Elite / Frontier What's up with the interdict systems?

Some systems, like Arayess (coordinate: 4, -7) are described as "System Under Federal interdict. Illegal To Visit". I visited them, nothing happened.

I guess the functions related to that were not coded. Or has anyone found out that there is something strange with these systems?
 
i'm not shure, i'm a regular visitor of such systems (in fe2), but when i came to 2nd thargoid mission i got stuck, next time, i thought, i will not visit such disputed or forbidden systems, see if there's any change. in old fe2 it has no consequences to visit such systems (except that you attract a lot of horseflies), but in ffe i'm not shure.
 
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i could be totally wrong but i always just assumed it was there as part of the back story with no real signifcance. i was disapointed when i popped over to one once expecting some sort of space battle between the feds n the imps. thou not as disapointed as when i first traveled to a enter at your own risk system only to find....... not much :D
 
"enter at your own risk" you can also say a "dead space" :D
if you don't have enough ships to battle against, try this; buy a cobra mkI take a bombing or a reconnaissance mission, be foolish and click on the target from far and act like a idiot, wait until all ships left the base, if you don't have enough work to do now, i can't help.

try one of the impossible missions i will give you a hint which contracts

1. take a bombing mission for: Candaess, 2.50,-4.25, Imperial base on Coates mine

2. take a reconaissance (photo) mission for: Behoqu, 2.10,-4.40, Imperial base on Behoqu 7

both can be finished successful, good luck commander ;)

if your status is not good enough for bombing missions, use buffet.

photo (bombing you don't have to go close enough, but i allways like to see where my missile hits) missions can be really funny finish, some (i think, especially imperial bases) have secret defense weapons, like gravity changers or ship teleporters you can see strange things happen to the surrounding space, due to that. like you move forward but the space dust (which gives you the feel of movement) spins and moves in any direction. sometimes you really feel like something is holding you, like you where stucked on glue. ships often flip around in a weird manner and you're not able to shoot one of them. this defense weapons work even when the station is bombed out (funny).
but i know most will evade to hyperspace after a successful photo/bombing (that's poor, it should be restricted imo) :p

but to get elite you have to shoot them all, each one counts.
 
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more "elite" missions

photo mission: Ethgrece 1.95 -4.75 no starport, Imperial base on Ethgrece 6

bombing mission: Intiol 1.90 -4.00 no starport, Imperial base on Intiol E3c, distance ~300 AU

photo mission: Liamiess 1.20 -5.75 Imperial base on Liamiess A,B1e (this one i didn't succeed).

bombing mission: Waceol 2.75 -3.55 no starport, imperial base on waceol C,Da, ~400 AU

there are a lot more, in general you can say a bombing mission on a 0 gravity planet, is nearly impossible to finish as well as reconaissance missions on heavy mass planet located bases (>2 earth masses). it depends a little on the craft you use, big ships are less good to evade heavy gravity, to fix up the flying stations you need a lot of patience, go as close as you can, then you will find the station is jumping away from you after a certain distance, try to manage your speed (edit: use time accel. in the following manner 3>2>1) so you can "sneak" closer, go real close (50m), fire your missile to target, sometimes she hits even when there is no mass reading (most time the missile will find no target and fly through the target until she self destructs or the target will "flip" and is to far to reach in time).

and after, i'm shure you need a nice place to rest where noone disturbs you; Phiedda -54.35 -60.35

a sightseeing place in space; Zeexze -77.75 29.20

this is taken from the log of commander schrader

if you wonder why there are only imperial systems in this list; commander schrader worked for the feds. of course, but never was seen again and his asp (reg. *kill01) was found unmanned in dumbell nebula, the log has been reconstructed by use of ships blackbox.
 
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photo mission: Ethgrece 1.95 -4.75 no starport, Imperial base on Ethgrece 6

bombing mission: Intiol 1.90 -4.00 no starport, Imperial base on Intiol E3c, distance ~300 AU

photo mission: Liamiess 1.20 -5.75 Imperial base on Liamiess A,B1e (this one i didn't succeed).

bombing mission: Waceol 2.75 -3.55 no starport, imperial base on waceol C,Da, ~400 AU

and after, i'm shure you need a nice place to rest where noone disturbs you; Phiedda -54.35 -60.35

a sightseeing place in space; Zeexze -77.75 29.20
And don't forget to visit Sophia (4,-10) ;)
 
a false contact binary star

just to show what you will find on zeexze
false_contactbinary.jpg

a false contact binary star
i wasn't there since a long time
it didn't looked so good in fe2 ;)
 
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if you want to know the full recordings of cmdr. schrader (and some additional info gathered from various sources) here they are
zip contains a list of visited (target) systems and systems of specific interest, with some notes i made while playing. partwisely based on the old list from frontierverse and other. all in html (extracts from my jumpdatabase).
very far out systems can't be reached in ffe i know (even not with thargoid vessel i think, you will have a drive failure before you arrive, but you can undergo that if you hack your savegame and specify the date of purchase in far future, so your equipment gets (nearly) indestructable. still it's a endless long travel to the other side of the galaxy without wormholes and also not very useful, except that you can say; "i was there".
a prep. savegame as "mission" for ffe in a far out cluster of inhabited systems, would make some sense.
very hard to start a game if all systems are "some prospecting and mining" or "mining and industrial developement"
you will have to make money from <1 credits difference, or you have to go for some asteroid blasting and be satisfied in dealing with minerals until you got enough money to leave the cluster and find a next one on your way back home (the're spread all over the galaxy, without a noticeable rule).

