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- TACTICAL! v2.31
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- The Tactical Star Trek Battle Simulator
-
-
-
-
- By Paul Broman
-
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-
- This game simulates battles between Federation, Klingon
- Klingon or Romulan Ships from the popular television series
- Star Trek. Star Trek and The USS Enterprise are copyrighted
- by Paramount Pictures. Much attempt at detail was made, so
- the game should be pleasing to Star Trek fans or strategic
- gameplayers. Ship classes used are from FASA's Star Trek
- the RPG.
-
-
-
-
- HARDWARE REQUIRMENTS:
-
-
-
-
- o MS-DOS 2.0 or more recent
- o ANSI.SYS installed
- o Color Monitor (recommended)
- o Hard Drive (recommended)
-
-
-
-
-
-
- FILES YOU SHOULD HAVE:
-
-
- TACTICAL.EXE - Main Game File
- GAMEPLAY.EXE - File used by game. DO NOT RUN!
- CHAINS.EXE - File used by game. DO NOT RUN!
- SHIPS.DAT - Datafile of Starships
- FEDSHIPS.TXT - Listing of Federation Starships
- KLISHIPS.TXT - Listing of Klingon Starships
- ROMSHIPS.TXT - Listing of Romulan Starships
- GORSHIPS.TXT - Listing of Gorn Starships
- ORISHIPS.TXT - Listing of Orion Starships
- INDSHIPS.TXT - Listing of Free Trader Starships
- SHIPXX.SHP - (93 Files) Starship Shillouettes
- TACTICAL.DOC - This documentation file
- REGISTER.TAC - File explaining how to register
- SCREEN.COM - Display Window used by game
- PLACE.COM - Display Window used by game
- BEGIN.COM - ANSI Picture used by game
- ENDGAME.COM - ANSI Picture used by game
- TITLE.COM - ANSI Picture used by game
- HISTORY.TAC - Text file showing the history
- of the diffrent versions of
- Tactical
-
-
- IF YOU DO NOT HAVE ALL THESE FILES THE GAME
- WILL NOT RUN PROPERLY. Please Inform the
- person/BBS/Shareware dealer you got this
- from about the missing files. Any missing
- files can be obtained at The Neutral Zone BBS
- (904)/725-0731. (4pm-11pm).
-
-
-
- GAMEPLAY
- ========
-
-
-
- Start the game by executing TACTICAL.EXE. Make sure the
- NUMLOCK key is ON. You will then be taken to the startup menu.
- You may select one of the 5 options:
-
-
- 1) Begin Gameplay - Start the simulation
- 2) Place Starships - Setup the scenario
- 3) Select Fleet Nationalities - determine who
- will be Fed, Klingon, etc.
- 4) Load a Saved Game - just that
- 5) Edit/Create Ship Class (REGISTERED only)
- 6) Quit - Return to DOS
-
- The first thing you should do is select the fleet nationalities.
- you will then be told who Player 1 and Player 2 will be and asked
- which one you wish to change. After selecting who to change, you
- are prompted who to change it to. Possible selections are UFP
- (United Federation of Planets, or the Federation), The Klingon
- Empire, the Romulan Star Empire, the Gorn Alliance, the Orion
- Colonies, and Free Trader ships. (NOTE: This game is geared
- towards the original and move Star Trek, NOT Next Generation.)
- You MAY give both players the same nationality to make a Fed vs.
- Fed type thing (re-enactment of Star Trek II?) etc. After selecting
- the nationality you will be asked whether a human player or the
- computer will control that fleet.
-
- After selecting nationalities you should then return to the
- main menu and select Starship Placement. Then you are taken to
- a display screen with a lightbar menu at the bottom. The ligtbar
- selections are Place, Delete, Ships, and Quit. The Placement screen
- will show a map of the battlefield area, a lightbar on the bottom,
- and info on the fleets on the left, showing the number of ships
- each fleet has, each fleet's odds of winning, their total ship's
- WDF (power) rating, whether that fleet is Human or Computer
- Controlled, and what type of Fleet (Fed, Rom, etc.) it is.
