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1986-07-17
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BEGIN
A Tactical Starship
Simulation
Copyright (c) 1984,85,86
by
CLOCKWORK SOFTWARE
PO Box 974
Bloomfield Hills, MI 48013
Begin A Tacical Starship Simulation
I. INTRODUCTION I. INTRODUCTION I. INTRODUCTION
Begin is actually a simulation of a simulation that tests
your ability to command a fleet starship. For the first time, you
will actually have the feeling that you are commanding a real
starship, against real enemy captains. You will never be
satisfied with a crude "quadrant-sector" game again.
The action in Begin is controlled by you. The game can be
fast-paced or leisurly, easy or hard, depending on your wishes.
There are no artificial "skill levels" as employed by less
sophisticated starship games. If you want an easy simulation, try
giving the enemy inferior ships or take along many allies. If you
want a fast game, fight fewer ships or use insane tactics. The
point is, it's all up to you - there are an almost unlimited
number of simulation scenarios.
The object of Begin is (as usual) to destroy the enemy fleet
before they destroy you. You will receive an evaluation of your
performance at the end of the action. Your enemy is tough and
experienced. He will do his utmost to destroy you with whatever
equipment you give him. You can fight him by youself, or command
a task force of computer controlled ships that you command. All
computer controlled ships follow the same rules that you must
follow while fighting.
Enjoy this new level of sophistication in computer
entertainment.
II. OVERVIEW II. OVERVIEW II. OVERVIEW
Begin is actually made up of four separate parts that happen
in sequence, Setup, command input, strategy, and movement. A more
detailed explaination of each of these can be found in a later
section.
The first part, Setup, will a ask a number of questions that
will control what nations are involved and what class of ships
will be used. After all questions have been answered, the tacical
display will be draw and Begin will wait for you to enter a
command.
You may enter commands for controlling your ships weapon
systems, defenses, status displys or for directing your ally
ships. Command input will allow you as much time as you need to
decide your action. You may enter an entire command on one line
or allow Begin to prompt you for each part.
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Begin A Tacical Starship Simulation
After the entire command has been given, the strategy of all
enemy and ally ships is determined. These ships follow the same
rules for commands that you must follow. After all ships have
determined their strategy, the realtime movement is performed.
Realtime moves all objects according to the Begin laws of
physics. Every item will be moved in sequence, ten times, to
simulate simultaneous movement. Your crew will report most of the
enemy and ally ships actions during this time, such as who is
firing torpedos and who has been hit. At the end of this cycle,
before you are again asked for a command, the tactical displays
will be updated.
One time through the above sequence is call a cycle, and is
the basic unit of time in Begin. All time is measured in cycles
but may sometimes be refered to as seconds, such as three seconds
to self destruct.
III. SETUP III. SETUP III. SETUP
The distribution disk should contain two copies of Begin.
One is named "BEGINS.EXE" which uses software floating point, and
one named "BEGIN7.EXE" which uses the 8087 co-processor. If you
do not have an 8087 installed in your PC you must use
"BEGINS.EXE". Clockwork Software recommends installing an 8087 as
it will increase the speed of play by approximately ten times.
When you first execute BeginS or Begins7, you will be asked
your name. The name you enter will be printed at the beginning of
the prompt asking for command input.
After entering your name, a list of possible nation will be
displayed. You should then enter the nation you wish to
represent. The nation you select decides what ships will be
available to you and the temperament of your ally commanders.
Once you enter your chosen nation, a list of that nations
ship classes will be displayed and you will be prompted for the
ship of your choice. The ships vary widely in speed,
maneuverability, weaponry and shields strength.
Next you must enter the number of ally ships you desire and
the class of ship they will be. Ally ships are always of the same
nation as the player.
Finally, you must enter the nation of your computer
oppenent, the flag ship class of the enemy, the number of allies
the enemy has and their ship class.
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Begin A Tacical Starship Simulation
IV. SHIPS IV. SHIPS IV. SHIPS
All ships are controlled by a fixed number of attributes.
These attributes control the ships speed, acceleration, turn
rate, weaponry, shield strength etc. This section briefly
explains how these attributes function.
HELM HELM HELM
The helm controls the direction and velocity of the ship.
The ship will not always respond instantly to helm commands.
