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T E R R A - F I R M A
V E R 8.00
Player Instruction Manual
Page 1. ---- Introduction and Quick Start for those who hate reading docs.
Page 2. ---- Quick Start continued.
Page 3. -----Start of Main Menu Options (From the bridge of the ship)
Movement - Scanners - Transports - Computer - Dock
Page 4. -----Main Menu Items continued
Inventory - Orbit - Launch Scouts or Group
Relay Link
Page 5. -----Main Menu Items Continued
Generate a report - Write a message
Re-Read your Messages - Zmodem Download - Quit
Co-Pilots! View Colonists On Board
Page 6. -----End of Main Menu Items
Real Time Attacks! - When you are attacked
Page 7. -----Start of Computer Menu Items
Fuel Calculator - Colony News - Old News
Launch Area Probe - Missiles
Page 8. -----Computer Menu Options Continued
Sector Protectors - Attack Colony Ship
Attack Satellite
Page 9. -----Computer Menu Options Continued
Build Satellite - Death Probe - Eject Cargo
Self Destruct - Where Am I
Page 10. -----Computer Menu Options Continued
Sector Probes - Read Last Sector probe - Player List
Inventory - Game Instruction
Page 11. ----Computer Menu Options Continued
Sending an Interactive Online Message. - Banking/Loans - Player Protection
Page 12. ----Docking At Planet or Space Station Menus
Torpedoes - Bounders - Colony Ships - Metals - Electronics
Anti-Probes!
Page 13. ----Satellite Fuzzy Options Explained
Trading Partners - Robot Transports
Online Multiplayer Interactive Trading
Warp Drives
Page 14. ----Stratagem
Page 15. ----Stratagem continued......
Page 1.
Welcome to Terra-Firma. If you hate reading Doc files as much as I
do then you will love this one! I have made it as short and pointless as
possible. Do your self a big favor and read the playing tips at the end of
this document. They are worth their weight in credits!
If you can't spend the time reading the rest of the Docs at least
read the next few paragraphs to understand the gist of the game.
Terra-Firma is a multi-player interactive game in which the object
is to colonize as many sectors of the Universe as possible. Terra-Firma
has Ten Thousand (9999) sectors located in six different areas of the
Universe. A player can attack other players Colony Ships as well as attack
colonies made by other players. By doing so one player or more will become
the richest and most powerful player(s) in the game.
There are six distinct areas in the Universe. Each differing in size
and the type of bad guys you will find there. I leave it for you to
discover these on your own. You begin the game in the Sol Alliance with a
Supplied Colony Ship level one (1).
Each Sector in the Universe will either have a Star within it or it
will be a barren area. Stars can be one of seven different types. Three
of which are deadly for your ship: Neutron, Nova or Black Hole. Each star
may have up to nine planets in orbit around it or none at all.
You will find three different types of planets: Earth type, Harsh
condition and barren. Earth type planets will be one of five levels and
only Level five planets will have docking facilities for your ship.
Beware you may have to fight your way through the planet defense to dock.
Once docked you can buy supplies or take on colonists to transport
somewhere in the Universe.
Move your colony ship through the various sectors looking for level
5 planets..once found you can dock and pick up whatever supplies you need,
with a group of Colonists. The group of Colonists will offer you a sum of
credits to take them to a specific area of space and drop them off on a
level 3 or below planet. You don't have to take them to the area they asked
for before you drop them off, but you won't receive many bonus points or
extra credits for going back on the deal you made with them. Of course just
dropping colonist groups off at the closest planet will build your number of
colonies fast which will increase your credits and bonus points.
Once you have dropped off 9 groups of Colonists on a planet, you
have created a full Colony. You will receive Bonus Credits and Trading
Credits from that Planet every time you log on. Other players may destroy
your colonies by Transporting a group of Mercenaries down to destroy it.
(Which by the way, you can do back to them). You can protect your Colonies
by Launching a Sector Protector in the Sector you want to protect or by
having a Satellite at least one sector away.
