About: Tips and Tricks   Sponge Permalink

An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

Collection of useful tips and tricks. Have a great tip that speeds up workflow? Add it below.

AttributesValues
rdfs:label
  • Tips and Tricks
  • Tips and tricks
  • Tips And Tricks
  • Tips and Tricks
rdfs:comment
  • Collection of useful tips and tricks. Have a great tip that speeds up workflow? Add it below.
  • These may be helpful to someone starting out. They don't provide an advantage over your enemy, but they will help navigate and manage your empire.
  • The following page is a guide on how to blend in with the Town and survive. __FORCETOC__
  • Post any of your tips and tricks for google earth below.(please put your name by them)
  • Tips and Tricks will go here.
  • Tips and tricks for new players.
  • Tips and tricks for new players.
  • Tips and Tricks for making money and earning Paw Points!
  • First off, turn the the calculator upside down so the display should be on the opposite side.
  • When starting off, don't try to get the Goliath nor the BigBoy ships just yet but instead try the Vengeance or Nostromo ships since the Goliath and BigBoy ships are both slow and most beginners cannot fill them to the maximum capacity yet. The Vengeance and Nostromo both have decent amounts laser, generator, and extra slots and much faster despite having slightly less firepower than the Goliath or BigBoy.
  • Tips and tricks... We all have them and we all need them. The pages here will show you some of the best tips and tricks out there for the inexperienced and even the very experienced. Enjoy! Please feel free to add your own tips and tricks to these guides or make another page! (Contact an admin and they will possibly put it in this page for you.) Here are two comprehensive articles that lists tips and tricks from experienced players: * Tips and Tricks 1 (ONLINE) * Tips and Tricks 2 (ONLINE)
  • Welcome to the Tips and Tricks section. This section guides the newbies and acquainted players to learn some easy conventional and legal hacks (lit. shortcuts or tips) to play the game easily . It would also show the non DC or DF players, how to enjoy the game even with free account .
  • First, be very clear about one thing: you cannot control what bonuses your Brute receives. The rewards for leveling up are random; however, if you are not attached to a particular Brute, you can keep making new ones until you get the sort of level-up bonuses you want. Greatest way to create your brute is getting a master, who trains you. To make me a pupil go to: (fuck this shit.dont listen to this shit) ->
  • This page is a compendium of useful tricks and hints. If you find a useful trick that isn't on the list, please add it. * Your map's Show Patrol Routes feature is invaluable for finding Jump Holes or outlaw bases. If you find a patrol route leading into deep space and follow it, chances are it'll lead you to at least one of the two. This goes double if you find two or more routes that look like they might converge. * When you take a mission to affect your reputation, know that who you took it from is much more important that who you're killing. If you take a mission to kill a faction's enemies, but got the mission from a third faction who are also their enemies, you'll actually end up worse off than before. It may be better to find and camp a base full of someone everyone hates, like
  • Fender FUSE offers many ways to dial in the exact tone desired. Listed here are many of the functions and capabilities that may not be immediately apparent to the user. * Experiment with different cabinets! Click on "Advanced Amp" and go through the different cabinet models using the drop down menu. Each cabinet dramatically influences the overall sound, so try all of them to find which best suits your needs. Here are some examples commonly found in community presets: * British '80s Amp + 4x12 G = A heavy, thick sound, perfect for hard rock. * British '80s Amp + 65PRN = A somewhat brighter tone with more bite, great for punk sounds. * Metal 2000 Amp + 2x12C = Vastly different sounding gain than the default 4x12G, especially great for solos. * Download community presets!
  • Many things that make the hobby of RC easier are tips and tricks developed over the years from all over the world. This is a place for people to post there findings on helping make the hobby more enjoyable!
