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-
- TradeWars 2
-
- Brought to you by the Creators of the original TradeWars games:
-
- Chris Sherrick & John Morris
-
- TW2 Game & Documentation Updates by John Morris
- Copyright (c) 1989-1992 by John Morris All Rights Reserved
-
- For the Latest TradeWars 2 Release call:
- The Abandoned Land
- (702) 359-1138
- (702) 359-0629
-
- Player Instructions for Release 11.14
-
-
- TradeWars originally came out in 1985 as a poor-mans way to play a
- Compuserve MegaWars type game. TradeWars 1 didn't have Teams, Planets,
- or even Cabal! All it had was 60 sectors, ports and multiple players!
-
- TradeWars 2 has since become a multi-player game that is a cross between
- a war game, and a space trading game. Players compete against one another
- and are able to attack and destroy each other! You start with a ship
- that can roam the galaxy, from space port to space port, trading Metal Ore,
- Organics, and Equipment to earn credits. Once you have earned some credits
- you can buy yourself fighters and more cargo holds.
-
- By using fighters, you can attack and destroy other players ships, and steal
- cargo, and cargo holds from them. You can also use the fighters to defend
- your ship from attack by enemy players. Your fighters can defend a space
- port, or a series of sectors and space ports, which would give you exclusive
- trading and get you even more credits!
-
- Getting more cargo holds allows you to carry more merchandise and earn more
- credits.
-
- As you can see, the goal of the game is simple: Control of the entire galaxy.
-
- GETTING STARTED
-
- If you are reading this from inside TradeWars 2 itself, then you have
- already logged on, gotten your ship, some cargo holds, and some credits
- to start trading with. You also should have a small fleet of fighters.
-
- Just think, you're already on your way to becoming the most powerful
- player in the galaxy!
-
- ONCE YOU'RE IN...
-
- The game will remember every move you make. If you get yourself into a
- sticky situation, and try to hang-up on the game, or try to exit in some
- way, you will be put in the same situation the next time you log on!
-
- It pays to be careful, and avoid any nasty situation.
-
- Your SysOp will define how much time, and how many turns you get in
- TW2. A turn is when you move from sector to sector, or dock at a space
- port. There are also special circumstances when a turn is deducted. We'll
- cover that later.
-
- Entering a sector can sometimes be difficult. If another player has left
- some fighters to defend the sector you are trying to enter, then you can't
- enter the sector unless you defeat them all! If you can't defeat those
- fighters, then you have the option to retreat back to the sector you came
- from. Mines can also be left in sector which will inflict damage to your ship.
-
- However, once you are in a sector, you can trade at space ports, take or
- leave fighters to defend the sector, even attack another player. Nearly all
- possible commands are done once you enter a sector.
-
- The best way to learn is to experiment with the commands. Feel free to
- wipe someone out! But be careful, they might return the favor.
-
- THE CABAL
-
- Unfortunately you're not alone in the galaxy. The Cabal, a race of evil,
- warring creatures, wander around seeking players to kill. These warriors
- dwell in a certain area of the galaxy, but are sent out to other parts
- of the galaxy to attack anything they can. The Cabal exist solely to
- cause hate and discontent. Destroying a Cabal fighter entitles you to
- some bounty credits. The amount of credits in the bounty changes every day.
- An outstanding player can, in time, defeat the entire Cabal hoard! Your
- victory is short lived though, the Cabal have a device which will completely
- regenerate the whole hoard if they are defeated. At that point, you
- better run, regroup, and try to defeat them another day.
-
- IN A SECTOR
-
- Once you are in a sector, you are given a display of what is in the sector.
- This is also where most of your commands are taken. Lets cover the commands.
-
- A - ATTACK ANOTHER PLAYER
-
- This is the command you use to attack another player. You will be asked
- who to attack, and after you choose the player, you will be asked how many
- fighters you wish to use. If there is no one in the sector, or you don't
- have any fighters, then you can't attack.
-
- Once you have chosen the number of fighters to use in the attack, the attack
- will start presently. Attacks are done automatically, and you will have
- the results very quickly. The more fighters in the attack, the slower the
- results. Each attack is figured like this, one of your fighters will attack
- one of the enemy fighters, someone will lose. The chances of winning or losing
- is generally 50/50 with slight swings above and below that. Once someone
- has lost, the next two fighters attack, and so on, until all the fighters
- you sent have attacked, or until someone loses.
-
- If you destroyed all the fighters protecting an enemy ship, you automatically
- attack that ship, salvage some of its cargo, and cargo holds!
-
- If you have kloaking device energy, and had the kloak turned on when you
- attacked, it will be turned off. You can't attack while kloaked.
