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=============================
Klingon Academy Demo Readme
=============================
For the latest information on Klingon Academy, please visit our website at:
http://www.interplay.com/klingon
-------------
KNOWN ISSUES
-------------
We have had problems with some ATI Rage chipset 3D cards. On the problem cards
the 2D window never closes after a mission is started, making it impossible to
play the game. There is no known workaround or fix.
On the system tested, the Matrox Productiva G100 hard locks on the main menu.
There is no known workaround or fix.
The following cards had problems with polys dropping out of the ship models
during combat:
Diamond Stealth II G460
Trident3D *
ATI 3D Rage Pro *
* Note: These cards as tested were below the 8MB minimum video memory
specification for Klingon Academy. These issues may not be present in cards
that utilize the same chipset but meet the 8MB video card memory requirements.
On the Matrox G400, there is a minor graphics problem where the mouse cursor
appears as a black box during certain in-game dialog sequences. Also, there may
be some white dots that appear on the screen in the 3D game window.
The art for the Damage Control Station indicates the Repair Macros are linked to
the F9 - F12 Keys. This is incorrect. Due to a conflict in the game code the
F9 - F12 Keys do not function in the solo player game.
On rare occasions, the AI appears to shut off.
In Demo Mission 1, it has happened on occassion that you complete the "Destroy
All Romulans" objective but the mission does not end. There is a workaround.
If your First Officer does not report that "All enemy resistance has been
eliminated." several seconds after the destruction of the Romulan command
cruiser, press ESC to go to the in-game menu, click on CONTINUE. This should
trigger the ending movie for the mission.
-----------------------
Last Minute Notes:
-----------------------
* This interactive demo is intended as a stand-alone, solo-play version of
Klingon Academy with the following features:
Quick battle scenario editor with two different ships and four star
systems featuring 3 different terrains.
2 demo-only solo-play missions. These missions were created solely for
this interactive-demo, and are considered to be 'reduced' from the full
version.
Quickstart tutorial teaching the basics of commanding warships in
Klingon Academy.
* Quick battle and the solo-play missions are designed and balanced for
varying difficulty. Quick battle (when the player commands the Klingon
battlecruiser) is the easiest battle scenario when the odds are even. Demo
mission #1, "Incursion", is the next hardest, providing a medium-grade challenge
at a default difficulty setting. Finally, Demo mission #2, "A Dish Best Served
Cold", is the hardest. It is designed to provide a tough challenge on the lowest
difficulty setting, and an extremely tough challenge at the hardest difficulty
setting. For tips and clues for any of the above scenarios, check the Klingon
Academy questions forum at: http://feedback.interplay.com/klingon/
* There will be a multiplayer version of this demo approximately 30 days
after the release of the solo play only version.
-----------------------
Full Version Features
-----------------------
This is the Demo release of Klingon Academy. The full version of Klingon
Academy will feature the following:
Epic Story - Star Trek Klingon Academy is a prequel to Star Trek VI: The
Undiscovered Country, reprising Christopher Plummer as General Chang and David
Warner as Chancellor Gorkon.
All New 3D Engine - Stunning visuals and dramatic lighting effects create a
realistic 3D universe to explore and conquer.
Solo Play Campaign - 25 action packed missions put you in the middle of all out
war.
Multiplayer Gaming -Blow your friends out of the stars via the Internet in a
Deathmatch, or join with them to defend the Empire in Cooperative missions.
3D Interactive Space Terrain - Fight in dense nebulae clouds that disrupt sensor
data, maneuver through Saturn's rings, and battle within the accretion disk of a
black hole.
Command Capital Ships - Command a variety of warships: from the relatively
diminutive 'B'rel' class of Bird-of-Prey, to the enormous 'Accuser' class
Dreadnought nearly 3 times the length of the Enterprise!
Innovative Gunnery Chair - Control all your ships' weapons (forward, port,
starboard, and aft) while your helmsman maneuvers your warship into position.
Cinematic-Quality Ship Detail - Blow apart an opponent's hull to reveal
individually burning decks. Lights flicker as electrical power is disrupted.
Plasma belches from twisted and mangled warp nacelles. Scorch marks show the
scars of battle.
Over 40 Warships New to the Star Trek Universe - Be the first to battle with
never-before-seen ships from the Federation, Klingon, Romulan, Tholian, and Gorn
races-as well as that of a new race, the Sha'kurians.
10 New Weapon Systems - Defend the Empire with new weapons technology such as
the Antimatter Field Projector Device, the Frequency Modulated Particle
Accelerator Cannon, and even the dreaded Assault Phaser!
=================
TABLE OF CONTENTS
=================
1.0 System Requirements
2.0 Main Menu
2.1 Simulator
2.2 Quick Battle
2.3 Options
2.3.1 Audio
2.3.2 Video
2.3.3 Game Settings
2.3.4 Controls
2.3.4.1 Use Joystick
2.3.4.2 Calibrate
2.3.4.3 Keyboard
3.0 Game Basics
3.1 Interfaces
3.1.1 Head Up Display (HUD)
3.1.1.1 Target Analysis (Starships)
3.1.1.2 Target Analysis (Planets)
3.1.1.3 Ship Status
3.1.1.4 Multifunction Display
3.1.1.5 Target Aspect Angle
3.1.1.6 Sensor (Radar) Display
3.1.1.7 Miscellaneous HUD Indicators
3.1.1.8 Emergency Maneuvers
3.1.2 Gunnery Chair
3.1.3 Engineering
3.1.3.1 Master Power Grid
3.1.3.2 Power Distribution Display
3.1.3.3 Power Allocation Orders
3.1.3.4 Self Destruct
3.1.4 Damage Control
3.1.4.1 Damage Control Board
3.1.4.2 Power Allocation Slider
3.1.4.3 Repair Orders
3.1.5 Helm
3.1.5.1 Sector / System Map Display
3.1.5.2 Mission List
3.1.5.3 Sector / System List
3.1.5.4 Warp Throttle
3.1.5.5 Impulse Throttle
3.1.5.6 Current Location Information Window
3.1.5.7 Plot Course Window
3.1.5.8 Helm Orders
3.1.5.9 Mission Clock
3.1.5.10 Engage
3.1.6 Medical
3.1.7 Pull-Down Menu
3.1.8 Verbal Orders System (VOS)
3.1.9 ESC Menu
4.0 Weapons Descriptions
4.1 Assault Phasers
4.2 Cloaking Device
4.3 Disruptor Banks
4.4 Frequency-Modulated Meson Particle Accelerator (FMPA)
4.5 Gorn Plasma Torpedo
4.6 Gravimetric Harmonic Resonance Cannon (GHRC)
4.7 Graviton Density Distortion Sphere (GDDS)
4.8 Phase-Induced Bipolar Compression Disruptor
4.9 Phaser Banks
4.10 Photon Torpedoes
4.11 Trilithium Depleted Photon Torpedoes
4.12 Romulan Heavy, Medium and Light Plasma Torpedoes
5.0 Starships
5.1 Klingon Vessels
5.1.1 Emperor Class Heavy Battlecruiser
5.1.2 K'T'inga Class Cruiser (D7)
5.1.3 B'Rel Class Escort
5.2 Federation Vessels
5.2.1 Excelsior Class Heavy Battlecruiser
5.2.2 Akula Class Destroyer
5.2.3 Clydesdale Class Tanker
5.3 Romulan Vessels
5.3.1 Senator Class Command Cruiser
5.3.2 Centurion Class Cruiser
5.4 Gorn Vessels
5.4.1 Euromastyx Class Cruiser
5.4.2 Anaconda Class Destroyer
5.4.3 King Snake Class Frigate
6.0 Space Terrain
6.1 Stars
6.2 Planets
6.3 Gas Giants
6.4 Planetary Rings
7.0 Customer Service
8.0 Legal Information / Software License
=======================
1.0 SYSTEM REQUIREMENTS
=======================
To play Star Trek(tm): Klingon Academy(tm) you must meet or exceed the following
system requirements.
Windows(r) 95 or later
Pentium II(r) 233MHz or better
64MB of RAM or better
4x CD-ROM drive or faster
300MB of Hard Drive space
DirectX(r) compliant 3D accelerator card w/ 8MB of RAM
DirectSound(r) compliant sound card
Microsoft compatible mouse
Direct X 7.0 or later
=============
2.0 MAIN MENU
=============
NEW GAME
This will allow you to start a brand new game of Klingon Academy(tm).
LOAD GAME
This option is disabled in the demo.
SIMULATOR
Clicking this will take you to the simulator screen from where you can play any
of the training missions at any time, or replay any of the single-player
missions that have been successfully completed.
MULTIPLAYER
This option is disabled in the demo.
OPTIONS
This will take you to the Options menu where you can configure your Audio and
Video settings, configure your controllers, or set up your in-game preferences.
VIEW INTRO
This option is disabled in the demo.
