============================= 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, and then click on CONTINUE. This should trigger the ending movie for the mission. An inability to host Internet games through MPlayer has been experienced if the system attempting to host has a TCP/IP network card as well as a modem. There is a workaround. You must disable TCP/IP through your Ethernet card. To disable your TCP/IP through your Ethernet card: 1. Right click on Network Neighborhood and go to Properties 2. Left click the protocol labeled "TCP/IP -> [NETWORK ADAPTER MODEL]" so that it is highlighted 3. Left click the Remove button. 4. When prompted, restart your machine. Note: Ethernet Cards may vary from system to system. After restarting your machine, your TCP/IP through your Ethernet card should no longer be present in Network Neighborhood Properties. You should now be able to host a game on MPlayer. You will note that when you click IP in the Klingon Academy Multiplayer Net Lobby, only one IP address will be displayed. Prior to removing TCP/IP, two IP addresses would have been displayed. WARNING: Do not remove the protocol labeled "TCP/IP -> Dial-Up Adapter". Joining games hosted by others is normal. * Note: [NETWORK ADAPTER MODEL] is your specific model of Network Adapter, i.e. 3Com Fast EtherLink XL 10/100Mb TX Ethernet NIC (3C905B-TX). ----------------------- Last Minute Notes: ----------------------- * This interactive demo is intended as a stand-alone sample version of Klingon Academy with the following features: Quick battle scenario editor with three 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. Multiplayer deathmatch, featuring three ships, four starsystems, and 3 terrains. Free for all and team modes are available in deathmatch, as as well as kill limit and time limit matches. ----------------------- 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 Getting Started 1.1 System Requirements 1.2 Klingon Academy Setup 2.0 Main Menu 2.1 Simulator 2.2 Quick Battle 2.3 Multiplayer 2.3.1 Multiplayer Connection 2.3.2 Join/Create Game 2.3.3 Create Game 2.3.4 Game Password 2.3.5 Enter Remote Host Name Or IP 2.3.6 Game Setting 2.3.6.1 Campaign 2.3.6.2 Quick Match 2.3.7 Multiplayer Setup 2.3.7.1 Host 2.3.7.2 Player 2.3.8 Ship Configuration 2.3.8.1 Crew 2.4 Options 2.4.1 Audio 2.4.2 Video 2.4.3 Game Settings 2.4.4 Controls 2.4.4.1 Use Joystick 2.4.4.2 Calibrate 2.4.4.3 Use Mouse 2.4.4.4 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 Security 3.1.7 Medical 3.1.8 Pull-Down Menu 3.1.9 Verbal Orders System (VOS) 3.1.10 ESC Menu 4.0 Weapons Descriptions 4.1 Assault Phasers 4.2 Cloaking Device 4.3 Disruptor Banks 4.4 Gorn Plasma Torpedo 4.5 Graviton Density Distortion Sphere (GDDS) 4.6 Phase-Induced Bipolar Compression Disruptor 4.7 Phaser Banks 4.8 Photon Torpedoes 4.9 Romulan Heavy, Medium and Light Plasma Torpedoes 5.0 Starships 5.1 Klingon Vessels 5.1.1 K'T'inga Class Cruiser (D7) 5.1.2 B'Rel Class Escort 5.2 Federation Vessels 5.2.1 Constitution Class Cruiser 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 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 GETTING STARTED ======================= If you have not installed Klingon Academy(tm), the first button on the launcher will be labeled "Install Klingon Academy". To install the game, left click on this button and follow the instructions given by the install program. If you do not have DirectX 7, or if you are not sure if you do, click the "Install DirectX 7" button and follow the instructions. Users of the Windows 95 operating system who intend on playing Multiplayer games of Klingon Academy should click the "Install WinSock 2" button to install necessary networking files. (If you are unsure if you have already installed Winsock 2, click the "Setup" button on the launcher to see if Klingon Academy detects Winsock 2.0.) Users of Windows 98 do not need to do this, as the proper version of Winsock is already incorporated into their operating system. Once the game is installed, the "Install Klingon Academy" button will be replaced with a "Play Klingon Academy" button. Click this to begin play. ----------------------- 1.1 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 ------------------------- 1.2 KLINGON ACADEMY SETUP ------------------------- Star Trek: Klingon Academy supports a variety of game resolutions and video hardware, including multiple video card configurations. To select your game resolution and your display device in the case of multiple video card configurations, simply click the "Setup" button on the Launcher. A window will appear containing a pull-down menu used to select the video hardware you wish to use, a resolution list box, and an indicator showing if Winsock installation is required. Display Device Click the downward pointing arrow to open the pull-down window. Click the desired display device to set it. Select Resolution Highlight the desired game resolution from the list to select it. If nothing is listed, click the "Detect Available Resolutions" button to refresh the list. Multiplayer This displays the version of Winsock currently installed on your system. OK This button accepts and saves any changes to the setup and returns you to the launcher. Cancel This button ignores any changes made to the setup and returns you to the launcher. ============= 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 Selecting this option takes you to the Multiplayer menu screen. 