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- ________________________________________
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- | |
- | Facing The Empire |
- | version 2.05 |
- | |
- | |
- | User's Manual |
- | |
- |______________________________________|
-
-
-
-
-
-
- (C) Copyright 1986-1991 MVP SOFTWARE
-
- 1035 Dallas SE
- Grand Rapids, MI 49507
- (616) 245-8376
-
-
-
-
-
-
- Program conception and design by Peter J. Maida
- Version 2.05 programmed by David C. Snyder
-
-
-
-
-
-
-
-
- DISCLAIMER
-
-
- MVP SOFTWARE makes no warranties with respect to its pro-
- grams, with the exception that the customer shall be entitled
- to one (1) updated or modified version of the purchased soft-
- ware package for a fee of 50% of the price of the updated
- version and upon return of all copies of the original pur-
- chased program.
-
- The foregoing warranty is in lieu of all other warranties,
- expressed or implied, including, but not limited to, the im-
- plied warranties of fitness for a particular purpose and mer-
- chantability. In no event will MVP SOFTWARE be liable for
- consequential damages even if MVP SOFTWARE has been advised
- of such damages.
-
- If any of the provisions, or portions thereof, of this Dis-
- claimer are invalid under any applicable statute or rule of
- law, they are to that extent deemed to be omitted.
-
-
-
-
- MVP Software is a member of the Association of Shareware
- Professionals (ASP). ASP wants to make sure that the
- shareware principle works for you. If you are unable to
- resolve a shareware-related problem with an ASP member by
- contacting the member directly, ASP may be able to help.
- The ASP Ombudsman can help you resolve a dispute or problem
- with an ASP member, but does not provide technical support
- for members' products. Please write to the ASP Ombudsman at
- 545 Grover Road, Muskegon, MI 49442-9427 or send a Compuserve
- message via CompuServe Mail to ASP Ombudsman 70007,3536.
-
-
-
-
- SPECIAL SHAREWARE NOTICE
-
- This version of Facing the Empire is distributed under the
- "user supported" or shareware concept. It is a full working
- version of the program. However, MVP Software receives no
- royalties from the distribution of this software and cannot
- support users who do not register their copies. If you enjoy
- this program, please register with MVP Software. If after a
- brief evaluation period you choose not to register, please
- pass along your copy to a friend who might enjoy the game.
- To register your copy of the program with MVP Software, please
- send the registration price of $15.00. If you register, you
- will receive the following:
-
- (1) The latest version of Facing The Empire. The program
- comes with a full 36 page printed documentation manual.
-
- (2) Telephone and mail support and bug fixes for a minimum
- period of one year from date of purchase.
-
- (3) The right to purchase new versions of the program for 50%
- off list price.
-
- (4) The knowledge that you have supported the development of
- reasonably priced game software. The author of Facing
- The Empire is a moonlighting US defense department sub-
- contractor who has devoted many hours to the development
- of the product. He receives royalties from the sale of
- the program. Your registration fee helps to support him
- in his programming efforts.
-
- (5) As a special incentive, if you register you will receive
- a free game software package. This package, called
- "Trekkie Fever," contains three graphics games
- guaranteed to keep you coming back for more. It is a
- $9.95 value, free with your registered copy of Facing
- The Empire.
-
-
- To register your copy of the program, send $15.00 in US dollars
- (purchase price) to:
-
- MVP Software
- 1035 Dallas SE
- Grand Rapids, MI 49507
-
- There is an order blank on the last page of this documentation
- for your convenience.
-
- Or order by phone with MasterCard or Visa:
-
- (616) 245-8376
-
-
-
- 2
-
-
- Facing The Empire
-
-
- Facing the Empire is a one-player interstellar conflict
- simulation. The object of the game is to drive the Morte
- Star Empire out of the stellar periphery of the Lyran Federa-
- tion. At the same time the 8 Lyran Star Bases must be pro-
- tected from attack by Morte ship groups. Internally the game
- is scored with points given for the destruction of enemy tar-
- gets, and the first side to reach 30 points will be victori-
- ous. The following 2 tables show the scoring for each side.
-
-
- Lyran Stellar Federation (the player) gets points for:
-
- Destroying a Morte ship group . . . . . 3 points
- Destroying a Morte base . . . . . . . . 10 points
- Destroying the Morte invasion HQ . . . 27 points
-
-
- Morte Star Empire (the computer) gets points for:
-
- Destroying a Lyran ship group . . . . . 3 points
- Destroying a Lyran colony base . . . . 7 points
- Destroying a Lyran fleet HQ base . . . 10 points
- Destroying the Lyran Home System Base . 30 points
-
-
- Initially the player's fleets are too weak to attack a
- Morte base. Also the 7 Morte active stars are hidden in the
- 64 stars of the Lyran stellar periphery. The player must
- build up the Lyran fleets, gather intelligence on the Morte,
- and search the stars for the Morte bases. At the same time
- the Morte are searching the stars for the Lyran bases. The
- Commander's Handbook describes in detail the assets and capa-
- bilities of the Lyran fleets. It also tells the player how
- the game is played and explains every option in the game. It
- ends by giving the player some tips for defeating the Morte
- Star Empire.
-
-
- SYSTEM REQUIREMENTS
-
- Facing the Empire requires an MS-DOS (or PC-DOS) compu-
- ter, with 128K RAM memory, at least one disk drive, a mono-
- chrome or color monitor, and DOS 1.00 or higher. The follow-
- ing files are supplied on the distribution diskette.
-
- FTE.COM -- This is the main game file.
-
- FTEINT.COM -- This initializes a new game, creating a new
- FTEGAME.DAT file.