-
- Lightbar Options:
-
- Place : Place a Starship on the board (more on this later.)
- Delete : Delete a Starship from the game.
- Ships : See a listing of everyone's Starships.
- Quit : Return to the main menu.
-
- PLACE:
- ------
-
- After selecting Place, you will be asked to which player this
- ship should be given. After answering that question, you will be
- given a list of the diffrent starship classes his fleet has to
- offer. Each class has a diffrent weapons arrangement, shield
- strength, etc. Then you will be prompted asking which class this
- new ship should be from, or whether to view the rest of the list,
- or whether you want information on a class.
-
- If you ask for information on a class, you will be shown
- various data on the starship, including:
-
- SuperStructure Points : Amount of punishment a ship of
- it's class can take after the
- shields are down before being
- destroyed
- Shield Strength : Amount of punishment the shields
- can take before going down
- Total Power : Total power units the ship generates
- Warp Power : Amount of power generated by the warp
- drive
- Impulse Power : Amount of power generated by the impulse
- engines
- Crew Complement : Number of crew members
- Cargo Capacity : Cargo Capacity, where 1 = 150 tons.
-
- On the next page, you find:
-
- Phaser Firing Arcs (directions phasers can fire, where
- F = Forward, FP = Forward/Port,
- P = Port, AP = Aft/Port, A = Aft,
- AS = Aft/Starboard, S = Starboard
- AP = Aft/Port)
-
- Torpedo/Plama Firing Arcs (directions torp/plasma can fire, where
- F = Forward, FP = Forward/Port,
- P = Port, AP = Aft/Port, A = Aft,
- AS = Aft/Starboard, S = Starboard
- AP = Aft/Port)
-
-
- After deciding which starship class to use, select it's
- number from the previous menu. Then you will be asked where
- on the map to place it, where 1,1 is the upper lefthand corner
- and 100000,100000 is the lower righthand. (To give an idea
- of the vastness of this area, at warp 1 you move through 150
- "sector" location areas per turn.) After completing the placement
- questions, you will be asked what you wish to name the ship,
- and what ID number to use. (like the Enterprise's ID number
- is NCC-1701-A.) Finally, you will be asked what heading you
- wish the ship to be facing at the beginning of the simulation.
- Valid headings are 0-359 degrees.
-
-
- DELETE:
- -------
-
- If you wish to delete a starship from the game, select this
- from the lightbar menu. Then you will be given a listing of
- some of the starships in the game. You can use the N and L
- commands to cycle through the list. When you see the starship
- you wish to delete, select it from the list. Then it is deleted.
-
-
- SHIPS:
- ------
-
- This lists out the ships in the game, in much the same format
- as the listing in the DELETE command.
-
-
-
-
- GAMEPLAY:
- =========
-
-
-
-
- After placing the ships on the gameboard, you are now ready
- to begin the actual gameplay. Select BEGIN GAME from the main menu.
- You will then be transported to a display much like the one in the
- place command, except the lightbar options are diffrent. They are:
-
- End Turn : Pass Play to other player
- Ships : Listing of all ships in the battle
- Fire : Fire Phasers/Torpedos/Plasma
- Move : Change Heading or Warp Speed
- Destruct : Self-Destruct the Ship
- Scan : Get info on a specific Starship
- Range : Change the range on the viewscreen.
- Select : Select ship you wish to control
- Cloak : Activate/Deactivate Cloaking Device
- Repair : Repair a damaged Starship
- Save : Save the game and resume play later.
- Quit : Exit the game and return to the main menu.
