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author | Theo de Raadt <deraadt@cvs.openbsd.org> | 1995-10-18 08:53:40 +0000 |
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committer | Theo de Raadt <deraadt@cvs.openbsd.org> | 1995-10-18 08:53:40 +0000 |
commit | d6583bb2a13f329cf0332ef2570eb8bb8fc0e39c (patch) | |
tree | ece253b876159b39c620e62b6c9b1174642e070e /games/trek/DOC |
initial import of NetBSD tree
Diffstat (limited to 'games/trek/DOC')
-rw-r--r-- | games/trek/DOC/read_me.nr | 252 | ||||
-rw-r--r-- | games/trek/DOC/things | 10 | ||||
-rw-r--r-- | games/trek/DOC/trekmanual.nr | 896 |
3 files changed, 1158 insertions, 0 deletions
diff --git a/games/trek/DOC/read_me.nr b/games/trek/DOC/read_me.nr new file mode 100644 index 00000000000..18bbd04c51a --- /dev/null +++ b/games/trek/DOC/read_me.nr @@ -0,0 +1,252 @@ +.\" $NetBSD: read_me.nr,v 1.2 1995/04/22 10:59:44 cgd Exp $ +.de @h +'sp 4 +'tl 'TREK SETUP INSTRUCTIONS''%' +'sp 2 +.ns +.. +.de @f +'bp +.. +.wh 0 @h +.wh -6 @f +.de pp +.sp +.ne 2 +.ti +5 +.. +.de s1 +.sp 2 +.nr S1 +1 +.nr S2 0 +.ne 5 +.in 4 +.ti 0 +\\n(S1.\ \ \c +.. +.de s2 +.sp 1 +.nr S2 +1 +.ne 3 +.in 8 +.ti 4 +\\n(S2.\ \ \c +.. +.br +.ce +TREK SETUP INSTRUCTIONS +.sp 2 +.pp +This document describes all sorts of nifty things +you should know +before you start to muck around +with the trek source code. +Please read them carefully. +.s1 +MAINTENANCE +.s2 +There are a number of shell files +which you may use to maintain the system. +"Prtrek" produces a copy of the source code. +It pipes its output to lpr +and runs in background. +"Comp" compiles up to nine source modules +and leaves them in .o files. +"Compile" is the same as "comp" +except that it loads after compiling. +If stated without any arguments, +it loads from .o files. +"Compall" compiles all the .c files +into .o files, +but does not load. +It redirects its output to the file "output". +To recompile the entire system, +type +.ti +8 +compall +.ti +8 +compile +.br +.s2 +Main.c contains a variable called "Mother". +This is initialized to the result of the +"getuid()" call for the maintainer of trek +at your installation. +Only Mother is allowed to set trace flags +and run the game at other than the default priority. +.s2 +Speaking of priorities, +trek eats up a lot of system resources. +Hence, it normally runs at a very low priority. +This makes it almost impossible to play +if the system is loaded. +However, +the -pN flag sets the priority to N, +which makes it possible to debug +when the system is loaded. +The default priority is set by a #define of +PRIO, +which is set to 10 in the default system. +.s2 +Trace information is provided +which may be useful in debugging things in the system. +If you are in a bad way for space, +comment out the #define xTRACE +which appears in trek.h. +This will cause the trace stuff to not occur +in the object. +.s2 +The version of trek released to you +is compiled with the -f flag (for no floating point) +and should work without problems on your machine. +You can edit out the -f flag +in "compile" if you have floating point hardware +on your machine +so that it will take less space. +.s1 +THE PORTABLE C LIBRARY +.pp +The portable C library was used +to do I/O in trek. +Unfortunately, +the version which we had at Berkeley +had a number of small bugs +which caused trek to do bad things at times. +For some unknown reason +(temporary insanity perhaps) +I rewrote the portable C library. +This version is much smaller than the old version +and has cleaner code. +It also works right +(???). +However, there are a few minor differences +which you should be aware of. +.s2 +Scanf no longer ignores the noise characters "\\n", +"\\t", and space in the format string; +i.e., +these characters now require a match +in the input stream. +.s2 +A variable +f_log +has been added +which is the file descriptor +of a "log" file. +If