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TACTICAL v5.28
The Starfleet Battles Simulator
Documentation
Documentation by Paul Broman
Thanks for acquiring Tactical, the Starfleet Battles Simulator!
I hope you enjoy the game. Tactical is based on the Original Star
Trek TV Series and on the Star Trek Movies. Star Trek is a Trademark
of Paramount Pictures. This game also uses starship data from FASA's
Star Trek the RPG.
HARDARE REQUIRMENTS
===================
In order to play Tactical, you need to have at least 640k RAM,
at least 600k of free space (it can be on multiple drives), MS-DOS 2.0
or more recent, and Color ANSI Text in 80x25 mode.
FILES YOU SHOULD HAVE
=====================
To use Tactical, you should have the following files. If you do
not have them, then the game will not run properly. Inform the person
or BBS from which you acquired Tactical about the missing files.
Here are the files you should have:
TACTICAL.EXE - Run this file to play the game
GAMEPLAY.EXE - File used by game. DO NOT RUN!
AI.EXE - File used by game. DO NOT RUN!
CHAINS.EXE - File used by game. DO NOT RUN!
FLEET.EXE - File used by game. DO NOT RUN!
TURN.EXE - File used by game. DO NOT RUN!
TACTICAL.DOC - This Documentation
HISTORY.TAC - The History of Tactical (text file)
SHIPS.DAT - Data on all ship classes
FEDSHIPS.TXT - Listing of Federation ships
ROMSHIPS.TXT - Listing of Romulan ships
KLISHIPS.TXT - Listing of Klingon ships
GORSHIPS.TXT - Listing of Gorn ships
ORISHIPS.TXT - Listing of Orion Pirate ships
INDSHIPS.TXT - Listing of Free Trader ships
SHIPS.SHL - Shillouettes of all the Starships
GAMEANSI.COM - ANSI file used by game
PLACE.COM - ANSI file used by game
TITLE.COM - ANSI file used by game
BEGIN.COM - ANSI file used by game
ENDGAME.COM - ANSI file used by game
VTITLE.EXE - VGA screen used by game
FIRST USING TACTICAL
====================
To use Tactical, unzip all the files to the directory or drive where
Tactical is to be run from. If you wish to not have all the files in
one place, or you cannot have them all on the same drive due to space
restrictions, you may break the files up and put them on several drives.
You must have all the datafiles (Files with .COM, .TXT, .DAT, or .SHL
extensions) in the same place, wherever that place is, and you must have
CONFIG.EXE and TACTICAL.EXE in the same place, wherever that is. After
placing all the files, run TACTICAL.EXE to load the game.
THE CONFIGURATION SYSTEM
========================
After running Tactical for the first time, you will be sent to the
configuration system. In the configuration system you will tell Tactical
where all the game files are located on your system. The screen will
show what you have currently told Tactical in reguards to the locations
of the files. To tell the computer where a file is, or to change what
you have already told Tactical, select the number of the file whos
locations you wish to tell Tactical. For instance, by selecting '1' you
are altering what you have told Tactical about the location of the
Configuration program (CONFIG.EXE). If all of the game files are going
to be together in the same directory, you can edit the location of all
the files with the S>et command. Also, you must specify your graphics
capability (in this version, most of the game is still ANSI, but in
future versions it will have special EGA displays.) After you have
answered all the questions, hit 'Q' to exit the configuration program.
THE MAIN MENU
=============
After you complete the configuration (if you were running Tactical
for the first time) or if you were running the game after having already
completed the configuration, you come to the main menu. From the Main
Menu you can start gameplay, place ships/planets onto the map, select
the nationalities of the fleets, reload a saved game, use the class
editor (if you are registered), edit the configuration, read the
documentation, or exit to DOS. The first thing you should do, unless
you already know how to play, is to read the documentation. To select
something, turn NUMLOCK on and use the arrow keys to move the cursor to
to the item you wish to select and hit enter.
READING THE DOCUMENTATION
=========================
Since you are reading this, you must have discovered a way to read
the documentation. There are two ways to read this documentation. Either
have a word processor read TACTICAL.DOC, or use the Read Documentation
prompt at the main menu of the game. After you select Read Documentation
at the main menu, you will be asked whether you want to read the
instructions (this file) or the history of Tactical (HISTORY.TAC).
While reading, you will be told how to cycle through the pages.
