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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, and then click on CONTINUE. This
should trigger the ending movie for the mission.
An inability to host Internet games through MPlayer has been experienced if the
system attempting to host has a TCP/IP network card as well as a modem. There
is a workaround. You must disable TCP/IP through your Ethernet card.
To disable your TCP/IP through your Ethernet card: 1. Right click on Network
Neighborhood and go to Properties 2. Left click the protocol labeled "TCP/IP ->
[NETWORK ADAPTER MODEL]" so that it is highlighted 3. Left click the Remove
button. 4. When prompted, restart your machine. Note: Ethernet Cards may vary
from system to system.
After restarting your machine, your TCP/IP through your Ethernet card should no
longer be present in Network Neighborhood Properties. You should now be able to
host a game on MPlayer. You will note that when you click IP in the Klingon
Academy Multiplayer Net Lobby, only one IP address will be displayed. Prior to
removing TCP/IP, two IP addresses would have been displayed. WARNING: Do not
remove the protocol labeled "TCP/IP -> Dial-Up Adapter".
Joining games hosted by others is normal.
* Note: [NETWORK ADAPTER MODEL] is your specific model of Network Adapter, i.e.
3Com Fast EtherLink XL 10/100Mb TX Ethernet NIC (3C905B-TX).
-----------------------
Last Minute Notes:
-----------------------
* This interactive demo is intended as a stand-alone sample version of
Klingon Academy with the following features:
Quick battle scenario editor with three 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.
Multiplayer deathmatch, featuring three ships, four starsystems, and
3 terrains. Free for all and team modes are available in deathmatch, as
as well as kill limit and time limit matches.
-----------------------
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 Getting Started
1.1 System Requirements
1.2 Klingon Academy Setup
2.0 Main Menu
2.1 Simulator
2.2 Quick Battle
2.3 Multiplayer
2.3.1 Multiplayer Connection
2.3.2 Join/Create Game
2.3.3 Create Game
2.3.4 Game Password
2.3.5 Enter Remote Host Name Or IP
2.3.6 Game Setting
2.3.6.1 Campaign
2.3.6.2 Quick Match
2.3.7 Multiplayer Setup
2.3.7.1 Host
2.3.7.2 Player
2.3.8 Ship Configuration
2.3.8.1 Crew
2.4 Options
2.4.1 Audio
2.4.2 Video
2.4.3 Game Settings
2.4.4 Controls
2.4.4.1 Use Joystick
2.4.4.2 Calibrate
2.4.4.3 Use Mouse
2.4.4.4 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 Security
3.1.7 Medical
3.1.8 Pull-Down Menu
3.1.9 Verbal Orders System (VOS)
3.1.10 ESC Menu
4.0 Weapons Descriptions
4.1 Assault Phasers
4.2 Cloaking Device
4.3 Disruptor Banks
4.4 Gorn Plasma Torpedo
4.5 Graviton Density Distortion Sphere (GDDS)
4.6 Phase-Induced Bipolar Compression Disruptor
4.7 Phaser Banks
4.8 Photon Torpedoes
4.9 Romulan Heavy, Medium and Light Plasma Torpedoes
5.0 Starships
5.1 Klingon Vessels
5.1.1 K'T'inga Class Cruiser (D7)
5.1.2 B'Rel Class Escort
5.2 Federation Vessels
5.2.1 Constitution Class Cruiser
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 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 GETTING STARTED
=======================
If you have not installed Klingon Academy(tm), the first button on the launcher
will be labeled "Install Klingon Academy". To install the game, left click on
this button and follow the instructions given by the install program. If you do
not have DirectX 7, or if you are not sure if you do, click the "Install DirectX
7" button and follow the instructions. Users of the Windows 95 operating system
who intend on playing Multiplayer games of Klingon Academy should click the
"Install WinSock 2" button to install necessary networking files. (If you are
unsure if you have already installed Winsock 2, click the "Setup" button on the
launcher to see if Klingon Academy detects Winsock 2.0.) Users of Windows 98 do
not need to do this, as the proper version of Winsock is already incorporated
into their operating system. Once the game is installed, the "Install Klingon
Academy" button will be replaced with a "Play Klingon Academy" button. Click
this to begin play.
-----------------------
1.1 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
-------------------------
1.2 KLINGON ACADEMY SETUP
-------------------------
Star Trek: Klingon Academy supports a variety of game resolutions and video
hardware, including multiple video card configurations. To select your game
resolution and your display device in the case of multiple video card
configurations, simply click the "Setup" button on the Launcher. A window will
appear containing a pull-down menu used to select the video hardware you wish to
use, a resolution list box, and an indicator showing if Winsock installation is
required.
Display Device
Click the downward pointing arrow to open the pull-down window. Click the
desired display device to set it.
Select Resolution
Highlight the desired game resolution from the list to select it. If nothing is
listed, click the "Detect Available Resolutions" button to refresh the list.
