, Part G, which states: "Any fully owned Federation Warship may request that Federation Forces withdraw from a Sector, if the Federation Warship plans to defend that Sector itself. If the Federation Forces are not protecting this Sector for any specific purpose (Public or Private) said forces should then withdraw from the Sector. If the Sector is not then Defended by the close of business that day, the Federation Forces may, at their own disgression reoccupy the Sector." This Service is Free Provided Free of Charge. {Trading Port Report} Trading Port Report =================== The Trading Report lists all the Public Ports by Sector, showing Prices and Amounts for Trade. This is a truely ugly looking report that hopefully will improve over time. {M} Main Commands ------------- {Attack Ships in Sector} Main Command: A - Attack Ships in Sector Any visible ship can be attacked using this command. Beware of the ship's Attack Drones & Sector Mines and maybe a Specialty Device or two. Also any Debts or Fines of the ship become yours. See: ~The Federation Legal Department~. Remember the object of Ultimate Universe is not to destroy your fellow players, but to cull the Cabal and Conquer the Universe. It can be as much fun to foster and teach fledgling players so that they become worthy opponents (then squash them). {Sort Device Bays} Main Command: B - Sort Device Bays Just like it sounds. Sorts the devices by Descending order of Device Number. This is only a display change, no actual movement takes place, thus damaged bays are sorted as well. {Activate Ship's Computer} Main Command: C - Activate Ship's Computer This command gives you access to the Ship's Computer. The Ship's Computer has access to vast arrays of information and has control over many of the Ship's functions. See ~Ship's Computer Commands~. {Deploy Sector Mines into Sector} Main Command: D - Deploy Sector Mines into Sector Deploying Sector Mines Leaves them to defend a Sector. Sector Mines can be programed in ~six modes~: If you Deploy Sector Mines in a Sector that already contains your Sector Mines the new Mines will be added to the collection. If you Attempt to Deploy Sector Mines in a Sector that contains another's Sector Mines you will be asked if you wish to Detonate or Augment the Mines. If you Detonate the Mines, they will go off. If you augment the Mines you will loose ownership of them. {six modes} Sector Mine Programming Modes ============================= 1 - Protect for Owner. The Mines Will Explode if anyone but you enters the Sector. 2 - Protect for Team. The Mines Will Explode if anyone but a member of your team enters the Sector. It is important to note that Mines programed this way belong to the team. And if you change Teams they will still protect for the original team. 3 - Attack Cabal Only. The Mines will explode only if the Cabal Enter the Sector. 4 - Charge Fee for Safe Passage. In this setting the Mines will demand a toll (you set the price). If this is not paid, the Mines explode. They won't charge you, but they will members of your team. ~Sector Mine Programming Modes, continued~ {Sector Mine Programming Modes, continued} Sector Mine Programming Modes, continued ======================================== 5 - Deactivated. The Mines will not explode. 6 - Protect Against Warping. The Mines will explode if someone tries to Plasma Warp or Gate Warp to the Sector. They will not explode if someone Flash Warps or Moves there. {Empty Device Bay into Space} Main Command: E - Empty Device Bay into Space This command jettisons the contents of a Device Bay into Space. Sometimes you just need a free bay... {Deploy Attack Drones into Sector} Main Command: F - Deploy Attack Drones into Sector Deploying Attack Drones Leaves them to defend a Sector. Attack Drones can be programed to perform one of ~six functions~: If you Deploy Attack Drones in a Sector that already contains your Attack Drones the new Drones will be added to the collection. If you Attempt to Deploy Attack Drones in a Sector that contains another's Attack Drones you will be asked if you wish to Attack or Augment the Drones. If you Attack the Drones, they will fight you. If you augment the Drones you will loose ownership of them. {six functions} Attack Drone Program Settings ============================= 1 - Protect for Owner. The Drones Will Attack if anyone but you enters the Sector. 2 - Protect for Team. The Drones Will Attack if anyone but a member of your team enters the Sector. It is important to note that Drones programed this way belong to the team. And if you change Teams they will still protect for the original team. 3 - Attack Cabal Only. The Drones will attack only if the Cabal Enter the Sector. 