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-
-
- by
-
- Eric Allman
- University of California
- Berkeley
-
- INTRODUCTION
-
-
- Well, the federation is once again at war with the
- Klingon empire. It is up to you, as captain of the U.S.S.
- Enterprise, to wipe out the invasion fleet and save the Fed-
- eration.
-
-
- For the purposes of the game the galaxy is divided into
- 64 quadrants on an eight by eight grid, with quadrant 0,0 in
- the upper left hand corner. Each quadrant is divided into
- 100 sectors on a ten by ten grid. Each sector contains one
- object (e.g., the Enterprise, a Klingon, or a star).
-
-
- Navigation is handled in degrees, with zero being
- straight up and ninety being to the right. Distances are
- measured in quadrants. One tenth quadrant is one sector.
-
-
- The galaxy contains starbases, at which you can dock to
- refuel, repair damages, etc. The galaxy also contains
- stars. Stars usually have a knack for getting in your way,
- but they can be triggered into going nova by shooting a pho-
- ton torpedo at one, thereby (hopefully) destroying any adja-
- cent Klingons. This is not a good practice however, because
- you are penalized for destroying stars. Also, a star will
- sometimes go supernova, which obliterates an entire quad-
- rant. You must never stop in a supernova quadrant, although
- you may "jump over" one.
-
-
- Some starsystems have inhabited planets. Klingons can
-
-
-
-
-
-
-
-
-
- -2-
-
-
- attack inhabited planets and enslave the populace, which
- they then put to work building more Klingon battle cruisers.
-
- STARTING UP THE GAME
-
-
- To request the game, issue the command
-
- /usr/games/trek
-
- from the shell. If a filename is supplied, a log of the
- game is written onto that file. (Otherwise, no file is
- written.) If the ``-a'' flag is stated before the filename,
- the log of the game is appended to the file.
-
-
- The game will ask you what length game you would like.
- Valid responses are "short", "medium", and "long". You may
- also type "restart", which restarts a previously saved game.
- Ideally, the length of the game does not affect the diffi-
- culty, but currently the shorter games tend to be harder
- than the longer ones.
-
-
- You will then be prompted for the skill, to which you
- must respond "novice", "fair", "good", "expert", "com-
- modore", or "impossible". You should start out with a
- novice and work up, but if you really want to see how fast
- you can be slaughtered, start out with an impossible game.
-
-
- In general, throughout the game, if you forget what is
- appropriate the game will tell you what it expects if you
- just type in a question mark.
-
- ISSUING COMMANDS
-
-
- If the game expects you to enter a command, it will say
- "Command: " and wait for your response. Most commands can
- be abbreviated.
-
-
- At almost any time you can type more than one thing on
- a line. For example, to move straight up one quadrant, you
- can type
- move 0 1
- or you could just type
- move
- and the game would prompt you with
- Course:
- to which you could type
- 0 1
- The "1" is the distance, which could be put on still another
-
-
-
-
-
-
-
-
-
- -3-
-
-
- line. Also, the "move" command could have been abbreviated
- "mov", "mo", or just "m".
-
-
- If you are partway through a command and you change
- your mind, you can usually type "-1" to cancel the command.
-
-
- Klingons generally cannot hit you if you don't consume
- anything (e.g., time or energy), so some commands are con-
- sidered "free". As soon as you consume anything though --
- POW!
-
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- -4-
-
-
- THE COMMANDS
-
- ********************
- * Short Range Scan *
- ********************
-
- Mnemonic: srscan
- Shortest Abbreviation: s
- Full Commands: srscan
- srscan yes/no
- Consumes: nothing
-
-
- The short range scan gives you a picture of the quad-
- rant you are in, and (if you say "yes") a status report
- which tells you a whole bunch of interesting stuff. You can
- get a status report alone by using the status command. An
- example follows:
-
- Short range sensor scan
-
- le1 ce1 ce1 ce1 ce1 ce1 ce1 ce1 ce1 ce1 ce1 le3 l1 l.