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 MULTIPLAYER --------------- 2.3.1 MULTIPLAYER CONNECTION ---------------------------- From this menu you may input your player name and select what type of network connection you will be using. PLAYER NAME Type the name or handle you wish to be known by during your multiplayer session in this box. IPX NETWORK This button configures your setup to play games over an IPX/Novell Netware based LAN, and takes you to the Join/Create menu. TCP/IP This button configures your setup to play games over the Internet or a TCP/IP based LAN, and takes you to the Join/Create menu. CANCEL This button will take you to the main menu. 2.3.2 JOIN/CREATE GAME ---------------------- On this screen, existing games are displayed in the scroll box. Highlight an existing game by clicking on it and then click the Join button to join in, or click the create button to start up your own game. CREATE This button takes you to the Create Game menu. JOIN LOCAL This button will allow you to join an existing game over a LAN, provided that it is open and has available player slots. JOIN REMOTE This button will allow you to join an existing game over the Internet, provided that it is open and has available player slots. Please note that this button only appears if TCP/IP is the chosen connection type. CANCEL This button will take you to the main menu. 2.3.3 CREATE GAME ----------------- Here you enter the name of the game you with to create and a password if desired. GAME NAME Type the name of the game you wish to create in this box. This is what players see on the Join/Create Game screen. PASSWORD To prevent unwanted players from joining your game you may type a password in this box. Players who wish to join the game will be prompted to enter the correct password before they will be allowed to join. CANCEL This button will take you to the Join/Create Game screen. 2.3.4 GAME PASSWORD ------------------- This screen appears only if the game being joined is requesting a password. PASSWORD Type the password of the game into this box. OK Click this button to join the game. CANCEL This button will take you to the Join/Create Game screen. 2.3.5 ENTER REMOTE HOST NAME OR IP ---------------------------------- REMOTE HOST NAME OR IP The player enters the name of the remote host computer or its IP address in this box. OK This button accepts the entered host name or IP address and attempts to connect. Failed connections return you to this screen. Successful connections take the player to the Multiplayer Setup screen. CANCEL This button returns you to Multiplayer Connection screen. 2.3.6 GAME SETTING ------------------ SCENARIO TYPE This button displays the current type of scenario selected. Click the button to toggle between Campaign and Quick Match. Depending upon what is selected, the remainder of the screen changes, to provide the options for the selected scenario type. 2.3.6.1 CAMPAIGN SELECT CAMPAIGN This scroll box displays a list of available campaign missions. SCENAIO INSTRUCTIONS This scroll box contains a description of the selected mission and any necessary notes about game setup. DIFFICULTY There are six difficulty settings. Clicking this button changes the difficulty level of any AI controlled vessels in the multiplayer game. The difficulty levels from lowest to highest are: Human, Glob Fly, Cadet, Warrior, Chang, and Kahless. OK Clicking this button locks your Scenario Settings, and sends you to the Multiplayer Setup screen. CANCEL Clicking this button sends you to the Multiplayer Setup screen without locking your Scenario Settings. ? Clicking this button changes the mouse cursor to the Help cursor. Clicking with the Help cursor on an item on the screen will supply you with some basic information about that function. 2.3.6.2 QUICK MATCH TEAMS SHARE POINTS When set to "YES" this toggle sets up the game so that a point value restriction for the game acts as a sort of bank account that is drawn on by all members of the same team. When set to "NO", point value restrictions apply to each player individually. SELECT STAR SYSTEM This scroll box displays a list of available playing fields and games. VICTORY CONDITIONS This selector allows you to choose the types of victory conditions for the scenario. CONQUEST Conquest victory condition is a sudden-death death match. Each player has only one life, and the last one alive wins. This option requires no additional information. KILLS Choosing this victory condition will end the game when a player obtains the required number of kills. If this victory condition is selected the button below becomes the Kill value setting. Click on the button to increase the number of kills needed to win the game. TIME LIMIT Choosing this victory condition will end the game when the allotted time runs out. The winner is the one with the most kills at the end of the game. If this victory condition is selected the button below becomes the Time Limit setting. Click on the button to increase the length of time the game will last. SHIP POINT VALUE Click on this