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- BEGIN BEGIN BEGIN
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- A Tactical Starship A Tactical Starship A Tactical Starship
- Simulation Simulation Simulation
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- Version 1.65
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- Copyright (c) 1984-1989
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- CLOCKWORK SOFTWARE
- PO Box 610338
- San Jose, CA 95161
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- Begin - A Tactical Starship Simulation
- Copyright (c) Clockwork Software, 1984-1989
-
- All rights reserved by the authors. This program may be
- freely copied for private use provided this message is always
- displayed. It may be distributed on public access computer
- bulletin boards. It may not be distributed for resale.
-
- Begin is supplied as a user supported package. Private
- individuals are encouraged to copy and share this package with
- others. If you enjoy using this program your contributions help
- support the shareware concept which allows you to try the
- software first without obligation.
-
- For a $10 contribution you will receive the Advanced
- Simulations Manual for the current version. This manual covers
- many commands, hints, and internal details of Begin which are not
- included in this Basic Simulations Manual.
-
- For a $15 contribution you will receive the Advanced
- Simulations Manual as well as a diskette containing the most
- recent release of the program.
-
- Please send any comments/problems to Clockwork Software even
- if you do not wish to make a contribution. If you want a response
- also include a self addressed stamped envelope.
-
- Clockwork Software The Micro Foundry BBS
- P.O. Box 610338 (415) 598-0498
- San Jose, CA 95161 1200/2400/9600 24 Hours
-
-
- You distribution disk/file should contain the following files:
- Begin.arc - Contains all the following files
- Begin.exe - A Tactical Starship Simulation
- Begin.man - The Basic Simulations Manual
- Whats.new - New features in version 1.65
- BeginAd.txt - Long BBS ad for Begin
- BeginAd2.txt - Short BBS ad for Begin
-
- Unlike the previous release of Begin, this version supports
- software and hardware floating point in one program. If you have
- a math co-processor, Begin will automatically detect it's
- presence and use hardware floating point. You may override this
- auto-check and force software floating point by setting the
- environment variable 87=N at the DOS command prompt. If you are
- running on an 8088 PC we recommend a co-processor as it will
- increase the speed of play equivalent to that of a 12Mhz 80286
- without a co-processor.
- Tom Nelson, Mike Higgins
- Authors of Begin
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- Begin A Tactical Starship Simulation
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- I. INTRODUCTION I. INTRODUCTION I. INTRODUCTION
-
-
- Begin is actually a simulation of a simulator that tests
- your ability to command a fleet starship. For the first time, you
- will actually have the feeling that you are commanding a real
- starship, against real enemy captains.
-
- Unlike almost all other space games of this type, Begin
- does not employ the unrealistic "quadrant-sectors" or the "Mass
- Hoard of aliens" approach. Instead, all ships are created equal
- with intelligent enemy strategy being used to defeat the
- unsuspecting human player. For the novice player even a
- one-on-one scenario is quite a challenge.
-
- Begin also features four different nations, Federation,
- Klingon, Romulan and Orion, with the human player becoming the
- nation of their choice. The program also provides for numerous
- ship classes of varying design for each of the different nation.
-
- There are not any artificial "difficulty levels" in
- Begin. Instead if a player wishes for an easier scenario, they
- may command a fleet of up to seventeen ships against a smaller
- enemy force. For a more difficult scenario, one-on-nine is a more
- likely challenge.
-
- The object of Begin is (as usual) to destroy the enemy
- fleet before they destroy you. You will receive an evaluation of
- your performance at the end of the action. Your enemy is tough
- and experienced. He will do his utmost to destroy you with
- whatever fleet you give him.
-
- Enjoy this new level of sophistication in computer
- entertainment.
-
-
-
- II. OVERVIEW II. OVERVIEW II. OVERVIEW
-
-
- Begin is actually made up of five separate parts that happen
- in sequence, introduction, setup, command input, strategy, and
- movement. A more detailed explanation of each of these can be
- found in a later section.
-
- The first part, introduction, will happen only once. It will
- first prompt you for your name. Your name will be used as the
- prompt for all command input. Next you will be asked which nation
- you wish to ally yourself with, and the nation of your opponent.
-
- The second part, setup, will also happen only once. Two
- status displays will be drawn, one of the ally fleet and one of
- the enemy fleet. At this point you will enter commands to
-
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- - 1 -
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- Begin A Tactical Starship Simulation
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- configure the number and class of ships in each of the fleets.
- Once you are satisfied with the configurations, you may start the
- simulation.
