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1994-05-19
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The Starship Commander's Tactical Battle Simulator
(C) Copyright 1993 William D. Hause
Mosquito Hawk Software
╔════════════════════════════════════════════╗
║ On-Line Help ║
╚════════════════════════════════════════════╝
On-Line Help:
On-Line Help may be accessed from almost any place in the Tactical
Battle Simulator (TBS). To access the On-Line Help system press Alt-H.
The TBS on-line help system is context sensitive and will try to give you
help specific to the feature you are currently trying to use. For example
if you are setting the sound options and press Alt-H, the on-line help
system will tell you how to set the sound options. Once the on-line help
system is activated you may use the keys shown at the bottom of the help
screen to find information on other topics you may be interested in.
If you wish to access information on how to better command a starship then
you should select "Notes & Tips" from the pull down menus. The on-line
help system tells you how to use the Tactical Battle Simulator program,
not how to be a great commander.
Getting Started:
The TBS is designed to be intuitive to use. The best way to learn to
use the TBS is to jump right in with the first scenario. After you become
familiar with the game, browse through the on-line help manual to learn
the intricacies of the game which will enable you to win.
───────────────────── User Interface & Game Features ─────────────────────
Game Controls:
The TBS offers full mouse support, however it can also be easily played
without a mouse. All control buttons have corresponding key commands which
are displayed in yellow on the buttons. To access the pulldown menus
press the <Esc> key or click on the red menu button with the mouse.
There are a few commands which can only be accessed by using Hot keys on
the computer keyboard. These special key commands are described below.
<Esc> - The Escape key is used to activate the pull-down menus.
Alt-H - Press 'H' while holding down the <Alt> key to access on-line help.
<Q> - Press 'Q' to exit the TBS.
<5> - Press '5' on the numeric keypad to center the map on the currently
selected unit.
Back - Press the Backspace key to move back one unit.
Space - Press the space bar to select the next unit.
<F1> - Transfer control of the currently selected unit to the computer.
<F2> - Take back control of the currently selected unit from the
Computer.
<F3> - Transfer control of all friendly units to the computer.
<F4> - Take back control of all friendly units from the computer.
Alt-V - Toggle Velocity Vectors/Direction Arrows
╔════════════════════════════════════════════╗
║ PULL-DOWN MENUS ║
╚════════════════════════════════════════════╝
To activate the Pull-Down Menus press the <Esc> key. Use the arrow
keys to navigate the menus. Press <Enter> when you have made your
selection or press <Esc> to exit the menus without making a selection.
You may also use your mouse to access the menus by clicking on the red
"Menus" button at the top of the center column in the main screen.
Menu Key Equivalents (Hot Keys):
Some features may be accessed using the keyboard or the pull-down menu.
Pull-Down menu choices with hot keys associated with them are displayed
with the corresponding hot key next to it. For example: "Quick Save" may
be selected from the pull down menu or it may be executed by pressing
"Alt-S".
───── Descriptions of all the menu choices are given below ─────
┌──────┐
│ INFO │
└──────┘
- Help: This brings up the on-line help system.
- History: Gives the historical background for the TBS.
- Notes & Tips: Tells how to be a great starship commander.
- How To Order: Product ordering information.
- About: Describes the TBS
┌──────┐
│ GAME │
└──────┘
New Game:
The "New Game" screen allows you to select the next scenario you wish to
play. Use the arrow keys or the mouse to select scenarios. Choose
"Accept" to run the currently highlighted scenario. "Prev" and "Next"
move from one scenario set to the next (if you have more than one scenario
set). "Toggle Alliance" allows you to switch sides.
Save Game:
To save your current game, select "Save Game" from the pull down menus.
If you wish replace an old saved game with your current game then use the
arrow keys or the mouse to select the box with the name of the old game
and press "ENTER". If you wish to save your game under a new name then
select a save game box and type in the name you wish your current game to
be saved under. A maximum of six games may be saved at any one time.
Load Game:
Select "Load Game" from the pull down menus. Use the arrow keys or mouse
to select the box with the previously saved game to load.
Quick Load:
Select this menu choice or press <Alt-L> to load the most recently saved
instance of the current scenario.
Quick Save:
Saves the current game under its current save name.