  • There is very little different about cooking in a solar box apart from doubling cooking time and leaving water out when cooking fresh vegetables or meats. All foods are cooked in dark covered pots except for roasting nuts and some baking. Use your own recipes and spices. By making small adjustments in time or the amount of water, your favorite foods taste as good or better than ever. The following approximate times are for 4-5 servings. Increase cooking times for larger amounts. ROASTING NUTS - Bake uncovered. Almonds: 1 hour, Peanuts: 2 hours. See main article: Guidelines and cooking tips
dcterms:subject
dbkwik:dragon-fabl...iPageUsesTemplate
dbkwik:dragonfable...iPageUsesTemplate
dbkwik:el.wow/prop...iPageUsesTemplate
dbkwik:town-of-sal...iPageUsesTemplate
dbkwik:wowwiki/pro...iPageUsesTemplate
dbkwik:solarcookin...iPageUsesTemplate
dbkwik:mybrute/pro...iPageUsesTemplate
abstract
  • There is very little different about cooking in a solar box apart from doubling cooking time and leaving water out when cooking fresh vegetables or meats. All foods are cooked in dark covered pots except for roasting nuts and some baking. Use your own recipes and spices. By making small adjustments in time or the amount of water, your favorite foods taste as good or better than ever. The following approximate times are for 4-5 servings. Increase cooking times for larger amounts. COOKED DRIED CEREALS AND GRAINS - (barley, corn, millet, oats, quinoa, rice, wheat) : 2 hours. Start with usual amount of water. Next time adjust to your taste. If your sky conditions are less than ideal, you may have better luck if you preheat the water and grain separately, as suggested for pasta. This is especially helpful if the grain is either very slow to tenderize (brown rice, hulled but not pearled barley) or gets mushy easily (quinoa, millet). To learn about using barely-sprouted grains and beans, which take to sun cooking very well, see Sprouting seeds and grains. VEGETABLES - Add no water. Artichokes: 2 1/2 hours; Asparagus: 1 1/2 - 2 hours; Other fresh green vegetables: 1-1 1/2 hours. If cooked longer they will taste fine but lose their nice green color. Beans - dried: 3-5 hours. Usual amount of water, can be soaked ahead of time; Beets, Carrots, Potatoes and other root vegetables: 3 hours. Cabbage, eggplant: 1 1/2 hours if cut up. Eggplant turns brownish, like a cut apple, but the flavor is good; Corn on the cob: 1 - 1 1/2 hours. The corn kernels will fade slightly if left longer in direct sunlight. The husk will hold the moisture in and protect the kernels naturally. A clean black sock can be put over an ear of corn to help absorb heat for faster cooking time. Squash, zucchini: 1 hour. Will turn mushy if left longer. EGGS - Add no water. Two hours for hard yolks. If cooked longer the whites turn brownish, but the flavor is the same. MEATS - Add no water. If cooked longer they just get more tender. Fish: 1-2 hours; Chicken: 2 hours cut up, 3 hours whole; Beef, Lamb, etc.: 2 hours cut up, 3 - 5 hours for large pieces; Turkey, large, whole: all day PASTA - Heat water in one pot and put dry pasta with a small amount of cooking oil in another pot, and heat until water is near boiling. Add hot pasta to hot water, stir, and cook about 10 minutes more. BAKING - is best done in the middle of the day (9 or 10 am - 2 or 3 pm) Breads: Whole loaves - 3 hours; Cakes: 1 1/2 hours; Cookies: 1 - 1 1/2 hours. Do NOT need to be covered. Avoid bottom crusts - they get soggy. Black socks can also be used to cover foil-wrapped garlic/herb breads. Takes awhile for the heat to work through, but with the sock to dull the foil it eventually will, and the sun makes wonderful fresh garlic bread. SAUCES & GRAVIES MADE WITH FLOUR OR STARCH - Heat juices and flour separately, with or without a little cooking oil in the flour. Then combine and stir. It will be ready quickly. ROASTING NUTS - Bake uncovered. Almonds: 1 hour, Peanuts: 2 hours. See main article: Guidelines and cooking tips
  • Collection of useful tips and tricks. Have a great tip that speeds up workflow? Add it below.
  • These may be helpful to someone starting out. They don't provide an advantage over your enemy, but they will help navigate and manage your empire.
