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-
- "Wot? Ye said ye wanna wot?"
- "Missions? In TradeWars? You're outta yer bleedin mind!"
- "The only way you can do that is with..."
-
-
- T R A D E W A R S 2 0 0 2
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-
- Yet another Trade Wars 2002 utility for SysOps
- written by Brandon Bannerman
-
- ≡ Release Version 0.85 ≡
- May 25, 1993
-
- ─Obligatory Disclaimer─
- TW Missions (for those of you uninitiated) is guaranteed to occupy space on
- your disk. Beyond this, you take your own chances.
-
- ─Documentation─
- Now that that's over with, on to how to actually use this thing.
-
- TW Missions is designed to offer a new, interactive dimension to TradeWars
- 2002. It creates random "Missions", sent by the Federation to individual
- players. Players may be required to rescue a port from marauding space
- pirates, terminate a rogue alien, or stop a Ferrengi from terrorizing a
- sector of space--or one of many other possible combinations. The players may
- pass it off as a prank by someone with high access the first time, but after
- that, they'll learn. <Grin>
-
- Each Mission is given a certain duration--in which time the player must
- complete the mission, or fail it--of up to 31 days. (Except the unregistered
- version, which gives all Missions a set length of five days) They are sent a
- message explaining their assignment, and are not given the option to decline
- it. (Remember, we're dealing with the Federation here--Zyrain isn't exactly
- the nicest guy in the universe)
-
- For simplicity, Missions are classified as one of two types--Search &
- Destroy, or Rescue. In a Rescue Mission, something is threatening an object
- like a Port or a Planet, and players must eliminate the threat. Search and
- Destroy Missions are fairly self-explanatory--the target must be tracked down
- and eliminated before the duration expires! (Since Aliens and Ferrengi are
- always on the move, this can pose a problem, both in money and time)
-
- The point of Missions is to breathe life into a game which is winding down
- into the same old Trade-Trade-Kill-Planet-Corp routine, and quite often to
- relieve high-end players of some of their hard-earned cash.
-
- But it's not all hard work. For every Mission has its reward, and if a player
- does an outstanding job on a Mission, he may find himself earning a
- respectable sum of experience, alignment, and credits. (Again, the
- unregistered version is crippled--players will NOT receive credits!) On the
- flip side, if they fail to complete the Mission objective, they may notice
- they have lost a significant percentage of their experience in the process.
-
- Best of all, Missions will work with no installation process, and a minimum
- of effort. Simply place the following files in your TradeWars 2002
- directory (These are required):
-
- MISSIONS.EXE - Main Executable
- MISSIONS.MDF - Missions Datafile
- FERRSHIP.MDF - Ferrengi Ship PickList
- FERRNAME.MDF - Ferrengi Name Picklist
- ALNSHIP.MDF - Alien Ship Picklist
- ALNNAME.MDF - Alien Name Picklist
-
- Now append it to your TW batch file. An example is given here:
-
- @ECHO OFF
- CD\TELEGARD\DOORS\TRADEWAR
- COPY ..\..\CHAIN.TXT
- TW2002 -WWIV
- MISSIONS
- DEL CHAIN.TXT
- CD\TELEGARD
- EXIT
-
- Your batch file is undoubtedly different, but this at least gives you the
- basic idea. Missions should run after TW2002, to give it a chance to react
- to anything the player does.
-
- You will also need to run Missions in your daily maintenance event. Again, I
- give you an example batch file:
-
- @ECHO OFF
- .
- . (The rest of your events here)
- .
- CD\TELEGARD\DOORS\TRADEWAR
- EXTERN
- MISSIONS DAILY
- CD\TELEGARD
- EXIT
-
- Neither of these take any significant amout of time anymore. I logged a run
- of Missions with 10 active Ferrengi S&D Missions (which take the longest to
- analyze), with a daily log of 200 lines. It took exactly 14 seconds to
- complete. Of course, my computer is a 286 with an RLL hard disk, so
- depending on your own computer it may take more or (more likely) less time.
- In addition, it is very unlikely (though possible if you have altered the
- default settings to make Missions more often) that a normal game will ever
- accumulate more than 10 or 15 Missions at any one time.
-
- NOTE: The Unregistered version sports a 10-second delay every time it is
- run. This is NOT dependent on your PC's speed, so it's better in the long
- run to register, eh?
-
- The command-line parameter "DAILY" is *required* for Missions to run its
- maintenance. When it is run after TW2002, it merely checks any existing
- Missions to see if they have been completed or failed (or if the player is
- deleted, if they are still in progress, etc). When run with the DAILY
- parameter, it rolls the electronic equivalent of percentile dice, to see if a
- Mission is created or not. It also resets the Last Log Read Date, and
- performs a few other necessary items.
