Date: Sun, 06 Jul 1997 16:22:03 -0400 From: Eric Torgersen This isn't a serious Starflight II bug, but it is kind of interesting. Normally, once you have the complete Uhl weapon, you can't go back in time. However, if you jettison the "Gorzek Uhl Weapon," or sell it at the trade depot, the game will still allow the Uhl Weapon button to be used at the end of the game, and you can go back in time once again. This opens up the possibility of confronting and destroying the Uhl in the past. Just to see what would happen I tried this, and the normal ending sequence with the Umanu came up, even though this was in the past. Apparently this is just an oversight; I had been hoping for an "Easter Egg" or other interesting occurrence. Eric PS I tried to find the version number of my copy, but didn't see it anywhere. I probably have the first released version, as I bought the game shortly after it came out.
Subject: Interesting SFII bu, er, feature... Date: Fri, 7 Nov 1997 11:38:14 -0500 From: Sam Jones It seems that when run on a Pentium or Pentium II, Starflight II's copy-protection is rendered useless. You can enter any ol' number when leaving Starport and never have any trouble... -- Sam --
Subject: unintentional feature #2 Date: Sun, 04 Jan 1998 16:33:20 -0500 that copy-protect thing is also rendered usless (for SF2) on my 486! Is that cool or what? Lowar
Geographic Location: FL, USA
I just recently got back into playing Starflight and Starflight 2. I used to play it at my cousin's house with his old 8086 (typical 1983 computer). We loved Starflight 2, and his family loved the game. They took a lot of paper and even made a wall-sized tarmap! It was Awesome! I even borrowed some of his info and made a strategy guide, with info like Trade Information for every race, (and planet if it were like the Humna Humna). Anyways, I have found a glitch that works for me with both Starflight and St rflight 2. Here it is: If you orbit a planet, and something is blocking you from orbiting it (Veloxi drone, Guardian Satellite, Umanu ships, etc.) you cannot normally orbit the planet unless you answer a question, have an item, or whatever. I found a way to orbit the planet wit out even needing anything. Here's what you do: 1. Orbit the planet. You will get the encounter warning. 2. Go into combat mode (its not nessecary to raise shields or arm weapons). 3. Move away from whatever is stopping you (veloxi drone) until it is off screen. 4. Press ENTER to exit combat. If done correctly, it will say "Leaving encounter... Encounter terminated. You can go to CAPTAIN and LAND. I think it was awesome. Especially in Starflight 2, so you don't need to get the Guardian Transmitter. P.S. I will try to re-type my Starflight 2 strategy guide.
From: Serena Lee Sent: Sun 98-12-27 2:59 AM I've found some "bugs" when I played my SF2.. dunno if it works the same with others. Hope you can share this with other SF2 fans. 1. I could actually get shyneum by mining. Sometimes when I land on a planet in the Nebula, the Mining Drone can mine for some shyneum.. tho, there's not much of it. The Aeoruiiaeo homeworld is a good spot to start with. 2. This is the best "bug" in the game (works for mine) : Buy Standard Trade Goods of every type from any alien, in reasonable (e.g. 50 M3) amounts. Visit other alien homeworlds. This "bug" works if : a) the alien is willing to buy the Std Trade Good b) you can sell the same Std Trade Good to the alien Buy the Std Trade Good for the max price (I typed 9999999 ... , but it turned to 65000 anyway) for the minimum amount. This enables you to sell that particular Std Trade Good for 65000 SP per M3! So, if I was carrying 50 M3 of say.. Medicines and Narcotics.. you can imagine how much I can earn :) For the best results, buy stone-age Std Trade Goods, so it can be sold even to space-faring aliens. With luck, you'd be able to make your first million by the time you get out of the Tandelou regions.. It's funny to see the Psychic Probe still glowing yellow even after doing this 'evil' transaction with the self-proclaimed trademasters (Humna Humnas).. hee hee! best regards, Serena Lee
From: Christian M Jadot Sent: September 15, 2000 1:48 AM Subject: Starflight 1 cheat (Anti-Matter) Ok i found this cheat while trying to pick up that damn red herring artifact. Pick up some minerals on a planet and drop a nrgitive number of them. This should give you a high number of positive minerals. Drop the positive stuff, and pick up the high number of negitive mineral, or as I like to call it antimatter. This will increase cargo space in your ship and terrian vehical. I would recommend doing it with lead, since lead is a fairly useless mineral, and keep the positive minerals (its usellay a higher number then you dropped). I did this with amiga version of Starflight 1. It did not work with the Amiga version of Starflight 2. Needless to say I got that artifact back to Starport. Christian M Jadot
Land on the planet and capture any life forms that are present. Return to the spaceport and sell the captured creatures. Leave the space port and immediately return. The life forms will re-appear in the cargo hold. Sell the creatures and repeat this process to accumulate an unlimited amount of money.