Multiplayer
This displays the version of Winsock currently installed on your system.
OK
This button accepts and saves any changes to the setup and returns you to the
launcher.
Cancel
This button ignores any changes made to the setup and returns you to the
launcher.
=============
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
Selecting this option takes you to the Multiplayer menu screen.
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 MULTIPLAYER
---------------
2.3.1 MULTIPLAYER CONNECTION
----------------------------
From this menu you may input your player name and select what type of network
connection you will be using.
PLAYER NAME
Type the name or handle you wish to be known by during your multiplayer session
in this box.
IPX NETWORK
This button configures your setup to play games over an IPX/Novell Netware based
LAN, and takes you to the Join/Create menu.
TCP/IP
This button configures your setup to play games over the Internet or a TCP/IP
based LAN, and takes you to the Join/Create menu.
CANCEL
This button will take you to the main menu.
2.3.2 JOIN/CREATE GAME
----------------------
On this screen, existing games are displayed in the scroll box. Highlight an
existing game by clicking on it and then click the Join button to join in, or
click the create button to start up your own game.
CREATE
This button takes you to the Create Game menu.
JOIN LOCAL
This button will allow you to join an existing game over a LAN, provided that it
is open and has available player slots.
JOIN REMOTE
This button will allow you to join an existing game over the Internet, provided
that it is open and has available player slots. Please note that this button
only appears if TCP/IP is the chosen connection type.
CANCEL
This button will take you to the main menu.
2.3.3 CREATE GAME
-----------------
Here you enter the name of the game you with to create and a password if
desired.
GAME NAME
Type the name of the game you wish to create in this box. This is what players
see on the Join/Create Game screen.
PASSWORD
To prevent unwanted players from joining your game you may type a password in
this box. Players who wish to join the game will be prompted to enter the
correct password before they will be allowed to join.
CANCEL
This button will take you to the Join/Create Game screen.
2.3.4 GAME PASSWORD
-------------------
This screen appears only if the game being joined is requesting a password.
PASSWORD
Type the password of the game into this box.
OK
Click this button to join the game.
CANCEL
This button will take you to the Join/Create Game screen.
2.3.5 ENTER REMOTE HOST NAME OR IP
----------------------------------
REMOTE HOST NAME OR IP
The player enters the name of the remote host computer or its IP address in this
box.
OK
This button accepts the entered host name or IP address and attempts to connect.
Failed connections return you to this screen. Successful connections take the
player to the Multiplayer Setup screen.
CANCEL
This button returns you to Multiplayer Connection screen.
2.3.6 GAME SETTING
------------------
SCENARIO TYPE
This button displays the current type of scenario selected. Click the button to
toggle between Campaign and Quick Match. Depending upon what is selected, the
remainder of the screen changes, to provide the options for the selected
scenario type.
2.3.6.1 CAMPAIGN
SELECT CAMPAIGN
This scroll box displays a list of available campaign missions.
SCENAIO INSTRUCTIONS
This scroll box contains a description of the selected mission and any necessary
notes about game setup.
DIFFICULTY
There are six difficulty settings. Clicking this button changes the difficulty
level of any AI controlled vessels in the multiplayer game. The difficulty
levels from lowest to highest are:
Human, Glob Fly, Cadet, Warrior, Chang, and Kahless.
OK
Clicking this button locks your Scenario Settings, and sends you to the
Multiplayer Setup screen.
CANCEL
Clicking this button sends you to the Multiplayer Setup screen without locking
your Scenario Settings.
?
Clicking this button changes the mouse cursor to the Help cursor. Clicking with
the Help cursor on an item on the screen will supply you with some basic
information about that function.
2.3.6.2 QUICK MATCH
TEAMS SHARE POINTS
When set to "YES" this toggle sets up the game so that a point value restriction
for the game acts as a sort of bank account that is drawn on by all members of
the same team. When set to "NO", point value restrictions apply to each player
individually.
SELECT STAR SYSTEM
This scroll box displays a list of available playing fields and games.
VICTORY CONDITIONS
This selector allows you to choose the types of victory conditions for the
scenario.
CONQUEST
Conquest victory condition is a sudden-death death match. Each player has only
one life, and the last one alive wins. This option requires no additional
information.
KILLS
Choosing this victory condition will end the game when a player obtains the
required number of kills. If this victory condition is selected the button
below becomes the Kill value setting. Click on the button to increase the
number of kills needed to win the game.
TIME LIMIT
Choosing this victory condition will end the game when the allotted time runs
out. The winner is the one with the most kills at the end of the game. If this
victory condition is selected the button below becomes the Time Limit setting.
Click on the button to increase the length of time the game will last.
SHIP POINT VALUE
Click on this button to increase the Ship Purchase Points limit for the game.
The default is Unlimited.
GAME TYPE
This toggle will switch between the two game types, Open or Closed. Open games
can be joined in progress by anyone. Only those players who were in the game
when it started can join a Closed game.
