StarControl II: Notes of Conquest

    I put this all together from notes I took while playing and from some
additional exploration afterwards.  The Quasispace coordinates I had to
write down, and I can guarantee these planets are in order by distance
from Sol.  I spent an hour measuring.
    You can do what you like with this, but I recommend you make a printout.
It's kind of tough to exit to DOS just to look something up.

Alien Homeworlds: (In order by distance from Sol)
Ariloulaleelay = Left of Columbae on the 17th of every month
Chenjesu = Procyon
Mmrnmhrm = Procyon
Pkunk = Homeworld = Gamma Krueger
	Clear Spindle = Gamma Krueger
Shofixti = Delta Gorno
Androsynth = Removed
Orz = House = Gamma Vulpeculae
      Playground = Delta Vulpeculae
      Taalo Device = Delta Vulpeculae
Spathi = Homeworld = Epsilon Gruis
	 HyperWave Caster = Moon after Spathi leave (Only if one on Arcturus 
			    not taken)
VUX = Admiral ZEX = Alpha Cerenkou
      Homeworld = Beta Luyten
      VUX Creature = Delta Lyncis
Ilwrath = Alpha Tauri
Syreen = Betelgeuse
Yehat = Gamma Serpentis
Umgah = Homeworld = Beta Orionis
	Dnyarri = Beta Orionis
Zot, Fok, Pik = Alpha Tucanae
Mycon = Homeworld = Epsilon Scorpii
	Egg Fragment = Beta Brahe
	Egg Fragment = Beta Copernicus
Thraddash = Homeworld = Delta Draconis
	    Aqua Helix = Zeta Draconis
Druuge = Homeworld = Zeta Persei
	 Rosy Sphere = Buy/Exchange
Sylandro = Beta Corvi
Burvixese = Dead = Homeworld = Arcturus
		   Burvix Caster = Planet 1 Moon
Supox = Beta Librae
Utwig = Homeworld = Beta Aquarii
	Bomb = Zeta Hyades (Planet 6)
Urquan/Kohr-Ah = Syreen Penetrators = Epsilon Camelopardalis
		 Shipwrecked Dreadnought = Alpha Paronis (Planet 7)
		 Sa-Matra = Delta Crateris

Rainbow Worlds (In order by distance from Sol)
Zeta Sextantis
Gamma Kepler
Beta Pegasi
Epsilon Draconis
Gamma Reticuli
Epsilon Lipi
Alpha Andromedae
Beta Leporis
Gamma Aquarii
Groombridge

Here I have found the coordinates for each portal in Quasispace and the 
coordinates in Hyperspace when you come out of each portal.  
Believe me, it's much easier just to memorize the main portals you use.  
This is just for the portals you don't use a lot and you don't want to have 
to search for.

Quasispace          Hyperspace
506.0 : 474.0 = 190.9 : 092.6
502.0 : 460.0 = 318.3 : 490.6
520.0 : 514.0 = 011.1 : 940.9
492.0 : 492.0 = 005.0 : 164.7
516.0 : 466.0 = 567.3 : 120.7
544.0 : 532.0 = 036.8 : 633.2
530.0 : 528.0 = 775.2 : 890.6
520.0 : 540.0 = 584.9 : 621.3
488.0 : 538.0 = 973.5 : 315.3
476.0 : 458.0 = 409.0 : 774.8
468.0 : 464.0 = 921.0 : 610.4
448.0 : 504.0 = 565.7 : 971.2
458.0 : 492.0 = 860.7 : 015.1
466.0 : 514.0 = 230.1 : 398.8
476.0 : 496.0 = 611.6 : 413.1

Separating "Melee" from Main Game
To separate the Melee from the main game, erase everything except all the 
*.shp files, *.mle files, the *.cfg files, and setup.pkg.  Also keep IP.pkg.

Alter Ship Hexes

Mycon Podship = Debug mycon.shp    <ENTER>
		  e 1153 2a 2a 2a 2a    <ENTER>
		  e 116b 2a 00 00 00    <ENTER>
		  w    <ENTER>
		  q    <ENTER>

The above makes the Mycon Podship have infinite energy.  Since this ship is 
capable of using energy to create additional crew, it becomes essentially 
invincible.  However, an unwary captain can accidentally fly the ship 
through their own plasma blasts which will kill the ship before the player 
can push the "Create Crew" button.  Other than that, only the Utwig 
Jugger can create a tie.  

I hope this is what you were looking for.  Have fun!