CREDITS
This button will let you view the game credits, so you can see the names of
everybody who worked hard to bring you this game.
QUIT
Clicking this will exit the game. Confirmation will be asked for before the
game quits.
-------------
2.1 SIMULATOR
-------------
This button brings up the Simulator scroll box and load button.
MISSION SCROLL BOX
This scroll box initially lists only the training missions, and then each solo
player mission is added to list as it is completed.
LOAD
Launches the currently selected mission.
----------------
2.2 QUICK BATTLE
----------------
SYSTEM
This scroll box displays the various star systems and terrains that a Quick
Battle can take place in. Highlight the system that you wish to play in.
SHIPS
This scroll box contains a list of all ships available for Quick Battle.
TEAMS
There are two Team Windows, which display up to 4 ships each. The first ship in
Team 1 is your ship; the AI controls all other ships. All other ships on Team 1
are assigned to you as wingmen. Next to each Team Window there is a pair of
buttons labeled ADD and REM. The ADD button will add the highlighted ship in
the Ships scroll box to the Team Window the button is next to. The REM button
will remove the highlighted ship in the Team Window the button is next to.
PLAY
Clicking this button accepts all the settings and starts the Quick Battle.
CANCEL
This button returns you to the Main Menu.
----------------
2.3 OPTIONS MENU
----------------
2.3.1 AUDIO
-----------
CREW REPORTS ENABLED
This checkbox toggles the audio for the in-game crew reports on and off.
VERBAL ORDERS ENABLED
This checkbox toggles the audio for the Verbal Orders System on and off.
MUSIC ENABLED
This checkbox toggles the in-game music on and off.
NUMBER OF SOUND CHANNELS
These radio buttons allow you to adjust the number of sounds that can play
simultaneously to better suit the performance ability of your computer system.
SOUND QUALITY
These radio buttons allow you to adjust the detail level of the sound to better
suit the performance ability of your computer system. Lower detail levels will
omit some sounds or replace some sounds with others. For example, at LOW level
the Heavy Photon sound effect is replaced with the regular Photon Torpedo sound
effect to save system resources.
SOUND EFFECTS VOLUME
This slider adjusts the volume of the in-game sound effects
MUSIC VOLUME
This slider adjusts the volume of the in-game music.
MOVIE VOLUME
This slider adjusts the volume of the full motion video movies.
VOICE OVER VOLUME
This slider adjusts the volume of the in-game voice over such as crew reports
and verbal orders.
2.3.2 VIDEO
-----------
This submenu allows you to adjust the video settings for Klingon Academy(tm), to
increase graphic detail or decrease it to improve performance.
EXPLOSION LIGHTING
This toggles the light casting from explosions on and off.
HIGH-DETAIL STARFIELD
This toggles the high detail star field on and off.
TEXTURE DETAIL LEVEL
This slider will adjust the starting resolution of the textures. Lower settings
will free up resources on the system and the 3D cards.
STARSHIP LEVEL OF DETAIL
This slider will adjust the range from the camera at which starships will switch
detail levels.
TEXTURE RESOLUTION SCALE
This slider will adjust the range from the camera at which the textures begin to
MIP.
EJECTED DEBRIS VOLUME
This slider will adjust the amount of debris ejected from starship damage areas.
EXPLOSION VARIETY
This slider will adjust the number of different explosion animations loaded into
memory.
2.3.3 GAME SETTINGS
-------------------
AUTO TARGETING / MANUAL TARGETING
These radio buttons toggle automatic and player initiated enemy target
selection.
DIFFICULTY
This slider will adjust a variety of factors to increase or decrease the
efficiency of the AI.
GAME SPEED
This slider will increase or decrease the overall speed of game play.
PADLOCK GUNNERY MODE / DUAL CONTROL GUNNERY MODE
These radio buttons toggle between Padlock Gunnery Mode and Dual Control Gunnery
Mode.
PADLOCK GUNNERY MODE
This gunnery mode locks the gunnery chair camera onto the target. If the Helm
AI orders are set to Maintain Course, you can continue to fly the ship and your
triggers will fire the weapons of the arc that the target is currently in,
otherwise the AI flies the ship.
DUAL CONTROL GUNNERY MODE
This gunnery mode allows the player to continue to fly the ship with the
keyboard while rotating the chair with the joystick. Your triggers will fire
the weapons of the arc that you are currently in control of.
2.3.4 CONTROLS
--------------
2.3.4.1 USE JOYSTICK
Click this check box if you wish to use a joystick to control your vessel.
2.3.4.2 CALIBRATE
Click this button and follow the instructions above the calibration crosshairs
to calibrate your joystick for use with
Klingon Academy(tm).
2.3.4.3 KEYBOARD
On this submenu, you may re-map hot key functions of the keyboard and the
joystick to better suit your style of play.
DEFAULTS
Clicking this button will return all hot-key functions and joystick button
assignments to the default settings.
DEFAULT KEYS
Cancel Movie or Esc Menu ESC
Power Macros F1 - F8
Verbal Orders 1 - 9 and keypad 1 - 9
Back Out of Verbal Order 0 and keypad 0
Accelerate (Impulse Increment) ]
Decelerate (Impulse Increment) [
Full Reverse \
Match Speed =
All Stop (Impulse) '
Warp to Target W
Emergency Full Turn P
Emergency Full Stop O
Emergency Full Reverse I
Launch Probe L
Scan Target ;
Cycle through Sensor Ranges K
Gunnery Mode / HUD Toggle G
Lock Target Q
Next Target A
Previous Target S
Nearest Enemy D
Select Object in Reticle F
Cycle Target Lists '
Fire Primary Weapon Left Alt
Fire Secondary Weapon Left Ctrl
Fire Heavy Weapon "Space"
Fire Advanced Weapon Left Shift
Flight Controls Arrow keys
Roll to Port Delete
Roll to Starboard Page down
Tractor Beam (activate / deactivate) T
Cloak (activate / deactivate) C
Exterior view (hat or arrow keys rotate) M
External View Zoom In N
External View Zoom Out B
RETURN
This accepts and changes and returns you to the Controls submenu.
2.3.5 HUD OPTIONS
-----------------
HUD CONFIGURATION
This collection of check boxes allows you to activate or deactivate various
sections of the full-screen HUD display.
Picture In Picture
Radar
Multi-display
Player Damage
Target Damage
Verbal Orders
Target Reticle
Gunnery Chair Radar
SUBTARGETING BRACKETS
This check box toggles the subsystem targeting indicator boxes on and off.
INTERFACE SLOWDOWN
In the single player game, the engine has the capacity to slow down time by a
factor of five while you are using a ship Station interface. This check box
toggles this time slow down on or off.
HUD TRANSLUCENCY
This slider will adjust the translucency of the HUD gauge background polygons to
aid text readability in some terrains.
2.3.6 RETURN
------------
This takes you back to the main menu.
===============
3.0 GAME BASICS
===============
--------------
3.1 INTERFACES
--------------
3.1.1 Head Up Display (HUD)
---------------------------
3.1.1.1 TARGET ANALYSIS (STARSHIPS)
When you target an enemy vessel and have sufficient sensor efficiency, the
information in this display will fill in, the higher the sensor efficiency, the
more information that is displayed.
CLASS/NAME DISPLAY
Depending upon the sensor efficiency this field may read "Unknown", or list the
class of the vessel, or even the specific name of the vessel.
WIRE FRAME
This is a graphical representation of the targeted starship, and is a general
indicator of its hull integrity. As the target is damaged, this wire frame gets
darker and darker. When the target is nearing destruction, it will begin to
flash. Ships that are lifeless hulks display as dark gray.
SHIELD INDICATORS
These represent the strength of the various shield facings of the target. The
number is the shield strength of the target expressed as a percentage. The
remainder is a graphical representation of relative strength. These indicators
darken as the shields get damaged, then begin flashing just before they drop.
Downed shield facings display nothing. The sections surrounding the wire frame
represent the forward, aft, port, and starboard shields. There are two segments
represented by half circles. The upper half-circle is the dorsal, or top
shield, the lower half-circle is the ventral, or bottom shield.
ARMED STATUS
This indicator appears if the target vessel's weapons are armed.
ECM INDICATOR
This indicator appears if the target vessel has activated ECM.
EXTERNAL SYSTEMS STATUS
This is a list of the systems on the target vessel that can be directly targeted
by your ship's weapons.
DISTANCE TO TARGET
This shows the distance to target.
TARGET SPEED
This shows the speed that the target is traveling at. A negative number
indicates the target is moving in reverse.
3.1.1.2 TARGET ANALYSIS (PLANETS)
NAME DISPLAY
Depending upon the sensor efficiency this field may read "Unknown" or list the
name of the planet.
DISTANCE TO PLANET SURFACE
This shows the distance to the surface of the planet.
PLANETARY INFORMATION/SUBTARGETS
This shows any library data known about the planet, or displays any targets of
interest on the planet's surface.