BASES REPAIR
When set to "YES" this toggle sets up the game so that bases assigned to your
team accelerate repairs when your ship is within 5000m of it. When set to "NO",
bases have no effect other than to make life miserable for any enemies that get
too close.
DIFFICULTY
There are six difficulty settings. Clicking this button changes the difficulty
level of any AI controlled vessels in the multiplayer game. The difficulty
levels from lowest to highest are:
Human, Glob Fly, Cadet, Warrior, Chang, and Kahless.
OK
Clicking this button locks your Scenario Settings, and sends you to the
Multiplayer Setup screen.
CANCEL
Clicking this button sends you to the Multiplayer Setup screen without locking
your Scenario Settings.
?
Clicking this button changes the mouse cursor to the Help cursor. Clicking with
the Help cursor on an item on the screen will supply you with some basic
information about that function.
GAME SPEED
This slider will increase or decrease the overall speed of game play. The host
system is the one that determines the speed of the network game.
GAME BANDWIDTH
The bandwidth slider is provided for the player to adjust the size of the
bandwidth, based upon the connections being used by the player. The higher the
bandwidth, the better the quality of the game will be. However, in large games,
it is best to set the bandwidth slider to the client with the SLOWEST Speed
connection. This is to ensure a good game for everyone. The bandwidth slider is
easily readable by having the connection speeds/types listed as it is scrolled
from left to right.
2.3.7 MULTIPLAYER SETUP
-----------------------
This screen is virtually identical visually whether you are a player or the
host, but the functionality changes. The following sections describe the
functionality of the Multiplayer Setup screen for the host and the players.
2.3.7.1 HOST
SLOT STATUS BUTTON
The Slot Status button is located just to the left of the player reference
number and name. All slot buttons default to Open, represented by an open set
of doors. As players join the game the buttons for the filled slots will
change. The button next to a player slot occupied by a human will display a
picture of a Boot. Clicking on the button while it is a Boot will kick the
human out of the player slot, changing its status to open. If the button is
next to an open slot it becomes a three stage cycling button. The first stage
is the default stage as described above. The second stage is a picture of a
closed door, signifying that the slot is closed. The third stage is a picture
of a computer, signifying that a computer-controlled player now takes up the
slot.
NAME
The name column displays the names of all players involved in the game, as was
entered on the Multiplayer Connection screen. To the immediate left of the name
is the player reference number, which is used when assigning escorts.
RACE
This is a cycling button with seven stages, with each stage displaying the
symbol of one of the six different races or a seventh symbol representing the
generic ships such as freighters. The host has access to the race buttons for
himself and all non-escort computer players.
SHIP
The ship column consists of a button and a text field. The button calls the
Ship Configuration menu. The field is not editable and displays the ship's
class. The host has access to this button for himself and all non-escort
computer players. Computer players assigned as escorts are accessible only by
the player they are assigned to. For more on ship point values, see the Ship
Configuration menu section below.
TEAM
Once a player has joined the game he will be assigned a team. Default team
names are letters. The first player assigned to that team may then change the
team name to something more meaningful if they so choose. By default every uman
and computer has a unique team designation. A player can click on the team
button that displays his team designation to cycle it though the list of
available teams. All players with the same team designation are on the same
team, and will be considered as friendly in all respects within the game engine.
The host has access to the team buttons for himself and all computer players.
ESCORTS
If a computer player is placed on the same team as a human player, the escort
button activates. If a player from that team clicks on the escort button it
will cycle through a list of the player numbers on that team excluding itself.
Example: If team A consists of players 1, 3, 4, and the escort as 7, the escort
button will cycle through the numbers 1, 3, and 4.
Note: Computer players CANNOT be escorts of other computer players.
SETTINGS
This button recalls the Scenario Settings menu.
CHAT WINDOW
The large window is where the chat thread is displayed. The smaller window is
the chat message entry window. Chat messages default as send to all, but the
user can specify a team by typing the first letter or letters of a team
designation followed by a colon and then the text of the message. A message can
be sent to a specific player by following the same format substituting a player
number for the team letter. Multiple teams or players can be defined by
separating the team designations or player numbers with commas before the colon.
Examples:
Waiting for Rambutan...
(Sent to All)
A: Let's go guys!
(Sent to team A)
6: Let's be the Klingons, Ralph.
(Sent to player 6)
A,Cra: You shall fall before the forces of Lizard Boy!
(Sent to teams A and Crazy Gorn)
1,3,7: Quiver in fear of the Oberth of Death!
(Sent to players 1, 3, and 7)
Note: In cases of team names and letters conflicting, it is sent to both teams
(i.e. Death on a Cracker and D would both receive messages headed with "D:").
Players may always elect to change their team names or specify more letters in
the header to avoid this.
START
Starts the game, once all players have locked in their settings. A player's
name field changes to red once their settings are locked to indicate they are
ready and waiting.