4 - Wander Viciously. A dangerous setting at best, in this mode the Attack Drones wander the Universe at random seeking things to attack. Not very smart and cut off from normal communications these Drones will not attack the Federation or You, but that is about it. ~Attack Drone Program Settings, continued~ {Attack Drone Program Settings, continued} Attack Drone Program Settings, continued 5 - Deactivated. These Attack Drones will not attack anything. 6 - Subvert Other's Drones. A new experimental setting appropriated from some captured Anti-Establing Drones, this mode allows to the Drones to attempt to subvert the programing of other Drones. If successful the Subverted Drones are turned into Subvert Drones themselves. If not the Drones battle. Subverted Drones are not very smart when surprized and tend not to attack when others enter their Sector. {Use Genesis Device} Main Command: G - Use Genesis Device This Device Terraforms useless rock into a full production planet. Federation Law prohibits the use of this device in a Sector that already contains a planet. See: ~Dealing With Planets~ {Inventory the Ship} Main Command: I - Inventory the Ship This Displays the Ship's Inventory. This command has secondary options. IS - Displays just the Ship's Inventory without Device Bay Info. ID - DIsplays just the Device Bay Info. ISP - Same as IS but with a Pause at the end. IDP - Same as ID but with a Pause at the end. IIP - Full Inventory with a Pause at the end. {Launch Planetary Probe} Main Command: N - Launch Planetary Probe This Launches a Probe that will scout out the production values and cargo amounts of a Planet without you having to land on it. The Probe makes just a quick run to avoid being destroyed by planetary defenses and therefore has to make some averages based on the fraction of the whole it scans. However it's readings are usually accurate to within ñ25%. {Land on Planet in Sector} Main Command: L - Land on Planet in Sector This is the Command to Land on a Planet. If you own the Planet or it is an Independant or it's defenses are turned off, it will let you land with no hassles. However if you do not own it, it will refuse your right to land. You will then have the option to force your landing. Bewarned though the planet will fight back. For more information on what happens after you land, see ~Dealing With Planets~. {Move to a Connected Sector} Main Command: M - Move to a Connected Sector This command will move the ship thru an existing Warp Link to the connecting Sector. Valid Warp Links appear at the bottom of your Sector Scan. It is always best to look before you leap (See ~Scan Connected Sectors~) as it is a hostile and dangerous Universe out there. {Activate Over Space Drive} Main Command: O - Activate Over Space Drive While Warp Links and Flash Warps provide the most direct routes sometimes those options just aren't convenient or possible. That's where Over Space comes into place. This is old fashion Light Speed Drive. Every Sector is connected to the Sector before and after it by good old Normal Space. This can't be altered, the only reason it isn't used more often is that it is slow. This is a real Fuel burner. {Dock at a Port} Main Command: P - Dock at a Port This command puts you in dock at a port, whether it is a Trading Port or a Specialty Port. ~Specialty Ports~ are Discussed in the Port Chapters. Trading ports buy and sell Ore, Organics, Equipment, Power and Water. Most ports specialize in Selling one of the above and buying the rest. Some however specialize in buying or selling period. Trading is the most dependable way to earn credits. {Quit Ultimate Universe Session} Main Command: Q - Quit Ultimate Universe Session This is the way out. It will ask you if 'You are Sure' subject you to some totals , numerous requests to Press Enter and then out you go. {Scan Connected Sectors} Main Command: S - Scan Connected Sectors This command displays the Sectors that are connected by Warp Links to the Sector you are in. It is a very good practice to always Scan just before and after entering a new Sector. You never know what you'll see. Scan has many secondary commands: S# - Display One Specific Sector. SC - Display Only Sectors containing Cabal Attack Drones. (Requires Attack Drone Identifier.) SE - Display Only Empty Sectors (Sectors with no Mines or Drones.) SP - Scan but Pause between each Sector. SW - Scan but only display the Warp