STAR FLIGHT I UNIVERSE MOD FOR STAR FLIGHT II

A complete game reference table

 

"This mod is dedicated to the three groups who view this website: those who have never played Starflight and never will, the old men (and women) who would never play it again but like to reminisce, and the younger players who would never bother learning a game with such poor graphics and complex controls..."

Download this mod as part of the Win/DOS Starflight package. This is simply a modified version of the DOS based Star flight II with the changes listed below.

ARTIFACTS - RACES - LOCATIONS TIPS - TRADE - SHIPS - COMBAT

Project started: 10/22/05 @ 2:00pm
Project alpha release: 10/23/05 @ 5:00am
Project beta release: 10/24/05 @ 11:30pm
Project final release: 11/04/06 @ 5:30pm

This is the final release unless major bugs are found during beta testing.

Here it is: A real Starflight mod based on the research done by JLHorner1974 "Jason" and myself. A good majority of the discoveries have been made by Jason in the forum, but on the other hand, 100% of the work needed to create this mod have been solely done by myself..

Standard disclaimers apply. Starflight II is believed to be abandonware as it's been discontinued by it's publishers. If you know otherwise, please contact me and I'll act accordingly. This is a very heavily modified copy of the game that has been significantly changed and not widely tested. Any crashes, subsequent loss of entertainment, time, money, life work, etc, are not my responsibility:

Features:

  • Starflight I universe map overlaid on Starflight II

  • All Starflight I fluxes exist and are VISIBLE.

  • About 60% of the Starflight I star systems. (269 in Starflight I, 167 systems - Starflight II)

  • About 40% of the Starflight I nebulas

  • ALL homeworlds and races remapped.

  • Uhlek have been moved to the present and have their own territory.

  • UHL Influence completely removed, EXCEPT when attacking the UHL/Shyneum planet.

  • All ship encounters have been beefed up.

  • Hyperspace Encounters have all been moved

  • A few extra challenges have been added.

  • Modified trade: specialty item names, values, who buys/sells what.

  • Modified artifacts available for trade - higher purchase prices, more "chained" together required trades before obtaining,

  • Minerals actually having value (some, not all)

  • Modified crew training values / it is now useful to obtain G'nunk/Dweenle crew.

  • Population Density on all inhabited planets set to very dense to make finding trade centers easier.

  • Ship Configuration & Fuel Prices

  • Damage of "top" end missiles & lasers increased along with their price.

  • Humna Humna trade maps actually useful - shows chain trades needed to obtain artifacts

Planned Features:

  • Lifeform values/ danger/ speeds/ names.

What is not / will not be modified:

  • Communication messages

  • Graphics / Descriptions / Game or Combat Engine

For the other 90% of yet-to-be modified information, view the Starflight II page.

 

ARTIFACTS

SYSTEM

PLANET

COORDINATES

DESCRIPTION

FLUX SCANNER (F1)

68, 66

1

Trade Center

Scans area on system map for continuum fluxes
MINERAL DRONE (F2)

56,144

1

49S X 25E

Launches on planet surface and searches out minerals
PLANETARY TELEPORTER (F3)

230,26

1

Trade Center

Teleports terrain vehicle back to ship
FIELD STUNNER (F4)

234,20

2

Trade Center

Stuns all lifeforms in area
ENCOUNTER SCANNER (F5)

129,33

4

Trade Center

Scans area on system map for ships
SYSTEM SCANNER (F6)

238,189

3

Trade Center

Scans solar system for ships
SYSTEM SCAN ROUTE (F7)

*

*

Humna Humna Friendly Encounters

Trade routes on system map
ENCOUNTER SCAN ROUTE (F7)

*

*

Humna Humna Friendly Encounters

Trade routes on system map
PLANET TELEPORTER ROUTE (F7)

*

*

Humna Humna Friendly Encounters

Trade routes on system map
PSYCHIC PROBE ROUTE (F7)

*

*

Humna Humna Friendly Encounters

Trade routes on system map
LEGHK BATTLE JUMPER ROUTE (F7)

*

*

Humna Humna Friendly Encounters

Trade routes on system map
END GAME ROUTE (F7)