Response depends on the size of the ship you are commanding and
the current helm settings. Generally, the larger the ship or the
faster the current speed, the slower the ship will respond to
course and speed changes. The exception to this is that all ships
respond instantly if the current speed and the requested speed
are both warp one or less. For specified ship class attributes,
consult your ships' library computer.
Helm related commands are: Helm, Pursue, Elude, Report.
WEAPONRY WEAPONRY WEAPONRY
Available to you are a three different weapon systems that
vary from ship class to ship class. Most ships have all three
although of few of the smaller ships do not. These weapons are
Phasers, Torpedos and Probes.
All phasers banks and torpedoe tubes may be locked on a
specified ship or turned to a specified relative angle off the
current heading (mark). The target or course of a probe is
specified at launch time since probes are "smart" in that they
may pursue a specified target or course and may be controlled
after they leave the ship.
Phasers are short range weapons that hit their target
instantaneously. The closer you are to the target, the better the
hit.
Torpedos travel at a specific velocity determined by the
class of torpedo your ship carries although it is generally very
fast. If the tube is locked on a target, the tube will "lead" the
target to compensate for the target's course and velocity. Most
classes of torpedo cannot change course one they are fired.
Probes are very slow in comparison to torpedos. The
advantage of a probe is the ability to pursue a target, and it's
relativly large warhead. Probes may also be controlled after they
are launched. They may be set to a specific heading or relocked
on to a target.
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Consult your ships library computer for specifics on these
weapons.
Weaponry related commands are: Fire, Lock, Turn, Status, Torp,
Phaser, Probe
SHIELDS SHIELDS SHIELDS
Shields protect the ship from being damaged by enemy (or
ally) weapons. A shield will weaken in proportion to the
magnitude of the hit on that shield. This type of damage is
actually only temporary and the shield will regenerate slowly
over time. If the hit is larger than the shield can absorb, then
the ship will sustain damaged.
The amount of damage will depend on the strength of the hit.
Any of the ships systems may be damaged including the shields
maximum strength. This damage is permanent and may only reduce
the effectivness of the system as in the case of reactors,
engines or shields, or may totally destroy the system as with
phaser banks or torpedo tubes.
Shield related commands are: Raise, Lower, Status, Shields
STATUS STATUS STATUS
All commands will result in the ending of your "turn" except
for commands that only display status. The status command will
display the current state of the entire ship, phaser banks,
torpedo tubes, probe launchers, shields or active probes. This
also includes scanning enemy or ally vessels and ally reports.
Status related commands are: Damage, Report, Status, Banks,
Tubes, Launchers
COMPUTER COMPUTER COMPUTER
All ships are equipped with a library computer. The library
computer will display information on any ship class, torpedo
class or probe.
Computer related commands are: Library, Computer, Help
V. ENEMIES & ALLIES V. ENEMIES & ALLIES V. ENEMIES & ALLIES
All ally and enemy ships are given a "personality" when they
are created. This consists of a number of attributes that control
their bravery, aggression, fanatisism and loyalty, and is based
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Begin A Tacical Starship Simulation
on the race of that enemy or ally.
ALLIES ALLIES ALLIES
During play, your ally ships will engage the enemy at will
although you are allowed to give them a few general orders. These
include who to attack, what course to follow, hold fire, etc.
They will almost always follow these orders unless they are not
very loyal or the order is very unreasonable. In any case, they
will give a response to that order.
It is important to remember the orders you issued or you may
render an ally useless. For example if you order an ally to
follow a course, he will follow that order until you cancel it.
If your ship sustains heavy damage (or even if it doesn't)
you are allowed to trade ships with one of your allies.
Ally related commands are: Tell, Order, Beam, Transport
VI. COMMAND SUMMARY VI. COMMAND SUMMARY VI. COMMAND SUMMARY
The following is a brief, although hopefully complete list
of legal commands available to the starship commander. In a
number of cases there is more than one form of the same command.
For example, "tubes" is the same command as "status tubes".
Each command description gives the general form of the
command and a description of command operation. The description
for each command is followed by one or more examples.
Optional parts of the commands are enclosed in square brackets (
[optional] ).
HELM: HELM: HELM:
Helm [Course] <course> [Warp] <warp>
The helm command controls the direction and velocity of your
ship. The course is a heading between -360 degrees and +360
degrees. All vessels will take time to come to the new heading
although it may sometimes seem immediate. The amount of time will
depend on the size of your ship and the ship's current speed. The
larger ships turning slower than smaller ships and fast speeds
requiring more time than slower speed. All ships will seem to
turn instantly at warp one or less.