f_log is greater than zero +a copy of everything read from +the standard input +and written to +the standard output +is written in the file f_log. +.s1 +DISCLAIMERS +.s2 +Frankly, +I am getting pretty sick of playing this game. +Hence, +the version which you get may have several bugs +in it; +I freely admit +that it is probably buggier +than some previous versions. +Sorry about that. +.s2 +Along with being buggy, +the game never had quite everything implemented +that was originally intended. +If you see things that look weird, +that may be why. +There are even some features which I have taken out +(like ghost starsystems) +upon deciding that I didn't have the energy +to implement them correctly. +.s1 +REQUESTS +.pp +There are several things that I would like to ask of anyone +who does work on the source code. +.s2 +Please let me know of any bugs which you find +in the code, +and any fixes which you may have. +Other copies will probably be going out to other people later, +and it would be nice if those copies where less buggy. +Also, +I would be interested in hearing about any +enhancements of the game which you might install. +.s2 +Please note that I have a distinct coding style. +I feel that it is cleaner +and easier to read than a more +casual style. +If possible, +please stick to it, +especially if you end up sending tapes back to me. +This goes along with my whole belief in clean code: +I ask you to please avoid obscure code +whenever possible. +If you throw some in, +please don't let me see it. +It just depresses me. +.s2 +Unfortunately, +the game is huge. +There are many neat things +which could go in, +if there were only enough space. +However, +I have specifically not gone to seperated I/D +space. +The main reason is that I would like future versions +of the game +to be 11/40 compatible. +.s1 +SUGGESTIONS FOR THE FUTURE +.pp +If you happen to have more energy than I do, +you may want to examine the following areas. +These are things that I may get to, +but don't hold your breath. +.s2 +Frankly, +making the portable C library work +(even without bugs) +was a bitch. +I should have done the I/O in a more +ad hoc manner. +It is my intent to rewrite the I/O +routines to bypass the portable C library entirely. +.s2 +The routine "capture" is quite unclean. +First, it should have a manner of selecting Klingons +other than random, +either selecting the most likely +or asking the captain (probably best). +It should either be fully implemented, +which includes adding a "board" routine +(half written, +on some tapes as board.x) +which sends a boarding party to forcefully +take over the Klingon, +or it should go out completely, +which is probably what I will end up doing. +When this happens, +the transporter will go completely. +It seems that the space may be better used +for something which more directly enhances the game. +.sp 3 +.in 0 +Well, that's about it. +To get hold of me, +write to: +.nf +.sp +Eric P Allman +Electronics Research Laboratory +University of California +Berkeley, California 94720 +.fi + +Happy trekking!! +.pp diff --git a/games/trek/DOC/things b/games/trek/DOC/things new file mode 100644 index 00000000000..535a0c97459 --- /dev/null +++ b/games/trek/DOC/things @@ -0,0 +1,10 @@ +* tractor beams +* power distribution +* Romulans: +- plasma bolts +- neutral zone +- cloaking device +* the thing +* ion storms +* torpedoes with time delays +* Put removal from event list into killk diff --git a/games/trek/DOC/trekmanual.nr b/games/trek/DOC/trekmanual.nr new file mode 100644 index 00000000000..0ef506368d7 --- /dev/null +++ b/games/trek/DOC/trekmanual.nr @@ -0,0 +1,896 @@ +.