- 0123456789
- 0 .......*.*0stardate3702.16
- 1 ..E.......1conditionRED
- 2 .........*2position0,3/1,2
- 3 *....#....3warp factor5.0
- 4 ..........4total energy4376
- 5 ..*.*.....5torpedoes9
- 6 ...@.. ...6shieldsdown, 78%
- 7 ..........7Klingons left3
- 8 ...K......8time left6.43
- 9 ......*...9life supportdamaged, reserves = 2.4
- 0123456789
-
- Distressed Starsystem Marcus XII
-
- The cast of characters is as follows:
- E the hero
- K the villain
- # the starbase
- * stars
- @ inhabited starsystem
- . empty space
- a black hole
-
-
- The name of the starsystem is listed underneath the
- short range scan. The word "distressed", if present, means
- that the starsystem is under attack.
-
-
- Short range scans are absolutely free. They use no
- time, no energy, and they don't give the Klingons another
-
-
-
-
-
-
-
-
-
- -5-
-
-
- chance to hit you.
-
- *****************
- * Status Report *
- *****************
-
- Mnemonic: status
- Shortest Abbreviation: st
- Consumes: nothing
-
-
- This command gives you information about the current
- status of the game and your ship, as follows:
-
- Stardate -- The current stardate.
-
- Condition -- as follows:
- RED -- in battle
- YELLOW -- low on energy
- GREEN -- normal state
- DOCKED -- docked at starbase
- CLOAKED -- the cloaking device is activated
-
- Position -- Your current quadrant and sector.
-
- Warp Factor -- The speed you will move at when you move
- under warp power (with the move command).
-
- Total Energy -- Your energy reserves. If they drop to
- zero, you die. Energy regenerates, but the higher
- the skill of the game, the slower it regenerates.
-
- Torpedoes -- How many photon torpedoes you have left.
-
- Shields -- Whether your shields are up or down, and how
- effective they are if up (what percentage of a hit
- they will absorb).
-
- Klingons Left -- Guess.
-
- Time Left -- How long the Federation can hold out if you
- sit on your fat ass and do nothing. If you kill
- Klingons quickly, this number goes up, otherwise, it
- goes down. If it hits zero, the Federation is con-
- quered.
-
- Life Support -- If "active", everything is fine. If
- "damaged", your reserves tell you how long you have
- to repair your life support or get to a starbase
- before you starve, suffocate, or something equally
- unpleasant.
-
- Current Crew -- The number of crew members left. This
- figures does not include officers.
-
-
-
-
-
-
-
-
-
- -6-
-
-
- Brig Space -- The space left in your brig for Klingon
- captives.
-
- Klingon Power -- The number of units needed to kill a
- Klingon. Remember, as Klingons fire at you they use
- up their own energy, so you probably need somewhat
- less than this.
-
- Skill, Length -- The skill and length of the game you
- are playing.
-
-
- Status information is absolutely free.
-
- *******************
- * Long Range Scan *
- *******************
-
- Mnemonic: lrscan
- Shortest Abbreviation: l
- Consumes: nothing
-
-
- Long range scan gives you information about the eight
- quadrants that surround the quadrant you're in. A sample
- long range scan follows:
-
- Long range scan for quadrant 0,3
-
- 2 3 4
- -------------------
- ! * ! * ! * !
- -------------------
- 0 ! 108 ! 6 ! 19 !
- -------------------
- 1 ! 9 ! /// ! 8 !
- -------------------
-
-
- The three digit numbers tell the number of objects in
- the quadrants. The units digit tells the number of stars,
- the tens digit the number of starbases, and the hundreds
- digit is the number of Klingons. "*" indicates the negative
- energy barrier at the edge of the galaxy, which you cannot
- enter. "///" means that that is a supernova quadrant and
- must not be entered.
-
- *****************
- * Damage Report *
- *****************
-
- Mnemonic: damages
- Shortest Abbreviation: da
- Consumes: nothing
-
-
-
-
-
-
-
-
-
- -7-
-
-
- A damage report tells you what devices are damaged and
- how long it will take to repair them. Repairs proceed
- faster when you are docked at a starbase.
-
- *******************
- * Set Warp Factor *
- *******************
-
- Mnemonic: warp
- Shortest Abbreviation: w
- Full Command: warp factor
- Consumes: nothing
-
-
- The warp factor tells the speed of your starship when
- you move under warp power (with the move command). The
- higher the warp factor, the faster you go, and the more
- energy you use.