OPTIONS MENU
============
The purpose of the Options Menu is to select the player's nation-
alities, whether they are a computer or human player, and to select
the captain for the mission game (coming soon). You should select
the Options Menu as the first thing you do when starting a new game
unless you plan to load a saved game. Currently, you can make a
player control Federation, Klingon, Romulans, Gorns, Orions or Free
Traders. You can also be a Ferengi if you are registered. To enter the
Options Menu, select it from the main menu. Then you use the up and down
arrow keys to change which fleet player 1 will be a part of. Hit right
arrow to move to the next window (player 2's nationality) and you can
hit left arrow there to move back to editing player 1's nationality.
Or, you can hit right arrow again to go to the next window where you can
edit the human/computer for each player. In both the player 1 and player 2
windows, the up and down arrow keys edit the nationality. (hitting enter
is not required to select something in these windows). In the human/
computer editing window, hit the up and down arrow keys to move from
player 1 to player 2, and hit left and right arrow keys to change whether
the player is human or computer. Hit Q when done editing all this infor-
mation to exit the options menu (Q exits from any window.)
SETTING UP THE GALAXY
=====================
The purpose of the Setting up the Galaxy is to allow you to setup the
game map, and it lets you add ships, planets, and stars to the battle map.
To set up the galaxy, select Set up the Galaxy from the main menu. You will
then be taken to the place command screen. On the righthand side of the
screen is the map showing the battle area. On the left is a status
screen which tells you how many ships are currently in each fleet, their
total WDF (offensive power) rating, and the odds of each fleet winning
the battle as based on their WDF rating. Also, the nationalities of the
fleets are shown in the window. At the bottom of the screen is a
lightbar with with several commands on it. Those commands are:
o Place Starships - Place a Starship on the map
o Place Planets - Place a Planet on the map
o Place Stars - Place a Star on the map
o Delete - Remove a Ship, Planet, or Star from the map
o Ships/Planets - List all the ships, planets, and stars on the
map
o Quit - Return the the Main Menu
To select something on the lightbar, turn NUMLOCK on and use the
numberic keypad or arrow keys to move the selector across the lightbar
and hit [ENTER] when you are over the command you wish to select.
To use Place Starships, select it off the lightbar. Then Tactical
will ask you whether this ship will belong to Player 1 or Player 2.
After you decide who the ship will belong to, you will be asked whether
you want to place a ship from the original or next generation Star Trek
(to use next generation ships you must be registered). After choosing
one, you will be shown a list of ship classes for the nationality of the
player. You can also make your own classes if you register. Select the
class you wish to have this ship from by entering that class' number, or
type 'I' and then the ship number to get info on that class. The
information you get will show you various information about the class,
which is very similar to what the scan command tells you in actual
gameplay (refer to the Scan command for more information.) There are
many diffrent groups the classes fall under, these are:
o Battleships - Extremely powerful ships made for combat
o Command Ships - Moderately powerful ships which coordinate
battles
o Cruisers - Powerful ships designed for exploration
and combat
o Destoryers - Moderately powerful ships designed for
combat
o Escorts - Moderately powerful ships designed to
protect weak ships
o Frigates - Powerful ships designed for combat,
most have a troop complement
o Scouts - Weak ships designed for exploration
o Couriers - Very weak ships designed for combat
and reconnaissance
o Privateers - Ships of varying power made for combat
o Passenger Liners - Very weak ships which transport people
o Freighters - Very weak ships which transport goods
o Explorers - Very weak ships made for exploration
o Repair Tenders, - Weak ships which can repair other ships
Repair Facilities
o Blockade Runners - Moderately powerful ships designed for
combat
o Defense Outpost - Extremely powerful stations designed to
protect planets or regions of space, they
are immobile
o Assault Ships - Weak ships which carry vast numbers of
troops
o Spacedocks - Powerful Outposts which can repair other
ships
o Hospital Ships, - Weak ships which can heal the wounded
Hospital Outposts crew and troops of other ships
o Starbases - Extremely powerful bases mounted on planets
o Surveillance Outposts - Weak outposts which listen to radio
communications
o Penal Outposts - Moderately powerful outposts which are
large prisons
o Research Outposts - Weak outposts which perform scientific
research
o Drydocks - Weak outposts which construct starships
After you select the class you wish that ship to be, you will be
asked what you wish to name that ship. You can name a ship anything you
wish. Then, you will be asked what identification code you wish that
ship to have, it can be anything, like NCC-1701, NX-2000, etc. You will
also be asked where you wish the ship to be on the map, this can be
any location from 1X - 1Y to 100,000X - 100,000Y. Bear in mind that
the map is huge, it takes about 38 turns at warp 10 to get from one
side of the map to the other. Also, do not place a ship within 2,000
kilometers of a star or 500 kilometers of a planet or else it will be
too close and might burn up. If you place the ship within 2,000
kilometers of a planet, Tactical will ask you if you wish for that
ship to be orbiting that planet it is close to when the game starts.