button to increase the Ship Purchase Points limit for the game. The default is Unlimited. GAME TYPE This toggle will switch between the two game types, Open or Closed. Open games can be joined in progress by anyone. Only those players who were in the game when it started can join a Closed game. BASES REPAIR When set to "YES" this toggle sets up the game so that bases assigned to your team accelerate repairs when your ship is within 5000m of it. When set to "NO", bases have no effect other than to make life miserable for any enemies that get too close. DIFFICULTY There are six difficulty settings. Clicking this button changes the difficulty level of any AI controlled vessels in the multiplayer game. The difficulty levels from lowest to highest are: Human, Glob Fly, Cadet, Warrior, Chang, and Kahless. OK Clicking this button locks your Scenario Settings, and sends you to the Multiplayer Setup screen. CANCEL Clicking this button sends you to the Multiplayer Setup screen without locking your Scenario Settings. ? Clicking this button changes the mouse cursor to the Help cursor. Clicking with the Help cursor on an item on the screen will supply you with some basic information about that function. GAME SPEED This slider will increase or decrease the overall speed of game play. The host system is the one that determines the speed of the network game. GAME BANDWIDTH The bandwidth slider is provided for the player to adjust the size of the bandwidth, based upon the connections being used by the player. The higher the bandwidth, the better the quality of the game will be. However, in large games, it is best to set the bandwidth slider to the client with the SLOWEST Speed connection. This is to ensure a good game for everyone. The bandwidth slider is easily readable by having the connection speeds/types listed as it is scrolled from left to right. 2.3.7 MULTIPLAYER SETUP ----------------------- This screen is virtually identical visually whether you are a player or the host, but the functionality changes. The following sections describe the functionality of the Multiplayer Setup screen for the host and the players. 2.3.7.1 HOST SLOT STATUS BUTTON The Slot Status button is located just to the left of the player reference number and name. All slot buttons default to Open, represented by an open set of doors. As players join the game the buttons for the filled slots will change. The button next to a player slot occupied by a human will display a picture of a Boot. Clicking on the button while it is a Boot will kick the human out of the player slot, changing its status to open. If the button is next to an open slot it becomes a three stage cycling button. The first stage is the default stage as described above. The second stage is a picture of a closed door, signifying that the slot is closed. The third stage is a picture of a computer, signifying that a computer-controlled player now takes up the slot. NAME The name column displays the names of all players involved in the game, as was entered on the Multiplayer Connection screen. To the immediate left of the name is the player reference number, which is used when assigning escorts. RACE This is a cycling button with seven stages, with each stage displaying the symbol of one of the six different races or a seventh symbol representing the generic ships such as freighters. The host has access to the race buttons for himself and all non-escort computer players. SHIP The ship column consists of a button and a text field. The button calls the Ship Configuration menu. The field is not editable and displays the ship's class. The host has access to this button for himself and all non-escort computer players. Computer players assigned as escorts are accessible only by the player they are assigned to. For more on ship point values, see the Ship Configuration menu section below. TEAM Once a player has joined the game he will be assigned a team. Default team names are letters. The first player assigned to that team may then change the team name to something more meaningful if they so choose. By default every uman and computer has a unique team designation. A player can click on the team button that displays his team designation to cycle it though the list of available teams. All players with the same team designation are on the same team, and will be considered as friendly in all respects within the game engine. The host has access to the team buttons for himself and all computer players. ESCORTS If a computer player is placed on the same team as a human player, the escort button activates. If a player from that team clicks on the escort button it will cycle through a list of the player numbers on that team excluding itself. Example: If team A consists of players 1, 3, 4, and the escort as 7, the escort button will cycle through the numbers 1, 3, and 4. Note: Computer players CANNOT be escorts of other computer players. SETTINGS This button recalls the Scenario Settings menu. CHAT WINDOW The large window is where the chat thread is displayed. The smaller window is the chat message entry window. Chat messages default as send to all, but the user can specify a team by typing the first letter or letters of a team designation followed by a colon and then the