CANCEL
This button will take you to the Join/Create Game screen.
IP
This button displays the player's IP address in the chat thread window.
?
Clicking this button changes the mouse cursor to the Help cursor. Clicking with
the Help cursor on an item on the screen will supply you with some basic
information about that function.
2.3.7.2 PLAYER
This screen is nearly identical to the host screen, but with a few key
differences. These differences will be touched on in this section, otherwise
refer to the HOST section for further details.
SLOT STATUS BUTTON
Players do not have access to the Slot Status buttons. They are there for
visual indication of the status of each slot, but cannot be used.
TEAM
Players my change their own team assignments, but do not have access to any
other players.
ESCORTS
If a computer player is placed on the same team as a human player, the escort
button activates. If a player from that team clicks on the escort button it
will cycle through a list of the player numbers on that team excluding itself.
Example: If team A consists of players 1, 3, 4, and the escort as 7, the escort
button will cycle through the numbers 1, 3, and 4. Players may alter the escort
status of any computer controlled ship on their team.
LOCK SETTINGS
Locks in player's choices. A player's name field changes to red once their
settings are locked to indicate they are ready and waiting. While a player is
waiting, there is no access to any of the buttons with the exception of the
cancel button. Chat functions normally.
CANCEL
This button has one additional function besides returning to the Join/Create
Game screen. If the player has hit the Lock Settings button and is waiting,
hitting the cancel button removes the waiting status and allows the player to
edit his settings freely again. If the settings are not locked, hitting the
cancel button returns to the Join/Create Game screen.
2.3.8 SHIP CONFIGURATION
------------------------
SELECTED SHIP
This is an area where the slowly rotating in game model of the ship currently
selected is displayed. Below is the text description of the class and point
value of the ship.
SHIP SELECTION
This scroll box displays the ships available to the player depending upon the
race that was chosen on the Multiplayer menu. Next to each ship on the list is
their base Ship Point Value. Those ships outside of the player's point limit
will be displayed in a different color.
SHIP NAME
The player enters their custom ship name here.
PT VALUE
This field displays the current point value of the selected ship, accounting for
all modifiers. This point value is a general gauge of the relative combat
strength of the vessel. Every ship's cost is its base Ship Point Value modified
positively or negatively by altering the crew compliment or experience and by
selecting Elite officers. If there is a point limit in the game, the display
will change colors if current value of the ship exceeds the limit.
OK
Accepts the changes and returns to the Multiplayer menu. This button will not
function if the player has exceeded the point limit for the game.
CANCEL
This button will return the player to the Multiplayer menu without registering
any changes.
2.3.8.1 CREW
MAX CREW
This field displays the maximum amount of crew possible for the selected ship.
The sum of Crew and Marines may not exceed the Max Crew level.
CREW
The player may alter the amount of crew aboard his vessel. If a player
attempts to further increase the crew amount beyond the maximum, the marine
complement will decrease automatically.
EXP
The player may alter the experience level of his crew in this field.
COST
This displays aggregate cost in Ship Points of the number of crew and their
experience.
MARINES
The player may alter the amount of marines aboard his vessel. If a player
attempts to further increase the amount of marines beyond the maximum, the crew
complement will decrease automatically.
EXP
The player may alter the experience level of his marines in this field.
COST
This displays aggregate cost in Ship Points of the number of marines and their
experience.
ELITE OFFICERS
The player may select what Elite Officers if any are present aboard his ship by
clicking on the check box next to the officer. The value in Ship Points of each
officer is displayed next to the check box.
----------------
2.4 OPTIONS MENU
----------------
2.4.1 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.
2.4.2 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.
AMBIENT LIGHTING
This slider adjusts the overall level of ambient lighting within the 3D engine.
2.4.3 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.
2.4.4 CONTROLS
--------------
2.4.4.1 USE JOYSTICK
Click this check box if you wish to use a joystick to control your vessel.
2.4.4.2 CALIBRATE
Click this button and follow the instructions above the calibration crosshairs
to calibrate your joystick for use with
Klingon Academy(tm).
2.4.4.3 USE MOUSE
Click this check box if you wish to use your mouse to fly your vessel.
Note on Mouse Control: Flying with the mouse is initiated by clicking and
holding the RIGHT mouse button. While the RIGHT mouse button is held, a cross
will appear in the center of the screen. Moving the mouse in the direction you
wish to turn will move this cross. The farther from center the cross is moved,
the faster the turn. Releasing the right mouse button will decelerate the ships
turn to zero.
2.4.4.4 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.
2.4.5 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.
2.4.6 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
green 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 SECURITY
--------------
SECURITY TEAM DISPLAYS
In the upper right corner of the screen are four Security Team Displays. When
the player sends marines aboard another vessel, these monitors will display
important information about their on-going battle. The four displays enable the
player to simultaneously monitor the progress of four separate boarding party
engagements. You may have no more than four teams can be sent out at any given
time, and only one of your teams may be aboard a single ship. Any further
marines beamed to a ship that already has been boarded will reinforce the
existing away team in its current object, irrespective of any objectives set for
the new marines.
