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1992-10-06
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STARNUKERS
Atari ST Version 1.02D
Copyright 1992 Scott Standiford
NOTICE: Starnukers is share ware, not public domain! If you
find this program of use, you are encouraged to
register it with the author! Your $10 (U.S. Funds)
registration fee will get you a complete version of
the program with all the save & load game features
enabled. In addition, you will be sent new and
updated versions of the program whenever they become
available! Send your registration fee to the address
below:
Scott Standiford
9509 Jene Dr.
Sandy, Utah 84070 USA
Be sure to include your address. Thanks!
----------------------------------------------------------------
PROGRAM DOCUMENTATION
----------------------------------------------------------------
I. Introduction
Starnukers is a two player space war game. Each player
commands a star ship, and is assigned the task of building star
bases, destroying the enemy star ship, and thereby securing a
particular region of space for his/her government. The game is
played in real time between two different computers which are
hooked together via modem or null-modem link. A one player
target practice mode is also available to help sharpen combat
skills. Though a game of strategy and tactics, quick reflexes and
a cool composer are necessary during combat. Starnukers 2 is a
complex game, but not difficult to learn. Once you have gotten
the basics of star ship combat and navigation down, you'll be able
to explore the deeper intricacies of inter-stellar warfare.
The original Starnukers was written by me several years ago
for the IBM PC and compatible computers. It was far less
sophisticated than Starnukers for the Atari St. The game ran on
only one computer, while the other player used any terminal program
to receive information from the first computer. Though
this system worked well, it required that only one player could
act at a time; the game was broken up into a series of "moves".
First player one would move, while player two waited, and then
player two would move while player one waited. The game
naturally took on an immediate air of a chess match, and though
battles could be very nerve-racking, they were rarely "fast and
furious."
Starnukers for the ST, on the other hand, is designed to be
run on both computers simultaneously. With each computer sending
data to the other when necessary. This allows both players to
play at the same time, and also makes for some very fast paced
battles.
II. System Set Up
Note: The program SNMAPMK.TOS in the Starnukers archive is
a utility to make new Starnukers galaxy map files. It
is vitally important that when you generate a new map
file, that your opponent has the same map file. Since
SNMAPMK.TOS generates completely random maps, you can
not simply have your opponent run the program when you
do. One player must run the program and then give a
copy of the new SNMAP.DAT file to the other player.
Starnukers should run on any Atari ST (including STE) with
at least 512K of RAM, and a color or monochrome monitor. If you
intend to play with a friend you will also need either a
null-modem or a Hayes AT compatible modem. Other modem formats
are not supported.
If you wish to play the single player practice mode, then
you don't need to worry about connecting another computer.
Simple select P)ractice from the main game menu. If you are
going to play against another person, you will need to hook up a
second computer. To do so, follow the directions below.
Boot both computers normally, and make sure that the
connections to the modem, or the null modem link, are properly
made. Decide before hand which player will be player #1, and
which will be player #2. (On modem games player #1 will be the
player that dials, while player #2 will wait to receive the
call.)
Before loading the program, both players should decide what
the highest baud rate that they can both support is. If playing
over modem, this would be the highest speed of the SLOWEST modem.
If playing via null modem link, then select 9600 baud.
NOTE: Before you load the game you must set your desired baud
rate via your control panel accessory. See your owners
manual for complete instructions on operating the control
panel.
Now insert the disk with all the Starnukers files (it's
important that all the necessary files be available in the same
path! Note: The game will load much faster if used with a hard
disk drive!) Load the Starnukers program (STARNUKE.PRG).
You will see a message saying "Testing Processor Speed...".
Starnukers is determining how fast your computer is so that it
can set the game accordingly. This operation may take up to
10 seconds on some slower machines, so just be patient.
Next you will see the introduction screen, showing credits,
and asking you for your choices of game configuration. Your
first choice will be to select the game mode. Your choices are
Tournament (two player game), Practice (solo game), and Load
saved game (not available in unregistered versions). If you just
want to try the game out and shoot up a few practice drones then
hit P for Practice. If, however, you will be challenging a
friend (or enemy), hit T for Tournament.
If you selected Tournament play you will now be prompted for
your player number. Enter either 1 or 2 depending on what player
number you and your opponent decided upon previously. If in
Practice mode, you will not be prompted for player number.
You will now be asked what type of star ship you want to
command. There are five classes. Scout, Frigate, Destroyer,
Cruiser, and Battlestar. Scouts are the fastest, but are also
the weakest in terms of firepower and defenses. Battlestars are
on the opposite end of the spectrum, they are loaded to the gills
with weapons and defenses, but are agonizingly slow... You must
choose what you think is the best arrangement. After a few
practice missions you will have a better feel for how each
star ship handles. Each player can select whatever star ship
he/she prefers, so choose carefully, it's going to be a hard
fight if you're commanding a scout and your enemy has a
battlestar! Notice I said hard, not impossible!