If the ship is not within 2,000 kilometers of any planet, you will be
asked what heading you wish for that ship to face at the beginning of
the game. If you place a starbase, which are mounted on planets, you
will be asked which planet you wish to mount the starbase on (it must
be, of course, your planet). Then, the starship is placed, and will
appear on the map as the first three letters of the ship's name (except
starbases, which are not shown). For instance, an 'Ent' on the map would
denote the location of the Enterprise.
To place a planet, select Place Planets from the lightbar. Then you
will be asked which player this planet will belong to, or if it will
be an 'unowned' planet. Then you will be asked for the location of the
planet. Placing a planet is done exactly the same way you would place a
starship, and the same restrictions apply (I.E. Don't place one within
500 kilometers of a starship or another planet, or within 2,000
kilometers of a star.) After you tell Tactical where you wish to place
the planet, you will be asked what class you wish the planet to be.
Planet classes are as follows:
CLASS DESCRIPTION
===== ================================================================
A Gas Giant, Radiating Heat
B Gas Giant, Not Radiating Heat
C Metal Surface, Dense poisonous atmosphere, very hot
D Metal Surface, Young, with Liquid Atmosphere
E Metal Surface, Dense poisonous atmosphere, large molten core
F Metal Surface, Thin poisonous atmosphere
G Ferrosilicate Surface, Thin poison atmosphere
H Rocky surface, poison atmosphere, seismic activty
I Rocky surface, no atmosphere
J Rocky surface, very thin atmosphere
*K Rocky surface, thin oxygen atmosphere, sparse water
*L Rocky surface, earthlike atmosphere, water
*M Rocky surface, earthlike atmosphere, abundant water
N Liquid surface (usually water), earthlike atmosphere
NOTE: Classes with an '*' next to them are the only inhabitable types.
After choosing which class you want, you will be asked what kind of
climate the planet will have. After answering this, and, if the planet
is class K, L, or M (inhabitable), and it is unowned you will asked what
the dominant lifeform of the planet will be. Then, you will be asked
what you want to name the planet (it can be anything), then you will be
asked what the population will be of the dominant lifeform is (or the
number of colonists if the planet is owned). You answer in millions,
where 1 would denote 1,000,000 100 would be 100,000,000 etc. After
answering this, if the planet is owned you will then be asked how many
troops will be on the planet to protect it from invasion. You will then
be asked what color you wish the planet to be from a list of possible
colors. Select the color you wish the planet to be. Then the planet will
be created. Planets appear as little 'o's which are colored according to
the color you selected it to be.
To place a star, select Place Stars from the lightbar. Then you
will be asked where the star is to be placed, (do not place it within
2,000 kilometers of a ship, planet, or other star), and then you will
be asked what the star's name will be (it can be anything), and you
will be asked what class the star will be. Star classes are as follows:
CLASS DESCRIPTION
===== ================================================================
O Blue Supergiant
B Blue Dwarf
A White Dwarf
F Blue Standard
G Yellow (all types)
K Red Standard
M Red Supergiant
After selecting the class you want, the star will be created. Stars
appear as an ANSI symbol which looks a bit like an asterick in the color
of the star class you selected.
To use the Delete command, select Delete from the lightbar. You will
then be asked whether you wish to delete a starship, planet, or star.
After you make your choice, you will be shown a list of planets, stars,
or starships, depending on what you are trying to delete. Select the
number of the planet, star, or ship you wish to delete, and it will be
deleted.
To use the Ships/Planets command, select Ships/Planets from the
lightbar. Then you will be shown a list of Player 1's ships, then
Player 2's ships, then the planets, and then the stars. Then you will
be returned the the lightbar.
To use the Quit command, select Quit from the lightbar. You will
then be returned to the main menu.
PLAYING THE GAME
================
After setting up the board, you should be ready to start the
gameplay. To do this, select Begin Game from the main menu. After some
disk access, a screen will be displayed which will show the odds of
each player player winning, their total WDF ratings, and how many ships
each player has. Hit [ENTER] to proceed to gameplay.