3.1.1.3 SHIP STATUS
This shows the pertinent information about your own vessel.
NAME DISPLAY
This is the name of your vessel.
EXTERNAL SYSTEMS STATUS
This is a list of the systems on the your vessel that can be directly targeted
by an enemy ship's weapons.
WIRE FRAME
This is a graphical representation of the your starship, and is a general
indicator of its hull integrity. As the target is damaged, this wire frame gets
darker and darker. When your ship is nearing destruction, it will begin to
flash.
SHIELD INDICATORS
These represent the strength of the various shield facings of your ship. The
number is the shield strength of the target expressed as a percentage. The
remainder is a graphical representation of relative strength. These indicators
darken as the shields get damaged, then begin flashing just before they drop.
Downed shield facings display nothing. The sections surrounding the wire frame
represent the forward, aft, port, and starboard shields. There are two segments
represented by half circles. The upper half-circle is the dorsal, or top
shield, the lower half-circle is the ventral, or bottom shield.
TRACTOR BEAM INDICATOR
This indicator appears when the tractor beam is receiving power. The indicator
brightens as the tractor beam charges up, and becomes bright red when full
charged. If the target vessel is within tractor beam range the indicator turns
yellow. When the tractor beam is on, the indicator will flash.
CURRENT SPEED
This displays your current speed as a numerical value. Negative speeds indicate
traveling in reverse.
IMPULSE THROTTLE
The impulse throttle is made up of several parts. The triangular pip on the top
indicated your desired speed. The meter fills in with yellow indicating your
current speed. The triangular pip on the bottom indicates the maximum speed
attainable with the power currently allocated to impulse movement.
WEAPONS INDICATORS
Here, icons represent all weapons in the forward arc of your starship. Each
type of weapon gets a different icon, and each weapon tube or emitter gets its
own icon. For example, if a ship has 2 photon torpedoes tubes, there would be
two icons of the same type here, the type representing the fact that they are
photon torpedo tubes and the number indicating there are two separate launchers.
As the weapons charge up, the icons get brighter. When fired, the icons go dark
and then brighten up as they recharge. If the target is capable of being hit by
an individual weapon, the icon turns green. Destroyed weapons show up as dark
gray.
3.1.1.4 MULTIFUNCTION DISPLAY
The Multifunction Display can be configured to show a variety of information.
Only one function can be active at any given time.
MISSION OBJECTIVES
This function will display the current mission objectives and their completion
status.
MISSION CLOCK
This indicates how much time is left for you to complete your mission. If you
do not check in at the mission rendezvous point before the timer expires your
mission is a failure. In the Academy, you face dismissal from the
Academy. In actual service, you may face demotion...or worse.
3.1.1.5 TARGET ASPECT ANGLE
This window displays a real-time rendered full color model of the target vessel.
This window shows the target's aspect angle relative to your own as well as
visible damage.
3.1.1.6 SENSOR (RADAR) DISPLAY
This display shows the currently selected radar display. A single letter is
listed below the sensor display indicating the range setting of the sensors.
In all modes, known enemy vessels will appear as red dots, friendly vessels will
appear as green dots, and unidentified vessels will appear as gray dots, and
heavenly bodies will appear as gray dots. Ships that are detected while cloaked
will appear as a blinking white dot.
ELLIPTICAL RADAR
The sensor display is divided into four quadrants, indicating forward, aft or
rear, port or left, and starboard or right. Any given blip will be located in
one of these quadrants indicating what side of your ship it is on. A blip may
be attached to a stick, if the blip is attached to the top of the stick it is
above you, if it is on the bottom of the stick it is below you. The length of
the stick is an indication of how far above or below you the blip is. Blips
with no stick are level with your ship.
FORE / AFT BORE-SIGHT
The sensor display consists of two circles, one depicting all vessels in front
of the player's ship, and the other depicting all vessels behind the ship.
Objects above, below or on the sides of the player's ship appear at the outer
edges of the displays. If this mode is selected, the aft display is located in
the upper left corner of the HUD while the forward display remains in the upper
right. The target aspect angle display moves to the upper center of the HUD.
TARGETED SHIP INDICATOR
When you target an object, a target indicator is placed upon that object's
graphic. This indicator is composed of three arrows. When you lock the
targeted object, the three arrows become outlined. The arrows making up the
targeting indicator are yellow-orange if the enemy is outside of primary weapon
range, dark red if the enemy is within primary weapons range, and bright red if
within range of the secondary weapons.
3.1.1.7 MISCELLANEOUS HUD INDICATORS
TARGETING RETICLE
The targeting reticle indicates the direction of travel for the starship as well
as the aiming point if in manual targeting mode.
TARGET DIRECTION INDICATOR
A small red triangle moves around the targeting reticule that always points to
the center of the Targeted Ship Indicator, indicating which direction you should
turn to acquire the target.
TRACTOR BEAM DIRECTION INDICATORS
Similar to the Target Direction Indicator, a small triangle moves around the
targeting reticule indicating the direction of a tractor link. If you
established the tractor link, the triangle is blue color. If you are being
tractored, the triangle is yellow. These indicators indicate which direction
you should turn to face the target of your tractor beam in the case of a blue
triangle, or to face the enemy that has you in a tractor beam of their own.
MAGNIFICATION INDICATOR
Near the targeting reticule, a small text readout will appear of the
magnification of the main view screen is set to any level other than normal.
3.1.1.8 EMERGENCY MANEUVERS
Through the VOS or via hotkeys you can send an immediate command to the Helmsman
to perform a dangerous emergency maneuver. By pressing Emergency Full Turn, the
ship will be allowed to make sharp turns in excess of its design specifications.
By pressing Emergency Full Stop, the ship will come to a complete stop very
quickly and will transfer movement power to shields. By pressing Emergency Full
Reverse, the ship will almost immediately stop and begin accelerating in
reverse. All of these emergency maneuvers place a significant strain of the
ship's superstructure and engines, and may cause a breakdown to occur.
3.1.2 GUNNERY CHAIR
-------------------
The gunnery chair allows you to take command of the various weapons arcs of your
starship. Depending upon your gunnery mode, you may rotate the gunnery chair or
have the chair automatically adjust to bring your weapons to bear on enemies on
all sides; port, starboard, and aft as well as forward. (See section 2.3.3) The
interface of the Gunnery Chair is mostly identical to the Head Up Display (HUD)
with the omission of the Target Aspect Angle Display (Picture in Picture) and
the conversion of the standard radar into the Gunnery Radar or Strip Radar.
GUNNERY RADAR DISPLAY (STRIP RADAR)
The Gunnery Radar is divided into five sections. The center section defines the
area of the forward weapons arc. To the left of the forward weapons arc is the
area of the port arc. To the right of the forward weapons arc is the starboard
arc segment. The two small sections at the extreme left and right of the strip
represent the aft arc. The small rectangular box represents the area you are
currently viewing. The thick dashed line running horizontally through the radar
strip represents the horizontal plane of your ship. Targets above this line are
above your ship, and targets below the line are below your ship as well. The
thinner dashed lines above and below the horizontal centerline indicate the
maximum elevation/depression of the gunnery chair. As in the HUD radar modes,
known enemy vessels will appear as red dots, friendly vessels will appear as
blue dots, and unidentified vessels will appear as gray dots, and heavenly
bodies will appear as gray dots or circles. Ships that are detected while
cloaked will appear as a blinking white dot.
WEAPONS INDICATORS
Below each arc segment of the Gunnery Radar are icons that represent all weapons
in the arc section above them. Each type of weapon gets a different icon, and
each weapon tube or emitter gets its own icon. For example, if a ship has 2
photon torpedoes tubes, there would be two icons of the same type here, the type
representing the fact that they are photon torpedo tubes and the number
indicating there are two separate launchers. As the weapons charge up, the
icons get brighter. When fired, the icons go dark and then brighten up as they
recharge. If the target is capable of being hit by an individual weapon, the
icon turns green. Destroyed weapons show up as dark gray.
3.1.3 ENGINEERING
-----------------
The Engineering Screen is the master power grid for the starship. The power
controls from every officer's station (interface screen) are duplicated here so
you can more effectively manage his ship's power. From this screen the player
can review his starship's overall power allocation at a glance, and can prepare
power allocation macros that will redirect power to all ship stations with a
single keystroke or verbal order.
3.1.3.1 MASTER POWER GRID
POWER ALLOCATION CONTROLS
By using power controls you can indicate how much power you want a system to
receive. There are four types of power controls used on the different bridge
stations. The control utilized by most systems is the power booster. The power
booster control consists of an "On / Off" button followed by a slider and an
efficiency percentage. Pressing the On button will allocate the minimum amount
of power necessary to activate the system. Once activated, the efficiency
percentage for the system will be displayed. Damage, crew experience and
staffing level, elite officers can modify the efficiency of a system, and the
amount of power allocated to the system. The efficiency of the Sensor, Tractor
Beam and Transporter systems are further modified by the following factors
external to the ship: range to the currently selected target, ECM of that target
and terrain effects. Once a system has been turned on, you may increase the
effective efficiency of the system by using the slider to allocate more power to
that system. The slider range is from 1 unit of power up to 50% of the ship's
original total power output. The impact of additional power to a system's
effective efficiency is determined by a formula unique to each system. By
experimentation you can figure out how power affects each system.