When turning, the ship will always turn in the direction
that is the smallest distance to the new heading.
The warp is the velocity you wish to maintain. The ship's
velocity, like it's heading may require a certain amount of time
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Begin A Tacical Starship Simulation
to achive.
Examples:
helm course 60 warp 6
helm 225 3
PURSUE: PURSUE: PURSUE:
Pursue <ship> [Warp] <warp>
This command instructs the helm to always follow a specific
ship. The ship may be an enemy or an ally ship.
Examples:
pursue the banshee warp 4
pursue proxima 2
ELUDE: ELUDE: ELUDE:
Elude <ship> [Warp] <warp>
The Elude command will instruct the helm to always point the
ship away from a specific enemy or ally ship.
Examples:
elude dragon warp 8
elude ganther 7
CHART: CHART: CHART:
chart [From] [<ship>]
Every cycle the chart from your ship will be automatically
displayed. If the chart moves off the top of the screen, entering
"chart" will redisplay the current chart. The chart command will
also allow you to display the chart from an enemy or ally ship
perspective.
WARP COURSE BEARING RANGE MARK
Caspan: 4.0 305. Manual Helm
Asp: 3.0 125. 305. 15035 0.
The chart displays the names of all ships with the first
ship being the charted ship. The current warp factor and course
of each ship is displayed as is the range of each ship from the
charted ship. The Bearing column show the bearing of each ship
from the charted ship. The bearing is the course the charted ship
must follow to head directly at a specific ship. The Mark column
contains the degrees off the heading of the charted ship to a
specific ally or enemy ship, for example, a mark of zero
indicates the charted ship is heading directly toward a ship.
Examples:
chart
chart from asp
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Begin A Tacical Starship Simulation
REPORT: REPORT: REPORT:
report
The report command displays various information about your
ship. You may also request a report from an ally ship with the
"order" command.
SHIP NAME: Ketoi
CLASS: Destroyer
SURVIVORS: 200
CONDITION: 100% Functional
NAVCOM: Manual Helm
COURSE: 270. desired 229. current
WARP: 6.0 desired 4.5 current
Examples:
report
STATUS DAMAGE: STATUS DAMAGE: STATUS DAMAGE:
SCAN SHIP SCAN SHIP SCAN SHIP
[Status] Damage
Scan <ship>
The damage status will display the overall condition of your
ship where as the scan ship command will show the same
information about an enemy or ally ship.
SHIP NAME: Viper
CLASS: Frigate
SURVIVORS: 18
REACTORS: 100% 5% XX
BATTERIES: 75 75 68 XX
BANKS: XX XX ch .. XX
TUBES: ld XX
LAUNCHERS: XX ..
SHIELDS: XX 70% 1% 18% XX XX
WARP: XX
WARP TEMP: |9m LIMIT: 40m
WARP POWER: 0
OTHER POWER: 262
RESIDUAL POWER: -6
The above scan reveals that the Klingon Frigate, Viper is
heavly damaged. All "XX" markers show the systems that are
completely non-functional. The Viper still has two working
phasers, one is charged and one is discharged. One torpedo tube
is still functional and is currently loaded and one probe
launcher is undamaged but unloaded. Three of the six shields are
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Begin A Tacical Starship Simulation
completely destroyed, one is in good shape and two are very weak.
The warp drive has been destroyed with it's temperature falling
to zero. With the warp drive eliminated, there is not any warp
power. The reactors are providing 262 units of power but the ship
still used -6 units of battery power last cycle to keep the
remaining shields up.
Examples:
damage
status damage
scan viper
RANGE: RANGE: RANGE:
DISPLAY: DISPLAY: DISPLAY:
SCAN RANGE: SCAN RANGE: SCAN RANGE:
range <range>
display <range>
scan <range>
Any of these commands will set the position display range.
The position display is always in the upper right corner of the
screen. The display show the location of all ships by placing the
first two letters of the ships name on the display along with any
active torpedos or probes.
The range specified will control the magnification of the
position display and only objects within this range will be
displayed.
Within the position display, the "<>" in the center
indicates the location of your ship. On the monochrome monitor,
all enemy object will be displayed "intensified" and all ally
objects "normal". On the color monitor, all enemy objects will be
"bright red" and all ally objects will be "Yellow".
