þÉÔÙ É ËÏÄÙ ÎÁ X-Wing ÏÔ Cheats.RU, Á ÔÁËÖÅ ÐÒÏÈÏÖÄÅÎÉÅ É ÓÅËÒÅÔÙ (2024)

X-Wing

Tips: There's no save game facility in X-Wing. If you can't avoid beingkilled or captured try backing up your pilot file after each missionby copying the pilotname.PLT file to a safe directory and thencopying it back into the XWING directory when you want to resume play.To back up first make a subdirectory within the XWING directory. Type:c: [Enter]cd xwing [Enter]md safe [Enter]copy c:\xwing\*.plt c:\xwing\safe [Enter]When you want to reuse a saved pilot file type:copy c:\xwing\safe\*.plt c:\xwing [Enter]Dogfighting: The dashboard on the co*ckpit view obscures your vision so use thefull screen view when dogfighting. However keep track of the conditionand position of your shields when in this mode. Listen for the soundsthey make when you take hits to work out if they are high or lowshields and then after every hard hit press the [S] key three times toredistribute your shield energy. This is the best way to renew heavilydamaged shields. Whenever it's safe to do so always have your shields regeneratedat maximum power. If you're being chased use the shields wisely andconcentrate them at the rear. Likewise put maximum power into yourlasers in a dogfight and don't worry about loack of power to yourengines - you're unlikely to need full thrust in a shoot-out. Anothertip: never use your missiles on TIE Fighters because on missions wheremissiles are included there are usually TIE Bombers about which arefar more important to destroy.The Imperial forces: There are a variety of tactics you must emply when combating thedifferent types of ship the Imperial forces use. Understanding andusing these tactics is essential to succeed at X-Wing. Check this out: TIE Bombers - these are dangerous and should be blasted at allcosts before they have a chance to release their load. They usuallyhead for large targets like corvettes and frigates and have a habit ofcoming in letting their bombs do the damage and then scarpering whileyou're concentrating on small fry like TIE Fighters. Bombers moveslowly in comparison with other TIE craft and thankfully they fly instraight lines moving deliberately towards their target so they areeasy to get begind and shoot down. Because they don't weave about toomuch a good dousing with your lasers is usually sufficient to takethem out. TIE Interceptors - these are deadly in a dogfight. They have fourcannons at the front so head-on chicken runs should only be attemptedwith full frontal shielding. They can be taken out in much the sameway as Bombers but because they are much faster they are trickier tocatch in your laser fire. They usually head for smaller prey such asshuttles and transporters but it's just as important to blast themdown before they get a chance to do much damage. TIE Fighters - like bees these are just annoying when you comeacross one on its own but encounter a swarm of them and you're introuble. Fighters can be irritating because they try to distract youwhen you should be concentrating on thwarting the offensive manoeuvresof Bombers and Interceptors. There's no easy way of destroyingFighters bar locking on to them and hounding them down until you get afew shots in. Fighters can be devious so don't follow them blindly.They may be trying to lead you into danger. The big ones - Transports are slow lumbering beasts that usuallyonly contain troops. Sometimes though they pack enough fire-power towipe you out so always approach them with care. Shuttles are not to betaken lightly either. They have superior weapons belying theirinnocuous appearance. When attacking always go after them from behind- to get in front of them would be sheer folly. Forget about StarDestroyers and frigates unless you're in indestructable mode in whichcase it's great fun. Should you come across two capital shipsexchanging broadsides stay around and watch because it makes quite aspectacle. Get in the way though and you're history because both shipsare indisciminate about whom they blast away at when they're engaged.Incoming missiles: As there are no missile avoidance systems to hlp cope withmissiles you have to rely on your wits and flying skills. When amissile has been launched at you the PC gives you a verbal warning andthe option to lock on to it. Take this option - it is the only way youcan keep track of its position. You must then fly like a wild thingdodging all over the place in the hope that it won't get a lock. Youhave to keep this up until the missile runs out of steam or you get achance to shoot it down.Wingmen: Don't assume that your wingmen are doing their best for themission - they have to be instructed to maximise their effectiveness.To amass a great team of wingmen you can clone your own pilot filewith DOS. From the DOS prompt type: copy c:\xwing\pilotname.pltcfodd1.plt [Enter] Repeat this byt change the cfodd1.plt to cfodd2.pltincreasing the number following cfodd by one each time until you haveenough clones. At least 10 copies of your pilot should be made so thatyou have plenty in reserve. The next time your pilot significantlyincreases in ability repeat the process updating your wingmen files.Continue like this and you find yourself with a powerful force offighters ready to take on the best the Empire can throw your way.Cheat: Anyone who's played X-Wing knows what a drag the first part ofthe game is where you have to fly all the rebel ships through the Mazeto get promotion. Here is a way to complete this section with littleeffort. Enter the proving ground with your chosen ship and instead ofgoing through the first gate press [\] to cut power to your enginesand stop dead. Do a 180-degree turn so you're facing the other way andyou can see the final section of three gates. Fly past them (notthrough them) and then on past the next section of gates. Stop and doanother 180-degree turn and fly back going through the gates thistime. You find you have completed the level and win loads of bonuspoints because you've done it in a short space of time. To complete the training section of the game you must go throughthis process for all eight levels using all three types of Allianceship available to you - the X-Wing the Y-Wing and the A-Wing. Thisearns you a batte patch which means you can go on to start the mainparts of the game and you are given a promotion. Plus you gain amassive score! Of course you don't actually have to play through the trainingsection at all if you don't want to because you can obtain your battlepatch by completing the historical missions. But remember even thoughthey are more fun than the training ground they take far longer tocomplete.Programming: Use a Hex editor to edit your .PLT files in X-Wing to make thingsmuch easier. Use the Hex values detailed below to jump straight to thefinal level and join in with the attack on the Death Star saving youdozens of hours playing through earlier levels. You won't last fiveminutes though because you won't have developed your skills throughthe rest of the game. Still the choice is yoursHex Offset: Hex Value: Description:02 00 Normal Health01 Captured02 Killed03 From 00 to 05 From Cadet to General in rank04-07 Any Tour of duty score08-09 Any Rookie number0A 01 Corellian Cross0B 01 Mantooine Medallion0C 01 Star of Alderaan26-29 Any Maze score for X-Wing2A-2D Any Maze score for Y-Wing 2E-31 Any Maze score for A-Wing86 From 00 to 08 Maze level completed X-Wing87 From 00 to 08 Maze level completed Y-Wing88 From 00 to 08 Maze level completed A-WingA0-A3 Any X-Wing score for History mission 1A4-B7 Any X-Wing score for rest of History missionsE0-F7 Any Y-Wing score for History missions 1-6120-137 Any A-Wing score for History missions 1-6220-225 Place 01 in position to complete mission History missions 1-6 complete for X-Wing230-235 01 History missions 1-6 complete for Y-Wing240-245 01 History missions 1-6 complete for A-Wing2E0-2E2 00=Not active Tour of Duty missions 1-3 01=Active2F0 From 00 to 0B No of missions complete for Tour 1 (1-12)2F1 From 00 to 0B No of missions complete for Tour 2 (1-12)2F2 From 00 to 0C No of missions complete for Tour 3 (1-13)2F8-3FB Any Score for Tour 1 - mission 12FC-327 Any Score for Tour 1 - missions 2-1225C-38B Any Score for Tour 2 - missions 1-123C0-3F3 Any Score for Tour 3 - missions 1-13

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