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- |AUTOHELP
-
- ~5╔════════════════════════╗
- ~5║ ~2-=-~3 AutoPilot Help ~2-=- ~5║
- ~5║ ~3<~5Y~3> ~1Yes, stop here ~5║
- ~5║ ~3<~5N~3> ~1No, continue on ~5║
- ~5║ ~3<~5E~3> ~1Express Non-Stop ~5║
- ~5║ ~3<~5I~3> ~1Ship information ~5║
- ~5║ ~3<~5R~3> ~1Port Report ~5║
- ~5║ ~3<~5S~3> ~1Long Range Scan ~5║
- ~5║ ~3<~5D~3> ~1Re-Display Sector ~5║
- ~5║ ~3<~5P~3> ~1Port and Trade ~5║
- ~5║ ~3<~2!~3> ~1AutoPilot Help ~5║
- ~5╚════════════════════════╝
- |TWMENU
-
- ~5╔══════════════════════════════~E 2 0 0 2 ~5═════════════════════════════════╗~0
- ~5║ ~3Navigation Computer Tactical ~5║~0
- ~5║ ~2=~5-~2=~5-~2==~5-~2=~5-~2= =~5-~2=~5--~2=~5-~2= =~5-~2=~5--~2=~5-~2= ~5║~0
- ~5║ ~3<~5D~3> ~1Re-Display Sector ~3<~5C~3> ~1Engage Crai XXV ~3<~5A~3> ~1Attack Enemy SpaceCraft ~5║~0
- ~5║ ~3<~5P~3> ~1Port and Trade OnBoard Computer ~3<~5E~3> ~1Use SubSpace EtherProbe ~5║~0
- ~5║ ~3<~5M~3> ~1Move to a Sector ~3<~5I~3> ~1Ship Information ~3<~5F~3> ~1Take or Leave Fighters ~5║~0
- ~5║ ~3<~5L~3> ~1Land on a Planet ~3<~5T~3> ~1Corporate Menu ~3<~5G~3> ~1Show Deployed Fighters ~5║~0
- ~5║ ~3<~5S~3> ~1Long Range Scan ~3<~5U~3>~1 Use Genesis Torp ~3<~5H~3> ~1Handle Space Mines ~5║~0
- ~5║ ~3<~5R~3> ~1Release Beacon ~3<~5J~3>~1 Jettison Cargo ~3<~5K~3> ~1Show Deployed Mines ~5║~0
- ~5║ ~3<~5W~3> ~1Tow SpaceCraft ~3<~5!~3>~2 Main Menu Help ~3<~5O~3> ~1Starport Construction ~5║~0
- ~5║ ~3<~5Q~3> ~2Quit and Exit ~3<~5Z~3> ~2TradeWars DOCS ~3<~5V~3> ~2View Game Status ~5║~0
- ~5╚════════════════════════════════════════════════════════════════════════╝~0
- |TWCMENU
-
- ~5╔═══════════════════~E 2 0 0 2 ~5════════════════════╗
- ~5║ ~2-=- ~3Navigation~2 -=- ~2-=- ~3Misc ~2-=- ~5║
- ~5║ ~3<~5F~3> ~1Course Plotter ~3<~5A~3> ~1Make Announcement ~5║
- ~5║ ~3<~5I~3> ~1Inter Sector Warps ~3<~5C~3> ~1View Ship Catalog ~5║
- ~5║ ~3<~5K~3> ~1Your Known Universe ~3<~5D~3> ~1Read Daily Log ~5║
- ~5║ ~3<~5R~3> ~1Port Report ~3<~5E~3> ~1Display Evil Ranks ~5║
- ~5║ ~3<~5V~3> ~1Avoid Sectors ~3<~5G~3> ~1Display Good Ranks ~5║
- ~5║ ~3<~5W~3> ~1Use Mine Disruptor ~3<~5H~3> ~1List Aliens ~5║
- ~5║ ~3<~5X~3> ~1List Current Avoids ~3<~5L~3> ~1List Traders ~5║
- ~5║ ~3<~5P~3> ~1Fire Photon Missile ~3<~5M~3> ~1Re-Read Your Mail ~5║
- ~5║ ~3<~5B~3> ~dBegin Self Destruct ~3<~5N~3> ~1Toggle ANSI On/Off ~5║
- ~5║ ~3<~5S~3> ~1Send Mail ~5║
- ~5║ ~3<~2!~3> ~1Computer Help ~3<~5T~3> ~1Current Ship Time ~5║
- ~5║ ~3<~2Q~3> ~1Exit Computer ~3<~5Y~3> ~1Personal Planets ~5║
- ~5╚════════════════════════════════════════════════╝
- |CITIMAKE
-
- ~1This planet does not have a Citadel on it. If you wish to construct one,
- ~1you must first have the raw materials on the planet to build the Citadel.
-
- ~5Citadel construction requires the following:
- ~2500,000 ~5Colonists to support the construction,
- ~2 300 ~5units of Fuel Ore,
- ~2 200 ~5units of Organics and
- ~2 250 ~5units of Equipment.
-
- ~1Once a Citadel is built, you will then have the options of leaving your ship
- ~1there overnight, storing credits in the treasury, and many other military
- ~1functions that can turn your planet into a stronghold that is formidable
- ~1indeed! Addition of a Combat computer will enable your Citadel's systems to
- ~1control all fighters on the planet for defense. Purchase of a Quasar cannon
- ~1can give your Citadel the power to attack craft in space in the sector the
- ~1planet is in.