You will the be taken to the main gameplay screen. On the right is
the map and at the bottom is the lightbar, as in the place command, but
the lefthand display is different. On the lefthand display, the ship
status window, there are many small displays inside of it. These windows
are the Shield, Weapon, and Engine windows. The Shield window shows
a shillouette of the ship you are currently controlling, and it shows
the eight shield arcs around it. All ships have eight weapon arcs and
eight shield arcs (Forward, Port/Forward, Port, Port/Aft, Aft,
Starboard/Aft, Starboard, and Starboard/Forward.) Each shield arc has
it's own generator, so it's possible for each shield arc to have a
different strength (except in starbases, which have only one shield
arc). Each shield arc will be displayed in one of 7 colors denoting the
general strength of the shield arc. The colors are (from the most
powerful to the least powerful), dark green, light green, yellow, light
red, dark red, blinking red, and black (down, or inoperative). The
shield window can help you determine at a glance what arcs of your ship
need protection. The weapons window shows how many weapons are in each
firing arc, and the destructive power of those weapons. Like shields,
all arcs have their own weapons. The way to read the weapons display is
to line up the arc (like, P: means port, FP: means Forward/Port, etc.)
and see the numbers to the right of the arc. The lefthand row of numbers
shows the beam weapon arcs. The righthand shows the Torpedo/Plasma
weapon arcs. The numbers at the bottom of the rows show the destructive
power of that particular weapon type. All weapons of one type, no matter
which arc they are in, all have the same destructive power. It is,
however, possible for the beam weapon and the torpedo/plasma weapon to
have a different damage potential. The different possible weapons are:
Phasers - Beam Weapons used by the Federation, Romulans,
Orions, and Free Traders. They are intense laser
beams.
Torpedoes - These are cases of antimatter, a substance which
explodes violently when it comes in contact with
any substance. They detonate when they get within
2,000 kilometers of any ship. Torpedos are used
by all the fleets.
Plasma - Plasma weapons are extremely powerful bolts of
plasma fired at an enemy ship. Their intense heat
can vaporize the enemy hulls. However, their range
is very limited and they cool down (lose power)
as they travel. Plasma is used by the Klingons
and Romulans.
Disruptors - Disruptors are beam weapons which seperate atoms
into their component particles, thus disintegrating
the enemy ship's hull. Disruptors are only used by
the Klingons.
Blasters - Blasters are intense lasers, very similar to
phasers. They are only used by the Gorns.
The engine display screen shows the current warp speed and requested
warp speed of the ship you are currently controlling.
Other peices of information shown on the display are the ship's
heading, shown to the right of the word 'Head:', and heading is also
shown by a little yellow circle which is on the border of the map
screen. When the yellow circle is at the top middle, for instance,
you are traveling at a heading of 0. At the bottom of the map is the
word 'Range:' which shows the current range of the map display. Also,
by the word 'Turn:', the current turn number is shown.
The commands on the lightbar of the gameplay system are as follows:
o End Turn - End your turn (pass play to your opponent)
o Trans - Transport troops onto a ship or planet
o Fire - Fire weapons at an enemy ship
o Scan - Scan (get information on) any ship
o Cloak - If you have a cloaking device you can use this command
to cloak or de-cloak your ship. (Cloaking devices
make you invisible to the enemy.)
o Dest - Self-Destruct your ship. Destructing you ship will
destroy your ship, but it will damage any nearby
ships as well.
o Move - This command lets you change your heading or your
warp velocity, and it also lets you pursue and elude
other ships, and it lets you orbit planets.
o Shields - This command lets you drop or raise your shields.
o Select - This command allows you to change the ship you are
currently controlling. (So you can control another ship
in your fleet.)
o Range - Change the range of the map
o Ships - List all the ships, planets, and stars on the map
o Quit - This command allows you to save the game or exit
back to the main menu.
Lightbar commands can be selected by turning NUMLOCK on and using
the numberical keypad or arrow keys to select something off the
lightbar.
On the map, all the ships, planets, and stars within the current
range setting will be displayed. Stars appear as ANSI symbols which
look like an asterick. Planets are shown as 'o's and Starships are
shown, like in the place command, as the first three letters of the
starship's name. (Like Ent for Enterprise.) Starbases are not displayed.