The control utilized in Helm section consists of a power slider with the
markings of a throttle gage. Moving the slider along these gages will allocate
the necessary power to move at the indicated speed. The control utilized in the
Medical section consists of an on / off button followed by a three position
toggle switch and an efficiency percentage. The toggle switch will alternate
between "Standby," "Medical Alert" and "Emergency." Once activated, sickbay
will automatically stabilize the condition of any current casualties and reduce
the number of incoming casualties. All levels of medical power will heal crew
during the time spent in warp travel, but at the higher the levels more crew
will be returned to active duty upon arrival at your warp destination. In the
Weapons section are controls for the tractor beam, cloaking device, shields and
all weapons systems. Of these, the tractor beam utilizes the power booster
control described above, and the cloaking device is controlled by a single on /
off switch. The cloaking device switch will engage the cloak and automatically
divert power from systems that will not function while cloaked, such as ECM,
Tractor Beam, and Shields. The ship's shields and weapon systems are each
controlled by an on / off button next to a small triangular button and a row of
LED lights. Shields and weapons aboard a starship are grouped into banks, with
a single bank for each firing arc. The row of LED lights indicate that status
of each bank of that system, yellow representing basic charge, orange
representing a weapon overloaded or a shield reinforced up to 150%, and red
representing a weapon overloaded or a shield reinforced over 150%. If a bank is
not powered no indicator will display. Pressing the small triangular button
next to the resource will replace the LED lights with a Bank Preferences window.
Within this window, the player may elect to turn off or overload an individual
bank. Listed within the window will be the name of each bank (arc) and a button
that cycles between three settings: off, charge, and overload. When this button
is set to the overload position, a second button will appear which will cycle
between the following overload settings: 125%, 150%, 175%, and 200% (for shields
this represents reinforcement). Pressing the On button for shields or a weapon
system will activate all banks.
POWER ALLOCATION PRIORITIES
To the right of each control on the Engineering screen is the system's priority
number. You may assign a priority level to a given system by clicking on the up
or down buttons next to the priority number. By assigning a priority number to
a system, you indicate the order you would like each system to receive power in
case of a power shortage. Systems with a low allocation number (such as 1) will
receive power before resources with larger numbers. The priority assigned to a
resource must be between 1 and 9. Multiple resources may share the same
priority value.
POWER LOSS
Should the ship be damaged and its reactor output reduced, the Chief Engineer
will use the Priorities given by the player to decide which resources to shut
down, and which resources to keep powered. When power is later restored or made
available when the player shuts down a resource (or it gets blown up), the Chief
Engineer will attempt to utilize the newly available power to replenish
resources he previously had to shut down.
3.1.3.2 POWER DISTRIBUTION DISPLAY
This display shows the distribution of power aboard your starship. It is
divided into two sections, the Available Reserve Power section and the Power
Consumption section. As power is consumed, the Available Reserve display drains
and the Power Consumption display fills. As power is made available, the Power
Consumption display drains and the Available Reserve display fills. The sum of
both sides is equal to the total power output of the starship.
AVAILABLE RESERVE POWER
The Available Reserve Power meter provides a general indication of how much
power is immediately available for use without diverting power from other
resources as well as an indication of how much of that power is coming from what
power generator. The meter appears as a stack of colored triangles. The
triangles come in three colors: yellow for warp, red/orange for impulse, and
dark red for auxiliary. As power is allocated to ship resources, these colored
triangles will drain.
POWER CONSUMPTION
This meter indicates what percentage of the current reactor output is being
consumed by three groups of systems: movement (helm), weapons, and operations
(all other stations). The meter appears as a stack of colored triangles. The
triangles come in three colors: yellow for movement, red/orange for operations,
and dark red for weapons. As power is allocated to ship resources, these
colored triangles will drain.
3.1.3.3 POWER ALLOCATION ORDERS
The Power Allocation Orders section is where you can save power allocation /
priority settings as a macro that can be called up at the touch of a button. To
save the ship's current power allocation setting, you need only push the save
button followed by the macro number he would like to save it as. The save
button will remain depressed and lit until you select the macro number to save
it as. By clicking on the macro name you can change the name of the macro.
3.1.3.4 SELF DESTRUCT
On the Engineering screen, there is a pair of sliding covers surrounded by a red
outline. Clicking on these covers will cause them to open, revealing the self-
destruct button beneath. The panel will close automatically should you choose
to reconsider your decision. Pressing the self-destruct button begins an
irreversible ten-second counter after which the ship will explode. A ship
cannot self-destruct if its warp core has been ejected or its warp engines are
totally destroyed. Because of the power needed to initiate a sufficient core
breach, the cloaking device of a self-destructing ship will automatically
deactivate.
3.1.4 DAMAGE CONTROL
--------------------
3.1.4.1 DAMAGE CONTROL BOARD
SYSTEMS
This column is a list of all the systems aboard the ship that can be damaged and
that might require repairs at some point.
EFFICIENCY RATING
The percentage given for each resource is a measure its damage status, with 100%
being fully functional. Next to the percentage is a one-word description,
summing up roughly how damaged that particular system is. These are in
ascending order from the worst: Destroyed, Extensive, Critical, Heavy, and
Minor. Undamaged systems simply show a dash. Occasionally this description is
replaced with a button labeled "Bank". This is a Banked system and is discussed
in the Banked Systems section below.
PRIORITY SLIDERS
These sliders are used to divide up the resources given to damage control among
the various ship systems. Each slider represents up to 25% of damage control
resources, meaning that at no time may you have more than 4 sliders set to
maximum. If the slider is set all the way to the left, or at 0, the system will
never receive any repairs. If you increase one slider, all other sliders will
decrease automatically. To prevent this automatic decrease, you may lock in the
resource allocation level by clicking on the lock button next to the slider you
wish to lock. If a system is fully repaired, the resources given to it are
automatically redistributed to the systems that are still damaged. This
eliminates wasted resources, and some micromanagement.
BANKED SYSTEMS
Some damage control sliders, such as those for shields and weapons do not
represent a single resource, but a bank of resources. In these cases, the
Efficiency Rating represents the average efficiency of all resources within the
bank and the total repair time provided is the sum of the repair times for all
resources in the bank. By pressing the Bank Button, the window on the lower
right will display the repair status, priority sliders, and total repair times
for each system in the bank.
TOTAL REPAIR TIME
This column displays estimates of the time required for the systems to be fully
repaired. Undamaged systems display a dash.
PERMANENT DAMAGE
Occasionally a system will suffer some damage that cannot be repaired fully in
the field. This is especially true in cases where a portion of the ship has
been blown off or gutted out, such as the loss of a weapon tube or a warp
nacelle. In this event, when the system is repaired as much as possible, the
Total Repair Time field is replaced with word MAX, indicating it can receive no
further repairs. When MAX is reached the system is treated as if it were fully
repaired and resources assigned to it are automatically redistributed as normal.
3.1.4.2 POWER ALLOCATION SLIDER
At all times damage control is functioning at some level aboard your ship. This
is an indication that your crew is diligently working on the repairs they can.
By activating the Damage Control system you are assisting the damage control
teams by providing them with power for temporary force fields, to shore up
damaged bulkheads, contain plasma leaks, etc. The more power allocated, the
higher this rate is increased. Any power allocated to damage control over this
minimum power will reduce the time required to complete repairs. This slider is
similar to the power allocation slider on the Engineering screen. By increasing
or decreasing the slider, you can change the power request for Damage Control.
Unlike the slider on the power allocation screen, this slider does not enable
you to set the power priority of Damage Control. Instead, a priority override
button is next to the slider. By pressing the priority override button, the
power priority of the selected resource will temporarily be set as the highest
priority. This insures that the item receives the power it is requesting. Only
one resource at a time may be on priority override.
3.1.4.3 REPAIR ORDERS
The Repair Orders panel enables you to save your current damage control settings
as a macro. To save the current power settings, all a player must do is click
the Save Orders button, followed by one of the macro buttons. By double
clicking on the name of the macro, the player can rename it. The player can
then automatically change his damage control preferences by pressing one of the
macro buttons or calling the macro from the Tactical HUD. A damage control
macro will remember the settings of the sliders, whether a slider is locked or
not, and the settings of the banked sliders. The macro does NOT remember or
change the actual amount of power allocated to the Damage Control System itself;
that is handled by the engineering screen.
3.1.5 HELM
----------
3.1.5.1 SECTOR / SYSTEM MAP DISPLAY
This section of the interface consists of a main view window, a "Center" button,
a collection of 6 buttons labeled "Rotation", a collection of 6 more buttons
labeled "Position", a button labeled "System", and a button labeled "Sector".
