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32 .\" @(#)trek.me 8.1 (Berkeley) 6/8/93
44 ' tl 'Star Trek''USD:31-%'
47 .oh 'Star Trek''USD:31-%'
48 .eh 'USD:31-%''Star Trek'
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63 ****|||||||*||||||*|||*||||*|||*
65 *****||||****|||||*****||||*|||*
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91 University of California
98 Well, the federation is once again at war with the Klingon empire.
100 as captain of the U.S.S. Enterprise,
101 to wipe out the invasion fleet and save the Federation.
103 For the purposes of the game
104 the galaxy is divided into 64 quadrants
105 on an eight by eight grid,
106 with quadrant 0,0 in the upper left hand corner.
107 Each quadrant is divided into 100 sectors
108 on a ten by ten grid.
109 Each sector contains one object
110 (e.g., the Enterprise, a Klingon, or a star).
112 Navigation is handled in degrees,
113 with zero being straight up
114 and ninety being to the right.
115 Distances are measured in quadrants.
116 One tenth quadrant is one sector.
118 The galaxy contains starbases,
119 at which you can dock to refuel,
121 The galaxy also contains stars.
122 Stars usually have a knack for getting in your way,
123 but they can be triggered into going nova
124 by shooting a photon torpedo at one,
125 thereby (hopefully) destroying any adjacent Klingons.
126 This is not a good practice however,
127 because you are penalized for destroying stars.
128 Also, a star will sometimes go supernova,
129 which obliterates an entire quadrant.
130 You must never stop in a supernova quadrant,
131 although you may "jump over" one.
134 have inhabited planets.
135 Klingons can attack inhabited planets
136 and enslave the populace,
137 which they then put to work building more Klingon battle cruisers.
140 \*fSTARTING UP THE GAME\fR
142 To request the game, issue the command
150 If a filename is supplied,
151 a log of the game is written onto that file.
155 ``\fB\-a\fP'' flag is stated before the filename,
156 the log of the game is appended to the file.
158 The game will ask you what length game
160 Valid responses are "short", "medium", and "long".
161 You may also type "restart",
162 which restarts a previously saved game.
164 the length of the game does not affect the difficulty,
165 but currently the shorter games tend to be harder than the longer ones.
167 You will then be prompted for the skill,
168 to which you must respond
169 "novice", "fair", "good", "expert",
170 "commodore", or "impossible".
171 You should start out with a novice
173 but if you really want to see
174 how fast you can be slaughtered,
175 start out with an impossible game.
179 if you forget what is appropriate
180 the game will tell you what it expects
185 \*fISSUING COMMANDS\fR
187 If the game expects you to enter a command,
189 it will say ^"Command:\ "
190 and wait for your response.
191 Most commands can be abbreviated.
193 At almost any time you can type more than one thing on a line.
195 to move straight up one quadrant,
200 or you could just type
204 and the game would prompt you with
208 to which you could type
212 The "1" is the distance,
213 which could be put on still another line.
214 Also, the "move" command
215 could have been abbreviated
216 "mov", "mo", or just "m".
218 If you are partway through a command
219 and you change your mind,
220 you can usually type "-1"
221 to cancel the command.
223 Klingons generally cannot hit you
224 if you don't consume anything
225 (e.g., time or energy),
226 so some commands are considered "free".
227 As soon as you consume anything though -- POW!
238 . nr l \\w'\\$1' -\\w'*'
255 .if !\n(.V .ta \w'Full Commands: '+1
256 .if \n(.V .ta \w'Full Commands: 'u
259 .bl "Short Range Scan"
261 Shortest Abbreviation: s
262 Full Commands: srscan
269 of the quadrant you are in,
270 and (if you say "yes")
274 of interesting stuff.
275 You can get a status report alone
283 Short range sensor scan
285 le1 ce1 ce1 ce1 ce1 ce1 ce1 ce1 ce1 ce1 ce1 le3 l1 l.
287 0 . . . . . . . * . * 0 stardate 3702.16
288 1 . . E . . . . . . . 1 condition RED
289 2 . . . . . . . . . * 2 position 0,3/1,2
290 3 * . . . . # . . . . 3 warp\ factor 5.0
291 4 . . . . . . . . . . 4 total\ energy 4376
292 5 . . * . * . . . . . 5 torpedoes 9
293 6 . . . @ . . \ . . . 6 shields down,\ 78%
294 7 . . . . . . . . . . 7 Klingons\ left 3
295 8 . . . K . . . . . . 8 time\ left 6.43
296 9 . . . . . . * . . . 9 life\ support damaged,\ reserves\ =\ 2.4
299 Distressed Starsystem Marcus XII
303 The cast of characters is as follows:
310 @ inhabited starsystem
316 The name of the starsystem is listed underneath
317 the short range scan.
