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1994-01-26
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(6.0) VICTORY CONDITIONS
It is best if everyone playing the game agrees on what the
exact victory conditions are before starting the game.
You could play a game so that when a player emerges as the
most powerful and no other player has any hope of winning the
players can call the game.
You can play a timed game. Set a date when the game will
end. The player with the highest score at that date is declared
The winner.
The score is based on the number of planets, ships and bases you
own. Here is a break down of the points for each item owned.
Freighters : 1 point each
Planets : 10 points each
Capital Ships : 10 points each
Starbases : 120 points each
You may also have the REF.EXE program decide the winner.
( SEE REF.DOC ) for info on the referee program REF.EXE.
(6.1) LIST OF STARSHIP TYPES
( * stolen ship design from another race )
Solar Federation ships:
Tech Level: 1 Outrider Class Scout
Tech Level: 2 Nocturne Class Destroyer
Tech Level: 3 Bohemian Class Survey Ship
Tech Level: 3 Medium Deep Space Freighter
Tech Level: 4 Eros Class Research Vessel
Tech Level: 5 Vendetta Class Frigate
Tech Level: 6 Nebula Class Cruiser
Tech Level: 6 Banshee Class Cruiser
Tech Level: 6 Large Deep Space Freighter
Tech Level: 7 Brynhild Class Escort
Tech Level: 8 Loki Class Destroyer
Tech Level: 8 Arkham Class Frigate
Tech Level: 8 Missouri Class Battleship
Tech Level: 9 Thor Class Frigate
Tech Level: 9 Diplomacy Class Cruiser
Tech Level: 9 Kittyhawk Class Carrier
Tech Level: 9 Refinery Ship
Tech Level: 10 Nova Class Super-Dreadnought
Tech Level: 10 Merlin Class Alchemy Ship
Tech Level: 10 Super Transport Freighter
Lizard ships:
Tech Level: 1 Small Deep Space Freighter
Tech Level: 1 Serpent Class Escort
* Tech Level: 1 Outrider Class Scout
Tech Level: 3 Reptile Class Destroyer
Tech Level: 3 Neutronic Fuel Carrier
Tech Level: 3 Medium Deep Space Freighter
Tech Level: 4 Lizard Class Cruiser
* Tech Level: 4 Eros Class Research Vessel
* Tech Level: 5 Vendetta Class Frigate
Tech Level: 6 Large Deep Space Freighter
Tech Level: 7 Saurian Class Light Cruiser
* Tech Level: 8 Loki Class Destroyer
Tech Level: 9 Madonnzila Class Carrier
Tech Level: 9 Refinery Ship
Tech Level: 10 T-Rex Class Battleship
Tech Level: 10 Merlin Class Alchemy Ship
Tech Level: 10 Super Transport Freighter
Bird Men ships:
Tech Level: 1 Small Deep Space Freighter
Tech Level: 1 Swift Heart Class Scout
Tech Level: 3 White Falcon Class Cruiser
Tech Level: 3 Bright Heart Class Destroyer
Tech Level: 3 Neutronic Fuel Carrier
Tech Level: 3 Medium Deep Space Freighter
* Tech Level: 4 Small Transport
Tech Level: 5 Fearless Wing Class Cruiser
Tech Level: 6 White Wind Class Carrier
Tech Level: 6 Deth Specula Class Frigate
Tech Level: 6 Large Deep Space Freighter
Tech Level: 7 Resolute Class Battlecruiser
Tech Level: 9 Refinery Ship
Tech Level: 10 Dark Wing Class Battleship
Tech Level: 10 Merlin Class Alchemy Ship
Tech Level: 10 Super Transport Freighter
Fascist ships:
Tech Level: 1 Small Deep Space Freighter