*

*

Humna Humna Friendly Encounters

Trade routes on system map
SHIELD NULLIFIER (F8)

86,55

4

G'Nunk Hostile Encounters

Lowers all shields, requires G'nunk crew + 15 units of cobalt
LEGHK BATTLE JUMPER (F9)

215,86

3

Trade Center

Teleports randomly in an encounter
LEGHK BATTLE JUMPER (F9)

192,152

1

(PAST) 26S X 135E

Teleports randomly in an encounter
BLASTOPOD (F10)

125,100

1

(STARPORT)

Wide area explosion in an encounter battle
PHYCHIC PROBE

150,148

4

Trade Center

Emotional State of an encounter ship or trader
MOST VALUABLE THING

86,55

4

2N X 107W

Useless - return to Tandelou
T.V. LIFEFORM SHIELD

125,100

1

(STARPORT)

Shields crew from lifeform attacks
GUARDIAN TRANSMITTER KEY

165,86

1

(PAST) 0 X 0

Key to pass Guardian at Halls of Memory

RACESSYSTEM

PLANET

BUY

SELL

NOTES

CERTAINLY YOU MUST NO DOUBT BE AWARE THAT TRADE INFORMATION CONCERNING
TRADE IS CERTAINLY SACRED AND, BY THE WAY, CONFIDENTIAL AT THIS TIME.

ANCIENTS 98,78 3 * * Endurium
ANCIENTS 102,80 1 * * Endurium
ANCIENTS 112,200 1 * * Endurium
ANCIENTS 112,200 4 * * Endurium
AEORUIIAEO

129,33

2

*Nutritional Vines, Heavy Water

*3D Television, Terraforming Mold  
CH-Q-TSS-T

217,88

4

*Jet Packs, Fusion Lasers

*Fusion Elements, Internet Technologies  
DRAFII BASTII

238,189

3

*Water of Life, Heavy Water *System Scanner(F6), Aquatic Lifeforms  
DJABOON

68,66

1

Nutritional Vines Flux Scan(F1), Billiard Balls, Distilled Flamewater  
DWEENLE 1

215,88

1

*Laser Reflectors *Constructed Pearls, Fusion Lasers, Children's Toys  
DWEENLE 2

215,86

3

*Fusion Elements *Leghk Battle Jumper(F9), Children's Toys  
DWEENLE 3

215,86

4

*Fusion Reactors *Auto Trumpets  
G'NUNK

86,55

4

Heavy Water Fusion Reactors, Shield Nullifier(F8)  
HUMNA HUMNA 1

145,107

5

*Poisonous Fauna *Laser Reflectors, Fusion Lasers, Heavy Water  
HUMNA HUMNA 2

118,146

2

*Cosmic Fire Beauty Fluid, Exquisite Carpeting *Jet Packs, Heavy Water  
HUMNA HUMNA 3

112,200

3

Exquisite Carpeting Flux Scan(F1), Fusion Lasers, Heavy Water  
HUMNA HUMNA 4

150,148

2

*Exquisite Carpeting *Psychic Probe, Heavy Water  
HUMNA HUMNA 5

132,165

1

*Hardy Amoebas, Exquisite Carpeting *Bio-Organs, Heavy Water  
HUMNA HUMNA 6

143,115

1

Exquisite Carpeting Mineral Drone(F2), Heavy Water  
HUMNA HUMNA 7

118,146

4

*Poisonous Fauna, Exquisite Carpeting Energy Crystals, Heavy Water  
LIEU VANDISH

180,122

2

*Growth Elixir, Jet Packs *Nutritional Vines  
MBE

148,63

2

Artistic Coverings*, Auto Trumpets Rare Insects, Assorted Gemstones, Distilled Flamewater  
NATRACCH

217,88

2

Auto Trumpets*, Terraforming Mold *Water of Life, Growth Elixir  
NELSONS

98,80

4

*Aquatic Lifeforms Poisonous Fauna  
NG-(KHER)-ARLA

129,33

4

*Laser Reflectors *Encounter Scan(F5), Hardy Amoebas First 10 days: NG, Next 10: Kher
NG-KHER-(ARLA)