You will bump into Space Pirates of different races for which you
receive Points for destroying. Beware of Erden Holy Zelots! They always
attack regardless of the odds against them. If you are beaten by the Space
Pirates, they will ransack your ship! There are also Pirate War lords with
large forces of fighterships beware!
Page 2.
You can attack other players by choosing the attack option while
in the computer menu. Beware they may counter attack, if the computer
thinks the odds are good of the other player wiping you out! A safe way
to attack another player is to move out of the sector you found them in
and send an attack group of fighters back.
Use your scouts to survey all the planets in a sector.
This is the quickest way to discover the level of planets and to find out
if a sector is hostile. If your scout tells you this is a hostile sector
then you will not be able to orbit any of the planets without being
attacked by a defense force. A planet defense force will destroy your
ship if you let it. You can send out a group of fighters to clear the
defense group from the planet before you go into orbit around it.
Area probes are sent out to find other players in a sector. The
cost is inhibitive and you can only buy them at a Space Station.
Missiles are used only for the destruction of Sector Protectors.
They will not home in on anything else. If they are fired into a sector
without a sector protector in it, the Missile will be lost.
You can buy a Satellite and put it in orbit around just about
any planet you choose. You can then load it up with Fighter Ships,
Mercenaries, etc. You can also choose one trading partner from among the
other players in the game. This player can dock at your satellite and
drop off or pick up items from the satellite just like it was one of their
own.
Satellites constantly scan two sectors in every direction around
them. If another player's ship comes within one sector of the satellite
and the satellite has more than 100,000 fighter ships aboard, the satellite
will send 50,000 FIGHTER SHIPS to attack the approaching player's ship.
This is a great way to defend a group of sectors.
Remember to leave your ship in the same sector as one of your
satellites when you exit the game. Other players have to destroy or take
over your satellite before they can get to your ship. If your satellite
has many fighters and TORPEDOES aboard, the attacking player is going to
have a hard time getting to your ship. A player's ship parked in the same
sector as his satellite is always under the protective sphere of that
satellite.
One last IMPORTANT thing. Avoid sectors with Neutron Stars, Novas or
Black Holes. Always check out a sector with your scanners before moving into
it. If you do happen to blow yourself up or somehow destroyed by a
planetary defense Fighter Group, the Full Colonies you have made will always
be your's unless another player has destroyed them. The next time you sign
back on you will still receive the bonus points and credits for the Full
Colonies you have made.
Lets quickly go through the game menu options so you can get into the
game. I believe it's more fun to discover most of the game on your own.
: MAIN GAME MENU : Page 3.
: Move :
You will be prompted to input a new sector to move to. The
Universe is a 1000 by 1000 grid so you can map your way around using
graph paper. Sector's begin at 0001 and end with 9999. When entering data
for a move, you need not enter leading or trailing zero's. For instance
sector 0001 could be entered as 1. Each sector costs one unit of fuel to
cross so don't let your ship run out of fuel. A warning will be flashed on the
screen when your ship goes below 20 units of fuel. You may also just input
the # of the sector from the main input without the M.
: Scanner :
You have three options in scan:
1. Scan adjoining sectors, which will scan all sectors around the sector
your ship is currently in. This scan shows number of planets, star type,
Satellites present, Active Colonies, Sector Protectors and other
players. If you notice a 01 under the enemy fighter heading it may be a
Colony ship.
2. Scan Planets, Which gives you a quick non-detailed look at each planet
to help you decide what planet in a sector to orbit.
3. Scan individual Planet, Will give a more detailed look at the planet
but you must be in orbit around the planet first. Launching a scout ship
to do a planet survey will give you a detailed look at every planet in a
sector. Including and more importantly if the planets are in a hostile sector
: Transporters :
This option is used to transport either Colonists down to a planet or
Mercenaries. this depends on whether you want to colonize a planet or
attack an existing Colony. Follow the prompts and you will be told whether
there are any existing colonies on the planet. How many and who they
belong to. You cannot attack your own colonies. A Full Colony consists of
nine groups. Full colonies will earn you trading credits and bonus points
when you sign into the game each day.