text of the message. A message can be sent to a specific player by following the same format substituting a player number for the team letter. Multiple teams or players can be defined by separating the team designations or player numbers with commas before the colon. Examples: Waiting for Rambutan... (Sent to All) A: Let's go guys! (Sent to team A) 6: Let's be the Klingons, Ralph. (Sent to player 6) A,Cra: You shall fall before the forces of Lizard Boy! (Sent to teams A and Crazy Gorn) 1,3,7: Quiver in fear of the Oberth of Death! (Sent to players 1, 3, and 7) Note: In cases of team names and letters conflicting, it is sent to both teams (i.e. Death on a Cracker and D would both receive messages headed with "D:"). Players may always elect to change their team names or specify more letters in the header to avoid this. START Starts the game, once all players have locked in their settings. A player's name field changes to red once their settings are locked to indicate they are ready and waiting. CANCEL This button will take you to the Join/Create Game screen. IP This button displays the player's IP address in the chat thread window. ? Clicking this button changes the mouse cursor to the Help cursor. Clicking with the Help cursor on an item on the screen will supply you with some basic information about that function. 2.3.7.2 PLAYER This screen is nearly identical to the host screen, but with a few key differences. These differences will be touched on in this section, otherwise refer to the HOST section for further details. SLOT STATUS BUTTON Players do not have access to the Slot Status buttons. They are there for visual indication of the status of each slot, but cannot be used. TEAM Players my change their own team assignments, but do not have access to any other players. ESCORTS If a computer player is placed on the same team as a human player, the escort button activates. If a player from that team clicks on the escort button it will cycle through a list of the player numbers on that team excluding itself. Example: If team A consists of players 1, 3, 4, and the escort as 7, the escort button will cycle through the numbers 1, 3, and 4. Players may alter the escort status of any computer controlled ship on their team. LOCK SETTINGS Locks in player's choices. A player's name field changes to red once their settings are locked to indicate they are ready and waiting. While a player is waiting, there is no access to any of the buttons with the exception of the cancel button. Chat functions normally. CANCEL This button has one additional function besides returning to the Join/Create Game screen. If the player has hit the Lock Settings button and is waiting, hitting the cancel button removes the waiting status and allows the player to edit his settings freely again. If the settings are not locked, hitting the cancel button returns to the Join/Create Game screen. 2.3.8 SHIP CONFIGURATION ------------------------ SELECTED SHIP This is an area where the slowly rotating in game model of the ship currently selected is displayed. Below is the text description of the class and point value of the ship. SHIP SELECTION This scroll box displays the ships available to the player depending upon the race that was chosen on the Multiplayer menu. Next to each ship on the list is their base Ship Point Value. Those ships outside of the player's point limit will be displayed in a different color. SHIP NAME The player enters their custom ship name here. PT VALUE This field displays the current point value of the selected ship, accounting for all modifiers. This point value is a general gauge of the relative combat strength of the vessel. Every ship's cost is its base Ship Point Value modified positively or negatively by altering the crew compliment or experience and by selecting Elite officers. If there is a point limit in the game, the display will change colors if current value of the ship exceeds the limit. OK Accepts the changes and returns to the Multiplayer menu. This button will not function if the player has exceeded the point limit for the game. CANCEL This button will return the player to the Multiplayer menu without registering any changes. 2.3.8.1 CREW MAX CREW This field displays the maximum amount of crew possible for the selected ship. The sum of Crew and Marines may not exceed the Max Crew level. CREW The player may alter the amount of crew aboard his vessel. If a player attempts to further increase the crew amount beyond the maximum, the marine complement will decrease automatically. EXP The player may alter the experience level of his crew in this field. COST This displays aggregate cost in Ship Points of the number of crew and their experience. MARINES The player may alter the amount of marines aboard his vessel. If a player attempts to further increase the amount of marines beyond the maximum, the crew complement will decrease automatically. EXP The player may alter the experience level of his marines in this field. COST This displays aggregate cost in Ship Points of the number of marines and their experience. ELITE OFFICERS The player may select what Elite Officers if any are present aboard his ship by clicking on the check box next to the officer. The value in Ship Points of each officer is displayed next to the check box. ---------------- 2.4 OPTIONS MENU ---------------- 2.4.1 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. 