You will then be asked for your name and the name of your
star ship. You can enter names of your choosing here or simply
hit RETURN to have random names assigned.
Finally, you will be asked if you want to play via modem or
null modem. If you select null modem, the game will immediately
start loading the galaxy map file. This file may take anywhere
from 5 seconds to 1 minute to load depending on the speed of
the disk drive the file is loading from. Be patient, it's a big
galaxy out there!!!
If you chose to play via modem, however, and you are player
#1, you will then be prompted for the phone number to dial.
After entering the number, the computer will dial and wait for
the other computer to answer the phone. If you are player #2,
then the computer will set your modem to auto-answer and wait for
an incoming call. Once communications have been established,
both computers will start loading the galaxy map file. If one
computer finishes loading before the other, it will wait for the
other to catch up.
When both computers have loaded their galaxy map files the
game will commence.
III. Starship Controls 101
Assuming that you've hooked both computers up properly, and
that they are now in communication with each other, you will see
your main command screen. This screen consists of your short
range scanner screen (box in upper left hand corner), your ship
statistic (text and two bar graphs in the upper right hand
corner), and the command menu (bottom half of screen).
The short range scanner (SRS) is your window on the galaxy.
It's a top down view of everything surrounding your star ship for
5 sectors (dots) in every direction. Your ship is represented as
a green triangle, the enemy ship is represented as a red
triangle, stars are white and look like an *, your star bases are
green and look like three horizontal lines stacked on top of each
other, enemy star bases are the same except colored red, mines are
red + symbols, stellar debris (from destroyed star bases) are red
x symbols, and voids (black holes) appear as a blank space (no
dot) on the display. The firing range of your weapons is also
equal to the viewing range of your SRS, so if you can see an
enemy ship or star base, you can shoot at it! Remember, though,
that if you can see it, it can see you too, and it will be firing
at you!
All the vital information about your vessel is listed to the
right of the SRS. The information display will look like the
following...
Alert: GREEN Cloaking: Deactivated
Location: 195-150 Decoy: None
Energy: 6000 ( 6000 ) Decoys: 5
Shields: 6000 ( 6000 ) Reactors: Deactivated
Lasers: 3500 ( 3500 ) Mines: 100
Torpedoes: 50 ( 50 ) / 5
Laser Heat:======================================
Drive Heat:======================================
Heading Velocity Distance
Battleaxe: 270 4 -
Target: - - -
We will now look at what each readout means. First is your
alert status. This sample display shows it as GREEN. This means
that your ship's condition is good and that there are no hostile
forces around. A condition of YELLOW means that the enemy is
close, but still out of firing range. RED signals that the enemy
ship is within 10 sectors (each sector is 1 dot on the SRS).
Next is your location display. The galaxy is 200 sectors
wide by 200 sectors tall. Each sector is given a coordinate
number. The top left most sector is 1,1. The bottom right most
sector is 200,200. The exact center of the galaxy is 100,100.
With this coordinate system you can always tell exactly where you
are in the galaxy by looking at your location display.
Energy is displayed next. This is your ship's main energy
banks. All energy expenditures for life support systems and the
use of your engines are taken from your main banks. If you
energy in the main banks reaches zero, your ship will be
immobilized until you put more energy in the bank. The number in
parenthesis to the right of your energy number is the total
amount of energy your main banks can hold. This number varies
from ship type to ship type, but will never change once the game
has begun.
Your shield energy is listed below your main bank energy.
Your shields are electromagnetic barriers that are generated by
your ship. They completely surround your vessel and they will
absorb enemy fire, and prevent most of the damage to your ship.
If the energy in your shield banks ever falls below zero, your
ship will be destroyed. It is CRITICAL that you maintain the
energy in this bank. The number in parenthesis to the right of
your shield energy is the maximum amount of energy your shields
can hold. Keep your shield energy up, or you won't live to
regret it!
The next listing is your laser energy. This is the amount
of energy in your lasers banks. Your lasers are one of your two
primary weapons systems (torpedoes being the other). When you
fire your lasers you specify the amount of energy to fire. The
larger the burst, the more damage you will due to your enemy.
Naturally, it is to your advantage to keep your lasers fully
charged in case you have to fight your way out of a situation.