Links. ESC will abort any scan in progress. See: ~Sector Display~ {Sector Display} Sector Displays varying enormously depending on what Devices you are carrying, however below is a fairly routine sector display using Device Packs #165 and #411: Sector: 808 Warp Shielding 15556 ergs Port: The Gelding Touch Planet: Fractal's Revenge *Sector Mines of Federation: 1026 [Attack Cabal only] Attack Drones of Federation: 95228 [Attack Cabal only] Ship: Exploding Fun with 19900200 Attack Drones Last Ship in Sector: The Player To Be Named Later Warps lead to: 110-88-308-809-1320 A '*', by the way, means that there is a Sector Mine Replicator at work. A 'ê' before an object means that that object is infected with Space Madness. Special Devices are required to spot the infection. {Activate Team Functions} Main Function: T - Activate Team Functions This command activates the Team Computer. See ~The Team Menu~ {Use Device by Device Bay Number} Main Function: U - Use Device by Device Bay Number This displays a detailed listing of your Specialty Devices and then asks which Specialty Device you wish to activate. If you use this command in a Macro the detailed listing is not displayed. This command has several secondary options. U# - Displays the Device Number as well in the detailed listing. U$ - Displays the Device Value instead of status report. UT - Displays just the Travel Devices UD - Displays just the Defense Devices UW - Displays just the Weapons US - Displays just the Sensor Devices UP - DIsplays just the Packs UM - Displays just the Miscellaneous Devices {Use Device by Device Number} Main Command: V - Use Device by Device Number This command is similair to 'U' above, except that it asks for the Specialty Device Number instead of the Bay it is in. This is useful for inclusion in Macros or for repeated use of multiple models of the same device. {Use Plasma, Gate or Flash Warp} Main Command: W - Use Plasma, Gate or Flash Warp This command gives you a menu of three choices. 1 - Use Plasma Warp. Plasma Warp Devices allow you to create Warp Links between Sectors. A Sector may only have 8 Links. Also see Warp Shielding Device for more restrictions. 2 - Use Gate Warp. A Gate Warp creates a Warp Link between the Sector you are in and another Sector, but unlike Plasma Warp Devices does not create the Warp Link for the new sector back to the original sector. Thus a one way Warp Link is created. 3 - Use Flash Warp. A Flash Warp Device creates a temporary Warp Field and Warps your Ship to an unconnected Sector. {Toggle Ansi Picture Mode} Computer Command: A - Toggle Ansi Picture Mode This offers you three choices: 1 - Disable ANSI Picture Mode 2 - Enable ANSI Picture Mode 3 - Enable all but Scan pictures If the Universe is not set up for ANSI pictures (look for UUANSI) then this function will not allow you to enable Pictures. {Cloaking/Anti-Cloaking Output Report} Computer Command: B - Cloaking/Anti-Cloaking Energy Output Report This short report simply calculates and displays the total energy output of your Anti-Cloaking Sensors and your Cloaking Device, taking into account all Enhancements and Multipliers. {Toggle Color Display on and off} Computer Command: C - Toggle Color Display on and off Ultimate Universe will either start out in Black & White or Color, depending on the setting the Sysop has setup. If it's not the way you want it, use this command. However, if you set the game to color on a B&W monitor some of the display may be hard to read. This setting does not retain changes between sessions. This command toggles color mode on or off. For use in Macros the C command can be used in an absolute mode: C- turns color off. C+ turns color on. {Display Configuration Settings} Computer Command: D - Display Configuration Settings This command displays some of the parameters of this particular universe. Telling you the Universe Age, the Number of Known Sectors, the Strength of Mines, etc. {Export Ship (Registered Version Only)} Computer Command: E - Export Ship (Registered Version Only) This command allows you to have your ship leave this Universe. It can then be Imported into another Universe elsewhere. As this function requires some setup from the Sysop you may wish to inquire of him whether this function is functioning before risking a ship you are fond of. {Directory of Current Federation Warships} Computer Command: G - Directory of Current Federation Warships This function displays Federation Warship Directory, which looks something like this: Ships Name Fines Debt Capt. Inact ====================================== ========== ========== ===== ===== Plax The Mental 0 0 32 1 Rogers Of Frankenstein 0 0 28 1 Star Bright 10000000 5000000 30 30 Ecko-Geckos 4800000 6000000 18 18 Felix The Rat 6000000 6000000 20 20 The Player To Be Named Later 0 0 4 0 Fines: is the amount of Federation Fines the Ship now owes. Debt : is the amount outstanding on the Federation Loan for the Warship. Capt.: is the number of days of the Warship has been in Commission. Inact: is the number of days the Warship has been Inactive. {Complete Help Reader} Computer Command: H - Complete Help Reader. This is the same information you are reading now. {Juxtaposition Devices} Main Command: J - Juxtaposition Devices. This command allows the swapping of the devices contained in two device bays. The biggest use for this is in use with Hyper Swaps and with the knowledge that Device Bay #1 is better protected than the other device bays. {Listing of Previous Lords of Creation} Computer Command: L - Listing of Previous Lords of Creation This displays a List of every ship that has conquered the Universe, when they did it and who the Captain was. {Access Federation Device Knowledge Base} Computer Command: M - Access Federation Device Knowledge Base This command allows you to get information about Specialty Devices, such as what it is called, what it does, where it can be purchased, and how much it costs; all from just a fragment of the device's name. {Read the Galactic Newspaper} Computer Command: N - Read the Galactic Newspaper The Federation publishes two important newsletters: The Universe Today and The Warzine. Both offer highlights of the days events. The Universe Today covers things that happen to Federation Warships, their Drones, Mines and Planets. Previous Days copies of The Universe Today may also be viewed. The Warzine covers the conflict between the Federation and the Cabal. This can get lengthy, but hey, there's war going on. {Read "Terms & Obligations"} Computer Command: O - Read "Terms & Obligations" This displays information on your debt to the Federation, how much you owe, when it's due, what it's for, etc. {Return to Main Command} Computer Command: Q - Return to Main Command Just Like it says. {Use Subspace Radio} Computer Command: R - Use Subspace Radio This allows you to send and receive messages from other ships. Sending messages to yourself is a valid and useful form of note taking. {Scan Remote Sectors} Computer Command: S - Scan Remote Sectors This allows you to probe Sectors that aren't connected to the Sector you are in. However unlike scanning if there are Drones or Mines defending the Sector they will destroy the probe and no information will be returned. {Display Totals & Ranking} Computer Command: T - Display Totals & Ranking This shows the relative wealth and resources of the various players. This ranking is not official in any way, and there are numerous methods of appearing smaller than you are. (See ~Hiding the Wealth~). {Order thru Universal Parcel Service} Computer Command: U - Order thru Universal Parcel Service This command places a request via radio for a Device to be delivered to your ship. A significant fee is added for this service, but if you can get back to Port 6 or 8, or they are out of a device this is the way to go. All delivers are made overnight and are C.O.D. {View the Location of the Taakian Unifier} Computer Command: V - View the Location of the Taakian Unifier This Receiver displays the Location of the Taakian Unifier. This is the strangest of the Taakian Artifacts. While most of the known Taakian Artifacts have a Chameleon-like Quality, in that they take on a function or likeness of the prevailing society, this artifact remains a 1403 mile square slab raised slightly like a very very squat pyramid. The deepest jet black in appearance it has resisted all attempts to probe it's function. Like all known Taakian Artifacts the Taakian Unifier changes location by a totally unknown means. Unlike the Meanderer, Watcher, Destroyer and Procurator, however, this Artifact gives out a steady Nmuonic Pulse making very easy to locate. (See ~A Word About Taakian Artifacts~). {Wait} Computer Command: W - Wait Sometimes it useful for minutes to go by fast. Usually when you are waiting for the ship to heal something. This is the way to do it. {Xmit Sensor Display to Sub Space Radio} Computer Command: X - Xmit Sensor Display to Sub Space Radio It is occasionally useful to send a message containing what you are seeing to a teammate or even yourself. This function allows you to select a ship and then transmit