-
- You can attacked a kloaked player, even if you can't see them in your sector
- display! Just use the attack command, and if someone is sitting kloaked
- in the sector, you can attack. But if you use the attack command in a
- sector where there are no players, you will have one turn deducted.
-
- B - BANK AUTO-TELLER
-
- Credits in the bank are used to buy some high priced items. You can also
- put some extra credits in the bank so they earn some interest. When you
- buy goods which require banked credits, the credits are transferred direct
- from the bank to seller (in other words, you don't always need to withdraw
- credits).
-
- You can also withdraw credits to gain more cash on hand. This will result
- in a 15% penalty charged to your account.
-
- C - COMPUTER
-
- This is your ships on-board computer. Once you have accessed your computer
- you use several functions
-
- A - AUTO-PILOT
-
- You use the auto pilot to find the shortest route between the sector
- you are in, and the sector you wish to get to. You can also instruct
- the computer to use the course shown to take you directly to that
- sector. You can also use this function to help make a map of the
- galaxy.
-
- If you run into any fighters defending a sector along the way, or
- you run into a wormhole, your autopilot automatically shuts down.
-
- You can buy an expansion module for the auto-pilot which will help
- you find a route from sector to sector that does not have any fighters
- blocking your path! This is the Super-Search module. It costs a few
- extra credits, but being able to avoid the nasties sure makes it worth
- it. The Super-Search will not detect any mines in your path!
-
- To use the Super-Search module, first you need to buy it at a class 0
- port, like Sol. Second, when the computer asks which sector to get
- to, enter the letter S in front of the sector number. For instance,
- if you wanted to find a clear route to 816, you would enter S816
-
- F - FIGHTERS THAT I DROPPED
-
- This command will tell you where all of your defense forces are.
-
- G - GALACTIC NEWS
-
- This is a fine publication which lists recent happenings in the known
- galaxy. It can give you some important information if you look hard
- enough.
-
- M - MESSAGES
-
- Read messages currently held in your computer. These messages are
- broadcast thru the known galaxy, and are held in your ship computers
- memory. You use this command if you were told you have mail waiting!
-
- You can also get some nasty messages from the Cabal!
-
- Remember to delete all the old mail you no longer need.
-
- P - SPACE PORT REPORT
-
- This command will give you the current trading status of a port that
- you input. It will ask which sector the port is in, and will then
- display the information. A port report will not be given to you if
- another player is occupying the same sector as the port you are checking.
- It will instead say, "no info on that port".
-
- R - RANK PLAYERS & TEAMS
-
- This command will rank players according to their net worth. Net worth
- is the adding up of everything the player owns. This includes planets,
- factories, defense forces, etc.
-
- S - SECTOR SCAN
-
- This function will allow you to see into sectors which are 1 warp
- away from you. You will be shown a list of sectors you can scan,
- or ALL, for all sectors. This command can be used for many different
- purposes, one of them being checking for sector mines.
-
- T - TRANSMIT MESSAGE
-
- Here is where you can leave a message to other players. You will be
- asked who the message should be sent to. You have several options here:
-
- 1. ALL - Can be read by any player
- 2. TEAM - Can only be read by your team mates.
- 3. Player. You are asked which player to send the message to. You can
- give all of their name, or part of their name. You will then be
- asked for comfirmation on the correct user to send the information
- to. A message to a player is considered private, and can only be
- read by you or the other player.
-
- You are then asked for the subject of the message. After you have
- entered the subject, you will be able to start the actual writing
- of the message. To get the 'Message Edit' prompt, hit enter on an
- empty line. You will have 8 options here.
-
- A - ABORT MESSAGE
-
- This will exit the message editor, and get you back to the
- computer.
-
- C - CONTINUE
-
- Continue to type in message lines from where you left off.
-
- D - DELETE LINE
-
- Here you can delete an unwanted line in your message.
-
- E - EDIT A LINE
-
- If there is a typo in one of your lines, or you simply wish to
- change what a line says, then use this command. You will be asked
- what string to look for, and what string to change it into.
-
- I - INSERT LINE(S)
-
- Here you can insert lines into the middle of your message.
-
- L - LIST MESSAGE
-
- Use this command to see what your message looks like.
-
- R - REVISE SUBJECT
-
- If the subject you originally type isn't what you really wanted,
- you can change it here.
-
- S - SAVE MESSAGE
-
- This will save your message. If the receiver of the message is
- currently playing on another node, then they will be told of
- their new mail immediately.
-
- End of Transmit Message
-
- X - EXIT COMPUTER
-
- This will get you out of the computer, and back to the sector display.
