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Transferring to a ship for which password is lost.
http://www.classictw.com/viewtopic.php?f=13&t=10605
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Author:  aspuru [ Sun Jan 02, 2005 4:01 am ]
Post subject: 

I jumped from my cool ship to a crappy ship for blowing up a planet, just to discover that I forgot the password for my original ship. (It is a personal ship), so I can't jump back to it again!

It is silly because the ship belongs to me. How can I recover the ship's password?

Thanks for your expertise.

Yours,

Che Guevara.

Author:  Promethius [ Sun Jan 02, 2005 4:36 am ]
Post subject: 

quote:Originally posted by aspuru

I jumped from my cool ship to a crappy ship for blowing up a planet, just to discover that I forgot the password for my original ship. (It is a personal ship), so I can't jump back to it again!

It is silly because the ship belongs to me. How can I recover the ship's password?

Thanks for your expertise.

Yours,

Che Guevara.


My guess is that you will have to cap the ship, but someone else may know a way around that. Hope it isn't in fedspace at extern.

Author:  Slim Shady [ Sun Jan 02, 2005 5:22 am ]
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yup, if its in fed, you are screwed, if its loaded with figs and shields, heh, that sucks, if its empty, just cap it.

rule #1.
don't put passwords on ships :)
heh, actually thats like rule #17, but anyway.

Slim

Author:  aspuru [ Sun Jan 02, 2005 9:43 am ]
Post subject: 

Thank you guys for your quick and nice response!

The ship was loaded with corbomites, but it had full holds... Sorry for being so newbie, but I assume that if I cap it, the corbomites won't explode?

[8][8][8]

Yours,

Che Guevara

Author:  Vid Kid [ Sun Jan 02, 2005 10:13 am ]
Post subject: 

Ok , first ..learn not to ever use passwords on any ship.
Secondly , you will be able to cap the ship if it has a pod.
Now if it has a pod , you can cap it .. hit it hard the first time
to take shields and some figs off.
Then make sure your ship that you are using to attack with has a 1:1
up to a 1.5 attack odds , any more and your chances are greater to blow it up.

The finnal capture can be a macro of ay1^May1^May1^M
But you will need to be on a corp , so the corp safty feature will
work.
This is what makes the finnal capture macro work right.
If your not on a corp , this method will blow up a personal ship.

Good luck and hop this helps.

Author:  GodZilla [ Sun Jan 02, 2005 2:44 pm ]
Post subject: 

i learned a long time ago NO passwords,unless you use same one on every thing, and thats not a good thing too

and if your CEO change corp pass often, and your subspace comms too

Author:  Harley Nuss [ Sun Jan 02, 2005 5:43 pm ]
Post subject: 

quote:Originally posted by Vid Kid


Ok , first ..learn not to ever use passwords on any ship.
Secondly , you will be able to cap the ship if it has a pod.
Now if it has a pod , you can cap it .. hit it hard the first time
to take shields and some figs off.
Then make sure your ship that you are using to attack with has a 1:1
up to a 1.5 attack odds , any more and your chances are greater to blow it up.

The finnal capture can be a macro of ay1^May1^May1^M
But you will need to be on a corp , so the corp safty feature will
work.
This is what makes the finnal capture macro work right.
If your not on a corp , this method will blow up a personal ship.

Good luck and hop this helps.



You can cap an unmanned ship regardless of whether or not it has a pod. Also, for capping it, instead of just guessing, take a little bit of time to run the numbers. Take the ships defensive odds and divide them by 2 (since it is unmanned). Multiply that number by the total number of figs+shields that the ship has. Divide that number by the offensive odds of the ship you are in. Fire that many fighters at it. Please note, that if you're firing less than 100 fighters, the random factor might blow the ship up. In this case, you'll just have to take it slow and easy like vid kid said.

Author:  Alt-F4 [ Sun Jan 02, 2005 10:48 pm ]
Post subject: 

Also if you have Corbinite devices on your personal ship , if your not careful they can blow the ship your attacking and you with it.If you have 1,500 corbonite devices on the ship then it will do 3,000 damage pionts , so make sure you have a good tuff ship when attacking to make sure if you tap to hard you don't get podded and lose 2 ships to boot.And like everyone is repeat'n Do not , i repeat do not , use passwords for your ships.And if your in a corp and you don't trust your corpmates enuff to have a corp ship , why in the world are u in that corp?Jus my 2 Canadian cents.

Author:  Harley Nuss [ Mon Jan 03, 2005 2:29 am ]
Post subject: 

1500 corbomite will cause 30,000 damage

Author:  Speed Demon [ Mon Jan 03, 2005 4:12 pm ]
Post subject: 

I had this happen once when I set a ship password by accident. Since I run TWX and it keeps nice logs of everything I do in the game I just went back to my logs and searched the text file for the word password and there it was. Just another option you might want to try. If you have a game log from one of your helpers try doing a text search in it for the prompt that comes right before where you set a ships password.

Author:  Alt-F4 [ Mon Jan 03, 2005 6:17 pm ]
Post subject: 

Grrrr sorry my bad Harley Nuss is right 1500 corbo's cause 30000 damage pionts , painful either way tho.

Author:  Slim Shady [ Mon Jan 03, 2005 8:35 pm ]
Post subject: 

yes, speed brings up a very good point.
unless you are running on a 500mb hard drive (which i hope you arent) everyone should also keep full logs for any number of different reasons.
of course i advise remembering to delete the logs after the games are done, heh. i've forgotten to delete logs for a while before and they get pretty huge, pretty fast. when you have multiple gigs of just logs of text.... you play too much tradewars.
so you delete them more regularly and you never get that high and can keep playing more and more :) hehe

Slim

Author:  Lucky Dog [ Tue Jan 04, 2005 12:58 am ]
Post subject: 

Talk to the gameop.... If u are a good customer (and trustworthy) I don't see why any gameop would have a problem resetting the password on your ship. If it is a big battle (which i doubt) then I can't see any harm in him helping u out...

I personally (pending no big battle game) would fix ya up...

-- LD --

Author:  lcharlot [ Tue Jan 04, 2005 11:25 am ]
Post subject: 

I have the same problem - Our corp has a Colt for which a password was set by a ZOC script that went haywire; there is no way to figure out what the password is, and the ship is Corp, not personal, so the game program won't allow me to shoot figs at it to capture it. I can't kill it, can't cap it, can't even put a tractor beam on it and tow it to Statrdock to sell it. The only thing I can think of is to turn off the planet cannons in that sector, remove all the sector defense figs, then create a temporary new player, not in the Corp (a dupe of myself), to cap the ship and reset the password to null, then the dupe player joins the corp, turns the ship over to the corp, and CBY's to delete the dupe player. Can anyone think of a simpler way to do this? I have also tried to e-mail the gameop and ask him to reset the ship in T-Edit but he hasn't responded. BTW this isn't the first time I have had a glitch in a ZOC script do something unexpected like resetting passwords, or restting planet Q-cannon levels; the postings above that talk about keeping game logs are right on the beam in that respect.

Author:  Speed Demon [ Tue Jan 04, 2005 3:37 pm ]
Post subject: 

Have one member of your corp. drop from the corp. to cap the ship and then rejoin the corp. just make sure if you are playing a mixed corp. having both red and blue players that there will not be any alignment problems preventing him from rejoining the corp. before he drops from the corp.

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