2.4.2 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. AMBIENT LIGHTING This slider adjusts the overall level of ambient lighting within the 3D engine. 2.4.3 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. 2.4.4 CONTROLS -------------- 2.4.4.1 USE JOYSTICK Click this check box if you wish to use a joystick to control your vessel. 2.4.4.2 CALIBRATE Click this button and follow the instructions above the calibration crosshairs to calibrate your joystick for use with Klingon Academy(tm). 2.4.4.3 USE MOUSE Click this check box if you wish to use your mouse to fly your vessel. Note on Mouse Control: Flying with the mouse is initiated by clicking and holding the RIGHT mouse button. While the RIGHT mouse button is held, a cross will appear in the center of the screen. Moving the mouse in the direction you wish to turn will move this cross. The farther from center the cross is moved, the faster the turn. Releasing the right mouse button will decelerate the ships turn to zero. 2.4.4.4 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. 2.4.5 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. 2.4.6 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 green 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 SECURITY -------------- SECURITY TEAM DISPLAYS In the upper right corner of the screen are four Security Team Displays. When the player sends marines aboard another vessel, these monitors will display important information about their on-going battle. The four displays enable the player to simultaneously monitor the progress of four separate boarding party engagements. You may have no more than four teams can be sent out at any given time, and only one of your teams may be aboard a single ship. Any further marines beamed to a ship that already has been boarded will reinforce the existing away team in its current object, irrespective of any objectives set for the new marines. The team's number is listed at the top of each display. Clicking on the team number will automatically select the boarded vessel on the sensor display and highlight its orders on the Away Team Objective window. This will enable the player to quickly recall or reinforce his marines, or change their objective. Below the team number is a small icon of boarded vessel, as well as the ship's name, class and distance in meters. Specific information about the battle then follows: Number of friendly marines, the marine's objective (as given by the Away Team Objective window below), the damage efficiency of their objective, the number of enemy defenders, and the strength of the enemy's electronic defenses. This information should be updated frequently, so check it often. If the boarding party is eliminated or retrieved, the screen will erase. If the marines successfully capture the opponent's ship, then the message "vessel captured" will replace the text listing the objective, damage efficiency, and defenses. A monitor will begin displaying information as soon as the player allocates marines to the Away Team Roster. At this stage, the monitor will simply display the number of marines and their objective. The ship icon and accompanying information would be replaced with the message "Awaiting Transport." Once you beam the marines to their objective, the monitor will refresh to show information about the boarded vessel. AWAY TEAM OBJECTIVES From this panel, you can assign an objective to a new team, or change the objective assigned to an existing team. The panel is made up of 11 buttons. CAPTURE SHIP Clicking on the capture vessel button will order the selected team to attack the bridge and capture the ship. SYSTEM BUTTON These ten buttons are labeled with the name of a starship system. Clicking on one of these buttons will set the current team to attack that system. Until you press the button for one of the systems, the default objective will continue to be capturing the ship. Buttons representing resources that the target ship does not have will be grayed-out. To assist you in your decision on what system to attack, the efficiency of each of the target's systems are displayed next to its system button. CHANGING OBJECTIVES To change the objective assigned to an existing team, you must first select that team by clicking on the team name or by targeting their boarded vessel on the sensors. Once the existing team has been selected, the button representing their current objective will begin to flash. Pressing a different button at this time will order the existing team to attack the new objective. Buttons representing resources that the target ship does not have are grayed-out, and cannot be pressed (such as the cloaking device button if a Federation ship is the target). Immediately after changing the objective of an existing team, or after the team successfully destroys their objective, the objective in the team display will read "in transit." The team will be in transit to the new objective for thirty seconds, during which no damage will be done to the enemy ship's resources (although casualties will occur). After this transit time, the team display will