Trade Wars 2002 Bugs

Door/TWGS Version

Version 3.11.19 — Decloak a player…Log on as the player you want to decloak, enter the desired game, type “T” to enter that game, either view the logs or skip them, and when it asks for a password, enter nothing!, just drop carrier. This also works to eject players from a citadel.

Version 3.11.18 — Get a complete list of all class 0 ports, stardock, ferengal home sector and more info about the game on a TWGS. Log on as the player, enter the desired game, on the game prompt, type “*” instead of the normal “t” to get all the information.

Get two accounts, we’ll call them the Master and Dupe. Have the Dupe take all the Master’s credits, then have the Master take it back. Have the Dupe DROP CARRIER (just end the game, don’t try and exit normally). Relog with the Dupe, and have the Master take the Dupe’s credits again. You’ll find the Master account taking money the Dupe doesn’t actually have! Have the Dupe take the Master’s money, then the Master take the Dupe’s and drop carrier.. repeat. Note that the accounts must be taking the money from each other, if you try and give it to each other the bug will not work.

Version 3.11.All (MBBS Mode) —

The MegaRob is a bug that works by allowing you to rob many more credits than your experience would normally allow for. This is caused by a byte overrun, and robbing in the range from 3,376,800 and 6,553,500 is about 90% safe regardless of your experience.

Version 3.08 —-

You can log into one account twice to have twice as much. Start two connections to a TWGS game and log into it with the same account and password. Slowly, prompt by prompt, move through the daily logs, computer messages ect. with both connections, alternating between the two until you are one prompt from entering the game with both connects. Then, as fast as you can, press enter in both. This suddenly creates two of the same player in identical ships, in which you can cause an array of damage.

Version 3.05 —-

Check in your version if you got any 65k exp aliens. They have 65,000 corbo on them. Capture the ship and sell it for 60 million…OR..get yourself blown up and gain up to 30,000 experience points.

Bug posted by Pestilence at the TW Forum. Updated and verified by Micro.

Version 3.01-3.04 —-

This bug allows you to sell fighters on a ship that no longer exist. Go to Stardock with a fully-loaded ship (preferrably a IC, CF or ISS), have a corp member lock on the fighters and prepare for a transfer, stopping just short of pressing the final “enter”. Land on the Stardock, sell the ship and start to buy a new one. Right before you press “c” or “p” to claim the new ship corp or personal, have your corpmate press that last enter. Now he has all the fighters from the original ship and you still have all the money from the sale.

POP bug. Land on you planet and leave *512* holds of colonists.
Regardless of what you have in your holds, this will work (3.04)

Bugs posted by Bradley Hazelton at the TW Forum. Verified by both Micro and Bradley.

Major BBS Version

I do not claim to know all the bugs existing for Tradewars. I am not a big fan of bugs, but I also believe that if they are out there then everyone has a right to know what they are. Hardworking players are often defeated by some idiot with a secret. Here is your chance to know if you’re playing in a game with bugs. If you know any bugs that I don’t, email me.

ALL VERSIONS —-
The MegaRob is a bug that works by allowing you to rob many more credits than your experience would normally allow for. This is caused by a byte overrun, and robbing somewhere in the range from 3,500,000 and 6,500,000. Specific specs are not yet available.

Version 2.03 (updated) —-
This version of TW will often forget which ports you have upgraded. It is quite discouraging to spend millions on upgrading ports only to see it get 100% at 3000 units instead of the 32000 units you spent credits for.

Attacking unmanned ships at Stardock can cause the TW database to become damaged beyond repair. It is highly recommended that the sysop or gameop makes a rule against this. This bug is due to a player who may be selling a ship at the same time another player attacks it.

Version 2.03 —-
I studied a way which is ALMOST safe to do the 2.03 bug.. you must ….go into the sector, get all the figs, land on a planet (in that sect), raise, deploy the fighter and type -=PW. Should work this way, otherwise you might crash the database (and subsequently the game and BBS).

Double your fighters. Deploy all your fighters, access the global to change your password (from within the game of course) and watch your line crash. When you relog your ship will still have the same amount of fighters that you had just deployed, thus doubling them. Bug might work with other globals, but I have not tested it.

