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Text File | 1985-10-20 | 45.9 KB | 1,849 lines |
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- D U E L I N G S T A R S H I P S (tm)
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- Version A.00.00
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- (C) Copyright 1984 Vince J. D'Angelo and Robert W. Dea
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- All Rights Reserved
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- Dueling Starships (tm)
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- Table of Contents
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- GENERAL INFORMATION ........................................ 1
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- INTRODUCTION ............................................... 3
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- STARTING THE GAME .......................................... 4
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- SPLIT SCREEN INSTALLATION .................................. 5
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- SCREEN LAYOUT .............................................. 6
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- KEYBOARD LAYOUT ............................................ 10
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- BASIC COMMAND DESCRIPTIONS ................................. 12
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- INITIAL SETTINGS AND SPECIFICATIONS ........................ 24
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- LIST OF COMMANDS ........................................... 26
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- Dueling Starships (tm)
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- GENERAL INFORMATION
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- DISCLAIMER
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- The Authors shall in no event be liable for incidental or
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- consequential damages resulting from the use or inability to use
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- these programs or documentation. Authors are not responsible for
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- errors or defects in the programs or documentation, even if
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- Authors have been notified of same. Users will use these programs
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- at their own risk.
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- PERMISSION TO COPY
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- The Authors grant permission for clubs and other non-profit
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- organizations to copy these programs and documentation subject to
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- the following conditions:
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- 1. No price is to be charged for either the software or
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- documentation. However a distribution charge not to exceed $6
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- total may be imposed for covering the cost of the diskette.
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- 2. The software and documentation are not modified in anyway, and
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- both are always distributed together.
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- 3. Club members are encouraged to send donations to the Authors.
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- 1
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- Dueling Starships (tm)
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- DONATIONS
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- If you find this game to be of value, your donation to the
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- Authors will be greatly appreciated. (Suggested donation is $15)
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- DO NOT SEND CASH.
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- Checks should be made payable to:
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- Robert W. Dea and Vince J. D'Angelo
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- and mailed to:
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- Robert W. Dea and Vince J. D'Angelo
- Dueling Starships
- P.O. Box 968
- Fremont, CA 94537
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- Users are encouraged to copy and share this game. In situations
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- where a copy cannot be made from other users, a user may request
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- a copy from the Authors for a fee of $6 (check made payable to
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- Robert W. Dea and Vince J. D'Angelo).
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- 2
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- INTRODUCTION
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- Dueling Starships is a two-player real-time battle between
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- opposing starships. The computer screen and keyboard are split in
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- half allowing the captains of both starships to play
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- simultaneously. The object of the game is to destroy the enemy
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- starship.
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- The rest of this document describes how to start-up the game,
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- installation of the split screen barrier and provides brief
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- descriptions of the basic command set to give beginners enough
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- information to start playing.
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- Files on the Diskette
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- 1. DSS.DOC Documentation describing how to play this game.
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- 2. DSS.EXE The Dueling Starship game.
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- 3
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- STARTING THE GAME
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- To start the game:
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- 1. Carefully insert the game program diskette into drive A:
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- with the label edge entering last.
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- 2. Type "DSS" to run the program.
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- 3. The program will prompt with the following question:
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- Configure Ships?
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- Respond with a "NO" (CR). This will cause both starships
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- to be configured identical using default values.
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- 4. At this point, the game's split screen will be displayed.
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- The split screen barrier should now be installed. Follow
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- the instructions describing the split screen barrier.
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- 6. You are now ready to play the game.
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- 4
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- SPLIT SCREEN INSTALLATION
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- Cut Out "A" (BACK)
- +--------------------- (Tape Along This Line) ------------------------+
- | |
- | 1. Use this pattern and cut out on cardboard. |
- | 2. Cut slit along area marked "A". |
- | 3. Tape to top of CRT. |
- | A |
- | A |
- | A |
- +-----------------------------------A---------------------------------+
- (FRONT)
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- Cut Out "B" (TOP)
- +---------------------------------------------------------------------+
- | <- (TOWARD SCREEN) (TOWARD USER) -> |
- | |
- BBBBBBBBBB |
- | |
- +---+ |
- | 1. Use this pattern and cut out on cardboard. |
- | 2. Slide area "B" into slit "A" in cutout "A". |
- | 3. You have now installed the split screen divider. |
- | |
- +---+ |
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- . Adjust Length To Fit Your CRT |
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- +--- |
- | (BOTTOM) |
- +------------------------------------------------------------------+
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- SCREEN LAYOUT
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- The screens for both the left and right players are
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- identical.