even if you can buy a lynx or LRC, without wormholes you can't use them (no parallel circuit drives possible like in the story) a class 9 will get you nowhere with a LRC (app. 1 ly), but with the wormhole bug you can go everywhere, even if it's a bit tickling with a LRC to find the right intermediate jump systems, you won't have a big tolerance.
if you do so and use wormhole calculator, for a exact calculation readout hexdata of yours and target sys's position using a "gamegenie" or ram editor (tiny hexer works), add somewhat for the "Z" difference, if (needs experience), better results guaranteed.

here's a explanation how to read the data, don't mind the adresses the're only relevant for fe2 savegames, but the data didn't changes in ram (system used is the same). so you can search if you're positioned at sol for sol's position in ram and find the relevant adress in ram;


8986-8989 X coordinates of cross-eye (cursor position), treat as below described.
898A-898D Y coordinates of cross-eye (cursor position), treat as below described.

898E-8991 Z coordinates of cross-eye, or zoom factor.

8992-899B ?

899C-899F X coordinates of system you are in, treat as below described.
89A0-89A3 Y coordinates of system you are in, treat as below described.

89A4-89A7 Z coordinates of ship, see 89B0-89B3 below.

89A8-89AB X coordinates of selected system, treat as below described.
89AC-89AF Y coordinates of selected system, treat as below described.

description:
To find the system coordinates, as displayed during the game,
use the following formulas

X = ((absolute_X - 0x171880) * 0x64 / 0x100) / dec. 100
Y = ((absolute_Y - 0x152480) * 0x64 / 0x100) / dec. 100
If the value of system is higher than 0x171880 or 0x152480,
else you have to change positions when subtracting and position
a “–“ before the result.

i.e. for 61 Cygni:
X = (0x171880 - 0x171796) * 0x64 / 0x100 = 0x5B or dec. 91 = -0.91
Y = (0x1525AE – 0x152480) * 0x64 / 0x100 = 0x75 or dec. 117 = 1.17

internally sector 0x000000,0x000000 is at x -591200, y -541200
in fact there is a maximum of 0xFFFF(+0x1 because 0x0 is a value) (dec.65536) sectors, and I don’t know why sector 0x000000,0x000000 is at -5912, -5412, because the map starts at sector -32768 and ends at sector 32767.

each sector starts at 0x00,0x00 in the lower left corner of the square,
centre is at 0x80, 0x80 and top right corner at 0xFF, 0xFF.
to tell in other words, each sector has a dimension of 256 * 256.

one sector is 8.00 light-years in dimension,
lets say one light-year is 100 "clicks" or what ever you like to call them.

then calculate dec.
(sector_X,sector_Y * 800) / 256 = "clicks" from the bottom or left corner
of the square.

i.e. for sol:
X = (128 * 800) / 256 = 400 "clicks" = 4.00 ly (from left side of sector)
Y = (160 * 800) / 256 = 500 "clicks" = 5.00 ly (from bottom of sector)
you may wonder why I use "clicks" and don't use simply 3.125 as divisor,
try and you will see that there is a slight difference, it's always better
to leave the value integer, compared to divide with a dezimal fracture.

further it seems that (256 * 256) = 65536 or 0xFFFF is the max. distance calculated for jumps, then it starts at 0, do you smell something?
to set in the game a given position use the integer hex value.

89B0-89B3 Z coordinates of selected system
Z- (height) = 0xnnnnFFFF,
Z+ (depth) = 0x0000nnnn,
Z0 = 0x0000FFFF or 0x00000000

to get decimal value, calculate for
Z- ((0x10000 - 0xZ * 0x64) / 0x10000) / 1000 = Z- distance to 0 in dec.
Z+ ((0xZ * 0x64) / 0x10000) / 1000 = Z+ distance to 0 in dec.

to get the value in "clicks" or light-years calculate
Z- ((0xFFFF - 0xZ) * 0x320) / FFFF = Z- distance to 0 in "clicks" / 100 = ly
Z+ (0xZ * 0x320) / FFFF = Z+ distance to 0 in "clicks" / 100 = ly
Maximum Z distance is again 800 (0x320) "clicks".

The Graphic(a should help you to understand better the system that is used.

grph1-1.jpg


With the right tool at hand, now you can move yourself to any place in the galaxy, but the ship stays where it is.
Feed the results to a RAM editor or "game genie" to move instantly while playing.
Search for sol: X 0x171880, Y 0x1524A0, Z- 0xFFFF9400
Search for tau ceti: X 0x1718D2, Y 0x1524E8, Z+ 0x0000FC01

89B8-89B9 distance of jump in "clicks" / 100 = ly.
 
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