318 The word "distressed", if present,
319 means that the starsystem
322 Short range scans are absolutely free.
323 They use no time, no energy,
324 and they don't give the Klingons
325 another chance to hit you.
328 Shortest Abbreviation: st
332 This command gives you information
333 about the current status
334 of the game and your ship, as follows:
341 Stardate -- The current stardate.
343 Condition -- as follows:
347 YELLOW -- low on energy
348 GREEN -- normal state
349 DOCKED -- docked at starbase
350 CLOAKED -- the cloaking device is activated
354 Position -- Your current quadrant and sector.
356 Warp Factor -- The speed you will move at
357 when you move under warp power
363 Total Energy -- Your energy reserves.
364 If they drop to zero,
367 but the higher the skill of the game,
368 the slower it regenerates.
370 Torpedoes -- How many photon torpedoes you have left.
372 Shields -- Whether your shields are up or down,
373 and how effective they are if up
374 (what percentage of a hit they will absorb).
376 Klingons Left -- Guess.
378 Time Left -- How long the Federation can hold out
379 if you sit on your fat ass and do nothing.
380 If you kill Klingons quickly,
385 the Federation is conquered.
387 Life Support -- If "active", everything is fine.
388 If "damaged", your reserves tell you
390 to repair your life support
392 before you starve, suffocate,
393 or something equally unpleasant.
395 Current Crew -- The number of crew members
397 This figures does not include officers.
399 Brig Space -- The space left in your brig
400 for Klingon captives.
402 Klingon Power -- The number of units
403 needed to kill a Klingon.
404 Remember, as Klingons fire at you
405 they use up their own energy,
406 so you probably need somewhat less
409 Skill, Length -- The skill and length
410 of the game you are playing.
413 Status information is absolutely free.
414 .bl "Long Range Scan"
416 Shortest Abbreviation: l
420 Long range scan gives you information about the
422 that surround the quadrant
424 A sample long range scan follows:
427 Long range scan for quadrant 0,3
448 The three digit numbers
449 tell the number of objects
451 The units digit tells the number of stars,
452 the tens digit the number of starbases,
453 and the hundreds digit is the number of Klingons.
454 "*" indicates the negative energy barrier
455 at the edge of the galaxy,
456 which you cannot enter.
457 "///" means that that is a supernova quadrant
458 and must not be entered.
461 Shortest Abbreviation: da
465 A damage report tells you what devices are damaged
466 and how long it will take to repair them.
467 Repairs proceed faster
470 .bl "Set Warp Factor"
472 Shortest Abbreviation: w
473 Full Command: warp factor
477 The warp factor tells the speed of your starship
478 when you move under warp power
483 The higher the warp factor,
485 and the more energy you use.
487 The minimum warp factor is 1.0
488 and the maximum is 10.0.
489 At speeds above warp 6
490 there is danger of the warp engines
492 The probability of this
493 increases at higher warp speeds.
494 Above warp 9.0 there is a chance of entering
496 .bl "Move Under Warp Power"
498 Shortest Abbreviation: m
499 Full Command: move course distance
500 Consumes: time and energy
503 This is the usual way of moving.
504 The course is in degrees and the distance is in quadrants.
505 To move one sector specify a distance of 0.1.
507 Time is consumed proportionately to
508 the inverse of the warp factor squared,
509 and directly to the distance.
510 Energy is consumed as the warp factor cubed,
511 and directly to the distance.
512 If you move with your shields up
513 it doubles the amount of energy consumed.
515 When you move in a quadrant containing Klingons,
516 they get a chance to attack you.
518 The computer detects navigation errors.
519 If the computer is out,
520 you run the risk of running into things.
522 The course is determined by the
523 Space Inertial Navigation System
526 Star Fleet Technical Order TO:02:06:12,
527 the SINS is calibrated,
528 after which it becomes the base for navigation.
530 navigation becomes inaccurate.
532 Spock recalibrates it,
534 it cannot be calibrated extremely accurately
535 until you dock at starbase.
