Category:Command Codes

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[edit] Ship Command Codes

[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)
BD0 (B D Zero) Beam down all ordnance to the base.
BDP Beam Down MC, Troops, Colonists, HG
BDR Beam Down Repair
BDS Beam down supplies

BDM, BDF/BDG, BDN, BDR, BDC, BDO, BDS will target your base if present and if not will use a base with a matching friendly code of the ship or friendly code to your UFC. (Host 213s)

[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 -Magik
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.
GBx command code for GalBank ship device. 'x' times 1000 will be deposited in the galactic bank. When 'x' is 0 then 10,000 mc will be deposited. If the GBx command code is not used then all money on the ship will be deposited.

[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.
GBx A CoM/ CoK owned ship sends x(0-9)(0=10) thousand megacredits to Galactic Bank, Ship Must have galbank device active.
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] Base Command Codes

[edit] Tips


Command Code Description
ATF Destroys all Smugglers Cantinas *
CIA / KGB / A51 Destroy Hull Plan on base *
DOC Destroys all cities
EPA Destroys all Mineral Mines and Smelters
GBA Give base away to another race on this planet
GFA Give Farms Away
GSA Give Structures Away
GB$ Give Base Cash ($) away
GBS Give Base Supplies away
GBM Give Base Metals away
GBF Give Base Food away
GBN Give Base Natives away
GBP Give Base Prisoners away
GBC Give Base Contraband away
GBT Give Base ship parTs away
NCH Prevents base chunnel.
NOG Stop base gathering stuff from planet surface
NOO No beaming up of Ord or Repair units to newly built ships. New ships will launch with 2 fuel (Host 213)
TNT Destroy the Base. You must have a ship in orbit at the end of the turn and no colonists on the base. Allied ships work, too. The ship must have crew, less than 100% system damage and less than 100% weapon damage.
USA Destroys all labor camps and labor mines *
NOM Base will not be affected by Minister commands


*After taking effect, the Command Code resets to AAA.

[edit] GBA

(Give Base Away)

  • Gives your base away to another player by merging your base with another base.
  • You must reduce the colonist population to under 2,000 before you cangive the base away. (Host 196)
  • Your base will be given to any other friendly race with a base on the planet.
  • You can not give a base to an enemy. (Host 196)
  • You can not GBA to a friend if an enemy has a base on the same planet. (Host 196)
  • All basic buildings are added to the other base.
  • Colonists, Crew, Troops and Highguards are not added - they simply vanish.
  • If the base is given to another player playing the same race, all special base buildings (like Smugglers_Cantinas), all Fighters and all Assault Crafts are added to the other base, otherwise they are destroyed.
  • (Host 194) "New: When two bases merge, the new base will have the command code and the friendly code of the base that had the most colonists at the time of the merge.".
  • The resulting base of a GBA command code also gets the attributes (ID, Happiness, Friendly Code) of the base that had the most colonists at the time of the merge, regardless of which base used the GBA command code.

[edit] Race Specific Base Command Codes

Command Code Description
B## DOA-187x Bomber : can be used to destroy specific enemy structures. Set command code to bxx where xx is the number of a ground structure (01 for Training Centers, 02 for Factories, etc...) and make sure that your military is set to deep ground patrols or better.
0## IMT : This IMT Base can transfer money from its Government Centers to another player's Galactic Bank account using the desired race number as the base command code.
For example "007" would transfer money to player 7. (also have a look here). An additional 25% of the money that is transferred will be in the base (Base.Cash = Base.Cash - (0.75 * Transferred_Cash)). You can also transfer to yourself this way. Set command code to 0xx where xx is the number of the race you want to transfer money. Each base can only transfer money to 1 player each turn, but you can transfer money to differents players from differents bases the same turn. You can transfer money to yourself setting the command code to your own number of your race.

Articles in category "Command Codes"

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