Friendly Codes: Difference between revisions
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(I think md1 is 10 torpedoes, not 0 is 10.) |
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mdh - mine drop half your torpedoes | mdh - mine drop half your torpedoes | ||
mdq - mine drop one quarter of your torpedoes | mdq - mine drop one quarter of your torpedoes | ||
md# - mine drop (# * 10) torpedoes if you have them ( | md# - mine drop (# * 10) torpedoes if you have them (1 corresponds to 10) | ||
miN - mine in identity N, to lay mines in other races names | miN - mine in identity N, to lay mines in other races names | ||
mkt - build torpedoes if correct cargo and money are on board | mkt - build torpedoes if correct cargo and money are on board |
Revision as of 00:11, 29 July 2013
Adapted from Infolist v3.1 created by Eden Tan.
Notes Regarding FC's at planets.nu
Friendly Codes that match exactly will prevent combat, however VGA Planets.nu allows the use of mixed case sensitivity codes. and to prevent combat the codes must match in case sensitivity as well.
Examples
- HYP vs hyp = combat..does not match case sensitivity
- lfm vs Lfm = Combat..does not match case sensitivity
- hYp vs hYp = no combat.. matches exactly
- lFm vs lFm = no combat..matches exactly
however when performing funtions or missions the case sensitivty will still work
Example of mkt, MKT, mKT all perform the make torpedoes mission this is true for all VGA Planets.nu friendly codes
Planetary
att - attack all enemy ships in orbit with fuel (*) nuk - attack all enemy ships in orbit with or without fuel (*) bum - beam up MC to all ships in orbit, including enemy ships - MC is split con - have host send a listing of the current host configuration dmp - dump all parts in starbase storage bins if a SB orbits the planet. All parts will be converted to minerals and dumped onto the planet surface. Fighters and torpedoes are not dumped. Notes: *att/nuk will not work on Rebels and Fascists if that host config is enabled. *att/nuk will not work on an SSD with mission set to Imperial Assault.
Ship
Hyperjump-capable Probes
hyp - ships capable of hyperspace will hyperspace about 350 ly in a direction if there is enough fuel, a waypoint farther than 20 ly is set, and a nonzero warp is set **** YOU CANNOT TOW SHIPS ****
Alchemy Ships
ald - change supplies into duranium only alm - change supplies into molybdenum only alt - change supplies into tritanium only nal - do not convert supplies/minerals into minerals/fuel
Glory Device Ships
pop - explode the ship after moving if they have fuel trg - explode the ship after moving if a cloaked ship is detected and they have fuel
Ships with Torpedo Launchers
mdh - mine drop half your torpedoes mdq - mine drop one quarter of your torpedoes md# - mine drop (# * 10) torpedoes if you have them (1 corresponds to 10) miN - mine in identity N, to lay mines in other races names mkt - build torpedoes if correct cargo and money are on board msc - scoop up your mine fields and convert them back into torpedoes ntp - do not fire torpedos in battle
Ships with Fighter Bays
lfm - load minerals and supplies to build fighters (Robots, Rebels, Colonies only) ntp - do not launch fighters in battle
Transfers
bdm - beam down MC to a planet, regardless of who owns it btf - beam transfer fighters to all enemy carriers at the same location btm - beam transfer MC to all enemy ships at the same location btt - beam transfer torpedoes to all enemy ships at the same location with the same torp tech nbr - No Boarding Party - Prevents ship under Tow From Being "Tow Captured" when tow target has no fuel.
Misc
cln - clone ship at a planet with a SB. SB tech levels must be higher than the ship being cloned. Cost is 200% the MC for building the ship, and will cancel normal ship building of the SB in most cases. The money and minerals are beamed directly from the planet, and no parts on the SB are used. The Privateers and Crystals cannot clone. Ships cannot be cloned if the race can already build them. gsN - give ship to race N, where N is 1=Fed, 2=Liz, ... 9=Bots, a=Reb, b=Col An enemy ship of race N must be at the same location with colonists on board.