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- +----------------------+----------------+
- | | 23:37:49 | <-- STAR TIME
- | | |
- | | SHIP PL = 100 | <-- SHIP POWER
- | | SHLD F-1 = 100 | <-+
- | | SHLD L-2 = 100 | | DEFLECTOR
- | $ | SHLD B-3 = 100 | | SHIELDS
- | | SHLD R-4 = 100 | <-+
- | | DIL CRYST= 10 | <-- DILITHIUM CRYSTALS
- | % | RESERVE = 50 | <-- RESERVE POWER SUPPLY
- | | CLOAK OFF | <-- CLOAKING DEVICE STATUS
- | | RADIUS 75000 | <-- VIEWING SCREEN RADIUS
- | | COND GREEN | <-- ALERT STATUS
- +----------------------+ |
- | PHASERS TORPEDOES PROBES PODS | <-- WEAPON STATUS
- | 100 100 25 5 |
- +---------------------------------------+
- | BEARING RANGE HEADING WARP |
- | % 212.3 62000 24.0 16.0 | <-- NAVIGATION
- | $ - - 220.0 7.0 | WINDOW
- +---------------------------------------+
- | | <-- STATUS
- | | WINDOW
- +---------------------------------------+
- |YOUR ORDERS, CAPTAIN: | <-- COMMAND
- | | WINDOW
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- +---------------------------------------+
- | | <-- ERROR MESSAGE
- +---------------------------------------+ WINDOW
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- Figure 1-1
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- In the upper left is a picture showing the positions of
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- objects in space (such as location of the enemy, anti-matter
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- probes, etc.). All objects are shown relative to your own
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- ship. In other words, YOUR SHIP IS ALWAYS AT THE CENTER OF
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- THE PICTURE (represented by a "$"). Objects are mapped onto
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- the picture by their bearing and range relative to your
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- ship. An object's bearing is its angle from 0 to 360 degrees
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- plotted in two-dimensional space. An object's range is its
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- distance. The viewing screen has a user specifiable radius.
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- If the radius is set at 75000 Km (Kilometers), for example,
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- then an object (in Figure 1-2 denoted by a "%") bearing 45
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- degrees at a range of 50000 Km would be displayed as
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- follows:
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- 90
- +-----------------------+
- | |
- | % |
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- 180 | $ | 0
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- +-----------------------+
- 270
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- Figure 1-2
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- Notice that degrees are incremented counter-clockwise from
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- the x-axis. Bearing zero degrees is to the middle right, 90
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- degrees is to the middle top, 45 degrees is to the upper
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- right corner, etc.
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- Positions of objects on the viewing screen are constantly
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- being updated. If objects (or your ship) were moving, you
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- would see the locations of the objects change over time.
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- The remainder of the screen is broken up into several
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- windows. The first window lies immediately to the right of
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- the viewing screen. This window is displayed in normal video
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- and shows your ship's status. At the very top of the window
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- is the current time. Below it is displayed the ship's main
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- power level, and the power levels of the four shields
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- surrounding the ship. Next is shown the number of dilithium
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- crystals remaining in the dilithium crystal power generator,
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- and the amount of power in the reserve power supply. The
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- status of the ship's cloaking device is then displayed,
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- followed by the current viewing screen radius, and the
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- condition alert status.
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- Below the viewing screen window is the weapon status window
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- shown in inverse video. This window displays: power in
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- phaser banks, power in photon torpedo banks, number of anti-
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- matter probes, and number of ion pods remaining.
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- Below the weapon status window is the navigation window
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- (shown in normal video). The bearing, range, heading, and
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- warp of the enemy and your own ship are shown. The enemy's
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- ship is designated by a "%", and your ship is shown as a
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- "$". These same characters are also used on the viewing
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- screen.
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- The next window on the screen is the status window which is
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- shown in inverse video. Messages regarding enemy action are
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- displayed in this area. For example, if the enemy fired
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- phasers and hit your ship, all pertinent information
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- regarding the attack would be shown here.
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- The last window on each player's screen is the command area.