Examples:
range 15000
display 15000
scan 15000
FIRE PHASERS: FIRE PHASERS: FIRE PHASERS:
[Fire] Phasers [SPREAD] <spread>
Fire [ALL] Phasers [SPREAD] <spread>
[Fire] Phasers <list> [SPREAD] <spread>
This command is used to fire one or more of your ship's
phasers. Phasers will hit the target instantaneously but weaken
with distance. The spread is the width of the phaser shot. The
wider the area, the weaker the hit but you may damage more
objects. The spread may be from 10 to 45 degrees and the list is
which banks are to fire.
- 9 -
Begin A Tacical Starship Simulation
Examples:
fire phasers 1 2 3 spread 10
fire all phasers 45
phaser all 45
LOCK BANKS: LOCK BANKS: LOCK BANKS:
Lock Banks [ON] <ship>
Lock All Banks [ON] <ship>
Lock Banks <list> [ON] <ship>
When you fire your ship's phasers, they must be pointing at
the target if you expect to hit anything. The "lock banks"
command allows you to keep one or all of the phaser banks pointed
at a specified target at all times.
Examples:
lock banks on zantha
lock all banks on agena
lock banks 1 2 and 3 on bismark
TURN BANKS: TURN BANKS: TURN BANKS:
Turn Banks [TO] <mark>
Turn [ALL] Banks [TO] <mark>
Turn Banks <list> [TO] <mark>
In some circumstances you do not want the phaser banks to
point at a specific target, but in a certain direction. The "turn
banks" command will allow you to point one or all banks to a
relative angle off the current course. This is refered to as the
"mark".
Examples:
turn banks to 180
turn all banks to 0
turn banks 1 2 to 90
STATUS BANKS: STATUS BANKS: STATUS BANKS:
[Status] Banks
This command will display the current state of the phaser
banks. Since the phasers automaticaly recharge over time after
firing, you may wish to know how long until they are full
charged.
BANK STATUS:
Bank Level Control Mark Status Target
1 100% locked 57 charged Bluefin
2 33% locked 57 drained Bluefin
3 67% manual 180 drained ...
4 .. damaged ... ..... ..
5 .. damaged ... ..... ..
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The above tube status display is from a Klingon Frigate
which has five phaser banks. The first two banks are locked on
the Orion ship, Bluefin that is currently at mark 57 degrees. The
first bank is fully charged and ready for firing once the Bluefin
is in phaser range. Bank two is currently drained and will not be
ready for a number of cycles as indicated by the charge level.
The third bank is set to a fixed mark of 180 degrees which means
it is always turned toward the rear of the ship. The last two
tubes have both been damaged and will not be of any further use.
Examples:
status banks
banks
DISABLE BANKS: DISABLE BANKS: DISABLE BANKS:
Disable All Banks
Disable Banks <list>
Once a bank is fired it will immediately begin it's charge
cycle. This may not be desirable if the ship has been heavly
damages and you need to conserve power. This order will disable
bank charging but will not effect the current charge of the bank.
Examples:
disable banks 6 7 8
ENABLE BANKS: ENABLE BANKS: ENABLE BANKS:
Enable All Banks
Enable Banks <list>
This command will allow the tube charging to continue if it
had been disabled.
Examples:
enable all banks
FIRE TORPEDOS: FIRE TORPEDOS: FIRE TORPEDOS:
[Fire] Torpedos <list>
Fire [ALL] Torpedos
This is the command to use to fire the torpedos. Torpedos
travel at a specific velocity and will not hit a target unless
the torpedo comes within it's proximity of a ship. Locking the
torpedo tubes on a ship does not guarantee hitting it. Also refer
to the "load tubes" command.
Examples:
fire torpedo 1 2 3
fire all torpedos
torp all
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LOCK TUBES: LOCK TUBES: LOCK TUBES:
Lock [All] Tubes [ON] <ship>
Lock Tubes <list> [ON] <ship>
Like the phaser banks, the torpedo tubes must point at the
target you are trying to hit. The "lock tubes" command allows you
to "lock" one or all tubes on a specified target.
Examples:
lock tubes on eagle
lock tubes 4 5 6 7 on talon
lock all tubes on bluefin
TURN TUBES: TURN TUBES: TURN TUBES:
Turn Tubes [TO] <mark>
Turn [ALL] Tubes [TO] <mark>
Turn Tubes <list> [TO] <mark>
This command controls the torpedo tubes in the same way the
"turn banks" command controls the phaser banks. The "turn tubes"
command will allow you to point one or all tubes to a relative
angle off the current course. This is refered to as the "mark".