-
- Once the tactical displays have been drawn the program will
- be waiting for command input. You may enter commands for
- controlling your ships' weapon systems, defenses, status displays
- or for directing your ally ships. Input will allow you as much
- time as you need to decide your command. You may enter an entire
- command on one line or allow Begin to prompt you for each part.
-
- After the entire command has been entered, the strategy of
- all enemy and ally ships is determined. These ships follow the
- same rules for commands that you must follow. After all ships
- have determined their strategy, the real time movement is
- performed.
-
- Real time moves all objects according to the Begin laws of
- physics. Every item will be moved in sequence, ten times, to
- simulate simultaneous movement. Your crew will report most of the
- enemy and ally ships actions during this time, such as who is
- firing torpedoes and who has been hit. At the end of this cycle,
- before you are again asked for command input, the tactical
- displays will be updated.
-
- One time through the above sequence is call a cycle, and is
- the basic unit of time in Begin. All time is measured in cycles
- but may sometimes be referred to as seconds, such as three
- seconds to self destruct.
-
-
-
- III. SETUP III. SETUP III. SETUP
-
-
- After you have entered your name and the ally and enemy
- nations, you will need to configure the ally and enemy fleets.
- The setup screen contains two fleet status displays. The top
- display shows the make-up of the ally fleet and the bottom
- display is that of the enemy. Also displayed is the total number
- of ships allowed along with the number of ships you have not yet
- allocated to either fleet. A dash before a ship class name in the
- fleet displays indicate you have not selected any ships of that
- class.
-
- At this point you may enter ally and enemy configuration
- commands. With these commands you will specify the number and
- class of ships in each of the corresponding fleets (Refer to the
- Configure command in the Command Summary section). A single fleet
- may contain up to the total number of allowed ships minus one. If
- you need more details on each ship class before you configure the
- fleets, the library computer is available.
-
- If you have more than one class of ship in the ally fleet
- you must specify the ship class of your flagship. The flagship is
- the type of ship you will be commanding your fleet from. The
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- - 2 -
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- Begin A Tactical Starship Simulation
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- enemy does not need a specified flagship.
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- Once you are satisfied with the make-up of each fleet you
- must enter the command "Begin" to start the simulation.
-
-
-
- IV. SHIPS IV. SHIPS IV. SHIPS
-
-
- All ships are controlled by a fixed number of attributes.
- These attributes control the ships speed, acceleration, turn
- rate, weaponry, shield strength etc. This section briefly
- explains how these attributes function.
-
-
- DISPLAYS DISPLAYS DISPLAYS
-
- The tactical displays are shown on the right side of the
- screen. The upper display is the position display. It shows the
- actual positions of all ships relative to your flagship. You may
- set the magnification of this display to allow for a finer
- resolution.
-
- The lower display is the ships' Systems Status display. It
- shows the condition of five ship systems. They are the Phaser
- Banks, Torpedo Tubes, Probe Launchers, Warp Drives, and Shields.
-
- Within the System Status display a period is used to
- indicate a system is discharged or turned off. If this symbol is
- blinking it tells you that the system has been damaged and is
- non-functional.
-
- The dash, equal and triple equal symbols are used by the
- Bank and Tube systems to indicated the last three cycles of their
- charge time. The small 'o' symbol is used by the Tube and
- Launcher systems to indicated a loaded and ready condition.
-
- The Warp Drives and Shields use the three shaded solid block
- symbols to indicated the state of these systems. For the Warp
- drive they indicated temperature, for the Shields they indicated
- strength. A blink block tells you a system is about to fail.
-
- Display related commands are: Scan, Range.
-
-
- HELM HELM HELM
-
- The helm controls the direction and velocity of the ship.
- The ship will not always respond instantly to helm commands.
- Response depends on the size of the ship you are commanding and
- the current helm settings. Generally, the larger the ship or the
- faster the current speed, the slower the ship will respond to
- course and speed changes. The exception to this is that all ships
- respond instantly if the current speed and the requested speed
- are both warp one or less. For specified ship class attributes,
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- - 3 -
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- Begin A Tactical Starship Simulation
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- consult your ships' library computer.
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- Helm related commands are: Helm, Pursue, Elude, Report.
-
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- WEAPONRY WEAPONRY WEAPONRY
-
- Available to you are a three different weapon systems that
- vary from ship class to ship class. Most ships have all three
- although of few of the smaller ships do not. These weapons are
- Phasers, Torpedoes and Probes.