The color of those three letters for ship identification depend on who
they belong to. Ship Name colors are as follows:
o White - The ship you are currently controlling
o Light Green - One of your unmoved ships, but not the one you are
currently controlling
o Dark Green - One of your ships which you have already moved this
turn
o Grey - One of your ships, but it's cloaked, and you're
not currently controlling it
o Red - An enemy ship
o Blinking Red - A ship which is self-destructing
THE LIGHTBAR COMMANDS:
The End Turn command (End on the lightbar) allows you to end your
turn. When you are done moving all your ships you use this command to
pass play to your opponent. After you pass play to your opponent, all
the ships on the map are moved, all the torpedos and plasma move, and
self-destructs and repair times count down. Also, automatic dockings
(see move command, pursue a ship) take place during turn changes. If
an automatic docking takes place you will be asked the same questions
as in manual dock (see move command, manual dock). If you opponent is
the computer, then the computer will perform his moves and pass play
back to you. Otherwise play passes to your human opponent.
The Transport command (Trans on the Lightbar) allows you to
Transport troops onto a ship or planet. After selecting this command
you will be asked whether you wish to transport troops onto a ship or
planet. After you answer that question you will be given a list of
planets or ships (depends on whether you are transporting to a planet
or ship). You then select which ship to invade by number, or select
which planet to invade by number. You must be within 5,000 kilometers
of what you wish to transport troops onto and your shields must be
down (and your opponent's shield in the arc which faces your ship
must be down as well if you are trying to transport onto another ship)
to transport troops. (NOTE: If you are going to transport troops or
invade a planet with a starbase, the starbase's shields must be down
before the invasion can take place.) If you transport troops onto a ship
or planet which you own then you will be asked how many troops you wish
to transfer to that planet or ship. If the ship or planet you are
transporting troops onto does not belong to you then you will be asked
how many troops you wish to invade the planet with. Then the invasion
will take place. All invasions are fights to the death, and troops
attack until they are wiped out or they win. In order to take over a
planet all defending troops must be eliminated. To take a ship, all
defending troops and crew must be eliminated. One crewmember has only
half as much power as a soldier, and all defending units have a 33%
advantage. If you take over a planet or ship, all surviving troops will
return to your ship. (NOTE: If you take over a planet which has a
starbase, you will have control of the starbase). If you take over a ship,
you must send a portion of your ship's crew to control the ship which
you took over. Ships you take over are now yours and you can control
them in battle. The more crew you send to man the captured ship the
better, as if all the crew on a ship is killed then the ship is
destroyed. Transporting troops takes up a turn.
The Fire command (Fire on the lightbar) allows you to fire your
weapons at an enemy ship. After you select this command you will be
asked which weapon you wish to fire. (Like whether you wish to fire
phasers or torpedoes for instance.) Weapons vary from ship class to
ship class so you may have a diffrent selection option. Refer above
for weapon data. Different weapons have different ranges (from 1,000
to 25,000 kilometers) so when you are asked which ship you wish to
fire at, keep this in mind. To find the exact range of your weapons,
use the scan command and scan your ship. Now, you will be asked which
ship you want to fire at. If the ship you wish to fire at is out of
weapons range, or there are no weapons capable of firing in the
direction that ship is in relation to your heading (check the lefthand
display to see which weapons fire in which directions), then you will
not be allowed to fire at that ship. If the ship you wish to fire at
is within range and you do have weapons capable of firing in the
direction that ship is in relation to your heading, then the weapon
will be fired. If you fired torpedos or plasma, then the torpedoes or
plasma will be launched. They do not hit immediately, so the enemy does
have a chance to evade them. Torpedoes (shown as a red dot on the
display) travel at Warp 12, and plasma travels at Warp 9. If the
torpedoes or plasma hit their target (or any ship for that matter,
they detonate when they get within 2,000 kilometers of any ship) you
will be informed during the turn change. If you fired phasers, blasters,
or disruptors, they hit immediately and you will be told how many beams
hit and what kind of damage was inflicted (you will only be given
very general information, to get more accurate information, use the
scan command.) The chances of a beam hitting a ship is better the
closer you are to the enemy ship. Firing your weapons does take up
a turn, and each fired weapon must reload (2 turns phaser, 4 torpedo/
plasma). Firing your weapons (if you are a cloaked ship which can fire)
will also reveal your current location to the enemy.
Special note about torpedoes: Torpedoes can now be fired off in
directions without a lockon in order to try to hit cloaked ships. When
firing, you will be asked if you wish to fire manually, Fire at a last
known location (see next paragraph) or fire locked (see above). If you
are going to fire manually, enter the heading you wish to fire the weapon
in. If not, enter the ship name to fire at. Also, torpedoes can be
"dispursed", that is, you can select a dispersion factor, and the torpedoes
will all be fired on slightly diffrent courses to hit over a wider range
and have a better chance of hitting. You will be asked what dispersion
factor you wish to use when firing torpedoes or plasma. (select 0
dispersion to fire all torpedoes on one heading.) Dispersion is available
during all types of torpedo firing.