VIEW WINDOW
The default item displayed in the view window is the Sector map of your theater
of operations, or the area in which the campaign you are currently involved with
is taking place. All the local star systems are shown as white dots on the
grid. You may click on any square on the grid, which will plot a course for
those grid coordinates and display them, along with the destination name and ETA
at the current warp speed. You may only warp to grid coordinates containing a
white dot.
The other item that displays in the view window is a cubic 3D-map of the star
system you are currently in. This map is accessible by clicking on the "System"
button. Course plotting on this map is handled either by clicking on a body in
the map cube or by using the 6 "Position" buttons. The 6 "Rotation" buttons are
used to rotate the System map for better viewing. You may return to the Sector
map at any time by clicking on the "Sector" button.
CENTER
This button is used to reset the 3d-map of the system you are in to its starting
position.
ROTATION
This group of 6 buttons is used to rotate the 3d-map of the system you are in.
The directional arrows control pitch and yaw while the + and - buttons zoom in
and out.
SYSTEM
Sets the view window to display the 3D-map of the system you are in.
SECTOR
Sets the view window to display the 3D-map of the Sector map of your theater of
operations, or the area in which the campaign you are currently involved with is
taking place.
POSITION
This group of 6 buttons is used to move the Course Destination cursor around on
both maps. In the System map, the directional arrows move the cursor forward,
backward, left and right while the + and - buttons change the cursor's altitude.
In the Sector map the directional buttons move up, down, left, and right. The +
and - buttons are not used.
3.1.5.2 MISSION LIST
This scroll box displays a chronological list all systems involved in the
current mission. Systems can be added to or removed from this list as events
transpire within the mission.
3.1.5.3 SECTOR / SYSTEM LIST
When the System Map is active this scroll box will display an alphabetical list
of all stellar objects within the system and will be labeled 'System List.'
When the Sector Map is active, it will display an alphabetical list of all
systems in the sector and will be labeled 'Sector List.' When the System List
is active you may also look up a system by typing its name.
3.1.5.4 WARP THROTTLE
From the warp throttle, you can set your starship's warp speed. The warp
throttle is made up of a speed meter, a power meter, and two slider controls.
SPEED METER
The speed meter indicates two pieces of information. The meter fills in with
yellow up to the currently set warp speed. The numbers to the right of the
meter demarcate the different Warp Factors.
POWER METER
The power meter fills in with yellow to indicate exactly how much power is
currently reserved for warp travel.
SPEED SETTING SLIDER
This slider knob controls the desired speed of warp travel. Note that the
slider may not be moved above the maximum speed attainable at the current power
level.
POWER ALLOCATION SLIDER
This slider is similar to the power allocation slider on the Engineering screen.
By increasing or decreasing this slider, you can change the power request for
warp travel.
3.1.5.5 IMPULSE THROTTLE
From the impulse throttle, you can set your starship's impulse speed. The
impulse throttle, like the warp throttle, is made up of a speed meter, a power
meter, and two slider controls with one important difference. The power meter
does not go all the way to the bottom, but instead ends at the "Stop"
demarcation on the large meter, because "Stop" is the speed setting that
requires no power. If the power slider is set high enough the Speed Setting
slider can be moved below the "Stop" demarcation to start the ship traveling in
reverse.
SPEED METER
The speed meter indicates two pieces of information. First, it fills in with
orange to indicate the desired speed set. The meter fills in with yellow up to
the currently actual impulse speed. To the right of the meter are various
throttle level marks, ranging from Full to Stop and as low as -1/4 impulse, or
1/4 impulse in reverse.
POWER METER
The power meter fills in with yellow to indicate exactly how much power is
currently reserved for impulse movement.
SPEED SETTING SLIDER
This slider knob controls the desired impulse speed. This slider may be moved
in either direction above or below the "Stop" demarcation, as long as sufficient
power is allocated. Note that the slider may not be moved above the maximum
speed attainable at the current power level.
POWER ALLOCATION SLIDER
This slider is similar to the power allocation slider on the Engineering screen.
By increasing or decreasing this slider, you can change the power request for
impulse movement.
3.1.5.6 CURRENT LOCATION INFORMATION WINDOW
This window displays information about the ship's current location including
system name and coordinates.
3.1.5.7 PLOT COURSE WINDOW
This window displays information about the ship's selected location including
system name, coordinates and an ETA to the system at the current warp speed. If
the "System Map" is being displayed, this window will provide information about
the selected stellar object.
3.1.5.8 HELM ORDERS
Whenever you are in the Gunnery Chair, the AI helmsman will take over flying the
ship so your ship will not be an easy target for enemies. The helm orders
control enables you to determine how the helmsman will fly the ship. By
selecting evasive maneuvers, the helmsman will fly in such a way as to make the
ship difficult to hit. Pursue Target will instruct the helmsman to fly in such
a way as to bring the forward weapons to bear on the target vessel. If the
target is destroyed, the helmsman will pursue the next target. Maintain Course
instructs the navigator to keep his "hands off" the controls and allow the ship
to continue in a straight line.
3.1.5.9 MISSION CLOCK
The ship's mission clock is a counter that begins at the start of every mission.
It measures the time the player has been on the mission in weeks, days, hours,
minutes and seconds. The clock advances in real time, except when the player is
in warp.
3.1.5.10 ENGAGE
Below the warp and impulse throttles is the Engage button. Pressing this button
will cause the ship to enter warp, leaving its present location and moving to
the selected location listed in the Plot Course Window, be it in-system or out.
Upon clicking the engage button you will be automatically returned to the HUD
view in the case of in-system warps, or to the external warp viewpoint in the
case of out system warp. Note that in-system travel always occurs at Warp
Factor 1.
3.1.6 MEDICAL
-------------
STARSHIP PERSONNEL SPECIFICATION
At the very top of the Medical screen are a wire frame of the ship and a text
description of its class, recommended complements of crew and marines and its
maximum crew complement.
CREW & MARINE STATUS
This readout displays the health status and experience of all the ship's crew
and marines. Crew Experience is a text description of the crew's experience
rating using the following classifications and colors:
Experience Class Color Code
Incompetent Red
Trainee Yellow
Average Green
Veteran Purple
Legendary Gold
Staffing Level is a percentage number that indicates whether sufficient
crewmembers are available to effectively operate the starship, based upon the
number of Active Duty Crew. Crew Health Meters indicate the number and
percentage of the ship's crew and marines that are healthy and on active duty,
wounded, in critical condition, or dead. The number to the left of each meter
displays the total number of crew in that condition, while the meter displays
that number as a percentage of total crew.
ELITE OFFICERS
If you accomplish great exploits one of your officers may prove to be cut above
the rest. There are various possible elite officers, and each has a beneficial
effect on some aspect of your ship's operation. The officers and their effect
on your ship are left for you to discover. Should you obtain an elite officer,
he will be displayed in this area.
POWER ALLOCATION LEVEL
This toggle operates in the same fashion as the power allocation toggle on the
Engineering screen. By changing the setting here you can change the power
request for sickbay. Unlike the toggle on the power Engineering station, this
toggle does not enable you to set the power priority of sickbay. Instead, a
priority override button is next to the toggle. By pressing the priority
override button, the power priority of the selected resource will temporarily be
set as the highest priority. This insures that the item receives the power it
is requesting. Only one resource at a time may be on priority override. If
sickbay is powered it does two things for you. First it will stabilize and heal
wounded crew and marines during warp travel. Second, it will reduce casualties
incurred during battle while it is powered. This second function of medical
only applies to casualties incurred on your ship. Marines that are wounded
aboard and enemy vessel during a boarding engagement are not protected. Each
level of sick bay power allocation increases these two effects, with the
downside of a significantly larger power cost.
3.1.7 PULL-DOWN MENU
--------------------
The pull down menu allows you to directly access all the Bridge Station
Interfaces. To access the pull down menu, you must already be at one of the
Bridge Station Interfaces. Simply move the mouse cursor to the top of the
screen and the menu will appear. Just click on the button labeled as the one
station you wish to go to.
3.1.8 VERBAL ORDERS SYSTEM (VOS)
--------------------------------
Across the bottom of the Tactical HUD and Gunnery Chair displays is a numbered
list of your officers. By pressing a number from the keyboard this list will
disappear and the officer chosen will be listed on the lower left corner of the
display. Above the officer title, a list of the orders that you can give to
that officer will appear. The list will temporarily be displayed over your
ship's status indicators. When you select an order from this list, that order
will be displayed at the bottom of the screen next to the officer's name as if
building a sentence. If the order does not terminate at that selection, the
next level of the menu tree will replace the existing list. Once the player has
selected a menu option that terminates that branch, Torlek's voice will be heard
barking out the command and the crewman will respond. Once you have given an
order from the verbal order system, the order will be carried out immediately.