: Computer :
This option calls up the Computer options. They'll be explained a
little later.
: Dock :
Dock at a Star base, Level five Planets, satellites or
a satellite another player has given you access to. Pick up supplies or New
groups of Colonists. The prices will not change during the day. They are
constant throughout the Universe for one Solar Day. They are determined at
the start of each day by the Galactic council according to the rules of
universal supply and demand.
Page 4.
: Inventory :
A complete listing of everything aboard your Colony ship. Including
how many Colony groups you have on board to Transport and how many Full
Colonies you have made. Your Rank is also included in the Ship Inventory.
: Orbit :
Use this option to orbit a planet. Any planet may be orbited. You may
want to send out a Scout Ship to do a survey of all planets in a sector
before orbiting. Some sectors are Hostile areas and the planets in a
hostile sector will have a defense force of fighters which can
destroy your ship. Because of this reason, while operating in a hostile
sector you may want to Launch a Fighter Group to destroy the defense group
before you take your Colony ship into orbit.
: Launch A Scout or Fighter Group :
A scout ship can survey all planets in the sector your Colony ship
is located in or you can send a scout to another sector to check it out
before you move your Colony ship. If your scout encounters other ships
of any kind it will report back and attempt to evade them.
A Group of FIGHTER SHIPS can be launched to destroy a planet defense force
before you go into orbit around the planet. Or you can launch a Fighter-
Group to another sector to attack another player or their satellite.
: Relay Link :
Once you are in orbit around a planet that has a Satellite you may
Link up with the Satellite via your Ship board computer. This only works of
course if the Satellite belongs to you or you are at a trading partners
satellite. Once your Ship computer has logged on to the Satellite computer
you will see a menu of options. The menu is a straight forward way to
transfer goods back and forth between your ship and the Satellite. The
options are considered more fully under the Satellite options.
: Write a Message :
The message section is in the process of change. Folks have been
asking for a full screen editor which I am reluctant to put in. Sometimes I
think people forget it is just a game. The message editor is now the same
one I wrote for Who-Dunit. While nothing fancy, it gets the job done.
If you find that you need more than three lines for your messages, please
let me know as this could be easily accomplished.
As far as operation is concerned, it is a very straight forward
affair. The names of the other players will be listed and you just need to
choose one of them or All. If you choose all, everyone who signs into the
game will be able to read the message and it will stay up for 4 days. If A
private message then of course the player it is sent to will have to delete
it.
Page 5.
: Generate a Report :
This report will let you know where all your Satellites, Colonies and
Sector Protectors are located. I have added a pause so that you may turn
on your capture buffer, (or use print screen if playing local) to have
a hard copy.
: Your Messages :
This option will let you re-read your messages.
: ZModem Download :
This option lets you download a copy of the PLayer.docs and the
what's new file in one small .ZIP file called TERRADOC.ZIP. Your SysOp must
have this option enabled before you can use it.
: Quit :
You may not quit in a sector already occupied by another player,
in a sector which has a STAR BASE or a Home World Planet.
Star bases are found only in the Neutral Zone where it is safe. By the
way, STAR BASES are the only place you can buy Area Probes or Death Probes.
There is one Home World Planet in each of the Five different areas of the
Universe. Each area's Central government is located there.
: Co-Pilots :
You can purchase a Ship Co Pilot at the low price of 50,000 credits
at any nearby Star Base. Ship Co Pilots will colonize sectors you choose.