Quick Exit:
Select this menu choice or press <Alt-X> to make a quick exit from the
game when the BOSS walks in. You may do a "Quick Exit" from any point in
the game by pressing Alt-X. When you do a quick exit the following things
happen:
1) The screen of your computer is blanked.
2) Your game is saved in a special file which will be loaded
automatically the next time you run the TBS, thus allowing you to
continue you game exactly where you left of when you performed the
Quick Exit.
3) The TBS exits to DOS.
4) The "Exit Command" (described below) is immediately executed,
automatically starting whatever program or application you are
supposed to be working on.
The purpose of the Quick Exit feature is obvious:
When your Boss comes in to check on you, you hit Alt-X to do a Quick
Exit. Your screen will blank, your game will be saved, and the program
you are supposed to be working on will automatically be loaded and run all
in a matter of seconds. Thus concealing, from your boss, the fact that
you are using the TBS at work. When your boss leaves you may then restart
the TBS where you left off.
┌──────────┐
│ Settings │
└──────────┘
Sound Options:
To turn the sounds and music on and off select "Sound Options" from the
pull-down menus. Use the arrow keys or mouse to set the sound and music
options. The choices you make here will be saved to disk so that next
time you start up the TBS, the sounds and music settings will be
unchanged.
Range Circles:
Range circles are circles which appear around ships, drones, and other
units in the game to indicate ranges. There are three types of range
circles. The types of range circles are active detection range circles,
passive detection range circles and transporter range circles.
The green circles are transporter range circles. These range circles
always have a radius of 5Pc (Maximum transporter range). Their purpose is
not only to tell you if transporters are in range of a given unit but also
to give you a scale of reference for the current zoom level.
The dark red range circles are passive detection range circles. These
range circles have a radius equal to the units current passive detection
distance. If an enemy ship is within the red range circle for one of your
ships then he can detect your ship via passive sensors. If the enemy ship
is outside of your red detection range circles then that enemy ship can
not detect your ship using passive sensors.
The dark cyan range circles are active detection range circles. These
range circles have a radius equal to the units active detection distance.
Large units can be detected by enemy active sensors at a greater range
than small units. If an enemy ship is within the cyan range circle for
one of your ships then he can detect your ship if he uses his active
sensors. If the enemy ship is outside of your cyan detection range circle
then that enemy ship can not detect your ship using active sensors.
DO NOT GET CONFUSED! An active or passive range circle around your ship
tells you how far away an enemy unit can detect YOUR ship. Not how far
away you can detect and enemy ship. Detection ranges vary with the size
of the ship and the amount of power is expending.
The user may choose to have range circles displayed for all detected
units, or he may choose to have them displayed for only the currently
selected unit. To change the current range circle setting select "Range
Circles" from the pull down menus under "Settings". Use the space bar to
toggle the settings and press "Esc" to exit the Range Circle dialog box.
Velocity Vectors:
Toggle between Velocity Vectors and Direction Arrows. A velocity vector
is a line drawn away from a unit in its direction of travel. The length
of the line indicates the units speed. Direction Arrows are always the
same length and point in the general direction in which the unit is
moving.
Exit Command:
The Exit Command is the command which will be executed immediately after
quitting the TBS via the "Quick Exit" feature (Alt-X see Quick Exit
above). The Exit Command may be a DOS command, a program name or a batch
file.
To enter the Exit Command, select "Exit Command" from the pull-down menus.
If you want to execute a command longer than 14 characters, or if you want
to execute several command then you should put them in a batch file (see
your DOS manual.) Your Exit Command will be saved from one game to the
next so you don't have to re-enter it every time you use the TBS.
┌──────┐
│ MISC │
└──────┘
DOS Shell:
Temporarily leaves the TBS and puts you at the DOS prompt. Type "EXIT" to
return to your game where you left off.
Weapon Graphs:
To view the Weapon Graphs, select "Weapon Graphs" from the pull-down
menus. The "weapon graphs display" shows graphs of how the weapons
perform as a function of distance from the target.
The first graph shows the percent chance of a hit for each of the four
types of weapons at varying distances from their targets.
The second graph shows how the strength of each weapon changes as the
distance from the target changes.