Options that lead to a further menu tree are differentiated from options that
terminate by a dash placed after the option text. For example, Boost Sensor
Power is displayed as "Boost Sensor Power-", indicating that there is an
additional menu level. Therefore the order sequence to increase power to the
Sensors to 50% of your total ship's power would read: "Science- Boost Power to
Sensors - to 50% Total Ships Power."
Many menus require you to choose a power level, speed or number of crew from a
whole range of different possibilities. In these cases, the option that most
closely represents the ship's current status is highlighted. For example, if a
ship had 9% of its total power allocated to communications, then the option '10%
Total Ship Power' would be high-lighted on the power allocation menu for
communications.
If a menu option is unavailable or not possible, then it will gray-out.
Pressing the number of a menu item that is grayed-out will do nothing, not even
registering as a keystroke and taking you out of the menu. For example, as
weapons systems are destroyed or go off-line it will no longer be possible to
power them, so these options will gray-out in the Verbal Order menu.
Some options support two separate functions that are displayed based on the
ship's status. For example, when the cloaking device is turned off, the option
under the Weapons officer would read "Activate Cloaking Device", but when it is
turned on, the option would read "Deactivate Cloaking Device".
3.1.9 ESC MENU
--------------
Hitting the ESC key from the HUD activates this menu during game play. The game
is paused while you are on this menu. Hitting ESC while on this menu will
return you to the game.
OPTIONS
This button pulls up the options menu in exactly the same fashion as the Options
button on the main menu. From here you may adjust various game settings during
the course of a mission.
CONTINUE
This button will return you to the game.
RESTART
Clicking this button restarts the current mission from the beginning.
EXIT
Clicking this button will ask for a confirmation before returning you to the
main menu.
========================
4.0 WEAPONS DESCRIPTIONS
========================
-------------------
4.1 ASSAULT PHASERS
-------------------
Nickname: "Super Phasers"
Range: 30,000k
The Assault Phaser is a really heavy phaser. So heavy, in fact, that only large
bases and battleships can carry them. They are the pinnacle of destructive
power, easily piercing the shields of all but the most powerful starships and
destroying weaker vessels outright. Both the Klingon Empire and the Federation
employ the Assault phaser.
Large bases (Starbases and Battlestations) have great power output capacity and
large amounts of space that allow them to use their assault phasers as a primary
weapons system. This makes a base very difficult to attack and destroy and
virtually impossible to capture.
The ship-mounted versions can only be mounted spinally, where the hull of the
ship is built around the weapon system rather than fitting the weapon into a
hull. This limitation in mounting gives them an extremely limited firing arc,
but provides structural support and space for the necessary systems. Other
drawbacks to these weapons are that power reactors for ships are unable to
provide an efficient charge for the weapon, and that hull design and materials
technology can barely provide sufficient structural support.
The basic lack of power on ships equipped with these weapons means that the
weapon must take quite a bit of time storing energy in capacitors attached to
the weapon's energy system. This limitation reduces the firing rate of the
Assault Phaser to a fraction of that of a base mounted weapon. An additional
effect is that the ship suffers a brief general power brown out after firing the
weapon.
Vessels equipped with Assault Phasers suffer from structural and system stresses
when firing the weapon. Each firing of the weapon could lead to a catastrophic
systems failure.
-------------------
4.2 CLOAKING DEVICE
-------------------
The Romulans gave the Cloaking Device to the Klingon Empire in the initial
technology exchange when their alliance was first formed. Since then, it has
proven to be an effective weapon, becoming standard equipment on all new ships,
and all old ships have been refitted with them.
The Cloaking Device masks the vast majority of electromagnetic emissions of a
starship using one. This includes the visible light spectrum as well as a host
of other subatomic and subspace emissions. It grants a much greater chance of
gaining surprise and the ever-important first strike in combat, by allowing the
cloaked ship to stealthily approach hapless and unwary enemies. However, it is
by no means foolproof. As fast as improvements can be made to cloaking
technology, the non-cloak using governments develop ever more powerful sensors.
This upward spiraling arms race dynamic keeps the cloak from achieving status as
a true invisibility shield, but the benefits granted, even by an imperfect
cloak, are well worth further development of the system.
A Cloaking Device , when activated, renders the ship virtually invisible to
visual scanning. Only a slight visible distortion betrays the presence of a
cloaked vessel. For visual scanning, a cloaked ship almost invariably escapes
detection by all but the most observant enemies. While the cloak is nearly
perfect against visual scanning, sensor technology has progressed to sufficient
levels to allow for the intermittent detection of a cloaked vessel. This
intermittent sensor anomaly increases in frequency and duration for the
searching ship based on range and power to the sensors, making the preferred
tactic of the cloaked vessel to choose the attack run path from longer ranges,
close range as fast as possible, decloak, and fire.
Despite the fact that the cloak is a highly effective weapon, it does have
drawbacks. While the cloak is activated, weapons fire is impossible. The
Cloaking Device must be disengaged in order to fire the ship's weapons.
Weapons may maintain charging status, so they may be fired as soon as the cloak
is disengaged, but firing while cloaked is not possible. Also, the tractor beam
may not be engaged while cloaked and any existing tractor beams emitting from
the ship will disengage. This does not break tractor links established on the
cloaking vessel by an enemy ship. Finally, the cloaking field interferes with
transporter function to such an extent that transport is impossible while the
cloaking device is engaged.
-------------------
4.3 DISRUPTOR BANKS
-------------------
Range: 15,000k
This is the standard primary weapon of the Klingon and Romulan Empires. The
disruptor mechanism creates a hyper-energetic particle stream that cannot be
contained for more than a few milliseconds. The containment field is ejected
from the disruptor emitter and as the field decays the contained energy is
released, disrupting whatever matter it contacts.
---------------------------------------------------------
4.4 FREQUENCY-MODULATED MESON PARTICLE ACCELERATOR (FMPA)
---------------------------------------------------------
Nickname: "Meson Gun" or "Shield Breaker"
Range: 15,000k
The Frequency-Modulated Meson Particle Accelerator, as it is called, is a
closely guarded secret of the Klingon Empire. Only the Klingon researchers who
developed it know the principles behind it. It utilizes a top-secret technology
to create finely adjustable meson particle streams that are directed at the
target vessel. These mesons collect around the outer portion of the target
starship's shields, and due to the frequency modulation, the mesons pool in the
weakest areas of the shield. Eventually, the shields build up a tremendous
amount of meson energy along their entire surface. This energy is then
subjected to a quick pulse of Eichner radiation that causes it to detonate,
damaging all of the target ship's shields with the most damage being applied to
the weakest shield segment.
-----------------------
4.5 GORN PLASMA TORPEDO
-----------------------
Nickname: "Gorn Plasma"
Range: 12,500k
The Gorn have developed a plasma torpedo independently of the Romulans. While
it is based off of very different scientific principles than the Romulan
version, the results are virtually identical. The Gorn torpedo homes in on its
target in the same fashion as the Romulan version, but its warhead strength is
never greater than its equivalent Romulan light plasma torpedo counterpart.
------------------------------------------------
4.6 GRAVIMETRIC HARMONIC RESONANCE CANNON (GHRC)
------------------------------------------------
Nickname: "Resonator Cannon"
Range: 7,000k
The Gravimetric Harmonic Resonance Cannon or Resonator Cannon is an offensive
weapon derivative of the tractor beam developed by the Gorn. The cannon's beam
strikes the target ship and begins to push and pull the hull in a rapid
modulation. This vibration eventually reaches the harmonic frequency of the
hull and causes structural fatigue and damage. Resonator Cannons do quite a bit
of physical damage to the target ship's hull, but also dramatically increase the
target's system stress level giving the weapon a chance to cause the target to
tumble out of control.
One other strange side effect of the design of this weapon is its ability to
negate any tractor beam holding the firing ship. All tractor beams holding the
firing vessel are immediately broken, but the firing vessel must allow the
weapon to fully recharge before firing again.
-------------------------------------------------------
4.7 GRAVITON DENSITY DISTORTION SPHERE (GDDS) GENERATOR
-------------------------------------------------------
Nickname: "GDDS" or "Grav Sphere"
Range: N/A
The Graviton Density Distortion Sphere Generator was developed by the Gorn Star
Kingdom during its many wars with the Romulan Star Empire, and is used as an
effective means of attacking slow moving vessels. During the war that saw the
first use of the GDDS by the Gorn, Romulan troops captured a ship equipped with
one of these devices for study. The Romulans towed said vessel to a research
facility far from the Gorn border in what was then one of the farthest frontiers
of their empire. Unknown to the Romulans, this frontier was to soon become fixed
as their border with the Sha'kurian people. Not long after research began on
the enigmatic Gorn device, the Romulans made a regrettable first contact with
the Sha'kurians. Romulan expansionist dogma clashed violently with Sha'kurian
territoriality causing a second front to open for the Romulans. During the
fighting, a Sha'kurian raiding force captured the research station and the GDDS
as well. The Sha'kurians proved to be highly adept at adapting the Gorn device
to their own purposes and have been fielding them ever since.