-
- |CONHELP
- ~b -=-=- StarPort Construction -=-=-
-
- ~1 Star Ports exist all over the known Universe. Traders construct
- ~1these when they have sufficient wealth to finance such an undertaking.
- ~1The costs involved with a project such as this is prohibitive and if you
- ~1have to ask, you can't afford it. Star Ports can be designed in a
- ~1number of fashions, as export centers, as balanced import/export nodes,
- ~1or as import only stations. Many variations in between can also be
- ~1designed. Ports can only import or export any given product, not both.
- ~1However, many ports can reside in a single sector so clusters of trade
- ~1centers may be established. Costs involved with upgrading ports reflect
- ~1the supply/demand of the product in question and the current levels of
- ~1trade. Building a StarPort requires the resources of a fairly
- ~1productive planet to support it. The planet supports the construction
- ~1stages which can last from a few days to many weeks depending on the
- ~1class of port. Construction has become a viable investment for Traders
- ~1since the outbreak of Port destruction brought on by the marauding Black
- ~1Empire. Many areas of our Universe are in desperate need of trading
- ~1centers to help them flourish.
- |CORPMENU
-
- ~5╔══════════════════════~E 2 0 0 2 ~5═════════════════════════╗
- ~5║ ~3<~5D~3> ~2Display Corporations ~3<~5X~3> ~1Leave Your Corporation ~5║
- ~5║ ~3<~5J~3> ~2Join a Corporation ~3<~5L~3> ~1List Corporate Planets ~5║
- ~5║ ~3<~5M~3> ~2Make a New Corporation ~3<~5!~3> ~1Corporation Help ~5║
- ~5║ ~3<~2Q~3> ~5QUIT ~2Corp Menu ~3<~5A~3>~1 Show Corporate Assets ~5║
- ~5║ ~r-- ~3(~1Corporations Only~3) ~r-- ~1 & Member Locations ~5║
- ~5║ ~3<~5C~3> ~1Credit Transfer ~r- ~dC.E.O.s Only ~r-~5 ║
- ~5║ ~3<~5F~3> ~1Fighter Transfer ~3<~5T~3> ~dSend Corporate Memo ~5║
- ~5║ ~3<~5H~3> ~1Mine Transfer ~3<~5P~3> ~dCorporate Security ~5║
- ~5║ ~3<~5S~3> ~1Shields Transfer ~3<~5R~3> ~dDrop Corporate Member ~5║
- ~5╚════════════════════════════════════════════════════════╝
- |GENEBOOM
-
- ~2As you give the order, the weapons officer engages a code sequence
- ~2that arms the most potent weapon the Federation has ever developed,
- ~2the powerful Nuerevy Atomic Detonator. Each corbomite-encased anti-
- ~2matter warhead is powerful enough to shatter a continent. When
- ~2several of these disaster machines are exploded simultaneously along
- ~2the fault lines of a planetary body, the resulting force is sufficient
- ~2to reduce it to the interstellar dust from whence it came. A flight of
- ~2your K3-A fighters takes the planet-busting bombs to the sites
- ~2selected by the computer as being the most devastating. You then blast
- ~2off from the planet as quickly as possible. A single laser blast from
- ~2your fleet triggers the massive reaction that is truly astounding.
- ~2Luckily, your crew has enough time to move the command ship out of
- ~2the blast range so that you can watch the destruction and enjoy it as
- ~2well! Unfortunately some of your fighters did not return from the
- ~2awesome implosion.
- |GENESIS
-
- ~1 Your science officer has detected a nebula in this sector suitable for
- ~1system formation. After you register your claim with The Imperial Bureau of
- ~1Expansionist Affairs for the territory, you give the order to arm and launch
- ~1the Genesis device.
-
- ~1 As the Genesis Torpedo leaves the torpedo bay of your ship, it begins to
- ~1glow brilliantly as it accelerates it's mass to the critical point. You
- ~1immediately warp out of range of the Genesis envelope, and four minutes
- ~1later the nebula is transformed into a thriving planetary system with such
- ~1a fantastic display of pyrotechnical special effects that it could never be
- ~1depicted in a simulation like this!
-
- ~1 You bring your ship into orbit about your new planet and make
- ~1preparations to explore it. Of course, now you will need colonists to
- ~1really make this planet thrive!
- |HARDWARE
-
- ~5╔═══════════════════════════════╗
- ~5║ ~5The Emporium Daily Specials~2: ~5║
- ~5║ ~5║
- ~5║ ~3<~5A~3> ~1Atomic Detonators ~5║
- ~5║ ~3<~5B~3> ~1Marker Beacons ~5║
- ~5║ ~3<~5C~3> ~1Corbomite Devices ~5║
- ~5║ ~3<~5D~3> ~1Cloaking Devices ~5║
- ~5║ ~3<~5E~3> ~1SubSpace Ether Probes ~5║
- ~5║ ~3<~5F~3> ~1Planet Scanners ~5║
- ~5║ ~3<~5M~3> ~1Space Mines ~5║
- ~5║ ~3<~5P~3> ~1Photon Missiles ~5║
- ~5║ ~3<~5R~3> ~1Long Range Scanners ~5║
- ~5║ ~3<~5S~3> ~1Mine Disruptors ~5║
- ~5║ ~3<~5T~3> ~1Genesis Torpedoes ~5║
- ~5║ ~3<~5W~3> ~1TransWarp Drives ~5║
- ~5║ ~3<~5Y~3> ~1Psychic Probes ~5║
- ~5║ ~5║
- ~5║ ~3<~2!~3> ~dHardware Emporium Help ~5║
- ~5║ ~3<~2L~3> ~dLeave the Emporium ~5║
- ~5╚═══════════════════════════════╝
- |CORPDISP
-
- ~5╔═══════════════════════════════╗
- ~5║ ~5TW2002 Corporate Listings~2: ~5║
- ~5║ ~5║
- ~5║ ~3<~5L~3> ~1List Active Corporations ~5║
- ~5║ ~3<~5R~3> ~1Rank Corporations ~5║
- ~5║ ~5║
- ~5╚═══════════════════════════════╝
- |KENTMAD
-
- ~1...as your fighters deploy within Federation space, they are immediately
- ~1annihilated by a VERY powerful phaser array from the Federation StarShip
- ~1the Intrepid. The monstrous bulk of the cruiser fills your viewscreen
- ~1and its warning message blares throughout your ship.