As many as your ship level allows. At Level 1 you can colonize 1 sector full
of planets. The amount of sectors you can colonize goes up by 1 with every 10
levels of colony ship. So a level 30 colony ship will be able to colonize 4
full sectors over night while you are off line. Co Pilots are a great way to
increase your colonies. Co Pilots always work hard to get the best deals on
Colonists and always drop colonists off at the planets they requested. You
choose the sectors and the Co-Pilots find the colonists to match the planet
at the best prices. With the highest paying colonists around 900 credits per
group per passage. Thats around 8200 credits per full colony. Plus the
bonus paid and 500 credits from the Universal council for colonizing, you're
looking at around 10,000 credits per full colony. Not counting the credits
you will earn from Colony trading profits when you sign in. Lastly, Co-pilots
are worth their weight in credits, when it comes to colonizing hostile
sectors!
: View Colonists on board :
Use this command to review your on board Colonists and to plan
where you need to head next.
Page 6.
: On line Attack :
This attack routine is completely different from the normal attack
routine. When you discover another player on line with you. You can attack
them from the same sector or send an attack Fighter Ship group from another
sector (which is safer, as you may know where they are but they may not know
where you are).
As things stand now in the BBS world file sharing must be used with
Multitasking BBs's or bbs's running on a LAN. This makes real time games a
mite difficult to program :). When you institute an online attack. The
program must wait for the other users response. The defending player upon
receiveing an attack message will end up in a routine where he has to
respond. Even with this, ensuring a response is impossible if the player
who has been attacked decides to drop carrier. The attack routine will scan
for a response for 90 seconds. If none is forth coming the attack will end.
When a player is attacked, he has two options. One is to leave the
sector. A colony ship CAN outrun a Fighter Attack force. Or he can engage
the Attacking Fighter Group. You, as the attacking player will receive
messages according to the choices made by the player being attacked. Once
the initial battle has been fought you as the attacking player will be
informed as to win/loss status. If you win, you will have to decide to
destroy the other player or just leave him scarred and broken. You of course
will receive points and credits for Fighter Ships destroyed if you win. Or
points for destroying a Colony Ship.
There is now a 3 in 10 chance that the defending player will be able
to escape from the sector. Also ship computers can now trace the ION trail
from the Fighter attack group back to the sector from which it was launched.
So if you are attacking another online player watch out as they will know
where the attack came from.
: When you are attacked Online :
Don't panic! You always have the option of leaving the Sector. One
thing you should keep in mind. When warping to another sector to escape an
attack you will not be able to scan ahead to see if the sector if safe. So
in a multinode game where other players are online with you, it would be
prudent to always have some bounders on board.
If you are attacked the number of attacking Fighter ships will be
shown to you. You can then decide to fight or flee. If you decide to fight
your ship computer will automatically launch your fighters. If the attacking
player fighters overwhelm yours, your ship computer will automatically launch
a torpedo barrage. If you win you will be awarded points and credits for
withstanding an online attack and any enemy fighterships you may have
destroyed. If you loose you are at the mercy of the attacking player. He then
has the option of destroying you or letting you live.
Page 7.
: Computer Options:
: Fuel calculator :
The fuel calculator will compute how much fuel it will take for your
Colony ship to jump to another sector. It will also let you know if you don't
have enough fuel for the jump.
: Colony News :
The news will let you know who has signed into the game, what they
were up to while they played and if they did anything of interest. After
three days, the entire news file will be transferred to the Old News File.
: Old News :
The old News will let players who haven't signed in for over three
days catch up on what occurred during their absence. Old news is kept for
three days and then discarded.
: Launch a Area Probe :
You will be asked which one of five areas you want your probe to
search. A single probe is only good for searching one area of the Known
Universe. They are expensive (50000) credits and can only be bought at a
STAR BASE. Probes have a single purpose which is to find other Colony ships.
: Missiles :
Missiles cost 3000 Credits apiece and are used only to destroy Sector
Protectors. Missiles are specially designed to hunt out Sector Protectors and
cannot be used against other ships. If fired into a sector without a sector
protector in it. The missile will be lost.
page 8.