-
- All phasers banks and torpedo tubes may be locked on a
- specified ship or turned to a specified relative angle off the
- current heading (mark). The target or course of a probe is
- specified at launch time since probes are "smart" in that they
- may pursue a specified target or course and may be controlled
- after they leave the ship.
-
- Phasers are short range weapons that hit their target
- instantaneously. The closer you are to the target, the better the
- hit.
-
- Torpedoes travel at a specific velocity determined by the
- class of torpedo your ship carries although it is generally very
- fast. If the tube is locked on a target, the tube will "lead" the
- target to compensate for the target's course and velocity. Most
- classes of torpedo cannot change course once they are fired.
-
- Probes are very slow in comparison to torpedoes. The
- advantage of a probe is the ability to pursue a target, and it's
- relatively large warhead. Probes may also be controlled after
- they are launched. They may be set to a specific heading or
- re-locked on to a target.
-
- Consult your ships library computer for specifics on these
- weapons.
-
- Weaponry related commands are: Fire, Lock, Turn, Status, Torp,
- Phaser, Probe
-
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- SHIELDS SHIELDS SHIELDS
-
- Shields protect the ship from being damaged by enemy (or
- ally) weapons. A shield will weaken in proportion to the
- magnitude of the hit on that shield. This type of damage is
- actually only temporary and the shield will regenerate slowly
- over time. If the hit is larger than the shield can absorb, then
- the ship will sustain damaged.
-
- The amount of damage will depend on the strength of the hit.
- Any of the ships systems may be damaged including the shields
- maximum strength. This damage is permanent and may only reduce
- the effectiveness of the system as in the case of reactors,
- engines or shields, or may totally destroy the system as with
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- - 4 -
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- Begin A Tactical Starship Simulation
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- phaser banks or torpedo tubes.
-
- Shield related commands are: Raise, Lower, Status, Shields
-
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- STATUS STATUS STATUS
-
-
- All commands will result in the ending of your "turn" except
- for commands that only display status. The status command will
- display the current state of the entire ship, phaser banks,
- torpedo tubes, probe launchers, shields or active probes. This
- also includes scanning enemy or ally vessels and ally reports.
-
- Status related commands are: Report, Status, Banks, Tubes,
- Launchers
-
-
- COMPUTER COMPUTER COMPUTER
-
- All ships are equipped with a library computer. The library
- computer will display information on any ship class, torpedo
- class or probe.
-
- Computer related commands are: Library, Computer, Help
-
-
- DAMAGE CONTROL DAMAGE CONTROL DAMAGE CONTROL
-
- All ships have a damage control crew which automatically
- makes repairs to any disabled ship system. The efficiency of
- damage control is related to the number of crew remaining. Once a
- system has been fully repaired you will receive a message
- informing you that repairs have been completed. The condition of
- your damage control is displayed on the damage report.
-
- Damage related commands are: Damage
-
-
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- V. ENEMIES & ALLIES V. ENEMIES & ALLIES V. ENEMIES & ALLIES
-
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- All ally and enemy ships are given a "personality" when they
- are created. This consists of a number of attributes that control
- their bravery, aggression, fanaticism and loyalty, and is based
- on the race of that enemy or ally.
-
-
- ALLIES ALLIES ALLIES
-
- During play, your ally ships will engage the enemy at will
- although you are allowed to give them a few general orders. These
- include who to attack, what course to follow, hold fire, etc.
- They will almost always follow these orders unless they are not
- very loyal or the order is very unreasonable. In any case, they
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- - 5 -
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- Begin A Tactical Starship Simulation
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- will give a response to that order.
-
- It is important to remember the orders you issued or you may
- render an ally useless. For example if you order an ally to
- follow a course, he will follow that order until you cancel it.
-
- If your ship sustains heavy damage (or even if it doesn't)
- you are allowed to trade ships with one of your allies.
-
- Ally related commands are: Tell, Order, Fleet, Beam, Transport
-
-
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- VI. COMMAND SUMMARY VI. COMMAND SUMMARY VI. COMMAND SUMMARY
-
-
- The following is a brief list of commands available to the
- starship commander. For a complete and more detailed list consult
- the Advanced Simulations Manual.
-
- In a number of cases there is more than one form of the same
- command. For example, "tubes" is the same command as "status
- tubes". Only the so indicated commands are valid during setup.
-
- Each command description gives the general form of the
- command and a description of command operation. The description
- for each command is followed by one or more examples.
-
- Optional parts of the commands are enclosed in square brackets (
- [optional] ).