\" $NetBSD: trekmanual.nr,v 1.2 1995/04/22 10:59:45 cgd Exp $ +.br +.po 10 +.if n \!. +.sp 15 +.tr ^ \" +.ce 88 +^****^^^^*****^^^^^^*^^^^^^****^ +*^^^^^^^^^^*^^^^^^^*^*^^^^^*^^^* +^***^^^^^^^*^^^^^^*****^^^^****^ +^^^^*^^^^^^*^^^^^^*^^^*^^^^*^^*^ +****^^^^^^^*^^^^^^*^^^*^^^^*^^^* + + +*****^^^^****^^^^^*****^^^^*^^^* +^^*^^^^^^*^^^*^^^^*^^^^^^^^*^^*^ +^^*^^^^^^****^^^^^***^^^^^^***^^ +^^*^^^^^^*^^*^^^^^*^^^^^^^^*^^*^ +^^*^^^^^^*^^^*^^^^*****^^^^*^^^* + + +by + +Eric Allman +University of California +Berkeley +.ce 0 +.tr ^^ +.de HE +'sp 4 +'tl 'STAR TREK''%' +'sp 3 +.. +.de FO +'bp +.. +.wh 0 HE +.wh -5 FO +.de pp +.sp +.ti +4 +.. +.bp 1 +.ce +INTRODUCTION +.pp +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 Federation. +.pp +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). +.pp +Navigation is handled in degrees, +with zero being straight up +and ninty being to the right. +Distances are measured in quadrants. +One tenth quadrant is one sector. +.pp +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 photon torpedo at one, +thereby (hopefully) destroying any adjacent 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 quadrant. +You must never stop in a supernova quadrant, +although you may "jump over" one. +.pp +Some starsystems +have inhabited planets. +Klingons can attack inhabited planets +and enslave the populace, +which they then put to work building more Klingon battle cruisers. +.bp +.ce +STARTING UP THE GAME +.pp +To request the game, issue the command +.sp +.ti +12 +/usr/games/trek +.sp +from the shell. +If a filename is stated, +a log of the game is written +onto that file. +If omitted, +the file is not written. +If the "-a" flag is stated before the filename, +that file is appended to +rather than created. +.pp +The game will ask you what length game +you would like. +Valid responses are "short", "medium", and "long". +Ideally the length of the game does not +affect the difficulty, +but currently the shorter games +tend to be harder than the longer ones. +You may also type "restart", +which restarts a previously saved game. +.pp +You will then be prompted for the skill, +to which you must respond +"novice", "fair", "good", "expert", +"commadore", 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. +.pp +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. +.pp +To get a copy of these rules, +execute the command +.sp +.ti +12 +nroff /usr/games/trekmanual.nr +.sp +.bp +.ce +ISSUING COMMANDS +.pp +If the game expects you to enter a command, +.hc ^ +it will say ^"Command:\ " +and wait for your response. +Most commands can be abbreviated. +.pp +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 +.ti +12 +move 0 1 +.br +or you could just type +.ti +12 +move +.br +and the game would prompt you with +.ti +12 +Course: +.br +to which you could type +.ti +12 +0 1 +.br +The "1" is the distance, +which could be put on still another line. +Also, the "move" command +could have been abbreviated +"mov", "mo", or just "m". +.pp +If you are partway through a command +and you change your mind, +you can usually type "-1" +to cancel the command. +.pp +Klingons generally cannot hit you +if you don't consume anything +(e.g., time or energy), +so some commands are considered "free". +As soon as you consume anything though -- POW! +.bp +.de ** +.if \\n+l .** +.as x * +.. +.de bl +.nr l \\w'\\$1' -\\w'*' +.ds x **** +.** +.sp 3 +.ne 3 +\\*x +.br +.if t *\h'\w'*'u'\fB\\$1\fP\h'\w'*'u'* +.if n * \\$1 * +.br +\\*x +.sp +.in +8 +.nf +.. +.de FF +.in -8 +.fi +.. +.if !\n(.V .ta \w'Full Commands: '+1 +.if \n(.V .ta \w'Full Commands: 'u +.ce +THE COMMANDS +.bl "Short Range Scan" +Mnemonic: srscan +Shortest Appreviation: s +Full Commands: srscan + srscan yes/no +Consumes: nothing +.FF +.pp +The short range scan +gives you a picture +of the quadrant 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 +.ul +status +command. +An example follows: +.sp +.nf +.in +4 +Short range sensor scan + 0 1 2 3 4 5 6 7 8 9 +0 . . . . . . . * . * 0 stardate 3702.16 +1 . . E . . . . . . . 1 condition RED +2 . . . . . . . . . * 2 position 0,3/1,2 +3 * . . . . # . . . . 