-
- MISSIONS can also be forced to produce a Mission, no matter what other
- parameters are (or aren't) issued, if run with the parameter of:
- MISSIONS FORCE
- This will "Force" Missions to assume a successful roll on the percentile
- dice, and will create a Mission--EVEN if the DAILY parameter is NOT issued.
- Note that you could set this up as an external event in the registered
- version of my TW Events program. (Lovely blatant plug, eh?)
-
- Missions now logs its activity to the TWGAME.LOG file. If you wish to
- disable these writes, add the parameter of NOLOG to the commandline.
-
- The following files come with Missions, but aren't needed to run it:
-
- MISSIONS.DOC - This Document File
- PRODUCTS.LST - List of my software and current versions
- WHATS-UP.DOC - TW Missions Version History (which tends to wax personal)
- SURVEY.TXT - Survey Textfile of TW2002 and related products
- ABOUT.ME - About the author of this program
-
- -Types of Missions-
- Search & Destroy
- Ferrengi
- A particular Ferrengi is targeted for termination by the Feds, and
- Player x must deep fat fry the sucker within x amount of days.
- Alien
- Same as Ferrengi, but an Alien is targeted. Slightly less hazardous
- than messing with Ferrengi.
- Fighters
- A cluster of Rogue fighters are clustering in Sector x, and causing a
- general nusiance. Player x must houseclean the sector.
- Mines
- A Ferrengi is dropping mines around a sector, and the player must clear
- these mines--possibly dealing with the Ferrengi in the meantime.
- Player
- NEW! Works for both good and evil characters. A player will be told to
- execute another player of the opposite alignment. The message will come
- from the Federation for good players, the Ferrengi for evil players.
- Rescue
- Port
- A port is threatened by a terrorist faction, supplying themselves from
- the fighters in such and such a sector. Player x must waste said
- fighters and make the port live happily ever after.
- Planet
- Same as Port, but a planet is threatened, and a new planet is created
- from scratch as opposed to Port, where it uses an existing port.
-
- ─The Editor─
- Yes, there IS an editor for Missions. Invoking MISSIONS with the parameter
- of "EDITOR" will bring up MisEdit in exclusion to all else (including the
- "FORCE" parameter). This is a change from older versions, where MisEdit was
- a separate program.
-
- In the Editor, you can set the percentage chance for a Mission to be
- created, the multiplier for a Mission's difficulty (and consequent rewards),
- and enter your registration code, if you have ordered one. You can also set
- the minimum alignment and experience a player must have to be assigned a
- Mission. There is now a flag, telling Missions whether or not it should
- remove objects when a Mission is finished. You can reset the last date the
- daily log was read, and specify which ShipType aliens are given, or make it
- random.
-
- In the Registered version, you can also edit the Missions themselves. In the
- previous version, the Mission editor was solely a viewer, but it works fully
- now. In addition, if you change a Mission, you can now resend the message to
- the player.
-
- -Name Picklists-
- There are five picklists in Missions, and they must exist in the current
- directory. Their formats are simple and mostly identical:
- Line 1 : Number of picks
- Line 2 : Pick 1
- Line 3 : Pick 2
- .
- .
- .
- And so on. These files are what Missions picks from when it gives a
- Ferrengi or Align their name and ship. Feel free to edit these to your
- heart's content--just remember that each name has a maximum length of 25
- characters, and that there must be at least as many names as there are
- listed at the top.
-
- The sole exception is GOODPLAN.MDF, which holds the planet names and
- creators. This consists of:
- Line 1 : Number of picks
- Line 2 : Nothing. Exists for compatibility with GENESIS.DAT.
- Line 3 : Planet 1 Name
- Line 4 : Planet 1 Creator
- .
- .
- .
- Etc.
-
- ─Rerolling Missions─
- Rerolling couldn't be simpler. Just delete MISSIONS.MDF, and on the next
- run, Missions will create a new one before doing anything else.
-
- ─Registration─
- I just had to say the "R" word, didn't I? <Chuckle> Yes, Missions requires
- registration. This is $10 US funds. Send Cash, Check, or Money Order, along
- with a completed REGISTER.FRM to:
-
- Brandon Bannerman
- 27908 84th Ave So
- Kent, WA 98032-8625
-
- In the unregistered version, the following limitations are in effect:
- o No Rescue Missions--only Search and Destroy Missions will be created.
- o No Credits--players will receive no monetary rewards for their efforts.
- o No Editor--The Mission Editor is nonfunctional, although the
- configuration screen is not.
- o Annoying Messages--every time a Mission is drawn to a close, the player
- will receive an annoying message, encouraging them to tell you to
- register. The Tavern Announcement gets overwritten every time Missions
- runs, showing a rather annoying message to this effect. A nasty
- ten-second delay will show at the end of every run.
-
- Current distribution sites:
- DarkStar StarDock @ (206)431-1243 14400 Burien, WA
- Innovative Images @ (206)630-4673 9600 Kent, WA
-
- Enjoy!
-