: Sector Protectors :
Sector Protectors cost 500 credits apiece and are launched into
the sector you want to protect. If another players ship enters a sector in
which you have placed a Sector Protector all personnel aboard his ship
(mercenaries, colonists) will be destroyed due to the Neutron factor
involved with a Sector Protector. He will also loose 10% of his fighter
ships and loose 1 ship level. Because of this, the enemy player will
be unable to Transport Mercenaries down to destroy your Colonies. Obviously
the other player can destroy your Sector Protector with a missile. The costs
involved are in favor of the defending player. The enemy player will not be
harmed by the Sector Protector due to the shielding around the bridge of a
Colony Ship. Once a Sector Protector is launched only the player who launched
it will be safe to enter that sector. If you wish to have a trading partner
at one of your satellites be sure not to drop a sector protector off in that
sector or your trading partner may get a bit miffed at you!
: Attack a Colony ship :
When you move into a sector which is already occupied by another
player you may choose this option and attack the other players ship. Be
careful, if you attack and do not completely destroy the other player he
may counter attack! You can protect yourself from a counter attack by
launching a fighter group from another sector.
You can only attack a Colony Ship if it is parked by an off line
player. As of yet there is no interactive attacking of other Players. (It's
being alpha tested for the next Version. The scan will let you know if the
ship Captain is off line.
: Attack a Satellite :
You can attack another player's satellite with this menu option.
A satellite will only defend itself and will not counter attack your ship.
Be careful attacking satellites as there is no way to ascertain before
hand it's strength. During the Defense a Satellite will launch every
thing it has at the attacking ship unless it is sending a group of fighters
from another sector. The Satellite will also exhaust it's supply of
TORPEDOES before giving up. Once you have beaten all the Satellites defenses,
the Satellite will send it's access code to your ship computer. In essence
the satellite becomes yours and the original owner can no longer log on.
You can also attack another player's satellite from another sector by
launching a fighter group to the sector containing the satellite. Which by
the way is much safer.
Page 9.
: Build a Satellite :
If you are in orbit around a planet and have purchased a Satellite
you can use this option to set it up. Once you populate the satellite with
worker robots and drop a few supplies on it like Metals and Electronics,
the satellite will start producing. The more robots you have on a satellite
(up to 500) the more Fighter Ships and TORPEDOES they can produce in one day.
A satellite at full production will produce 5000 FIGHTER SHIPS a day and 500
TORPEDOES.
You can buy a Satellite and put it in orbit around just about any
planet you choose. You can then load it up with Fighter Ships, Mercenaries,
etc. You can also choose one trading partner from among the other players in
the game. This player will then be able to dock at your satellite and drop
off or pick up items from the satellite just like it was one of their own.
Satellites constantly scan two sectors in every direction around them.
If another player's ship comes within one sector of the satellite and the
satellite has more than 100,000 FIGHTER SHIPS aboard, the satellite will send
50,000 FIGHTER SHIPS to attack the approaching player's ship. This is a great
way to defend a group a sectors. Please read Being on a Satellite with a
Trading partner in interactive mode under the Satellite options.
: Launch Death Probe :
The Death Probe has incredible destructive power. As of this
time there is no known defense (at least in this Version). Death Probes
are constructed in total secrecy only on STAR BASES and of course are
available only at STAR BASES. One Death Probe can search a 25 X 25 sector
area in 12 hours. During this time it has enough Energy to Destroy 25
Colonies, 25 Sector Protectors, 5 Satellites and 5 Colony Ships. It will
not destroy anything it finds belonging to the player who launched it. ALL
other players are subjects for destruction including Trading Partners.
Death Probes cost 1 million credits each!
: Where Am I? :
Pressing this computer option will give you a list of where the Home
World Planets are located in each area of the Universe. One STAR BASE will
also be listed. You will have to find the other STAR BASES. Rumor has it
that there may be others in the Neutral Zone...
: Eject Cargo :
This option will allow you to dump anything in your cargo hold into space.
: Self Destruct :
Game players have used this option for many reasons. One of the most
frequent is stranding themselves in deep space without any fuel units.
Page 10.
: Launch Sector Probe :
A sector Probe differs from an Area Probe in that the sector Probe
will check for EVERYTHING in each sector it passes through. An Area Probe
only checks for other players and only in the area you choose.