-
-
- The minimum warp factor is 1.0 and the maximum is 10.0.
- At speeds above warp 6 there is danger of the warp engines
- being damaged. The probability of this increases at higher
- warp speeds. Above warp 9.0 there is a chance of entering a
- time warp.
-
- *************************
- * Move Under Warp Power *
- *************************
-
- Mnemonic: move
- Shortest Abbreviation: m
- Full Command: move course distance
- Consumes: time and energy
-
-
- This is the usual way of moving. The course is in
- degrees and the distance is in quadrants. To move one sec-
- tor specify a distance of 0.1.
-
-
- Time is consumed proportionately to the inverse of the
- warp factor squared, and directly to the distance. Energy
- is consumed as the warp factor cubed, and directly to the
- distance. If you move with your shields up it doubles the
- amount of energy consumed.
-
-
- When you move in a quadrant containing Klingons, they
- get a chance to attack you.
-
-
- The computer detects navigation errors. If the com-
- puter is out, you run the risk of running into things.
-
-
-
-
-
-
-
-
-
- -8-
-
-
- The course is determined by the Space Inertial Naviga-
- tion System [SINS]. As described in Star Fleet Technical
- Order TO:02:06:12, the SINS is calibrated, after which it
- becomes the base for navigation. If damaged, navigation
- becomes inaccurate. When it is fixed, Spock recalibrates
- it, however, it cannot be calibrated extremely accurately
- until you dock at starbase.
-
- ****************************
- * Move Under Impulse Power *
- ****************************
-
- Mnemonic: impulse
- Shortest Abbreviation: i
- Full Command: impulse course distance
- Consumes: time and energy
-
-
- The impulse engines give you a chance to maneuver when
- your warp engines are damaged; however, they are incredibly
- slow (0.095 quadrants/stardate). They require 20 units of
- energy to engage, and ten units per sector to move.
-
-
- The same comments about the computer and the SINS apply
- as above.
-
-
- There is no penalty to move under impulse power with
- shields up.
-
- *********************
- * Deflector Shields *
- *********************
-
- Mnemonic: shields
- Shortest Abbreviation: sh
- Full Command: shields up/down
- Consumes: energy
-
-
- Shields protect you from Klingon attack and nearby
- novas. As they protect you, they weaken. A shield which is
- 78% effective will absorb 78% of a hit and let 22% in to
- hurt you.
-
-
- The Klingons have a chance to attack you every time you
- raise or lower shields. Shields do not rise and lower
- instantaneously, so the hit you receive will be computed
- with the shields at an intermediate effectiveness.
-
-
- It takes energy to raise shields, but not to drop them.
-
-
-
-
-
-
-
-
-
- -9-
-
-
- *******************
- * Cloaking Device *
- *******************
-
- Mnemonic: cloak
- Shortest Abbreviation: cl
- Full Command: cloak up/down
- Consumes: energy
-
-
- When you are cloaked, Klingons cannot see you, and
- hence they do not fire at you. They are useful for entering
- a quadrant and selecting a good position, however, weapons
- cannot be fired through the cloak due to the huge energy
- drain that it requires.
-
-
- The cloak up command only starts the cloaking process;
- Klingons will continue to fire at you until you do something
- which consumes time.
-
- ****************
- * Fire Phasers *
- ****************
-
- Mnemonic: phasers
- Shortest Abbreviation: p
- Full Commands: phasers automatic amount
- phasers manual amt1 course1 spread1 ...
- Consumes: energy
-
-
- Phasers are energy weapons; the energy comes from your
- ship's reserves ("total energy" on a srscan). It takes
- about 250 units of hits to kill a Klingon. Hits are cumula-
- tive as long as you stay in the quadrant.
-
-
- Phasers become less effective the further from a Klin-
- gon you are. Adjacent Klingons receive about 90% of what
- you fire, at five sectors about 60%, and at ten sectors
- about 35%. They have no effect outside of the quadrant.
-
-
- Phasers cannot be fired while shields are up; to do so
- would fry you. They have no effect on starbases or stars.
-
-
- In automatic mode the computer decides how to divide up
- the energy among the Klingons present; in manual mode you do
- that yourself.