Tech Level: 2 D7a Painmaker Class Cruiser
Tech Level: 2 Little Pest Class Escort
Tech Level: 3 Neutronic Fuel Carrier
Tech Level: 3 Medium Deep Space Freighter
Tech Level: 4 D7 Coldpain Class Cruiser
* Tech Level: 4 Small Transport
Tech Level: 5 Ill Wind Battlecruiser
Tech Level: 5 D3 Thorn Class Destroyer
Tech Level: 6 D19b Nefarious Class Destroyer
* Tech Level: 6 Whitewind Class Carrier
* Tech Level: 6 Deth Specula Class Frigate
Tech Level: 6 Large Deep Space Freighter
Tech Level: 8 Saber Class Frigate
Tech Level: 9 Refinery Ship
Tech Level: 10 Victorious Class Battleship
Tech Level: 10 Merlin Class Alchemy Ship
Tech Level: 10 Super Transport Freighter
Privateer ships:
Tech Level: 1 Small Deep Space Freighter
* Tech Level: 1 Outrider Class Scout
Tech Level: 1 BR4 Gunship
* Tech Level: 2 D7a Painmaker Class Cruiser
* Tech Level: 2 Little Pest Class Escort
Tech Level: 3 Dwarfstar Class Transport
Tech Level: 3 BR5 Kaye Class Torpedo Boat
Tech Level: 3 Medium Deep Space Freighter
Tech Level: 3 Neutronic Fuel Carrier
* Tech Level: 4 Small Transport
Tech Level: 5 Meteor Class Blockade Runner
Tech Level: 5 Skyfire Class Cruiser
Tech Level: 5 Lady Royale Class Cruiser
* Tech Level: 5 D3 Thorn Class Destroyer
Tech Level: 6 Large Deep Space Freighter
Tech Level: 8 Red Wind Class Carrier
Tech Level: 9 Refinery Ship
Tech Level: 10 Bloodfang Class Carrier
Tech Level: 10 Merlin Class Alchemy Ship
Tech Level: 10 Super Transport Freighter
Cyborg ships:
Tech Level: 1 Small Deep Space Freighter
Tech Level: 1 B200 Class Probe
Tech Level: 1 Watcher Class Scout
Tech Level: 2 B41 Explorer
* Tech Level: 2 Iron Slave Class Baseship
Tech Level: 3 Medium Deep Space Freighter
Tech Level: 5 B222 Destroyer
Tech Level: 5 Quietus Class Cruiser
Tech Level: 6 Firecloud Class Cruiser
Tech Level: 6 Large Deep Space Freighter
Tech Level: 9 Biocide Class Carrier
Tech Level: 9 Refinery Ship
Tech Level: 10 Annihilation Class Battleship
Tech Level: 10 Merlin Class Alchemy Ship
Tech Level: 10 Super Transport Freighter
Crystalline ships:
Tech Level: 1 Small Deep Space Freighter
Tech Level: 2 Opal Class Torpedo Boat
Tech Level: 3 Ruby Class Light Cruiser
Tech Level: 3 Topez Class Gunboat
Tech Level: 3 Medium Deep Space Freighter
Tech Level: 3 Neutronic Fuel Carrier
Tech Level: 4 Small Transport
Tech Level: 5 Sky Garnet Class Destroyer
Tech Level: 6 Emerald Class Battlecruiser
Tech Level: 6 Large Deep Space Freighter
Tech Level: 8 Onyx Class Frigate
Tech Level: 9 Diamond Flame Class Battleship
Tech Level: 9 Refinery Ship
Tech Level: 10 Crystal Thunder Class Carrier
Tech Level: 10 Merlin Class Alchemy Ship
Tech Level: 10 Super Transport Freighter
The Evil Empire's Ships:
Tech Level: 1 Small Deep Space Freighter
Tech Level: 1 RU25 Gunboat
Tech Level: 1 Mig Class Scout
Tech Level: 1 PL21 Probe
Tech Level: 2 H-Ross Class LT Carrier
Tech Level: 3 Moscow Class Star Escort
Tech Level: 3 Medium Deep Space Freighter
Tech Level: 3 Neutronic Fuel Carrier
Tech Level: 4 Super Star Frigate
Tech Level: 5 Super Star Carrier
Tech Level: 6 Super Star Destroyer
Tech Level: 6 Large Deep Space Freighter
Tech Level: 9 Super Star Cruiser
Tech Level: 9 Refinery Ship