A sector Probe will output to the screen and a file that you can re-
read using the 'R' Prompt from the Computer Menu. You choose if you want the
Probe to do a full or Partial Scan in each sector it passes through. Then
you choose the direction you want to launch the probe. A full scan will give
you detailed reports on every planet in the sector, including any Colonies
located on the planet. A partial scan will skip the planet/Colony data.
: Read Last Probe Data :
Your ship computer will keep on hand a file of all the data your
last Probe sent out collected. You can re-read it from the computer prompt
'R'.
Once you launch another Probe it will write over the previous data.
If you need a more permanent file then use your text buffer in your
communication software and capture the file.
: P = Player list :
This list is a rundown of all Players in the game and lists their
Rank, number of Full colonies and total score.
Your score consists of all inventory aboard your ship and number of
colonies multiplied by your Rank + Ship Level.
Your Rank is increased by one (1) each time you earn your rank
multiplied by 1000 in points. You earn points by Transporting Colonists,
fighting Space Pirates, destroying other players colonies or destroying
their ships.
For instance if you are a level 2 player you must earn 2000
points to become a level 3 Player. Each time you move up a rank your points
are reset to zero (0) irregardless of the number of points over the required
amount. Full colonies are increased by 1 every time you fill a planet with
colonists. You must transport 9 groups of colonists To fill a planet.
: Inventory :
Same as in Main Game Menu.
: Game Instructions :
Your reading them. I will improve these doc files as I discover
what parts of the game are confusing to players. Let me know what you need
explained in more detail.
Page 11.
: Search and or send an Interactive Online Message :
This option is not the same as the Message option from the main
menu. If your SysOp is running a Multi line BBS and has Terra set up on more
that one node then Interactive Messaging is possible. This Option will let
you see what other players are on line at the same time as you. If the
computer finds another player active in the Terra-Firma Universe it will
ask if you want to send them a message.
The only time you or another player will receive an incoming
message from another online player is when you are on the Main screen
and not in the Computer options or Satellite options menu. If you send
another player a message you will not see his return message if any
until you return to the Main Menu Screen.
Obviously there are many uses for this option within the game.
If Players enjoy this feature I will increase the interactive portions
of the game.
: Banking :
Banking is done while docked at a level 5 planet. You will find it
as option 0 from the menu. The first time you enter the banking menu you
must make a new account. From then on banking is easy with the Universal
Yankee 24! <G>. You can also access another players bank account if you
know his account number and how to spell his game name. You will NOT find
the banking option on the Main game or Computer menus. It is available
only while docked. New in version 8.00 is the option to accept a 100,000
credit load from the Universal council when logging in Terra for the first
time. As a 0% interest loan it is a great deal! You will only have to begin
repaying the loan when you start receiving profits from your full colonies.
Terra will deduct 2% of the daily total from your colonies to repay the loan.
It doesn't hurt at all and does help a great deal in starting the game with
extra cash.
: New Player Protection :
New players will be under the protection of the Universal Council
for ten (10) days. Other players will not be able to attack a new player
while they are off line. However, this does not effect real time attacks!
: Exit the computer :
Do I need to explain this! (This means leave the computer options
VanGlutburg!)
: Docked at a level 5 planet or Space station : Page 12.
: Buying Goods and or supplies for your Colony Ship :
The docking purchase menu at any level 5 planet or Space Station
is a very straight forward affair. When you choose any item from the menu,
you will be shown how many you now have aboard. How many your level Colony
Ship can hold and how many of that particular item you can afford. Your
Colony Ship can hold increasing numbers of items as it's level goes up.
Following are a list of items not covered in Main, Computer or Satellite
menu options.
: TORPEDOES :
TORPEDOES are basically a defensive weapon. If you are overwhelmed
in an attack your TORPEDOES are your last defense. This holds true on board
your satellite as well. Again, TORPEDOES are not an offensive weapon and can
not be launched by you. Only your ship computer can launch TORPEDOES and will
only do so when your Fighter Ships have been over whelmed.