Next you will find your torpedo reading. The first number
is the number of torpedoes you have on your ship. The number in
parenthesis is the maximum number your ship can carry, and
finally, the number after the slash is the number of torpedoes
you have loaded and ready to fire. It takes time to load
torpedoes into the firing tubes. All ships have only 5 tubes, so
you can only fire 5 torpedoes at once.
In the next column you will find a readout showing the
status of your cloaking device. Your cloaking device will render
you virtually invisible to any ships and star bases. When the
cloaking device is off this readout will show "Deactivated".
It is important to pay attention to this readout as it is easy to
turn your cloaking device on and forget about. Since the
cloaking device consumes so much energy, it is wise to use it
only for a short time.
Next you will find a readout marked Decoy: and one marked
Decoys:. The first tells you how much longer a currently
deployed decoy will remain active. If none are active it will
say "None". The second readout tells you how many decoys you
have on board your vessel. Unlike other expendable items on your
ship, you can not reload decoys at star bases. Decoys are only
effective while your cloaking screens are on.
The next readout shows you the status of your ship's fusion
reactors. If they are on you will see "Active" in this space.
Your reactors will generate energy and feed it into the main
energy banks of your ship. Be advised, however, that the heat
produced by your reactors will slow down the cooling of your main
drive! Use with care.
Next you will find your mine readout. This shows you how
many mines you have available on your vessel for deployment. All
ships can carry a maximum of 100 mines. Mines are useful for
protecting star bases, and diverting your opponent to other areas
of the galaxy. Be careful, though, because running into your own
mines is just as dangerous as running into enemy mines.
Below all the text readouts you have two bar graphs. The
first shows your laser heat. As you fire your lasers they will
heat up. The heat is quickly dissapated into the icy vacuum of
space, but you must still be careful not to over heat them. The
hotter your lasers are, the less accurate they become.
The second bar graph shows your drive heat. Your main drive
generated tremendous amounts of heat as it moves your vessel
around. The faster you go, the more heat you generate. High
speed maneuvering, such as turning while moving at speeds in
excess of 90% of your maximum speed, generate a lot of heat.
This heat will dissapate, just as laser heat, but at much slower
rates. You will be warned when your drive heat gets critical.
If the drives heat too much, the computer will shut down the
engines automatically to prevent them from exploding. The danger
of this is clear. If you are running from a superior enemy, and
your only hope of survival is to flee, you will most certainly be
destroyed if your engines over heat and shut down. Therefore, be
very careful that you manage your drive heat effectively. Also,
be careful not to leave your reactors running. Although it is a
luxury to have the extra energy they produce, your drives cooling
will be drastically impaired. Remember also, that running at
flank speed, 100% of your maximum, is very wasteful both in
energy and heat. A speed of about 85% is the most efficient
cruising speed.
Below these two bar graphs you will see your tactical
display. This consists of heading, velocity, and distance
readouts for both you and your opponent. You will see a - (dash)
under the distance readout for you vessel. (Obviously there can
be no distance to yourself!) You will also see dashes in the
other readouts for the enemy ship if he is not within range.
This tactical display will show you your current heading, and
velocity, two very important pieces of information. When your
enemy is in range (about 20 sectors or less) you will see his
heading, speed, and his distance from you. This is invaluable
for setting up tactical engagements. Keep close eye on his
heading and speed, as he might decide to bolt away quickly and
try to lose you if the fight should not being going well for him.
Your heading is measured in degrees. There are 360 degrees
in a circle. You can, therefore, specify a degree measurement as
your course. The degrees are laid out as follows:
90
135 | 45
\|/
180 --------- 0
/|\
225 | 315
270
You can see from this chart that if you wanted to go "north"
on the galactic map, you would set a course of 90 degrees.
"South" would be 270, "South-West" would be 225 and so on.
-Main Control Menu-
Below all of the above mentioned information you will find
your primary control menu which looks something like the
following:
Command>
N - Navigation F - Fire Control E - Engineering
C - Cloaking R - Radio Room D - Damage Control
S - Enemy Scanner B - Build a Base X - Dock at Base
L - Launch Decoy M - Mind Drop Q - Quit & Save
A - Attack Base Z - Long Range Scan
To select from the menu type the letter that correspons to the
function you want. Note that in the un-registered version of the
game, option Q (Quit and Save) will not save the game, it will
simply exit the game.
IV. Star Ship Systems
We will now look at each of the star ships systems and
functions. Please note, that while you are busy in a sub-menu,
handling some ship's functions, the rest of the galaxy continues
to roll on. So don't be surprised if you're busy setting your
shields and your enemy comes up and hits you with a full spread
of torpedoes! Make sure you keep a keen eye on your readouts
while you're busy!