Though the two races, the Gorn and Sha'kurians, have nearly identical GDDS
technology, they have developed radically different tactics for their use. The
Gorn normally mount these devices on the larger vessels in the Gorn Royal Navy
because their ramming capability suits the tremendous mass and great speed of
large Gorn starships. The Sha'kurians, however, utilize the defensive
capabilities of the GDDS to a far greater extent than the Gorn and thus greatly
increase the survivability of their carrier forces.
The GDDS disperses a spherical field of gravitons in rapidly varying density
around the vessel using it. This field remains active until the stored energy
within the field is expended. This field prevents the generating ship from
suffering the effects of collisions, thereby allowing the generating vessel to
act as a ram. The GDDS field impacts ships, asteroids, projectiles, and other
physical objects as a normal collision with the field absorbing any impact force
that would normally have been done to the generating vessel. However, impact
absorption weakens the field, reducing its overall strength. Once the field's
integrity is fully compromised, the field is deactivated and any extra collision
damage is directed to the hull of the GDDS using ship. Once the GDDS
deactivates, the field cannot be activated again until the gravimetric
capacitors completely recharged.
The GDDS is not an invulnerability shield, however. Phasers and normal
disruptors pass through the GDDS field unaffected. In addition, two weapons
have a tremendous negative reaction to the graviton field generated by the
GDDS.
-----------------------------------------------
4.8 PHASE-INDUCED BIPOLAR COMPRESSION DISRUPTOR
-----------------------------------------------
Nickname: "Heavy Disruptor"
Range: 12,500k
This is essentially a grossly overpowered medium range version of the standard
disruptor weapon of the Klingon Empire. The Tholian Incursion Reaction Forces
also use this weapons system, although it is not known whether they researched
themselves or stole it from the Empire. By using a bipolar energy field, the
disruptor energy is collected and compressed into a large energy packet. The
packet is subjected to a quantum energy bombardment that causes the packet to
slightly shift its phase. By purposely leaving a portion of the bipolar energy
field weaker, the phase shift will cause the energy packet to exit the
compression unit in a controllable direction.
The energy packet is a small torpedo-like projectile that is less powerful than
a standard photon torpedo, but can be fired more rapidly and does not require
any sort of expensive casings, as do the photon torpedoes.
These weapons are usually employed as a prelude to an actual torpedo strike,
weakening the target's shields as well as causing some internal damage for the
heavier pounding of the antimatter torpedoes.
----------------
4.9 PHASER BANKS
----------------
Range: 15,000k
A common primary weapon throughout the Alpha and Beta Quadrants is the phaser.
The phaser is a beam of cohesive energy, similar to a Laser but rapidly pulsing.
This pulsing is so rapid as to be invisible to the eye. While the behavior of
the phaser is identical from race to race that uses them, the technology driving
them is radically different producing a different look for each group.
---------------------
4.10 PHOTON TORPEDOES
---------------------
Range: 10,000k
The photon torpedo is the mainstay secondary weapon of the Federation and the
Klingon Empire. These torpedoes are high velocity projectiles, with a
matter/anti-matter warhead as its payload. The onboard deuterium and anti-
deuterium are kept separate until the detonator systems activate, due to impact
or reaching their pre-programmed maximum range. At the moment of detonation,
magnetic fields direct much of the force of the explosion in a similar fashion
to shaped charges of conventional chemical explosives in order to inflict as
much damage to their targets as possible.
-----------------------------------------
4.11 TRILITHIUM DEPLETED PHOTON TORPEDOES
-----------------------------------------
Nickname: "Heavy Photon"
Range: 10,000k
In their never-ending quest for more destructive weapons Klingon researchers
developed a method of boosting the destructive output of photon torpedoes. The
process, known as trilithium depletion, increases the damage capability of
photon torpedoes by 100%. Trilithium depletion does have drawbacks, however.
The depletion process during the manufacture of the weapon is time consuming and
very expensive, not to mention dangerous. Many munitions factories have
suffered premature detonations of these devices during the manufacturing process
and were severely damaged. Nevertheless, because of the intense cold war with
the Federation, the Klingon Empire uses these torpedoes on several classes of
Klingon warships. Ships equipped with these torpedoes must be outfitted with
special munitions storage modules and the torpedo itself is built only to fire
from a specific type of reinforced photon launcher. This eliminates the risk of
foolish captains attempting to use the heavy torpedo munitions in a standard
torpedo launcher.
-----------------------------------------------------
4.12 ROMULAN HEAVY, MEDIUM AND LIGHT PLASMA TORPEDOES
-----------------------------------------------------
Range: 12,500k
After a long period of isolationism, the Romulan Star Empire debuted a new and
devastating weapon, the plasma torpedo, in a test of Federation resolve. The
weapon performed beautifully under combat conditions, though the participants of
the mission did not return. Though the plasma torpedo was highly effective, its
power requirements were enormous. It soon became apparent that lower powered
versions of the torpedo were in order, thus the medium and light variant were
born. These medium and light torpedo launchers are used to better balance a
ship's performance versus its firepower, and to increase combat longevity.
=============
5.0 STARSHIPS
=============
-------------------
5.1 Klingon Vessels
-------------------
5.1.1 Emperor Class Heavy Battlecruiser
---------------------------------------
Length: 412m
Max. Impulse: 1230 k/s
Maneuverability Rating: 0.4/0.3
Mass: Approx. 750
Hull Rating: 3.7
Shield Rating: 57.5
Armaments:
Forward
Primary - 4 Disruptors
Secondary - 1 Heavy Photon Torpedo
Heavy - 2 FMPA Cannon
Advanced - None
Aft
Primary - 3 Disruptors
Secondary - None
Heavy - 2 FMPA Cannon
Advanced - None
Port & Starboard
Primary - 3 Disruptors
Secondary - None
Heavy - None
Advanced - None
5.1.2 K'T'inga Class Cruiser (D7)
---------------------------------
Length: 244m
Max. Impulse: 1410 k/s
Maneuverability Rating: 0.5/0.4
Mass: Approx. 500
Hull Rating: 2.1
Shield Rating: 32.3
Armaments:
Forward
Primary - 2 Disruptors
Secondary - 1 Photon Torpedo
Heavy - 2 Heavy Disruptor Cannon
Advanced - None
Aft
Primary - 2 Disruptors
Secondary - 1 Photon Torpedo
Heavy - None
Advanced - None
Port & Starboard
Primary - 2 Disruptors
Secondary - None
Heavy - None
Advanced - None
5.1.3 B'Rel Class Escort
------------------------
Length: 92m
Max. Impulse: 1770 k/s
Maneuverability Rating: 0.7/0.9
Mass: Approx. 250
Hull Rating: 1.1
Shield Rating: 17.0
Armaments:
Forward
Primary - 2 Disruptors
Secondary - 1 Photon Torpedo
Heavy - None
Advanced - None
Aft
Primary - None
Secondary - None
Heavy - None
Advanced - None
Port & Starboard
Primary - None
Secondary - None
Heavy - None
Advanced - None
----------------------
5.2 Federation Vessels
----------------------
5.2.1 Excelsior Class Heavy Battlecruiser
-----------------------------------------
Length: 433m
Max. Impulse: 1320 k/s
Maneuverability Rating: 0.3/0.2
Mass: Approx. 750
Hull Rating: 4.2
Shield Rating: 72.5
Armaments:
Forward
Primary - 4 Phasers
Secondary - 4 Photon Torpedoes
Heavy - None
Advanced - None
Aft
Primary - 3 Phasers
Secondary - 2 Photon Torpedoes
Heavy - None
Advanced - None
Port & Starboard
Primary - 3 Phasers
Secondary - None
Heavy - None
Advanced - None
5.2.2 Akula Class Destroyer
---------------------------
Length: 229m
Max. Impulse: 1680 k/s
Maneuverability Rating: 0.4/0.5
Mass: Approx. 350
Hull Rating: 2.3
Shield Rating: 40.7
Armaments:
Forward
Primary - 3 Phasers
Secondary - 2 Photon Torpedoes
Heavy - None
Advanced - None
Aft
Primary - 2 Phasers
Secondary - None
Heavy - None
Advanced - None
Port & Starboard
Primary - None
Secondary - None
Heavy - None
Advanced - None
5.2.3 Clydesdale Class Tanker
-----------------------------
Length: 1525m
Max. Impulse: 700 k/s
Maneuverability Rating: 0.3/0.1
Mass: Approx. 3000
Hull Rating: 0.9
Shield Rating: 5.3
Armaments:
Forward
Primary - 1 Phaser
Secondary - None
Heavy - None
Advanced - None
Aft
Primary - 1 Phaser
Secondary - None
Heavy - None
Advanced - None
Port & Starboard
Primary - None
Secondary - None
Heavy - None
Advanced - None
-------------------
5.3 Romulan Vessels
-------------------
5.3.1 Senator Class Command Cruiser
-----------------------------------
Length: 381m
Max. Impulse: 1230 k/s
Maneuverability Rating: 0.4/0.3
Mass: Approx. 550
Hull Rating: 2.2
Shield Rating: 32.5
Armaments:
Forward
Primary - 4 Disruptors
Secondary - 2 Medium Plasma Torpedoes
Heavy - None
Advanced - None
Aft