-
-
- CONFIGURE: { Setup only } CONFIGURE: { Setup only } CONFIGURE: { Setup only }
- [Configure] Ally <number> <ship class> [Flagship] [<more ships>]
- [Configure] Enemy <number> <ship class> [<more ships>]
-
- The configure command is used during setup to select the
- enemy and ally fleets. You may configure up to the total number
- of allowed ships minus one in a single fleet. You may only have
- up to nine of any one ship class however. You must specify an
- ally flagship if the ally fleet is made up of more than one ship
- class. This may be done with this command or by using the
- Flagship command.
-
- Examples:
- Config Ally 3 Frigates Flagship
- Ally 5 Destroyers 3 Interceptors
- Enemy 6 Dreadnoughts
-
-
- FLAGSHIP: { Setup only } FLAGSHIP: { Setup only } FLAGSHIP: { Setup only }
- Flagship <ship class>
-
- The flagship command allows you to specify a flagship class
- after you have finished configuring the fleets. You must specify
- a flagship if there is more than one ship class in the ally
-
-
- - 6 -
-
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- Begin A Tactical Starship Simulation
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- fleet.
-
- Examples:
- Flagship Destroyer
-
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- BEGIN: { Setup only } BEGIN: { Setup only } BEGIN: { Setup only }
- Begin
-
- This command informs the program that you are finished
- configuring the enemy and ally fleets and are ready to start the
- simulation.
-
- Examples:
- Begin
-
-
- HELM: HELM: HELM:
- Helm [Course] <course> [Warp] <warp>
-
- The helm command controls the direction and velocity of your
- ship. The course is a heading between -360 degrees and +360
- degrees. All vessels will take time to come to the new heading
- although it may sometimes seem immediate. The amount of time will
- depend on the size of your ship and the ship's current speed. The
- larger ships turning slower than smaller ships and fast speeds
- requiring more time than slower speed. All ships will seem to
- turn instantly at warp one or less.
-
- When turning, the ship will always turn in the direction
- that is the smallest distance to the new heading.
-
- The warp is the velocity you wish to maintain. The ship's
- velocity, like it's heading may require a certain amount of time
- to achieve.
-
- Examples:
- helm course 60 warp 6
- helm 225 3
-
-
- PURSUE: PURSUE: PURSUE:
- ELUDE: ELUDE: ELUDE:
-
- Please refer to the Advanced Simulations Manual for a
- detailed description of these commands.
-
-
- CHART: CHART: CHART:
- chart [<options>]
-
- Every cycle the chart from your ship will be automatically
- displayed. If the chart moves off the top of the screen, entering
- "chart" will redisplay the current chart.
-
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- - 7 -
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- Begin A Tactical Starship Simulation
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- WARP COURSE BEARING RANGE MARK CLASS
- Caspan: 4.0 305. Manual Helm
- Asp: 3.0 125. 305. 15035 0. FR
-
-
- The chart displays the names of all ships with the flagship
- being the first ship. The current warp factor and course of each
- ship is displayed as is the range of each ship from the charted
- ship. The Bearing column show the bearing of each ship from the
- charted ship. The bearing is the course the charted ship must
- follow to head directly at a specific ship. The Mark column
- contains the degrees off the heading of the charted ship to a
- specific ally or enemy ship, for example, a mark of zero
- indicates the charted ship is heading directly toward a ship. The
- Class column indicates the class of each of the charted ships.
-
- Examples:
- chart
-
-
- Please refer to the Advanced Simulations Manual for a
- detailed description of the <options> on this command.
-
-
- REPORT: REPORT: REPORT:
- report
-
- The report command displays various information about your
- ship. You may also request a report from an ally ship with the
- "order" command.
-
- SHIP NAME: Ketoi
- CLASS: Destroyer
- SURVIVORS: 200
-
- CONDITION: 100% Functional
- NAVCOM: Manual Helm
- COURSE: 270. desired 229. current
- WARP: 6.0 desired 4.5 current
-
-
- Examples:
- report
-
-
- STATUS DAMAGE: STATUS DAMAGE: STATUS DAMAGE:
- SCAN SHIP SCAN SHIP SCAN SHIP
- [Status] Damage
- Scan <ship>
-
- The damage status will display the overall condition of your
- ship where as the scan ship command will show the same
- information about an enemy or ally ship.
-
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- - 8 -
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- Begin A Tactical Starship Simulation
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- SHIP NAME: Viper
- CLASS: Frigate
- SURVIVORS: 18
-
- REACTORS: 100% 5% XX
- BATTERIES: 75 75 68 XX
- BANKS: XX XX ch .. XX
- TUBES: ld XX
- LAUNCHERS: XX ..