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- This area is in normal video, the first line of which is the
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- main command prompt ("YOUR ORDERS, CAPTAIN:"). The remaining
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- lines beneath are used for additional prompts and data
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- entry.
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- The final line on each screen (shown in inverse video) is
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- the error/information line. If erroneous information is
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- entered to a prompt, a suitable error will be displayed
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- here. This line is also used by some of the commands for the
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- relaying of general information.
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- KEYBOARD LAYOUT
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- The "SPACE BAR" toggles the sound on and off (default on).
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- Left Player Keyboard
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- +----+ +----+ +----+ +----+ +----+
- | F1 | | F2 | |Esc | | ! | | @ |
- | | | | | | | 1 | | 2 |
- +----+ +----+ +----+ +----+ +----+
- +----+ +----+ +------+ +----+
- | F3 | | F4 | | |<-- | | Q |
- | | | | | -->| | | |
- +----+ +----+ +------+ +----+
- +----+ +----+ +--------+ +----+
- | F5 | | F6 | | Ctrl | | A |
- | | | | | | | |
- +----+ +----+ +--------+ +----+
- +----+ +----+ +----+ +----+ +----+
- | F7 | | F8 | | | | | | | Z |
- | | | | | | | \ | | |
- +----+ +----+ +----+ +----+ +----+
- +----+ +----+ +---------+
- | F9 | | F10| | Alt |
- | | | | | |
- +----+ +----+ +---------+
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- Key definitions:
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- <F1> = 1, <F2> = 2
- <F3> = 3, <F4> = 4
- <F5> = 5, <F6> = 6
- <F7> = 7, <F8> = 8
- <F9> = 9, <F10> = 0
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- +----+
- |Esc | = Backspace
- | |
- +----+
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- +------+ +----+
- | |<-- | = Carriage Return | Q | = Decimal Point "."
- | -->| | | |
- +------+ +----+
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- +----+ +----+
- | | | = Minus Sign "-" | Z | = Cancel Key
- | \ | | | (Cancel current command)
- +----+ +----+
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- Right Player Keyboard
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- +--------+ +-------+
- | <-- | | Num |
- | | | Lock |
- +--------+ +-------+
- +-----+ +----+ +----+ +----+ +----+
- | | | 7 | | 8 | | 9 | | - |
- | | | | | | | | | |
- | <--|| +----+ +----+ +----+ +----+
- | | +----+ +----+ +----+ +----+
- | | | 4 | | 5 | | 6 | | |
- | | | | | | | | | |
- +-----+ +----+ +----+ +----+ | |
- +-----+ +----+ +----+ +----+ | |
- |PrtSc| | 1 | | 2 | | 3 | | + |
- | * | | | | | | | | |
- +-----+ +----+ +----+ +----+ | |
- +------------+ +-----------+ | |
- | 0 | | . | | |
- | Ins | | Del | | |
- +------------+ +-----------+ +----+
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- Key definitions:
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- <1> = 1, <2> = 2
- <3> = 3, <4> = 4
- <5> = 5, <6> = 6
- <7> = 7, <8> = 8
- <9> = 9, <0> = 0
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- +--------+
- | <-- | = Back Space
- | |
- +--------+
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- +-----+ +----------+
- | | | . | = Decimal Point "."
- | | | Del |
- | <-- | = Carriage Return +----------+
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- +-----+
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- +-----+ +-----+
- | - | = Minus Sign "-" |PrtSc| = Cancel Key
- | | | * | (Cancel current command)
- +-----+ +-----+
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- BASIC COMMAND DESCRIPTIONS
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- Help (command # 0)
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- The help command is executed by pressing the return key in
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- response to the main command prompt. Pressing the return
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- key without entering data implies a zero response. The ten
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- basic commands and their respective numbers are then
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- displayed in the command area of the screen.
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- 1:FIRE WEAPON 4:PWR->SHIP 7:NAVIGATION
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- 2:LOCK WEAPON 5:PWR<-SHIP 8:SCAN ENEMY
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- 3:CLOAK 6:CRYSTALS 9:SET SCREEN
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- 10:SURRENDER
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- Fire Weapon (command #1)
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- Each starship has four weapons:
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- 1. PHASERS -- Pulsating energy beams which cause moderate
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- damage to the shields, and moderate damage to the ship
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- if the shield is gone. Phasers derive their power from
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- the ship's phaser banks which can hold a maximum of 100
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- units of power. The firing range for this weapon is 6000
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- to 25000 Km (i.e. the enemy must be between 6000 and
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- 25000 Km away in order to fire). Phasers are also
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- limited by a firing angle. The starship being fired at
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- must be between 0 to 75 and 285 to 360 degrees relative
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- to your ship's heading (in other words, phasers will
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- fire only if the enemy is in front of your ship: See
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- Figure 2-1 ). When phasers fire, the phaser banks
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- discharge according to the intensity specified when they
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- were locked (see the Lock Weapon command).