129,33

4

*Laser Reflectors *Encounter Scan(F5), Hardy Amoebas Last 10: Arla
NGA-SENG-DIUL

180,124

3

*Bio Organs *Exquisite Carpeting, Hardy Amoebas  
NGA-SENG-KLER

180,120

4

Aquatic Lifeforms Hardy Amoebas  
TANDELOU ESHVARA

234,20

2

*Assorted Gemstones,Water of Life *Constructed Pearls, Fusion Lasers, Field Stunner (F4)  
TANDELOU ESHVEY

230,26

1

*Hypnotic Instruments *Planetary Teleporter(F3), Energy Crystals  
TARN

180,122

1

*Constructed Pearls Growth Elixir *Cosmic Fire Beauty Fluid, Billiard Balls, Medicinal Foam  
TEEELVEEE

149,133

1

3D Television

*Hypnotic Instruments, Aquatic Lifeforms  

LOCATIONS

SYSTEM

PLANET

COORDINATES

DESCRIPTION

BEMFBLUNK / SPEMIN

82,148

2

31S X 39W

Spemin Outpost / Leghk temple
ELTHESH

81,98

4

28 N X 45 E

Lowar Ruins / Message
GORZEK

232,23

4

orbit

Artificial Intelligence
"GREAT EYE"/THE ANOMALY

244,149

n/a

n/a

Time Travel Portal
HALLS OF MEMORY

192,152

1

26S X 135E

Leghk Outpost
HOOPLAH / SPEMIN

56,144

1

49S X 25E

Mineral Drone
LOWAR DERELICT SHIP

175,94

1

orbit

Elthar-Esh message
LEGHK RUINS

164,85

5

RANDOM

Messages
LEGHK RUINS / SPEMIN

164,84

1

RANDOM

Messages
LEGHK RUINS

165,84

6

RANDOM

Messages
LOWAR

55,32

4

40N X 62W

Message (Shyneum Planet Location)
NID BERRIES

164,85

5

RANDOM

Bought for large amounts of shyneum by Dweenle
UHL / SHYNEUM PLANET

* 20,198

1

orbit

UHL (guarded by Umanu) 
* Circled in Hyperspace
UMANU

55,32

2

 

Umanu Homeworld
UMANU

56,124

4

 

Umanu Colony World
UHL

* 18,50

2

orbit

UHL (guarded by Uhlek) 
* Circled in Hyperspace
DERSHETCHE

123,101

4

 

Hostile Sentients (Industrial)
XXR

123,101

3

 

Hostile Sentients (Metal Age)
CHICHIFA

123,101

2

 

Hostile Sentients (Stone Age)
 

 

 

 

 
THE 4 SEEDLINGS 165,84   REGION  
THE AXE 230,25   REGION  
THE CROSS 180,120   REGION  
THE STAFF 100,80   REGION  
PYTHAGORAS 215,88   REGION  

