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-
- Introduction
- =============
- This online help is the entire manual for Trek...Revisited, and I
- figured putting it online would assure that no one would possibly
- misplace it. This help file will tell you all the features, rules,
- hints, and other neat things about the software, so lets begin!
-
- Authors Notice
- ===============
- This program was designed and written by Richard Harvey. It is not
- a free program! A small fee is asked if you wish to keep it. I'm not
- setting any tough standards for the shareware charge, but $10 wouldn't
- hurt anyone. It also will guarantee you free copies of future versions
- if I get enough feedback of new features to add. The address is:
-
- Richard Harvey
- 2212 Ft. Worth Drive, #105
- Denton, Texas 76205
-
- I appreciate everyones contributions, as I have contributed my time to
- write the software for you to enjoy.
-
- A Little Background
- ====================
- If you've been in the computing community for a few years, you have
- probably run into the infamous Star Trek before. It has been a popular
- program for a very long time; my first encounter was the Apple ][ version
- of the program in 1981. I have kept alot of the ideas from the original
- version, but have tried to take advantage of the Mac interface and add
- a few features to the software at the same time. If you are a die-hard
- fan of the game, then you shouldn't have any problems adjusting to the
- game, but be forewarned - some options have been taken OUT of the orig-
- inal, as I saw some unrealistic features in the original. There are all
- talked about below, so keep reading!
-
- Changes from the classic
- =========================
- Here are a list of functions that have been changed from the orig-
- inal program:
-
- Controls - All controls and commands issued are by dials, meters, and
- buttons, instead of trying to remember keyboard commands. That
- is not to say you cannot play by keyboard (for those who like to
- lean back with the headphones on!) There are key equivalents
- for almost every feature in the program.
-
- Graphics & Sound - If you remember, the original was a text based
- game; I have tried (in my best artist attempt) to add a little
- spice by using an all visual approach. I have also tried to
- gather some digitized sounds for a more stunning game.
-
- Sensors - the original game allowed you to view the entire galaxy
- to see where enemies and bases were located. I'm not going to
- be that nice, because it takes a little adventure out of the
- game. I do offer short range sensors, and that will show you
- the surrounding sectors from your ship (showing all stars,
- planets, moons, bases, and of course - enemies!)
-
- Warp Travel - the original would stop your ship if you ran into any
- object while in warp travel. This program will not, because the
- ship's computer will determine a path for you to take to reach
- your destination, and will simply deduct extra energy and
- dilithium drain if it has to go out of the way to avoid hitting
- something. Impulse travel WON'T offer you this convenience.
-
- Galaxy - if you were wondering "How large is the galaxy, anyway?"
- Well, its a 15 x 15 grid of sectors (225 sectors), with each
- sector being a 9 x 9 grid. Roughly, that gives you 18,225
- unique locations in the game. The galaxy grid is numbered
- 0 through 14, and each sector is numbered A-I on the y-axis and
- 0-8 on the x-axis. When you enter a sector, its location will
- be given in the title bar of the window.
-
- Repairs - your ship will be repaired by docking at a starbase, but
- this will NOT regenerate dilithium crystal loss. You can only
- regain dilithium crystals by transporting to a planet in the
- galaxy to collect new crystals.
-
- Abandon/Destruct - you can abandon ship or set ships self destruct
- at any given time during play. You should abandon ship only if
- you are at certain death and you cannot possibly survive. You
- will be given a lower score for NOT abandoning ship and having
- your crew killed! Self-destruct is really only a quick way of
- killing yourself and ending the game.
-
- Preferences - as a user, you are allowed to set alot of neat details
- on the response of the game. Under the Edit menu there is a
- preferences option that lets you set the following:
-
- Control - this will set the delay for controls. i.e. if
- you are setting a control and holding the mouse button,
- it will either adjust faster or slower (just in case the
- controls are too touchy, you can slow their response
- down by raising the delay time.)
-
- Action - you can set the speed that movement is done on
- the screen. For a fast paced game, set the delay lower.
- For a slower game you can actually see things move, set
- the delay a little higher.
-
- Sound - no game would be complete without letting you set the
- sound level.
-
- Accuracy - the dials that are used in the game (usually to
- set a course of 0° to 359°) can move in increments of
- 5° to 15°. If you need more accuracy, set this dial
- to its lowest setting. Then adjust up as you see
- necessary (remember, you can set a dial faster if the
- accuracy is lower.)