-
- FTERANK.COM -- Program file to keep track of player's rank.
-
-
-
- 3
-
-
- SHIP.COM -- Another program file.
-
- VICTORY.COM -- Still another program file.
-
- FTE.SCR -- Screen file.
-
- FTENEW.BAT -- Initializes a new game by executing FTEINT.COM
- and then FTE.COM
-
- FTEGAME.DAT -- Data file that contains all information on a
- game stopped in progress.
-
- FTEDEMO.DAT -- Sample FTEGAME.DAT file; rename to FTEGAME.DAT
- to play a game begun at MVP Software.
-
- FTEGAMVA.DAT -- Another data file used internally by the
- program.
-
- FTETEM.DAT -- Data file that holds some game details for game
- in progress.
-
- FTEPLAY.DAT -- Data file that stores players' names and
- current ranks.
-
- FTEFAIL.DAT -- Data file used in one end-game scenario.
-
- FTEDEFET.DAT -- Data file used in another end-game scenario.
-
- FTEVICT.DAT -- Data file used in still another end-game sce-
- nario.
-
- FTE.DOC -- Documentation file
-
-
- Any game stopped in progress may be saved in the file
- FTEGAME.DAT. The player may quit the game at the end of any
- command cycle (game turn), save the current game, and pick up
- at that point later. To resume an old game, or to play the
- game for the first time, place a game diskette in the A
- drive, and from the A prompt enter:
-
- FTE <RETURN>
-
- To create a new scenario and start a new game enter:
-
- FTENEW <RETURN>
-
- It will take between one and two minutes to create the
- new scenario and begin the game, depending on the speed of
- your computer. Each scenario is created randomly, and the
- odds of getting exactly the same one more than once are ex-
- tremely small.
-
-
-
-
- 4
-
-
- Note: Before going any further, please make a working copy
- of your Facing the Empire distribution disk. To do
- so, first place a blank formatted disk in drive B and
- the Facing the Empire disk in drive A, which should be
- the logged drive. Type copy *.* b:, followed by
- <RETURN>. If you have a one drive system, place the
- system disk in the drive. Type DISKCOPY, followed by
- <RETURN>. Follow the directions on your screen until
- the diskcopy is completed. Now put the distribution
- disk in a safe place, and use only your new working
- disk. Do not place a write protect tab over the notch
- on the side of the disk.
-
-
-
- TROUBLESHOOTING
-
- All program files must reside on your working disk, and
- the disk must be in the logged drive for the program to oper-
- ate properly. If a file is missing an error message may be
- generated.
-
- If any other error occurs, it probably indicates a
- problem in the program. Recopy the files from the distribu-
- tion diskette onto your working disk. If that doesn't cor-
- rect the problem, please contact MVP Software with a complete
- description of what happened and what you were doing when it
- happened, and we'll correct the problem. If you're not a
- registered user, contact the people who supplied you with the
- program. We're sorry, but we cannot take care of problems
- encountered by unregistered users.
-
-
-
- 5
-
-
- LYRAN STELLAR FEDERATION
-
-
- OFFICE OF INFORMATION MANAGEMENT
- HISTORICAL EVENT RECORDING SECTION
-
- NOTES ON THE LYRAN/MORTENIAN CONFLICT
- LYRAN SECURITY LEVEL XR1: CLASSIFIED
-
-
-
- 1 DISTRIBUTION
-
- This document is meant to give our new Commander from Earth
- an idea of the events that led up to the present conflict.
-
-
- 2 LYRAN BACKGROUND
-
- Since the discovery of the Hyperspacial Field Controller over
- 100 years ago, the Lyran people have begun a slow, controlled
- and peaceful expansion into the galaxy. We have established
- 7 colonies away from our Home Star System, which have grad-
- ually grown into independent entities. As this took place,
- our form of government evolved from a Planetary Council into
- a Stellar Federation. Now each former colony is a full and
- active member of the Federation. From the industrial power
- of the natural-resource-laden Telas to the incomparable beau-
- ty of the green fields and blue mountains of Janolan, each
- contributes to the Federation in its own way.
-
- Since our first galactic expansion was so successful 15 years
- ago, The Federation Council unanimously approved the begin-
- ning of a second controlled expansion. It was during one of
- the initial exploration missions of this second expansion
- that we first found evidence of a hostile alien presence in
- the stars around us.
-
-
- 3 THE GALACTIC TUNNEL
-
- Upon their return from the stellar periphery, exploration
- missions began to report strange events. Mission commanders
- filed reports of a Hyperspacial Dampening Field that circled
- our local star group. We eventually discovered, to our
- amazement, that continual hyperspace travel could be under-
- taken in only 2 directions. It turns out that we are en-
- closed in an extended ring 32 lites in diameter -- a space
- tunnel, if you will. If a ship does not travel straight
- through the tunnel it eventually loses hyperspacial travel
- capability. We have also discovered that the Lyran Federa-
- tion is situated in the middle of this tunnel, what we now
- call "The Galactic Tunnel." Originally we did not know what
- this tunnel would mean for the future of our Federation.
-
-
-
- 6
-
-
- 4 THE DISCOVERY OF THE MORTE
-
- Approximately 2 Lyran years ago, a geological survey ship
- visiting a newly-discovered planet in our stellar periphery
- came upon a temporary camp on the surface of the planet. In-
- side the camp they found 4 aliens, dead. They died from a
- strange virus they acquired on the surface of the planet,
- previously unknown to their species, but to which Lyrans,
- fortunately, are immune. Among the documents and books in
- the camp was a classified manual listing requirements for
- choosing a planet for a military headquarters, and a military
- history of the Morte Star Empire. Our survey crew turned the
- information over to the local government of Janolan, who in
- turn gave it to the Stellar Federation Council. The Council
- ordered an immediate assessment of our military capabilities,
- and we have been building our defenses ever since.