-
- ~2"Try that again and you'll get the same! You should know the regulations
- ~2about using arms in the Federation!"
-
- ~1Your battle officer reports loss of 10% of your fighters and 10% of your
- ~1holds. It seems the Intrepid was very careful in it's attack and could have
- ~1done much MORE damage.
- |LANDEART
-
- ~5It takes your very best navigational effort to avoid the multitude of
- ~5"space junk" in orbit about this planet. Your computer system finally
- ~5establishes a link with the Terran Traffic control system and you
- ~5relax as it brings your ship down automatically onto the last major
- ~5Space Port on Terra. You shut your systems down and head out to the
- ~5main colonists' departure terminal, hoping to find plenty of eager people
- ~5willing to risk the hazardous trip in CryoFreeze just so they can live on
- ~5a clean, abundant planet.
- |MAKEPORT
-
- ~5╒╤════════════════════════════╤╤══════════════════════════════════╤╤════════╤╕
- ~5││ ~1StarPort Construction ~5││ ~1Initial Construction Costs ~5││ ~1Import ~5││
- ~5╞╪════════════╤═══════════════╡╞═════════╤═════╤═════╤═════╤══════╡│ ~1or ~5││
- ~5││~4 Port Class ~5│~4 Ore Org Equ ~5││~4 Credits ~5│~4 Ore ~5│~4 Org ~5│~4 Equ ~5│~4 Days ~5││~1 Export ~5││
- ~5╞╪════════════╪═══════════════╡╞═════════╪═════╪═════╪═════╪══════╡╞════════╪╡
- ~5││ ~21 ~5│ ~1B ~1B ~4S~7 ~5││ ~239,250 ~5│ ~3120 ~5│ ~3120 ~5│ ~360 ~5│ ~26 ~5││ Import ~5││
- ~5││ ~22 ~5│ ~1B ~4S~7 ~1B ~5││ ~241,500 ~5│ ~3140 ~5│ ~370 ~5│ ~3140 ~5│ ~27 ~5││ Import ~5││
- ~5││ ~23 ~5│ ~4S~7 ~1B ~1B ~5││ ~248,000 ~5│ ~380 ~5│ ~3160 ~5│ ~3160 ~5│ ~28 ~5││ Import ~5││
- ~5││ ~24 ~5│ ~4S~7 ~4S~7 ~1B ~5││ ~237,500 ~5│ ~350 ~5│ ~350 ~5│ ~3100 ~5│ ~25 ~5││ Export ~5││
- ~5││ ~25 ~5│ ~4S~7 ~1B ~4S~7 ~5││ ~234,000 ~5│ ~340 ~5│ ~380 ~5│ ~340 ~5│ ~24 ~5││ Export ~5││
- ~5││ ~26 ~5│ ~1B ~4S~7 ~4S~7 ~5││ ~232,500 ~5│ ~360 ~5│ ~330 ~5│ ~330 ~5│ ~23 ~5││ Export ~5││
- ~5││ ~27 ~5│ ~4S~7 ~4S~7 ~4S~7 ~5││ ~230,000 ~5│ ~320 ~5│ ~320 ~5│ ~320 ~5│ ~22 ~5││ Export ~5││
- ~5││ ~28 ~5│ ~1B ~1B ~1B ~5││ ~250,000 ~5│ ~3200 ~5│ ~3200 ~5│ ~3200 ~5│ ~210 ~5││ Import ~5││
- ~5││ ~39 ~5│ ~3Not Available ~5││ ~3------- ~5│ ~3--- ~5│ ~3--- ~5│ ~3--- ~5│ ~3---- ~5││ ~3------ ~5││
- ~5││ ~30 ~5│ ~3Not Available ~5││ ~3------- ~5│ ~3--- ~5│ ~3--- ~5│ ~3--- ~5│ ~3---- ~5││ ~3------ ~5││
- ~5╞╪════════════╧═══════════════╧╧═════════╧═════╧═════╧═════╧══════╧╧════════╪╡
- ~5││ ~3Ports will initially produce 100 units/day in each category ~5││
- ~5╘╧══════════════════════════════════════════════════════════════════════════╧╛
- |NONONO
-
- ~1A blaring message comes screaming across your sub-space radio:
-
- ~2"This is Captain Zyrain, of the StarShip Intrepid, your hostile
- ~2 act has been noticed and I feel that I must inform you of the dire
- ~2 consequences that you are asking for. No space piracy will take place
- ~2 in Federation space while I am commanding the Intrepid!
-
- ~2 Intrepid out..."
-
-
-
- ~1You notice the un-Godly bulk of the Intrepid looming into view and think
- ~1twice about your aggressive actions.