- SHIELDS: XX 70% 1% 18% XX XX
- WARP: XX
- WARP TEMP: |9m LIMIT: 40m
-
- WARP POWER: 0
- OTHER POWER: 262
- RESIDUAL POWER: -6
-
-
- The above scan reveals that the Klingon Frigate, Viper is
- heavily damaged. All "XX" markers show the systems that are
- completely non-functional. The Viper still has two working
- phasers, one is charged and one is discharged. One torpedo tube
- is still functional and is currently loaded and one probe
- launcher is undamaged but unloaded. Three of the six shields are
- completely destroyed, one is in good shape and two are very weak.
- The warp drive has been destroyed with it's temperature falling
- to zero. With the warp drive eliminated, there is not any warp
- power. The reactors are providing 262 units of power but the ship
- still used -6 units of battery power last cycle to keep the
- remaining shields up.
-
- Examples:
- damage
- status damage
- scan viper
-
-
- RANGE: RANGE: RANGE:
- DISPLAY: DISPLAY: DISPLAY:
- SCAN RANGE: SCAN RANGE: SCAN RANGE:
- range <range>
- display <range>
- scan <range>
-
- Any of these commands will set the position display range.
- The position display is always in the upper right corner of the
- screen. The display show the location of all ships by placing the
- first two letters of the ships name on the display along with any
- active torpedoes or probes.
-
- The range specified will control the magnification of the
- position display and only objects within this range will be
- displayed.
-
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- - 9 -
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- Begin A Tactical Starship Simulation
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- Within the position display, the "<>" in the center
- indicates the location of your ship. On the monochrome monitor,
- all enemy object will be displayed "intensified" and all ally
- objects "normal". On the color monitor, all enemy objects will be
- "bright red" and all ally objects will be "Yellow".
-
- Examples:
- range 15000
- display 15000
- scan 15000
-
-
- FIRE PHASERS: FIRE PHASERS: FIRE PHASERS:
- [Fire] Phasers [SPREAD] <spread>
- Fire [ALL] Phasers [SPREAD] <spread>
- [Fire] Phasers <list> [SPREAD] <spread>
-
- This command is used to fire one or more of your ship's
- phasers. Phasers will hit the target instantaneously but weaken
- with distance. The spread is the width of the phaser shot. The
- wider the area, the weaker the hit but you may damage more
- objects. The spread may be from 10 to 45 degrees and the list is
- which banks are to fire.
-
- Examples:
- fire phasers 1 2 3 spread 10
- fire all phasers 45
- phaser all 45
-
-
- LOCK BANKS: LOCK BANKS: LOCK BANKS:
- Lock Banks [ON] <ship>
- Lock All Banks [ON] <ship>
- Lock Banks <list> [ON] <ship>
-
- When you fire your ship's phasers, they must be pointing at
- the target if you expect to hit anything. The "lock banks"
- command allows you to keep one or all of the phaser banks pointed
- at a specified target at all times.
-
- Examples:
- lock banks on zantha
- lock all banks on agena
- lock banks 1 2 and 3 on bismark
-
-
- STATUS BANKS: STATUS BANKS: STATUS BANKS:
- [Status] Banks
-
- This command will display the current state of the phaser
- banks. Since the phasers automatically recharge over time after
- firing, you may wish to know how long until they are full
- charged.
-
-
-
-
- - 10 -
-
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- Begin A Tactical Starship Simulation
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-
-
- BANK STATUS:
- Bank Level Control Mark Status Target
- 1 100% locked 57 charged Bluefin
- 2 33% locked 57 drained Bluefin
- 3 67% manual 180 drained ...
- 4 .. damaged ... ..... ..
- 5 .. damaged ... ..... ..
-
-
- The above tube status display is from a Klingon Frigate
- which has five phaser banks. The first two banks are locked on
- the Orion ship, Bluefin that is currently at mark 57 degrees. The
- first bank is fully charged and ready for firing once the Bluefin
- is in phaser range. Bank two is currently drained and will not be
- ready for a number of cycles as indicated by the charge level.
- The third bank is set to a fixed mark of 180 degrees which means
- it is always turned toward the rear of the ship. The last two
- tubes have both been damaged and will not be of any further use.
-
- Examples:
- status banks
- banks
-
-
- FIRE TORPEDOES: FIRE TORPEDOES: FIRE TORPEDOES:
- [Fire] Torpedoes <list>
- Fire [ALL] Torpedoes
-
- This is the command to use to fire the torpedoes. Torpedoes
- travel at a specific velocity and will not hit a target unless
- the torpedo comes within it's proximity of a ship. Locking the
- torpedo tubes on a ship does not guarantee hitting it. Also refer
- to the "load tubes" command.
