B. Aliens / Alignment Changes
"One way to lower (or raise) align is to blow
up game generated chars. Aliens "enter" the game via SD. Kill one and another
will appear at SD to replace him. On one game, one of the routes out of
SD is a one way warp to a sector with only one exit. I've put a fighter
trap in the second sector and about once a week, I'll load up on fighters
and go have a look. Typically three or five aliens will be trapped there,
unable to go on because of the fighters and unable to go back because of
the one way warp in.
Determining which aliens to blow up so that
your align moves in the desired direction is fairly easy by just reading
their titles. If you're still unsure, the Crai has a listing of all the
current good and evil game generated chars. If you put fighters in each
of the sectors leading out of SD, go blow up a game generated char and
return to SD to remove one fighter, eventually a new one will move out.
Of course, you have no control over what you get -- it might be some poor
slob in a Merchant Cruiser with 20 fighters or it might be the three-legged
Grand High Poo Bah from the planet Xyzzy in a BattleShip with 15,000 fighters,
max. shields, and loaded to the gill with corbomite."
(IWM p.54; ¶5, 1995)
Well, I lost 2 ISS’s before I figured out how
to beat this one, hehe.
On game version 3.05 at 300 days into the game,
ALL alien ships are loaded to the gill with corbomite devices. Regardless
of ship type and the amount of fighters it carries, the damage points will
be exactly 65,516 every time (I’ve died twice and beat it once to confirm
this). The only thing that worked was bringing in a Interdictor Cruiser
loaded with 100,000 figs to kill it for exactly 32,767 experience points.
(DMD, 9/18/98)