TIPS

  • You can win the game by either killing the UHL protected by Uhlek or the UHL protected by Umanu.  The Umanu somehow miraculously appear at both locations for the endgame. To get to the past after getting the UHL Weapon, simply jettison it or sell it.  You still will be able to use it in the final battle. 
  • Use a Slowdown utility like Dosbox (Ctrl-F11/F12) or CPUGrab to slow down your computer to at least 90-95% to communicate with aliens.  If you are already in an encounter, save and exit, load the slowdown utility, and then load the game back up.  If they do not respond, then your game isn't slow enough yet.  "Slow speed" is useful for combat, communications, and for traveling across solar systems.  For all other areas of the game, you can turn the speed back up to full.
  • Easiest battle tactic is to stay far outside of a enemy group, circle it dodging all incoming missiles, and shoot into the group.
  • Always keep some money available for buying specialty goods
  • Fully Train a Human char in ALL areas for exchange with a Dweenle when offered - then you can train the Dweenle to 250 in all skills much cheaper.
  • Keep about 10 CU of Lifelong on board, and sell 0.1 units every time you are at a Humna Humna trading center - starts you off with better bartering prices and allows the purchase of several artifacts.
  • When searching for trade centers, always land in lower flat areas, not mountainous regions. Not only are cities more common, but the terrain is easier for your terrain vehicle to navigate through.
  • Drop off the G'Nunk crew member off at Starport (by removing all of his/her duties) if you ever want to communicate with other races in Friendly or Obsequious terms.
  • The UHL's area of influence is removed in this patch.
  • If you want to get quick encounters to continually question a race, go to a planet in a system where the race has ships patroling, go to any planet, and go in on direction, for example, "north" instead of orbiting. Once you meet them in an encounter, fly south, hit the planet, hit north to abort the orbit, and you'll immediately run into them again.. Or you could just use the system scanner and fly on top of a scanned location.
  • Once you have had enough communication with the G'nunk, you will receive an offer to "become G'nunk" by exchanging crewmembers and obtaining a shield nullifier unit (F8).  This unit will use 15 units of cobalt per use, even though it says it requires 20 units.  If you have less then 20 units but greater then 15 units, it will NOT let you use the device.  All enemy shields are lowered for 10 seconds of REAL time, not game time.
  • The Humna Humna sell trademaps to those who they are friendly to (psychic probe glows green).  To get them into a friendly state:
  1. Talk to them before you obtain the UHL weapon + Leghk technology
  2. Keep your shields down and weapons disarmed.
  3. Give them whatever shyneum they ask for.
  4. Make friendly statements and give pauses in your conversation, so they can ask for more shyneum
  5. They will move from an "always neutral" state, to a "neutral then friendly" state, then to an "always friendly" state where they will no longer ask you for shyneum, offer to sell you trade maps, answer more of your questions, and will let your conversations run longer.
  • There's a bug that lets you enter a system in a nova as a "non-nova" system. The trick is to leave the system at a "northwest" angle, so you are extremely "close" to the star on the hyperspace map, push the down arrow seven times or so, which should leave you at the lower left corner of the star, then go "Northeast" to re-enter the system. Any time you seem to "go too far into" a system before you actually enter it, this bug occurs. This also works if you meet an enemy fleet immediately after coming out of a "nova-bugged" system, you'll be considered outside of a nova as well
  • Jump Pod efficiency is determined by how many stars are close to your destination.   If you target an area directly next to 3 stars (ie: an empty space in the Topaz cluster) you can reach 95% efficiency.  Do NOT actually target the star itself, or your % chance of getting a successful jump will drop to 0%.

CRITERIA FOR COLONIZATION

Temperature

Anywhere around Temperate & Tropical

Gravity

From .7 to 1.3 is optimal but anything up to 2.0 g's

Atmosphere

Must contain oxygen

Water

Must contain water

Weather

None, Calm or Moderate

Bio/Min

Higher Bio-density and Mineral density are also preferable

TABLES

Star Chart

Planet Chart

FUEL USAGE

COLOR

CLASS

COLOR

TYPE

(cubit meters)

Red

M (coolest)

Red

Molten

Hyperspace: 0.16 - 0.48

Orange

K

Brown

Rock

(per coordinate traveled)

Yellow

G

Blue

Ocean

Laser: 0.01

White

F

White

Frozen

Missile: 0.05

Green

A

Violet

Gas Giant

Shields: 0.1 per hour

Light Blue

B

 

 

Launching or Landing:

Dark Blue

O (hottest)

 

 

0.25 per G of the planet

CONTINUUM FLUX COORDINATES

All completely visible on the map


TRADE INFORMATION

CERTAINLY YOU MUST NO DOUBT BE AWARE THAT TRADE INFORMATION CONCERNING TRADE IS CERTAINLY SACRED AND, BY THE WAY, CONFIDENTIAL AT THIS TIME.

 

Possible Trade Values

  Depressed Economy Level Economy Inflated Economy
Standard Trade Goods 50% - 100% STV 70% - 130% STV 100% - 150% STV
  When Buying When Selling  
Specialty Goods 50% - 120% STV 120% - 200% STV  

When buying or selling a trade good, look at this chart to determine how far you can possibly haggle a price.  As seen above, the condition of a planet's economy has absolutely no bearing on the price of specialty goods.  To use this table, and if you are buying Amusoballs, the best possible price you can reach is 50% of 1000, or 500.  When selling specialty goods, the best possible price would be 200% or 2000.

