There were many other tips and tricks back in the day that haven't made it through to 2015 due to many reasons. Back then the only good 3rd party program you could use to find things outside the wiki was called Data Storm and you can still find a file named "DATASTORM WARNING" in your install folder.
When opening Disco with DataStorm, you would get the following message:
"Discovery does not contain any secrets so well-hidden that you'll never be able to find them in-game. This mod
tries to be logical in placement of bases, jump holes, and wrecks. So please search yourself, and if you search well,
you'll find everything without spoiling the game with the Datastorm. For your own enjoyment!
As an alternative, you may always visit our forums at http://discoverygc.com and ask members about what you wanted to
find, or simply log on to our server and ask other players.
I hope you are capable of playing fair.
Igiss"
Your two choices were then:
OK = I don't like playing this game
Cancel = Wait... let me search myself
Another trick that has gone dodo was using missions for finding your way back to your home base. I specifically remember this back in the day when I first started playing outside of Liberty and getting to the Outcasts would mean flying all the way from New York. I had to camp the player list and wait for someone to be in Alpha to give me a mission, since mission waypoints actually use jumpholes. Something restarts solved quite wonderfully.
Speaking of missions, Order missions were essential to getting your order ID and IFF, since there was no restart and Order lacked double bribes. The only issue was that because the Order was in the nomad worlds, the missions were all rank 19 and up. Meaning that whichever mission you took had a huge chance to spawn BHG dessies. Heck, even when it didn't it was hard. So the only reassuring way to get your ID and IFF was to wait for indie caps to grind missions for money and just tag along with them.
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PSA: If you have been having stutter/FPS lag on Disco where it does not run as smoothly as other games, please look at the fix here: https://discoverygc.com/forums/showthrea...pid2306502
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(06-15-2015, 04:15 AM)sindroms Wrote: Speaking of missions, Order missions were essential to getting your order ID and IFF, since there was no restart and Order lacked double bribes. The only issue was that because the Order was in the nomad worlds, the missions were all rank 19 and up. Meaning that whichever mission you took had a huge chance to spawn BHG dessies. Heck, even when it didn't it was hard. So the only reassuring way to get your ID and IFF was to wait for indie caps to grind missions for money and just tag along with them.
Funnily enough, for a long time the only place you could get Order missions from was the Battleship Isis, because no other bases were configured to offer them. That wouldn't have been a problem in of itself, but there was also only one mission zone, meaning if anyone else was doing a mission at the time, the board would tell you it was busy and to come back later.
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-That back in the day if you wanted a Zoner ID there was no double bribe or /restart , so the only way to get it was to do missions for GMG. 50+ missions.
-That Heavy Mortars and Heavy Trebuchets used to create huge explosions, even bigger than the ships they hit. The circle around the explosion was over 10k large.
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(07-03-2015, 12:27 PM)Antonio- Wrote: -That back in the day if you wanted a Zoner ID there was no double bribe or /restart , so the only way to get it was to do missions for GMG. 50+ missions.
There've been Zoner double bribes since vanilla.
The real nightmare used to be getting Freelancer IFFs, funnily enough. The only faction they had any empathy relations with was the Zoners, so they only way it could be done was with triple/quad Zoner bribes, then killing the storage depots outside FP1 or in Omicron 74 to enable more bribes.
Freelancer IFF'd ships were probably as rare as Fugitive IFFs are today, initially. The Freelancer ID was also the equivalent of the Recruit ID now, meaning it was only permitted to be used up until level 30, and indicated that a ship couldn't be shot.