The third graph shows (graph #1) x (graph #2). This graph shows you how
each weapon performs relative to the other weapons at a given distance.
e.g. At a range of one tenth of a parsec, the Antimatter Torpedo does more
damage (on average) than the Electron Torpedo does. At a distance of one
parsec, however, the Electron Torpedo does more damage (on average) than
the Antimatter torpedo does.
As you can see, from the third graph, the Disintegrator Beam is a
relatively poor weapon and the Neutron Torpedo performs best at all
ranges. Keep in mind however that the Neutron Torpedo only kills people,
it doesn't damage ships and equipment.
Legend:
The legend explains what the symbols and lines on the map represent.
Galactic Map:
This is a territorial map of the galaxy. Some scenario descriptions refer
to this map when describing where the scenario takes place.
Mission:
Select "Mission" from the pull-down menus when you wish to review what
your mission is.
╔═══════════════════════════════════════════╗
║ PUSH BUTTONS ║
╚═══════════════════════════════════════════╝
The buttons which are display at the bottom of the main game screen are
described below.
┌───────────────┐
│ Identify Unit │
└───────────────┘
Unit Identification is done by clicking on the Identify Unit button with
the mouse, or by pressing "I" on the keyboard. If the unit being
identified is "Friendly" then all of the displayed information will be
accurate and reliable. If the unit is an enemy unit then some of the
information displayed will be accurate, some will be an estimate, and some
will be unknown. If you have an active sensor lock on the target unit
then more information will be know about it. If you only have a "passive
detection" then less will be know about the target.
╔══════════╤═══════════════════════╤════════════════════════╤════════════╗
║ EMPIRE │ CLASS │ DESIGNATION │ ALLIANCE ║
╟────────┬─┴─────┬─────────┬───────┴┬────────┬──────────┬───┴──┬─────────║
║ TYPE │ SPEED │ HEADING │ XCoord │ YCoord │ BTTL-PTS │ MASS │ %DAMAGE ║
╟────────┴─┬─────┴────┬────┴──────┬─┴───────┬┴───────┬──┴─────┬┴─────────║
║ POWER │ CREW │ SHIELDS │ DRONES │ DISINT │ TORPS │ DETECT ║
╚══════════╧══════════╧═════╗─────┴─────────┴──╔═════╧════════╧══════════╝
║ TRACTOR TARGET ║
╚══════════════════╝
Below is a list of the information displayed about the unit being
identified. The "STATUS" column indicates the reliability of the
information.
A Status of "Given" means that the information is directly obtainable from
the sensor readings and the information is reliable and accurate.
A Status of "Estimate" means the information was estimated from the other
sensor readings. The DERIVATION column explains what the estimate was
based on.
------------ PASSIVE DETECTION INFO --------------
INFORMATION STATUS DERIVATION
Speed (Given)
Unit name (Given)
Heading (Given)
Position (Given)
Detection Range (Given)
Total Power (estimate) from (Detection Range)
Mass (estimate) from (Total Power Output)
Movement Power (estimate) from (Mass & Speed)
Shield Power (estimate) from (Total Power - Movement Power)
Shield Strength (estimate) from (Shield Power & Mass)
Crew Size (estimate) from (Mass)
Empire (unknown)
Class (unknown)
Alliance (unknown)
Type (unknown)
Value (unknown)
Damage % (unknown)
Drones (unknown)
Disintegrators (unknown)
Torpedoes (unknown)
Tractor Target (unknown)
------------ ACTIVE DETECTION INFO --------------
INFORMATION STATUS DERIVATION
Speed (Given)
Unit name (Given)
Heading (Given)
Position (Given)
Detection Range (Given)
Total Power (estimate) from (Detection Range)
Mass (Known) from (Intel Records & sensor Current Mass)
Movement Power (Known) from (Mass & Speed)
Shield Power (estimate) from (Total Power - Movement Power)
Shield Strength (estimate) from (Shield Power & Mass)
Crew Size (estimate) from (Intel Records)
Damage % (estimate) from (Normal Power Output & Current Power
Detected)
Empire (Known)
Class (Known)
Alliance (Known)
Type (Known)
Value (Known)
Drones (Known) from (Current mass of unit, Drones Remaining)
Disintegrators (Known) from (Intel Normal Number of Disintegrators)
Torpedoes (Known) from (Intel Normal Number of Torpedoes)
Tractor Target (unknown)
┌──────────────────┐
│ Power Allocation │
└──────────────────┘
To allocate power for a unit, first select the unit by clicking on it or
by pressing the space bar. Then click on the "Power Allocation" button or
press the "P" key. (Power allocation can only be done for friendly units.)