Selling a desired specialty good will affect the starting offer for that particular good, but does not seem to modify the final price the alien is willing to sell it for.


COMBAT ANALYSIS

Damage Measurements

Damage in the game is recorded by "Class".  When scanning alien ships, one ship with "Class 5 Shields" may have quite a different level of protection as another ship.  This is because alien ship armor is not measurable by sensors, and "Class 5 shielding" is an approximation.  One ship may have slightly more or less shield strengths, but just happen to be close enough to still fall into the same category.

Alien shielding absorbs exactly 350 damage per class.

Alien Shields: (350 damage per class)
"None Apparent" = 0 points
Class 1: 1-699 points
Class 2: 700-1049 points
Class 3: 1050-1399 points
Class 4: 1400-1749 points
Class 5: 1750-2099 points
..etc..

Alien shields do NOT regenerate. 

Interstel Shields (500 damage per class)
Class 7: 3500 / 70 pixels (top 20 pixels are invisible)
Class 5: 2500 / 50 pixels
Class 4: 2000 / 40 pixels
Class 3: 1500 / 30 pixels
Class 2: 1000 / 20 pixels
Class 1: 500 / 10 pixels

Shield Regeneration: 2.5 pixels/sec using the default DosBox 0.63 settings

Interstel Armor (250 damage per class)
Class 5: 1500 / 50 pixels (30)
Class 4: 1250 / 40 pixels (24)
Class 3: 1000 / 32 pixels (19)
Class 2: 750 / 24 pixels (14)
Class 1: 500 / 16 pixels (9)
None (base hull): 240 / 8 pixels
None (damaged hull): 0

Armor absorbs exactly 60% of the damage of your shields. All damage ratings listed below are in shield damage. Take the shield damage and divide by .6 to get the resulting armor damage (and round up). You can also assume that your full class 5 armor is worth in value to "30 pixel, class 3 shields" and convert the numbers appropriately.

Missile vs. Shields/Armor
Class 1: 200 / 6/10 pixels (Spemin Warship)
Class 2: 400 / 8/14 pixels (Tandelou Scout/Transport)
Class 3: 700 / 16/27 pixels (Tandelou Warship or Ng-Kher-Arla Scout)
Class 4: 1000 / 20/34 pixels (GNunk Scout, Humna)
Class 5: 2800 / 56/93 pixels (Ng-Kher-Arla Warship, and Umanu around Shyneum planet)
Class 6 (Plasma Bolts): 4000 / 80/133 pixels (Spemin/Uhlek)
Class 7: 500
Class 8: 600
Class 9: 700 / 16/27 pixels (Umanu not around Shyneum planet)
Class 10: 2000 / 42/70 pixels (GNunk Warship) - bright pink missiles
Class 11: 900
Class 12: 1000

50 damage = 1 shield pixel damage
30 damage = 1 armor pixel damage

Laser damage vs. Shields/Armor
Primary damage measured at range 5.5, or exactly 50% strength of point-blank range
* Pixel damage is based on actual empirical testing, measured at point blank range, not at range 5.5, which is exactly 2X of the actual damage table.

Class 1: 90 / 4/6 pixels dmg
Class 2: 210 / 8/14 pixels dmg (Spemin Scout & Warship, Tandelou Transport)
Class 3: 360 / 14/24 pixels dmg (Tandelou Scout, Ng/Kler/Arla Scout)
Class 4: 510 / 20/34 pixels dmg (G'Nunk Scout & Warship, Tandelou Warship, Ng/Kler/Arla Warship)
Class 5: 6000 / 240/400 pixels dmg
Class 6: 700 / 28/46 pixels dmg
Class 7: 700 / 28/46 pixels dmg (Human Humna Scout)
Class 8: 700 / 28/46 pixels dmg
Class 9: 700 / 28/46 pixels dmg
Class 10: 1000 / 40/68 pixels dmg (Gorzek, Leghk Guardian)
Class 11: 1100 / 44/74 pixels dmg
Class 12: 1200 / 48/80 pixels dmg (Humna Humna Transport)