-
-
- DISPLAY SCREEN:
-
-
- ______________________________________________________
- [ _______________o__________________]
- [ Shields Weapons [ ]]
- [ _______ _______ [ ]]
- [ [ ] [ ] [ ]]
- [ [ ] [ ] [ ]]
- [ [ ] [ ] [ ]]
- [ [ ] [ ] [ Prompts and ]]
- [ [_____] [_____] [ ]]
- [ [ Tactical Display ]]
- [ _______________ [ ]]
- [ [ Warp/Heading] [ ]]
- [ [ ] [ ]]
- [ [ ] [ ]]
- [ [_____________] [________________________________]]
- [ ]]
- [ Lightbar menu here ]]
- [___________________________________________________]]
-
-
- The Shield Display shows a sillouette of your Starship
- with the diffrent shield arcs around it. Colors denote
- shield stength. From highest to lowest the colors are Green,
- Light Green, Yellow, Light Red, Red, Blinking Red, and Black
- (down.)
-
- The weapons display tells you how many working weapons
- you have in each firing arc. a "D" denotes a damaged firing
- arc.
-
- The Warp/Heading Display tells you your current and
- requested Warp Speeds, and your current heading.
-
- The Tactical display window shows your starship and all
- other starships within the current display range. Max display
- range is 100000 radius. So, when range is set at 50000, every
- ship for a 50000 kilometer radius is shown on the display
- screen (unless cloaked.) Also, torpedos and plasma weapons
- fired will also be shown on the tactical display. Starships
- are displayed by showing the first 3 letters of the name
- of their ship on the display. The letters will be in one
- of various colors. White denotes the ship you are currently
- controlling. Green denotes ships on your side. Red denotes
- ships on the other side. Blinking Red denotes ships which
- are self-destructing, and Grey denotes ships which are cloaked
- and are on your side. In addition, a yellow circle located along
- the border of the display denotes your heading, where the
- upper-right is 45 degrees, lower-right is 135 degrees,
- lower-left is 225 degrees, and upper left is 315 degrees.
- Also, at the bottom of the display the current range setting
- and turn are shown.
-
- GAMEPLAY:
- =========
-
-
- END TURN:
- ---------
-
- Each time one of your ships performs a major function,
- like firing it's weapons or cloaking, it will have "used up"
- it's move. When you end your turn, you pass play to your
- opponent. When you get control again, your ships will again
- be able to perform another major function. After you pass
- play, ships, torpedos, etc. are moved, self destructs count
- down, etc. If your opponent is controlled by the computer
- you will be given information on what he is doing for his
- move, like whether he's pursuing you, or fired at you, etc.
-
- SHIPS:
- ------
-
- Listing of all ships in game, this is identical to the
- ships command in Ship Placement.
-
- FIRE:
- -----
-
- This option will allow you to fire your weapons on those
- bothersome enemy Starships. Once you select this, you will
- be asked which weapon to use. Phasers are found on most
- starships. They are intense beams of laser energy which
- disrupt the atomic structure of the enemy starship.
- Torpedos are found on most Federation and Klingon Starships.
- They are bottles filled with antimatter which detonate
- when they come within 1200 kilometers of an enemy starship.
- Plasma is found on Romulan starships. Plasma is plasma energy
- which is fired at the enemy. However, though plasma is very
- powerful, it cools rapidly in the frozen temperatures of space
- and therefore becomes weaker as it has to travel more distance
- to hit a target.
- After selecting which weapon to use you are asked which
- enemy ship you wish to unleash this barrage against. After
- selecting the starship to fire upon, your weapons will be fired,
- unless:
-
- o You don't have any weapons to fire with
- in that firing arc.
- o The enemy is out of range. Weapon ranges
- vary from ship class to ship class. Phaser
- range is usually 15000 - 25000 kilometers.
- Torpedo range is usually 5000 - 15000
- kilometers. Plasma range is usually 5000 -
- 13000 kilometers.
-
- If you fired using phasers, the phasers, which travel
- extremely fast, will hit immediately and you will be told
- the outcome of the attack. If you fired Torps or Plasma, it will
- be launched, but the enemy will be given a chance to evade.
- If a Torpedo or Plasma does hit, you will be told during a
- turn change. Firing your weapons takes up that ship's turn
- until you get control of the game again.