Examples:
turn banks to 180
turn all banks to 0
turn banks 1 2 to 90
STATUS TUBES: STATUS TUBES: STATUS TUBES:
[Status] Tubes
This command will display the current state of the torpedo
tubes. The torpedo tubes, like the phasers, will be automatically
reloaded after firing, although they must be charged before the
torpedo may be loaded.
TUBES STATUS:
Tube Level Control Mark Content Prox Target
1 0% locked 95 mkvii 500 Eagle
2 100% locked 95 empty .. Eagle
3 33% manual 135 empty .. ...
4 ... damaged ... ..... .. ...
The above tube status display is from a Federation Destroyer
which has four torpedo tubes. The first two tubes are locked on
the Romulan ship, Eagle that is currently at mark 95 degrees. The
first tube contains a "mkvii" class torpedo with it's proximity
fuse set to 500. Tube two is currently empty but the level
indicates it will be loaded during the next cycle. The third tube
is set to a fixed mark of 135 degrees and will not be ready to
fire for a number of cycles since the charge level is now only 33
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percent. Tube number four has been damaged and is of no further
use.
Unlike the phaser banks which are ready once they reach a
level of 100 percent, the torpedo tubes are not ready until the
following cycle.
Examples:
status tubes
tubes
LOAD TUBES: LOAD TUBES: LOAD TUBES:
Load [All] Tubes [Proximit] <prox>
Load Tubes <list> [Proximit] <prox>
Initially the torpedo tubes are not enabled for loading.
This command starts the loading process or allows you to changes
the proximity of the torpedos loaded after issuing this order.
The proximity is the distance the torpedo must be from a
ship before it will detonate. The minimum and maximum proximity
depends on the class of torpedo.
Examples:
load tubes prox 500
load tubes 1 2 3 350
load all tubes prox 425
UNLOAD TUBES: UNLOAD TUBES: UNLOAD TUBES:
Unload All Tubes
Unload Tubes <list>
This order will remove the current torpedos, if any, from
the tubes and allow new torpedos to be loaded. This would allow a
new proximity torpedo to be loaded without firing the current
torpedos although you would still have to wait for the tubes to
be charged.
Examples:
unload tubes 1 2 3
unload all tubes
DISABLE TUBES: DISABLE TUBES: DISABLE TUBES:
Disable All Tubes
Disable Tubes <list>
Once a tube is fired it will immediately begin it's charge
cycle. This may not be desirable if the ship has been heavly
damages and you need to conserve power. This order will disable
tube charging but will not effect any torpedos that may already
be loaded.
- 13 -
Begin A Tacical Starship Simulation
Examples:
disable tubes 6 7 8
ENABLE TUBES: ENABLE TUBES: ENABLE TUBES:
Enable All Tubes
Enable Tubes <list>
This command will allow the tube charging to continue if it
had been disabled.
Examples:
enable all tubes
FIRE PROBES: FIRE PROBES: FIRE PROBES:
[Fire] Probes <list> [AT] <ship>
[Fire] Probes <list> [Course] <course>
Fire [All] Probes [AT] <ship>
Fire [All] Probes [Course] <course>
Once the probe launchers have been loaded, this command is
how you launch your probes. Unlike torpedos, the probes target or
course is set when launched. Probes may also be controlled after
they have been launched using the "lock" and "turn" commands, or
prematurely exploded using the "destruct" command.
Examples:
fire probes 1 2 course 180
probe all at agena
probe all course 180
TURN PROBES: TURN PROBES: TURN PROBES:
Turn Probe <code> [Course] <course>
Turn All Probes [Course] <course>
This command allows you to reset a specified probe or all
probes to a new heading after launch. The "status probes" command
will show the control codes of all your active probes.
Examples:
Turn probe af101 course 90
Turn all probes to course 270
LOCK PROBES: LOCK PROBES: LOCK PROBES:
Lock Probe <code> [On] <ship>
Lock All Probes [On] <ship>
This command allows you to relock a specific probe or all
probes on a new target after launch. The "status probes" command
will show the control codes of all your active probes.