- |PLANHELP
-
- ~5╔═════════════════════════════╗
- ~5║ ~3<~5A~3> ~1Take All Products ~5║
- ~5║ ~3<~5C~3> ~1Enter Citadel ~5║
- ~5║ ~3<~5D~3> ~1Display Planet ~5 ║
- ~5║ ~3<~5M~3> ~1Change Military Levels ~5║
- ~5║ ~3<~5O~3> ~1Claim Ownership of ~5║
- ~5║ ~1 this planet ~5║
- ~5║ ~3<~5P~3> ~1Change Population Lvls ~5║
- ~5║ ~3<~5S~3> ~1Load/Unload Colonists ~5║
- ~5║ ~3<~5T~3> ~1Take or Leave Product ~5║
- ~5║ ~3<~5Z~3> ~1Try to Destroy Planet ~5║
- ~5║ ║
- ~5║ ~3<~2!~3> ~2Planetary Help ~5 ║
- ~5║ ~3<~2L~3> ~2Leave this Planet~5 ║
- ~5╚═════════════════════════════╝
- |PLANDOCK
-
- ~1You shut down all ship systems and retire to your quarters in the Citadel,
- ~1confident of your safety here. Yet you still check the orbital radars
- ~1before heading to bed, just to make sure no enemy is lurking out there.
-
- |CITADEL
-
- ~5╔══════════════════════════════╗
- ~5║ ~3<~5C~3> ~1Engage Ship's Computer ~5║
- ~5║ ~3<~5D~3> ~1Display Traders Here ~5║
- ~5║ ~3<~5E~3> ~1Exchange Trader Ships ~5║
- ~5║ ~3<~5G~3> ~1Shield Generator Control ~5║
- ~5║ ~3<~5I~3> ~1Personal Info ~5║
- ~5║ ~3<~5M~3> ~1Military Reaction Level ~5║
- ~5║ ~3<~5P~3> ~1Planetary TransWarp ~5║
- ~5║ ~3<~5Q~3> ~1Quasar Cannon R-Level ~5║
- ~5║ ~3<~5R~3> ~1Remain here overnight ~5║
- ~5║ ~3<~5S~3> ~1Scan this sector ~5║
- ~5║ ~3<~5T~3> ~1Treasury Fund Transfers ~5║
- ~5║ ~3<~5U~3> ~1Upgrade Citadel ~5║
- ~5║ ~3<~5V~3> ~1Evict the other Traders ~5║
- ~5║ ~3<~5X~3> ~1Corporation Menu ~5║
- ~5║ ║
- ~5║ ~3<~2!~3> ~2Citadel Help ~5 ║
- ~5║ ~3<~2L~3> ~2Leave the Citadel~5 ║
- ~5╚══════════════════════════════╝
- |PORTMUG
-
-
- ~1As you wonder about looking down dark corridors, you hear some noise behind
- ~1you. You spin around to see who is approaching you, but everything goes
- ~1dark as you are hit.
-
- ~1You wake up a few hours later and find most of your money gone.
-
- |PORTWAND
-
-
- ~1You wander about the port but find nothing but locked doors and deadends.
- ~1You do notice some rather rough looking characters lurking about the place.
- ~1Maybe its not such a good idea to wander about without knowing where its
- ~1safe to go?
-
- |SHIP1
-
- ~dThe Merchant Cruiser is the standard fare for earning a living in the
- ~duniverse. These craft are moderately fast, well armored and have hard
- ~dpoints for many different accessories. Many cartels use the Merchant
- ~dCruiser as their only ship type. The Merchant is the craft by which
- ~dcombat specs are rated for a standard.
- |SHIP2
-
- ~dThe Scout Marauder is currently the fastest, conventional drive ship
- ~dknown to mankind. This small speedster can easily outdistance even the
- ~dpowerful Corellian Battleships. It is not equipped for controlling many
- ~dfighters or shields, but it fights at 2 to 1 odds due to its quickness
- ~dand small size. This craft cannot carry mines or Genesis Torpedoes.
- ~dIt may be small, but this ship's speed and range make up for much.
- |SHIP3
-
- ~dMissile Frigates are really nothing more than a retro-fitted Merchant
- ~dCruiser. They maintain the same speed and range of the Merchant but can
- ~dcarry twice the firepower. Commanding a Frigate means that you cannot
- ~dtake advantage of much of the additional starship equipment available,
- ~dbut their combat advantages make up for that. The Missile Frigate is
- ~dthe only ship outfitted to carry the awesome Photon Missile. These
- ~dweapons of destructions can turn StarPorts into space junk in short
- ~dorder. The Photon Missile was also used effectively in the Trantorian
- ~dconflict to totally destroy the enemy's home planet.
- |SHIP4
-
- ~dThe Corellian Battleship is a dangerous craft indeed! This ship packs
- ~dthe most punch of any ship in the Federation. Battleship's can carry
- ~dfour times the fighters of a Merchant and deliver them with a much
- ~dhigher degree of effectiveness due to their superior combat computers.
- ~dThe shield generators on Battleships are capable of shielding the ship's
- ~dfighters as well. This craft is one of the more prestigious and powerful
- ~dships available today.
- |SHIP5
-
- ~dFew words can actually describe the sheer awe associated with a
- ~dCorporate Flagship. Only available to Corp CEOs, this huge craft is
- ~dthe ultimate in power and capability. Not only can it carry up to
- ~d20,000 fighters at one time, this ship carries a powerful combination
- ~dof options that will make any foe turn tail and run.
-
- ~dThe most impressive capability of the Flagship is the TransWarp Drive.