-
-
- In manual mode firing you specify a direction, amount
-
-
-
-
-
-
-
-
-
- -10-
-
-
- (number of units to fire) and spread (0 -> 1.0) for each of
- the six phaser banks. A zero amount terminates the manual
- input.
-
- *************************
- * Fire Photon Torpedoes *
- *************************
-
- Mnemonic: torpedo
- Shortest Abbreviation: t
- Full Command: torpedo course [yes/no] [burst angle]
- Consumes: torpedoes
-
-
- Torpedoes are projectile weapons -- there are no par-
- tial hits. You either hit your target or you don't. A hit
- on a Klingon destroys him. A hit on a starbase destroys
- that starbase (woops!). Hitting a star usually causes it to
- go nova, and occasionally supernova.
-
-
- Photon torpedoes cannot be aimed precisely. They can
- be fired with shields up, but they get even more random as
- they pass through the shields.
-
-
- Torpedoes may be fired in bursts of three. If this is
- desired, the burst angle is the angle between the three
- shots, which may vary from one to fifteen. The word "no"
- says that a burst is not wanted; the word "yes" (which may
- be omitted if stated on the same line as the course) says
- that a burst is wanted.
-
-
- Photon torpedoes have no effect outside the quadrant.
-
- ****************************
- * Onboard Computer Request *
- ****************************
-
- Mnemonic: computer
- Shortest Abbreviation: c
- Full Command: computer request; request;...
- Consumes: nothing
-
-
- The computer command gives you access to the facilities
- of the onboard computer, which allows you to do all sorts of
- fascinating stuff. Computer requests are:
-
- score -- Shows your current score.
-
- course quad/sect -- Computes the course and distance
- from wherever you are to the given location. If you
-
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-
-
-
-
-
-
-
- -11-
-
-
- type "course /x,y" you will be given the course to
- sector x,y in the current quadrant.
-
- move quad/sect -- Identical to the course request,
- except that the move is executed.
-
- chart -- prints a chart of the known galaxy, i.e.,
- everything that you have seen with a long range
- scan. The format is the same as on a long range
- scan, except that "..." means that you don't yet
- know what is there, and ".1." means that you know
- that a starbase exists, but you don't know anything
- else. "$$$" mans the quadrant that you are cur-
- rently in.
-
- trajectory -- prints the course and distance to all the
- Klingons in the quadrant.
-
- warpcost dist warp_factor -- computes the cost in time
- and energy to move `dist' quadrants at warp
- `warp_factor'.
-
- impcost dist -- same as warpcost for impulse engines.
-
- pheff range -- tells how effective your phasers are at a
- given range.
-
- distresslist -- gives a list of currently distressed
- starbases and starsystems.
-
-
- More than one request may be stated on a line by sepa-
- rating them with semicolons.
-
- ********************
- * Dock at Starbase *
- ********************
-
- Mnemonic: dock
- Shortest Abbreviation: do
- Consumes: nothing
-
-
- You may dock at a starbase when you are in one of the
- eight adjacent sectors.
-
-
- When you dock you are resupplied with energy, photon
- torpedoes, and life support reserves. Repairs are also done
- faster at starbase. Any prisoners you have taken are
- unloaded. You do not receive points for taking prisoners
- until this time.
-
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-
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-
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-
-
-
-
- -12-
-
-
- Starbases have their own deflector shields, so you are
- safe from attack while docked.
-
- ************************
- * Undock from Starbase *
- ************************
-
- Mnemonic: undock
- Shortest Abbreviation: u
- Consumes: nothing
-
-
- This just allows you to leave starbase so that you may
- proceed on your way.
-
- ********
- * Rest *
- ********
-
- Mnemonic: rest
- Shortest Abbreviation: r
- Full Command: rest time
- Consumes: time
-
-
- This command allows you to rest to repair damages. It
- is not advisable to rest while under attack.
-
- **************************
- * Call Starbase For Help *
- **************************
-
- Mnemonic: help
- Shortest Abbreviation: help
- Consumes: nothing
-
-
- You may call starbase for help via your subspace radio.
- Starbase has long range transporter beams to get you. Prob-
- lem is, they can't always rematerialize you.
-
-
- You should avoid using this command unless absolutely
- necessary, for the above reason and because it counts heav-
- ily against you in the scoring.