whatever comes up on the screen to that ship. After 30 lines or if you run Xmit again, this function will terminate. {Activate Self Destruct Sequence} Computer Command: ! - Activate Self Destruct Sequence Sometimes you are too damaged to go on, but not dead. Other times you are caught in a trap there is no way out of. That's the time for Self Destruction. Your ship is destroyed but you can play again the next day. {Toggle 25/43 Display Line Mode} Computer Command: + - Toggle 25/43 Display Line Mode This requires an EGA or VGA screen. It is also only really meant for those playing Ultimate Universe as a Standalone game. If playing on a BBS this may require that you enter 43/50 mode with a utility on the remote end as well. {Dealing With Planets} Dealing With Planets -------------------- Planets are vital to any long term strategy. The building of heavily producing planets is the only viable way to the successful conquering of the universe. When Cargo is transferred from cargo holds to planetary production areas, the planets ability to produce is enhanced in a ratio of one unit per 10 units of cargo. Production Items are Ore, Organics, Equipment, Power and Water. When the production of these items reach certain threshholds the planet begins to produce other items as well. These are Attack Drones, Sector Mines, Cloaking Energy, Anti Cloaking Energy, Warp Shield Nullifiers, Warp Shielding and Flash Warp Devices. (See: Port 1 - ~Sol~ for descriptions of these.) It is through planetary production that true wealth may be obtained. ~Planetary Status Commands~ ~Planetary Action Commands~ {Planetary Status Commands} Planetary Status Commands A - Activating Planetary Defenses With Planetary Defenses off anyone can land on your planet. With them on they have to fight through any of the Planet's Mines, Drones and Planetary Devices in order to conquer the planet. B - Allowing Team Mates to Land With this set on, your team mates may land unopposed. Unlike Mine and Drone team settings, you still retain ownership of your planet even when team mates are allowed to land. Care should be taken though, a dishonest team mate could take your defenses, quit the team and then conquer your planet. C - Set Planetary Defense Strategy There are two strategies. The first is for Attack Drones and Sector Mines to defend the planet first and then the Specialty device to be activated. The other defense is for the Specialty device to be activated first. D - Shuttle Warp Sielding to Sector With this on, Warp Shielding in the cargo area is automatically shuttled into the Sector each day and added to the Sector's Warp Shielding. {Planetary Action Commands} Planetary Action Commands I - Transfer Item to Planet This transfers items from your ship to the planet. If it is a cargo item the production amounts are upped appropiately. This function will request the number of the item to transfer. This is the number on the side of View Planet display. O - Remove Item from Planet This transfers items from the planet to your ship. This does not effect the production amounts in any way. This function will request the number of the item to transfer. This is the number on the side of View Planet display. R - Rename the Planet I think this is self evident. V - View Planet This displays the Planetary Defense Settings as well as the cargo and production amounts. ~Planetary Action Commands, continued~ {Planetary Action Commands, continued} Planetary Action Commands, continued ==================================== Q - Quit the Planet This undocks you from the planet and returns you to space. W - Transfer device to and from planet. A planet can hold one device. If it is not a Planetary Device than the device just sits dorment. Planetary Devices however become active when transferred to a planet. There is no way for a ship to determine the nature of a device on a planet. Therefore a line between greed in the form of Production Enhancers and protection in the form of Planetary Defense Devices must be walked. {The Team Menu} The Team Menu ------------- Teams are a very useful but dangerous tool. By joining a team you gain access to some of the resources of your teammates. The trick with creating teams is to judge how far you can trust your teammates. In Ultimate Universe the Team is a unit above and beyond it's members. Attack Drones & Sector Mines set to the Team Setting are owned by the Team not the member setting it. Any team member can take those Mines. Team members know the location of other team members, and through devices can locate Team Sector