- ~dThis device enables the ship to TransWarp to any other sector in the
- ~dUniverse provided one of your fighters is already there emitting a
- ~dlocator beam. Without this, a ship can disapear into TransWarp and
- ~dnever be seen again.
- |SHIP6
-
- ~dThe Colonial Transport is a massive structure that can only barely be
- ~dcalled a ship. This huge craft is ideal for moving large amounts of
- ~dproducts or colonists from place to place. Though it has a standard
- ~ddrive, this ship is rather slow due to the mass involved. Also, the
- ~dcombat computers are rather limited on this craft due to the excessive
- ~dneeds of the navigation computers. The Transport is not outfitted for
- ~dcarrying or deploying mines. Conflict brings the Transport's major
- ~dweakness to light. Due to the size of the craft, it is very hard to
- ~ddefend against fighters.
- |SHIP7
-
- ~dThe CargoTran is a large ship indeed. Though not as fast as some of its
- ~drelated trading cousins, this ship can move vast amounts of goods. It is
- ~dtypically a pacifist's ship as it does not carry much in the way of
- ~doffensive capabilities but it's very large array of holds makes up for all
- ~dof that. The large shield capacity of this craft makes it safe to wander
- ~dhostile territory as well. This ship is considered by many to be one of
- ~dthe top money-makers in the Universe.
- |SHIP8
-
- ~dThe Merchant Freighter is the ideal ship for those traders that do not want
- ~dto concern themselves with political matters. It is not a very powerful
- ~dship in combat, but its strengths are many. This ship can carry a large
- ~dnumber of shields and manages to outdistance most ships. After all, "Those
- ~dwho fight and run away, live to fight another day" still holds very true in
- ~dthe universe as we know it today.
- |SHIP9
-
- ~dThe commercial version of a Federation StarShip is not available to just
- ~danyone. This craft is only available to those who are commissioned by the
- ~dFederation to aid in their cause. StarShips are the most closely guarded
- ~dtechnology in existence. They can carry massive assault power and through
- ~dthe use of the TransWarp drive, they can deliver this power almost anywhere.
-
- ~dThe Imperial StarShip is truly the most powerful ship that a private
- ~dindividual can command. More information about qualifying for a Federal
- ~dcommission is available at a Police station near you.
- |SHIP10
-
- ~dThe Havoc Gunstar is a recently developed ship that owes its existance to
- ~dnew developments in micro-miniaturization. This mid-sized ship is the only
- ~done of its size to be able to house a TransWarp drive. Though it doesn't
- ~dcarry a large amount of holds to fuel the TransWarp, it still has a decent
- ~dT-Warp range and can arrive at its destination packing a moderate fighting
- ~dforce in the bargain. Watch for this ship to become the favorite of the
- ~dMercenary legions in the Universe.
- |SHIP11
-
- ~dThe StarMaster represents the latest in technological advances for star
- ~dtravel, meeting the needs of those who desire a ship with great speed and
- ~dmedium cargo capacity. Developed to counter the growing threat of space
- ~dpiracy, the StarMaster posesses a formidable fire control and weapons
- ~dsystem, and a high shield capacity. The price for this state-of-art craft
- ~dis not cheap, but discerning traders will find that the investment will
- ~dpay for itself in the long run.
- |SHIP12
-
- ~dThe Constellation is the direct offspring of the Correlian Battleship.
- ~dWhile not quite as powerful as its distinguished parent, the Constellation
- ~dmakes its own mark with greater speed and range. Traders have dubbed it
- ~dthe "baby battleship", but this "infant" is one of the most powerful and
- ~dmaneuverable ships available in the universe today.
- |SHIP13
-
- ~dThe T'Khasi Orion is the perfect ship for traders who want the speed and
- ~dcargo capacity of the Merchant Freighter but need a bit more firepower.
- ~dOffering substantially higher combat odds and fighter capacity, the T'Khasi
- ~dOrion is an excellent intermediate ship.
- |SHIP14
-
- ~dYoung corporations in need of planetary defense should consider the
- ~dSentinel. With its new planetary combat guidance system, this ship's
- ~dnormal combat odds of 1:1 shoot up to 4:1 when defending a corporate
- ~dplanet. When an enemy ship enters a sector containing a Sentinel set in
- ~ddefense of a corporate planet, the hostile vessel must first destroy the
- ~dSentinel and all of its fighters before it may land and attempt any action
- ~dtoward the planet. Remember: The Sentinel was designed primarily for
- ~dPlanetary defense, if used for offensive purposes its combat odds are 1:1.
- |SHIP15
-
- ~d"Big, slow and ugly...", seem to be the words most often overheard when
- ~dsomeone is describing the Taurean Mule. Designed in direct competition
- ~dwith the CargoTran, the Mule is somewhat faster and possesses a higher
- ~dcargo capacity, but it is even more vulnerable to piracy and attack than
- ~dit's competitor. However, this is still a good ship for traders who have
- ~dstaked out "safe" trade lanes and do not have to worry about enemy attacks.