3 warp factor 5.0 +4 . . . . . . . . . . 4 total energy 4376 +5 . . * . * . . . . . 5 torpedoes 9 +6 . . . @ . . . . . 6 shields down, 78% +7 . . . . . . . . . . 7 Klingons left 3 +8 . . . K . . . . . . 8 time left 6.43 +9 . . . . . . * . . . 9 life support damaged, reserves = 2.4 + 0 1 2 3 4 5 6 7 8 9 +Distressed Starsystem Marcus XII + +.in +8 +.ti -8 +The cast of characters is as follows: +E the hero +K the villain +# the starbase +* stars +@ inhabited starsystem +\&. empty space + a black hole +.in -12 +.fi +.pp +The name of the starsystem is listed underneath +the short range scan. +The word "distressed", if present, +means that the starsystem +is under attack. +.pp +Short range scans are absolutely free. +They use no time, no energy, +and they don't give the Klingons +another chance to hit you. +.bl "Status Report" +Mnemonic: status +Shortest Abbreviation: st +Consumes: nothing +.FF +.pp +This command gives you information +about the current status +of the game and your ship, as follows: +.in +8 +.de qq +.sp +.ti -4 +.. +.qq +Stardate -- The current stardate. +.qq +Condition -- as follows: +.in +4 +.nf +RED -- in battle +YELLOW -- low on energy +GREEN -- normal state +DOCKED -- docked at starbase +CLOAKED -- the cloaking device is activated +.fi +.in -4 +.qq +Position -- Your current quadrant and sector. +.qq +Warp Factor -- The speed you will move at +when you move under warp power +(with the +.ul +move +command). +.qq +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. +.qq +Torpedoes -- How many photon torpedoes you have left. +.qq +Shields -- Whether your shields are up or down, +and how effective they are if up +(what percentage of a hit they will absorb). +.qq +Klingons Left -- Guess. +.qq +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 conquered. +.qq +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. +.qq +Current Crew -- The number of crew members +left. +This figures does not include officers. +.qq +Brig Space -- The space left in your brig +for Klingon captives. +.qq +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. +.qq +Skill, Length -- The skill and length +of the game you are playing. +.in -8 +.pp +Status information is absolutely free. +.bl "Long Range Scan" +Mnemonic: lrscan +Shortest Abbreviation: l +Consumes: nothing +.FF +.pp +Long range scan gives you information about the +eight quadrants +that surround the quadrant +you're in. +A sample long range scan follows: +.sp +.in +12 +.nf +Long range scan for quadrant 0,3 + + 2 3 4 + ------------------- + ! * ! * ! * ! + ------------------- +0 ! 108 ! 6 ! 19 ! + ------------------- +1 ! 9 ! /// ! 8 ! + ------------------- +.sp +.in -12 +.fi +.pp +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. +.bl "Damage Report" +Mnemonic: damages +Shortest Abbreviation: da +Consumes: nothing +.FF +.pp +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. +.bl "Set Warp Factor" +Mnemonic: warp +Shortest Abbreviation: w +Full Command: warp factor +Consumes: nothing +.FF +.pp +The warp factor tells the speed of your starship +when you move under warp power +(with the +.ul +move +command). +The higher the warp factor, +the faster you go, +and the more energy you use. +.pp +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. +.bl "Move Under Warp Power" +Mnemonic: move +Shortest Abbreviation: m +Full Command: move course distance +Consumes: time and energy +.FF +.pp +This is the usual way of moving. +The course is in degrees and the distance is in quadrants. +To move one sector specify a distance of 0.1. +.pp +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. +.pp +When you move in a quadrant containing Klingons, +they get a chance to attack you. +.pp +The computer detects navigation errors. +If the computer is out, +you run the risk of running into things. +.pp +The course is determined by the +Space Inertial Navigation 