Primary - 2 Disruptors
Secondary - None
Heavy - 2 Light Plasma Torpedoes
Advanced - None
Port & Starboard
Primary - None
Secondary - None
Heavy - None
Advanced - None
5.3.2 Centurion Class Cruiser
-----------------------------
Length: 168m
Max. Impulse: 1320 k/s
Maneuverability Rating: 0.4/0.3
Mass: Approx. 500
Hull Rating: 1.6
Shield Rating: 23.7
Armaments:
Forward
Primary - 2 Disruptors
Secondary - 2 Medium Plasma Torpedoes
Heavy - None
Advanced - None
Aft
Primary - 2 Disruptors
Secondary - None
Heavy - None
Advanced - None
Port & Starboard
Primary - None
Secondary - None
Heavy - None
Advanced - None
----------------
5.4 Gorn Vessels
----------------
5.4.1 Euromastyx Class Cruiser
------------------------------
Length: 381m
Max. Impulse: 1590 k/s
Maneuverability Rating: 0.3/0.2
Mass: Approx. 500
Hull Rating: 2.2
Shield Rating: 41.5
Armaments:
Forward
Primary - 4 Phasers
Secondary - 1 Gorn Plasma Torpedo
Heavy - None
Advanced - GDDS (360)
Aft
Primary - 2 Phasers
Secondary - None
Heavy - None
Advanced - None
Port & Starboard
Primary - 2 Phasers
Secondary - None
Heavy - None
Advanced - None
5.4.2 Anaconda Class Destroyer
------------------------------
Length: 168m
Max. Impulse: 1770 k/s
Maneuverability Rating: 0.4/0.2
Mass: Approx. 350
Hull Rating: 2.2
Shield Rating: 40.5
Armaments:
Forward
Primary - 4 Phasers
Secondary - None
Heavy - None
Advanced - GHRC (360)
Aft
Primary - 1 Phaser
Secondary - None
Heavy - None
Advanced - None
Port & Starboard
Primary - 1 Phaser
Secondary - None
Heavy - None
Advanced - None
5.4.3 King Snake Class Frigate
------------------------------
Length: 122m
Max. Impulse: 1860 k/s
Maneuverability Rating: 0.4/0.3
Mass: Approx. 300
Hull Rating: 1.8
Shield Rating: 27.5
Armaments:
Forward
Primary - 4 Phasers
Secondary - 1 Gorn Plasma Torpedo
Heavy - None
Advanced - None
Aft
Primary - 1 Phaser
Secondary - None
Heavy - None
Advanced - None
Port & Starboard
Primary - 1 Phaser
Secondary - None
Heavy - None
Advanced - None
=================
6.0 SPACE TERRAIN
=================
---------
6.1 STARS
---------
A stellar corona has a high amount of radiation and heat. Merely being within a
corona will begin to damage your starship's shields and hull due to the intense
heat. Movement within the corona only exacerbates the situation. The radiation
is blocked by the shield systems of your vessel, but if a shield fails the
radiation pours in and begins to poison and kill off your crew. These radiation
casualties only increase as more shields fail. Within the stellar corona
several of your ship's systems are affected. Another side effect is that beam
weapons such as phasers or disruptors receive a large boost in damage power due
to the interaction of the weapon fire with the corona's high-energy plasma.
However, secondary and heavy weapons tend to loose significant amounts of
warhead strength. Advanced weapons such as the QCB, GHRC, GDDS and the Tholian
Web suffer from problems in maintaining the necessary containment fields and are
thus nearly ineffective.
Tactical Notes: Try to strike a balance between maintaining a high combat
stance and running increased levels of medical power, damage control and shield
reinforcement.
-----------
6.2 PLANETS
-----------
Class L and M worlds tend to have fairly thick atmospheres, the upper reaches of
which may be used tactically in combat. While in a planetary atmosphere, high
velocity movement can cause friction damage to your shields and hull, but this
can be a small price to pay for the benefit of the natural ECM that the terrain
provides ships within it. This natural ECM can spell the difference in a
confrontation. While in a planetary atmosphere, warp drives cannot be engaged
else the immense speed would rip the hull of your ship apart. The planetary
atmosphere affects some weapons and systems. Some, such as the Tholian Web and
the GDDS cannot function within an atmosphere, while others, like the Tractor
Beam, require more power to remain at their effectiveness levels in deep space.
Ships with the AMFP are advised not to fire them within the atmosphere as some
of the ejected antimatter detonates close to the firing vessel, causing damage
to the firing ship as well as the target.
Tactical Notes: Keep aware of where you are at all times. The planetary
atmosphere's useable area is quite thin in comparison to other terrains. Too
high and you loose the benefits; too low and you die. To this end, maintaining
the power to travel at half-impulse while keeping your velocity at half to one-
quarter impulse speeds will assist you in remaining within the useful region.
--------------
6.3 GAS GIANTS
--------------
Gas Giants are large planets made up of various high-density gasses compressed
by the planet's gravity. Within the Gas Giant, the gasses flow in currents and
eddies which create massive turbulence for ships traveling within them and the
thickness of the gas greatly obscures vision. This high gas density creates the
largest amount of friction against starship hulls of any of the known space
terrains, making high velocity movement within them immensely dangerous at best.
The compression of the atmospheric gasses creates bizarre ionization patterns
and electromagnetic anomalies as well as the hazards to movement. This property
of the Gas Giant creates heavy interference with a ship's sensors, making all
ships within even more difficult to detect than even a cloaked vessel. These
ionic and electromagnetic anomalies also interfere with the establishment of a
proper warp field, thus rendering warp travel impossible until leaving the Gas
Giant's effects. Systems such as the Tractor Beam and the Tholian Web have
greatly reduced effect as well, again due to the variable energy flux within the
gas. In combat, the thick gas dissipates the necessary cohesion of a ship's
beam weapons systems, greatly reducing their effectiveness in combat. However,
the density of the atmosphere improves the damage output of secondary and heavy
weapons by adding additional pressure and stress to the hull ruptures caused by
their impact. This great benefit does come at a price, however. Each firing of
a secondary or heavy weapon within a Gas Giant causes some feedback damage to
the firing ship, making accuracy count all the more.
Tactical Notes: The targeting systems aboard your starship have great
difficulty in compensating for the turbulence in the terrain when projecting a
firing solution. Because of this, it would be wise to avoid targeting an
enemy's subsystems, as the turbulence will cause you to miss more often than is
tactically advisable.
-------------------
6.4 PLANETARY RINGS
-------------------
Planetary rings are mostly composed of very fine micro-particles in slow orbit
around their host planet with quite a few large asteroids orbiting at great
velocities. These large asteroids are a very dangerous navigational hazard,
requiring starship captains to be thoroughly aware of their surroundings to
avoid painful if not fatal collisions. The micro-particles on the other hand,
though they are small enough not to pose a danger to your ship's hull, they do
have other, more interesting, effects. The particles act to disperse shield
energies, making it extraordinarily difficult to keep them raised. Similarly,
the particles dissipate other types of cohesive energy as well. Sensor signals
become refracted and garbled creating moderate natural ECM effect for all ships
within the ring. Tractor Beams and Transporters also suffer from reduced
effectiveness due to signal dissipation, thus requiring additional power to
maintain nominal efficiency levels. In combat, all weapons systems are of
reduced effectiveness within the ring, although this is mitigated somewhat by
the shield instability.
Tactical Notes: Maintain good speed and be very aware of your surroundings
within the ring. If you know where all the large rocks within the area are, you
may be able to use them to your advantage while avoiding them yourself.
====================
7.0 CUSTOMER SERVICE
====================
TECHNICAL SUPPORT
TROUBLESHOOTING DOCUMENTS ONLINE!
Interplay Entertainment Corp. Technical Support now offers troubleshooting
guides with complete installation and setup instructions as well as information
that will help you overcome the most common difficulties. If you have access to
the
World Wide Web, you can find these at
http://www.interplay.com/support/
Here you will find troubleshooting information on as well as information on
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(For game-specific information and additional troubleshooting, visit our main
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If you have questions about the program, our Technical Support Department can
help. Our web site contains up-to-date information on the most common
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If you are unable to find the information you need on our web site, please feel
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========================================
8.0 SOFTWARE LICENSE / LEGAL INFORMATION
========================================
This software product, Klingon Academy Demo (the "Software"), is intended solely
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