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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