============================= Klingon Academy Demo Readme ============================= For the latest information on Klingon Academy, please visit our website at: http://www.interplay.com/klingon ------------- KNOWN ISSUES ------------- We have had problems with some ATI Rage chipset 3D cards. On the problem cards the 2D window never closes after a mission is started, making it impossible to play the game. There is no known workaround or fix. On the system tested, the Matrox Productiva G100 hard locks on the main menu. There is no known workaround or fix. The following cards had problems with polys dropping out of the ship models during combat: Diamond Stealth II G460 Trident3D * ATI 3D Rage Pro * * Note: These cards as tested were below the 8MB minimum video memory specification for Klingon Academy. These issues may not be present in cards that utilize the same chipset but meet the 8MB video card memory requirements. On the Matrox G400, there is a minor graphics problem where the mouse cursor appears as a black box during certain in-game dialog sequences. Also, there may be some white dots that appear on the screen in the 3D game window. The art for the Damage Control Station indicates the Repair Macros are linked to the F9 - F12 Keys. This is incorrect. Due to a conflict in the game code the F9 - F12 Keys do not function in the solo player game. On rare occasions, the AI appears to shut off. In Demo Mission 1, it has happened on occassion that you complete the "Destroy All Romulans" objective but the mission does not end. There is a workaround. If your First Officer does not report that "All enemy resistance has been eliminated." several seconds after the destruction of the Romulan command cruiser, press ESC to go to the in-game menu, click on CONTINUE. This should trigger the ending movie for the mission. ----------------------- Last Minute Notes: ----------------------- * This interactive demo is intended as a stand-alone, solo-play version of Klingon Academy with the following features: Quick battle scenario editor with two different ships and four star systems featuring 3 different terrains. 2 demo-only solo-play missions. These missions were created solely for this interactive-demo, and are considered to be 'reduced' from the full version. Quickstart tutorial teaching the basics of commanding warships in Klingon Academy. * Quick battle and the solo-play missions are designed and balanced for varying difficulty. Quick battle (when the player commands the Klingon battlecruiser) is the easiest battle scenario when the odds are even. Demo mission #1, "Incursion", is the next hardest, providing a medium-grade challenge at a default difficulty setting. Finally, Demo mission #2, "A Dish Best Served Cold", is the hardest. It is designed to provide a tough challenge on the lowest difficulty setting, and an extremely tough challenge at the hardest difficulty setting. For tips and clues for any of the above scenarios, check the Klingon Academy questions forum at: http://feedback.interplay.com/klingon/ * There will be a multiplayer version of this demo approximately 30 days after the release of the solo play only version. ----------------------- Full Version Features ----------------------- This is the Demo release of Klingon Academy. The full version of Klingon Academy will feature the following: Epic Story - Star Trek Klingon Academy is a prequel to Star Trek VI: The Undiscovered Country, reprising Christopher Plummer as General Chang and David Warner as Chancellor Gorkon. All New 3D Engine - Stunning visuals and dramatic lighting effects create a realistic 3D universe to explore and conquer. Solo Play Campaign - 25 action packed missions put you in the middle of all out war. Multiplayer Gaming -Blow your friends out of the stars via the Internet in a Deathmatch, or join with them to defend the Empire in Cooperative missions. 3D Interactive Space Terrain - Fight in dense nebulae clouds that disrupt sensor data, maneuver through Saturn's rings, and battle within the accretion disk of a black hole. Command Capital Ships - Command a variety of warships: from the relatively diminutive 'B'rel' class of Bird-of-Prey, to the enormous 'Accuser' class Dreadnought nearly 3 times the length of the Enterprise! Innovative Gunnery Chair - Control all your ships' weapons (forward, port, starboard, and aft) while your helmsman maneuvers your warship into position. Cinematic-Quality Ship Detail - Blow apart an opponent's hull to reveal individually burning decks. Lights flicker as electrical power is disrupted. Plasma belches from twisted and mangled warp nacelles. Scorch marks show the scars of battle. Over 40 Warships New to the Star Trek Universe - Be the first to battle with never-before-seen ships from the Federation, Klingon, Romulan, Tholian, and Gorn races-as well as that of a new race, the Sha'kurians. 10 New Weapon Systems - Defend the Empire with new weapons technology such as the Antimatter Field Projector Device, the Frequency Modulated Particle Accelerator Cannon, and even the dreaded Assault Phaser! ================= TABLE OF CONTENTS ================= 1.0 System Requirements 2.0 Main Menu 2.1 Simulator 2.2 Quick Battle 2.3 Options 2.3.1 Audio 2.3.2 Video 2.3.3 Game Settings 2.3.4 Controls 2.3.4.1 Use Joystick 2.3.4.2 Calibrate 2.3.4.3 Keyboard 3.0 Game Basics 3.1 Interfaces 3.1.1 Head Up Display (HUD) 3.1.1.1 Target Analysis (Starships) 3.1.1.2 Target Analysis (Planets) 3.1.1.3 Ship Status 3.1.1.4 Multifunction Display 3.1.1.5 Target Aspect Angle 3.1.1.6 Sensor (Radar) Display 3.1.1.7 Miscellaneous HUD Indicators 3.1.1.8 Emergency Maneuvers 3.1.2 Gunnery Chair 3.1.3 Engineering 3.1.3.1 Master Power Grid 3.1.3.2 Power Distribution Display 3.1.3.3 Power Allocation Orders 3.1.3.4 Self Destruct 3.1.4 Damage Control 3.1.4.1 Damage Control Board 3.1.4.2 Power Allocation Slider 3.1.4.3 Repair Orders 3.1.5 Helm 3.1.5.1 Sector / System Map Display 3.1.5.2 Mission List 3.1.5.3 Sector / System List 3.1.5.4 Warp Throttle 3.1.5.5 Impulse Throttle 3.1.5.6 Current Location Information Window 3.1.5.7 Plot Course Window 3.1.5.8 Helm Orders 3.1.5.9 Mission Clock 3.1.5.10 Engage 3.1.6 Medical 3.1.7 Pull-Down Menu 3.1.8 Verbal Orders System (VOS) 3.1.9 ESC Menu 4.0 Weapons Descriptions 4.1 Assault Phasers 4.2 Cloaking Device 4.3 Disruptor Banks 4.4 Frequency-Modulated Meson Particle Accelerator (FMPA) 4.5 Gorn Plasma Torpedo 4.6 Gravimetric Harmonic Resonance Cannon (GHRC) 4.7 Graviton Density Distortion Sphere (GDDS) 4.8 Phase-Induced Bipolar Compression Disruptor 4.9 Phaser Banks 4.10 Photon Torpedoes 4.11 Trilithium Depleted Photon Torpedoes 4.12 Romulan Heavy, Medium and Light Plasma Torpedoes 5.0 Starships 5.1 Klingon Vessels 5.1.1 Emperor Class Heavy Battlecruiser 5.1.2 K'T'inga Class Cruiser (D7) 5.1.3 B'Rel Class Escort 5.2 Federation Vessels 5.2.1 Excelsior Class Heavy Battlecruiser 5.2.2 Akula Class Destroyer 5.2.3 Clydesdale Class Tanker 5.3 Romulan Vessels 5.3.1 Senator Class Command Cruiser 5.3.2 Centurion Class Cruiser 5.4 Gorn Vessels 5.4.1 Euromastyx Class Cruiser 5.4.2 Anaconda Class Destroyer 5.4.3 King Snake Class Frigate 6.0 Space Terrain 6.1 Stars 6.2 Planets 6.3 Gas Giants 6.4 Planetary Rings 7.0 Customer Service 8.0 Legal Information / Software License ======================= 1.0 SYSTEM REQUIREMENTS ======================= To play Star Trek(tm): Klingon Academy(tm) you must meet or exceed the following system requirements. Windows(r) 95 or later Pentium II(r) 233MHz or better 64MB of RAM or better 4x CD-ROM drive or faster 300MB of Hard Drive space DirectX(r) compliant 3D accelerator card w/ 8MB of RAM DirectSound(r) compliant sound card Microsoft compatible mouse Direct X 7.0 or later ============= 2.0 MAIN MENU ============= NEW GAME This will allow you to start a brand new game of Klingon Academy(tm). LOAD GAME This option is disabled in the demo. SIMULATOR Clicking this will take you to the simulator screen from where you can play any of the training missions at any time, or replay any of the single-player missions that have been successfully completed. MULTIPLAYER This option is disabled in the demo. OPTIONS This will take you to the Options menu where you can configure your Audio and Video settings, configure your controllers, or set up your in-game preferences. VIEW INTRO This option is disabled in the demo. CREDITS This button will let you view the game credits, so you can see the names of everybody who worked hard to bring you this game. QUIT Clicking this will exit the game. Confirmation will be asked for before the game quits. ------------- 2.1 SIMULATOR ------------- This button brings up the Simulator scroll box and load button. MISSION SCROLL BOX This scroll box initially lists only the training missions, and then each solo player mission is added to list as it is completed. LOAD Launches the currently selected mission. ---------------- 2.2 QUICK BATTLE ---------------- SYSTEM This scroll box displays the various star systems and terrains that a Quick Battle can take place in. Highlight the system that you wish to play in. SHIPS This scroll box contains a list of all ships available for Quick Battle. TEAMS There are two Team Windows, which display up to 4 ships each. The first ship in Team 1 is your ship; the AI controls all other ships. All other ships on Team 1 are assigned to you as wingmen. Next to each Team Window there is a pair of buttons labeled ADD and REM. The ADD button will add the highlighted ship in the Ships scroll box to the Team Window the button is next to. The REM button will remove the highlighted ship in the Team Window the button is next to. PLAY Clicking this button accepts all the settings and starts the Quick Battle. CANCEL This button returns you to the Main Menu. ---------------- 2.3 OPTIONS MENU ---------------- 2.3.1 AUDIO ----------- CREW REPORTS ENABLED This checkbox toggles the audio for the in-game crew reports on and off. VERBAL ORDERS ENABLED This checkbox toggles the audio for the Verbal Orders System on and off. MUSIC ENABLED This checkbox toggles the in-game music on and off. NUMBER OF SOUND CHANNELS These radio buttons allow you to adjust the number of sounds that can play simultaneously to better suit the performance ability of your computer system. SOUND QUALITY These radio buttons allow you to adjust the detail level of the sound to better suit the performance ability of your computer system. Lower detail levels will omit some sounds or replace some sounds with others. For example, at LOW level the Heavy Photon sound effect is replaced with the regular Photon Torpedo sound effect to save system resources. SOUND EFFECTS VOLUME This slider adjusts the volume of the in-game sound effects MUSIC VOLUME This slider adjusts the volume of the in-game music. MOVIE VOLUME This slider adjusts the volume of the full motion video movies. VOICE OVER VOLUME This slider adjusts the volume of the in-game voice over such as crew reports and verbal orders. 