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- .
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- SHIELD # 2 (LEFT) .
- . F
- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX . I
- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX . R
- | X . 75 degree I
- SHIELD # 3 XXXXXXXXXXXXXXXXXXXXXXXXXXXXX X XXXX N
- (BACK) XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX X>-- SHIELD # 1 G
- XXXXXXXXXXXXXXXXXXXXXXXXXXXXX X XXXX (FORWARD)
- | X . A
- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX .285 defree N
- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX . G
- . L
- SHIELD # 4 (RIGHT) . E
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- Figure 2-1
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- 2. PHOTON TORPEDOES -- Bundles of energy which cause minor
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- damage to the shields, and heavy damage to the ship if
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- the shield is gone. Photon Torpedoes derive their power
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- from the ship's photon torpedo banks which can hold a
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- maximum of 100 units of power. The firing range for this
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- weapon is 8000 to 35000 Km. Photon Torpedoes are also
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- limited to the same firing angle as phasers (see Figure
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- 2-1 ). When the torpedoes are fired, the photon torpedo
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- banks discharge according to the intensity specified
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- when they were locked (see the Lock Weapon command).
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- 3. ANTI-MATTER PROBES -- Masses of anti-matter which cause
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- heavy damage to the shields, and minor damage to the
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- ship if the shield is gone. When a probe is launched,
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- anti-matter is loaded into it from the ship's probe
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- supply. Each starship automatically regenerates one
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- probe unit every minute. The probe launcher can fire in
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- any direction.
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- Anti-matter probes have a maximum lifespan of 30 seconds
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- in space. If they do not reach their target within that
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- length of time, they dissipate and become harmless. A
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- probe will automatically detonate if a starship enters
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- its proximity radius. This radius is 4000 Km. If a
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- starship comes within 4000 Km of the probe, the probe
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- will automatically blow up.
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- When launching a probe, you will be prompted for
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- direction and speed of the probe. Direction is any angle
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- from 0 to 360 degrees (absolute space angles as shown in
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- Figure 1-2), and speed is any warp from 0 to 40. Since
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- probes last for a maximum of 30 seconds, the farthest a
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- probe can travel at warp 40 is 40,000 Km (speed will be
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- discussed under the Navigation command). Probes are
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- designated by a "*" on the ship's viewing screen.
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- 4. ION PODS -- Space mines which cause moderate damage to
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- the shields, and moderate to heavy damage to the ship if
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- the shield is gone. Each starship is allocated 5 ion
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- pods.
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- Ion pods derive their power from your ship. You may
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- divert up to 100 units from your ship's main power level
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- into each pod. The pod is then transported out into
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- space to a location selected by you. The pod will remain
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- at that location until you decide to detonate it by
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- using this command. (For details on transporting the pod
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- into space, see the Lock Weapon command). Pods have an
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- explosion radius equivalent to 160 times the amount of
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- power in the pod. A pod filled with 100 units of power,
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- for example, would have an explosion radius of 16,000
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- Km. The closer an object is to the center of the
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- explosion, the more damage is caused. Pods are capable
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- of causing damage to a starship, and destroying oncoming
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- anti-matter probes.
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- An important feature of ion pods is their built-in
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- cloaking device. An ion pod is invisible except to the
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- mother ship which ejected it.
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- NOTE: None of the firing commands are operational when the
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- ship's cloaking device is in use (see the CLOAK
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- command).
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- Lock Weapon (Command #2)
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- Before any weapon can be used, it must first be locked.
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- Locking establishes an intensity to be used when the weapon
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- is fired, except for ion pods, which are ejected. Once your
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- phasers, photon torpedoes, and anti-matter probes are
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- locked, the intensity you specified remains in effect until
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- you decide to change it. There are four locking commands:
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- 1. PHASERS -- Locks phasers onto the enemy and establishes
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- the intensity of the beam. A maximum of 50 units may be
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- specified. Your phaser banks will discharge by this
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- amount each time you fire the weapon.