-
-
- 5 THE MORTE STAR EMPIRE
-
- From the documents we were able to create a picture of the
- Morte Star Empire's recent history. The Morte moved out into
- space in warships. Over the past 75 Lyran years they have
- conquered 5 star systems around them that contained intelli-
- gent life. They briefly attempted to move into their entire
- galaxy, but recently realized that galactic domination was an
- unattainable and unworthy goal. Turning their attention in
- another direction, they discovered an imposing obstacle. The
- Morte come from an area of the galaxy just beyond the galac-
- tic tunnel. During their brief attempt to conquer their en-
- tire galaxy, they discovered the hyperspacial dampening
- field. From their perspective it created a wall 100 lites
- high and 200 lites wide. Since their warships could not move
- in hyperspace past the wall, they were bottled up in their
- local star group. However, apparently they then discovered
- the galactic tunnel, and that has led them into our stellar
- periphery.
-
- The Morte are large, imposing creatures, somewhat humanoid in
- appearance. But there are differences between them and us.
- The Morte found in the camp averaged 7 to 7.5 of your feet in
- height, and their weight averaged 320 pounds. They have re-
- tained large canine teeth from their early development. We
- hypothesize that they eat meat only, since they appear not to
- be omnivorous like most intelligent creatures. This may also
- be part of the reason that they developed into such a warrior
- culture.
-
-
-
- 7
-
-
- 6 WHY WE NEED YOUR HELP
-
- Once we realized that we would soon be facing an armed con-
- flict with a formidable enemy, we began to evaluate our situ-
- ation. We knew we have superior science and technology to
- build adequate defenses. In addition, centuries of peace has
- turned our culture into a highly prosperous one, so we have
- sufficient resources. Moreover, we have brave crews to man
- the ships and star bases. We realized, however, that we lack
- the ability to organize for battle and to direct in tactical
- situations. Our long peaceful period led us to neglect, per-
- haps foolishly, to train military commanders. Please excuse
- us if this sounds insulting, but your people seem to spend
- most of their time at war. As a result we went to earth to
- find a person who could direct our defensive effort. We have
- found that person in you.
-
-
-
-
-
- 8
-
-
- LYRAN FEDERATION DEFENSE
-
-
- FEDERATION DEFENSE CAPABILITIES
- AND COMMAND RESPONSIBILITIES
-
- LYRAN SECURITY LEVEL XR3
- COMMANDER'S EYES ONLY
-
-
-
- 1 OVERVIEW
-
- Welcome to the Lyran Stellar Federation! We are glad you
- have come to help. This document contains a complete des-
- cription of the bases, ships and special items that can be
- used to defend the Lyran Stellar Federation. It will be bro-
- ken into three (3) main sections. The first section will
- describe the present capabilities and assets of the Lyran
- Federation defense, assets that have been constructed and
- tested, and those awaiting authorization for construction.
- This will give you a complete picture of our means of de-
- fense. The second section will describe your duties and res-
- ponsibilities as Commander of the Lyran Federation defense
- system. Finally, the third section will brief you on all the
- intelligence we've gathered so far on the Morte Star Empire
- and their battle plan against us. The manual will end with a
- discussion of possible tactics, recommended by military con-
- sultants of our Federation, to use against the Morte.
-
-
- 2 FEDERATION DEFENSE ASSETS AND CAPABILITIES
-
- This section will acquaint you with our means of defending
- The Lyran Federation. The Federation is made up of 8 star
- systems. Each star system is defended by a star base. The
- home system of Lyra has the largest star base, and it is the
- headquarters of Lyran fleet 1. Lyra is designated as Lyran
- Star L1. Fleet 1 is also responsible for defending star base
- 5 and the colony of Adiam (star L5). Fleet 2 is headquar-
- tered at Telas (L2), and it is responsible for star base 6
- and the colony at Tyrian (L6). Fleet 3 HQ is at Kelvin (L3),
- and it defends star base 7 and the colony of Uther (L7).
- Fleet 4 is headquartered at Arvon (L4), and it defends star
- base 8 and the colony of Janolan (L8).
-
-
-
-
- 9
-
-
- 2.1 UNITS OF MEASURE
-
- We use three units of measure to describe our ships and
- bases. The first unit is weapons. "Weapons" is a general
- term that includes Lyran ships, ship groups, and the bases'
- ability to defend themselves. Second, there is the lite jump.
- Our ships travel between stars in hyperspace jumps. The lite
- jump value (or level) of a ship is an indication of the num-
- ber of lites a ship can move in one hyperspace jump -- its
- speed, if you will. This unit has a different meaning for
- star bases, however. To propel ships away quickly our star
- bases have the ability to "hurl" a ship group away from the
- base. The distance in lites that a base can hurl a ship
- group is its lite jump level. This reduces the number of
- jumps it takes a ship or ship group to get to its destina-
- tion. But since the ship or ship group will not have the
- same advantage on its return trip to the base, coming home
- takes longer. Our third unit of measurement is EWS. This is
- an acronym for Early Warning System. EWS is a defensive in-
- telligence sphere that surrounds ships, ship groups and
- bases. The EWS level indicates the lite radius of the de-
- fensive sphere around the ship, ship group or base it covers.
- Although the EWS performs no actual physical defense (it is
- not a shield), it does provide advance warning of incoming
- alien forces.
-
-
- 2.2 SHIP TYPES
-
- We have the ability to construct 4 different types of ships.
