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Jason Aller Floppy Collection
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GALACTIC.HLP
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Text File
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1990-07-13
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26KB
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875 lines
1 Damage Report
2 Plasma Devices
3 Hitting Mines
4 Attack Player
5 Transport Base
6 Movement
7 Sanctuary
8 Fighters
9 Mines
10 Port
11 Autopilot
12 BattleGroup
13 Macro
14 Main Menu
15 Genesis Device
16 Pulsar Bomb
17 Planetary Stn/clk
18 Planet Menu
19 Team Menu
20 S-Base Transport
21 Starbase Menu
22 Interstel
23 Guild/Death Payoff
24 Fines
25 Credit Account
26 Stocks
27 Reporting Cabal
28 Alpha Centauri
29 SOL
30 Joe's Bar & Grill
31 Amazing Devices
32 Devices
:1
DAMAGE REPORT
The damage report command gives you a
report of the damage that your ship's systems
and accessory devices have sustained.
Damaged is sustained in the form of TURNS.
For each turn that a device has been damaged, it
requires one turn to repair turn of damage the
device in question has susatained. If your ship
has sustained damaged, you will be allowed to
repair it here using your turns remaining.
NOTES:
1) You may also repair your ship using repair
turns (which are less costly than normal
turns) at SOL in sector #1, providing you
can get there.
2) The first few devices listed are your ship
systems. (These are essential to your
operation in the game). Repairing them is
very important.
3) Ship systems may only sustain up to 150
turns of damage.
4) If your engines are damaged, you may not
move until you repair them. (Unless you
use a teleportation device of some type)
5) Certain devices (i.e. Armor, krypton
deflectors, etc) are immune to turn-damage.
6) Invasion Packs may report turn damage. In
this case, the phaser bank/shield of the
invasion pack is damaged, but the Krypton
deflector portion is unharmed.
:2
PLASMA EDITING
Using a plasma device in a sector will
allow you to edit the warp-links in the sector.
You may link any warp in the sector (of the
eight possible) to any other sector in the
universe. The warp will be linked both ways. You
must have a plasma device to do this; And the
plasma device is used up when you edit the
link.
NOTES:
1) The federation has banned linking warps
to/from sectors 1-10.
2) You may not link a sector in that already
has all eight of its warps filled.
3) Plasma use is recorded in the news file.
4) Excessive plasma use may arouse the sus-
picion of the metrons/
:3
MINES
You are in the process of hitting mines,
krypton bombs, or some other form of explosive
device. The best thing to do is kick back and
relax while your fighters/holds are being
destroyed.
NOTES:
1) On average, mines will do 400 fighters of
damage each.
2) On average, Krypton bombs will do 20,000
fighters of damage each.
3) Krypton bombs WILL damage your devices;
Mines MAY damage your devices.
4) If your EM-Warp becomes damaged while you
are hitting mines, it will offer you no
protection until you have repaired it.
:4
ATTACK PLAYER
You are in the attacking or preparing to
attack another player. Attacks are basically a
fighter-based combat. Your fighters will be put
up against his fighers, there's a 50/50 chance
of whose fighters are destroyed. If you destroy
all of his fighters, you will destroy his ship
and possibly salvage some equipment.
NOTES:
1) If the ship being attacked has an emergency
warp (EM-Warp) device, he may be able to
escape when all of his fighters are wasted.
2) If you fail in your attack, the other
player's fighters may counter-attack you.
3) If the other player is carrying devices or
holds, you may be able to salvage them.
4) If the other player is carrying explosive
devices and you destroy his ship, they may
go off.
:5
TRANSPORT BASE
The transport base allows you to teleport
your ship to any sector within the know galaxy.
To do this, you must have transport pass which
may be purchased at a moderate price at SOL in
sector one.
You may also use starbase teleporter
services to/from the transport base just like
a normal starbase.
NOTES:
1) If you teleport into a sector which
contains mines, they may go off.
2) One transport pass is used up each time
you use the port.
:6
MOVE
The MOVE command is your basic means of
traveling from one sector to another. A turn is
used eachtime you move.