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- 2. PHOTON TORPEDOES -- Locks photon torpedoes onto the
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- enemy and establishes their intensity. A maximum of 50
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- units may be specified. Your photon torpedo banks will
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- discharge by this amount each time you fire the weapon.
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- 3. ANTI-MATTER PROBES -- Locks probe launcher onto the
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- enemy and establishes the number of anti-matter units to
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- be loaded for each shot. A maximum of 10 units may be
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- specified. Your anti-matter probe supply will decrease
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- by this amount each time you launch a probe.
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- 4. ION PODS -- Transports an ion pod into space and
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- establishes the amount of power to be diverted into it.
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- When ejecting a pod with this command, you will be
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- prompted for an ejection angle, an ejection range, and
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- for pod power. The ejection angle is any angle from 0 to
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- 360 degrees measured in absolute space angles (refer to
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- Figure 1-2). The ejection range is any distance from 0
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- to 60,000 Km away from the ship. Pod power is any
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- amount up to 100 units of your ship power. Once
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- ejected, the pod will sit at that location in space
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- until you manually detonate it with the FIRE command.
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- When detonated, the pod will have an explosion radius
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- equal to 160 times the amount of power in the pod. Care
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- should be taken not to accidentally blow yourself up
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- with one of your own pods.
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- When a pod is ejected, it will be assigned a number from
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- 1 to 5. All five of your ship's ion pods can be in
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- space at one time. Pods are designated on the ship's
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- viewing screen by their respective number. For example,
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- ion pod #1 will be shown as a "1" on the screen.
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- Cloak (Command #3)
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- Each starship is equipped with a cloaking device.
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- Activating this device makes the starship invisible. This
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- command is used as a toggle to activate / deactivate this
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- device. Issuing the command once, causes the device to turn
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- on. Issuing the command a second time, causes the device to
-
- turn off. In order to activate the device, a starship must
-
- have a minimum of 125 units of power in the ship's main
-
- power level. If the main power level should fall below 100
-
- units at any time, the cloaking device will automatically
-
- turn itself off.
-
-
- There are two main drawbacks to using the cloaking device:
-
- 1. A starship cannot fire its weapons when invisible.
-
- 2. The cloaking device consumes a lot of power (25 units
-
- per minute deducted from the main power level).
-
- These disadvantages can easily outweigh the advantages of
-
-
- 17
-
-
-
-
-
-
-
-
-
- being invisible if the cloaking device remains on for an
-
- extended period of time.
-
-
- Power to Ship (Command #4)
-
-
- The Power to Ship and Power from Ship commands allow the
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- captain of a starship to transfer energy from one part of
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- the ship to another. Before these commands can be discussed
-
- in detail, the power structure and power flow within a
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- starship must first be explained.
-
-
- The power source of each starship are its dilithium
-
- crystals. These reside in the dilithium crystal power
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- generator. The generator generates one unit of power per
-
- minute per crystal. In other words, if your starship has 10
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- dilithium crystals, the power generator will provide your
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- ship with 10 units of power per minute. This power is
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- placed in the reserve power supply (see Figure 2-2). The
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- reserve power supply can be tapped to channel power into
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- the ship's main power level. From there, power can be
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- diverted into the shields, phaser and torpedo banks, and
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- can be used in ejecting ion pods. Power can also be
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- diverted back into the main power level from the shields
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- and weapon banks if needed. Power cannot, however, be put
-
- back into the reserve power supply from the main power
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- level.
-
-
- If a starship is badly lacking in power (after a heavy
-
- attack, for example), and there is little or no power in
-
-
-
- 18
-
-
-
-
-
-
-
-
- the reserve power supply, instant power can be generated by
-
- disintegrating some of the dilithium crystals (see the
-
- Crystals command).
-
-
-
- #################
- #################
- # #
- # # Engines Ion
- Pods
- | |
- | |
- #### Reserve Main 1:4
- ## ----------- Power -------- Power --------- Shields
- #### \ Supply / Level
- \ / |
- Dilithium Crystal \ / |----- Phaser Banks
- Power Generator \ / |
- \ / |_____ Torpedo Banks
- Disintegrating
- Crystals
-
-
- Figure 2-2
-
- The Power to Ship command has seven parts:
-
- 1. Diverts power from shield #1 to the main power level.