- The Battleship is a fleet's basic ship. It is designed for
- battle. It has the second-largest weapons level (4), but its
- lite jump is less than the faster ships (6), it does not have
- any early warning capability, and it does not have the abili-
- ty to carry probes. The Ewsship is built to give a fleet mo-
- bile early warning capability, but its weapons level is mini-
- mal (2). It depends on other ships in a ship group for de-
- fense. However, it has an early warning capability that will
- put a 3 lites radius sphere around the ship group that it is
- in. The Ewsship also has the ability to carry 1 probe on a
- mission. Presently, each of the 4 fleets contains 5 Battle-
- ships and 1 Ewsship.
-
- The next 2 types of ships are newer designs. We have not yet
- constructed any of them. It will be up to you to authorize
- construction of any additional ships of any type. The third
- type of ship is called a Trackership. It is an upgrade of
- the Ewsship. It is stronger, with a weapons level of 3. Al-
- though its lite jump capability is 7, when it is in a group
- with slower ships it will slow down to their level to stay
- with the group. It also has an improved EWS capability (lev-
- el 4), and it can carry 2 probes. The final ship type is the
- designer's pride and joy. It is called a Dreadnaught. This
-
-
-
-
- 10
-
-
- massive ship is powerful, yet fast and strong. Its weapons
- level is 8, but it has a EWS and probe-carrying capacity of a
- Trackership and a lite jump of 8. Details on construction of
- these ship types are in the project management section of this
- manual. On the following page is a chart illustrating the
- four ship types and their various capacities.
-
-
-
- LYRAN SHIP TYPES
-
- ship weapon lite probe
- type level jump EWS capacity
- --------------------------------------------------
- Battleship 4 6 0 0
- Ewsship 2 6 3 1
- Trackership 3 7 4 2
- Dreadnaught 7 8 4 2
-
-
-
-
- 2.3 FLEET ORGANIZATION
-
- Each fleet can maintain up to 15 ships. Each fleet must de-
- fend its fleet headquarters and its companion colony star
- base, and each has its own project management and mission
- planning. It will be up to you to coordinate the activity of
- all 4 fleets to shape the Lyran defense. On the following
- page is a layout of the initial status of the Lyran Federa-
- tion defense.
-
-
-
- Each fleet has: 5 Battleships and 1 Ewsship
-
- Home System Fleet HQs Colonies
- Star Base 1 Bases 2-4 Bases 5-8
- --------------------------------------------------
- Weapons 4 3 2
- Lite Jump 4 3 2
- EWS 4 3 2
-
-
-
- Base capabilities can be upgraded through projects. New
- ships of any type may be constructed in the fleets (to a max-
- imum of 15 ships per fleet). The capabilities of the ships
- cannot be upgraded. Should we be in a position that we need
- a certain type of ship, and the fleet is full, an existing
- ship may be converted to another type of ship. The Dread-
- naught is the exception to this. A ship cannot convert to a
- Dreadnaught. If a ship is damaged in battle it may be
- brought back to full strength by converting it to its own
- type. A damaged ship will be indicated on your command
- screen by a dash in front of its number.
-
- 11
-
-
- 2.4 PROBE TECHNOLOGY
-
- Probe technology is a new area of defense development. The
- word "probe" is a purposeful misnomer requested by Lyran se-
- curity to mask the capabilities of these effective tools.
- There are 3 different types of probes. The first, called a
- passive probe, is a communication interception device. When
- planted in a star system the probe scans for Morte signals.
- Morte ships report to their home base between each hyperspace
- jump. The effectiveness of the probe is range-dependent.
- When a Morte ship is within 1 lite of the probe the probe is
- 100% effective. The percentage drops to 50 at a distance of
- 10 lites, and to 0 at a distance of 20 lites. It is expected
- to be a great asset for gathering Morte ship movement intel-
- ligence.
-
- The second type of probe, called an active probe, is a device
- that will mask the actual battle strength of a ship or ship
- group. For each active probe carried by a ship or ship group
- the total apparent weapons level of the group will rise 3
- levels. This will be needed most when establishing pseudo
- bases. (See pseudo base tactics in section 3 for details.)
-
- The third type of probe is an explosive probe. These are es-
- sentially space mines. When a Morte ship group enters a star
- system that contains an explosive probe, the probe will ex-
- plode, causing light to fatal damage to the ship group. They
- are expected to be good tools for softening up large Morte
- groups. Passive and explosive probes must be carried and
- planted in star systems by ships. All ships except Battle-
- ships can carry probes. The Trackership and Dreadnaught can
- carry 2 probes, and the Ewsship can carry 1 probe. Probes
- are constructed as authorized by you.
-
-
- 2.5 CONCLUSION
-
- This ends the general description of the Lyran Federation de-
- fense assets and capabilities. We feel we have the capabili-
- ties needed to drive the Morte from our space. We need your
- leadership to accomplish the task.
-
-
- 3 COMMAND DUTIES AND RESPONSIBILITIES
-
- This section of the document will describe your responsibili-
- ties as Commander of the Lyran defense. Your three main are-
- as of responsibility will include project management, mission
- planning, and tactical direction. Each fleet will require
- guidance in each of these three areas. Project management
- and mission planning will require your input on every command
- cycle during the conflict. To help you with decisions, the
- combined Lyran intelligence service will provide you with an
- overall conflict assessment between each command cycle.
-
-
-
- 12
-
-
- 3.1 PROJECT MANAGEMENT
-
- "Project Management" is a fleet's means of growing in size
- and strength. Because of industrial limitations, each fleet
- is limited to working on 1 project at a time. That is where
- your guidance is crucial. The projects that can be worked on
- vary, and so you must decide which projects the 4 fleets will
- undertake. The number of command cycles to complete a pro-
- ject varies with the complexity of the project. The follow-
- ing paragraphs will contain a brief description of each pro-
- ject, and how it is initiated from your command screen.