Tech Level: 10 Gorbie Class Battlecarrier
Tech Level: 10 Merlin Class Alchemy Ship
Tech Level: 10 Super Transport Freighter
Robot ships:
Tech Level: 1 Small Deep Space Freighter
Tech Level: 2 Cat's Paw Class Destroyer
Tech Level: 2 Iron Slave Class Baseship
Tech Level: 3 Q Tanker
Tech Level: 3 Pawn Class Baseship
Tech Level: 3 Medium Deep Space Freighter
Tech Level: 4 Cybernaut Class Baseship
Tech Level: 6 Instrumentality Class Baseship
Tech Level: 6 Large Deep Space Freighter
Tech Level: 9 Automa Class Baseship
Tech Level: 9 Refinery Ship
Tech Level: 10 Golem Class Baseship
Tech Level: 10 Merlin Class Alchemy Ship
Tech Level: 10 Super Transport Freighter
Rebel ships:
Tech Level: 1 Small Deep Space Freighter
* Tech Level: 1 Cygnus Class Destroyer
* Tech Level: 1 Taurus Class Scout
Tech Level: 2 Falcon Class Escort
Tech Level: 3 Rebel Deep Space Scout
Tech Level: 3 Medium Deep Space Freighter
Tech Level: 3 Neutronic Fuel Carrier
Tech Level: 4 Gaurdian Class Destroyer
Tech Level: 4 Armored Transport
Tech Level: 5 Sage Class Frigate
* Tech Level: 5 Sagittarius Class Transport
Tech Level: 6 Tranquillity Class Cruiser
Tech Level: 6 Patriot Class Light Carrier
* Tech Level: 6 Gemini Class Transport
Tech Level: 6 Large Deep Space Freighter
Tech Level: 9 Iron Lady Class Frigate
Tech Level: 9 Refinery Ship
Tech Level: 10 Merlin Class Alchemy Ship
Tech Level: 10 Rush Class Heavy Carrier
Tech Level: 10 Super Transport Freighter
The Colonies of Man Ships:
Tech Level: 1 Small Deep Space Freighter
Tech Level: 1 Taurus Class Scout
Tech Level: 1 Cygnus Class Destroyer
Tech Level: 2 Little Joe Class Escort
Tech Level: 3 Medium Deep Space Freighter
Tech Level: 3 Neutronic Fuel Carrier
Tech Level: 4 Cobol Class Research Cruiser
Tech Level: 4 Aries Class Transport
Tech Level: 5 Sagittarius Class Transport
Tech Level: 6 Gemini Class Transport
Tech Level: 6 Scorpius Class Light Carrier
* Tech Level: 6 Tranquillity Class Cruiser
* Tech Level: 6 Patriot Class Light Carrier
Tech Level: 6 Large Deep Space Freighter
Tech Level: 9 Refinery Ship
* Tech Level: 9 Iron Lady Class Frigate
Tech Level: 10 Merlin Class Alchemy Ship
Tech Level: 10 Virgo Class Battlestar
Tech Level: 10 Super Transport Freighter
(6.2) A REVIEW OF THE RACE FLEETS
The Solar Federation Of Planets:
The Feds fleet is made up of many medium size ships that are
designed to serve a variety of missions. They have
only one ship that can serve as a fighter carrier. The Feds do not
like to use fighters except as a last ditch measure when
starbases or planets fall under attack. The weapon they most
favor is the torpedo. For some unknown reason they like to paint
their warships bright white and put external lighting systems on
them. This tends to make them easier targets in a fight, but it
also has the effect of scaring the daylights out of enemies.
After all anyone who would light up their ships so brightly has
to be unafraid of all enemies and have a very powerful ship
or they are just completely stupid.
The Federation has two terraforming ships:
Bohemian Class Survey Ship:
Will make planets warmer until climate type 50 is reached.