Last Known firing for torpedoes refers to firing torpedoes at the last
known location of a cloaked ship. When a cloaked ship uncloaks or is
spotted, or when a cloaked ship which can fire fires a weapon, it's
location is revealed. You can then fire torpedoes twoards that location.
Information may not be accurate in the last known firing system, if the
cloaked ship has moved since the last time it revealed it's location,
the torpedoes will hit dead space.
The Scan command (Scan on the lightbar) allows you to scan, or get
information on, any ship or planet on the map. After selecting this
command you will be asked whether you wish to scan a ship or a planet.
If you decide to scan a ship, you will be asked which ship you want to
scan. (it can be yours or your opponents.) Likewise, is you decide to
scan a planet, you will be asked which planet you want to scan. If you
select to scan a ship, you will be given all the information about the
ship you wish to scan. Here is what you will find on each page:
Page 1:
Superstructure Points (If superstructure drops to 0 that ship
is destroyed)
Crew Complement (If crew drops to 0 that ship is dead)
Troop Complement
Total Power Available (If total power drops to 0 that ship's
life support will fail)
Power Generated by Warp
Power Generated by Impulse
Distance you are away
Power Required to use cloak (if any, and if cloak is damaged it will
say so here)
Page 2:
Maximum Safe Cruising Speed
Maximum Emergency Speed
Manuverability
Current Warp Velocity
Requested Warp Velocity
Current Heading
Requested Heading
Transport Status (operational or inoperative)
Page 3:
Beam Weapon Data (firing arcs, power, range)
Torpedo/Plasma Weapon Data (firing arcs, power, range)
Page 4:
Shield Data (all arcs), and whether shields are up or down
If you selected to scan a planet, you would be given all the
information about the planet you wish to scan. Here is what you will
find on each page:
Page 1:
Class of Planet
Atmosphere of Planet
Climate of Planet
Lifeforms on Planet
Population of Planet
Troops Defending Planet
whether the planet has a starbase
Page 2:
All ships in orbit around the planet
Using the Scan command does not take up a turn.
The Cloak Command (Cloak on the Lightbar) allows ships which have
cloaking devices to cloak or de-cloak. When a ship is cloaked it is
invisible to the enemy, and the ship cannot be fired upon, scanned,
or be invaded by the enemy. However, you cannot fire while cloaked,
unless you are a special cloaked ship which can fire. Cloaking is not
a certain method to avoid detection, it is possible for the cloaking
device to fail and for you to be exposed (there is a 1 in 50 chance of
this happening every turn.) Also, firing (if you can while cloaked) will
reveal your current location and you could be fired upon if you stay
in the same place from which you fired your weapons. In addition, it
usually takes vast amounts of power to use the cloaking device
(power requirement varies from class to class, use the scan command
to find out how much is needed in your class.) If you select Cloak
off the lightbar and you are not cloaked when you select to cloak,
then you will be asked if you wish to cloak. If you are already cloaked
when you use this command then you will will be asked if you wish to
uncloak. Cloaking or de-cloaking does take up a turn.
The Self-Destruct command (Dest on the lightbar) allows ships to
self-destruct, or blow themselves up in a violent explosion hoping
to do damage to nearby ships. Ships within 1,000 kilometers of the
destructing ship are almost certainly dead, and only very powerful
ships can withstand the blast at 2,000 kilometers. All ships within
the blast radius are affected, even your own ships, so use the
destruct with caution. After you select this command, you will be
asked if you really want to self-destruct. If you do, the destruct will
begin. 5 turns later, your ship will explode. Enemy ships will have
that long to try to escape. If you are already counting down to a
destruct and you select this command, you will be asked if you wish
to abort the self-destruct. Either self-destructing or aborting a
self-destruct takes up a turn.
The move command (Move on the lightbar) allows you to change your
heading, change your warp velocity, pursue a ship, orbit a planet,
manually dock, or undock. After selecting the move command, you will be
taken to a submenu with those 7 options on it. After selecting one, you
will be brought to the prompts for each command.
Changing your Heading:
If you wish to 'manually' change your heading, select Change your
Heading from the move command menu. After selecting this command you
will be asked what heading you wish to change to. Your heading does
not change immediately, however, the ship comes onto course gradually
each turn. The rate at which you come onto course is determined by your
manuverability. Changing your heading does not take up a turn.