- 14 -
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Examples:
Lock probe bg505 on rattler
Lock all probes on mamba
LOAD PROBES: LOAD PROBES: LOAD PROBES:
LOAD LAUNCHERS: LOAD LAUNCHERS: LOAD LAUNCHERS:
Load Launchers <list> [Proximit] <prox> [Time] <time>
Load [All] Launchers [Proximit] <prox> [Time] <time>
Unlike the torpedo tubes, the probe launchers will not load
automatically, they must be loaded manually with this command.
Probes do not require any energy to load or launch, the only
requirment is that the launcher must not be damaged.
At load time, all probes are assigned a control code which
must be used to control a probe after it is launched.
Examples:
load launchers 4 5 6 prox 500 time 20
load all launchers 450 15
load probes 200 10
UNLOAD PROBES: UNLOAD PROBES: UNLOAD PROBES:
UNLOAD LAUNCHERS: UNLOAD LAUNCHERS: UNLOAD LAUNCHERS:
Unload Launchers <list>
Unload All Launchers
This command will unload the probes from all of the
specified launchers.
Examples:
unload all launchers
unload launchers 2 4
DETONATE PROBES: DETONATE PROBES: DETONATE PROBES:
Detonate [Probe] <code>
Detonate All [Probes]
This command will allow you to prematurely destruct any one
of, or all of your active probes. The "status probes" command
will show the control codes of all your active probes. You may
also control any enemy or ally probe if the control code is
known.
Examples:
Detonate all
Detonate vq637
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STATUS PROBES: STATUS PROBES: STATUS PROBES:
Status Probes
This command will display the status of all probes launched
by your ship. The display will look like the following:
PROBE STATUS:
Code Course Bearing Range Time Range/Target
ya101 345 165 1200 12 853 Zantha
zi102 120 300 2525 17 ....
In the above display, the probe "ya101" is currently
following course 345 degrees with a bearing from our ship of 165
degrees. It's current range from us is 1200 and has 12 cycles
until destruct. It is locked on the Zantha and has a distance of
853 from the Zantha. Probe "zi102" is not locked on any target,
but is following a manual course of 120 degrees.
Examples:
status probes
STATUS LAUNCHERS: STATUS LAUNCHERS: STATUS LAUNCHERS:
[Status] Launchers
This status command will display the current state of all
probe launchers. The following is a sample status display:
LAUNCHER STATUS:
Launcher Status Contents Prox Time Code
1 Ready Pxii 500 20 dg350
2 Damaged .... ... .. ....
3 Ready empty ... .. ....
This display shows that launcher one contains a "Pxii" class
probe with a proximity fuse set a range of 500, and a time fuse
set to 20 cycles. The control code for this probe will be
"dg350". Launcher two is damaged and is not functional but
launcher three is ready to be loaded.
Examples:
status launchers
launchers
RAISE SHIELDS: RAISE SHIELDS: RAISE SHIELDS:
Raise [Shields] <list>
Raise All [Shields]
This command allows you to raise all or specific shields if
you lower them with the "lower" command. Initially all shields
are "up".
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Examples:
raise shields 1 2 3 4
raise all
LOWER SHIELDS: LOWER SHIELDS: LOWER SHIELDS:
Lower [Shields] <list>
Lower All [Shields]
Drop [Shields] <list>
Drop All [Shields]
This command allows you to lower all or specific shields.
Normally you will want to keep all shields up, as they are
initially. This may not be the case if your ship has been damaged
and you are short on power. Shields have the highest priority for
power utilization from the reactors and batteries. If you are
using battery power, you may need to drop a number of shields to
maintain the weapon systems.
All shields require the same amount of power unless they are
down or destroyed. Shields will not regenerate if they are down.
Examples:
lower all shields
drop shields 1 2 3
lower 1 2 3
STATUS SHIELDS: STATUS SHIELDS: STATUS SHIELDS:
[Status] Shields
The shields status command will show you the current state
of all the ship's shields.
SHIELDS STATUS:
Shield Field Status Functional Effective Regen.
1 0. UP 225eu 100% 225eu 100% 0.90% (front)
2 60. DOWN 225eu 100% 0eu 0% 0.00% (front right)
3 300 DOWN 225eu 100% 0eu 0% 0.00% (front left)
4 120 UP 225eu 100% 175ue 71% 0.64% (rear right)
5 240 UP 112eu 50% 56eu 25% 0.23% (rear left)
6 180 damaged ... ... ... ... ... (rear)
The above shield status display is from a Federation Heavy
Cruise. All ships have six shields, each shield protecting a
specific portion of the ship called the shield's "field". Each
field covers an area 60 degrees wide or 30 degrees to each side
of the field values in the display. The status column of the
display shows if the shield is UP, DOWN or 100 percent damaged.