2.3.2 VIDEO ----------- This submenu allows you to adjust the video settings for Klingon Academy(tm), to increase graphic detail or decrease it to improve performance. EXPLOSION LIGHTING This toggles the light casting from explosions on and off. HIGH-DETAIL STARFIELD This toggles the high detail star field on and off. TEXTURE DETAIL LEVEL This slider will adjust the starting resolution of the textures. Lower settings will free up resources on the system and the 3D cards. STARSHIP LEVEL OF DETAIL This slider will adjust the range from the camera at which starships will switch detail levels. TEXTURE RESOLUTION SCALE This slider will adjust the range from the camera at which the textures begin to MIP. EJECTED DEBRIS VOLUME This slider will adjust the amount of debris ejected from starship damage areas. EXPLOSION VARIETY This slider will adjust the number of different explosion animations loaded into memory. 2.3.3 GAME SETTINGS ------------------- AUTO TARGETING / MANUAL TARGETING These radio buttons toggle automatic and player initiated enemy target selection. DIFFICULTY This slider will adjust a variety of factors to increase or decrease the efficiency of the AI. GAME SPEED This slider will increase or decrease the overall speed of game play. PADLOCK GUNNERY MODE / DUAL CONTROL GUNNERY MODE These radio buttons toggle between Padlock Gunnery Mode and Dual Control Gunnery Mode. PADLOCK GUNNERY MODE This gunnery mode locks the gunnery chair camera onto the target. If the Helm AI orders are set to Maintain Course, you can continue to fly the ship and your triggers will fire the weapons of the arc that the target is currently in, otherwise the AI flies the ship. DUAL CONTROL GUNNERY MODE This gunnery mode allows the player to continue to fly the ship with the keyboard while rotating the chair with the joystick. Your triggers will fire the weapons of the arc that you are currently in control of. 2.3.4 CONTROLS -------------- 2.3.4.1 USE JOYSTICK Click this check box if you wish to use a joystick to control your vessel. 2.3.4.2 CALIBRATE Click this button and follow the instructions above the calibration crosshairs to calibrate your joystick for use with Klingon Academy(tm). 2.3.4.3 KEYBOARD On this submenu, you may re-map hot key functions of the keyboard and the joystick to better suit your style of play. DEFAULTS Clicking this button will return all hot-key functions and joystick button assignments to the default settings. DEFAULT KEYS Cancel Movie or Esc Menu ESC Power Macros F1 - F8 Verbal Orders 1 - 9 and keypad 1 - 9 Back Out of Verbal Order 0 and keypad 0 Accelerate (Impulse Increment) ] Decelerate (Impulse Increment) [ Full Reverse \ Match Speed = All Stop (Impulse) ' Warp to Target W Emergency Full Turn P Emergency Full Stop O Emergency Full Reverse I Launch Probe L Scan Target ; Cycle through Sensor Ranges K Gunnery Mode / HUD Toggle G Lock Target Q Next Target A Previous Target S Nearest Enemy D Select Object in Reticle F Cycle Target Lists ' Fire Primary Weapon Left Alt Fire Secondary Weapon Left Ctrl Fire Heavy Weapon "Space" Fire Advanced Weapon Left Shift Flight Controls Arrow keys Roll to Port Delete Roll to Starboard Page down Tractor Beam (activate / deactivate) T Cloak (activate / deactivate) C Exterior view (hat or arrow keys rotate) M External View Zoom In N External View Zoom Out B RETURN This accepts and changes and returns you to the Controls submenu. 2.3.5 HUD OPTIONS ----------------- HUD CONFIGURATION This collection of check boxes allows you to activate or deactivate various sections of the full-screen HUD display. Picture In Picture Radar Multi-display Player Damage Target Damage Verbal Orders Target Reticle Gunnery Chair Radar SUBTARGETING BRACKETS This check box toggles the subsystem targeting indicator boxes on and off. INTERFACE SLOWDOWN In the single player game, the engine has the capacity to slow down time by a factor of five while you are using a ship Station interface. This check box toggles this time slow down on or off. HUD TRANSLUCENCY This slider will adjust the translucency of the HUD gauge background polygons to aid text readability in some terrains. 2.3.6 RETURN ------------ This takes you back to the main menu. =============== 3.0 GAME BASICS =============== -------------- 3.1 INTERFACES -------------- 3.1.1 Head Up Display (HUD) --------------------------- 3.1.1.1 TARGET ANALYSIS (STARSHIPS) When you target an enemy vessel and have sufficient sensor efficiency, the information in this display will fill in, the higher the sensor efficiency, the more information that is displayed. CLASS/NAME DISPLAY Depending upon the sensor efficiency this field may read "Unknown", or list the class of the vessel, or even the specific name of the vessel. WIRE FRAME This is a graphical representation of the targeted starship, and is a general indicator of its hull integrity. As the target is damaged, this wire frame gets darker and darker. When the target is nearing destruction, it will begin to flash. Ships that are lifeless hulks display as dark gray. SHIELD INDICATORS These represent the strength of the various shield facings of the target. The number is the shield strength of the target expressed as a percentage. The remainder is a graphical representation of relative strength. These indicators darken as the shields get damaged, then begin flashing just before they drop. Downed shield facings display nothing. The sections surrounding the wire frame represent the forward, aft, port, and starboard shields. There are two segments represented by half circles. The upper half-circle is the dorsal, or top shield, the lower half-circle is the ventral, or bottom shield. ARMED STATUS This indicator appears if the target vessel's weapons are armed. ECM INDICATOR This indicator appears if the target vessel has activated ECM. EXTERNAL SYSTEMS STATUS This is a list of the systems on the target vessel that can be directly targeted by your ship's weapons. DISTANCE TO TARGET This shows the distance to target. TARGET SPEED This shows the speed that the target is traveling at. A negative number indicates the target is moving in reverse. 3.1.1.2 TARGET ANALYSIS (PLANETS) NAME DISPLAY Depending upon the sensor efficiency this field may read "Unknown" or list the name of the planet. DISTANCE TO PLANET SURFACE This shows the distance to the surface of the planet. PLANETARY INFORMATION/SUBTARGETS This shows any library data known about the planet, or displays any targets of interest on the planet's surface. 3.1.1.3 SHIP STATUS This shows the pertinent information about your own vessel. NAME DISPLAY This is the name of your vessel. EXTERNAL SYSTEMS STATUS This is a list of the systems on the your vessel that can be directly targeted by an enemy ship's weapons. WIRE FRAME This is a graphical representation of the your starship, and is a general indicator of its hull integrity. As the target is damaged, this wire frame gets darker and darker. When your ship is nearing destruction, it will begin to flash. SHIELD INDICATORS These represent the strength of the various shield facings of your ship. The number is the shield strength of the target expressed as a percentage. The remainder is a graphical representation of relative strength. These indicators darken as the shields get damaged, then begin flashing just before they drop. Downed shield facings display nothing. The sections surrounding the wire frame represent the forward, aft, port, and starboard shields. There are two segments represented by half circles. The upper half-circle is the dorsal, or top shield, the lower half-circle is the ventral, or bottom shield. TRACTOR BEAM INDICATOR This indicator appears when the tractor beam is receiving power. The indicator brightens as the tractor beam charges up, and becomes bright red when full charged. If the target vessel is within tractor beam range the indicator turns yellow. When the tractor beam is on, the indicator will flash. CURRENT SPEED This displays your current speed as a numerical value. Negative speeds indicate traveling in reverse. IMPULSE THROTTLE The impulse throttle is made up of several parts. The triangular pip on the top indicated your desired speed. The meter fills in with yellow indicating your current speed. The triangular pip on the bottom indicates the maximum speed attainable with the power currently allocated to impulse movement. WEAPONS INDICATORS Here, icons represent all weapons in the forward arc of your starship. Each type of weapon gets a different icon, and each weapon tube or emitter gets its own icon. For example, if a ship has 2 photon torpedoes tubes, there would be two icons of the same type here, the type representing the fact that they are photon torpedo tubes and the number indicating there are two separate launchers. As the weapons charge up, the icons get brighter. When fired, the icons go dark and then brighten up as they recharge. If the target is capable of being hit by an individual weapon, the icon turns green. Destroyed weapons show up as dark gray. 3.1.1.4 MULTIFUNCTION DISPLAY The Multifunction Display can be configured to show a variety of information. Only one function can be active at any given time. MISSION OBJECTIVES This function will display the current mission objectives and their completion status. MISSION CLOCK This indicates how much time is left for you to complete your mission. If you do not check in at the mission rendezvous point before the timer expires your mission is a failure. In the Academy, you face dismissal from the Academy. In actual service, you may face demotion...or worse. 