Mines & Attack Drones. So it is important to trust your teammates. However Team Members can Pass devices back and forth thru Planets and Team Hypercubes. With a Money Cache, Credits can be transferred. Large Team Members can assist small members with resources and funding, while small members can perform scouting and information gathering services. Used Properly the Team is a very useful unit. You can not join a team until your second day of play. ~Becoming a Member of a Team~ ~Being a Member of a Team~ {Becoming a Member of a Team} Becoming a Member of a Team --------------------------- When you are not a member of a team, the Team Menu contains just two choices: C. Create a Team J. Join a Team If you Create a Team, you are automatically Joined into that team. You will be asked for a password. Do not make it obvious, someone who guesses your password will then have access to your team information. When Joining a Team, the list of existing teams is displayed and you must select one and enter the correct Team Password. Without this you may not join the team. {Being a Member of a Team} Being a Member of a Team ------------------------ Once you are a member your options expand to: D. Display Team Password. As it sounds, this shows you your team password. As any team member may change it, it is useful occasionally to check on it. L. Locate Your Team Mates. This displays a list of your team mates and what Sectors they are currently in. P. Change Your Team Password. This allows you to Alter your Team password. If you suspect another player has guessed your password, you may wish to alter it. X. Disassociate From the Team. This allows you to quit a team. You can quit and join as many teams as you wish. However any team that has no members at the end of a day will be disbanded and it's Sector Mines and Attack Drones will turn rogue. {Hiding your Wealth} Hiding the Wealth ----------------- Sometimes it is adventagous to appear to be smaller than you actually are. The easiest way to decrease your appearant size is to stockpile your credits in money caches rather than bank accounts. If your wealth is more in Attack Drones, Sector Mines, Planets and such this will be more difficult. A Federation Fine is valued at full value will most everything else is valued at a one thousandth of it's value. So racking up some fines can also bring down your value rapidly. See: ~The Federation Legal Department~. If you are a member of a team, setting Sector Mines and Attack Drones to a Team Setting moves their value to the Team Ranking. {A Word About Taakian Artifacts} A Word About Taakian Artifacts ------------------------------ The Taakian Civilization had reached it's full height long before Earth had even finished cooling. The Taakians left excellent records for any Spacefaring race that might come along. The Taakians had mastered Matter, Energy, Space & Time completely. The tale of what, exactly, happened to them remains beyond our ability to comprehend. They are however no longer part of our Universe as we understand it. The Taakians though, did leave several artifacts behind. The most famous, and certainly the largest, of these have been dubbed The Wandering Planets. There are four of these artifacts. Like most Taakian artifacts these have Chameleon ablities to mimic structures of the cultures that encounter them. The Wandering Planets are known as The Meanderer, The Watcher, The Destroyer, and the Procurator. The last not mimicing a planet, but a port. These Artifacts look and function just like real planets and ports. The Procurator functioning much like a mirror of our own port Sol, buying items instead of selling. The Wandering Planets change their location daily. Even after an appearent destruction a Wandering Artifact can be located again later. To the scholars able to understand such things, the Wandering Artifacts contain much knowledge. Some say that ultimately the understanding of all of creation will be divined from the Taakian Relics. {How to Play Well} How to Play Well ---------------- Before you can understand how to win, it is important to understand the philosophy behind Ultimate Universe. One thing I have always hated in games is Random Death. Random Death is when something based on a random number, which has nothing to do with your actions and there is no way to prepare against, kills you. They are only three things in Ultimate Universe that can kill you: 1. ~Ignorance~. 2. ~Carelessness~. 