-
- *******************
- * Capture Klingon *
- *******************
-
- Mnemonic: capture
- Shortest Abbreviation: ca
- Consumes: time
-
-
-
-
-
-
-
-
-
-
- -13-
-
-
- You may request that a Klingon surrender to you. If he
- accepts, you get to take captives (but only as many as your
- brig can hold). It is good if you do this, because you get
- points for captives. Also, if you ever get captured, you
- want to be sure that the Federation has prisoners to
- exchange for you.
-
-
- You must go to a starbase to turn over your prisoners
- to Federation authorities.
-
- ***************
- * Visual Scan *
- ***************
-
- Mnemonic: visual
- Shortest Abbreviation: v
- Full Command: visual course
- Consumes: time
-
-
- When your short range scanners are out, you can still
- see what is out "there" by doing a visual scan. Unfortu-
- nately, you can only see three sectors at one time, and it
- takes 0.005 stardates to perform.
-
-
- The three sectors in the general direction of the
- course specified are examined and displayed.
-
- ****************
- * Abandon Ship *
- ****************
-
- Mnemonic: abandon
- Shortest Abbreviation: abandon
- Consumes: nothing
-
-
- The officers escape the Enterprise in the shuttlecraft.
- If the transporter is working and there is an inhabitable
- starsystem in the area, the crew beams down, otherwise you
- leave them to die. You are given an old but still usable
- ship, the Faire Queene.
-
- *******
- * Ram *
- *******
-
- Mnemonic: ram
- Shortest Abbreviation: ram
- Full Command: ram course distance
- Consumes: time and energy
-
-
-
-
-
-
-
-
-
-
- -14-
-
-
- This command is identical to "move", except that the
- computer doesn't stop you from making navigation errors.
-
-
- You get very nearly slaughtered if you ram anything.
-
- *****************
- * Self Destruct *
- *****************
-
- Mnemonic: destruct
- Shortest Abbreviation: destruct
- Consumes: everything
-
-
- Your starship is self-destructed. Chances are you will
- destroy any Klingons (and stars, and starbases) left in your
- quadrant.
-
- **********************
- * Terminate the Game *
- **********************
-
- Mnemonic: terminate
- Shortest Abbreviation: terminate
- Full Command: terminate yes/no
-
-
- Cancels the current game. No score is computed. If
- you answer yes, a new game will be started, otherwise trek
- exits.
-
- ******************
- * Call the Shell *
- ******************
-
- Mnemonic: shell
- Shortest Abbreviation: shell
-
-
- Temporarily escapes to the shell. When you exit the
- shell you will return to the game.
-
- SCORING
-
-
- The scoring algorithm is rather complicated. Basi-
- cally, you get points for each Klingon you kill, for
- your Klingon per stardate kill rate, and a bonus if you
- win the game. You lose points for the number of Klin-
- gons left in the galaxy at the end of the game, for get-
- ting killed, for each star, starbase, or inhabited
- starsystem you destroy, for calling for help, and for
- each casualty you incur.
-
-
-
-
-
-
-
-
-
- -15-
-
-
- You will be promoted if you play very well. You
- will never get a promotion if you call for help, abandon
- the Enterprise, get killed, destroy a starbase or inhab-
- ited starsystem, or destroy too many stars.
-
-
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- -16-
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- COMMAND SUMMARY
-
- l l l. CommandRequiresConsumes
-
- abandonshuttlecraft,- transporter capturesubspace
- radiotime cloak up/downcloaking deviceenergy computer
- request; ...computer- damages-- destructcomputer- dock--
- helpsubspace radio- impulse course distanceimpulse
- engines,time, energy computer, SINS lrscanL.R. sen-
- sors- move course distancewarp engines,time, energy
- computer, SINS phasers automatic amountphasers, com-
- puterenergy phasers manual amt1 course1 spread1
- ...phasersenergy torpedo course [yes] angle/notorpedo
- tubestorpedoes ram course distancewarp engines,time,
- energy computer, SINS rest time-time shell--
- shields up/downshieldsenergy srscan [yes/no]S.R. sen-
- sors- status-- terminate yes/no-- undock-- visual
- course-time warp warp_factor--
-
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