NOTES:
1) The autopilot (Y) command may be used to
enter a course in to move to a specific
sector that is not adjacent to the one
you are in.
2) If you move into a sector that has a
hostile defense force, you must defeat
that force to enter the sector.
3) If you move into a sector with hostile
mines, they will go off.
:7
SANCTUARY
Sanctuary is a special port located in
sector nine that will allow small players to
dock inside the port and be protected from any
hostile attacks. Sanctuary is only available to
players whose team score AND player score are
both under one million.
NOTES:
1) Sanctuary only protects your ship; Any
defense forces, planets, starbases, etc
belonging to you are open for attack.
2) Inside sanctuary, your ship is completely
protected; Absolutely nothing can happen
to it.
3) If you don't logon for 30 days, you may
still be deleted from the game.
:8
FIGHTER DEFENSE FORCE
This command allows you to leave a
defense force of fighters in the sector to
protect the sector from hostil forces. You may
leave any amount of fighters in the sector up
to the amount that you are currently carrying
with you (in addition to any fighters that are
already in the sector)
NOTES:
1) You can't leave a defense force in a sector
that already has a defense force belonging
to another player in it.
2) Defense forces cannot be left in sectors
one through ten.
3) Setting your defense force to <Attack
Cabal> will have the federation pay you ten
percent of the fighters worth per day, but
the fighters will only attack the cabal,
not other players.
4) The defense group will allow your team
mates to enter the sector.
:9
DROP MINES
This command allows you to drop sector
mines in a sector to protect it from others. The
mines will detonate, doing severe damage to any
player other than yourself or your teamates when
they enter the sector.
1) Mines may not be left in sectors one
through ten.
2) Setting your defense force to <Attack
Cabal> will cause the federation to pay you
ten percent of the value of your mines
per day as rental, but your mines will
only protect against the cabal.
3) You may not drop mines in the sector if
another player already has mines there
unless you force-detonate the mines.
:10
PORT
The port command is the priciple means of
making money in GW through trading. The process
of trading is far to complex to outline in this
simple poop-up window, so I suggest that you
consult the Galactic Warzone manual (available
through the "Z" command of the main menu).
NOTES:
1) Docking requires one turn unless you have a
speed-dock accessory.
2) Sectors 1-10 have special ports that
provide specialized services for your
ship.
:11
AUTOPILOT
The autopilot command will utilize your
ship's computer to calculate the quickest path
from your current sector to a destination
sector. You will then be given the option to
enter this course into autopilot which will
automatically fly you there.
NOTES:
1) The Starbase-Autopilot and Scout-Autopilot
devices significantly enhance the autopilot
command.
2) Autopilot will move you to the destination
sector-by-sector which means you will have
to deal with any mines/fighters that could
be in your path.
:12
BATTLE GROUP
The battle group command will allow you
to send a fleet of fighters (or a one fighter
scout) to any sector in the universe. It will
report back on any planets, starbases, hostile
forces, etc that it locates.
Sending one fighter will send the group
in "Scout mode" which means that your scout will
attempt to evade any trouble. Sending multiple
fighters will send the group in "battle mode"
which means your fighters will attack various
things if they encounter them.
NOTES:
1) If your scout/group encounters a hostile
defense force, they may do battle. This
goes for hostile mines as well.
2) Scouting is good to do before an autopilot
to make sure the route is clear.
:13
MACRO
The macro command allows you to record a
string to text that will be used as your
commands any time you press the CONTROL-N key
on your keyboard. The string may contain any
characters (except control-N) and may be up to
80 characters in length.
NOTES:
1) Your macro is lost when you log off.
2) The macro may/may not be aborted at some
points if it contains errors. (I.e.
tries to move to a sector that you can't
get to, etc)
3) The macro is very useful when doing
repetive actions such as trading.
:14
MAIN MENU
You are at the Galactic Warzone main
menu. From here, you can perform a variety of
services needed to play the game. There is
too much information to place in this pop-up
help about this title, so I will refer you to
the galactic warzone manual which can be
viewed with "Z" from the main menu.
NOTES:
1) "Z" will show you the GW manual. (35+
pages; explains most aspects of the
game)
2) "?" will show you a quick menu of available
commands.