-
- Examples:
- fire torpedo 1 2 3
- fire all torpedoes
- torp all
-
-
- LOCK TUBES: LOCK TUBES: LOCK TUBES:
- Lock [All] Tubes [ON] <ship>
- Lock Tubes <list> [ON] <ship>
-
- Like the phaser banks, the torpedo tubes must point at the
- target you are trying to hit. The "lock tubes" command allows you
- to "lock" one or all tubes on a specified target.
-
- Examples:
- lock tubes on eagle
- lock tubes 4 5 6 7 on talon
- lock all tubes on bluefin
-
-
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- - 11 -
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- Begin A Tactical Starship Simulation
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-
-
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- TURN TUBES: TURN TUBES: TURN TUBES:
- TURN BANKS: TURN BANKS: TURN BANKS:
-
- Please refer to the Advanced Simulations Manual for a
- detailed description of these commands.
-
-
- STATUS TUBES: STATUS TUBES: STATUS TUBES:
- [Status] Tubes
-
- This command will display the current state of the torpedo
- tubes. The torpedo tubes, like the phasers, will be automatically
- reloaded after firing, although they must be charged before the
- torpedo may be loaded.
-
- TUBES STATUS:
- Tube Level Control Mark Content Prox Target
- 1 0% locked 95 mkvii 500 Eagle
- 2 100% locked 95 empty .. Eagle
- 3 33% manual 135 empty .. ...
- 4 ... damaged ... ..... .. ...
-
-
- The above tube status display is from a Federation Destroyer
- which has four torpedo tubes. The first two tubes are locked on
- the Romulan ship, Eagle that is currently at mark 95 degrees. The
- first tube contains a "mkvii" class torpedo with it's proximity
- fuse set to 500. Tube two is currently empty but the level
- indicates it will be loaded during the next cycle. The third tube
- is set to a fixed mark of 135 degrees and will not be ready to
- fire for a number of cycles since the charge level is now only 33
- percent. Tube number four has been damaged and is of no further
- use.
-
- Unlike the phaser banks which are ready once they reach a
- level of 100 percent, the torpedo tubes are not ready until the
- following cycle.
-
- Examples:
- status tubes
- tubes
-
-
- LOAD TUBES: LOAD TUBES: LOAD TUBES:
- Load [All] Tubes [Proximity] <prox>
- Load Tubes <list> [Proximity] <prox>
-
- Initially the torpedo tubes are not enabled for loading.
- This command starts the loading process or allows you to changes
- the proximity of the torpedoes loaded after issuing this order.
-
- The proximity is the distance the torpedo must be from a
- ship before it will detonate. The minimum and maximum proximity
- depends on the class of torpedo.
-
-
- - 12 -
-
-
-
-
- Begin A Tactical Starship Simulation
-
-
-
- Examples:
- load tubes prox 500
- load tubes 1 2 3 350
- load all tubes prox 425
-
-
- UNLOAD TUBES: UNLOAD TUBES: UNLOAD TUBES:
- Unload All Tubes
- Unload Tubes <list>
-
- This order will remove the current torpedoes, if any, from
- the tubes and allow new torpedoes to be loaded. This would allow
- a new proximity torpedo to be loaded without firing the current
- torpedoes although you would still have to wait for the tubes to
- be charged.
-
- Examples:
- unload tubes 1 2 3
- unload all tubes
-
-
- DISABLE TUBES: DISABLE TUBES: DISABLE TUBES:
- DISABLE BANKS: DISABLE BANKS: DISABLE BANKS:
-
- Please refer to the Advanced Simulations Manual for a
- detailed description of these commands.
-
-
- ENABLE TUBES: ENABLE TUBES: ENABLE TUBES:
- ENABLE BANKS: ENABLE BANKS: ENABLE BANKS:
-
- Please refer to the Advanced Simulations Manual for a
- detailed description of these commands.
-
-
- FIRE PROBES: FIRE PROBES: FIRE PROBES:
- [Fire] Probes <list> [AT] <ship>
- [Fire] Probes <list> [Course] <course>
- Fire [All] Probes [AT] <ship>
- Fire [All] Probes [Course] <course>
-
- Once the probe launchers have been loaded, this command is
- how you launch your probes. Unlike torpedoes, the probes target
- or course is set when launched. Probes may also be controlled
- after they have been launched using the "lock" and "turn"
- commands, or prematurely exploded using the "destruct" command.