: Bounders :
Bounders are new for Version 7.00. Folks were complaining that a mere
slip of the finger could send their ship to certain doom, If they ended up
in a sector with a Nova, Black holes etc.. So, Bounders were developed. Once
you have some aboard your Colony Ship they zip into the sector your ship is
heading for and warn your ship computer if they sense danger. If you in-
advertently send your ship into a bad sector and you have a Bounder aboard,
your ship will not leave the sector you are presently in when it receives
the danger warning from the bounder. Your Bounder will be lost however.
: Colony Ships :
Colony Ships can be purchased up to level 99. You start with a level
1 Colony Ship. Level 1 ships can only transport 1 group of Colonists so it
will take you 9 trips back and forth between the Level 5 planet you are
picking up Colonists at and the planet you are transporting them to, to get
credit for one full Colony. This obviously is time consuming and not very
productive. One of the first purchases you make you should be at least a
level 9 Colony Ship. Of course the higher level your ship the more Fighter
Ships and TORPEDOES you can carry.
: Metals :
Metals are raw materials your Satellites need to produce
Fighter Ships and TORPEDOES. The next version of Terra will allow for pro-
gramming a Satellite to produce whatever you wish. This was a great idea
someone just sent in to me and I want to add it as soon as possible.
: Electronics :
Electronics are goods and raw materials that your Satellite
needs for production. Your cargo hold can contain 1 Unit or 50 weight in this
material. The same for Metals. You need at least 10 weight on your satellite
along with at least 10 weight of Metals for your Worker Robots to produce
Fighter Ships and TORPEDOES while you are off-line. So 1 Unit or 50 weight
of this product will last you for 5 days of production.
Page 13.
: Satellite Menu :
Most of the Satellite options are straight forward and involve
transferring goods back and forth between your ship and the satellite.
The options and Interactive tip that should be discussed follow:
: Trading Partners :
Once you choose a trading partner by entering their Player Number.
That person can log onto your Satellite and do anything on the satellite
you can do. Your Trading Partner is immune to attacks from your satellite.
: Robot Transports :
Once you purchase a robot Transport and have docked it at your
satellite. you can program the transport to make 10 runs in 24 hours to
the nearest STAR BASE and buy whatever you wish and bring it back to your
satellite. This will take some of the tedium out of building up your
Satellites. Ten (10) Robot Transports are allowed per Satellite. If you
have 20 Satellites you can have 200 robot transports running back and forth
while you are OFF LINE! This is new for version 8.00. Older versions only
allowed one Robot Transport per satellite!
: Being on a Satellite in Interactive mode with your Trading Partner :
If you are online with your trading partner and both of you have
docked into the same satellite some explanations are in order.
Once you log on to the Satellite and have the inventory view on
your screen it will not be updated unless you use one of the options and
then go back to the main inventory screen. For instance, If your partner
is dropping off fighter ships for you to pick up, and you are already at
the main inventory screen. They will not show up until you either sign
off the satellite and back on, or use one of the menu options and go back
to the main screen. Using one of the menu options of course would be the
easiest thing, since you can always enter nothing when asked if you want
to drop off or pick up any inventory item which sends you directly back
to the main inventory screen. At which time anything your partner has
loaded on your Satellite will show up.
: Warp Drives :
Once you have bought and installed a Satellite Warp Drive you can
move your satellite to whatever sector you choose as long as there is a
planet there to orbit the satellite around. The warp drive menu will ask you
which sector and which planet to orbit your satellite in and around and then
make sure it is safe.
: Anti-Probes :
Anti-Probes will keep you ship safe if another player launches
a death probe into or near the sector you have parked your Colony Ship for
the night.
Page 14.
STRATAGEM:
Well Stratagem may be a misnomer used here. Possibly Tips may be a
better description. People who read all the way to here in these docs deserve
some extra help!