The column labeled "Functional" shows the maximum possible
strength the shield may reach and the "Effective" column shows
the current strength of each shield. The "Regen" column shows the
rate at which the effective strength of each sheild will
regenerate or "grow" every cycle. Both the functional and
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effective columns contain two values. The first is the hit that
the shield will protect the ship from. The second number is the
percent of maximum strength for that sheild.
In the shield status display, shield one is up and is 100
percent functional and 100 percent effective. Once a shield's
effective strength reaches the functional strength, it will stop
regenerating. Shields two and three are 100 percent function but
have been lowered to conserve power making the effective strength
zero. Shield four is 100 percent functional but only 71 percent
effective due to hits on that shield. The fifth shield is only 50
percent effective due to damage inflicted when hits reached the
ship's hull through shield six. Shield number six is no longer
functional and will no longer regenerate or comsume power.
Examples:
status shields
shields
TRANSPORT: TRANSPORT: TRANSPORT:
BEAM: BEAM: BEAM:
Transport <ship>
Beam <ship>
The transport or beam command will allow you to trade ships
with any functional ally ship with a range of 3000 or less.
Examples:
beam altair
beam to the agena
transport enterprise
SELF DESTRUCT: SELF DESTRUCT: SELF DESTRUCT:
Self [Destruct] <time>
Destruct <time>
This command will start the self destruct sequence to the
number of cycles specified. Once started, the time will count
down by one each cycle. Self destruct may be aborted if the time
is greater than five cycles.
The size of the blast created when your ship explodes
depends on the size and condition of your warp drives. If all of
your warp drives have been destroy, no blast will occur unless
your ship is carring a suicide bomb.
The ships of certain nations always carry a suicide bomb
which will add to the size of the explosion if you self destruct.
The bomb will not explode if you are destroyed by probe or
torpedo hit.
Examples:
self destuct 10
destruct 5
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Begin A Tacical Starship Simulation
ABORT DESTRUCT: ABORT DESTRUCT: ABORT DESTRUCT:
Abort
Destruct Abort
This command will abort a self destruct sequence if the
destruct time is still greater than five cycles.
Examples:
abort
destruct abort
LIBRARY COMPUTER: LIBRARY COMPUTER: LIBRARY COMPUTER:
Computer Ship <nation> <ship class>
Computer Torpedo <torpedo class>
Computer Probe <probe class>
The library computer will display all specific information
on any ship, torpedo or probe.
Examples:
computer ship klingon frigate
computer torpedo mkvii
computer probe pxii
HELP: HELP: HELP:
Help
The help command will display a brief list of all valid
commands. It will not show you the format of any of the commands
but will refer you to this manual.
Examples:
help
QUIT: QUIT: QUIT:
Quit
This command will abort the simulation at the end of the
current cycle. Issuing this command will result in a penalty that
will reduce the size of the evaluation.
Examples:
quit
ORDER ALLY: ORDER ALLY: ORDER ALLY:
TELL ALLY: TELL ALLY: TELL ALLY:
Tell <ally> Target <enemy> Targeting Orders
Tell <ally> Hold [Fire]
Tell <ally> Open [Fire]
Tell <ally> Disengage
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Tell <ally> Escort <ally> [At] <range> Mission Orders
Tell <ally> Course <course>
Tell <ally> Retreat
Tell <ally> Cancel
Tell <ally> Attack <enemy> Same as Cancel and Target
Tell <ally> Report
If you have ally ships, you may issue them any one of a
number of general orders. There is actually to types of orders,
who to shoot at, and what mission to perform. The orders Target,
Hold Fire and Open Fire may be given before or after the orders
Escort, Course or Retreat. Cancel will allow an ally to choose
their one mission and Disengage will allow them to choose their
own target. Issuing the Attack order is the same as issuing a
Cancel mission order followed by a Target order. The Report order
will instruct an ally to transmit his current orders to your ship
for viewing. This report looks very much like a Report command
except it also contains the ally's current mission and target.
Examples:
tell the agena to attack the derango
order washington course 90
order enterprise escort armstrong at 5000
tell the terra report
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