Pursuing another Ship:
If you wish to pursue (more directly twoards) another ship, select
pursue a ship from the move command menu. After selecting this command
you will be asked which ship you want to pursue. After selecting the
ship, your couse will be automatically set to pursue the ship, and your
course will be automatically changed each turn to keep you on course
with the other ship no matter whether it changes direction or speed.
Like manual heading changes your ship comes onto course gradually. Also
if you selected to pursue a repair tender, spacedock, hospital ship or
outpost, or any ship which you are capable of docking up to, you will
be asked if you wish to dock up with that ship on arrival. Like manually
changing your heading, pursuing a ship does not take up a turn.
NOTE: If you choose to pursue a ship which is cloaked, and there is
information reguarding the last known location of that cloaked ship, you
can pursue the last known location of the ship. If the ship has moved
since it last revealed it's position, then you will be chasing dead
space.
Eluding another Ship:
If you wish to elude (move directly away from) another ship, select
elude a ship from the move command menu. You will then select the ship
you wish to elude, like the pursue command, and also like the pursue
command your course will automatically be adjusted so you will always
remain travelling directly away from the enemy ship. Also liker pursuing
a ship, your ship comes onto course gradually, and eluding a ship does
not take up a turn.
NOTE: Like pursuits, If you choose to elude a ship which is cloaked,
and there is information reguarding the last known location of that
cloaked ship, you can pursue the last known location of the ship. If the
ship has moved since it last revealed it's position, then you will be
evading dead space.
Changing Warp Velocity:
If you wish to change your warp velocity, select change warp speed
from the move command menu. You will then be shown your ship's maximum
safe cruising speed and maximum emergency velocity, and you will be asked
what you want your ship's new velocity to be. (Note about emergency
speed: if you make your ship move at maximum velocity, or any velocity
above cruising speed, your ship may take stress damage.) After selecting
your new velocity, the ship will gradually increase velocity until it
reaches the desired velocity (unless that new velocity is slower than
the current ship's velocity, then the new velocity will be attained next
turn.) Unlike heading changes, changing your velocity does take up a
turn.
Orbiting a Planet:
If you wish to orbit a planet, select orbit a planet from the move
command menu. You will then be asked which planet you want to orbit.
After selecting the planet you wish to orbit, you will either begin the
orbit (if you are within 2,000 kilometers of the planet) or you will
have your course set twoards the planet if you are too far away to begin
an orbit. (Once you get within 2,000 kilometers of the planet the orbit
will automatically begin.) Orbiting a planet does not take up a turn.
Manual Docks:
If you wish to dock up with a ship which you can dock up to, select
Manual Dock from the command menu. You must be within 2,000 kilometers
to dock with a ship. If you are not within that distance, select pursue
a ship, pursue the dock you wish to dock up to, and say yes when they
ask you if you wish to dock up on arrival. If you are within that
distance, you will be docked. Once docked, (like in an automatic dock)
you will be asked if you wish to be repaired (at spacedocks & repair
tenders) or you just want to stay inside for the protection. Manual
docks do take up a turn, and while docked, you cannot fire any weapons.
Undock:
If you are docked and you wish to exit the dock, select Undock from
the move command menu. You will then exit the dock you are in. Undocking
does take up a turn.
The Shields command (Shields on the lightbar) allows you to raise
or lower your shields. Lowering your shields is necessary in order to
transport troops onto another ship. If your shields are up when you
select this command, then your shields will be lowered. If your shields
are down when you select this command, your shields will go back up.
The shield command cannot raise any shields which have been lowered
by enemy attacks. Raising or lowering shields does take up a turn.
The Select command (Select on the lightbar) allows you to select a
new ship to control. Using this command you can control all the ships in
your fleet. For instance, let's say you completed the Enterprise's turn
for turn 12. Now you want to control the Excelsior, which is also in
your fleet. You use the select command to select the ship you wish to
control. After selecting the command, you will be asked which ship you
want to control. After you select the ship you wish to control, you
will be returned to the lightbar, but you will now be in control of the
other ship. Selecting a ship does not take up a turn.
The Range command (Range on the lightbar) allows you to change the
range of the map display. You may notice that the map display may become
cluttered and you may just want to see a certain area in more detail.
Using the range command, you can zoom in on the area around the ship
you are currently controlling. For instance, when range is set to 10,000
only ships which are 10,000 kilometers away or less are shown on the
map. If it's set to 5,000, only ships 5,000 kilometers away or less are
shown on the map. Changing the map range does not take up a turn.