Eros Class Research Vessel:
Will make a planet cooler until climate type 50 is reached.
The Lizards:
The Lizards are a very small alliance of large boulder throwing
humanoid lizard men with large nasty teeth. There are only a few
starships types that they build.
They have the plans to one Fed research vessel that the like
to use for scouting out minerals and cooling hot planets.
Eros Class Research Vessel:
Will make a planet cooler until climate type 50 is reached.
The smaller Lizard ships tend to
be solidly built with large cargo holds and medium firepower.
All starships with a Lizard crew can withstand 150% damage
before exploding.
The Bird Men:
The Bird Men share several ship designs with the Fascists.
Bird Men like to paint their ships to look like giant birds so
that they can make low passes over planets and really scare the
pants off the native population before landing and jumping out
in their armored bird suits to take over the planet.
Bird Men ships tend to be solidly armored and pack heavy
firepower. They have a tech 6 carrier that can hold up to 80
fighters that can be very dangerous. The Bird Men battleship is
even larger then the Lizard battleship and has more firepower.
Fascists:
The Fascist weapon of choice is the beam weapon. Their ships
do better then most when they are attacked by fighters, because
of the higher them average number of beam weapons that can be
used to destroy the incoming fighters. The tech level 5 Fascist
Battlecruiser as much beam weapon firepower as a battleship
( 10 banks! ). Many Fascist ships are of Bird Men design.
Three of their ships can cloak.
Privateers:
The Privateers tend to use very small ships. They have a few ship
designs that they stole from the Fascists. Their favorite
activity is stealing unescorted freighters. Privateers make very
good use of mineral resources because of the small size of their
ships, but in a toe to toe war they don't stand much of chance.
The Privateers are the only race that can build ships that have
gravitonic accelerators. The three ships that have the gravitonic
accelerators are the Meteor Class Blockade Runner, the BR4 Gun Boat
and the BR5 Kaye Class Torpedo Boat. These three ships travel at
a rate of twice that of a normal ship. At warp factor 9 these ships
will travel 162 light years in one turn. These ships can also cloak.
The major drawback of these ships is their very small size and
cargo room. They are also unable to survive even a single impact
with a space mine.
The Cyborg:
The Cyborg are a half humanoid and half machine race. The
Cyborgs have many small scout ships and probes. These come in very
handy in finding their enemy's home world. The Cyborg battleship is
the size of two Bird Men battleships.
All damaged Cyborg ships can stop and repair themselves at a
rate of 10% per turn.
The Cyborg are able to assimulate natives into colonists. The
assimulation rate can be configured by the host from 0% to 100%
Crystal People:
Crystal People are a silicon based life forms about 3 foot tall,
with no limbs and a metallic color. They have two large glowing
eyes in the middle of their polyhedron form. Larger Crystalline
ships are very powerful and tend to favor beam type weapons.
They have several small ship types that are useful in exploring
planets and capturing freighters.
Their main weapon of choice is the dreaded web mine field.
They use these fields to trap enemy vessels, drain them of fuel
and then tow the victim home after it is out of fuel to force
it to surrender.
They own a ship that will turn all planets into deserts.
Onyx Class Frigate:
Will make any planet turn into a hot boiling pool of rock
and desert (temp 100).
The Evil Empire:
The Evil Empire depends heavily on fighters for attacking
enemies. They have only one ship type that can launch
torpedoes. Most of the Empire's ships are very large and expensive.
The Empire's battle carrier is the largest and most heavily armored
fighter carrier in the universe it has 10 beam weapon banks, which
is most impressive for a carrier.
Robots:
The Robots are a race of that has survived the death
of their makers. It is thought that the makers of the Robots
were a race similar to the Lizards only smaller and weaker.
The Robots base most their ship designs around the basestar
fighter carriers. Robots have only one ship type that
can launch torpedoes. Even the Robot's fuel tanker
can launch fighters. The favorite ship in the Robotic fleet is
the tech 6 Instrumentality class baseship. It is the size of
a battleship and can carry up to 80 fighters. The largest
basestar can carry more fighters then any other ship ( 300 fighters ).