:15
GENESIS
Genesis devices are used to create
planets. Each genesis device is capable of
creating one planet. They may be purchased at
port SOL in sector number one.
NOTES:
1) There may only be one planet per sector. If
a planet is destroyed (either through
pulsar damage or invasion damage), then you
can place a planet in the sector to replace
the destroyed one.
2) You may carry as many genesis devices as
you wish.
3) Rumors indicate that there may be a maximum
limit of 500 planets in the universe.
:16
PULSAR BOMB
Pulsar bombs are nuclear devices capable
oof doing immense damage to a planet or star-
base. At Present, there are four known ways in
which pulsar bombs may be used.
1) Dropped on a planet while after the player
has landed. (You would first have to defeat
any defenses on the planet)
2) Launched from a starbase in the sector.
3) Launched from a player's ship which is
equipped with a pulsar tube. (You do not
have to defeat planetary defenses for this
method)
4) Left on a starbase for self-destruct-on-
capture purposes. (Multiple bombs are
usually left for this purpose)
Pulsar bombs may be purchased from SOL in
sector one, produced on a starbase, or won in
the lottery.
NOTES:
1) Pulsar bombs usually do 1,000 production
units of damage if dropped while the player
is on the planet, 500 production units
of damage if launched from methods #2
or #3, or 1,000 units of damage if a star-
base self-destructs via method #4.
2) You may transport up to 64,000 pulsar bombs
on your ship at any one time. A maximum
of 64,000 pulsar bombs may be left on a
starbase.
:17
PLANETARY STUN/CLOAK XFER
This option allows you to transport stun
mines and cloaking devices to/from the planet's
surface. You may either transport the devices in
a one-at-a-time manner or if you posess a device
transport, you may transport them in bundles of
255. Below is a listing of the devices and their
functions:
CLOAK: Makes your planet invisible to players
without anticloaking devices and
battle groups.
STUN: Does damage to the players devices and
ship systems in the form of turns.
Only used as a last-resort weapon when
you planet is in danger of being
captured.
NOTES:
1) If a planet is captured, the cloaking
devices will be captured with it.
2) Cloaking not only attempts to make your
planet invisible to sensors, but also
causes interference to planetary
scanners and early warning sensors.
3) When stun mines detonate, they all detonate
at once. If an invader has armor of some
type, he can deflect a portion of the
damage.
:18
PLANET MENU
The planet menu is a submenu providing
various commands needed to manage your planets.
In order to get to this menu, you must either
land on a friendly planet (i.e. owned by you
or one of your teammates) or defeat/capture an
enemy planet.
There are an immense number of planetary
commands so we will once again refer you to the
GW manual for help which is available with "Z"
from the main menu.
NOTES:
1) You may create a planet with a Genesis
device which may be purchased at SOL
in sector one.
:19
TEAM MENU
The team menu provides various services
used to accomodate team play in GW. You may
Join, Quit, Create, and list teams. Here are
some topics of interest:
Why Play on Teams
-----------------
Playing on a team is almost a necessity
in GW. Team play gives you a form of collective
security, meaning that your team members defense
forces also aid in defending your ship and
property.
How to join/start a team
------------------------
Teams may have a maximum of four players
so you may have to shop around for one that both
has room and has players willing to let you
join. Usually, just write messages to other
players on teams and one will respond, giving
you the password to join.
If you want to create a team, you can use
the create-team command.
The Team Quit Rule
------------------
A while back, we had troubles with
players repetetively quitting and joining teams
in order to evade taxes. Because of this, the
galactic council has created the one-day team
quit rule.
To quit a team, you must have 1) Been on
the team for one day or more or 2) Be on a team
by yourself.
NOTES:
1) See the above Team Quit rule, it is
important.
2) Being on a team with players of higher
scores may raise your taxes (or lower
your sale) at SOL.
:20
STARBASE TRANSPORT
Starbases have the unique capability to
transport players from any starbase to any other
starbase in only one turn! This capability is
achieved with the starbase teleporter. To use
it, simply use the [M] command while you are
inside the starbase or the [R] command if you
are outside a starbase, but in the sector.