The team's number is listed at the top of each display. Clicking on the team
number will automatically select the boarded vessel on the sensor display and
highlight its orders on the Away Team Objective window. This will enable the
player to quickly recall or reinforce his marines, or change their objective.
Below the team number is a small icon of boarded vessel, as well as the ship's
name, class and distance in meters. Specific information about the battle then
follows: Number of friendly marines, the marine's objective (as given by the
Away Team Objective window below), the damage efficiency of their objective, the
number of enemy defenders, and the strength of the enemy's electronic defenses.
This information should be updated frequently, so check it often. If the
boarding party is eliminated or retrieved, the screen will erase. If the
marines successfully capture the opponent's ship, then the message "vessel
captured" will replace the text listing the objective, damage efficiency, and
defenses.
A monitor will begin displaying information as soon as the player allocates
marines to the Away Team Roster. At this stage, the monitor will simply display
the number of marines and their objective. The ship icon and accompanying
information would be replaced with the message "Awaiting Transport." Once you
beam the marines to their objective, the monitor will refresh to show
information about the boarded vessel.
AWAY TEAM OBJECTIVES
From this panel, you can assign an objective to a new team, or change the
objective assigned to an existing team. The panel is made up of 11 buttons.
CAPTURE SHIP
Clicking on the capture vessel button will order the selected team to attack the
bridge and capture the ship.
SYSTEM BUTTON
These ten buttons are labeled with the name of a starship system. Clicking on
one of these buttons will set the current team to attack that system. Until you
press the button for one of the systems, the default objective will continue to
be capturing the ship. Buttons representing resources that the target ship does
not have will be grayed-out. To assist you in your decision on what system to
attack, the efficiency of each of the target's systems are displayed next to its
system button.
CHANGING OBJECTIVES
To change the objective assigned to an existing team, you must first select that
team by clicking on the team name or by targeting their boarded vessel on the
sensors. Once the existing team has been selected, the button representing
their current objective will begin to flash. Pressing a different button at
this time will order the existing team to attack the new objective. Buttons
representing resources that the target ship does not have are grayed-out, and
cannot be pressed (such as the cloaking device button if a Federation ship is
the target). Immediately after changing the objective of an existing team, or
after the team successfully destroys their objective, the objective in the team
display will read "in transit." The team will be in transit to the new
objective for thirty seconds, during which no damage will be done to the enemy
ship's resources (although casualties will occur). After this transit time, the
team display will list the new objective, and the marines will once again cause
damage to their objective. Changing the objective of a team that is transit
will not cause this thirty-second period to reset. If a team successfully
destroys their objective, their next objective will automatically be set to
capture the ship, unless you change it. To assign an objective to a new team,
you must select the vessel you would like your marines to board and then click
on one of the objective buttons.
TARGETED SHIP DISPLAY
This wireframe damage display works in the same fashion as that on the Tactical
HUD, with the exception that there are no subsystem names or damage percentages,
which are displayed in the Away Team Objectives window.
AWAY TEAM ROSTER
This slider enables you to select some or all of your marine complement to serve
in an away team. Moving this slider will not actually remove the marines from
your ship's internal defense, until you transport them to their destination.
Moving this slider will update one of the Security Team Displays with the
"awaiting transport" message, with the number of marines selected and the
currently selected objective.
TRANSPORTER CONTROLS
The Transporter controls are used to actually beam a team onto another vessel,
or retrieve them from it. The two buttons, "Transport" and "Retrieve" are
grayed out and inoperative until the minimum power has been allocated to
transporters, and they have had time to charge. Once charged, these buttons
will become active. The transporters are locked onto any ship that has been
selected in the Targeted Ship. If the "locked" vessel has a down shield facing
the player's ship, then the transport button will flash. Pressing the
"Transport" button when it is lit up will lower your facing shield and begin
transporting the marines selected in the Away Team Roster to the "locked"
vessel. If the "locked" vessel currently has one of your away teams aboard it,
then both the "Transport" and "Retrieve" buttons will flash. Pressing the
transport button when it is lit up will lower your facing shield and begin
transporting the marines selected in the Away Team Roster to reinforce the
existing away team. Pressing the "Retrieve" button when it is lit will begin
retrieving the existing away team from the "locked" vessel, and will return them
to the player's ship. If the "locked" ship turns a shield toward the player or
brings up the downed shield during the transport, then the transport will be
only partially completed, seriously jeopardizing the marines chances to
successfully complete their mission. Pressing transport or retrieve when they
are not flashing will do nothing.
TRANSPORT
Begins beaming out the selected Away Team.
RETRIEVE
Retrieves an Away Team from the target vessel.