Rebels:
The Rebels are a group of warriors who depend on their
fighters to provide a low cost offensive power. Their ships
follow no standard design. They are mostly converted freighters
and armored transports. The ships may not be pretty but they
get the job done. Rebel ships have only a few weapon banks at
best.
They have many small friendly robots on board all their fighter
carriers that build fighters when ever they can find 2 tritanium,
3 molybdenum and 5 supply units laying around, whatever the ship's
mission.
THE COLONIES OF MAN:
The Colonies of Man are very similar to the rebels and share
many of the same ship designs. The flag ship of
their fleet is one of the most powerful ships in the universe.
This mighty ship is the tech 10 Virgo class battlestar that can
hold up to 40 more fighters then the Evil Empire's battlecarrier
and is only about half the size. Even with all those fighters
it still has room for beam weapon banks.
(6.3) PERSONALIZED RACE NAMES
You can change the names of the game's races to fit your
personal tastes.
When you run NAMERACE, the data file RACE.NM is loaded
to allow you to edit all the race names and save them to the
hard drive.
Each race has three name forms:
The Long Name Form ( up to 30 characters )
Example: The Lizard Alliance of Planets
Usage: We Are "The Lizard Alliance of Planets!"
The Plural Name Form ( up to 20 characters )
Example: The Lizards
Usage: Captain! Incoming message from "The Lizards!"
The Adjective Form ( up to 12 characters )
Example: Lizard
Usage: Scanners show that object to be a "Lizard" ship!
(6.4) RACE.NM AND THE HOST
The HOST.EXE program reads the data file RACE.NM to figure out
what to call the 11 different races when sending messages.
The race names that are used in the messages are completely dependent
on the RACE.NM data file in the Host game data directory and NOT on the
RACE.NM data files in any remote player's directory.
Only the person Hosting the game has the power to change the
race names that appear in the messages.
(6.5) RACE.NM AND THE REMOTE PLAYER
You may change the names of the races on your machine, but
it will only affect your local game. Outgoing messages only pass
player numbers and not player names in the message header.
EXAMPLE: "Bob" who is player number 2 is being really mean
to you, so you rename his race to be "Bob's Boneheads!".
Your local game will from then on refer to ships belonging
to Bob to be "Bonehead!" ships. When you send a message, the
message will read "TO: Bob's Boneheads!", but when Bob
gets the message next turn the Host will have changed the
header to read what ever the Host RACE.NM file is set to,
such as "TO: The Lizards"
(6.6) RACE.NM AND THE LOCAL GAME
( games that are being played on one computer in one directory )
Whatever you set the names to be, that will be the name used
everywhere.
(6.7) RACE.NM AND BBS SYSOPS
When you start up a game you can ask all the players what
name they would like to use for their race. You can then
run NAMERACE.EXE to input all the race names.
The HOST.EXE program will then use the player's name
choices when sending messages to the players.
If you change the RACE.NM file you should post the RACE.NM
file so that the players can download the race names being
used by the Host if they wish.
Players who download and use the Host's RACE.NM data file
will avoid confusion when reading their messages.
Leaving RACE.NM in its default form may be the best way to
avoid confusion, but I'll leave all this up to you to sort out.
------------------------------------------------------------------------------
(7.0) STARTING THE GAME
If you are hosting the game you must run MASTER.EXE to build
the game universe master data files, choose the races you wish
to be in the game and assign a game password to each player.
Only run MASTER.EXE when you want to start a new game. Running
it after you have started a game will erase the game currently
being played.
After you have run the MASTER.EXE program, you must run
HOST.EXE to generate the first set of RST files that are then
sent out to each player in the game so they can play out their
first game turn.
The whole game resides on the host computer, in the HST
files ( these are the universe master data files ). The HOST.EXE
program allows the TRN files from the players to interact with
the universe master data files and other player files.