-
- Message - this is the delay that is used after a message is
- shown in the message center. If things are going by a
- little too quick to read, adjust this meter.
-
- How to play
- ============
- If you've never played before, the object of the game is to travel
- throughout the galaxy and destroy all enemies. They call this "securing
- sectors." Once you have secured all sectors, you win! Sounds easy, huh?
- Sure...
-
- What your ship can do
- ======================
- Your ship offers six functions that you command. They are -
-
- NAV - Navigation of the ship
- WEAP - Onboard weapons systems
- COMP - Onboard computer system
- SHIP - Your direct orders to crew
- STAT - Statitics of how things are going
- PASS - Allows you to pass your turn in play
-
- Overview & Play
- ================
- When you begin the game, the galaxy will be initialized and filled
- with random stars, planets, bases, enemies, etc. Your ship will then be
- placed in a random sector to begin play.
-
- At the top right corner you will find your controls. They are push
- buttons you hit with your mouse to control play. Each button has a small
- picture that depicts what it is. When you press on a button, the area
- just below the buttons will fill with controls that affect that command.
- i.e. - if you press the NAV button, then navigation controls will appear.
-
- Only one command button can be active at any given time. When you
- are done with a command, just choose a button for the next command you
- wish to use.
-
- There is a message center in the lower right corner of the screen.
- This will keep you informed on what is happening, what you've destroyed,
- what you've found, who won last weeks football game, etc. Oops, forget
- that last one, I took that feature out.
-
- Navigation
- ===========
- To navigate (fly) your ship, press the NAV button. You will then
- be given a dial to set your course, and meters to set the impulse or
- warp power to travel at. Impulse power will move you one grid place at
- a time, whereas warp power will move you a sector at a time. Remember,
- however, that warp severly drains the ships onboard power, so don't go
- wizzing all over the place without letting the power regain after a warp
- travel.
-
- To set the dial to the course you want, click in the course dial to
- activate the control (the blinking bar above the control shows that it
- is active), then use the +/- arrows to adjust to the direction you wish
- to fly. 0° is straight up (north), 180° is straight down (south). You
- can adjust the accuracy of this dial by using the preferences option.
-
- Next, set the power you wish to fly. For either impulse or warp,
- click in the impulse or warp meter to activate the control, then use the
- +/- arrows to adjust the power. When you have set the power to what you
- wish, press the Accept Course button, and your on your way!
-
- NOTE: For warp travel, the warp meter MUST be active when you press
- the Accept Course button. If either the course dial or impulse
- meter is active, then impulse flight is assumed. Don't lose
- your chance out of a bad situation by not choosing warp!!
-
- Weapons
- ========
- You have two types of weapons available to fight with - lasers and
- photon torpedos.
-
- Lasers - to fire your lasers on an enemy, click in the laser power
- meter and set the power to how strong a blast to fire. With the
- mouse, click on the sector grid which square you wish to blast
- (pick a square with an enemy!!) Then press the Fire Laser button
- to blast away.
-
- Photons - to fire a photon torpedo, set the photon course dial to
- the direction you wish to fire (it's a little tricky lining up
- a shot, but that adds a little skill to the game.) Hit the
- Fire Photon buttons to fire away!! You will hear a explosion
- if you hit the opponent (although it may take many shots to
- destroy an enemy.) If the photon course selector is not letting
- you be accurate enough in your aim, try setting the accuracy
- level under the preferences option (keep reading below...)
-
- Computer
- =========
- The onboard computer of your ship lets you maintain your ship plus
- retrieve information about sectors. The functions available are shields,
- short range sensors, and computer controlled navigation.
-
- The course selector dial displayed with this command lets you set the
- ships course for the computer to track, and the ship will be moved by one
- impulse power in that direction at the beginning of each turn. This is
- best used in combat. As an example, when you enter a sector with enemies,
- set the ships course and press the Set Course button, then right before
- enemies fire photon torpedos your ship will take its controlled move and
- the enemy will end up firing at the location you were just at, not where
- you are now. This lets you evade enemy shots. Remember that you will
- only evade the first shot fired; the remaining enemies systems will lock
- on to your new location by the time their ships fire (this is a change
- from the original Star Trek, where all ships would miss.)
-
- NOTE: Once you choose the NAV control, you turn off any computer
- aided course control automatically. This is how you can turn
- off a set course also.