-
- D - DISPLAY SECTOR
-
- Use this command to redisplay the current sector you are in. You will
- be shown the sector number, port (if any), planet (if any), other players,
- warps leading out of this sector, etc. If you are playing on a multi-line
- system, you may see a star (*) in front of a players name. This means that
- that player is on-line right now! You can attack them or they can attack
- you!
-
- F - DEFENSE FORCE
-
- A defense force (DF) is a group of fighters meant to defend the sector
- they are in from unauthorized entry.
-
- DF's are not allowed in Union Sectors. The Union is kind of a free area
- to roam around in, and they don't want anyone causing any trouble. Sectors
- 1 thru 7 are always in the Union. Your SysOp can also define other sectors
- as being in the Union.
-
- You can use this command to take, or leave a DF in the sector you are
- currently in. You cannot leave a DF if the sector already has one.
- In almost every circumstance, you must be the owner of the fighters to
- take a DF.
-
- When you use this command, you will be shown the total fighters available
- to you or the DF. You are asked how many of this total should be put
- into the DF. Entering 0 eliminates the DF from the sector. Entering
- 250 would make a DF containing 250 fighters, the remainder of the fighters
- (if any) are put into the fleet with your ship.
-
- You are then asked what the orders are for the defense force. Make a note
- of these orders, they are also the exact same ones used in Planetary DF's.
-
- A - ATTACK ANYONE
-
- This command tells the DF to attack anyone! The only player exempt
- from this attack is the player who left the fighters. This type of
- DF will even attack members of the same team as the player!
-
- M - TEAM DF
-
- This is a special type of DF. This DF can be picked up by any player
- on the same team as the player who left the fighters. Basically this
- DF is community property. This is the only type of DF which can be
- taken by someone other than the player who left it.
-
- If the Team Captain dissolves the team, or is deleted from the game,
- these fighters become pirates (they no longer have a commander, so they
- go nuts)
-
- N - ATTACK NO ONE
-
- This DF will attack no one! It also can't be attacked!
-
- P - ATTACK CERTAIN PLAYER
-
- This type of DF will only attack the player you tell it to. It won't
- attack you, or anyone it isn't supposed to.
-
- R - REGULAR
-
- This is for a normal type DF. It will let your team mates enter the
- sector, but will only allow you to pick them up.
-
- T - ATTACK CERTAIN TEAM
-
- This DF will only attack the team it was told to.
-
- End of Defense Force
-
- G - GAMBLE
-
- This connects you to a remote gambling computer. Kinda works like the
- auto bank teller, only you use it to gamble. Odds are 50-50, win or
- lose. Don't bet all your credits unless you are sure you want to. You
- can gamble only 20 times per day, according to New-Nevada law.
-
- I - INFO ON MY SHIP
-
- This command gives you all the current info about your ship. It will tell
- you where you are, how many turns you have left, the time you have left,
- how many fighters are with your ship, etc.
-
- K - KLOAKING DEVICE
-
- A kloaking device is built into your ship, but you must by special energy
- for it at Class 0 ports. You use this command to turn the kloak on if you
- notice it is off. This is especially useful on multi-line BBS's where you
- don't want another player currently on-line to attack you too easily.
- When you use the A)ttack command, your kloak is turned off. You can also
- turn your kloak on before you quit playing for the day to help protect you
- from attack.
-
- When your kloak is on, you are 'invisible' to another player when their
- sector information is displayed. But if that player chooses the attack
- command, you can be attacked! The kloak only makes you hard to see, it
- does not make you immune from attack.
-
- L - LAND ON A PLANET / CREATE A PLANET
-
- Planets are used to produce goods. These goods are given away for free
- instead of having to trade with them. This is because you may have
- created the planet, and the populace is forever in your debt.
-
- If you use this command in a sector that doesn't have a planet, then you
- will be asked if you wish to create a planet. You will need 10000 credits
- to do so. Once the planet is created you must increase the productivity
- of the goods in order for the planet to make you money. Productivity
- is the amount of goods produced in a day. Initial productivity is 1 each
- for Ore, Organics, and Equipment. You can increase these by investing
- credits in the planet. There is an upper limit to productivity, set to
- 20 units (by default) You SysOp may change this limit though.
-
- Once you have aplnet, you can optional build a fighter factory. Rather
- than relying upon Class 0 ports for all your fighters, you can put a
- planet to work building fighters for you. First you need some credits to
- build the factory, then you must supply that factory with goods (Ore,
- Organics, and Equipment), and credits (to pay workers). You must also
- hire workers, and tell the factory management how much to pay each worker
- per day. If you hired 20 workers, and paid them 40 credits each per day,
- you must supply 800 credits per day to the factory. Also, at full production
- the factory uses 25 units each of Ore, Organics, and Equipment per day,
- so you must make sure these supplies are kept up. Otherwise the fighters
- won't get produced.