3.1.1.5 TARGET ASPECT ANGLE This window displays a real-time rendered full color model of the target vessel. This window shows the target's aspect angle relative to your own as well as visible damage. 3.1.1.6 SENSOR (RADAR) DISPLAY This display shows the currently selected radar display. A single letter is listed below the sensor display indicating the range setting of the sensors. In all modes, known enemy vessels will appear as red dots, friendly vessels will appear as green dots, and unidentified vessels will appear as gray dots, and heavenly bodies will appear as gray dots. Ships that are detected while cloaked will appear as a blinking white dot. ELLIPTICAL RADAR The sensor display is divided into four quadrants, indicating forward, aft or rear, port or left, and starboard or right. Any given blip will be located in one of these quadrants indicating what side of your ship it is on. A blip may be attached to a stick, if the blip is attached to the top of the stick it is above you, if it is on the bottom of the stick it is below you. The length of the stick is an indication of how far above or below you the blip is. Blips with no stick are level with your ship. FORE / AFT BORE-SIGHT The sensor display consists of two circles, one depicting all vessels in front of the player's ship, and the other depicting all vessels behind the ship. Objects above, below or on the sides of the player's ship appear at the outer edges of the displays. If this mode is selected, the aft display is located in the upper left corner of the HUD while the forward display remains in the upper right. The target aspect angle display moves to the upper center of the HUD. TARGETED SHIP INDICATOR When you target an object, a target indicator is placed upon that object's graphic. This indicator is composed of three arrows. When you lock the targeted object, the three arrows become outlined. The arrows making up the targeting indicator are yellow-orange if the enemy is outside of primary weapon range, dark red if the enemy is within primary weapons range, and bright red if within range of the secondary weapons. 3.1.1.7 MISCELLANEOUS HUD INDICATORS TARGETING RETICLE The targeting reticle indicates the direction of travel for the starship as well as the aiming point if in manual targeting mode. TARGET DIRECTION INDICATOR A small red triangle moves around the targeting reticule that always points to the center of the Targeted Ship Indicator, indicating which direction you should turn to acquire the target. TRACTOR BEAM DIRECTION INDICATORS Similar to the Target Direction Indicator, a small triangle moves around the targeting reticule indicating the direction of a tractor link. If you established the tractor link, the triangle is blue color. If you are being tractored, the triangle is yellow. These indicators indicate which direction you should turn to face the target of your tractor beam in the case of a blue triangle, or to face the enemy that has you in a tractor beam of their own. MAGNIFICATION INDICATOR Near the targeting reticule, a small text readout will appear of the magnification of the main view screen is set to any level other than normal. 3.1.1.8 EMERGENCY MANEUVERS Through the VOS or via hotkeys you can send an immediate command to the Helmsman to perform a dangerous emergency maneuver. By pressing Emergency Full Turn, the ship will be allowed to make sharp turns in excess of its design specifications. By pressing Emergency Full Stop, the ship will come to a complete stop very quickly and will transfer movement power to shields. By pressing Emergency Full Reverse, the ship will almost immediately stop and begin accelerating in reverse. All of these emergency maneuvers place a significant strain of the ship's superstructure and engines, and may cause a breakdown to occur. 3.1.2 GUNNERY CHAIR ------------------- The gunnery chair allows you to take command of the various weapons arcs of your starship. Depending upon your gunnery mode, you may rotate the gunnery chair or have the chair automatically adjust to bring your weapons to bear on enemies on all sides; port, starboard, and aft as well as forward. (See section 2.3.3) The interface of the Gunnery Chair is mostly identical to the Head Up Display (HUD) with the omission of the Target Aspect Angle Display (Picture in Picture) and the conversion of the standard radar into the Gunnery Radar or Strip Radar. GUNNERY RADAR DISPLAY (STRIP RADAR) The Gunnery Radar is divided into five sections. The center section defines the area of the forward weapons arc. To the left of the forward weapons arc is the area of the port arc. To the right of the forward weapons arc is the starboard arc segment. The two small sections at the extreme left and right of the strip represent the aft arc. The small rectangular box represents the area you are currently viewing. The thick dashed line running horizontally through the radar strip represents the horizontal plane of your ship. Targets above this line are above your ship, and targets below the line are below your ship as well. The thinner dashed lines above and below the horizontal centerline indicate the maximum elevation/depression of the gunnery chair. As in the HUD radar modes, known enemy vessels will appear as red dots, friendly vessels will appear as blue dots, and unidentified vessels will appear as gray dots, and heavenly bodies will appear as gray dots or circles. Ships that are detected while cloaked will appear as a blinking white dot. WEAPONS INDICATORS Below each arc segment of the Gunnery Radar are icons that represent all weapons in the arc section above them. Each type of weapon gets a different icon, and each weapon tube or emitter gets its own icon. For example, if a ship has 2 photon torpedoes tubes, there would be two icons of the same type here, the type representing the fact that they are photon torpedo tubes and the number indicating there are two separate launchers. As the weapons charge up, the icons get brighter. When fired, the icons go dark and then brighten up as they recharge. If the target is capable of being hit by an individual weapon, the icon turns green. Destroyed weapons show up as dark gray. 3.1.3 ENGINEERING ----------------- The Engineering Screen is the master power grid for the starship. The power controls from every officer's station (interface screen) are duplicated here so you can more effectively manage his ship's power. From this screen the player can review his starship's overall power allocation at a glance, and can prepare power allocation macros that will redirect power to all ship stations with a single keystroke or verbal order. 3.1.3.1 MASTER POWER GRID POWER ALLOCATION CONTROLS By using power controls you can indicate how much power you want a system to receive. There are four types of power controls used on the different bridge stations. The control utilized by most systems is the power booster. The power booster control consists of an "On / Off" button followed by a slider and an efficiency percentage. Pressing the On button will allocate the minimum amount of power necessary to activate the system. Once activated, the efficiency percentage for the system will be displayed. Damage, crew experience and staffing level, elite officers can modify the efficiency of a system, and the amount of power allocated to the system. The efficiency of the Sensor, Tractor Beam and Transporter systems are further modified by the following factors external to the ship: range to the currently selected target, ECM of that target and terrain effects. Once a system has been turned on, you may increase the effective efficiency of the system by using the slider to allocate more power to that system. The slider range is from 1 unit of power up to 50% of the ship's original total power output. The impact of additional power to a system's effective efficiency is determined by a formula unique to each system. By experimentation you can figure out how power affects each system. The control utilized in Helm section consists of a power slider with the markings of a throttle gage. Moving the slider along these gages will allocate the necessary power to move at the indicated speed. The control utilized in the Medical section consists of an on / off button followed by a three position toggle switch and an efficiency percentage. The toggle switch will alternate between "Standby," "Medical Alert" and "Emergency." Once activated, sickbay will automatically stabilize the condition of any current casualties and reduce the number of incoming casualties. All levels of medical power will heal crew during the time spent in warp travel, but at the higher the levels more crew will be returned to active duty upon arrival at your warp destination. In the Weapons section are controls for the tractor beam, cloaking device, shields and all weapons systems. Of these, the tractor beam utilizes the power booster control described above, and the cloaking device is controlled by a single on / off switch. The cloaking device switch will engage the cloak and automatically divert power from systems that will not function while cloaked, such as ECM, Tractor Beam, and Shields. The ship's shields and weapon systems are each controlled by an on / off button next to a small triangular button and a row of LED lights. Shields and weapons aboard a starship are grouped into banks, with a single bank for each firing arc. The row of LED lights indicate that status of each bank of that system, yellow representing basic charge, orange representing a weapon overloaded or a shield reinforced up to 150%, and red representing a weapon overloaded or a shield reinforced over 150%. If a bank is not powered no indicator will display. Pressing the small triangular button next to the resource will replace the LED lights with a Bank Preferences window. Within this window, the player may elect to turn off or overload an individual bank. Listed within the window will be the name of each bank (arc) and