-Navagation-
When you select N from the main menu you will be asked to
input your new course, then your new speed. Your ship's maximum
speed will be listed for your reference. Enter a course from 0
to 360 degrees, and then a speed from 0 (for stop) up to your
ship's maximum speed.
-Fire Control-
This is your access to the ship's fire control computer. If
your enemy is not in range, you will not be given access to the
computer, and an error message will be displayed. If you enemy
is in range, however, you will be asked if you wish to fire
torpedoes or battle lasers. Select T for torpedoes or L for
battle lasers.
If you select torpedoes you will then be shown the number of
torpedoes loaded and ready to fire, and asked for how many you
wish to fire. After you input this data, the torpedoes will be
fired and you will be advised of how many hit the target.
If you select lasers you will be prompted for the amount of
energy to fire in the burst. You can not fire more energy than
is in the laser banks. It is not wise to fire burst that are
much larger than 500 units. The larger the burst, the more heat
it produces. If you fire too much, you could damage the lasers
or at least severely heat the lasers. Once fired, you will see
the heat generated from the burst register on the laser heat
display.
-Engineering-
Engineering is one of your most important function. When
you select E from the main menu, you will be presented with a
sub-menu that looks like the following:
Engineering Control-
1 - Transfer Energy TO Lasers
2 - Transfer Energy FROM Lasers
3 - Transfer Energy TO Shields
4 - Transfer Energy FROM Shields
5 - Reactors On / Off
X - Exit
Options 1 - 4 allow you to transfer energy between the 3
energy banks (Main, Shield, and Laser). If you wish to transfer
500 mergs of energy from the main banks to the laser banks you
would select option 1 then enter 500. If you wished to transfer
1250 mergs from the shields back to the main banks, you would
select option 4 then specify 1250. Be careful not to put more
energy in a bank than it can hold. Excess energy is vented into
space!
Option 5 allows you to toggle the fusion reactors on and
off. The fusion reactors generate energy and deposit it in the
main banks. If the main banks are full, the energy will simply
be vented into space.
Option X will exit you back to the main menu.
-Cloaking Device-
Selecting C from the main menu will toggle your cloaking
device on and off. Due to the tremendous power usage of the
cloaking device you will not be able to fire any weapons or
deploy any mines while the cloaking device is in operation!
When you issue the order to raise the cloaking screens it
takes a few seconds for the cloaking device to power up. You
will see a countdown from 10 to 0 while the screens raise.
Until they are completely raised you will be visible to enemy
ships and star bases. While the screens are raising, you will not
be able to fire weapons or deploy mines.
When you issue the order to drop the cloaking screens it
will take your cloaking device several seconds to power down
completely. You will see another countdown from 10 to 0 while
the screens lower. The catch is that while they are lowering,
you will again be visible, but you won't be able to fire! This
is an extremely vulnerable time! Be very careful where, and when
you decide to de-cloak.
-Radio Room-
The sub-space radio allows you to send messages to your
opponent. This option is obviously rather useless in the single-
player practice game. Messages of up to 55 characters can be
sent and will not be sent until RETURN (ENTER) is pressed, or you
reach your 55 character limit, at which point the message will be
truncated and sent. Sub-space radio messages will be displayed
on your enemy's Spacecom display just below his SRS readout.
-Damage Control-
Even though your ship is equipped with very effective
electromagnetic shields, they cannot always absorb all impact of
the enemy's weapons. If the enemy succeeds in scoring a
particularly heavy hit, you may sustain system damage. When this
occurs you will hear a short warning claxon sound. When you
select option D from the main menu you will see a sub menu
showing you your four major systems: Main Drive, Battle Lasers,
Torpedoes, and Cloaking Device. If a system is operable you will
see the word "Nominal" in green next to that system. If you see
"Non-Op" in red, you know that system has been damaged. You can
select that system's number (from the sub-menu) to order it to be
repaired. Repairs cost valuable energy, and don't always
succeed, so be prepared to spend lots of time and energy
repairing systems. Of course, docking at a star base will
immediately repair all your systems.
-Enemy Scanner-
The enemy scanner is a long range motion tracking system.
It provides you with a rough estimation of your enemy's location.
This system is highly accurate at short range, but it gets less
accurate the farther away your enemy is. Be aware that at
extreme ranges the accuracy can deviate by as much as 25 sectors!
Also, because of this deviation, you will almost never get the
exact same reading twice. Use this as a general guide, not an
accurate sensor.
-Build A Base-
This option will only work when you are stationary and next
to a star. When you meet these conditions and select this
option, you will use 1500 mergs of energy from the main energy
banks and the star will be converted into a star base. This
star base will reload your weapons, recharge your energy banks,
and repair your damage when you dock with it (see below).