-
- Note: There is a certain formula which results in the best use of credits,
- and produces the most fighters. You can have too many workers, and you
- can pay them too much. In such a situation the factory is not a good
- investment. You must experiment to find the best use of your credits,
- amount of workers, and pay each day, compared to the number of fighters
- produced.
-
- Planets can have defense forces just like sectors. If you leave a planetary
- DF, then another player must go thru it to land on the planet. They also
- must destroy the DF if they intend to destroy the planet. Planetary DF's
- can have the same 'orders' as a sector DF. You can set your Planetary
- DF up at the planet command prompt.
-
- Attacking a planet. To destroy a planet, you must completely destroy the
- planetary DF, and then completely wipe out all production of goods. This
- is done automatically if you use the Attack planet command. The attack
- on the DF is first. Once you destroy that, then goods production is
- attacked. As you can see, if you use the number of fighters correctly,
- you can destroy the DF, and not destroy any production, wherein the planet
- basically becomes yours. But, if you use too many fighters, the whole
- planet may be completely destroyed.
-
- M - MOVE TO ANOTHER SECTOR
-
- This is the command used to move from sector to sector. You will be
- shown the sectors you can move to. You then input the sector you wish
- to move to.
-
- There is a short form to this command. You can skip entering the M command
- and just type the sector number at the prompt to move to another sector.
-
- The Union created a 'web' of warps to connect sectors together. Thus
- making travel a lot simpler. Each move takes up a turn. And you have
- a limited number of turns per day. If you move to a sector which is
- protected by a defense force, you must destroy that defense force before
- you can actually enter that sector. You don't want to attack that
- DF, you can choose to retreat to the sector you just came from. (See
- the R)etreat command for more info)
-
- The web is still unperfected, and on occasion you will encounter a Worm
- Hole. What sector you end up in is random chance!
-
- Also, your ships guidance computer can't avoid all obstacles in your
- path. You will, on occasion, run into a meteor, which will take away
- some of your turns!
-
-
- O - GRAPHICS OPTIONS
-
- If you are playing TradeWars 2 from an IBM compatible computer with EGA or
- VGA graphics, and you have the TradeWars 2 graphics shell program called
- 'GGGraph' (pronounced 'Graph' or 'Gee-Graph') you can use the O command
- to enable the TW2 true graphics and music mode. You must currently be
- running GGGraph on your computer for TW2 to switch into graphics/music mode.
-
- If you don't have GGGraph, see if this BBS has GGG-0100.ZIP
-
- P - TRADE AT A SPACE PORT
-
- This command allows you to dock at a space port and trade or purchase
- goods. Docking at a space port uses up a turn.
-
- There are four 'classes' of ports.
-
- Class 0 ports do not barter with the player. They have goods which you
- probably need, and they sell them to you. Class 0 ports can be found
- when you enter a sector, see a port there, and it DOESN'T say what kind
- of port it is, it has the name of the port only. Class 0 ports sell
- fighters, cargo holds, turns, sectors mines, kloaking device energy, probes,
- and Super-Sector modules. The main Class 0 port is 'Sol' which is located
- in sector 1. There are 3 class 0 ports per 1000 sectors. If you buy
- fighters at Sol, which is in the Union, and you go over the maximum
- limit of fighters allowed in the Union, you will be expelled form the Union
- by a special device which repulses your ship to another part of the
- galaxy. The Union doesn't like people in their sectors with too many
- fighters!
-
- Class 1 ports sell Equipment and buy Ore, and Organics.
- Class 2 ports sell Organics and buy Ore, and Equipment.
- Class 3 ports sell Ore and buy Organics, and Equipment.
-
- When you dock, you will say be asked how many units you wish to buy or
- sell. The you will haggle over the price. They will give you an offer,
- and you make a counter offer. If the offer isn't any good you will be told
- and a new offer made. If you make an offer which isn't close to what
- the port is looking for, you will be be asked to leave the port. Haggling
- goes on until either party is satisfied or dissatisfied. By using the
- port information screen, you can determine how many units of certain
- goods this port can buy ro sell. Use that information screen! If you
- trade at the same port too often, sooner or later it will 'dry up', and
- that port will be no good to trade with for a few days. So spread your
- trading out a little. The price you pay for goods, or the price paid to
- you for goods varies widely from port to port, and also depends on the
- amount of units that that port currently has.
-
- Trading is the name of the game, so it is good to become a good haggler.