list the new objective, and the marines will once again cause damage to their objective. Changing the objective of a team that is transit will not cause this thirty-second period to reset. If a team successfully destroys their objective, their next objective will automatically be set to capture the ship, unless you change it. To assign an objective to a new team, you must select the vessel you would like your marines to board and then click on one of the objective buttons. TARGETED SHIP DISPLAY This wireframe damage display works in the same fashion as that on the Tactical HUD, with the exception that there are no subsystem names or damage percentages, which are displayed in the Away Team Objectives window. AWAY TEAM ROSTER This slider enables you to select some or all of your marine complement to serve in an away team. Moving this slider will not actually remove the marines from your ship's internal defense, until you transport them to their destination. Moving this slider will update one of the Security Team Displays with the "awaiting transport" message, with the number of marines selected and the currently selected objective. TRANSPORTER CONTROLS The Transporter controls are used to actually beam a team onto another vessel, or retrieve them from it. The two buttons, "Transport" and "Retrieve" are grayed out and inoperative until the minimum power has been allocated to transporters, and they have had time to charge. Once charged, these buttons will become active. The transporters are locked onto any ship that has been selected in the Targeted Ship. If the "locked" vessel has a down shield facing the player's ship, then the transport button will flash. Pressing the "Transport" button when it is lit up will lower your facing shield and begin transporting the marines selected in the Away Team Roster to the "locked" vessel. If the "locked" vessel currently has one of your away teams aboard it, then both the "Transport" and "Retrieve" buttons will flash. Pressing the transport button when it is lit up will lower your facing shield and begin transporting the marines selected in the Away Team Roster to reinforce the existing away team. Pressing the "Retrieve" button when it is lit will begin retrieving the existing away team from the "locked" vessel, and will return them to the player's ship. If the "locked" ship turns a shield toward the player or brings up the downed shield during the transport, then the transport will be only partially completed, seriously jeopardizing the marines chances to successfully complete their mission. Pressing transport or retrieve when they are not flashing will do nothing. TRANSPORT Begins beaming out the selected Away Team. RETRIEVE Retrieves an Away Team from the target vessel. TRANSPORTER LOCK This indicator displays the level of Transporter Lock you have with the currently targeted ship, modified for efficiency of you transporters, your sensors, range, enemy ECM, and terrain. Transporting marines while this rating is below 100% could cause some of the marines to die in transporter accidents. The word "Danger" flashes when the meter is below 100%. INTERNAL SECURITY DISPLAY This display lists your current internal security strength as well as identifying any intruders aboard ship. It will list the total number of marines aboard ship (this includes those selected on the Away Team Roster), and the percent of total ship power that has been allocated to security. A wireframe graphic of your ship will indicate its shield strength. The lower half of this display shows dashes until you have been boarded. Once boarded, an alarm klaxon will sound, and the Security Alert indicator will flash red. Below the Security Alert message, the number of enemy marines, their location and the current efficiency of that system due to damage are displayed. If more than one opponent has boarded the ship, then the information for that boarding party will also be displayed. POWER ALLOCATION SLIDERS These sliders are similar to the power allocation sliders on the Engineering screen. By increasing or decreasing these sliders, you can change the power requests for security and transporters. Unlike the sliders on the power allocation screen, these sliders do not enable the player to set the power priority of either security or transporters. Instead, a priority override button is next the each 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. 3.1.7 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. 3.1.8 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. 3.1.9 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". 3.1.10 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" Damage Rating: 4 Range: 30,000 K Firing Rate: 1 / 30secs 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 cloaking device was given to the Klingon Empire by the Romulans in the initial technology exchange at the start of the alliance. Since then, it has become an effective tool, becoming standard equipment on 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 system, it does have drawbacks. While the cloak is activated, weapons fire is not possible. 