-
- Shields are also set by computer. The checkboxes mark which shields
- are active: front,right,back, and left. Simply check on the boxes for
- the shields you want up. Remember, raising your front shields, then
- getting hit on the back side does you no good whatsoever, so keep in
- mind where the enemy will possibly be hitting you by. Also remember
- that when your ship changes direction, it will face differently, and the
- front side of your ship may be facing to the left or right!! Shields
- will slowly drain the shield energy by your ship, so only keep them on
- when necessary. The more shields up, the more energy drained.
-
- Shields (of course) prevent damage to your ship. Here is how damage
- is computed when shields are in use:
-
- Photon attack - if photon hits side of ship with shield up, then ship
- takes NO damage and shields lose small amount of energy;
- otherwise full damage is taken.
-
- Laser attack - you cannot defend your ship from laser attack simply
- by dodging shots. Lasers are 100% effective if there are
- operational. However, their damage can be lessened. For every
- shield you have raised, damage will be decreased by 25%. So if
- two shields are up, then you only take 50% damage. If all four
- are up, you take no damage. Remember that shields drain energy,
- so only keep them up in or when entering combat.
-
- Finally, the sensors on your ship will map out the surrounding eight
- sectors in your area. This will help you determine where enemies, bases,
- and stars are located before your next move. Simply press the Sectors
- button to get a peek at the surrounding areas, then click the mouse or
- press any key to return you to the action!
-
- Ship Status
- ============
- The status button lets you check to see if your ship is in ship
- shape! When you press the STAT button, you will see meters showing you
- damage, which systems are operational, then Main, Shield, Laser, and
- Dilithium energy. Each meter is labeled by the first letter, i.e. M
- shows Main energy. The middle text section shows you how things are
- going operationally. It will list the number of photons you have left,
- then the status of your engines, computer, lasers, transporter, and the
- ship alert status. If the items are labeled OK, then all is well. If
- you see the '•' symbol by any item, this shows damage. The more '•'s
- you see, the more damage for that item and the longer it will take to
- repair. Repairs to your ship are done automatically over time, but you
- can have all items repaired on your ship instantly by docking at a star
- base.
-
- Ship Commands
- ===============
- The ship button lets you issue commands for ship operations. The
- commands are Dock at Base, Transport, Abandon Ship, Self Destruct.
-
- Dock at Base - use this to dock at a base for ship repairs. You must
- be directly by a base to dock, not just in the same sector.
-
- Transport - use this to transport personnel to a planet to retrieve
- dilithium crystals. You must be directly by a planet to
- transport, not just in the same sector.
-
- Abandon Ship - use this as a last effort to save your crew in case you
- certainly going to be killed. It will earn you extra points if
- you spare the crew, even if you are doing awful.
-
- Self Destruct - there is no good reason to use this control, and I'm
- sure Starfleet will remember your name, but you can destruct
- your ship and quickly end the game. You have 10 seconds to
- abandon ship once you choose this or you go down with the ship!
-
- How Battle Is Computed
- =======================
- If you're wondering the hows and whys of battle, here are the rules
- I have set up for battle:
-
- If you enter a sector with Klingon vessels present, there is an 50%
- chance per turn that one or more of them will engage weapons systems.
- If you engage the enemy first, or if an enemy fires upon you, then the
- ratio goes to 80%. Once in battle, there is a 20% chance the enemy will
- move his ship, 45% chance they use lasers, and 35% chance of photons.
- If an enemies damage is critical, all tables are swapped; i.e. 20% chance
- they will attack, 80% chance they will move.
-
- When the Enterprise is hit, the damage ratio increases. When your ship
- is over 50% damaged, then you risk the chance of ship functions being
- damaged per attack. This ratio increases for every hit past 50%.
-
- At the end of game...
- ======================
- You will be given a report from Starfleet concerning your
- performance. Keep your eyes on these numbers and try to improve your
- next game!
-
- Finally...
- =======================
- Any adjustments you make to your preferences are saved and will be
- there the next time you play. You may save a game at any time during
- play by choosing the Save Game As... option under the File menu. You
- can restore a previously saved game by double-clicking the saved game
- document icon from the Finder or choose the Open Saved Game option under
- the File menu and choose your game. All ship stats will be restored.
-
- Hope you enjoy the program.
-
- Richard Harvey
- December, 1988
-
-