-
- Q - QUIT SESSION
-
- Use this command when you want to quit playing for now, and return to
- the BBS. You could also hang-up, but that isn't recommended, your SysOp
- wouldn't appreciate it. If you quit, and you haven't used up all of
- your turns, or time, you can come back later in the day to play.
-
- R - RETREAT
-
- There are 2 'R' commands. Both are available from different prompts.
- When you enter a sector defended by a defense force, the R command
- is used to retreat. When you retreat, there is a 50-50 chance that you
- will escape with no harm. One the other hand, you will be counter attacked
- by the DF, and you will suffer major losses, and sometimes even die!
- That is when you notice that the 'S)can adjacent sector' command comes in
- handy.. that way you don't get into a situation where you have to
- retreat.
-
- R - SECTOR PROBE
-
- Available from the main TW2 command prompt when you have entered a sector.
-
- You can use a sector probes to scout a route ahead, or any other reason
- you can think of. You are asked which sector to send the probe to, as
- the probe heads towards that sector, you are shown the what the probe
- finds along its path, from ports, to planets, to other players. There
- is a 10% chance that you can recover your probe, that is, as long as it
- doesn't run into a hostile fighter force where it most assuredly will
- be destroyed.
-
- S - SECTOR MINE
-
- You use this command to lay a mine in a sector. These mines are smart.
- If you wish, you can make them leave you alone, or allow you and your
- team mates to pass thru without setting the mine off. If anyone runs
- into a mine, they will lose all of their cargo, and some of their holds.
- If they don't have very many holds, then they will be destroyed!
-
- T - TEAM MENU
-
- This is where you can create, join, quit, or dissolve a team.
-
- Teams can have up to 4 players. Team mates can swap credits, and fighters
- between each other, which may help out a team mate who is in trouble.
- Players on a team have a very slight disadvantage in an attack against
- non-team players. If you are on a team, and you attack a player who is
- on another team, then odds are even.
-
- Commands preceded with a star (*) can only be used by players already on
- a team.
-
- * C - TRANSFER CREDITS TO OTHER TEAM MEMBER
-
- You must be in the same sector as the team member you wish to
- give the credits to. You cannot transfer credits from the other
- team member to you. It is always you to them.
-
- * F - TRANSFER FIGHTERS TO OTHER TEAM MEMBER
-
- This is the same as a credit transfer, only your a giving your
- fighters to the other player.
-
- J - JOIN A TEAM
-
- You will be asked which team you want to join. If there is a sport
-
-
- M - MAKE A TEAM
-
- To make a team, you will be asked for a team password, and a team
- name. Thats it. When you make a team, you are the 'Team Captain',
- and you do not need to join it.
-
- * Q - QUIT A TEAM
-
- This allows you to get out of the team you are in. You then become
- a non-team player. WHen you quit a team, you cannot rejoin a team,
- or create another team for at least a day. This prevents players from
- taking a bunch of stuff from his/her team mates then forming another
- team and killing of the old one, etc.
-
- * R - REMOVE A TEAM MATE (For Team Captains ONLY)
-
- This command allows you to remove an unwanted team member.
-
- * S - SCAN FOR TEAM MATES
-
- This command will allow you to locate the sectors your team mates are
- in. (If they aren't dead...)
-
- * T - DEFENSE FORCE TRANSFER
-
- This will allow you to transfer some of your fighters over to a team
- mates defense force. You cannot get these fighters back unless the
- team mate gives them to you. Note: this is not the same as a Team
- Defense force.
-
- X - EXIT TEAM MENU
-
- This gets you back to the main TW2 prompt.
-
-
- H or ? - HELP!!
-
- This will give you a short list of valid commands.
-
- Z - INSTRUCTIONS
-
- Asking for instructions prints this text file out to you.
-
-
- OTHER INFO
-
- When you log into TW2, you will occasionally be the victim in an act
- of sabotage by the Cabal. You will lose all of your cargo and 1/5
- of your cargo holds!
-
- Attacking and destroying entire Cabal groups cause the Cabal to come
- after you, while you are playing. They don't like that!
-
- You can stack commands together so you shorten your time entering commands.
- You could type at the TW2 command line:
-
- M 312 M 415 P
-
- This would move you from 312 to 415, then enter the space port to trade.
-
- C S ALL
-
- This command would invoke the computer, and scan all sectors.
-
- C R
-
- This would give you player rankings.
-
- T Q Y
-
- This command would enter the team menu, quit your team, and verify that you
- wanted to quit.
-
- Q Y
-
- Would cause TW2 to exit. (Quit, with verify)
-
-
- TH-TH-TH-THATS ALL!
-
- Now get out there and have some fun!
-
-