a button that cycles between three settings: off, charge, and overload. When this button is set to the overload position, a second button will appear which will cycle between the following overload settings: 125%, 150%, 175%, and 200% (for shields this represents reinforcement). Pressing the On button for shields or a weapon system will activate all banks. POWER ALLOCATION PRIORITIES To the right of each control on the Engineering screen is the system's priority number. You may assign a priority level to a given system by clicking on the up or down buttons next to the priority number. By assigning a priority number to a system, you indicate the order you would like each system to receive power in case of a power shortage. Systems with a low allocation number (such as 1) will receive power before resources with larger numbers. The priority assigned to a resource must be between 1 and 9. Multiple resources may share the same priority value. POWER LOSS Should the ship be damaged and its reactor output reduced, the Chief Engineer will use the Priorities given by the player to decide which resources to shut down, and which resources to keep powered. When power is later restored or made available when the player shuts down a resource (or it gets blown up), the Chief Engineer will attempt to utilize the newly available power to replenish resources he previously had to shut down. 3.1.3.2 POWER DISTRIBUTION DISPLAY This display shows the distribution of power aboard your starship. It is divided into two sections, the Available Reserve Power section and the Power Consumption section. As power is consumed, the Available Reserve display drains and the Power Consumption display fills. As power is made available, the Power Consumption display drains and the Available Reserve display fills. The sum of both sides is equal to the total power output of the starship. AVAILABLE RESERVE POWER The Available Reserve Power meter provides a general indication of how much power is immediately available for use without diverting power from other resources as well as an indication of how much of that power is coming from what power generator. The meter appears as a stack of colored triangles. The triangles come in three colors: yellow for warp, red/orange for impulse, and dark red for auxiliary. As power is allocated to ship resources, these colored triangles will drain. POWER CONSUMPTION This meter indicates what percentage of the current reactor output is being consumed by three groups of systems: movement (helm), weapons, and operations (all other stations). The meter appears as a stack of colored triangles. The triangles come in three colors: yellow for movement, red/orange for operations, and dark red for weapons. As power is allocated to ship resources, these colored triangles will drain. 3.1.3.3 POWER ALLOCATION ORDERS The Power Allocation Orders section is where you can save power allocation / priority settings as a macro that can be called up at the touch of a button. To save the ship's current power allocation setting, you need only push the save button followed by the macro number he would like to save it as. The save button will remain depressed and lit until you select the macro number to save it as. By clicking on the macro name you can change the name of the macro. 3.1.3.4 SELF DESTRUCT On the Engineering screen, there is a pair of sliding covers surrounded by a red outline. Clicking on these covers will cause them to open, revealing the self- destruct button beneath. The panel will close automatically should you choose to reconsider your decision. Pressing the self-destruct button begins an irreversible ten-second counter after which the ship will explode. A ship cannot self-destruct if its warp core has been ejected or its warp engines are totally destroyed. Because of the power needed to initiate a sufficient core breach, the cloaking device of a self-destructing ship will automatically deactivate. 3.1.4 DAMAGE CONTROL -------------------- 3.1.4.1 DAMAGE CONTROL BOARD SYSTEMS This column is a list of all the systems aboard the ship that can be damaged and that might require repairs at some point. EFFICIENCY RATING The percentage given for each resource is a measure its damage status, with 100% being fully functional. Next to the percentage is a one-word description, summing up roughly how damaged that particular system is. These are in ascending order from the worst: Destroyed, Extensive, Critical, Heavy, and Minor. Undamaged systems simply show a dash. Occasionally this description is replaced with a button labeled "Bank". This is a Banked system and is discussed in the Banked Systems section below. PRIORITY SLIDERS These sliders are used to divide up the resources given to damage control among the various ship systems. Each slider represents up to 25% of damage control resources, meaning that at no time may you have more than 4 sliders set to maximum. If the slider is set all the way to the left, or at 0, the system will never receive any repairs. If you increase one slider, all other sliders will decrease automatically. To prevent this automatic decrease, you may lock in the resource allocation level by clicking on the lock button next to the slider you wish to lock. If a system is fully repaired, the resources given to it are automatically redistributed to the systems that are still damaged. This eliminates wasted resources, and some micromanagement. BANKED SYSTEMS Some damage control sliders, such as those for shields and weapons do not represent a single resource, but a bank of resources. In these cases, the Efficiency Rating represents the average efficiency of all resources within the bank and the total repair time provided is the sum of the repair times for all resources in the bank. By pressing the Bank Button, the window on the lower right will display the repair status, priority sliders, and total repair times for each system in the bank. TOTAL REPAIR TIME This column displays estimates of the time required for the systems to be fully repaired. Undamaged systems display a dash. PERMANENT DAMAGE Occasionally a system will suffer some damage that cannot be repaired fully in the field. This is especially true in cases where a portion of the ship has been blown off or gutted out, such as the loss of a weapon tube or a warp nacelle. In this event, when the system is repaired as much as possible, the Total Repair Time field is replaced with word MAX, indicating it can receive no further repairs. When MAX is reached the system is treated as if it were fully repaired and resources assigned to it are automatically redistributed as normal. 3.1.4.2 POWER ALLOCATION SLIDER At all times damage control is functioning at some level aboard your ship. This is an indication that your crew is diligently working on the repairs they can. By activating the Damage Control system you are assisting the damage control teams by providing them with power for temporary force fields, to shore up damaged bulkheads, contain plasma leaks, etc. The more power allocated, the higher this rate is increased. Any power allocated to damage control over this minimum power will reduce the time required to complete repairs. This slider is similar to the power allocation slider on the Engineering screen. By increasing or decreasing the slider, you can change the power request for Damage Control. Unlike the slider on the power allocation screen, this slider does not enable you to set the power priority of Damage Control. Instead, a priority override button is next to the slider. By pressing the priority override button, the power priority of the selected resource will temporarily be set as the highest priority. This insures that the item receives the power it is requesting. Only one resource at a time may be on priority override. 3.1.4.3 REPAIR ORDERS The Repair Orders panel enables you to save your current damage control settings as a macro. To save the current power settings, all a player must do is click the Save Orders button, followed by one of the macro buttons. By double clicking on the name of the macro, the player can rename it. The player can then automatically change his damage control preferences by pressing one of the macro buttons or calling the macro from the Tactical HUD. A damage control macro will remember the settings of the sliders, whether a slider is locked or not, and the settings of the banked sliders. The macro does NOT remember or change the actual amount of power allocated to the Damage Control System itself; that is handled by the engineering screen. 3.1.5 HELM ---------- 3.1.5.1 SECTOR / SYSTEM MAP DISPLAY This section of the interface consists of a main view window, a "Center" button, a collection of 6 buttons labeled "Rotation", a collection of 6 more buttons labeled "Position", a button labeled "System", and a button labeled "Sector". VIEW WINDOW The default item displayed in the view window is the Sector map of your theater of operations, or the area in which the campaign you are currently involved with is taking place. All the local star systems are shown as white dots on the grid. You may click on any square on the grid, which will plot a course for those grid coordinates and display them, along with the destination name and ETA at the current warp speed. You may only warp to grid coordinates containing a white dot. The other item that displays in the view window is a cubic 3D-map of the star system you are currently in. This map is accessible by clicking on the "System" button. Course plotting on this map is handled either by clicking on a body in the map cube or by using the 6 "Position" buttons. The 6 "Rotation" buttons are used to rotate the System map for better viewing. You may return to the Sector map at any time by clicking on the "Sector" button. CENTER This button is used to reset the 3d-map of the system you are in to its starting position. ROTATION This group of 6 buttons is used to rotate the 3d-map of the system you are in. The directional arrows control pitch and yaw while the + and - buttons zoom in and out. SYSTEM Sets the view window to display the 3D-map of the system you are in. SECTOR Sets the view window to display the 3D-map of the Sector map of your theater of operations, or the area in which the campaign you are currently involved with is taking place. POSITION This group of 6 buttons is used to move the Course Destination cursor around on both maps. In the System map, the directional arrows move the cursor forward, backward, left and right while the + and - buttons change the cursor's altitude. In the Sector map the directional buttons move up, down, left, and right. The + and - buttons are not used. 3.1.5.2 MISSION LIST This scroll box displays a chronological list all systems involved in the current mission. Systems can be added to or removed from this list as events transpire within the mission. 