Starbases may charge a price for tele-
portation TO the starbase. (There is no charge
to teleport FROM a starbase). If a starbase
charges a price of 64,000 credits, then it is
considered "closed" to all but teammates.
NOTES:
1) You can always transport to/from the
federation transport base in sector five.
2) Purchasing a starbase autopilot will give
your ship the capability to automatically
figure starbase teleporters in when
calculating the shortest path.
3) Purchasing a starbase teleporter will allow
you to teleport to any starbase (assuming
the you meet the "fee" requirements)
whether there is a starbase in the sector
or not.
:21
STARBASE MENU
The starbase menu provides all necessary
for managing all aspects of your starbase. You
may control the trading portion of your star-
base, its defensive capabilities, and you may
log off inside the starbase.
Due to the amount of information
regarding starbases, starbase use is covered
both in the GW manual and in the specific
starbase instruction command.
NOTES:
1) "?" will get you a quick summary of
commands.
2) "H" will display the starbase help
file.
3) "Z" from the main menu will display
the GW manual (which partially covers
starbase operations)
:22
INTERSTEL
Interstel is a specialized port located
in sector number two which allows players to
perform a variety of financial and other mis-
cellanious functions. Here is a brief rundown
of what you can do at interstel:
REPORT CABAL PAY FINES
BUY/SELL STOCKS LIST MISSIONS
SELL STUFF REPAY TRADERS GUILD
CREDIT ACCOUNT FINANCIAL STATUS
NOTES:
1) By purchasing an Interstel link, you will
be permitted to remotely use interstel's
services from any sector in the universe.
:23
GUILD/DEATH PAYOFF
Since the Traders Guild provides funds
for all player's starting expenses, they get a
bit upset if you happen to die and their
investment is lost. After a certain number of
deaths, they will start providing you with less
equipment every time you are recreated.
There are, however, certain ways to get
around these difficulties. For a modest fee, the
Trader's Guild will "forget" how many times you
have died. You may pay them off at their office
at Interstel in sector two.
:24
FINES
The Federation does not take kindly to
players destroying their defense forces or
capturing thier planets. If you are guilty of
any of these high crimes against the federation,
they will impose a fine upon you and after your
fine has accumulated to a certain amount, they
will begin to deny your ship access to the
federation sectors #1 through #10.
You may repay this fine at the port
Interstel which is located in sector number two.
NOTES:
1) Since sector two is protected by federation
fighters, if you accumulate a high fine,
they will deny you access. Therefore, you
must either defeat the sector defenses or
use an interstel link device to gain access
to the port.
2) If you accumulate a high enough fines, all
fighters set to <Attack Cabal> will become
hostile towards your ship. This includes
fighters that other players are "renting"
to the federation.
:25
CREDIT ACCOUNTS
You may invest your credits in a "Credit
Account" at the galactic bank at Interstel in
sector two. Credit acocunts will earn you five
percent of your investment per day.
NOTES:
1) If you die, any money in your credit
account dies with you.
2) Unlike stocks, credit accounts are NOT
confidential or tax deductable.
:26
STOCKS
The Galactic Stock exchange is located at
Interstel is sector two. The stock market allows
you to invest in a total of five companies as
well as in other players in the game. The stocks
will vary each night during maintenance, cor-
responding with changes in the game.
NOTES:
1) You may invest in the five galactic warzone
companies or in individual player's
scores.
2) Investment in stocks is completely tax
deductable, condifential, and is not
reported in the rankings.
3) If you die, any money you have invested in
stocks will die with you.
:27
REPORTING CABAL
The Federation will pay you if you report
the location of cabal fighters to them. You may
report these fighters at the port Interstel in
sector two. The federation will pay you a
certain amount of credits depending on how many
fighters are present.
NOTES:
1) If someone else has already reported
fighters in the sector you report, you will
not be paid.
:28
ALPHA CENTAURI
Alpha Centauri is the local gambling port
in the galaxy. A variety of games are available
for your entertainment and profit. Alpha
Centauri is located in sector three.