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. One other additional disadvantage is that the cloaking device will not function within the ionized gas clouds of a nebula. When a ship engages its cloaking device, it will be fully cloaked within four seconds. During this cloaking period the ship is quite vulnerable. The shields of the ship immediately drop, as will any tractor links being generated by the cloaking vessel. ECM and transporters also cease to function. Your Chief Engineer will automatically divert power from these systems until the cloak is deactivated. However, the ship is still somewhat visible to the sensors of other ships. Each second of the cloaking process increases the invisibility of the cloaking ship, thus the greatest danger is at the very beginning. Once fully cloaked the ship is essentially invisible and can only be intermittently detected by power boosted sensors. An additional advantage of being fully cloaked is that though enemy vessels may get blips, the sensor lock can never be sufficient to allow the enemy to transport marines aboard your ship, or initiate a tractor link. ------------------- 4.3 DISRUPTOR BANKS ------------------- Damage Rating: .6 Range: 15,000 K Firing Rate: 1 / 3secs 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 GORN PLASMA TORPEDO ----------------------- Nickname: "Gorn Plasma" Damage Rating: 3 Range: 12,500 K Firing Rate: 1 / 16secs 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. ------------------------------------------------------- 4.5 GRAVITON DENSITY DISTORTION SPHERE (GDDS) GENERATOR ------------------------------------------------------- Nickname: "GDDS" or "Grav Sphere" Damage Rating: 2 / Collision and Heavy Weapon Absorption Range: Special Firing Rate: 1 / 40secs 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 for twenty seconds or 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, including the assault phaser, and light and standard disruptors pass through the GDDS field unaffected. ----------------------------------------------- 4.6 PHASE-INDUCED BIPOLAR COMPRESSION DISRUPTOR ----------------------------------------------- Nickname: "Heavy Disruptor" Damage Rating: 1.5 Range: 12,500 K Firing Rate: 1 / 6secs 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. ---------------- 4.7 PHASER BANKS ---------------- Damage Rating: .4 Range: 15,000 K Firing Rate: 1 / 3secs 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. --------------------- 4.8 PHOTON TORPEDOES --------------------- Damage Rating: 2 Range: 10,000 K Firing Rate: 1 / 8secs 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. ----------------------------------------------------- 4.12 ROMULAN HEAVY, MEDIUM AND LIGHT PLASMA TORPEDOES ----------------------------------------------------- HEAVY PLASMA TORPEDO Damage Rating: 5 Range: 12,500 K Firing Rate: 1 / 35secs MEDIUM PLASMA TORPEDO Damage Rating: 4 Range: 12,500 K Firing Rate: 1 / 25secs LIGHT PLASMA TORPEDO Damage Rating: 3 Range: 12,500 K Firing Rate: 1 / 15secs 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 K'T'inga Class Cruiser (D7) --------------------------------- The basic D7 hull type starship has been in existence for more than 100 years. Though the external design has changed little, the ship has undergone refits and improvements over the years, finally resulting in the "K'T'Inga" class model currently in service. A solid design, it has been the major workhorse for the Empire since its introduction and its design has influenced all subsequent ship designs to some degree or another. Though the "K'T'Inga" class as it currently stands has another 2 to 3 decades of operational life, additional—and larger— versions of the craft are already in the design phase and are slated to begin construction some time in 1685 IR. This will carry the D7 type cruiser well into the next century. The first combat engagements of the "K'T'Inga" class cruiser were well within design specifications and the ship was proving to be another highly dependable D7 variant, but one incident shook the Empire's confidence in the design. In 1646 IR, three "K'T'Inga" class cruisers, the I.K.S. Amar and two others, were obliterated during the V'Ger incident. Though V'Ger was an incredibly powerful entity, the ease of their destruction still hurt galactic opinion of the strength of the Klingon Imperial Navy and had a variety of repercussions throughout the High Council and upper command of the Klingon Defense Forces. During the political scramble the High Council ordered production of the "K'T'Inga" slowed and no further "K'T'Inga" refits to existing D7 cruisers until its effectiveness could be reviewed. However, once the Klingon Imperial Intelligence Service brought back data on the Federation encounter with V'Ger the situation eased and production returned to normal. Since that time, the cruiser has proven to be a reliable craft and an intrinsic part of the order of battle for the Imperial Navy. Length: 244m Crew: 300 Marines: 40 Max. Impulse: 1410 k/s Maneuverability Rating: 0.39/0.28 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 5.1.2 B'Rel Class Escort ------------------------ The "B'rel" class escort began design in 1644 IR as the first production starship in the Imperial Navy to include the newly acquired cloaking device technology. In 1650 IR, the first prototype Bird-of-Prey was launched for space trials. It