(7.1) STARTING IF YOU ARE NOT HOSTING THE GAME
All you have to do is install the game in on your computer.
Then you transfer your RST file from the computer that is
hosting the game by way of BBS, Email, Net or Floppy and run the
UNPACK.EXE program to uncode the RST file into data files
so you can then run PLANETS.EXE to play the game. After you are
done playing run MAKETURN.EXE to compress your new game moves
into a TRN file that you then send back to the host computer.
(7.2) THE GAME FILES ( A BRIEF LIST )
The host computer only needs the following host files
MASTER.EXE
HOST.EXE
RACE.NM
NAMERACE.EXE
PLANET.NM
*.DAT
*.HST
*.MOF
The players need the following player files on their machine
PLANETS.EXE
VCR.EXE
UNPACK.EXE
MAKETURN.EXE
RESOURCE.PLN
NAMERACE.EXE
RACE.NM
PLANET.NM
*.DAT
*.MOF
If you are ONLY hosting the game on a machine, such as a BBS
you can erase following files to save disk space; PLANETS.EXE,
VCR.EXE, UNPACK.EXE MAKETURN.EXE and RESOURCE.PLN.
The following files are sent from the host machine to the
players machines.
PLAYER1.RST ( player 1 the Federation )
PLAYER2.RST ( player 2 the Lizards )
PLAYER3.RST ( player 3 the Bird Men )
PLAYER4.RST ( player 4 the Fascists )
PLAYER5.RST ( player 5 the Privateers )
PLAYER6.RST ( player 6 the Cyborg )
PLAYER7.RST ( player 7 the Crystal People )
PLAYER8.RST ( player 8 the Evil Empire )
PLAYER9.RST ( player 9 the Robots )
PLAYER10.RST ( player 10 the Rebels )
PLAYER11.RST ( player 11 the Colonies of Man )
The following files are sent from the player machines to the
Host machine.
PLAYER1.TRN ( player 1 the Solar Federation )
PLAYER2.TRN ( player 2 the Lizards )
PLAYER3.TRN ( player 3 the Bird Men )
PLAYER4.TRN ( player 4 the Fascists )
PLAYER5.TRN ( player 5 the Privateers )
PLAYER6.TRN ( player 6 the Cyborg )
PLAYER7.TRN ( player 7 the Crystal People )
PLAYER8.TRN ( player 8 the Evil Empire )
PLAYER9.TRN ( player 9 the Robots )
PLAYER10.TRN ( player 10 the Rebels )
PLAYER11.TRN ( player 11 the Colonies of Man )
(7.3) LIST OF PLAYER FILES
UNPACK.EXE : This is a program that decodes RST file from the
host program. This program takes information encoded
into the RST file and splits it up into several data
files used by PLANETS.EXE. You must run UNPACK.EXE
before you run PLANETS.EXE.
PLANETS.EXE : The main game program used by everyone playing the
game. It consists of many screens of controls, pictures,
graphics and information.
MAKETURN.EXE : This program is run after you are finished with your
game turn and exited PLANETS.EXE. This program reads
the game data files and looks for any changes. It
then encodes the new data into a TRN file that you
send back to the host computer.
*.DAT : These files that contain all the player's game data.
*.DIS : Data files that are formed by UNPACK.EXE these contain
all the new information from the host.
TECH.MOF : The game's font file.
VCR.EXE : A sub program used by PLANETS.EXE to show ship combat.
It cannot be run outside PLANETS.EXE and can only
be run from PLANETS.EXE after ship combat has taken
place.
RESOURCE.PLN : All the graphics used in the game.
SWEEP.BAT : A batch file that erases nonvital data files, use
this batch file to clean up your player directory after
you have uploaded your TRN file to the Host.
ONLY run SWEEP.BAT <<<BEFORE>>> you run UNPACK.EXE
or <<<AFTER>>> you run MAKETURN.EXE
RACE.NM : A data file of all the different race names.
PLANET.NM : A data file of all the planet names.