Before version P —-
Two players (corpmate or not, doesn’t matter) sit in the same sector. One player with no fighters presses “F” then “0” (zero), but not enter… The other player dumps all his fighters into the sector, then the first player finally presses enter. This will allow the first player to pick all the fighters in the sector, his or not, and no matter how many there are. If the first player has a scout, and the second player has a fully loaded ISS, then you would have a scout with 50,000 fighters as a result.

Version P and all previous versions —-
This is about the same as the one above, except this will allow you to pick up someone else’s fighters regardless if they want you to or not. Two corpmates sit in sector A. The first player does the “F”,”0″, but again doesn’t press enter. The other player, preferably an ISS, locks his tow onto the first player. Then proceeds to fire a photon missle into sector B (where the enemie’s fighters are located) and tow the first player in. Once in sector B, the first player presses enter and now has another player’s fighters in his possession. This also works for Ferrengal fighters as well, and is especially nice if the ferrengi have some 1 billion of them.

More Version P and prior bugs —-

Trade a port until it’s almost zero then upgrade the products you want to retrade. Attack the port with 10 fighters and it will be back to 100% in the categories you upgraded. (Nice on those 14+day regeneration cycles)

This bug allows you to sell fighters on a ship that no longer exist. Go to Stardock with a fully-loaded ship (preferrably a IC, CF or ISS), have a corp member lock on the fighters and prepare for a transfer, stopping just short of pressing the final “enter”. Land on the Stardock, sell the ship and start to buy a new one. Right before you press “c” or “p” to claim the new ship corp or personal, have your corpmate press that last enter. Now he has all the fighters from the original ship and you still have all the money from the sale.

Deploy genesis torps, mines and fighters in fedspace. Simply start a deployment or launch, and right before you press the last enter have someone tow you in fedspace. Now press enter to deploy.

Get instant upgrades on ports. When a new port is created and there is no ship registered as having ever docked, you can upgrade and get instant gratification. If the new, undocked port is at 100%, upgrade it and now you will have 100% of the new amount. Example 100% of 1000 becomes 100% of 32,000 after upgrade.

Special Thanks to The Hippy Slayer for testing the bugs. It’s greatly appreciated.

**** WARNING ****
if you exit the game with an overloaded ship, when you reenter the game will FIX your ship for you, removing all excess fighters.

Yet More Version P and prior bugs —-

Required two players. One ports at a normal port and pulls up the attack menu. The second tow’s him to the sdock sector. Player one then attacks, and BOOM its gone. I only post this as many fixes for free can be downloaded from the web.

Thanks to the post by Hosem on the TW Forums.

Version 2.01 —-
1st lock on to attack of a lesser port (perhaps one right outside of stardock or the class 0) the port defense rating will be lets say 100 (which is high) 2nd have a corpie lock his tractor beam onto your ship 3rd have your corpie tow you into stardock or the class 0 port 4th complete your attack (thus you are attackin g a port with a defence rating of 100 (or whatever the original ports defense rating) instead of the 999 that stardock and class 0’s carry 5th stardock or class 0 ports go boom

Version 2.01a —-
This is called the Havoc bug. Goto Stardock, buy a havoc with a Type-1 transwarp drive, then go to the ship yards and sell it. The shipyards will pay you for a type-2 transwarp drive, and you will make 20,000 credits from the deal. This takes no turns and is a limitless supply of money.

The SSRet Versions prior to 2.02 —-
This is sort of a funny subject. This really isn’t a bug, but more of a way to take advantage of the game’s programming. Simply put, this is better than the SST. Here is how you use it. Find two ports buying equipment that are next to each other. Have a friend deploy fighters in both sectors, preferrably 1 on toll. Then get in a coltrans, sell, steal, EXIT THE GAME, reenter and retreat. And repeat. This will allow you to bump between two ports using only 4 turns per cycle rather than 6 as with the SST. Try it out. I have a script for the SSRet, available upon request ONLY!

Running over Interdictors (all versions known) —-
I don’t know if this is really a bug or not, but it seems that level 6 planets have trouble holding any ship when there is a photon being used. Fire a photon, and move into the sector with your ship, then move right on over it and into the next sector. You need quite a long photon duration for this.

Special thanks to Crazyboy for the bug shown above, and to Temujin for revising it.