- |SHIPYARD
-
- ~5╔══════════════════════════════╗
- ~5║ ~5The Federation Shipyards~2: ~5║
- ~5║ ~5║
- ~5║ ~3<~5B~3> ~1Buy a New Ship ~5║
- ~5║ ~3<~5E~3> ~1Examine Ship Specs ~5║
- ~5║ ~3<~5P~3> ~1Buy Class 0 Items ~5║
- ~5║ ~3<~5R~3> ~1Change Ship Registration ~5║
- ~5║ ~5║
- ~5║ ~3<~2!~3> ~dShipyards Help ~5║
- ~5║ ~3<~2L~3> ~dLeave the Shipyards ~5║
- ~5╚══════════════════════════════╝
- |GALABANK
-
- ~5╔══════════════════════╗
- ~5║ ~5The Galactic Bank~2: ~5║
- ~5║ ~5║
- ~5║ ~3<~5D~3> ~1Make a Deposit ~5║
- ~5║ ~3<~5E~3> ~1Examine Balance ~5║
- ~5║ ~3<~5T~3> ~1Transfer Funds ~5║
- ~5║ ~3<~5W~3> ~1Withdraw Funds ~5║
- ~5║ ~5║
- ~5║ ~3<~2L~3> ~dLeave the Bank ~5║
- ~5╚══════════════════════╝
- |LIBRARY
-
- ~1You have wandered into the entrance of what appears to be a Library of
- ~1some kind! There is a Vid-Panel in front of you with some selections
- ~1that you've never seen before.
- |SINGBAR
-
- ~1You feel rather nervous as you enter this rather seedy establishment.
- ~1But after a few drinks you begin to carouse with members of the opposite
- ~1sex and you forget about your surroundings. You emerge from the place
- ~1a few hours later with a nasty headache and you notice that your account
- ~1on your VidCreditCard is much lower than when you entered.
- |STARLAND
-
- ~1You bring your ship into approach for the Federation StarDock.
-
- ~1This has to be the single, largest man-made object you've ever seen. It
- ~1continues on for miles and contains the factories for all of the major
- ~1brands of Space-going craft. Since the materials wars of 1998 on Earth, all
- ~1ship builders relocated here. You've heard many strange stories about the
- ~1people and places here, but you haven't found many of either, yet.
-
- ~1You lose sight of the boundless reaches of space as your craft descends
- ~1amongst the giant buildings onto a landing pad.
-
- ~2"All systems secured, welcome to StarGate Alpha I", comes over your ship's
- ~2intercom.
- |TRICRON
-
- ~5 This is a game of skill and luck. You pay an entry fee to
- ~5play the game. This fee goes into the Top Player Jackpot which
- ~5will be detailed later in these instructions. The game will last
- ~5for 10 rounds. In each round you will be dealt three Crons. Each
- ~5Cron is a number from 0 to 9. You will be using these crons to
- ~5form a three-digit number. To win, your three digit number must be
- ~5greater than the dealers. Before he shows you the cron, the dealer
- ~5will ask you which position your next cron will occupy - 1
- ~5(hundreds), 2 (tens) or 3 (ones). Psi-Filters are used to insure
- ~5that Telepaths and Empaths do not get an unfair advantage over the
- ~5races that lack such skills. The winning number will be added
- ~5to the winner's cumulative total. The totals are compared at the
- ~5end of the ten rounds and the greater of the totals will be
- ~5declared the winner. If the house is the winner, the game is over
- ~5and you will have to pay again if you wish to play again. If you
- ~5are declared the winner, your payback is 2 to 1. If you are the
- ~5Top Player you win all accumulated money in the Top Player Jackpot.
-
- |POLICE
- ~5╔═══════════════════════════════════════╗
- ~5║ ~3<~5A~3> ~1Apply for a Federal Commission ~5║
- ~5║ ~3<~5C~3> ~1Claim a Federation Reward ~5║
- ~5║ ~3<~5E~3> ~1Examine the Ten Most Wanted List ~5║
- ~5║ ~3<~5P~3> ~1Post a Reward on someone ~5║
- ~5║ ~5║
- ~5║ ~3<~2!~3> ~dFedPolice Help ~5║
- ~5║ ~3<~2L~3> ~dLeave the Police Station ~5║
- ~5╚═══════════════════════════════════════╝
-
- |STARMENU
-
- ~5╔═══════════════════════════════════════╗
- ~5║ ~5Obvious places to go are~2: ~5║
- ~5║ ~5║
- ~5║ ~3<~5C~3> ~1The CinePlex Videon Theatres ~5║
- ~5║ ~3<~5G~3> ~1The 2nd National Galactic Bank ~5║
- ~5║ ~3<~5H~3> ~1The Stellar Hardware Emporium ~5║
- ~5║ ~3<~5P~3> ~1The Federal Space Police HQ ~5║
- ~5║ ~3<~5S~3> ~1The Federation Shipyards ~5║
- ~5║ ~3<~5T~3> ~1The Lost Trader's Tavern ~5║
- ~5║ ~5║
- ~5║ ~3<~2!~3> ~dStardock Help ~5║
- ~5║ ~3<~2L~3> ~dReturn to your ship and leave ~5║
- ~5╚═══════════════════════════════════════╝
- |STUPID
-
- ~1CAPTAIN! Now you've done it! Radiation levels are exceeding the
- ~1capacity of our shields. The mains have all shut down and we
- ~1can't get the trans warp drive to activate... This is it
- ~1Captain, we're all going to die!
- |TAVERN
-
- ~5╔═══════════════════════════════════════╗
- ~5║ ~5Obvious things to do are~2: ~5║
- ~5║ ~5║
- ~5║ ~3<~5A~3> ~1Make an Announcement ~5║
- ~5║ ~3<~5B~3> ~1Buy something from the bar ~5║
- ~5║ ~3<~5C~3> ~1Eavesdrop on conversations ~5║
- ~5║ ~3<~5E~3> ~1Order some food ~5║
- ~5║ ~3<~5G~3> ~1Try your hand at Tri-Cron ~5║
- ~5║ ~3<~5T~3> ~1Talk to the grimy Trader in back ~5║
- ~5║ ~3<~5U~3> ~1Use the facilities ~5║
- ~5║ ~5║
- ~5║ ~3<~2!~3> ~dTavern Help ~5║
- ~5║ ~3<~2L~3> ~dLeave the Tavern ~5║
- ~5╚═══════════════════════════════════════╝
- |CITIUP2
-
- ~1This Citadel does not have a Combat Control System. To construct one,
- ~1you must first have the raw materials on the planet to build it.