NAMERACE.EXE : A program used to change the names of the different
races to fit your personal tastes.
(7.4) LIST OF ALL THE HOST FILES
MASTER.EXE : The program that forms all the host's data files.
It is only run once at the beginning of the game to
start the game. This is where you can activate
which races you will have in the game and assign each
their own password.
HOST.EXE : This is the program that takes all the TRN files
from all the players and forms RST files to be sent
back to all the players. This program is run once
per turn to end the old turn and begin a new one.
*.DAT : These files contain data important to the game.
*.HST : The host data files. This is the universe. This
is all the data on every ship, planet and base.
TECH.MOF : The game's font file.
TURN.BAT : A batch file for use when you are playing on a single
computer. After ALL the players are done playing out
their turns, exit planets and type in TURN. The
batch file will run the MAKETURN, HOST, UNPACK and
return you to the main program PLANETS. All the
players can then play out their new turns.
RACE.NM : A data file of all the different race names.
PLANET.NM : A data file of all the planet names.
NAMERACE.EXE : A program used to change the names of the different
races to fit your personal tastes.
CPLAYER.EXE : The computer controled player ( SEE CPLAYER.DOC )
REF.EXE : The Referee program ( SEE REF.DOC )
RCONFIG.EXE : The Referee configure program, ( SEE REF.DOC )
HCONFIG.EXE : The host configure program ( SEE HOST314.DOC )
------------------------------------------------------------------------------
(8.0) SUPPORT
Write me:
Tim Wisseman
PO BOX 204
NORTH FORK
CA. 93643
INTERNET EMAIL: cocomax@gorn.echo.com
SUPPORT BBS ( The Tim Continuum (209) 877-4921 )
(8.1) REGISTRATION
The Shareware version of this program is for you to
try out for a limited period of time. If you find that you
like the game please register it. The fee is only $15.
Everyone who becomes a registered user will be sent a
special expanded version that only registered users
are allowed to have.
The expanded registered version has the following features
1. you can buy tech levels 7 through 10
2. the bonus utilty program SHIPS.EXE
3. you can use secret friendly codes for special missions.
The expanded registered version is completely compatible
with the evaluation version. ( You can switch to the
registered version in the middle of a game without messing
up your game. )
If you have a printer, you can print up the file ORDERFRM.DOC
send it in.
I have made a set of four 8 1/2" X 11" starcharts that show
the position, names and ID numbers of all the planets in the
game. If you would like a set of starcharts send $3 and I'll
sent you a set postpaid. If you want more then one set of
starcharts send $1 for each additional set. You don't have to be
a registered user to order the starcharts.
------------------------------------------------------------------------------
(9.0) NEW FEATURES IN VERSION 3
1. Each race has their own special advantages
2. Cloaking ships
3. Sticky mouse
4. Host can send messages from the outside game
5. 99% cheat proof (unlike version 2.x)
6. Deep space mine fields
7. Mine sweeping mission
8. Meteors that crash into planets from time to time
9. Ships to ship transports are instant (own race)
10. Ships can surrender to enemy starbases
11. Ships can grab minerals from "enemy" planets
12. Fighters can be transported from ship to ship
13. Alchemy ships can convert supplies to minerals
14. Refinery ships can convert minerals to fuel
15. War ships now protect freighters from attack
16. Host configure program
17. Recycle ships that colonize planets
18. Refit will now replenish ships crew
19. Sensor sweep will find enemy planets
20. High planetary defense will hide colonists from
enemy sensor sweeps
21. All native races have an advantage
22. Damaged ships must travel slower
23. Host produces a score file "SCORE.LOG"
24. New "X" command for ships and planets
25. Rioting populations will not pay taxes
26. All ships now have a vault to carry credits
27. The amount of credits that can be collected from
a native population depends on the number of
colonists on the planet
28. Damaged ships have less firepower
29. Fighters now cost 100 MC each
30. Ships without fuel cannot attack
31. Ships without fuel can be forced to surrender to
enemy starbases
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