The Ships command (Ships on the lightbar) gives you a list of all
the starships, planets, and stars on the game map. In addition, it will
show the destinations of all the ships in the game. To see this list,
select this from the lightbar. You will then be shown the list and be
returned to the lightbar.
The Quit command (Quit on the lightbar) allows you to either save
the game or quit back to the main menu. When you select this command you
will be asked whether you want to quit or save the game. If you select
to quit, you will be returned to the main menu. If you select to save
the game, you will be asked what filename (without an extension) you
wish the game to be saved as. After entering this filename, the game
will be saved and you will be returned to the lightbar.
OTHER COMMANDS AT THE MAIN MENU
===============================
Other commands at the main menu include Loading a Saved Game, Using
the Class Editor, and Quit. Here is what each does:
Loading a Saved Game allows you to load a previously saved game from
disk. Enter the filename of the saved game (without extension) after
selecting Load a Saved Game from the main menu. After the game is
loaded, you will be returned to the main menu. Select Begin the
Simulation from the main menu in order to resume play where you left
off.
Using the Class Editor/Designer allows you to make your own ship
classes, or create your own. However, you must be registered to use
this option. If you wish to make your own ship classes and test them
in combat, complete the Registration Form, "REG.ME" and send $25.00
dollars (U.S. Funds only please) to the adress listed in the Registration
form. Then you will recieve the class editor as well as the Next
Generation ships and the latest beta test version of Tactical.
The Quit command at the main menu returns you to DOS. When you
select it, you are returned to DOS.
REGISTRATION
============
The benefits of registering Tactical are as follows:
- Full Technical Support.
- The lastest version mailed to you.
- The Ship/Class Editor - It allows you to create your own ships
for use with tactical.
- The New Generation Fleets for the Federation, Klingons,
Romulans and Ferengi.
Registration is only $25 U.S. Dollars and will encourage me
to continue writing high quality software. If you wish to
register, just fill out the REG.ME file, print it out and mail
it to the adress listed in the Registration form. (Check and
Money Orders payable to Paul Broman are also accepted.)
THE FUTURE OF TACTICAL
======================
Here are some new features of Tactical which will be in future
versions of Tactical:
o Enhanced Planets - In a future version, planets will be much
more complicated and will have lots of extra
features like terrain, and more realistic
battles, and more! Look for it!
o Mission Games - In a future version, you will be able to
command starships on missions, which will add
to your rank on the list of starship commanders
in a future version!
o Power Distribution - In a future version, you will have to delegate
power to your ship's systems, thus making a
loss of power a serious problem!
o Modem Play - In a future version, you will be able to play
against opponents over the modem (if you have
one.)
O EGA Graphics - Coming very soon, EGA graphics will be used for
realistic displays, miniature ships on battle
displays, explosions, and more!
CREDITS
=======
I'd like to thank the following people for their contribution to
Tactical.
Paul Broman (myself)............Concept and Programming
Stephen Lobrano.................Beta Tester, Ideas
Benjamin Adams..................Beta Tester, Ideas, Technical Support
Jason Dittmer...................Beta Tester, Ideas
Andrew Palmer...................Beta Tester
Paul Lim........................Beta Tester
Timothy O'Brien.................Beta Tester
Eddie Brown.....................Beta Tester
Charles McCoy...................Beta Tester
James Abbot.....................Beta Tester
Paul Taylor.....................Beta Tester
Scott Christen..................Beta Tester
Richard Peterson................Beta Tester
TACTICAL SUPPORT SITES
======================
The new public released of Tactical can be obtained at the
following BBS's. You can also report bugs at any of these BBS's:
The Neutral Zone BBS - (904)/725-0731 (4pm-11pm) Sysop: Trekie
(Running Telegard v2.5i) Located in Jacksonville, Florida
ShadowRift - (904)/696-9322 9600 v.32 Sysop: Paul Taylor
(904)/696-9237 14.4 HST Running PcBoard
Located in Jacksonville, Florida
The United Federation of Planets BBS - (904)/387-1229
Sysop: Skye Lance (Running WWIV 4.20) Located in Jacksonville,
Florida
The Hailing Frequencies BBS - (904)/788-9351 Sysop: Captain Kirk
(Running Telegard 2.5k) Located in Daytona Beach, Florida
Timewarp - (904)/223-5374 Sysop: Joker (Running WWIV 4.12)
Located in Jacksonville Beach, Florida
ENJOY!