-
- ~5Construction of a Combat Control Computer requires the following:
- ~21,000,000 ~5Colonists to support the construction,
- ~2 200 ~5units of Fuel Ore,
- ~2 50 ~5units of Organics and
- ~2 250 ~5units of Equipment.
- ~2 4 ~5days to build.
-
- ~1Once a Combat Control System is built, you will then have the ability to
- ~1set the fighters on the planet surface in either defensive or offensive
- ~1deployment. Traders wishing to attack you or take the products of the
- ~1planet will have to fight through your fighters first.
-
- |CITIUP3
-
- ~1This Citadel does not have a Quasar Cannon. If you wish to construct one,
- ~1you must first have the raw materials on the planet to build it.
-
- ~5Construction of a Quasar Cannon requires the following:
- ~22,000,000 ~5Colonists to support the construction,
- ~2 500 ~5units of Fuel Ore,
- ~2 250 ~5units of Organics and
- ~2 500 ~5units of Equipment.
- ~2 5 ~5days to build.
-
- ~1A properly deployed Quasar Cannon is the most powerful weapon known today.
- ~1With an adequate fuel supply, a Q-Cannon can outlast even the most powerful
- ~1fleet and survive with its base planet intact. A Quasar Cannon can only
- ~1reach ships in the sector its base planet is in, but it reaches them with
- ~1an effective firepower that only some large BattleShips can match.
-
- |CITIUP4
-
- ~1This Citadel does not have a Planetary TransWarp Drive. To construct one,
- ~1you must first have the raw materials on the planet to build it.
-
- ~5Planetary TransWarp construction requires the following:
- ~23,000,000 ~5Colonists to support the construction,
- ~2 1,000 ~5units of Fuel Ore,
- ~2 1,200 ~5units of Organics and
- ~2 1,000 ~5units of Equipment.
- ~2 10 ~5days to build.
-
- ~1With a fully operational Planetary TransWarp drive in place, you can move
- ~1your planets to any sector you defend! Your white dwarf star that provides
- ~1light and heat for your planet is moved as well in the massive TransWarp
- ~1field that this awesome engine creates. The amount of fuel required to
- ~1generate this field is tremendous though, and you will only be able to move
- ~1your planet once every 9-10 days.
-
- |CITIUP5
-
- ~1This Citadel does not have a Planetary Shielding System. To construct one,
- ~1you must first have the raw materials on the planet to build it.
-
- ~5Planetary Shielding System construction requires the following:
- ~23,000,000 ~5Colonists to support the construction,
- ~2 300 ~5units of Fuel Ore,
- ~2 400 ~5units of Organics and
- ~2 1,000 ~5units of Equipment.
- ~2 5 ~5days to build.
-
- ~1With a fully operational Planetary Shielding System in place, you can rest
- ~1assured that no one will easily take over your planet! Planetary Shields
- ~1will prevent not only enemy ships from landing, but they will also negate
- ~1the effects of the Photon Missile. Shielding Control is maintained through
- ~1a series of geosynchronous satellites that you transfer shield generators
- ~1to. You can build this level up to a considerable defensive power.
-
- |MILIT
-
- ~50 would be totally defensive, 50 would use half of the fighters
- ~5on the planet in an attack against an intruder landing on this planet
- ~5and the remaining half would drop back to defend the Citadel, 100
- ~5would use all of the fighters in an assault on the intruder.
- ~5Remember that your defensive fighters on a planet have much better odds
- ~5than defensive fighters deployed in space. If a Trader tries to blast
- ~5your planet with Photon Missiles (after blowing up the fighters you had
- ~5in the sector) then the Combat Control Computer will send this percent of
- ~5your fighters into the sector to attack.
- |QUASAR
-
- ~1Quasar Cannon reaction level, in the Atmosphere:
-
- ~50 would be totally defensive, 50 would use half of the Fuel Ore reserve
- ~5on the planet (for each firing), and 100 would use all of the Fuel Ore
- ~5remaining against an enemy. Remember that the Quasar Cannon is MUCH more
- ~5effective against an enemy that has entered the atmosphere of the planet.
- |QUASAR2
-
- ~1Quasar Cannon reaction level, in the Sector:
-
- ~50 would be totally defensive, 50 would use half of the Fuel Ore reserve
- ~5on the planet (for each firing), and 100 would use all of the Fuel Ore
- ~5remaining against an enemy. Remember that the Quasar Cannon is MUCH more
- ~5effective against an enemy that has entered the atmosphere of the planet.
- ~5So shooting at an enemy in the sector will not do as much damage at that
- ~5range.
- |TWRETHLP
-
- ~5╔══════════════════════════════╗
- ~5║ ~3<~5A~3> ~1Attack Deployed Fighters ~5║
- ~5║ ~3<~5D~3> ~1Re-Display this Sector ~5║
- ~5║ ~3<~5I~3> ~1Information on your ship ~5║
- ~5║ ~3<~5P~3> ~1Pay Toll (if applicable) ~5║
- ~5║ ~3<~5R~3> ~6RETREAT!!!!!!!!!!!!!!!!~5 ║
- ~5╚══════════════════════════════╝
- |PLAUNCH
-
- ~5 The Photon Missile Detonation rocks your ship as the waves beat upon your
- ~5shields. Your sensors fail momentarily, but then return. The Photon Wave
- ~5is in effect, make ready to invade!