-
- Examples:
- fire probes 1 2 course 180
- probe all at agena
- probe all course 180
-
-
-
-
-
-
- - 13 -
-
-
-
-
- Begin A Tactical Starship Simulation
-
-
-
-
- TURN PROBES: TURN PROBES: TURN PROBES:
- LOCK PROBES: LOCK PROBES: LOCK PROBES:
-
- Please refer to the Advanced Simulations Manual for a
- detailed description of these commands.
-
-
- LOAD PROBES: LOAD PROBES: LOAD PROBES:
- LOAD LAUNCHERS: LOAD LAUNCHERS: LOAD LAUNCHERS:
- Load Launchers <list> [Proximity] <prox> [Time] <time>
- Load [All] Launchers [Proximity] <prox> [Time] <time>
-
- Unlike the torpedo tubes, the probe launchers will not load
- automatically, they must be loaded manually with this command.
- Probes do not require any energy to load or launch, the only
- requirement is that the launcher must not be damaged.
-
- At load time, all probes are assigned a control code which
- must be used to control a probe after it is launched.
-
- Examples:
- load launchers 4 5 6 prox 500 time 20
- load all launchers 450 15
- load probes 200 10
-
-
- UNLOAD PROBES: UNLOAD PROBES: UNLOAD PROBES:
- UNLOAD LAUNCHERS: UNLOAD LAUNCHERS: UNLOAD LAUNCHERS:
- Unload Launchers <list>
- Unload All Launchers
-
- This command will unload the probes from all of the
- specified launchers.
-
- Examples:
- unload all launchers
- unload launchers 2 4
-
-
- DETONATE PROBES: DETONATE PROBES: DETONATE PROBES:
-
- Please refer to the Advanced Simulations Manual for a
- detailed description of this command.
-
-
- STATUS PROBES: STATUS PROBES: STATUS PROBES:
- Status Probes
-
- This command will display the status of all probes launched
- by your ship. The display will look like the following:
-
-
-
-
-
-
- - 14 -
-
-
-
-
- Begin A Tactical Starship Simulation
-
-
-
- PROBE STATUS:
- Code Course Bearing Range Time Range/Target
- ya101 345 165 1200 12 853 Zantha
- zi102 120 300 2525 17 ....
-
-
- In the above display, the probe "ya101" is currently
- following course 345 degrees with a bearing from our ship of 165
- degrees. It's current range from us is 1200 and has 12 cycles
- until destruct. It is locked on the Zantha and has a distance of
- 853 from the Zantha. Probe "zi102" is not locked on any target,
- but is following a manual course of 120 degrees.
-
- Examples:
- status probes
-
-
- STATUS LAUNCHERS: STATUS LAUNCHERS: STATUS LAUNCHERS:
- [Status] Launchers
-
- This status command will display the current state of all
- probe launchers. The following is a sample status display:
-
- LAUNCHER STATUS:
- Launcher Status Contents Prox Time Code
- 1 Ready Pxii 500 20 dg350
- 2 Damaged .... ... .. ....
- 3 Ready empty ... .. ....
-
-
- This display shows that launcher one contains a "Pxii" class
- probe with a proximity fuse set a range of 500, and a time fuse
- set to 20 cycles. The control code for this probe will be
- "dg350". Launcher two is damaged and is not functional but
- launcher three is ready to be loaded.
-
- Examples:
- status launchers
- launchers
-
-
- RAISE SHIELDS: RAISE SHIELDS: RAISE SHIELDS:
- LOWER SHIELDS: LOWER SHIELDS: LOWER SHIELDS:
-
- By default shields are always raised. These commands
- allow you to manually control your shields when you are short on
- power.
-
- Please refer to the Advanced Simulations Manual for a
- detailed description of these commands.
-
-
-
-
-
-
-
- - 15 -
-
-
-
-
- Begin A Tactical Starship Simulation
-
-
-
-
- STATUS SHIELDS: STATUS SHIELDS: STATUS SHIELDS:
- [Status] Shields
-
- The shields status command will show you the current state
- of all the ship's shields.
-
- SHIELDS STATUS:
- Shield Field Status Functional Effective Regen.