-
- Power is expressed in shield units. A four-to-one ratio
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- exists between a shield power unit and a power unit for
-
- any other part of the ship. Four shield units equal one
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- ship unit. (In other words, diverting four units from
-
- the shield to the ship boost the ship by one unit.)
-
- 2. Diverts power from shield #2 to the main power level.
-
- 3. Diverts power from shield #3 to the main power level.
-
- 4. Diverts power from shield #4 to the main power level.
-
-
- NOTE: Withdrawing power from a shield lowers the efficiency
-
- of the shield.
-
-
- 5. Diverts power from the phaser banks to the main power
-
-
- 19
-
-
-
-
-
-
-
-
-
- level. This is a one-to-one ratio.
-
- 6. Diverts power from the photon torpedo banks to the main
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- power level. This is a one-to-one ratio.
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- 7. Taps the reserve power supply and channels the power
-
- into the main power level. This is a one-to-one ratio.
-
-
- NOTE: The ship's main power level can hold a maximum of 200
-
- units.
-
-
- Power from Ship (command #5)
-
- This command is the opposite of the Power to Ship command
-
- and has six parts:
-
-
- 1. Diverts power from the ship's main power level to shield
-
- #1 on a one-to-four ratio. Power is expressed in shield
-
- units. Boosting the shield four units will drain one
-
- unit from the main power level.
-
- 2. Diverts power from the main power level to shield #2.
-
- 3. Diverts power from the main power level to shield #3.
-
- 4. Diverts power from the main power level to shield #4.
-
-
- NOTE: Boosting a shield raises its efficiency. A shield
-
- can hold a maximum of 125 units.
-
-
- 5. Diverts power from the main power level to the phaser
-
- banks. This is a one-to-one ratio. The phaser banks can
-
- hold a maximum of 100 units.
-
- 6. Diverts power from the main power level to the photon
-
- torpedo banks. This is a one-to-one ratio. The photon
-
- torpedo banks can hold a maximum of 100 units.
-
-
- 20
-
-
-
-
-
-
-
-
-
-
- Crystals (Command #6)
-
- This command disintegrates dilithium crystals. This option
-
- should only be exercised when it is absolutely necessary.
-
- Disintegrating crystals creates instant power, but
-
- decreases the rate at which the reserve power supply builds
-
- up. Each crystal disintegrated generates 50 units of power
-
- which is channeled directly into the ship's main power
-
- level (bypassing the reserve power supply).
-
-
- For every crystal eliminated, one unit of power is reduced
-
- in the reserve power regeneration rate per minute.
-
- Dilithium crystals are the power source for each starship.
-
- Burning up crystals needlessly could have disastrous
-
- effects later on.
-
-
- Navigation (Command #7)
-
- Changes course (heading) and speed. Heading is expressed as
-
- any angle from 0 to 360 degrees measured in absolute space
-
- angles. Speed is any warp from -20 to 20. A negative speed
-
- indicates moving in reverse (useful if firing at the enemy
-
- while retreating). Each warp equals the velocity of 2,000
-
- Km per minute. These speeds were adopted to make the game
-
- easier to play. Traveling at the maximum speed of warp 20
-
- (or -20) would result in your starship moving 40,000 Km
-
- each minute.
-
-
- When changing speed, your starship will automatically
-
- accelerate / decelerate to the new speed from the present
-
-
-
- 21
-
-
-
-
-
-
-
-
- one. The rate at which your starship can accelerate is
-
- determined by your ship's main power level. The higher the
-
- power level, the faster your ship can accelerate. A power
-
- level of zero would result in no acceleration.
-
-
- When traveling at speeds greater than warp 10 (or -10),
-
- power will be drained from the reserve power supply to help
-
- your engines maintain speed. If the reserve supply is
-
- emptied, your ship will automatically reduce speed to warp
-
- 10 (or -10).
-
-
- Scan Enemy (Command #8)
-
- Sensor scan of the enemy starship. Causes the status of the
-
- enemy to be displayed on your screen (replacing the values
-
- for your ship). All values are displayed except for power
-
- in phaser and photon torpedo banks, and number of anti-
-
- matter probe units remaining. The sensor scan remains in
-
- effect until you issue another command. If the enemy
-
- starship is invisible, it cannot be scanned.