TRANSPORTER LOCK
This indicator displays the level of Transporter Lock you have with the
currently targeted ship, modified for efficiency of you transporters, your
sensors, range, enemy ECM, and terrain. Transporting marines while this rating
is below 100% could cause some of the marines to die in transporter accidents.
The word "Danger" flashes when the meter is below 100%.
INTERNAL SECURITY DISPLAY
This display lists your current internal security strength as well as
identifying any intruders aboard ship. It will list the total number of marines
aboard ship (this includes those selected on the Away Team Roster), and the
percent of total ship power that has been allocated to security. A wireframe
graphic of your ship will indicate its shield strength.
The lower half of this display shows dashes until you have been boarded. Once
boarded, an alarm klaxon will sound, and the Security Alert indicator will flash
red. Below the Security Alert message, the number of enemy marines, their
location and the current efficiency of that system due to damage are displayed.
If more than one opponent has boarded the ship, then the information for that
boarding party will also be displayed.
POWER ALLOCATION SLIDERS
These sliders are similar to the power allocation sliders on the Engineering
screen. By increasing or decreasing these sliders, you can change the power
requests for security and transporters. Unlike the sliders on the power
allocation screen, these sliders do not enable the player to set the power
priority of either security or transporters. Instead, a priority override
button is next the each 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.
3.1.7 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.
3.1.8 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.
3.1.9 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".
3.1.10 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"
Damage Rating: 4
Range: 30,000 K
Firing Rate: 1 / 30secs
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 cloaking device was given to the Klingon Empire by the Romulans in the
initial technology exchange at the start of the alliance. Since then, it has
become an effective tool, becoming standard equipment on 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 system, it does have
drawbacks. While the cloak is activated, weapons fire is not possible. 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. One other additional disadvantage is that the
cloaking device will not function within the ionized gas clouds of a nebula.
When a ship engages its cloaking device, it will be fully cloaked within four
seconds. During this cloaking period the ship is quite vulnerable. The shields
of the ship immediately drop, as will any tractor links being generated by the
cloaking vessel. ECM and transporters also cease to function. Your Chief
Engineer will automatically divert power from these systems until the cloak is
deactivated. However, the ship is still somewhat visible to the sensors of
other ships. Each second of the cloaking process increases the invisibility of
the cloaking ship, thus the greatest danger is at the very beginning. Once
fully cloaked the ship is essentially invisible and can only be intermittently
detected by power boosted sensors. An additional advantage of being fully
cloaked is that though enemy vessels may get blips, the sensor lock can never be
sufficient to allow the enemy to transport marines aboard your ship, or initiate
a tractor link.
-------------------
4.3 DISRUPTOR BANKS
-------------------
Damage Rating: .6
Range: 15,000 K
Firing Rate: 1 / 3secs
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 GORN PLASMA TORPEDO
-----------------------
Nickname: "Gorn Plasma"
Damage Rating: 3
Range: 12,500 K
Firing Rate: 1 / 16secs
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.
-------------------------------------------------------
4.5 GRAVITON DENSITY DISTORTION SPHERE (GDDS) GENERATOR
-------------------------------------------------------
Nickname: "GDDS" or "Grav Sphere"
Damage Rating: 2 / Collision and Heavy Weapon Absorption
Range: Special
Firing Rate: 1 / 40secs
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 for twenty seconds or
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, including the assault phaser, and
light and standard disruptors pass through the GDDS field unaffected.
-----------------------------------------------
4.6 PHASE-INDUCED BIPOLAR COMPRESSION DISRUPTOR
-----------------------------------------------
Nickname: "Heavy Disruptor"
Damage Rating: 1.5
Range: 12,500 K
Firing Rate: 1 / 6secs
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.
----------------
4.7 PHASER BANKS
----------------
Damage Rating: .4
Range: 15,000 K
Firing Rate: 1 / 3secs
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.
---------------------
4.8 PHOTON TORPEDOES
---------------------
Damage Rating: 2
Range: 10,000 K
Firing Rate: 1 / 8secs
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.
-----------------------------------------------------
4.12 ROMULAN HEAVY, MEDIUM AND LIGHT PLASMA TORPEDOES
-----------------------------------------------------
HEAVY PLASMA TORPEDO
Damage Rating: 5
Range: 12,500 K
Firing Rate: 1 / 35secs
MEDIUM PLASMA TORPEDO
Damage Rating: 4
Range: 12,500 K
Firing Rate: 1 / 25secs
LIGHT PLASMA TORPEDO
Damage Rating: 3
Range: 12,500 K
Firing Rate: 1 / 15secs
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 K'T'inga Class Cruiser (D7)
---------------------------------
The basic D7 hull type starship has been in existence for more than 100 years.
