From PlanetsWiki
[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.
- 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
All "Beam Up" Command Codes observe Reserve Levels of the base (Host 212e).
| 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.
|
- 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