536 .bl "Move Under Impulse Power"
538 Shortest Abbreviation: i
539 Full Command: impulse course distance
540 Consumes: time and energy
543 The impulse engines give you a chance to maneuver
544 when your warp engines are damaged;
545 however, they are incredibly slow
546 (0.095 quadrants/stardate).
547 They require 20 units of energy to engage,
548 and ten units per sector to move.
550 The same comments about the computer and the SINS
553 There is no penalty to move under impulse power
555 .bl "Deflector Shields"
557 Shortest Abbreviation: sh
558 Full Command: shields up/down
562 Shields protect you from Klingon attack
566 A shield which is 78% effective
567 will absorb 78% of a hit
568 and let 22% in to hurt you.
570 The Klingons have a chance to attack you
571 every time you raise or lower shields.
572 Shields do not rise and lower
574 so the hit you receive
575 will be computed with the shields
576 at an intermediate effectiveness.
578 It takes energy to raise shields,
579 but not to drop them.
580 .bl "Cloaking Device"
582 Shortest Abbreviation: cl
583 Full Command: cloak up/down
587 When you are cloaked,
588 Klingons cannot see you,
589 and hence they do not fire at you.
590 They are useful for entering
592 and selecting a good position,
594 weapons cannot be fired through
596 due to the huge energy drain
600 only starts the cloaking process;
601 Klingons will continue
603 until you do something
607 Shortest Abbreviation: p
608 Full Commands: phasers automatic amount
609 phasers manual amt1 course1 spread1 ...
613 Phasers are energy weapons;
614 the energy comes from your ship's reserves
615 ("total energy" on a srscan).
616 It takes about 250 units of hits
618 Hits are cumulative as long as you stay
621 Phasers become less effective
622 the further from a Klingon you are.
623 Adjacent Klingons receive about
624 90% of what you fire,
625 at five sectors about 60%,
626 and at ten sectors about 35%.
627 They have no effect outside of the quadrant.
629 Phasers cannot be fired while shields are up;
630 to do so would fry you.
631 They have no effect on starbases or stars.
634 the computer decides how to divide up the energy
635 among the Klingons present;
636 in manual mode you do that yourself.
638 In manual mode firing
639 you specify a direction,
640 amount (number of units to fire)
641 and spread (0 -> 1.0)
642 for each of the six phaser banks.
644 terminates the manual input.
645 .bl "Fire Photon Torpedoes"
647 Shortest Abbreviation: t
648 Full Command: torpedo course [yes/no] [burst angle]
652 Torpedoes are projectile weapons -- there are no partial hits.
653 You either hit your target or you don't.
654 A hit on a Klingon destroys him.
655 A hit on a starbase destroys that starbase
657 Hitting a star usually causes it to go nova,
658 and occasionally supernova.
660 Photon torpedoes cannot be aimed precisely.
661 They can be fired with shields up,
662 but they get even more random
663 as they pass through the shields.
665 Torpedoes may be fired in bursts of three.
667 the burst angle is the angle
668 between the three shots,
669 which may vary from one to fifteen.
671 says that a burst is not wanted;
673 (which may be omitted
674 if stated on the same line as the course)
675 says that a burst is wanted.
679 outside the quadrant.
680 .bl "Onboard Computer Request"
682 Shortest Abbreviation: c
683 Full Command: computer request; request;...
687 The computer command gives you access to the facilities
688 of the onboard computer,
689 which allows you to do all sorts of fascinating stuff.
690 Computer requests are:
693 score -- Shows your current score.
695 course quad/sect -- Computes the course and distance from wherever
696 you are to the given location.
697 If you type "course /x,y"
698 you will be given the course
699 to sector x,y in the current quadrant.
701 move quad/sect -- Identical to the course
703 except that the move is executed.
705 chart -- prints a chart of the known galaxy,
707 everything that you have seen with a long range scan.
708 The format is the same as on a long range scan,
709 except that "..." means
710 that you don't yet know what is there,
711 and ".1." means that you know that a starbase
712 exists, but you don't know anything else.
713 "$$$" mans the quadrant
714 that you are currently in.
716 trajectory -- prints the course and distance
717 to all the Klingons in the quadrant.
719 warpcost dist warp_factor -- computes the cost in time and energy
720 to move `dist' quadrants at warp `warp_factor'.
722 impcost dist -- same as warpcost for impulse engines.
724 pheff range -- tells how effective your phasers are
727 distresslist -- gives a list of currently distressed
732 More than one request may be stated
736 .bl "Dock at Starbase"
738 Shortest Abbreviation: do
742 You may dock at a starbase
743 when you are in one of the eight
746 When you dock you are resupplied
747 with energy, photon torpedoes, and life support reserves.