To increase the power allocated to a system, first select the system
using the left or right arrow keys. Press the up arrow to increase the
power and the down arrow to decrease the power. You may also adjust the
power by clicking on the arrows with the mouse.
Each system is capable of handling an amount of power equal to the amount
of power which the ship is capable of producing.
Weapons must be charged to the level indicated in the "Energy Required"
box before they can be used. When a weapon reaches that level then the
"Charged and Ready" count is incremented and the next weapon of that type
begins charging. The "Energy Level" box displays the charge level of the
weapon currently charging.
When all of the weapons of a given type are fully charged, the power
allocated to those weapons will be automatically redistributed to the
shields and movement in the same proportions that it is currently
distributed to shields and movement. After these weapons are fired, the
same amount of power that was originally allocated to the weapons will be
reallocated to the weapons. This power will be taken from the shields and
movement power. (If power allocation levels are modified between the time
of charging weapons and firing them, then no power will be reallocated
back to the weapons after they are fired.)
Shields, Tractor Beam, Damping Field and Movement do not need to be
charged. Their level is determined by the amount of power allocated to
them at any given time.
Damping Field:
The damping field has the effect of reducing the distance at which your
ship can be detected by passive sensors. It takes 5 units of power
allocated to the damping field to cancel out the warp disturbances cause
by 1 unit of power allocated to other systems. If you put enough power
into the damping field you can make your ship completely invisible to
enemy passive sensors. This would not leave much power for the rest of
the ship's systems however. The damping field has no effect on enemy
active sensors.
Batteries:
To use energy stored in a ship's batteries, simply over allocate the ships
power. The extra power will be drained from the batteries.
e.g. If the "Power Remaining" is -3, then 3 units of energy will be
drained from the ships batteries each second. When the batteries run out
of energy then the power will have to be reallocated in such a way that
the power remaining is not less than 0 units.
If the "Power Remaining" is 5, then the battery energy would increase by 5
units each second. When the ships batteries become fully charged then the
extra 5 units of energy will have to be allocated to the ships systems.
┌─────────────┐
│ Rename Unit │
└─────────────┘
Select the "Rename Unit" button if you wish to give the currently selected
unit a new Identification Call Sign.
┌────────────────┐
│ Weapons Lockon │
└────────────────┘
Weapons may be fired at any unfriendly unit which you have detected. To
attack an enemy unit you must first select the ship you wish to attack
with. The attacking unit is assumed to be the currently selected unit
displayed in the red information panel in the main battle screen.
Next select the "Weapons Lock-on" button. The weapons lock-on control
panel displays the name of the attacker, the name of the target unit, the
range to the target, the number of weapons available, and the number of
weapons locked onto the currently displayed target.
Press the <space> bar to change the target from one enemy unit to the
next. The currently selected target will appear in yellow on the TBS
maps. Your attacking unit will appear in white on the TBS maps. Use the
arrow keys or the mouse to allocate weapons to the target. Press <Esc> to
fire the allocated weapons at their selected targets.
Target Selection:
To select a target unit for the tractor beam, the navigator, or weapons,
do the following. Press the <space> bar to change the target from one
unit to the next. The currently selected target will appear in yellow on
the TBS maps. Your targeting unit will appear in white on the TBS maps.
Press <Esc> when the target of your choice is selected. You may also
click on the target with the mouse.
┌───────────────┐
│ Damage Report │
└───────────────┘
Click on the "Damage Report" button or press "D" to get a damage report on
the currently selected unit. Damage reports are only available for
friendly units.
Systems with a Green Light next to them are operational. Systems with a
red light next to them are damaged.
┌─────────────────┐
│ Course Plotting │
└─────────────────┘
To lay in a new course for an unit you must first select the unit using
the space bar or the mouse. The unit's name, type, empire, and battle
point value appear in the red information box below the zoom slide bar.
Next select the "Plot Course" button. The currently selected unit will
have its course displayed in white. The other friendly units will have
their courses displayed in gray. To add new legs to the course you may
either click on the map using the mouse or press "L" and then use the
arrow keys to change the position of the next point in the course. Press
the <Space bar> to add the point to the end of the course.