-
-
- 3.1.1 PROBE CONSTRUCTION
-
- Probe construction is the first option under project manage-
- ment. As explained earlier under probe technology, there are
- 3 types of probes: passive, active and explosive. You may
- construct 2 probes of 1 type at a time. It takes 1 command
- cycle to construct 2 probes. The status of available probes
- will be in the upper right of the command screen. To con-
- struct probes enter a zero (0) at the project management
- prompt. Then enter the number of the type of probe that you
- wish to construct (0-passive, 1-active, 2-explosive). If you
- enter the probe construction area by mistake, you may return
- to the project management prompt by entering a 3.
-
-
- 3.1.2 SHIP CONVERSION
-
- Ship conversion is the second option under project manage-
- ment. Ship conversion has 2 uses. You may have a fleet that
- is full, and for some reason you need a specific type of ship
- that is not in the fleet. You may not construct another ship
- if the fleet is full, but you may convert an existing ship to
- another type. The Dreadnaught is excluded from this process.
- Because of its revolutionary and unique design, conversion to
- it from another hull type is impossible. The second use for
- ship conversion is to repair ships damaged in battle. To re-
- pair a ship damaged in battle, just convert the ship to its
- own type. When the ship is repaired, it will be stationed at
- the fleet headquarters. The following table shows the number
- of command cycles it will take to make the ship conversions.
-
-
-
- Battleship Ewsship Trackership
- --------------------------------------------------
- Battleship 1 2 3
- Ewsship 2 1 2
- Trackership 3 2 1
-
-
-
-
- 13
-
-
- To convert a ship enter a 1 at the project management prompt.
- Next, enter the number of the ship to be converted. The
- ships of the fleet are listed in the upper center on your
- command screen. Damaged ships are marked by a minus (-) sign
- to the left of the ship number. Finally, enter the number of
- the type of ship into which you wish to convert the first
- ship. If you enter the ship conversion area by mistake, en-
- ter a 3 to get back to the project management prompt.
-
-
- 3.1.3 SHIP CONSTRUCTION
-
- Each fleet initially contains 6 ships (5 Battleships and 1
- Ewsship). Ship construction is the means of adding new ships
- to the fleets. Each fleet may construct ships until the
- fleet contains 15 ships. It is up to you to authorize con-
- struction and to choose which types of ships will be con-
- structed, and at what times. Each ship has its own special-
- ties. The more complex the ship the longer it takes to con-
- struct. The following table will show you how many cycles it
- takes to construct each type of ship.
-
-
-
- Ship type Command cycles
- --------------------------------------------------
- Battleship 1
- Ewsship 2
- Trackership 3
- Dreadnaught 6
-
-
-
- To construct a ship enter a 2 at the project management
- prompt. Then enter the number of the type of ship to con-
- struct. If you enter the ship construction area by mistake,
- enter a 4 to return to the project management prompt.
-
-
- 3.1.4 STAR BASE UPGRADE
-
- There are 8 Star Bases in the Lyran Federation defense. They
- are the heart of the defense organization. Four star bases
- (1-4) serve as fleet headquarters, and four star bases (5-8)
- are colony bases. Section 1 described the relationship be-
- tween the fleet headquarters, star bases and the colony star
- bases. The following table summarizes that relationship.
-
-
-
- Fleet star base Companion colony star base
- --------------------------------------------------
- 1 5
- 2 6
- 3 7
- 4 8
-
- 14
-
-
- During the project management phase for a fleet, you may
- authorize the upgrade of a star base attribute on either the
- fleet HQ star base or the companion star base. As described
- in section 1, the three star base attributes are weapons,
- lite jump and EWS. Lyran intelligence indicates that the
- Morte ships have extensive lite jump capability, and the col-
- ony base EWS levels will have a slim chance of detecting
- their approach to the bases. The table on the following page
- shows the number of command cycles it will take to upgrade
- each star base attribute.
-
-
-
- Star base attribute Command cycles
- --------------------------------------------------
- Weapons 1
- Lite jump 2
- EWS 3
-
-
-
- To upgrade a star base attribute enter a 3 at the project
- management prompt. Then enter the number of the star base to
- upgrade. The fleet HQ and companion star base numbers can be
- found in the star base display at the lower right of the com-
- mand display. That display also shows the present status of
- each star base attribute. Finally, enter the number of the
- star base attribute that is to be upgraded. If you enter the
- star base upgrade area by mistake, enter a 3 to return to the
- project management prompt.
-
-
- 3.1.5 FINAL PROJECT MANAGEMENT OPTIONS
-
- Many of the projects take more than one cycle to complete.
- When a fleet is working on a project a new project cannot be
- started until the present project is completed. There may be
- a situation when a fleet is working on a multi-cycle project,
- and it becomes important to begin a different one. The only
- way to begin the important project is to cancel the multi-
- cycle project that is under way. To cancel an ongoing pro-
- ject enter a 4 at the project management prompt. When a
- fleet has a project under way, the status of the project will
- be displayed at the lower right of the project management
- list.
-
- When a project is under way and you want it to continue sim-
- ply enter a 5 at the project management prompt. This will
- end the project management options for that fleet on that
- command cycle.
