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X-Wing
Tips:



There's no save game facility in X-Wing. If you can't avoid being

killed or captured try backing up your pilot file after each mission

by copying the pilotname.PLT file to a safe directory and then

copying 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 cockpit view obscures your vision so use the

full screen view when dogfighting. However keep track of the condition

and position of your shields when in this mode. Listen for the sounds

they make when you take hits to work out if they are high or low

shields and then after every hard hit press the [S] key three times to

redistribute your shield energy. This is the best way to renew heavily

damaged shields.



Whenever it's safe to do so always have your shields regenerated

at maximum power. If you're being chased use the shields wisely and

concentrate them at the rear. Likewise put maximum power into your

lasers in a dogfight and don't worry about loack of power to your

engines - you're unlikely to need full thrust in a shoot-out. Another

tip: never use your missiles on TIE Fighters because on missions where

missiles are included there are usually TIE Bombers about which are

far more important to destroy.



The Imperial forces:



There are a variety of tactics you must emply when combating the

different types of ship the Imperial forces use. Understanding and

using these tactics is essential to succeed at X-Wing. Check this out:



TIE Bombers - these are dangerous and should be blasted at all

costs before they have a chance to release their load. They usually

head for large targets like corvettes and frigates and have a habit of

coming in letting their bombs do the damage and then scarpering while

you're concentrating on small fry like TIE Fighters. Bombers move

slowly in comparison with other TIE craft and thankfully they fly in

straight lines moving deliberately towards their target so they are

easy to get begind and shoot down. Because they don't weave about too

much a good dousing with your lasers is usually sufficient to take

them out.



TIE Interceptors - these are deadly in a dogfight. They have four

cannons at the front so head-on chicken runs should only be attempted

with full frontal shielding. They can be taken out in much the same

way as Bombers but because they are much faster they are trickier to

catch in your laser fire. They usually head for smaller prey such as

shuttles and transporters but it's just as important to blast them

down before they get a chance to do much damage.



TIE Fighters - like bees these are just annoying when you come

across one on its own but encounter a swarm of them and you're in

trouble. Fighters can be irritating because they try to distract you

when you should be concentrating on thwarting the offensive manoeuvres

of Bombers and Interceptors. There's no easy way of destroying

Fighters bar locking on to them and hounding them down until you get a

few 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 usually

only contain troops. Sometimes though they pack enough fire-power to

wipe you out so always approach them with care. Shuttles are not to be

taken lightly either. They have superior weapons belying their

innocuous appearance. When attacking always go after them from behind

- to get in front of them would be sheer folly. Forget about Star

Destroyers and frigates unless you're in indestructable mode in which

case it's great fun. Should you come across two capital ships

exchanging broadsides stay around and watch because it makes quite a

spectacle. Get in the way though and you're history because both ships

are indisciminate about whom they blast away at when they're engaged.



Incoming missiles:



As there are no missile avoidance systems to hlp cope with

missiles you have to rely on your wits and flying skills. When a

missile has been launched at you the PC gives you a verbal warning and

the option to lock on to it. Take this option - it is the only way you

can keep track of its position. You must then fly like a wild thing

dodging all over the place in the hope that it won't get a lock. You

have to keep this up until the missile runs out of steam or you get a

chance to shoot it down.



Wingmen:



Don't assume that your wingmen are doing their best for the

mission - they have to be instructed to maximise their effectiveness.

To amass a great team of wingmen you can clone your own pilot file

with DOS. From the DOS prompt type: copy c:\xwing\pilotname.plt

cfodd1.plt [Enter] Repeat this byt change the cfodd1.plt to cfodd2.plt

increasing the number following cfodd by one each time until you have

enough clones. At least 10 copies of your pilot should be made so that

you have plenty in reserve. The next time your pilot significantly

increases in ability repeat the process updating your wingmen files.

Continue like this and you find yourself with a powerful force of

fighters 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 of

the game is where you have to fly all the rebel ships through the Maze

to get promotion. Here is a way to complete this section with little

effort. Enter the proving ground with your chosen ship and instead of

going through the first gate press [\] to cut power to your engines

and stop dead. Do a 180-degree turn so you're facing the other way and

you can see the final section of three gates. Fly past them (not

through them) and then on past the next section of gates. Stop and do

another 180-degree turn and fly back going through the gates this

time. You find you have completed the level and win loads of bonus

points because you've done it in a short space of time.



To complete the training section of the game you must go through

this process for all eight levels using all three types of Alliance

ship available to you - the X-Wing the Y-Wing and the A-Wing. This

earns you a batte patch which means you can go on to start the main

parts of the game and you are given a promotion. Plus you gain a

massive score!



Of course you don't actually have to play through the training

section at all if you don't want to because you can obtain your battle

patch by completing the historical missions. But remember even though

they are more fun than the training ground they take far longer to

complete.



Programming:



Use a Hex editor to edit your .PLT files in X-Wing to make things

much easier. Use the Hex values detailed below to jump straight to the

final level and join in with the attack on the Death Star saving you

dozens of hours playing through earlier levels. You won't last five

minutes though because you won't have developed your skills through

the rest of the game. Still the choice is yours



Hex Offset: Hex Value: Description:

02 00 Normal Health

01 Captured

02 Killed

03 From 00 to 05 From Cadet to General in rank

04-07 Any Tour of duty score

08-09 Any Rookie number

0A 01 Corellian Cross

0B 01 Mantooine Medallion

0C 01 Star of Alderaan

26-29 Any Maze score for X-Wing

2A-2D Any Maze score for Y-Wing

2E-31 Any Maze score for A-Wing

86 From 00 to 08 Maze level completed X-Wing

87 From 00 to 08 Maze level completed Y-Wing

88 From 00 to 08 Maze level completed A-Wing

A0-A3 Any X-Wing score for History mission 1

A4-B7 Any X-Wing score for rest of History missions

E0-F7 Any Y-Wing score for History missions 1-6

120-137 Any A-Wing score for History missions 1-6

220-225 Place 01 in

position to

complete

mission History missions 1-6 complete for X-Wing

230-235 01 History missions 1-6 complete for Y-Wing

240-245 01 History missions 1-6 complete for A-Wing

2E0-2E2 00=Not active Tour of Duty missions 1-3

01=Active

2F0 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 1

2FC-327 Any Score for Tour 1 - missions 2-12

25C-38B Any Score for Tour 2 - missions 1-12

3C0-3F3 Any Score for Tour 3 - missions 1-13

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