You may not plot courses for units which are not under your command such
as enemy ships. Stationary units such as star bases are also ineligible
for course plotting. If the currently selected unit is ineligible for
course plotting then the "Plot Course" menu choice will be dimmed out and
you will not be able to select it from the pull-down menus.
If you wish to clear the course for the currently selected unit press "C"
and the course will be erased. To accept the currently displayed course
and leave the course editor, press "A".
┌─────────────────┐
│ Modify Settings │
└─────────────────┘
The "Modify Settings" dialog box is used to set the computer control level
for the selected unit. It also allows you to set the navigation method,
sensor status, and tractor beam target.
The computer is capable controlling four different aspects of a unit. The
computer can control power allocation, navigation, weapons, and sensors.
(See Computer Control)
A unit can be ordered to follow a path which you enter. It can be
ordered to intercept a target or it can be ordered to hold station on a
target. When holding station a unit will try to maintain its current
position relative to the unit on which it is holding station.
┌──────────────┐
│ Launch Drone │
└──────────────┘
Select the "Launch Drone" button to launch a drone from the currently
selected unit. For more INFO on drones see Drones in the glossary.
┌──────────────┐
│ Transporters │
└──────────────┘
There are two reasons for transporting crew. The first is to move squads
to another friendly unit to speed repairs, reinforce their crew, or
evacuate a ship. The second reason to transport crew is to try to capture
an enemy unit. When crew are transported to a friendly unit they simply
add to the crew of the friendly ship. When squads are transported to an
enemy unit they fight for control of that unit. If they are successful
then you gain control of the enemy unit.
To transport crew, you must have your active sensors turned on, be within
transporter range (green range circle 5Pc), and you transporters must be
operational.
┌─────────┐
│ Markers │
└─────────┘
Markers allow you to mark a location on the map. Select the "Add Marker"
button to set a new marker. Choose "Kill Marker" to delete the currently
selected marker. Use the "Next Marker" button to select the next marker.
When setting a marker you can enter a short description for the marker
such as "Last known position of enemy unit."
┌────────────────┐
│ Victory Status │
└────────────────┘
Select the "Victory Status" button to see how you are doing in a scenario.
When one side reaches 100% then the scenario is over.
╔════════════════════════════════════════╗
║ COMPUTER CONTROL ║
╚════════════════════════════════════════╝
Control of any unit can be turned over to the computer. The computer
will then control that unit for you. The computer will use the same AI
routines to control your units that it uses to control enemy units. If
you give the computer control of all your units then the game will play
against itself.
To give the computer total control of a single unit, simply make that
unit the currently selected unit and press the F1 function key. To
regain control of the currently selected unit press the F2 function key.
To give the computer total control of all your units press the F3
function key. To regain control of all of your units press the F4
function key.
Partial Computer Control:
You have the option of giving the computer partial control of a unit
while still maintaining control of some of the unit's systems.
For example: You could have the computer handle power allocation but you
could still control the unit's weapons. To do this select the Modify
Settings buttons at the bottom of the main view screen. Under Computer
Control you will see four system categories.
Power Allocation
Weapons Control
Navigation
Tract-Sens-Trans
Use these to give the computer control over some systems and still retain
control over the systems which you don't want the computer to control for
you.
╔════════════════════════════════════════╗
║ OTHER FEATURES ║
╚════════════════════════════════════════╝
Range & Bearing:
To determine the range and bearing from one point on the map to another.
Click on the starting point on the map and then click on the ending point
on the map. The range and bearing from the first point to the next will
appear in the message bar at the bottom of the screen. This is the one
feature which is only available to users with a mouse.
╔════════════════════════════════════════╗
║ SHIP CLASSES ║
╚════════════════════════════════════════╝
TBS uses several class designations to describe starships. Below is a
list of the ship classes going from the smallest ship class (the Light
Frigate or Corvette) to the largest (the Battleship). While there is
overlap in the size of ships in adjacent classes, the class is determined
primarily by size. DNs (Drones) SBs (Star bases) CVs (Drone Carriers) and
MRCHs (Merchant ships) however are classified more by function than by
size.