-
-
-
-
- 15
-
-
- 3.2 MISSION PLANNING
-
- Each fleet may deploy ships to its companion colony base,
- plant probes to gather intelligence and to destroy Morte
- groups, and seek out and destroy Morte bases. Ships move
- from star bases on missions. These missions are set up by
- you under the mission planning options. There are 7 options
- under mission planning. Five of the options actually direct
- ships on missions. Option number one is for planning analy-
- sis, and option number 7 is your method of ending the mission
- planning for the fleet on that command cycle. You may con-
- duct as many missions as you like on each command cycle.
-
-
- 3.2.1 LIST THE 17 CLOSEST STARS
-
- This option gives you an opportunity to analyze the 17 stars
- closest to the star base. If you select it, it will list the
- stars in the order of their distance from the base. Informa-
- tion given includes star number, the distance of the star
- from the base in lites, the status of the star, and an indi-
- cation if any Lyran ship groups are headed to the star. The
- table on the following page shows each of the values that can
- appear in a star's status.
-
-
- Status value Description
- --------------------------------------------------
- 1 Star has been investigated
- 2 A passive probe is planted in the
- system
- 3 An explosive probe is planted in
- the system
- 4 Both probe types are planted in
- the system
- 5 A Morte active star system
- 6 Pseudo base is in a star system
-
-
-
- To list the 17 closest stars, enter a 1 at the mission plan-
- ning prompt. The 17 closest stars can be viewed from the
- fleet HQ star base, or from the companion colony star base.
- The next thing to enter is the number of the star base from
- which to start the listing. The star map at the left of the
- command display will disappear, and the listing of the 17
- stars will appear in its place.
-
- This option has a second use. You may find out the distance
- and status information for one particular star at a time. To
- do this, instead of entering the star number to the base from
- which to leave, enter instead the negative of the base num-
- ber. For example, to see the distance of a particular star
-
-
-
-
- 16
-
-
- from star base 1, at the base prompt enter -1. Then you will
- be prompted for an end point star number. Enter the number
- of the particular star in which you are interested. The in-
- formation will be displayed in the upper left part of your
- command screen. You will then be prompted for another end
- point star number. You may keep entering star numbers up to
- a maximum of 17. To exit this process, enter just <RETURN>
- to the prompt for an end point star number.
-
-
- 3.2.2 FORMING A SHIP GROUP
-
- All missions undertaken from Lyran star bases are accom-
- plished by ship groups. A ship group may contain from 1 to
- 10 ships, and the ships will be selected by you for the re-
- quirements of the mission. The information that you must en-
- ter to form a ship group and send it out is listed in the
- following table.
-
-
-
- Information needed to form a ship group
-
- 1. Number of the star base from which it will leave
- 2. Number of ships that will be in the group
- 3. Number of each ship in the group
- 4. Type of probes to be carried on the mission (if any)
- 5. Number of the star that is to be the destination
-
-
-
- After selecting a particular mission, you must enter this in-
- formation. First, you will be prompted for the number of the
- star base from which the ships will leave. Next, the fleet
- will request the number of ships in the group, then the ship
- numbers. Make sure you check the status of the ships, listed
- in the upper center of your command screen. Only ships pres-
- ently at the star base specified as the star base to leave
- from can be used in the mission. After the ship numbers are
- entered, you must specify the type of probes to be taken (if
- any). If there is no probe-carrying group, the fleet will
- alert you to this fact in case you did not realize it. At
- this point you may redo the ship group to add a probe-carry-
- ing ship. If the mission requires a probe-carrying ship, and
- one is not available, you can cancel the mission and return
- to the mission planning prompt. The final piece of informa-
- tion required to undertake the mission is the destination
- star. Once that is entered, the mission will begin.
-
-
-
-
- 17
-
-
- 3.2.3 PSEUDO BASE CONTROL
-
- A pseudo base is a group of ships which together create the
- illusion of a full Lyran star base. This section will dis-
- cusses in detail the tactic of using pseudo bases. In gen-
- eral, pseudo bases confuse the Morte's ability to gather ac-
- curate data, thus delaying their readiness to invade. To
- keep up the illusion, a ship group must remain on station at
- a star system for an extended period of time. However, the
- ship group can only take enough supplies to remain on station
- for 10 command cycles.
-
- To remain on station longer, the pseudo base must be main-
- tained. The maintenance of a pseudo base requires you to
- send a supply ship to the group before their supplies run
- out. The supply ship will carry enough supplies to allow the
- ship group to remain at its pseudo base for another 10 com-
- mand cycles. When you decide that the pseudo base is no
- longer needed, you can request that it be dismantled and that
- the ship group return home. A pseudo base must be made up of
- a minimum of 3 ships, one of which must have early warning
- capability. As a result, the ship group cannot be made up
- entirely of Battleships. Since the pseudo base will remain
- stationary over many command cycles, it will have a higher
- chance of encountering Morte groups than would a moving ship
- group. One way to avoid attack on a pseudo base is to make
- it appear stronger than it is. The ship chosen for its EWS
- capability will also have probe-carrying capability. A ship
- group's apparent battle strength could be increased by 3 lev-
- els for each active probe that is taken on the mission. The
- three missions that involve pseudo base activity are covered
- separately below. To enter pseudo base control, enter a 2 at
- the mission planning prompt.
-
-
- 3.2.3.1 START A PSEUDO BASE
-
- To start a pseudo base, enter a 1 at the pseudo base control
- prompt. Next, form a ship group as described above. While
- forming the group, the fleet will remind you that 3 ships are
- required for a group, and that 1 of them must have EWS capa-
- bility.
-
-
- 3.2.3.2 MAINTAIN A PSEUDO BASE
-
- To maintain a pseudo base, enter a 2 at the pseudo base con-
- trol prompt. Next, form a ship group composed of 1 ship.