3. ~Bad Decisions~. ~Some Key Ideas On Playing Well~ {Ignorance} Handling Ignorance ------------------ Not learning what devices exist and what they can do makes it so that you can't detect or prepare for traps and dangers. Ignorance can only be handled by playing. Don't expect to survive your first game. Death is a great teacher. However keep trying new things. Really study the devices and try them in different situations. Become famaliar with all the Ship's Functions and all the options open to you. {Carelessness} Handling Carelessness --------------------- Haste Kills. It's really that simple. You fail to Scan a sector before entering it, maybe you use a Flash Warp not noticing the Warp Shielding around you, etc. Carelessness is a coin flip. A certain amount is called for, too much will destroy you. A steady plodding game is boring (at least for me) and it wastes too much time. But total abandon is foolish. Good Tip: Always Scan a sector before the first time, that session, that you enter it. If you must Flash Warp, use the Computer's Scan Function first. {Bad Decisions} Avoiding Bad Decisions ---------------------- Bad Decisions are conscious choices: You decide you can make do without a Galvanic Catapult. "No one will find me out here", you think. "Who would be using Device Bay Platform Missiles?", you think to yourself, and forgo the Detector. Bad Decisions usually spring from either ignorance or carelessness. You didn't know that Device Bay Missile Platform would attack even those that Deployed them. Or, maybe you thought you had enough Attack Drones to survive those Sector Mines. Again experience and common sense are the cure. {Some Key Ideas On Playing Well} Some Key Ideas On Playing Well ------------------------------ What follows are five rules I play by: 1. Every weapon has a defense and/or cure. Learn what's out there. If something has you stymied, there is always an answer. Although sometimes it's Self Destructing and learning how to prevent the situation from occuring again. 2. Credits are very important. It takes a lot of credits to win. There are three major forms of fund raising: 1. Trading Requires Cargo Holds. Acquiring Cargo Holds a Top Priority. 2. Cabal Reporting Requires Sensors, C.E.C.C. calling is useful too. 3. Cabal Hunting Requires Sensors, Attack Drones and you have to wait for the credits. 3. Defense before Offense. Get yourself built up and stable before hunting someone else. 4. The first three days Port 1 has a sale. Use those first three days wiselly. 5. Read the Newpaper. Analyzing what the others are up to is vital to avoiding Bad Decisions. {Strategies I Use} Strategies I Use It is tough to say exactly because with different Configurations come different stratagies, but here is my fairly generic strategy: 1. Starting out you are deaf, dumb and blind. Go to Port 6 and get some temporary eyes. Devices 95 thru 99 are real cheap and give you minimum vision. If there is a free device offered try to buy device 165 instead. 2. I like to have a Fusion Cell (#220) and a Macro Computer [5]. Until you get familiar with Macros (which you should) the Macro Computer is not too important. Speed Docking (#3) is vital. 3. I go back to Port 1 and buy 5 Flash Warps and 2 Plasma Warps. Holding back about 40000 credits I spend the rest on Cargo Holds. 4. Look for a way out of Sectors 1 thru 9. Scan that Sector for danger and write the Sector Number down. Maybe Even send a message to yourself containing that Sector Number. ~Strategies I Use, continued~ {Strategies I Use, continued} Strategies I Use, continued =========================== 5. Traipse thru the Universe looking for a ports. You want to buy low and sell high. When you have found to ports next to each other, you have a trading route. You can then trade back and forth and amass a fair amount of credits. Keep an Eye on the Fuel you have left and the remaining time. Also make sure the your trading is still turning a profit. 6. Take your credits and Flash Warp back the Sector that attachs to Sectors 1 thru 9. 7. Repeat Steps 3 thru 6 until you have the maximum number of Cargo Holds. 8. Now Steps 3 thru 6 work anytime you need lots of credits. 9. Next Important to me is the creation of planets. I firmly believe that you can not win without decent planets. Whenever possible continue to develope your planets. 10. Get Specialty Devices working first on defense of yourself and your planet. 11. If another ship hassles you, work toward destroying him, otherwise leave them alone. That's about how I do it. If you come up with an interesting strategy of your own, let me know. {How To Win} How To Win ---------- Here's one of those tightropes I talked about. Without a pointer in the right direction most will never discover that there is a definate object to Ultimate Universe. However it is almost impossible to do that without giving it away. So here goes some hints. 