3.1.5.3 SECTOR / SYSTEM LIST When the System Map is active this scroll box will display an alphabetical list of all stellar objects within the system and will be labeled 'System List.' When the Sector Map is active, it will display an alphabetical list of all systems in the sector and will be labeled 'Sector List.' When the System List is active you may also look up a system by typing its name. 3.1.5.4 WARP THROTTLE From the warp throttle, you can set your starship's warp speed. The warp throttle is made up of a speed meter, a power meter, and two slider controls. SPEED METER The speed meter indicates two pieces of information. The meter fills in with yellow up to the currently set warp speed. The numbers to the right of the meter demarcate the different Warp Factors. POWER METER The power meter fills in with yellow to indicate exactly how much power is currently reserved for warp travel. SPEED SETTING SLIDER This slider knob controls the desired speed of warp travel. Note that the slider may not be moved above the maximum speed attainable at the current power level. POWER ALLOCATION SLIDER This slider is similar to the power allocation slider on the Engineering screen. By increasing or decreasing this slider, you can change the power request for warp travel. 3.1.5.5 IMPULSE THROTTLE From the impulse throttle, you can set your starship's impulse speed. The impulse throttle, like the warp throttle, is made up of a speed meter, a power meter, and two slider controls with one important difference. The power meter does not go all the way to the bottom, but instead ends at the "Stop" demarcation on the large meter, because "Stop" is the speed setting that requires no power. If the power slider is set high enough the Speed Setting slider can be moved below the "Stop" demarcation to start the ship traveling in reverse. SPEED METER The speed meter indicates two pieces of information. First, it fills in with orange to indicate the desired speed set. The meter fills in with yellow up to the currently actual impulse speed. To the right of the meter are various throttle level marks, ranging from Full to Stop and as low as -1/4 impulse, or 1/4 impulse in reverse. POWER METER The power meter fills in with yellow to indicate exactly how much power is currently reserved for impulse movement. SPEED SETTING SLIDER This slider knob controls the desired impulse speed. This slider may be moved in either direction above or below the "Stop" demarcation, as long as sufficient power is allocated. Note that the slider may not be moved above the maximum speed attainable at the current power level. POWER ALLOCATION SLIDER This slider is similar to the power allocation slider on the Engineering screen. By increasing or decreasing this slider, you can change the power request for impulse movement. 3.1.5.6 CURRENT LOCATION INFORMATION WINDOW This window displays information about the ship's current location including system name and coordinates. 3.1.5.7 PLOT COURSE WINDOW This window displays information about the ship's selected location including system name, coordinates and an ETA to the system at the current warp speed. If the "System Map" is being displayed, this window will provide information about the selected stellar object. 3.1.5.8 HELM ORDERS Whenever you are in the Gunnery Chair, the AI helmsman will take over flying the ship so your ship will not be an easy target for enemies. The helm orders control enables you to determine how the helmsman will fly the ship. By selecting evasive maneuvers, the helmsman will fly in such a way as to make the ship difficult to hit. Pursue Target will instruct the helmsman to fly in such a way as to bring the forward weapons to bear on the target vessel. If the target is destroyed, the helmsman will pursue the next target. Maintain Course instructs the navigator to keep his "hands off" the controls and allow the ship to continue in a straight line. 3.1.5.9 MISSION CLOCK The ship's mission clock is a counter that begins at the start of every mission. It measures the time the player has been on the mission in weeks, days, hours, minutes and seconds. The clock advances in real time, except when the player is in warp. 3.1.5.10 ENGAGE Below the warp and impulse throttles is the Engage button. Pressing this button will cause the ship to enter warp, leaving its present location and moving to the selected location listed in the Plot Course Window, be it in-system or out. Upon clicking the engage button you will be automatically returned to the HUD view in the case of in-system warps, or to the external warp viewpoint in the case of out system warp. Note that in-system travel always occurs at Warp Factor 1. 3.1.6 MEDICAL ------------- STARSHIP PERSONNEL SPECIFICATION At the very top of the Medical screen are a wire frame of the ship and a text description of its class, recommended complements of crew and marines and its maximum crew complement. CREW & MARINE STATUS This readout displays the health status and experience of all the ship's crew and marines. Crew Experience is a text description of the crew's experience rating using the following classifications and colors: Experience Class Color Code Incompetent Red Trainee Yellow Average Green Veteran Purple Legendary Gold Staffing Level is a percentage number that indicates whether sufficient crewmembers are available to effectively operate the starship, based upon the number of Active Duty Crew. Crew Health Meters indicate the number and percentage of the ship's crew and marines that are healthy and on active duty, wounded, in critical condition, or dead. The number to the left of each meter displays the total number of crew in that condition, while the meter displays that number as a percentage of total crew. ELITE OFFICERS If you accomplish great exploits one of your officers may prove to be cut above the rest. There are various possible elite officers, and each has a beneficial effect on some aspect of your ship's operation. The officers and their effect on your ship are left for you to discover. Should you obtain an elite officer, he will be displayed in this area. POWER ALLOCATION LEVEL This toggle operates in the same fashion as the power allocation toggle on the Engineering screen. By changing the setting here you can change the power request for sickbay. Unlike the toggle on the power Engineering station, this toggle does not enable you to set the power priority of sickbay. Instead, a priority override button is next to the toggle. By pressing the priority override button, the power priority of the selected resource will temporarily be set as the highest priority. This insures that the item receives the power it is requesting. Only one resource at a time may be on priority override. If sickbay is powered it does two things for you. First it will stabilize and heal wounded crew and marines during warp travel. Second, it will reduce casualties incurred during battle while it is powered. This second function of medical only applies to casualties incurred on your ship. Marines that are wounded aboard and enemy vessel during a boarding engagement are not protected. Each level of sick bay power allocation increases these two effects, with the downside of a significantly larger power cost. 3.1.7 PULL-DOWN MENU -------------------- The pull down menu allows you to directly access all the Bridge Station Interfaces. To access the pull down menu, you must already be at one of the Bridge Station Interfaces. Simply move the mouse cursor to the top of the screen and the menu will appear. Just click on the button labeled as the one station you wish to go to. 3.1.8 VERBAL ORDERS SYSTEM (VOS) -------------------------------- Across the bottom of the Tactical HUD and Gunnery Chair displays is a numbered list of your officers. By pressing a number from the keyboard this list will disappear and the officer chosen will be listed on the lower left corner of the display. Above the officer title, a list of the orders that you can give to that officer will appear. The list will temporarily be displayed over your ship's status indicators. When you select an order from this list, that order will be displayed at the bottom of the screen next to the officer's name as if building a sentence. If the order does not terminate at that selection, the next level of the menu tree will replace the existing list. Once the player has selected a menu option that terminates that branch, Torlek's voice will be heard barking out the command and the crewman will respond. Once you have given an order from the verbal order system, the order will be carried out immediately. Options that lead to a further menu tree are differentiated from options that terminate by a dash placed after the option text. For example, Boost Sensor Power is displayed as "Boost Sensor Power-", indicating that there is an additional menu level. Therefore the order sequence to increase power to the Sensors to 50% of your total ship's power would read: "Science- Boost Power to Sensors - to 50% Total Ships Power." Many menus require you to choose a power level, speed or number of crew from a whole range of different possibilities. In these cases, the option that most closely represents the ship's current status is highlighted. For example, if a ship had 9% of its total power allocated to communications, then the option '10% Total Ship Power' would be high-lighted on the power allocation menu for communications. If a menu option is unavailable or not possible, then it will gray-out. Pressing the number of a menu item that is grayed-out will do nothing, not even registering as a keystroke and taking you out of the menu. For example, as weapons systems are destroyed or go off-line it will no longer be possible to power them, so these options will gray-out in the Verbal Order menu. Some options support two separate functions that are displayed based on the ship's status. For example, when the cloaking device is turned off, the option under the Weapons officer would read "Activate Cloaking Device", but when it is turned on, the option would read "Deactivate Cloaking Device". 