- Any type of ship can be used to supply a pseudo base. The
- number of the destination star will be the star number of the
- pseudo base. When the supply ship reaches the pseudo base,
- the base will be resupplied, and the supply ship will return
- to base.
-
-
-
-
- 18
-
-
- 3.2.3.3 DISMANTLE A PSEUDO BASE
-
- When a pseudo base has outlived its usefulness and is to be
- dismantled, have the ships return home by entering a 3 to the
- pseudo base control prompt. Next, the fleet will request the
- number of the ship group at the pseudo base. The ship group
- will then return home.
-
-
- 3.2.4 PLANT HYPERPROBES
-
- Hyperprobe is the full name for the 3 types of probes. Of
- the three types of probes, the passive and the explosive may
- be planted in a star system. As explained in section 1, pas-
- sive probes will intercept Morte messages, and explosive
- probes are essentially space mines. To plant hyperprobes,
- enter a 3 at the mission planning prompt. Then form a ship
- group as described earlier. Make sure a probe-carrying ship
- is in the ship group.
-
-
- 3.2.5 INVESTIGATE A STAR SYSTEM
-
- We may end up in a situation in which we do not have any
- probe-carrying ships available, or there are no probes avail-
- able, but there is a star system that we want to check out.
- In such a situation a group of Battleships may be sent to in-
- vestigate a star system. Their entire mission will be to go
- to the star system, check for possible Morte activity, and
- return. To investigate a star system, enter a 4 at the mis-
- sion planning prompt. Then form a ship group in the usual
- manner.
-
-
- 3.2.6 ATTACK THE MORTE
-
- When a Morte base is located and identified, a fleet may mass
- to attack it. The fleet will only attack Morte bases that
- are officially identified and which appear under the "Morte
- Stars" heading on your command screen. Up to 12 ships may be
- put into a ship group to attack a Morte base. To attack a
- Morte base, enter a 5 at the mission planning prompt. Then
- form a ship group in the usual manner. When the group
- reaches its destination it will go immediately to the attack.
-
-
- 3.2.7 DEPLOY SHIPS
-
- Deploying ships is our means of moving ships between a fleet
- headquarters and its companion colony star base. You probab-
- ly will use it several times for each fleet to keep both star
- bases properly defended. To deploy ships, enter a 6 to the
- mission planning prompt. Then form a ship group described
- earlier. Do not take probes on a deployment mission. They
- will not help, and a ship cannot dock at a star base when it
- is carrying probes.
-
- 19
-
-
- 3.3 TACTICAL DIRECTION
-
- There are two situations in which we expect to need tactical
- direction. First, anytime our star base early warning sys-
- tems pick up Morte warships we will need your input to make
- the next tactical move. The question at that point will be
- if we should intercept the group. The normal star map at the
- upper left of the command display will be replaced by a map
- showing the star base and the Morte ship group. The ship
- group will be indicated by a number, which will be the ap-
- proximate battle strength of the Morte group in units of War-
- ships. You will have to decide to intercept or not inter-
- cept. To intercept and fail would not only result in the in-
- tercepting ships being destroyed, but it may also leave your
- star base open to attack by the surviving Morte ships. If
- you do not intercept, and allow the Morte ships to close on
- the base, the Morte may scout the base and disappear into
- hyperspace without attacking. Successfully scouting our base
- will move their readiness to invade forward a significant
- amount.
-
- The second situation is when our ship group's EWS picks up a
- Morte group either at another star system or in deep space.
- In this case there will be three options. You may continue
- on with the group's original mission, you may have the group
- abort its mission and intercept the Morte group, or you may
- have the ship group abort its mission and reverse course to
- avoid being intercepted by the Morte group. These options
- are only available when the ship group is moving away from
- its star base. When returning to the base the group will not
- have enough fuel to change course. If you decide to inter-
- cept or reverse course, the group's mission will be aborted,
- and if the group is carrying any probes, they will be jet-
- tisoned so the ships can return to base.
-
-
- 4 INTELLIGENCE AND TACTICS
-
- 4.1 INTELLIGENCE ON THE MORTE BATTLE PLAN
-
- 4.1.1 MORTE STRIKE BASES
-
- From all of our sources of intelligence, we have deduced that
- the Morte are employing 7 star systems somewhere in the 64
- stars that we call our stellar periphery. Four of the sys-
- tems are being used as strike bases. According to the mater-
- ial found on the dead Morte plague victims (see your intro-
- ductory notes on the history of the present crisis), the Mor-
- te plan to first scout the star systems with intent to pin-
- point our star bases and analyze our strength. When they be-
- lieve they have enough data they will mass and attack our
- star bases in waves. The scouting will be the responsibility
- of the four Morte strike bases. They will send out scout
-
-
-
- 20
-
-
- groups of unknown size and battle strength. Their first pri-
- ority is to scout our bases and transmit back the informa-
- tion. However, according to recent information obtained at
- great cost, the Morte ship group commanders have latitude to
- attack our star bases if they feel they can destroy them.
-
-
- 4.1.2 CONVERGENCE STARS
-
- We have also found out that the Morte will use 2 of their
- stars as convergence stars. The Morte movement will be from
- their base to one of these convergence stars, then to their
- target star. This pattern is intended to mask the location
- of their star bases. We believe that these convergence stars
- will be excellent places to plant our probes (both passive
- and explosive). We also believe that the Morte traffic
- around those stars will be high, and that a probe-planting
- mission will run a significant risk of encountering a Morte
- ship group somewhere near the star system.