1. There is a definate Win. At the end of the Win, You Become a Lord of Creation, reshape a new Universe in your image and the game restarts. 2. It is very difficult to nearly impossible. 3. It requires a great deal of resources and capital. 4. It involves the Taakian Artifacts. That's it for clues. Have Fun. {Trading Ports} Beyond ~Specialty Ports~ the Universe is populated with privately owned Trading Ports which trade in items either buying or selling, and at different rates and costs for each item. You can generate an income by purchasing cargo at one port and then transporting it to another port that is buying that cargo for more than you paid for it. Here is a typical port: Tylermade Type Action Amount Rate In Holds =========== ========= ========= ===== ======== Ore Buying 20367614 5.13 0 Organics Buying 3737746 8.00 0 Equipment Buying 24343789 14.34 250 Power Selling 23089982 16.00 0 Water Buying 10700099 27.31 0 ~Ports continued~ {Ports continued} When you look at the sector with a scan you will be alerted as to what type of product is being sold, or if none or all are being sold. When you Dock on the port by choosing P (discussed later) you will get a reading like the one above. By looking at the information on the screen you can see that this port is selling Power and buying all other products. You have in your holds 250 units of Equipment which it will buy at a rate of 14.34 per unit. You will be asked if you want to sell that item and how much you wish to sell. Sell all, some or none of it depending on whether you like the amount of credits they will give you (which they will supply for final negotiations). Then the port will ask you if you would like to buy some of their Power. They will only ask you to buy the maximum you can either carry or afford. Again you may buy all, some or none. Here is another typical port: ~~ {} Quantum Mechanics Type Action Amount Rate In Holds =========== ========= ========= ===== ======== Ore Buying 20367614 5.03 0 Organics Buying 3737746 8.00 0 Equipment Buying 24343789 13.00 0 Power Buying 23089982 23.51 250 Water Selling 10700099 20.00 0 Let's say at the last port you sold all you Equipment and bought 250 units of Power at a rate of 16.00. When you dock at this port they will offer you 23.51 per unit, if you choose to sell here you will make a total of 3.51 per unit of Power sold. Then you are asked if you would like to buy some Water at a rate of 20.00. If you choose to buy Water here, then return to the port called Tylermade you could then sell it to them for a profit of 7.31 per unit of Water in your holds. By trading back and forth from one port to another you can clear a massive profit, but watch the rates, because they will change as you trade due to supply and demand. The amount column shows how many units of each product the port is willing to trade in. ~<>~ {<>} When the amount reaches 0 then they will no longer trade in that product. The port will eventually adjust its supply and demand over several days to new amounts and rates. Obviously the more holds you have, the more product you can carry from one port to another. Cargo Holds may be purchased at ~Sol~. {History Lesson} The Year is 2317. For 284 years the Federation had known a golden age of peace and prosperity. Much of space had been explored and colonized, and many amazing technological breakthoughs had been made. Alien Cultures had been met, and we and they prospered by these meetings. Then The Cabal were discovered. The Cabal show no interest in communication which made it difficult to know their motivations, their actions though spoke for themselves. Once aware of our presence, The Cabal began a systematic extermination of every living thing it passed. The Federation, for it's part, had almost no tools for offense and defense. It took nearly two years to recreate weapons capable of destroying the Cabal. Defenses took just as long. Much of the technology was taken from the Cabal itself. Finally the first Federation Warship has been completed. This vessel is capable of stopping The Cabal menace. However The Cabal have become very entrenced in our section of the Universe, and it will take many Warships to end this threat. Thus any able-minded citizen capable of commanding one of these Warships will be granted Captian Status and sent on his way. Godspeed.