748 Repairs are also done faster at starbase.
749 Any prisoners you have taken
751 You do not receive points
755 Starbases have their own deflector shields,
756 so you are safe from attack while docked.
757 .bl "Undock from Starbase"
759 Shortest Abbreviation: u
763 This just allows you to leave starbase
764 so that you may proceed on your way.
767 Shortest Abbreviation: r
768 Full Command: rest time
772 This command allows you to rest to repair damages.
773 It is not advisable to rest while under attack.
774 .bl "Call Starbase For Help"
776 Shortest Abbreviation: help
780 You may call starbase for help via your subspace radio.
781 Starbase has long range transporter beams to get you.
783 they can't always rematerialize you.
785 You should avoid using this command unless absolutely necessary,
786 for the above reason and because it counts heavily against you
788 .bl "Capture Klingon"
790 Shortest Abbreviation: ca
794 You may request that a Klingon surrender
797 you get to take captives
798 (but only as many as your brig
800 It is good if you do this,
801 because you get points for captives.
803 if you ever get captured,
804 you want to be sure that the Federation
805 has prisoners to exchange for you.
807 You must go to a starbase
808 to turn over your prisoners
809 to Federation authorities.
812 Shortest Abbreviation: v
813 Full Command: visual course
817 When your short range scanners are out,
818 you can still see what is out "there"
819 by doing a visual scan.
821 you can only see three sectors at one time,
822 and it takes 0.005 stardates to perform.
824 The three sectors in the general direction
825 of the course specified
830 Shortest Abbreviation: abandon
834 The officers escape the Enterprise in the shuttlecraft.
835 If the transporter is working
836 and there is an inhabitable starsystem
839 otherwise you leave them to die.
840 You are given an old but still usable ship,
844 Shortest Abbreviation: ram
845 Full Command: ram course distance
846 Consumes: time and energy
849 This command is identical to "move",
850 except that the computer
852 from making navigation errors.
854 You get very nearly slaughtered
858 Shortest Abbreviation: destruct
862 Your starship is self-destructed.
863 Chances are you will destroy
867 left in your quadrant.
868 .bl "Terminate the Game"
870 Shortest Abbreviation: terminate
871 Full Command: terminate yes/no
874 Cancels the current game.
875 No score is computed.
877 a new game will be started,
878 otherwise trek exits.
881 Shortest Abbreviation: shell
884 Temporarily escapes to the shell.
885 When you exit the shell
886 you will return to the game.
892 The scoring algorithm is rather complicated.
894 you get points for each Klingon you kill,
895 for your Klingon per stardate kill rate,
896 and a bonus if you win the game.
898 points for the number of Klingons left
900 at the end of the game,
902 for each star, starbase, or inhabited starsystem
904 for calling for help,
905 and for each casualty you incur.
908 if you play very well.
909 You will never get a promotion if you
911 abandon the Enterprise,
913 destroy a starbase or inhabited starsystem,
914 or destroy too many stars.
917 \*fCOMMAND SUMMARY\fP
920 Command Requires Consumes
922 \*fabandon\fR shuttlecraft, -
924 \*fca\fRpture subspace radio time
925 \*fcl\fRoak \*fu\fRp/\*fd\fRown cloaking device energy
926 \*fc\fRomputer request; ... computer -
928 \*fdestruct\fR computer -
930 \*fhelp\fR subspace radio -
931 \*fi\fRmpulse course distance impulse engines, time, energy
933 \*fl\fRrscan L.R. sensors -
934 \*fm\fRove course distance warp engines, time, energy
936 \*fp\fRhasers \*fa\fRutomatic amount phasers, computer energy \*fp\fRhasers \*fm\fRanual
937 \ \ amt1 course1 spread1 ... phasers energy
938 \*ft\fRorpedo course [\*fy\fRes] angle/\*fn\fRo torpedo tubes torpedoes
939 \*fram\fR course distance warp engines, time, energy
941 \*fr\fRest time - time
943 \*fsh\fRields \*fu\fRp/\*fd\fRown shields energy
944 \*fs\fRrscan [\*fy\fRes/\*fn\fRo] S.R. sensors -
946 \*fterminate\fR \*fy\fRes/\*fn\fRo - -
948 \*fv\fRisual course - time
949 \*fw\fRarp warp_factor - -