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. +.bl "Move Under Impulse Power" +Mnemonic: impulse +Shortest Abbreviation: i +Full Command: impulse course distance +Consumes: time and energy +.FF +.pp +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. +.pp +The same comments about the computer and the SINS +apply as above. +.pp +There is no penalty to move under impulse power +with shields up. +.bl "Deflector Shields" +Mnemonic: shields +Shortest Abbreviation: sh +Full Command: shields up/down +Consumes: energy +.FF +.pp +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. +.pp +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. +.pp +It takes energy to raise shields, +but not to drop them. +.bl "Cloaking Device" +Mnemonic: cloak +Shortest Abbreviation: cl +Full Command: cloak up/down +Consumes: energy +.FF +.pp +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. +.pp +The cloak up command +only starts the cloaking process; +Klingons will continue +to fire at you +until you do something +which consumes time. +.bl "Fire Phasers" +Mnmemonic: phasers +Shortest Abbreviation: p +Full Commands: phasers automatic amount + phasers manual amt1 course1 spread1 ... +Consumes: energy +.FF +.pp +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 cumulative as long as you stay +in the quadrant. +.pp +Phasers become less effective +the further from a Klingon 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. +.pp +Phasers cannot be fired while shields are up; +to do so would fry you. +They have no effect on starbases or stars. +.pp +In automatic mode +the computer decides how to divide up the energy +among the Klingons present; +in manual mode you do that yourself. +.pp +In manual mode firing +you specify a direction, +amount (number of units to fire) +and spread (0 -> 1.0) +for each of the six phaser banks. +A zero amount +terminates the manual input. +.bl "Fire Photon Torpedoes" +Mnemonic: torpedo +Shortest Abbreviation: t +Full Command: torpedo course [yes/no] [burst angle] +Consumes: torpedoes +.FF +.pp +Torpedoes are projectile weapons -- there are no partial 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. +.pp +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. +.pp +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. +.pp +Photon torpedoes +have no effect +outside the quadrant. +.bl "Onboard Computer Request" +Mnemonic: computer +Shortest Abbreviation: c +Full Command: computer request; request;... +Consumes: nothing +.FF +.pp +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: +.in +8 +.qq +score -- Shows your current score. +.qq +course quad/sect -- Computes the course and distance from whereever +you are to the given location. +If you type "course /x,y" +you will be given the course +to sector x,y in the current quadrant. +.qq +move quad/sect -- Identical to the course +request, +except that the move is executed. +.qq +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 currently in. +.qq +trajectory -- prints the course and distance +to all the Klingons in the quadrant. +.qq +warpcost dist warp_factor -- computes the cost in time and energy +to move `dist' quadrants at warp `warp_factor'. +.qq +impcost dist -- same as warpcost for impulse engines. +.qq +pheff range -- tells how effective your phasers are +at a given range. +.qq +distresslist -- gives a list of currently distressed +starbases +and starsystems. +.in -8 +.pp +More than one request may be stated +on a line +by seperating them +with semicolons. +.bl "Dock at Starbase" +Mnemonic: dock +Shortest Abbreviation: do +Consumes: nothing +.FF +.pp +You may dock at a starbase +when you are in one of the eight +adjacent sectors. +.pp +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 recieve points +for taking prisoners +until this time. +.pp +Starbases have their own deflector shields, +so you are safe from attack while docked. +.bl "Undock