Star bases have heavy disruptors and will defend themselves from
enemy attack. However, a star base is really no match for a
star ship, and the base's odds of winning a fight by itself are
slim. Therefore, when one of your star bases is under attack it
will radio you and request assistance. It's location will be
specified to aid you in finding it quickly. Also, if you attack
and enemy star base, you can be sure your enemy will know about
it!
-Dock With Base-
Selecting this option only works if you are next to a
star base and stationary. This function will reload your weapons
and recharge your energy banks, as well as repair your damaged
systems. It sometimes takes several dockings to fully recharge
energy banks. Be advised that while you are docking you are
vulnerable to enemy attack!
-Launch Decoy-
Decoys are small electronic devices that will fool your
enemy's motion trackers (Enemy Tracker) into thinking that the
decoy is you. However, this only works if you are also cloaked.
Decoys have limited life spans so you must use them with care.
The usual procedure is to engage your cloaking device then drop a
decoy. Once the decoy is deployed you could then move at flank
speed to a new location, and theoretically go there without your
enemy ever knowing you had left your old location. If your enemy
should move to the area where your decoy was deployed, however,
he will find that you're not there! Decoys will not fool a
ship's short range scanners.
-Mine Drop-
Selecting this option will ask you for the number of mines
to drop. You can specify up to the number you currently have in
your hold. If you select 0, you will cease to drop mines. The
number of mines you specified will drop out exactly behind your
star ship as you fly through space, 1 mine per sector. Therefore,
to drop all 100 mines you would have to fly 100 sectors. Be
careful not to run into your own mines!!!
-Quit & Save-
This option will quit the game and save the current game to
disk. Note that the save option does not work in the
unregistered version of Starnukers!
-Attack A Base-
This option will allow you to fire on enemy star bases if
any are in range. If more than one enemy base is in range, your
firing computer will automatically target one at a time. You
have the option of attacking with either your lasers or your
torpedoes. Torpedoes have a higher probability of success than
lasers, however, torpedoes not only destroy the enemy star base,
but also the star it was built on. When you destroy an enemy
base with torpedoes the star will be turned into a void (black
hole) and a ring of stellar debris will encircle the now dead
star. If you are next to a star base when it blows up you will
take damage. You will also take damage if you fly through the
stellar debris at a later time.
If you hit an enemy star base with lasers, however, the enemy
base will be destroyed but the star will remain undamaged. This
is referred to as "liberating" the star. It can then be built
into one of your star bases if you so desire.
-Long Range Scan-
Your long range scanner (LRS) is exactly like your short
range scanner (SRS) except it shows you a larger area of space.
It is especially useful when you are laying mine fields.
V. Winning The Game
Obviously, you must destroy the enemy starship to win the game.
However, since your enemy will rely upon his starbases to refuel,
rearm, and repair, it makes good strategic sense to seek out his
starbases and destroy them! Remember, also, that the more bases you destroy the higher your score will be! Besides, it sure is fun
nuking enemy starbases, and that's what the game's all about... Starnuking!
In addition to the obvious route of destroying the enemy's
starship, there is another way to win the game. If you can keep
10 or more of your starbases alive, while destroying all of the
enemy's starbases, you will win the game due to a superior military
presence in the region.
At the end of the game points are awarded based on your
actions in the game. Although it is possible for the loser to
have more points the winner, s/he will not be entered in the high
score log.
Points are awarded as follows:
Star Base Built................100
Enemy Star Base Destroyed......250
Enemy Star Base Liberated......300
If your score is high enough, and you win the game, you will be
entered in the high score table.
VI. Conclusion
In closing I'd like to point out that this is a fairly
complex game. Don't expect to master it overnight. It takes
practice to become skilled with the game. Eventually you will be
able to work miracles with your star ship.
I have made no attempt to address the strategy and battle
tactics involved in this game. If you get playing with an
opponent who is as skilled as you are, you can expect a long
winded match. Always remember that your highest priority is to
destroy your opponents war ship. This may not, however, be the
best way to win the game. If you can keep 10 or more of your
star bases alive, and also manage to destroy all your enemy's
star bases then you will also win.
One final tip: Don't be cocky when attacking enemy
star bases. I've been vaporized when attacking a group of three
or more enemy bases, even though I was flying a battlestar!
Sometimes bases will put up very little defense, and sometimes
they will gun for you like there's no tomorrow!
Finally, if you find any bugs in the game, please let me
know about them so I can take care of them. You can reach me at
the address listed at the front of this manual, or on my GEnie
account (S.STANDIFORD). Thanks for your support, and good
hunting!