-
- MOVE:
- -----
-
- Move is a handy little function which lets you change
- your heading, pursue an enemy ship, elude an enemy ship, or
- change your current warp velocity. Performing any of these
- functions takes up that ship's turn.
-
- Changing your Heading:
-
- Simply select Change Heading from the menu. Then enter
- the heading you wish to move at. Because of the bulk of
- starships, your ship will not attain that new heading
- immediately. Each turn change your ship will gradually
- come onto the new course. The better your ships
- manuverability is, the faster it will come on course.
-
- Pursuing an enemy Ship:
-
- The pursue option lets you pursue (head directly
- towards) an enemy ship. You will be asked which ship
- you wish to pursue and then the course will automatically
- be computed. Once you pursue an enemy ship the computer
- will automatically correct your course each turn so
- you stay on course, even if the enemy ship moves.
- Like manual heading changes, your ship will gradually
- come on course.
-
- Elude an enemy Ship:
-
- This option lets you elude (head directly away from)
- an enemy ship. You will be asked which ship to elude, and
- like Pursue and manual heading changes, your ship will
- gradually come onto course.
-
- Changing Warp Speed:
-
- This lets you change your speed. Your ships maximum
- speed depends on it's class, and whether it has damage
- or not. You will be told that exceeding a certain speed
- can be dangerous. If you do exceed that speed, the ship
- may buckle due to stress causing structural damage, or then
- again, it may not.
-
- DESTRUCT:
- ---------
-
- If one of your ships is in hopeless shape, you can self
- destruct it. 7 turns after destruct is activated the ship
- will explode, causing major damage to nearby enemy ships, and
- your ships. The closer a ship is to the destructing ship, the
- more damage it will take. Self-destructing takes up a ships turn.
- If you select the self destruct command and your ship is
- already counting down to a self-destruct you will be asked
- if you wish to abort the self-destruct.
-
- SCAN:
- -----
-
- Scan is a handy command which lets you get detailed
- information on any Starship, yours or the enemys. To use,
- select scan off the lightbar menu. Then you will be asked
- which ship you wish to scan. Then you will be given all
- the available data on that ship. NOTE: Enemy Cloaked
- starships cannot be scanned.
-
- RANGE:
- ------
-
- The range command lets you change the radius of view on
- the tactical display. Sometimes enemy ships are all so close
- to you you need to lessen the range to see the area clearly.
- This command lets you do it. You will be asked what radius
- to display at after selecting this command. Valid ranges
- are 500-100000 kilometers.
-
- SELECT:
- -------
-
- The select command lets you switch control to another one
- of your ships. You must be currently selecting the ship you
- wish to use the fire, cloak, move, etc. Commands on. Also,
- switching to another ship gives it's status in the status
- windows on the left of the display. To use this command, select
- select off the lightbar menu. Then you will be asked which
- one of your ships you wish to control.
-
- CLOAK:
- ------
-
- This command lets you activate or deactivate your cloaking
- device, if you have one. 20% of all Klingon and 40% of all
- Romulan ship classes have cloaking devices. No Federation
- ships have them. Once a cloaking device is activated, the
- enemy cannot see you on the tactical display, cannot fire
- at you, and cannot scan you. However, due to the extreme
- power it takes to turn on this device, you cannot fire either.
- If you do not have sufficient power to use the cloaking
- device, you cannot turn it on. To turn it on, select cloak
- from the lightbar menu. If it was already on when you selected
- cloak, you will be asked if you wish to turn cloak off. If
- cloak was off when you selected, you will be asked if you
- want to turn cloak on. Cloaking or De-cloaking takes up
- your starships move this turn. (NOTE: Cloaking devices
- are not perfect, and sometimes scanners, etc. can see
- through cloakign devices.)
-
- REPAIR:
- -------
-
- The repair command allows you to use repair docks and
- repair tenders to repair another starship. To use this
- command, you must have a repair dock or tender within
- 1000 kilometers of the ship you wish to repair. Once
- repair operations are started, they cannot be stopped,
- and neither ship can do anything in the meantime. Repairs
- will take 9 turns. After repairs are completed, the ship
- which was repaired should have all it's systems at 100%,
- but dead crewmembers cannot be replaced. The repair command
- takes up the repairing starship's move for this turn.