3.1.9 ESC MENU -------------- Hitting the ESC key from the HUD activates this menu during game play. The game is paused while you are on this menu. Hitting ESC while on this menu will return you to the game. OPTIONS This button pulls up the options menu in exactly the same fashion as the Options button on the main menu. From here you may adjust various game settings during the course of a mission. CONTINUE This button will return you to the game. RESTART Clicking this button restarts the current mission from the beginning. EXIT Clicking this button will ask for a confirmation before returning you to the main menu. ======================== 4.0 WEAPONS DESCRIPTIONS ======================== ------------------- 4.1 ASSAULT PHASERS ------------------- Nickname: "Super Phasers" Range: 30,000k The Assault Phaser is a really heavy phaser. So heavy, in fact, that only large bases and battleships can carry them. They are the pinnacle of destructive power, easily piercing the shields of all but the most powerful starships and destroying weaker vessels outright. Both the Klingon Empire and the Federation employ the Assault phaser. Large bases (Starbases and Battlestations) have great power output capacity and large amounts of space that allow them to use their assault phasers as a primary weapons system. This makes a base very difficult to attack and destroy and virtually impossible to capture. The ship-mounted versions can only be mounted spinally, where the hull of the ship is built around the weapon system rather than fitting the weapon into a hull. This limitation in mounting gives them an extremely limited firing arc, but provides structural support and space for the necessary systems. Other drawbacks to these weapons are that power reactors for ships are unable to provide an efficient charge for the weapon, and that hull design and materials technology can barely provide sufficient structural support. The basic lack of power on ships equipped with these weapons means that the weapon must take quite a bit of time storing energy in capacitors attached to the weapon's energy system. This limitation reduces the firing rate of the Assault Phaser to a fraction of that of a base mounted weapon. An additional effect is that the ship suffers a brief general power brown out after firing the weapon. Vessels equipped with Assault Phasers suffer from structural and system stresses when firing the weapon. Each firing of the weapon could lead to a catastrophic systems failure. ------------------- 4.2 CLOAKING DEVICE ------------------- The Romulans gave the Cloaking Device to the Klingon Empire in the initial technology exchange when their alliance was first formed. Since then, it has proven to be an effective weapon, becoming standard equipment on all new ships, and all old ships have been refitted with them. The Cloaking Device masks the vast majority of electromagnetic emissions of a starship using one. This includes the visible light spectrum as well as a host of other subatomic and subspace emissions. It grants a much greater chance of gaining surprise and the ever-important first strike in combat, by allowing the cloaked ship to stealthily approach hapless and unwary enemies. However, it is by no means foolproof. As fast as improvements can be made to cloaking technology, the non-cloak using governments develop ever more powerful sensors. This upward spiraling arms race dynamic keeps the cloak from achieving status as a true invisibility shield, but the benefits granted, even by an imperfect cloak, are well worth further development of the system. A Cloaking Device , when activated, renders the ship virtually invisible to visual scanning. Only a slight visible distortion betrays the presence of a cloaked vessel. For visual scanning, a cloaked ship almost invariably escapes detection by all but the most observant enemies. While the cloak is nearly perfect against visual scanning, sensor technology has progressed to sufficient levels to allow for the intermittent detection of a cloaked vessel. This intermittent sensor anomaly increases in frequency and duration for the searching ship based on range and power to the sensors, making the preferred tactic of the cloaked vessel to choose the attack run path from longer ranges, close range as fast as possible, decloak, and fire. Despite the fact that the cloak is a highly effective weapon, it does have drawbacks. While the cloak is activated, weapons fire is impossible. The Cloaking Device must be disengaged in order to fire the ship's weapons. Weapons may maintain charging status, so they may be fired as soon as the cloak is disengaged, but firing while cloaked is not possible. Also, the tractor beam may not be engaged while cloaked and any existing tractor beams emitting from the ship will disengage. This does not break tractor links established on the cloaking vessel by an enemy ship. Finally, the cloaking field interferes with transporter function to such an extent that transport is impossible while the cloaking device is engaged. ------------------- 4.3 DISRUPTOR BANKS ------------------- Range: 15,000k This is the standard primary weapon of the Klingon and Romulan Empires. The disruptor mechanism creates a hyper-energetic particle stream that cannot be contained for more than a few milliseconds. The containment field is ejected from the disruptor emitter and as the field decays the contained energy is released, disrupting whatever matter it contacts. --------------------------------------------------------- 4.4 FREQUENCY-MODULATED MESON PARTICLE ACCELERATOR (FMPA) --------------------------------------------------------- Nickname: "Meson Gun" or "Shield Breaker" Range: 15,000k The Frequency-Modulated Meson Particle Accelerator, as it is called, is a closely guarded secret of the Klingon Empire. Only the Klingon researchers who developed it know the principles behind it. It utilizes a top-secret technology to create finely adjustable meson particle streams that are directed at the target vessel. These mesons collect around the outer portion of the target starship's shields, and due to the frequency modulation, the mesons pool in the weakest areas of the shield. Eventually, the shields build up a tremendous amount of meson energy along their entire surface. This energy is then subjected to a quick pulse of Eichner radiation that causes it to detonate, damaging all of the target ship's shields with the most damage being applied to the weakest shield segment. ----------------------- 4.5 GORN PLASMA TORPEDO ----------------------- Nickname: "Gorn Plasma" Range: 12,500k The Gorn have developed a plasma torpedo independently of the Romulans. While it is based off of very different scientific principles than the Romulan version, the results are virtually identical. The Gorn torpedo homes in on its target in the same fashion as the Romulan version, but its warhead strength is never greater than its equivalent Romulan light plasma torpedo counterpart. ------------------------------------------------ 4.6 GRAVIMETRIC HARMONIC RESONANCE CANNON (GHRC) ------------------------------------------------ Nickname: "Resonator Cannon" Range: 7,000k The Gravimetric Harmonic Resonance Cannon or Resonator Cannon is an offensive weapon derivative of the tractor beam developed by the Gorn. The cannon's beam strikes the target ship and begins to push and pull the hull in a rapid modulation. This vibration eventually reaches the harmonic frequency of the hull and causes structural fatigue and damage. Resonator Cannons do quite a bit of physical damage to the target ship's hull, but also dramatically increase the target's system stress level giving the weapon a chance to cause the target to tumble out of control. One other strange side effect of the design of this weapon is its ability to negate any tractor beam holding the firing ship. All tractor beams holding the firing vessel are immediately broken, but the firing vessel must allow the weapon to fully recharge before firing again. ------------------------------------------------------- 4.7 GRAVITON DENSITY DISTORTION SPHERE (GDDS) GENERATOR ------------------------------------------------------- Nickname: "GDDS" or "Grav Sphere" Range: N/A The Graviton Density Distortion Sphere Generator was developed by the Gorn Star Kingdom during its many wars with the Romulan Star Empire, and is used as an effective means of attacking slow moving vessels. During the war that saw the first use of the GDDS by the Gorn, Romulan troops captured a ship equipped with one of these devices for study. The Romulans towed said vessel to a research facility far from the Gorn border in what was then one of the farthest frontiers of their empire. Unknown to the Romulans, this frontier was to soon become fixed as their border with the Sha'kurian people. Not long after research began on the enigmatic Gorn device, the Romulans made a regrettable first contact with the Sha'kurians. Romulan expansionist dogma clashed violently with Sha'kurian territoriality causing a second front to open for the Romulans. During the fighting, a Sha'kurian raiding force captured the research station and the GDDS as well. The Sha'kurians proved to be highly adept at adapting the Gorn device to their own purposes and have been fielding them ever since. Though the two races, the Gorn and Sha'kurians, have nearly identical GDDS technology, they have developed radically different tactics for their use. The Gorn normally mount these devices on the larger vessels in the Gorn Royal Navy