Though the external design has changed little, the ship has undergone refits and
improvements over the years, finally resulting in the "K'T'Inga" class model
currently in service. A solid design, it has been the major workhorse for the
Empire since its introduction and its design has influenced all subsequent ship
designs to some degree or another. Though the "K'T'Inga" class as it currently
stands has another 2 to 3 decades of operational life, additionalùand largerù
versions of the craft are already in the design phase and are slated to begin
construction some time in 1685 IR. This will carry the D7 type cruiser well
into the next century.
The first combat engagements of the "K'T'Inga" class cruiser were well within
design specifications and the ship was proving to be another highly dependable
D7 variant, but one incident shook the Empire's confidence in the design. In
1646 IR, three "K'T'Inga" class cruisers, the I.K.S. Amar and two others, were
obliterated during the V'Ger incident. Though V'Ger was an incredibly powerful
entity, the ease of their destruction still hurt galactic opinion of the
strength of the Klingon Imperial Navy and had a variety of repercussions
throughout the High Council and upper command of the Klingon Defense Forces.
During the political scramble the High Council ordered production of the
"K'T'Inga" slowed and no further "K'T'Inga" refits to existing D7 cruisers until
its effectiveness could be reviewed. However, once the Klingon Imperial
Intelligence Service brought back data on the Federation encounter with V'Ger
the situation eased and production returned to normal. Since that time, the
cruiser has proven to be a reliable craft and an intrinsic part of the order of
battle for the Imperial Navy.
Length: 244m
Crew: 300
Marines: 40
Max. Impulse: 1410 k/s
Maneuverability Rating: 0.39/0.28
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 û None
Port & Starboard
Primary - 2 Disruptors
Secondary - None
Heavy - None
Advanced - None
5.1.2 B'Rel Class Escort
------------------------
The "B'rel" class escort began design in 1644 IR as the first production
starship in the Imperial Navy to include the newly acquired cloaking device
technology. In 1650 IR, the first prototype Bird-of-Prey was launched for space
trials. It quickly became readily apparent that the diminutive starship was one
of the finest designs ever produced by the Imperial Shipyards. General
production began in 1652 IR and production rates have increased steadily ever
since. The "B'rel" class vessel has a checkered history in recent years, being
the focal Klingon vessel involved in many of the last few major galactic
political incidents.
In 1660 IR, Commander Kruge, a hero of the Empire, crossed the Neutral Zone in
order to acquire further intelligence information about the devastating Genesis
weapon, Star Fleet's latest tool of genocide. It was during this incident that
then Admiral James T. Kirk managed to capture Kruge's vessel, killing the bulk
of its crew in the process including Kruge. (Imperial Intelligence Services
Note: All crew aboard Kruge's vessel are dead. There is no truth to the rumors
of the capture and imprisonment of the warrior Maltz, nor of his supposed
assistance in translating our language for Federation linguists.)
Early in 1661 IR during the Alien Probe crisis, the criminal Kirk utilized the
stolen "B'rel" to acquire specimens of a previously extinct species of Terran
animal known as "humpback whales", flagrantly disregarding a variety temporal
travel test-ban agreements with the Empire and the Romulans in the process. The
B'rel was severely damaged during the crash landing, enough so that Federation
science will be delayed somewhat in its analysis of our technology. On a side
note, the intelligence gathered about the incident proved invaluable as it was
learned the B'rel's spaceframe was capable of surviving extraordinarily high
warp velocities. This unwitting Federation field test of our equipment has
greatly advanced a variety of areas in materials development and starship
construction technology.
The Qui'Tu incident a little over a year later again saw the involvement of the
"B'rel". The commanding officer of the vessel, Captain Klaa, attempted to
initiate an ill-conceived and poorly executed attack on the newly launched
Starship Enterprise û A. The incident, involving the brainwashing of General
Koord, a fairly well placed diplomat, by a supposedly renegade emotional Vulcan
resolved itself quietly. Though the Imperial Intelligence Services exonerated
General Koord of any suspicion of divulging state secrets, the implausibility of
an emotional Vulcan, and the nature of this Vulcan's relationship to the
illustrious Captain Spock leave some doubts as to whether or not the incident
was in fact engineered by the Federation. For his part in the incident, Captain
Klaa has been removed from command and reassigned as a record keeper for the
Imperial Courts on Qo'noS.
Length: 92m
Crew: 12
Marines: 5
Max. Impulse: 1770 k/s
Maneuverability Rating: 0.54/0.59
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 û None
Port & Starboard
Primary - None
Secondary - None
Heavy - None
Advanced - None
----------------------
5.2 Federation Vessels
----------------------
All data listed was acquired by the Klingon Imperial Intelligence Services and
has been taken from captured design documentation and data tapes. Extraneous
information has been removed for clarity.