DN - Drone: Drones are unmanned, unarmed probe vessels used for
scouting. A drone may also be used as a weapon by colliding it
with an enemy vessel. No vessel can withstand a hit from a
drone.
FFL - Corvette or Light Frigate: Small fast attack craft.
FF - Frigate: Small fast attack craft.
DD - Destroyer
CL - Light Cruiser
CC - Cruiser
CA - Heavy Cruiser: The mainstay of most galactic navies.
BC - Battle Cruiser: Fast heavy cruiser.
BB - Battleship: The largest, most powerful type of warship.
CV - Drone Carrier: Ship designed to carry and service a large number
of drones.
MRCH- Merchant ship: Unarmed, Independently owned trading vessel.
OP - Outpost: Small military facility. Outposts are used to provide
early warning of enemy invasion. Outposts are sometimes used to
provide protection for obscure un-threatened star systems.
BS - Base Station: Medium sized military facility, usually responsible
for defending a planetary system.
SB - Star base: Large military facility, usually built on a planet or a
large asteroid. Star bases are located at each empires home world
and at several highly populated star systems.
NOTE: None of the four empires produce units of all classes. Only the
Andromedans produce CVs for example.
╔════════════════════════════════════════╗
║ GLOSSARY ║
╚════════════════════════════════════════╝
Active Sensors: Active sensors use space warp technology to permeate space
in search of enemy units. Large enemy units can be detected by active
sensors at greater distances than smaller enemy units. Active sensors
cause huge space warp disturbances and make it possible for enemy units to
passively detect your ship from very far away.
Andromeda: Andromeda is one of the two human empires. The National
Federation is the other one.
Antimatter Torpedo: The antimatter torpedo is the main weapon used by
Barbarizard starships. The antimatter torpedo does less damage as the
distance from the target increases and the probability of hitting the
target decreases with distance. (See Weapons Graphs in the pull-down
menu.)
Barbarizard: The Barbarizards are a powerful, brutal enemy of the
Andromedan and National Federation Empires.
Disintegrator: Old style weapon. Fires a energy beam at the target. All
four empires have disintegrator weapon technology and all four empires use
it. Disintegrators are the weakest type of weapon and they are also the
least energy efficient. Disintegrators always hit their target and are
therefor good for shooting down enemy drones.
Drone: Drones are unmanned, unarmed probe vessels used for scouting. A
drone may also be used as a weapon by colliding it with an enemy vessel.
No vessel can withstand a hit from a drone.
Electron Torpedo: The electron torpedo is the main weapon used by
National Federation starships. The electron torpedo will always do 600
points of damage to its target if it hits. The probability of hitting
the target decreases with distance. (See Weapons Graphs in the pull-down
menu.)
PARSEC (Pc): A unit of distance equal to the distance to a star whose
stellar parallax is one second of arc. 1 Parsec = 3.26 light years or
3.03 x 10 E13 kilometers. One parsec is 206,000 times the distance from
the Sun to the Earth.
Map Window: The TBS has two map windows. Each map window can be moved
around and zoomed in and out. The map window with the yellow border is
the currently selected map window. Switch windows by pressing the <Tab>
key. Use the arrow keys to move the map. Use the "+" and "-" keys to
zoom in and out.
Marker: A marker is used to mark a position on the map such as the last
know position of an enemy unit.
Message Bar: The message bar at the bottom of the main screen is used to
display messages and information. A beep will occur when an important
new message is displayed.
mPc: milli-parsec (One one-thousandth of a parsec). Starships using a
space warp drive measure their speed in mPc/second.
National Federation: The National Federation is the larger of the two
human empires. It is currently operating in close alliance with the
Andromedan empire to defeat the Barbarizards and control the Vikonian
menace.
Neutron Torpedo: The neutron torpedo is the main weapon used by Vikonian
starships. The amount of damage a neutron torpedo does decreases with
distance as does the probability of hitting the target. The neutron
torpedo was developed by the Vikonians to help them capture ships
undamaged. The neutron torpedo is unique in that it kills crew but does
not damage the enemy ship. (See Weapons Graphs in the pull-down menu.)
Passive Sensors: Passive sensors simply detect space warp disturbances
presumably caused by enemy units. The anti-mater generators and
hyperchronic batteries used by all starships to produce power and store
energy, cause space warp disturbances and therefor make the unit
detectable to other units using passive sensors.