because their ramming capability suits the tremendous mass and great speed of large Gorn starships. The Sha'kurians, however, utilize the defensive capabilities of the GDDS to a far greater extent than the Gorn and thus greatly increase the survivability of their carrier forces. The GDDS disperses a spherical field of gravitons in rapidly varying density around the vessel using it. This field remains active until the stored energy within the field is expended. This field prevents the generating ship from suffering the effects of collisions, thereby allowing the generating vessel to act as a ram. The GDDS field impacts ships, asteroids, projectiles, and other physical objects as a normal collision with the field absorbing any impact force that would normally have been done to the generating vessel. However, impact absorption weakens the field, reducing its overall strength. Once the field's integrity is fully compromised, the field is deactivated and any extra collision damage is directed to the hull of the GDDS using ship. Once the GDDS deactivates, the field cannot be activated again until the gravimetric capacitors completely recharged. The GDDS is not an invulnerability shield, however. Phasers and normal disruptors pass through the GDDS field unaffected. In addition, two weapons have a tremendous negative reaction to the graviton field generated by the GDDS. ----------------------------------------------- 4.8 PHASE-INDUCED BIPOLAR COMPRESSION DISRUPTOR ----------------------------------------------- Nickname: "Heavy Disruptor" Range: 12,500k This is essentially a grossly overpowered medium range version of the standard disruptor weapon of the Klingon Empire. The Tholian Incursion Reaction Forces also use this weapons system, although it is not known whether they researched themselves or stole it from the Empire. By using a bipolar energy field, the disruptor energy is collected and compressed into a large energy packet. The packet is subjected to a quantum energy bombardment that causes the packet to slightly shift its phase. By purposely leaving a portion of the bipolar energy field weaker, the phase shift will cause the energy packet to exit the compression unit in a controllable direction. The energy packet is a small torpedo-like projectile that is less powerful than a standard photon torpedo, but can be fired more rapidly and does not require any sort of expensive casings, as do the photon torpedoes. These weapons are usually employed as a prelude to an actual torpedo strike, weakening the target's shields as well as causing some internal damage for the heavier pounding of the antimatter torpedoes. ---------------- 4.9 PHASER BANKS ---------------- Range: 15,000k A common primary weapon throughout the Alpha and Beta Quadrants is the phaser. The phaser is a beam of cohesive energy, similar to a Laser but rapidly pulsing. This pulsing is so rapid as to be invisible to the eye. While the behavior of the phaser is identical from race to race that uses them, the technology driving them is radically different producing a different look for each group. --------------------- 4.10 PHOTON TORPEDOES --------------------- Range: 10,000k The photon torpedo is the mainstay secondary weapon of the Federation and the Klingon Empire. These torpedoes are high velocity projectiles, with a matter/anti-matter warhead as its payload. The onboard deuterium and anti- deuterium are kept separate until the detonator systems activate, due to impact or reaching their pre-programmed maximum range. At the moment of detonation, magnetic fields direct much of the force of the explosion in a similar fashion to shaped charges of conventional chemical explosives in order to inflict as much damage to their targets as possible. ----------------------------------------- 4.11 TRILITHIUM DEPLETED PHOTON TORPEDOES ----------------------------------------- Nickname: "Heavy Photon" Range: 10,000k In their never-ending quest for more destructive weapons Klingon researchers developed a method of boosting the destructive output of photon torpedoes. The process, known as trilithium depletion, increases the damage capability of photon torpedoes by 100%. Trilithium depletion does have drawbacks, however. The depletion process during the manufacture of the weapon is time consuming and very expensive, not to mention dangerous. Many munitions factories have suffered premature detonations of these devices during the manufacturing process and were severely damaged. Nevertheless, because of the intense cold war with the Federation, the Klingon Empire uses these torpedoes on several classes of Klingon warships. Ships equipped with these torpedoes must be outfitted with special munitions storage modules and the torpedo itself is built only to fire from a specific type of reinforced photon launcher. This eliminates the risk of foolish captains attempting to use the heavy torpedo munitions in a standard torpedo launcher. ----------------------------------------------------- 4.12 ROMULAN HEAVY, MEDIUM AND LIGHT PLASMA TORPEDOES ----------------------------------------------------- Range: 12,500k After a long period of isolationism, the Romulan Star Empire debuted a new and devastating weapon, the plasma torpedo, in a test of Federation resolve. The weapon performed beautifully under combat conditions, though the participants of the mission did not return. Though the plasma torpedo was highly effective, its power requirements were enormous. It soon became apparent that lower powered versions of the torpedo were in order, thus the medium and light variant were born. These medium and light torpedo launchers are used to better balance a ship's performance versus its firepower, and to increase combat longevity. ============= 5.0 STARSHIPS ============= ------------------- 5.1 Klingon Vessels ------------------- 5.1.1 Emperor Class Heavy Battlecruiser --------------------------------------- Length: 412m Max. Impulse: 1230 k/s Maneuverability Rating: 0.4/0.3 Mass: Approx. 750 Hull Rating: 3.7 Shield Rating: 57.5 Armaments: Forward Primary - 4 Disruptors Secondary - 1 Heavy Photon Torpedo Heavy - 2 FMPA Cannon Advanced - None Aft Primary - 3 Disruptors Secondary - None Heavy - 2 FMPA Cannon Advanced - None Port & Starboard Primary - 3 Disruptors Secondary - None Heavy - None Advanced - None 5.1.2 K'T'inga Class Cruiser (D7) --------------------------------- Length: 244m Max. Impulse: 1410 k/s Maneuverability Rating: 0.5/0.4 Mass: Approx. 500 Hull Rating: 2.1 Shield Rating: 32.3 Armaments: Forward Primary - 2 Disruptors Secondary - 1 Photon Torpedo Heavy - 2 Heavy Disruptor Cannon Advanced - None Aft Primary - 2 Disruptors Secondary - 1 Photon Torpedo Heavy - None Advanced - None Port & Starboard Primary - 2 Disruptors Secondary - None Heavy - None Advanced - None 5.1.3 B'Rel Class Escort ------------------------ Length: 92m Max. Impulse: 1770 k/s Maneuverability Rating: 0.7/0.9 Mass: Approx. 250 Hull Rating: 1.1 Shield Rating: 17.0 Armaments: Forward Primary - 2 Disruptors Secondary - 1 Photon Torpedo Heavy - None Advanced - None Aft Primary - None Secondary - None Heavy - None Advanced - None Port & Starboard Primary - None Secondary - None Heavy - None Advanced - None ---------------------- 5.2 Federation Vessels ---------------------- 5.2.1 Excelsior Class Heavy Battlecruiser ----------------------------------------- Length: 433m Max. Impulse: 1320 k/s Maneuverability Rating: 0.3/0.2 Mass: Approx. 750 Hull Rating: 4.2 Shield Rating: 72.5 Armaments: Forward Primary - 4 Phasers Secondary - 4 Photon Torpedoes Heavy - None Advanced - None Aft Primary - 3 Phasers Secondary - 2 Photon Torpedoes Heavy - None Advanced - None Port & Starboard Primary - 3 Phasers Secondary - None Heavy - None Advanced - None 5.2.2 Akula Class Destroyer --------------------------- Length: 229m Max. Impulse: 1680 k/s Maneuverability Rating: 0.4/0.5 Mass: Approx. 350 Hull Rating: 2.3 Shield Rating: 40.7 Armaments: Forward Primary - 3 Phasers Secondary - 2 Photon Torpedoes Heavy - None Advanced - None Aft Primary - 2 Phasers Secondary - None Heavy - None Advanced - None Port & Starboard Primary - None Secondary - None Heavy - None Advanced - None 5.2.3 Clydesdale Class Tanker ----------------------------- Length: 1525m Max. Impulse: 700 k/s Maneuverability Rating: 0.3/0.1 Mass: Approx. 3000 Hull Rating: 0.9 Shield Rating: 5.3 Armaments: Forward Primary - 1 Phaser Secondary - None Heavy - None Advanced - None Aft Primary - 1 Phaser Secondary - None Heavy - None Advanced - None Port & Starboard Primary - None Secondary - None Heavy - None Advanced - None ------------------- 5.3 Romulan Vessels ------------------- 5.3.1 Senator Class Command Cruiser ----------------------------------- Length: 381m Max. Impulse: 1230 k/s Maneuverability Rating: 0.4/0.3 Mass: Approx. 550 Hull Rating: 2.2 Shield Rating: 32.5 Armaments: Forward Primary - 4 Disruptors Secondary - 2 Medium Plasma Torpedoes Heavy - None Advanced - None Aft Primary - 2 Disruptors Secondary - None Heavy - 2 Light Plasma Torpedoes Advanced - None Port & Starboard Primary - None Secondary - None Heavy - None Advanced - None 5.3.2 Centurion Class Cruiser ----------------------------- Length: 168m Max. Impulse: 1320 k/s Maneuverability Rating: 0.4/0.3 Mass: Approx. 500 Hull Rating: 1.6 Shield Rating: 23.7 Armaments: Forward Primary - 2 Disruptors Secondary - 2 Medium Plasma Torpedoes Heavy - None Advanced - None Aft Primary - 2 Disruptors Secondary - None Heavy - None Advanced - None Port & Starboard Primary - None Secondary - None Heavy - None Advanced - None ---------------- 5.4 Gorn Vessels ---------------- 5.4.1 Euromastyx Class Cruiser ------------------------------ Length: 381m Max. Impulse: 1590 k/s Maneuverability Rating: 0.3/0.2 Mass: Approx. 500 Hull Rating: 2.2 Shield Rating: 41.5 Armaments: Forward Primary - 4 Phasers Secondary - 1 Gorn Plasma Torpedo Heavy - None Advanced - GDDS (360) Aft Primary - 2 Phasers Secondary - None Heavy - None Advanced - None Port & Starboard Primary - 2 Phasers Secondary - None Heavy - None Advanced - None 5.4.2 Anaconda Class Destroyer ------------------------------ Length: 168m Max. Impulse: 1770 k/s Maneuverability Rating: 0.4/0.2 Mass: Approx. 