-
- SAVE:
- -----
-
- This option allows you to save the scenario into a file
- so that you can resume play later. After selecting this option,
- you will be asked what filename (NO extension) to save the
- savegame file as.
-
- LOADING A SAVED GAME:
- ---------------------
-
- This option is not found on the lightbar menu, but loading
- a saved game is an option in the startup menu. To load up a saved
- game, select Load a Saved Game from the startup menu. Then you
- will be asked what filename (NO extension) the game was saved
- under. Then it will be loaded, and play can be resumed by selecting
- Begin the Simulation from the starup menu.
-
- QUIT:
- -----
-
- This option returns you to the startup menu. Unless you
- saved the game, the game will be lost when you do this.
-
-
- Well, I hope you enjoy the game! Here are some strategic
- hints:
-
- o Cloaking Devices and Plasma were meant to be used
- together. Cloak, get in real close, and fire. This
- will allow you to get the maximum damage on a plasma
- device.
- o Use torpedos in areas where there are numberous enemy
- ships all in one area, since on torpedo could cause
- damage to many ships if they are all in the blast range.
- o Use torpedos at long range because phasers tend to miss
- at long ranges.
- o Remember, self-destructing causes serious damage
- to all ships within 5000 kilometers, so it may be
- wise to destruct a ship in an area where there are
- alot of enemy ships.
- o When attacking a defense outpost, take advantage of
- the fact that an outpost cannot move by moving out
- of range and then waiting for your shields to
- regenerate, or have your ship repaired.
- o Remember, repair tenders and docks were not meant
- as fighting machines and can be easily destroyed,
- so be sure to keep them away from the front lines.
-
-
- REGISTRATION
- ============
-
- If you enjoy this program, and wish to see others
- like it, then please support shareware and register
- this program. Registration is only $20 and $25 if you
- want major new versions mailed to you. All registering
- users will recieve a module which allows you to edit
- ship classes. 3.5 users, you will have to download
- the module from my BBS as I have no 3.5 drive.
-
- Registrations can be sent to:
-
- Paul Broman
- 8119 Jamacia Rd N
- Jacksonville, FL 32216
-
- Thank you.
-
-
-
- PREVIEWS
- ========
-
- Here are some of the new features upcoming in
- the next version of Tactical:
-
- o Power Distribution Menu - a place for
- the realistic control of your ships
- power. Allocate it to systems, use
- it in phasers, etc.
- o Modem Play - hopefully a modem
- play option will soon be available.
- o Planets - in an upcoming version there
- will be planets to invade/control!
- o New Ship Classes - in an upcoming version
- there will be new classes like Assault
- Ships, Monitors, and more!
-
- This and more, in the next version! Look
- for it!
-
-
- SPECIAL ACKNOLEDGEMENTS:
-
-
- Paul Broman..................Programming and Concept
- Stephen Lobrano..............Playtesting and Technical
- Support
- Benjamin Adams...............Playtesting and Technical
- Support
- Jason Dittmer................Playtesting
- Andrew Palmer................Playtesting
- Paul Lim.....................Playtesting
- Timothy O'Brien..............Playtesting
- Eddie Brown..................Playtesting
- Charles McCoy................Playtesting
- James Abbott.................Playtesting
-
-
- END OF DOCS
-
-
- If you need further help, or wish to report
- a bug, write me at the above adress or call me
- at (904)/724-8612, or call:
-
- The Neutral Zone BBS
- (904)/725-0731
- 4pm-11pm 40MB (2400 Baud)
- WWIV 4.12 FCAnet @9439
- Located in Jacksonville, Florida
-
- OR, send me mail through National WWIVnet. I
- can be reached by emailing TREKIE @9400.
-
- Thanks!!
-