  • The following page is a guide on how to blend in with the Town and survive. __FORCETOC__
  • This page is a compendium of useful tricks and hints. If you find a useful trick that isn't on the list, please add it. * Your map's Show Patrol Routes feature is invaluable for finding Jump Holes or outlaw bases. If you find a patrol route leading into deep space and follow it, chances are it'll lead you to at least one of the two. This goes double if you find two or more routes that look like they might converge. * When you take a mission to affect your reputation, know that who you took it from is much more important that who you're killing. If you take a mission to kill a faction's enemies, but got the mission from a third faction who are also their enemies, you'll actually end up worse off than before. It may be better to find and camp a base full of someone everyone hates, like Xenos or Corsairs; slower, but safer. * It is possible for a mission target to spawn inside a deadly hazard, such as a minefield or the corona of a sun. If you're very lucky, the target may be in just the right place to spawn and then be destroyed, but usually when this happens your best bet is to just abandon the mission entirely. * If you get as far as having a class-10 ship, get Nomad guns for it since they consume no power. Having even a couple if them can tilt the balance of energy consumption and let you fire forever, even if your other guns are very power-hungry ones like photon or tachyon weapons. * If a missile is fired at you while you are in a debris field, the missile can sometimes be dodged by caroming off an asteroid. This doesn't seem to do any damage, and the sharp turn causes the missile to lose its lock. Note that this doesn't work on Cruise Disruptors, because nothing works on cruise disruptors. * The listed range of your weapons is much less important then the projectile speed. Faster projectiles mean less travel time means more accuracy, so a high-muzzle-velocity weapon such as a tachyon or laser gun will serve you well. * Always, always, always have one pulse cannon equipped. It doesn't matter how effective your guns are against their shields if their shields are gone after three hits. * If the police scan you while you are carrying contraband, immediately head for the nearest Trade Lane. Even if you run out of time and they attack, everything will still be forgotten as soon as you're out of sight. Don't head for a base, though; those tend to turn hostile if you defy the police, and unlike Trade Lanes they have the power to deny you landing permission. * If there is a long line to use a Jump Gate, select a member of the group currently using it and enter formation with them. Even if you lose formation, you still get automatically bumped to the head of the line. * While in Go-to or Dock mode, your ship can autonomously navigate around hazards such as asteroids and suns. However, you may wish to take the helm yourself to avoid particularly nasty threats, such as radiation fields or powerful mines. * When in doubt, the F1 key is your friend. * Your Ship is your Friend too. * If you plan to camp an area, take time in between enemies to blast any commodities you don't want. That way, you can use your tractors freely without needing to jettison the same junk over and over. * You can get rid of the lining-up sequence for Trade Lanes with this trick. Select Dock to get yourself perfectly lined up with the correct Lane ring, switch to Free-flight for the approach, then hit Dock again just as you're about to break the plane of the Lane ring. If you do it perfectly, the gap between dropping out of cruise speed and being whisked away by the Lane can be reduced to less than two seconds, very useful if you're fleeing enemies. However, if you overshoot, you'll have to loop around and try again. * The above trick also works when docking with Jump Gates. For them, the sweet spot is just in front of the closed tips of the Gate's "petals". Note that you can't do this if there's a line; it just says "Dock in use, entering queue." Also works on bases, but the sweet spot is different for each pattern of station. * As an alternate to the above, if you have a long flight to make and don't want to sit through it, plot a Best Path on your navmap, set your contacts list to Important, then hit T (next target) and then F3 (dock) each time reach an objective. Unless you encounter enemies or a gap between Trade Lanes greater than 9km, you can travel clear across civilized space this way without even looking up from your book. * You can break out of a Trade Lane in the middle by hitting Esc. This is useful for reaching objectives whose closest approach is in the middle of the Lane, as otherwise you'd have to fly all the way from the endpoint. * If you dock with a Trade Lane at the next-to-last ring, it won't have time to decelerate you at the end and will catapult you forward a good kilometer past the last ring. If you are smuggling something, this is a good way to reduce the police's window of opportunity for scanning you. * Enemies use predictive targeting to shoot at you, so mess them up by avoiding straight-line movements. Make lots of curving and spiraling motions, and pulse your thruster to keep your speed unpredictable as well. * Use your thruster a lot. It sinks enemy accuracy by an amazing degree. * If you get jumped by a group of hostiles but you're trying to avoid angering their faction any more, find the patrol leader (identifiable by his better ship, or by the fact that the lock-on display doesn't call him Escort-anything), then blast him until he's almost but not quite dead. He should then flee the scene, and if he does the rest of the patrol will follow. * House heavy fighters are only sold on battleships (even Rheinland, which only has the one). The Bounty Hunter heavy fighter (generally the best one for that phase of the game) is only sold on Kusari planets. * Never ignore anyone's attacks because you have a strong shield. A squadron's worth of continuous, undodged fire from anything will break through any shield eventually. * Many enemies encountered during the Single Player Plot (especially the Rheinlanders and Nomads) are scaled-down versions much weaker than the same ships encountered afterward in open-world mode. Just because you've gotten stronger since the end of the storyline, doesn't mean they'll be easier to beat. The opposite holds true for Liberty Navy fighters of Mission 11. These fighters carry nomad weaponry and are much stronger than any Navy ship encountered in the open world.
Alternative Linked Data Views: ODE     Raw Data in: CXML | CSV | RDF ( N-Triples N3/Turtle JSON XML ) | OData ( Atom JSON ) | Microdata ( JSON HTML) | JSON-LD    About   
This material is Open Knowledge   W3C Semantic Web Technology [RDF Data] Valid XHTML + RDFa
OpenLink Virtuoso version 07.20.3217, on Linux (x86_64-pc-linux-gnu), Standard Edition
Data on this page belongs to its respective rights holders.
Virtuoso Faceted Browser Copyright © 2009-2012 OpenLink Software