quickly became readily apparent that the diminutive starship was one of the finest designs ever produced by the Imperial Shipyards. General production began in 1652 IR and production rates have increased steadily ever since. The "B'rel" class vessel has a checkered history in recent years, being the focal Klingon vessel involved in many of the last few major galactic political incidents. In 1660 IR, Commander Kruge, a hero of the Empire, crossed the Neutral Zone in order to acquire further intelligence information about the devastating Genesis weapon, Star Fleet's latest tool of genocide. It was during this incident that then Admiral James T. Kirk managed to capture Kruge's vessel, killing the bulk of its crew in the process including Kruge. (Imperial Intelligence Services Note: All crew aboard Kruge's vessel are dead. There is no truth to the rumors of the capture and imprisonment of the warrior Maltz, nor of his supposed assistance in translating our language for Federation linguists.) Early in 1661 IR during the Alien Probe crisis, the criminal Kirk utilized the stolen "B'rel" to acquire specimens of a previously extinct species of Terran animal known as "humpback whales", flagrantly disregarding a variety temporal travel test-ban agreements with the Empire and the Romulans in the process. The B'rel was severely damaged during the crash landing, enough so that Federation science will be delayed somewhat in its analysis of our technology. On a side note, the intelligence gathered about the incident proved invaluable as it was learned the B'rel's spaceframe was capable of surviving extraordinarily high warp velocities. This unwitting Federation field test of our equipment has greatly advanced a variety of areas in materials development and starship construction technology. The Qui'Tu incident a little over a year later again saw the involvement of the "B'rel". The commanding officer of the vessel, Captain Klaa, attempted to initiate an ill-conceived and poorly executed attack on the newly launched Starship Enterprise – A. The incident, involving the brainwashing of General Koord, a fairly well placed diplomat, by a supposedly renegade emotional Vulcan resolved itself quietly. Though the Imperial Intelligence Services exonerated General Koord of any suspicion of divulging state secrets, the implausibility of an emotional Vulcan, and the nature of this Vulcan's relationship to the illustrious Captain Spock leave some doubts as to whether or not the incident was in fact engineered by the Federation. For his part in the incident, Captain Klaa has been removed from command and reassigned as a record keeper for the Imperial Courts on Qo'noS. Length: 92m Crew: 12 Marines: 5 Max. Impulse: 1770 k/s Maneuverability Rating: 0.54/0.59 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 ---------------------- All data listed was acquired by the Klingon Imperial Intelligence Services and has been taken from captured design documentation and data tapes. Extraneous information has been removed for clarity. 5.2.1 Constitution Class Cruiser (Refit) ----------------------------------------- Length: 305m Crew: 450 Marines: 50 Max. Impulse: 1500 k/s Maneuverability Rating: 0.31/0.18 Mass: Approx. 500 Hull Rating: 2.5 Shield Rating: 52.3 Armaments: Forward Primary - 4 Phasers Secondary - 2 Photon Torpedoes Heavy - None Advanced - None Aft Primary - 2 Phasers Secondary - None Heavy - None Advanced – None Port & Starboard Primary - 2 Phasers Secondary - None Heavy - None Advanced - None 5.2.2 Akula Class Destroyer --------------------------- Length: 229m Crew: 80 Marines: 30 Max. Impulse: 1680 k/s Maneuverability Rating: 0.28/0.38 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 Crew: 45 Marines: 5 Max. Impulse: 700 k/s Maneuverability Rating: 0.20/0.04 Mass: Approx. 3000 Hull Rating: 1.1 Shield Rating: 6.7 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 ------------------- All data listed was acquired by the Klingon Imperial Intelligence Services and has been taken from captured design documentation and data tapes. Extraneous information has been removed for clarity. 5.3.1 Senator Class Command Cruiser ----------------------------------- Length: 381m Crew: 300 Marines: 55 Max. Impulse: 1230 k/s Maneuverability Rating: 0.33/0.19 Mass: Approx. 550 Hull Rating: 2.2 Shield Rating: 39.0 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 Crew: 250 Marines: 45 Max. Impulse: 1320 k/s Maneuverability Rating: 0.35/0.22 Mass: Approx. 500 Hull Rating: 1.6 Shield Rating: 28.2 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 ---------------- All data listed was acquired by the Klingon Imperial Intelligence Services and has been taken from captured design documentation and data tapes. Extraneous information has been removed for clarity. 5.4.1 Euromastyx Class Cruiser ------------------------------ Length: 381m Crew: 184 Marines: 60 Max. Impulse: 1590 k/s Maneuverability Rating: 0.23/0.10 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 King Snake Class Frigate ------------------------------ Length: 122m Crew: 24 Marines: 25 Max. Impulse: 1860 k/s Maneuverability Rating: 0.30/0.18 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. 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