from Starbase" +Mnemonic: undock +Shortest Abbreviation: u +Consumes: nothing +.FF +.pp +This just allows you to leave starbase +so that you may proceed on your way. +.bl "Rest" +Mnemonic: rest +Shortest Abbreviation: r +Full Command: rest time +Consumes: time +.FF +.pp +This command allows you to rest to repair damages. +It is not advisable to rest while under attack. +.bl "Call Starbase For Help" +Mnemonic: help +Shortest Abbreviation: help +Consumes: nothing +.FF +.pp +You may call starbase for help via your subspace radio. +Starbase has long range transporter beams to get you. +Problem is, +they can't always rematerialize you. +.pp +You should avoid using this command unless absolutely necessary, +for the above reason and because it counts heavily against you +in the scoring. +.bl "Capture Klingon" +Mnemonic: capture +Shortest Abbreviation: ca +Consumes: time +.FF +.pp +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. +.pp +You must go to a starbase +to turn over your prisoners +to Federation authorities. +.bl "Visual Scan" +Mnemonic: visual +Shortest Abbreviation: v +Full Command: visual course +Consumes: time +.FF +.pp +When your short range scanners are out, +you can still see what is out "there" +by doing a visual scan. +Unfortunately, +you can only see three sectors at one time, +and it takes 0.005 stardates to perform. +.pp +The three sectors in the general direction +of the course specified +are examined +and displayed. +.bl "Abandon Ship" +Mnemonic: abandon +Shortest Abbreviation: abandon +Consumes: nothing +.FF +.pp +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. +.bl "Ram" +Mnemonic: ram +Shortest Abbreviation: ram +Full Command: ram course distance +Consumes: time and energy +.FF +.pp +This command is identical to "move", +except that the computer +doesn't stop you +from making navigation errors. +.pp +You get very nearly slaughtered +if you ram anything. +.bl "Self Destruct" +Mnemonic: destruct +Shortest Abbreviation: destruct +Consumes: everything +.FF +.pp +Your starship is self-destructed. +Chances are you will destroy +any Klingons +(and stars, +and starbases) +left in your quadrant. +.bl "Terminate the Game" +Mnemonic: terminate +Shortest Abbreviation: terminate +Full Command: terminate yes/no +.FF +.pp +Cancels the current game. +No score is computed. +If you answer yes, +a new game will be started, +otherwise trek exits. +.bl "Call the Shell" +Mnemonic: shell +Shortest Abbreviation: shell +.FF +.pp +Temporarily escapes to the shell. +When you log out of the shell +you will return to the game. +.bp +.ce +SCORING +.in +4 +.pp +The scoring algorithm is rather complicated. +Basically, +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 Klingons left +in the galaxy +at the end of the game, +for getting killed, +for each star, starbase, or inhabited starsystem +you destroy, +for calling for help, +and for each casualty you incur. +.pp +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 inhabited starsystem, +or destroy too many stars. +.bp +.ce +REFERENCE PAGE +.sp 2 +.ta 36 56 +.nf +.ul +Command Uses Consumes + +ABANDON shuttlecraft, - + transporter +CApture subspace radio time +CLoak Up/Down cloaking device energy +Computer request; request;... computer - +DAmages - - +DESTRUCT computer - +DOck - - +HELP subspace radio - +Impulse course distance impulse engines, time, energy + computer, SINS +Lrscan L.R. sensors - +Move course distance warp engines, time, energy + computer, SINS +Phasers Automatic amount phasers, computer energy +Phasers Manual amt1 course1 spread1 ... phasers energy +Torpedo course [Yes] angle/No torpedo tubes torpedoes +RAM course distance warp engines, time, energy + computer, SINS +Rest time - time +SHELL - - +SHields Up/Down shields energy +Srscan [Yes/No] S.R. sensors - +STatus - - +TERMINATE Yes/No - - +Undock - - +Visual course - time +Warp warp_factor - - +.fi |