- |ROBPORT
-
- ~5After docking with the port, you glance furtively about trying to
- ~5estimate this chance to make some "quick" profit. The port staff are
- ~5off helping a few other Traders right now. Will you go for it?
- |ROBHELP
-
- ~5╔══════════════════════════════╗
- ~5║ ~3<~5R~3> ~1Rob Money from this Port ~5║
- ~5║ ~d(Chancy but Profitable)~5 ║
- ~5║ ~3<~5S~3> ~1Steal Product from dock ~5║
- ~5║ ~d(Easiest for Novices) ~5 ║
- ~5║ ~3<~5Q~3> ~1Quit, nevermind ~5║
- ~5╚══════════════════════════════╝
-
- |TWPAHLP
-
- ~5╔══════════════════════════════╗
- ~5║ ~3<~5A~3> ~1Attack Planet's Fighters ~5║
- ~5║ ~3<~5I~3> ~1Information on your ship ~5║
- ~5║ ~3<~5R~3> ~6RETREAT!!!!!!!!!!!!!!!!~5 ║
- ~5╚══════════════════════════════╝
- |DESTRUCT
-
- ~5You issue the command to your Ship computer to start the Corbomite
- ~5self-destruct system. All of your crew jettison in escape pods, but you,
- ~5the captain, remain behind with your vessel. You stand proud on the
- ~5wretched remains of the bridge of your ship as the count down finishes:
-
-
- ~5In a nearby sector, a Federation Patrol Ship notices a brilliant star
- ~5suddenly flare and then die out in the distance......
- |UPPORT
-
- ~5╔════════════════════════════════╗
- ~5║ ~1Upgrade Starport Production~5 ║
- ~5╠════════════════════════════════╣
- ~5║ ~21 ~3Fuel Ore, costs $~2250~3/unit ~5 ║
- ~5║ ~22 ~3Organics, costs $~2500~3/unit ~5 ║
- ~5║ ~23 ~3Equipment, costs $~2900~3/unit ~5 ║
- ~5╠════════════════════════════════╣
- ~5║ ~3Choose ~21~3, ~22~3, ~23~3 or ~2Q~3 to quit ~5 ║
- ~5╚════════════════════════════════╝
- |PLATHELP
-
- ~5You may either set the Atomic Detonators and hope that the Colonists do not
- ~5"accidently" set them off trying to disarm them (while you're on the planet)
- ~5or you can first attack and exterminate the Colonist population to assure a
- ~5safer use of the detonators.
- |DESPLAN
-
- ~5╔═══════════════════════════╗
- ~5║ ~3<~5D~3> ~1Use Atomic Detonators ~5║
- ~5║ ~3<~5A~3> ~1Attack Colonists ~5║
- ~5║ ~3<~5Z~3> ~1Help! (What do I do?) ~5║
- ~5║ ~3<~5Q~3> ~6Never Mind ~5 ║
- ~5╚═══════════════════════════╝
- |UNDERGND
-
- ~5╔═══════════════════════════╗
- ~5║ ~3<~5C~3> ~1Collect on Contract ~5║
- ~5║ ~3<~5H~3> ~1View Hit Contracts ~5║
- ~5║ ~3<~5N~3> ~1Get your Name Changed ~5║
- ~5║ ~3<~5P~3> ~1Place a Contract ~5║
- ~5║ ~3<~2L~3> ~dLeave this place ~5 ║
- ~5╚═══════════════════════════╝
- |COMMISS
- ~5The Sergeant smiles warmly at you and ushers you into a side room
- ~5that you've never been in before. Shortly a tall person with a
- ~5commanding presence enters the room.
-
- ~2"Congratulations!. We've had our eyes on you for some time now.
- ~2 Welcome to the ranks of the Federation!"
-
- ~5He then turns over to you the ship manuals for a Corporate Starship
- ~5and briefs you on command of one. He also outlines what the Federation
- ~5expects from you in return.
-
- ~2"From time to time we may call on you to help eradicate some problem
- ~2 Trader or help in the fight against the Ferrengi. We also expect you
- ~2 to maintain and even improve the already high standard that you have
- ~2 shown in the past! Do not drop below your new alignment or we will
- ~2 have to ah, um, *repossess* anything you might have gained from our
- ~2 help"
-
- ~5You leave this office with a new resolve to go forth and vanquish Evil!
-
- ~5For joining the Federation your alignment becomes 1000!
- |MAINWARN
-
- ~6 ************** ~1 W A R N I N G ~6 **************
-
- ~1 External Maintenance has NOT run recently! This program MUST be run every
- ~1 night for the proper operation of Trade Wars 2002. The program you must
- ~1 run is called ~2EXTERN.EXE ~1and is in the same place with the TW2002.EXE
- ~1 program. If you do not setup your system to run this program every night
- ~1 then unused accounts will not be cleared, the Ferrengi will not move, Ports
- ~1 will not get built and a few dozen other IMPORTANT things will not happen!
-
- ~1 This warning should be displayed to the SYSOP only. If you are a regular
- ~1 user and are seeing this, please inform the SYSOP that they need to set the
- ~1 Sysop_Level setting in the Editor to an appropriate level.
-
- ~5 This has been a paid, Public Service announcement from ~2Martech Software
-
- |||EOF|||
-