Platform: "Platform" is the term used to refer to a type of unit.
e.g. The National Federation Command Cruiser is a platform.
Star Base: A star base is the largest type of unit. A star base is very
expensive. Star bases are usually used to protect valuable planets with
large populations.
TBS: Tactical Battle Simulator (i.e. This game.)
Unit: Any object in the game (e.g. a ship, drone, or a base etc.)
Pull-down Menu: The pull-down menu is activated by clicking the mouse on
the red menu button at the top of the screen or by pressing the <Esc> key.
SIC: Self Integrity Check virus protection - When you run the TBS, it
performs a self integrity check, making it impossible for any computer
virus (past, present or future) to infect it.
Vikonian: The Vikonians are not technically at war with any of the other
empires however they frequently rob Human run ships. The Vikonians are
trying to expand their empire and hope to someday rule (or own) the
universe.
╔════════════════════════════════════════════╗
║ DISCLAIMER ║
╚════════════════════════════════════════════╝
Mosquito Hawk Software and I, William D. Hause hereby disclaim all
warranties relating to this software, whether express or implied,
including without limitation any implied warranties of merchantability or
fitness for a particular purpose. I will not be liable for any special,
incidental, consequential, indirect or similar damages due to loss of
data or any other reason, even if I or an agent of mine has been advised
of the possibility of such damages. The person using the software bears
all risk as to the quality and performance of the software.
╔════════════════════════════════════════════╗
║ Quick Reference ║
╚════════════════════════════════════════════╝
Esc - The Escape key is used to activate the pull-down menus.
Alt-H - Press H' while holding down the Alt key to access the on-line help
system.
Q - Press Q to exit the TBS.
5 - Press 5 on the numeric keypad to center the map on the currently
selected unit.
Backspace - Press the Backspace key to move back one unit.
Space - Press the space bar to select the next unit.
F1 - Transfer control of the currently selected unit to the computer.
F2 - Take back control of the currently selected unit from the computer.
F3 - Transfer control of all friendly units to the computer.
F4 - Tack back control of all friendly units from the computer.
Alt-V - Toggle Velocity Vectors/Direction Arrows
Alt-S - Saves game under its current game name. This overwrites your last
game saved under this name.
Alt-L - Loads your most recently saved game.
Alt-D - Access the DOS Shell without quitting you game. Type Exit at the
DOS Prompt to return to your game.
Alt-X - Quick Exit your current game. When Alt-X is pressed, your game is
saved under a special name and the game immediately exits to DOS.
Whatever command you have specified as you Exit Command is then executed.
Next time you run the TBS it will reload your game at the point where you
left off. (See Exit Command for more information.)
╔════════════════════════════════════════════╗
║ How To Order ║
╚════════════════════════════════════════════╝
To order The Starship Commander's Tactical Battle Simulator, print out the
file called "ORDERFRM.TXT", fill it out, and send it in. If you don't
have a printer then simply send the information requested below.
The Starship Commander's Tactical Battle Simulator was acquired from:
[ ] friend [ ] user group
[ ] free BBS [ ] disk vendor
[ ] pay BBS [ ] other
Name of vendor, BBS, etc.:_____________________________________
SEND TO: WILLIAM D. HAUSE
2003 BALSAM DR.
BOULDER CO 80304
Description Price Total
+-----------------------------------------------------+--------+-------+
| The Starship Commander's Tactical Battle Simulator | | |
| (Non-Shareware Version) | $14.95 | |
| Printed Manual & 10 New Scenarios (Scenario Set #1) | | |
+-----------------------------------------------------+--------+-------+
| Scenario Maker / Ship Designer Program | $9.95 | |
| (Non-Shareware Tactical Battle Simulator Required) | | |
+-----------------------------------------------------+--------+-------+
| 10 More New Scenarios (Scenario Set #2) | $9.95 | |
| (Non-Shareware Tactical Battle Simulator Required) | | |
+-----------------------------------------------------+--------+-------+
SHIPPING & HANDLING | $5.00 |
+-------+
Total | |
+-------+
Make checks payable to: William D. Hause
(U.S. funds only)
Disk Size: 3.5in (720K)
Name: _________________________________________________________________
Address: ______________________________________________________________
City/State/Zip: _______________________________________________________