5.2.1 Constitution Class Cruiser (Refit)
-----------------------------------------
Length: 305m
Crew: 450
Marines: 50
Max. Impulse: 1500 k/s
Maneuverability Rating: 0.31/0.18
Mass: Approx. 500
Hull Rating: 2.5
Shield Rating: 52.3
Armaments:
Forward
Primary - 4 Phasers
Secondary - 2 Photon Torpedoes
Heavy - None
Advanced - None
Aft
Primary - 2 Phasers
Secondary - None
Heavy - None
Advanced û None
Port & Starboard
Primary - 2 Phasers
Secondary - None
Heavy - None
Advanced - None
5.2.2 Akula Class Destroyer
---------------------------
Length: 229m
Crew: 80
Marines: 30
Max. Impulse: 1680 k/s
Maneuverability Rating: 0.28/0.38
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 û None
Port & Starboard
Primary - None
Secondary - None
Heavy - None
Advanced - None
5.2.3 Clydesdale Class Tanker
-----------------------------
Length: 1525m
Crew: 45
Marines: 5
Max. Impulse: 700 k/s
Maneuverability Rating: 0.20/0.04
Mass: Approx. 3000
Hull Rating: 1.1
Shield Rating: 6.7
Armaments:
Forward
Primary - 1 Phaser
Secondary - None
Heavy - None
Advanced - None
Aft
Primary - 1 Phaser
Secondary - None
Heavy - None
Advanced û None
Port & Starboard
Primary - None
Secondary - None
Heavy - None
Advanced - None
-------------------
5.3 Romulan Vessels
-------------------
All data listed was acquired by the Klingon Imperial Intelligence Services and
has been taken from captured design documentation and data tapes. Extraneous
information has been removed for clarity.
5.3.1 Senator Class Command Cruiser
-----------------------------------
Length: 381m
Crew: 300
Marines: 55
Max. Impulse: 1230 k/s
Maneuverability Rating: 0.33/0.19
Mass: Approx. 550
Hull Rating: 2.2
Shield Rating: 39.0
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
Crew: 250
Marines: 45
Max. Impulse: 1320 k/s
Maneuverability Rating: 0.35/0.22
Mass: Approx. 500
Hull Rating: 1.6
Shield Rating: 28.2
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
----------------
All data listed was acquired by the Klingon Imperial Intelligence Services and
has been taken from captured design documentation and data tapes. Extraneous
information has been removed for clarity.
5.4.1 Euromastyx Class Cruiser
------------------------------
Length: 381m
Crew: 184
Marines: 60
Max. Impulse: 1590 k/s
Maneuverability Rating: 0.23/0.10
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 King Snake Class Frigate
------------------------------
Length: 122m
Crew: 24
Marines: 25
Max. Impulse: 1860 k/s
Maneuverability Rating: 0.30/0.18
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
regular system maintenance and performance.
DirectX http://www.interplay.com/support/directx/
Joysticks http://www.interplay.com/support/joystick/
Modems and Networks http://www.interplay.com/support/modem/
(For game-specific information and additional troubleshooting, visit our main
page at http://www.interplay.com)
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
difficulties with our products, and this information is the same as that used by
our product support technicians. We keep the product support pages updated on a
regular basis, so please check here first for no-wait solutions:
http://www.interplay.com/support/
If you are unable to find the information you need on our web site, please feel
free to contact Technical Support via e-mail, phone, fax, or letter. Please be
sure to include the following information in your e-mail message, fax, or
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-CD-ROM
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-Joystick and game card (if any)
-A copy of the CONFIG.SYS and AUTOEXEC.BAT files from your hard drive
-A description of the problem you're having
If you need to talk to someone immediately, call us at (949) 553-6678 Monday
through Friday between 8:00AM-5:45PM, Pacific Standard Time with 24 hours, 7
days a week support available through the use of our automated wizard.
Please have the above information ready when you call. This will help us answer
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All titles are listed alphabetically. After you have selected your title, the
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No hints or codes are available from this line. You must call Interplay's HINT
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Hints are not available for this title via the hint line.
Interplay Entertainment Corp. Support Fax: (949) 252-2820
Interplay Entertainment Corp. Technical Support
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HOW TO REACH US ONLINE
INTERNET E-MAIL: support@interplay.com
WORLD WIDE WEB: http://www.interplay.com
FTP: ftp.interplay.com
========================================
8.0 SOFTWARE LICENSE / LEGAL INFORMATION
========================================
This software product, Klingon Academy Demo (the "Software"), is intended solely
for your personal noncommercial home entertainment use. You may not decompile,
reverse engineer, or disassemble the Software, except as permitted by law.
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including all intellectual property rights embodied therein and derivatives
thereof. You are granted a revocable, nonassignable limited license to create
derivative works of this Software solely for your own personal noncommercial
home entertainment use and may publicly display such derivative works to the
extent specifically authorized by Interplay in writing. A copy of this
authorization, if any, will be provided on Interplay's World Wide Web site,
located at http://www.interplay.com, or by contacting the legal department of
Interplay Entertainment Corp. in the US at (949) 553-6655. The Software,
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Acceptance of License Terms. By downloading or acquiring and then retaining this
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