Ship Command Codes

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[edit] Interaction

Interaction is with a pre-existing base (not a base created on the same turn). You can, however, drop a pod with colonists on an empty planet and also successfully use BDA to drop cargo on the newly-formed base base during the same turn. Better yet you can use the transfer command and as long as you include 1 crew, troop or colonist will create a base then that base will merge with any life pod base landing also on the same turn.

[edit] Tips

  • Not case sensitive
  • Most if not all happen after movement phases
  • Three ship code per ship
  • Most commonly used are: BUR, BUO, WPP or WPF

[edit] Beam Down

Command Code Description
BDA Beam Down all MC, Dura, Trit, Moly, Supplies, Food, Repair, Med Unit, Troops, Colonists, HG
BDC Beam down Mc
BDF / BDG Beam Down Food
BDM Beam Down metals and money
BDN Beam Down Neutronium Fuel (all but 60)
BDO Beam down ord (all but 500)
BDP Beam Down MC, Troops, Colonists, HG
BDR Beam Down Repair
BDS Beam down supplies

[edit] Beam Up

Command Code Description
BUC Beam up MC
BUF / BUG Beam up Food
BUK Beam up Crew
BUM Beam up Metals
BUN Beam up Neutronium (Fuel)
BUO / ORD Beam Up Ord
BUR Beam up Repair
BUS Beam Up Supplies

All "Beam Up" Command Codes observe Reserve Levels of the base (Host 212e).

[edit] Other

Command Code Description
WPF Ignores escort target and goes to waypoint if a waypoint is set. (Bug fix for this in upcoming host 214 to make it work as expected.)
WPP Ship ignores intercept and escort targets and goes to waypoint if a waypoint is set. WPP-mode is cleared when you no longer have any valid waypoints. You will not escort or intercept while WPP-mode is active. The waypoint priority is put higher than both intercept and escort targets. Once all waypoints have been reached, the ship will continue with intercept and escort as normal. * See Ship Nav Mode for details.
PAT Ship/Wing on patrol mission that will not clear a waypoint when it is reached; rather recycle it (put it at the end of active waypoints) and continue to the next waypoint. So the unit will loop its waypoints instead of removing them. If you have waypoints A, B, C plotted then when waypoint A is reached, the waypoints will now be B, C, A. Works for ships and wings. Currently broken Host 213h
SHU Ship/Wing behaves like "PAT" but will stop moving at each waypoint.
WP1 Ship/Wing will never clear WP1 when it is reached.
NOM Ship will not be affected by Minister commands
BIG Causes all the wings docked in the fighterbays to merge together into one big wing and then the remaining empty bays will be filled with new fighter wings. -Currently disabled per magik--protomatter 06:58, 14 July 2007 (CEST)
CT# Where # is from 0 to 9. This code will cause troops to be transferred to the base below and colonists transferred up. The # value is the percentage (x 10) of troops that you want to keep on the ship. For example, when x = 1 then 10% of the troops on board will be kept on board. (Host 213)

[edit] Device Specific Ship Codes

Command Code Description
JOE Used on a ship with Jumppoint Generator or Warp Chunneler ship device (like Pax & Firecloud), only escorting ships and fighter wings will jump/chunnel with the ship. It will stop undocked Pods from leaving with the ship.
NCH If a ship uses the code and it is next to a jumping/chunneling ship, the ship using the code will not jump/enter the warp chunnel.
LSD Light Speed (on Virgo Class) turned on even for insanly short distances
LSP Light Speed (on Virgo Class) remains turned on after the turn
MET Aczanny Cargo Desk makes a pod full of metal cargo
REC Causes the ship to recharge a minefield within 200LY with fresh ord instead of dropping a new field. The type of minefield will be the type the ship is set to drop. Only ships that can lay mines can use this code.
RFD Refine just Duranium for fuel (Ship needs an DTMS-N Fuel Converter)
RFT Refine just Tritanium for fuel (Ship needs an DTMS-N Fuel Converter)
RFM Refine just Molybdenum for fuel(Ship needs an DTMS-N Fuel Converter)
RFS Refine just supplies for fuel (Ship needs an DTMS-N Fuel Converter)
A## Only transfer ##% of its cargo hold in Supplies to the ship. If the Alchemy ship has a cargo capacity of 1000 and A10 is used, then 100 supplies will be gathered before processing the supplies.
AOO "Alchemy Onboard Only" which means that Alchemy Forge will only process the supplies that are on the ship. It will not gather it from nearby sources first. (host 209)
NSD Ships/wings that want to avoid all Spindizzy effects can use the NSD Command Codes.

[edit] Race Specific Ship Codes

Command Code Description
NID A Scavenger ship of the Q Series gets a new ID.
NOT A CoM owned ship stops training troops.
Rxx
  • By using a command code of the form "R##", any rebel owned ship of rebel design (Host 212e) can pretend to belong to another race (## = 01-30).
  • The ship will appear to be of that race for every other race except the race itself.
  • The ship is immune to damage from hitting all minefields (Host 212a) of the race it is pretending to be (a hyperjump will still be stopped by gravitonic or nova-barbitic mines).
  • R## also work vs other Rebel players in the same game as you.


[edit] Notes

  • Beam up & Beam down codes, do not work on other player base, even if you both have attack off each other (allied), even if you match the base Friendly Code or the other Race UFC.
  • The transfer range is 3ly for beam up and beam down Ship Command Codes.
  • The same range is also true for Ship Transfer.

[edit] See Also

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