Get/Help your SysOp register Terra-Firma as Co-Pilots do not work in
the unregistered version and really make a difference in game play. It's only
$20.00......<G>
Buy a level 9 Colony ship when you first enter the game and get some
fuel! Making Colonies is a whole lot easier with a level 9 ship!
If you die for whatever reason (there are lots of them in this game)
don't give up hope. You can sign in again the next day with the added bonus
of not having to start all over. All the Colonies and satellites you have
made will still be yours the next time you sign in. As well as anything
you may have put in the Bank. The Game will not delete you for 30 days and
this is the only way to loose your colonies or Satellites.
Never NEVER move to a sector without knowing what lies ahead!
Unless you have bounders on board! Three types of stars are deadly! Nova,
Black Hole and Neutron. If another player has launched a Sector Protector
(don't you just love that name?) and you blindly move into the sector with
it, all your Colonist on board and all the Mercenaries that you paid for
will be gone! The use of Bounders will save your butt!
When going after another Player, Remember that they may have LOTS of
TORPEDOES on board as you cannot tell what level ship the player has! After
the player's FIGHTER SHIPS are destroyed you still have to break through his
torpedo defense. Which is 1 torpedo for 1 fighter ship. After you ascertain
how powerful the other player is, and armed with this information you still
feel the need to destroy them, then move out of the sector in which they are
in and send a fighter group back to fight. This way the other player cannot
counterattack if your offense proves inadequate.
Always leave Sector Protectors after you fill up a sectors planets
with Colonies. Make the other players waste credits on missiles if they want
to destroy your colonies.
Wait until Mercenaries are on sale for 1 credit before buying them.
You don't need them to play the game. If you wait until the cost for them is
minimal, it will be cost effective to destroy other players Colonies with
them.
Use your Scouts to check out a sectors planets after you enter it.
This is much easier than orbiting each planet and using the planet scan.
Fill up your satellites when the cost of products is low. Just keep
filling up your ship and dropping them off. Before you sign off launch your
Robot Transport.
I have found that even though you don't get as many points and
credits for dropping colonists off in areas they didn't ask for, building up
your full colonies as fast as possible works wonders for your cash flow.
Speaking of cash always remember to put your credits in the Inter-Universal
Yankee-24 before logging off each day. This is a great way to earn free
credits as the interest rate is very good!
Page 15.
Even though Teams didn't seem appropriate for this game, you can
still have what amounts to team play by giving someone access to your bank
account. This could be a way for a new player to gain a high level ship and
supplies quickly! You can also choose a trading partner for your satellites.
In fact all this amounts to what I consider better then Team play. With the
above options you can play as if you are on a team with someone and no one
else playing the game will know it. If you are really feeling sneaky you
could play on two or three different secret teams, and play everyone else
off against each other and no one would ever be the wiser!
Remember to leave your ship in the same sector as one of your
satellites because another player has to destroy or take over your satellite
before they can get to your ship. A players ship is always under the
protective sphere of one of his own satellites. So if you load up your
satellites with fighters and TORPEDOES another player is going to have a hard
time getting to your ship!
Once you have found the location of your hated enemies, A Death
Probe is the way to go! Make sure your Trading Partner is NOT in the 25 X 25
Area of the Death Probe search. Also Death Probes will not operate unless
the Terra-Firma is Registered.
Keep your satellite full of goods and robots so they produce goods
while you are offline. Robot transports and Co-Pilots are the way to go!
That's it have fun!
Terra-Firma Copy write (c) 1994
Author Dave Wendling
N.U.G.I. ConSorTium BBS
(413)-443-8788
FiDoNet 1:321/227
49 Hull Ave
Pittsfield, MA 01201
Give me a call to try the latest Version of Terra-Firma running
on my BBS. First time callers have free and unlimited access. Please feel
free to give me call and report bugs. Or to give me another great idea
to incorporate into Terra-Firma. I also monitor the DoorWare, DoorGames and
DDS echo's in FiDoNet. I wrote my own BBS, Multitasking under windows so call
at your own risk! <G>