- 1 0. UP 225eu 100% 225eu 100% 0.90% (front)
- 2 60. DOWN 225eu 100% 0eu 0% 0.00% (front right)
- 3 300 DOWN 225eu 100% 0eu 0% 0.00% (front left)
- 4 120 UP 225eu 100% 175eu 71% 0.64% (rear right)
- 5 240 UP 112eu 50% 56eu 25% 0.23% (rear left)
- 6 180 damaged ... ... ... ... ... (rear)
-
-
- The above shield status display is from a Federation Heavy
- Cruise. All ships have six shields, each shield protecting a
- specific portion of the ship called the shield's "field". Each
- field covers an area 60 degrees wide or 30 degrees to each side
- of the field values in the display. The status column of the
- display shows if the shield is UP, DOWN or 100 percent damaged.
- The column labeled "Functional" shows the maximum possible
- strength the shield may reach and the "Effective" column shows
- the current strength of each shield. The "Regen" column shows the
- rate at which the effective strength of each shield will
- regenerate or "grow" every cycle. Both the functional and
- effective columns contain two values. The first is the hit that
- the shield will protect the ship from. The second number is the
- percent of maximum strength for that shield.
-
- In the shield status display, shield one is up and is 100
- percent functional and 100 percent effective. Once a shield's
- effective strength reaches the functional strength, it will stop
- regenerating. Shields two and three are 100 percent function but
- have been lowered to conserve power making the effective strength
- zero. Shield four is 100 percent functional but only 71 percent
- effective due to hits on that shield. The fifth shield is only 50
- percent effective due to damage inflicted when hits reached the
- ship's hull through shield six. Shield number six is no longer
- functional and will no longer regenerate or consume power.
-
- Examples:
- status shields
- shields
-
-
- TRANSPORT: TRANSPORT: TRANSPORT:
- BEAM: BEAM: BEAM:
-
- Please refer to the Advanced Simulations Manual for a
- detailed description of these commands.
-
-
-
-
- - 16 -
-
-
-
-
- Begin A Tactical Starship Simulation
-
-
-
-
- SELF DESTRUCT: SELF DESTRUCT: SELF DESTRUCT:
- ABORT DESTRUCT: ABORT DESTRUCT: ABORT DESTRUCT:
-
- Please refer to the Advanced Simulations Manual for a
- detailed description of these commands.
-
-
- LIBRARY COMPUTER: { Setup or Play } LIBRARY COMPUTER: { Setup or Play } LIBRARY COMPUTER: { Setup or Play }
- Computer Ship <nation> <ship class>
- Computer Torpedo <torpedo class>
- Computer Probe <probe class>
-
- The library computer will display all specific information
- on any ship, torpedo or probe. You may enter only a partial
- computer command for a brief information display.
-
- Examples:
- computer ship klingon frigate
- computer torpedo
- computer torpedo mkvii
- computer probe pxii
-
-
- HELP: { Setup or Play } HELP: { Setup or Play } HELP: { Setup or Play }
- Help
-
- The help command will display a brief list of all valid
- commands. It will not show you the format of any of the commands
- but will refer you to the manual.
-
- Examples:
- help
-
-
- QUIT: QUIT: QUIT:
- Quit
-
- This command will abort the simulation at the end of the
- current cycle. Issuing this command is the only way to terminate
- the simulation if any enemy ships still have survivors or if your
- ship has not been destroyed.
-
- Examples:
- quit
-
-
- ORDER ALLY: ORDER ALLY: ORDER ALLY:
- TELL ALLY: TELL ALLY: TELL ALLY:
- Tell <ally list> <order> <options>
-
- You may command the ally ships in your fleet to perform
- specific commands. The current ally commands are Attack, Target,
- Disengage, Escort, Cancel, Course, Hold fire, Open fire, Retreat,
- Report, Probe, Phaser, Torpedo, and Withdraw.
-
-
- - 17 -
-
-
-
-
- Begin A Tactical Starship Simulation
-
-
-
- Examples:
- tell the agena to attack the derango
- order washington course 90
- order enterprise retreat
-
- Please refer to the Advanced Simulations Manual for a
- detailed description of these commands.
-
-
- STATUS FLEET: STATUS FLEET: STATUS FLEET:
- [Status] Fleet [<options>]
-
- The fleet status command will display the current orders of
- each of you ally ships.
-
- ALLY TARGET MISSION
- Caspan: Zantha ..
- Asp:(Bismark) Retreat
-
-
- The Target column displays which enemy ship the ally ship
- is currently engaged with. If the target ship name is in
- parenthesis it indicates the ally was ordered to target that
- enemy ship. The Mission column displays the mission the ally was
- ordered to perform such as retreat.
-
- Please refer to the Advanced Simulations Manual for a
- detailed description of this command.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- - 18 -
-
-
-