NOTES:
1) The Galactic Lottery is available within
Alpha Centauri.
:29
SOL
Sol is your basic Galactic Market. You
may purchase such necessities as fighters,
mines, holds, etc. Sol is located within Fed-
eration space in sector number one.
NOTES:
1) The Federation will grant a sale to smaller
players and will impose taxes on the larger
players.
2) Sol does not require a turn for docking
purposes.
3) Repair turns are available from Sol for a
modest fee.
4) A device known as the "Armageddon Device"
was discovered in deep space and brought to
Sol for examination. It is said that who-
ever can activate it will be granted great
wealth.
:30
JOE'S BAR AND GRILL
Joe's Bar and Grill is kind of a hang-out
for the local traders. Also known to frequent
the bar are a group of daredevil renegade pilots
known simply as the "spies". Each night the
spies roam the universe in search of information
that they can sell other traders for a profit.
This information may be purchased inside Joe's
Bar and Grill.
NOTES:
1) Information that the spies posess is not
always current. (i.e. it is only updated
nightly).
2) Traders sometimes tack up pictures of them-
selves on the walls of the bar in the form
of ANSI art.
:31
AMAZING DEVICES
The company "Amazing Devices" owns two
ports located in sectors six and seven that sell
a variety of useful devices that may be added to
your ship.
Many different devices are available
including such exotic devices as krypton bombs,
cloaking and anticloaking devices, pulsar tubes,
etc.
NOTES:
1) Half of the inventory of Amazing Devices
is contained at Amazing Devices I in sector
six; The other half is contained in Amazing
Devices II in sector seven.
2) "Rogue Devices" which have been captured
from the cabal are available as daily
specials.
3) Devices are sometimes also available at the
Vault in sector 8.
4) Amazing Devices will sell, buy, and
identify devices.
:32
DEVICES
Devices are special accessories that may
be added to your ship to increase its offensive
and defensive capabilities. A total of 30 known
devices have been invented by the company
"Amazing Devices, Inc" located in sectors six
and seven.
An additional 20-40 devices are rumored
to have been invented by the cabal and have been
classified as "Rogue Devices".
You may list or activate devices from the
"B" command of the galactic warzone main menu.
NOTES:
1) Some devices effect your ship all of the
time (example: Shields, Armor, etc) while
others can only be activated through the
"B" command listed above. (Example: Device
Transport, Fusion Cell, etc)
2) If you are unclear about what a device
does, you can have Amazing Devices (in
either sectors size or seven) [I]dentify
it. They will tell you as much as they know
about its funciton.
3) Devices may be listed with the "B" command
from the GW main menu.
:33
VAULT
The vault is a specialized port located
in sector eight of federation space. The vault
will for a modest fee, store almost any devices,
cargo, holds, or other items within thier
protected enclosure. The vault will charge you a
monthly rental fee for items that you store
there.
Every player is allocated a personal
vault and every team is allocated a team vault
which is shared among all players of the team.
There are also special purpose vaults. Below is
a listing of all vaults and their corresponding
vault numbers:
000-100 PERSONAL VAULT
Allocated to each player to store
his/her property in.
100-200 TEAM VAULT
Allocated one per team. Any member
of the team may access the teams
vault. This make the vault a very
powerful means of sharing wealth
among players.
200 RECLAIMED EQUIPMENT
When people die or teams are
abandoned, anything in their
vaults is moved to here. You may
purchase anything in this vault.
201 GENERAL TRADING
This vault was created as a means
for players to trade between them-
selves. You may both buy and sell
items from this vault.
202 SALVAGED CABAL EQUIPMENT
Each night, federation operatives
capture some cabal devices. These
devices are placed in this vault
for players to use.
203 TAX DEDUCTABLE DONATIONS
Items sold to this vault will be
re-distributed to the smaller
players in the game. The Galactic
IRS is working on a tax-break
for players who donate, but as of
this date, it was not completed.
NOTES:
1) Lottery winnings are automatically placed
in your personal vault.
2) If you kill another player and capture his
holds or devices, they will be placed in
your personal vault.
3) The daily rental prices at the vault may be
listed from the vaults main menu.