350 Hull Rating: 2.2 Shield Rating: 40.5 Armaments: Forward Primary - 4 Phasers Secondary - None Heavy - None Advanced - GHRC (360) Aft Primary - 1 Phaser Secondary - None Heavy - None Advanced - None Port & Starboard Primary - 1 Phaser Secondary - None Heavy - None Advanced - None 5.4.3 King Snake Class Frigate ------------------------------ Length: 122m Max. Impulse: 1860 k/s Maneuverability Rating: 0.4/0.3 Mass: Approx. 300 Hull Rating: 1.8 Shield Rating: 27.5 Armaments: Forward Primary - 4 Phasers Secondary - 1 Gorn Plasma Torpedo Heavy - None Advanced - None Aft Primary - 1 Phaser Secondary - None Heavy - None Advanced - None Port & Starboard Primary - 1 Phaser Secondary - None Heavy - None Advanced - None ================= 6.0 SPACE TERRAIN ================= --------- 6.1 STARS --------- A stellar corona has a high amount of radiation and heat. Merely being within a corona will begin to damage your starship's shields and hull due to the intense heat. Movement within the corona only exacerbates the situation. The radiation is blocked by the shield systems of your vessel, but if a shield fails the radiation pours in and begins to poison and kill off your crew. These radiation casualties only increase as more shields fail. Within the stellar corona several of your ship's systems are affected. Another side effect is that beam weapons such as phasers or disruptors receive a large boost in damage power due to the interaction of the weapon fire with the corona's high-energy plasma. However, secondary and heavy weapons tend to loose significant amounts of warhead strength. Advanced weapons such as the QCB, GHRC, GDDS and the Tholian Web suffer from problems in maintaining the necessary containment fields and are thus nearly ineffective. Tactical Notes: Try to strike a balance between maintaining a high combat stance and running increased levels of medical power, damage control and shield reinforcement. ----------- 6.2 PLANETS ----------- Class L and M worlds tend to have fairly thick atmospheres, the upper reaches of which may be used tactically in combat. While in a planetary atmosphere, high velocity movement can cause friction damage to your shields and hull, but this can be a small price to pay for the benefit of the natural ECM that the terrain provides ships within it. This natural ECM can spell the difference in a confrontation. While in a planetary atmosphere, warp drives cannot be engaged else the immense speed would rip the hull of your ship apart. The planetary atmosphere affects some weapons and systems. Some, such as the Tholian Web and the GDDS cannot function within an atmosphere, while others, like the Tractor Beam, require more power to remain at their effectiveness levels in deep space. Ships with the AMFP are advised not to fire them within the atmosphere as some of the ejected antimatter detonates close to the firing vessel, causing damage to the firing ship as well as the target. Tactical Notes: Keep aware of where you are at all times. The planetary atmosphere's useable area is quite thin in comparison to other terrains. Too high and you loose the benefits; too low and you die. To this end, maintaining the power to travel at half-impulse while keeping your velocity at half to one- quarter impulse speeds will assist you in remaining within the useful region. -------------- 6.3 GAS GIANTS -------------- Gas Giants are large planets made up of various high-density gasses compressed by the planet's gravity. Within the Gas Giant, the gasses flow in currents and eddies which create massive turbulence for ships traveling within them and the thickness of the gas greatly obscures vision. This high gas density creates the largest amount of friction against starship hulls of any of the known space terrains, making high velocity movement within them immensely dangerous at best. The compression of the atmospheric gasses creates bizarre ionization patterns and electromagnetic anomalies as well as the hazards to movement. This property of the Gas Giant creates heavy interference with a ship's sensors, making all ships within even more difficult to detect than even a cloaked vessel. These ionic and electromagnetic anomalies also interfere with the establishment of a proper warp field, thus rendering warp travel impossible until leaving the Gas Giant's effects. Systems such as the Tractor Beam and the Tholian Web have greatly reduced effect as well, again due to the variable energy flux within the gas. In combat, the thick gas dissipates the necessary cohesion of a ship's beam weapons systems, greatly reducing their effectiveness in combat. However, the density of the atmosphere improves the damage output of secondary and heavy weapons by adding additional pressure and stress to the hull ruptures caused by their impact. This great benefit does come at a price, however. Each firing of a secondary or heavy weapon within a Gas Giant causes some feedback damage to the firing ship, making accuracy count all the more. Tactical Notes: The targeting systems aboard your starship have great difficulty in compensating for the turbulence in the terrain when projecting a firing solution. Because of this, it would be wise to avoid targeting an enemy's subsystems, as the turbulence will cause you to miss more often than is tactically advisable. ------------------- 6.4 PLANETARY RINGS ------------------- Planetary rings are mostly composed of very fine micro-particles in slow orbit around their host planet with quite a few large asteroids orbiting at great velocities. These large asteroids are a very dangerous navigational hazard, requiring starship captains to be thoroughly aware of their surroundings to avoid painful if not fatal collisions. The micro-particles on the other hand, though they are small enough not to pose a danger to your ship's hull, they do have other, more interesting, effects. The particles act to disperse shield energies, making it extraordinarily difficult to keep them raised. Similarly, the particles dissipate other types of cohesive energy as well. Sensor signals become refracted and garbled creating moderate natural ECM effect for all ships within the ring. Tractor Beams and Transporters also suffer from reduced effectiveness due to signal dissipation, thus requiring additional power to maintain nominal efficiency levels. In combat, all weapons systems are of reduced effectiveness within the ring, although this is mitigated somewhat by the shield instability. Tactical Notes: Maintain good speed and be very aware of your surroundings within the ring. If you know where all the large rocks within the area are, you may be able to use them to your advantage while avoiding them yourself. ==================== 7.0 CUSTOMER SERVICE ==================== TECHNICAL SUPPORT TROUBLESHOOTING DOCUMENTS ONLINE! Interplay Entertainment Corp. Technical Support now offers troubleshooting guides with complete installation and setup instructions as well as information that will help you overcome the most common difficulties. If you have access to the World Wide Web, you can find these at http://www.interplay.com/support/ Here you will find troubleshooting information on as well as information on regular system maintenance and performance. DirectX http://www.interplay.com/support/directx/ Joysticks http://www.interplay.com/support/joystick/ Modems and Networks http://www.interplay.com/support/modem/ (For game-specific information and additional troubleshooting, visit our main page at http://www.interplay.com) If you have questions about the program, our Technical Support Department can help. Our web site contains up-to-date information on the most common difficulties with our products, and this information is the same as that used by our product support technicians. We keep the product support pages updated on a regular basis, so please check here first for no-wait solutions: http://www.interplay.com/support/ If you are unable to find the information you need on our web site, please feel free to contact Technical Support via e-mail, phone, fax, or letter. Please be sure to include the following information in your e-mail message, fax, or letter: -Title of Game -Computer manufacturer -Operating system (Windows 95, DOS 6.22, etc.) -CPU type and speed in MHz -Amount of RAM -Sound card type and settings (address, IRQ, DMA) -Video card -CD-ROM -Mouse driver and version -Joystick and game card (if any) -A copy of the CONFIG.SYS and AUTOEXEC.BAT files from your hard drive -A description of the problem you're having If you need to talk to someone immediately, call us at (949) 553-6678 Monday through Friday between 8:00AM-5:45PM, Pacific Standard Time with 24 hours, 7 days a week support available through the use of our automated wizard. Please have the above information ready when you call. This will help us answer your question in the shortest possible time. When you call you will initially be connected with our automated wizard. For information pertaining to your specific title, press "1" on the main menu and listen carefully to all prompts. 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Technical Support 16815 Von Karman Avenue Irvine, CA 92606 HOW TO REACH US ONLINE INTERNET E-MAIL: support@interplay.com WORLD WIDE WEB: http://www.interplay.com FTP: ftp.interplay.com ======================================== 8.0 SOFTWARE LICENSE / LEGAL INFORMATION ======================================== This software product, Klingon Academy Demo (the "Software"), is intended solely for your personal noncommercial home entertainment use. You may not decompile, reverse engineer, or disassemble the Software, except as permitted by law. Interplay Entertainment Corp. retains all rights and title in the Software including all intellectual property rights embodied therein and derivatives thereof. You are granted a revocable, nonassignable limited license to create derivative works of this Software solely for your own personal noncommercial home entertainment use and may publicly display such derivative works to the extent specifically authorized by Interplay in writing. 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