-
-
- Set Screen (Command #9)
-
- Changes the ship's viewing screen radius. The current
-
- screen radius is always displayed on the screen. This
-
- radius will need to be adjusted according to the distance
-
- of the enemy starship and any other objects in space, in
-
- order to see everything, or you can adjust it to focus in
-
- on your immediate area.
-
-
- Surrender (Command #10)
-
- Allows you to surrender your ship to the enemy. Your enemy
-
-
- 22
-
-
-
-
-
-
-
-
-
- has the option to accept your surrender or to continue
-
- playing the game.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 23
-
-
-
-
-
-
-
-
-
- INITIAL SETTINGS AND SPECIFICATIONS
-
-
-
- All weapons are initially unlocked.
-
- Headings and speeds of each ship are set to zero.
-
- Default # of dilithium crystals: 10
-
- Default # of anti-matter units: 25 regeneration: 1 per minute
-
- # of ion pods: 5 regeneration: none
-
- Default reserve power level: 50 regeneration: 1 unit/minute/crystal
-
-
- Ship power level: 100 max. possible: 200
-
- Phaser banks: 100 max. possible: 100
-
- Photon torpedo banks: 100 max. possible: 100
-
- All four shields: 100 max. possible: 125
-
-
- PHASERS
-
- range: 6,000 - 25,000 Km
-
- firing angle: 0 - 75, 285 - 360
-
- intensity: 0 - 50
-
- shield damage: moderate
-
- ship damage: moderate
-
-
- PHOTON TORPEDOES
-
- range: 8,000 - 35,000 Km
-
- firing angle: 0 - 75, 285 - 360
-
- intensity: 0 - 50
-
- shield damage: minor
-
- ship damage: heavy
-
-
-
-
-
-
- 24
-
-
-
-
-
-
-
-
-
-
- ANTI-MATTER PROBES
-
- range: 40,000 Km max. at warp 40
-
- maximum lifespan: 30 seconds
-
- proximity radius: 4,000 Km
-
- firing angle: ALL
-
- intensity: 0 - 10
-
- shield damage: heavy
-
- ship damage: minor
-
- speed: warp 0 - 40
-
-
- ION PODS
-
- ejection range: 0 - 60,000 Km
-
- firing angle: ALL
-
- intensity: 0 - 100
-
- shield damage: moderate
-
- ship damage: moderate to heavy
-
- (damage depends on distance from pod
-
- to target, and pod's strength)
-
- explosion radius: 160 times pod's strength
-
-
- Note: Initial settings for dilithium crystals, anti-matter units,
-
- and reserve power supply are configurable. Figures shown
-
- are default values.
-
-
-
-
-
-
-
-
-
-
-
-
- 25
-
-
-
-
-
-
-
-
-
- LIST OF COMMANDS
-
-
- 0 Help
-
- 1 Fire Weapons - 1 Phasers range (6,000 - 25,000)
-
- - 2 Photon Torpedoes range (8,000 - 35,000)
-
- - 3 Probes angle (0 - 360), warp (0 - 40)
-
- - 4 Pod pod # (1 - 5)
-
- 2 Lock Weapons - 1 Phasers (0 - 50)
-
- - 2 Photon Torpedoes (0 - 50)
-
- - 3 Probes (0 - 10)
-
- - 4 Pod angle (0 - 360) range (0 - 60,000)
-
- power (1 - 100)
-
- 3 Cloak
-
- 4 Power to Ship - 1 Shield #1 to ship, - 2 Shield #2 to ship
-
- - 3 Shield #3 to ship, - 4 Shield #4 to ship
-
- - 5 Phaser banks to ship
-
- - 6 Torpedo banks to ship
-
- - 7 Reserve power supply to ship
-
- 5 Power from Ship - 1 Ship to shield #1, - 2 Ship to shield #2
-
- - 3 Ship to shield #3. - 4 Ship to shield #4
-
- - 5 Ship to phaser banks
-
- - 6 Ship to torpedo banks
-
- 6 Crystal 50 units / crystal
-
- 7 Navigation angle (0 - 360), warp (-20 to 20)
-
- 8 Scan Enemy
-
- 9 Set Screen (1,000 - 300,000)
-
- 10 Surrender
-
-
-
-
- 26
-
-
-
-
-