-
-
- 4.1.3 MORTE INVASION HEADQUARTERS
-
- The final Morte-controlled star will hold what is listed in
- the Morte material as the Morte Invasion Headquarters. This
- headquarters will collect all of the information from their
- scouting reports and decide when to invade. The leader of
- the Morte fleets (one they call the Supreme Battle Commander)
- controls their battle plan from this headquarters. If we
- could destroy this headquarters we are convinced the Morte
- organization would come apart and they would flee our space.
- To destroy the Morte Invasion Headquarters would take a great
- effort. Another piece of intelligence recently acquired in-
- dicates that the Morte are holding a full fleet in reserve at
- the headquarters until they are ready to invade. This fleet
- will include the Supreme Battle Commander's Morte Imperial
- Flagship. The exact strength of this ship is unknown, but we
- expect it to be at least the size of our Dreadnaught class
- ships.
-
-
- 4.2 CONFLICT TACTICS
-
- A massed Morte invasion armada is expected to be extremely
- difficult to defeat. All strategic and tactical analysis in-
- dicates that we will be in much better shape if we are able
- to drive them out of our space before they mass to invade.
- While we are building strength we are going to need good in-
- telligence on their scout group movements, good scouting of
- our own to find their bases, and a method of confusing their
- search patterns.
-
-
-
- 21
-
-
- 4.3 INTELLIGENCE GATHERING
-
- The most effective way to collect intelligence on the Morte
- ship movements is to build a network of passive probes in
- star systems around the 8 star bases. A set of passive
- probes planted in star systems close to our star bases may
- serve as an advanced warning system. They will give us a
- chance of being alerted to Morte ships moving towards our
- bases before they get there. Probes planted in star systems
- further out may give away a convergence star or a Morte
- strike base. Information from planted probes may also give
- us a chance of detecting Morte ship groups. A passive probe
- is expected to intercept messages going between the Morte
- scout group and its base. Each time the scout comes out of
- hyperspace it will report to its base. The decoder sections
- in the combined Lyran intelligence service are designed to
- pick out the Morte group's destination, and to deduce from
- the the message the number of command cycles it will take be-
- fore they get there. With that information you may consider
- intercepting a Morte ship with either a stronger group of our
- own ships, or by getting to the star system first and
- planting an explosive probe in their path. The former move
- would insure the destruction of the Morte ship group, but
- with the risk of losing some of our ships. The latter move
- has little risk to our ship group, but it also has little
- chance of totally destroying the Morte group.
-
-
- 4.3.1 PSEUDO BASES
-
- Our intelligence service has been very effective against the
- Morte so far. We are afraid the Morte's intelligence service
- has been equally effective against us. We are getting indi-
- cations that the Morte are almost convinced that our 8 star
- bases are somewhere in the 16 stars that we label stars 1
- through 16. And they are correct! They are expected to con-
- centrate their scouting efforts in our area. We must shake
- their confidence in their theory. Pseudo bases will be one
- way of confusing them. When a base is established it will
- beam signals out that will indicate to the Morte that there
- is a Lyran star base at a star numbered higher than L16. We
- expect the confusion will force them to search an extra 8
- stars for every base that we keep active. In other words, we
- think that if we keep up 1 pseudo base the Morte will search
- 24 stars. If we keep up 2 pseudo bases they will search 32
- stars, and so on.
-
-
- 4.4 WRAP UP
-
- Commander, you now know all we can tell you about the Morte
- and our own analysis of the situation. It is up to you now.
- Good Luck -- the fleets and our entire defensive force stands
- ready to follow your leadership.
-
-
-
- 22
-
-
- 4.5 ADDENDUM
-
- We have received new information and have developed some new
- capabilities since this handbook was written. Following is a
- description of this new data.
-
-
- 4.5.1 FOUR SKILL LEVELS
-
- Since we recognize that new Commanders may not have the same
- skill as seasoned veterans, once you take command for the
- first time, you will be assigned the rank of NOVICE. However,
- as you successfully complete your assignments, you will rise
- through the ranks to CAPTAIN, COMMANDMANT, and finally,
- ADMIRAL. Admiral is a rank of highest distinction, and will
- be conferred only on those Commanders who distinguish them-
- selves in numerous campaigns. As you rise through the ranks,
- the Morte will become more and more powerful. Thus, each rank
- is more difficult to attain, but more rewarding. You achieve
- promotions not only for defeating the Morte invaders, but for
- doing so while preserving as many Lyran bases as possible,
- suffering the fewest defeats on ship groups, and completing
- your mission in the fewest Command Cycles. Losing campaigns
- may cost you a step in rank.
-
-
- 4.5.2 SOUND ON/OFF
-
- Because we recognize that you may wish to turn the sound off,
- at the beginning of each command session you will be asked if
- you wish the sound to be turned on. During your command ses-
- sion, you can toggle sound on or off by pressing "S" when the
- prompt "Press any key to continue" appears on your command
- console.
-
-
- 4.5.3 SHIP CAPABILITIES
-
- Our Dreadnaught class ship now has two new capabilities. When
- it is a part of any ship group, in a battle with Morte ships
- or a Morte base, the Dreadnaught will absorb the Morte salvos
- first, protecting the other ships in the group. If the Dread-
- naught ship is damaged by the Morte fire, it has the ability
- to repair itself en route back to its Star Base. However,
- should the Dreadnaught be destroyed, of course it cannot be
- repaired. We feel this ability is crucial to the Dreadnaught
- class ships since they cannot be repaired at a Star Base.
-
- Sometimes ship groups encounter several Morte ship groups at
- once, before returning to base. If a Dreadnaught ship sur-
- vives all of these battles, it will repair itself. However,
- it cannot repair itself between battles, since the time inter-
- val is too short.
-
-
-
-
- 23
-
-
- Unfortunately, with these additional capabilities Dreadnaught
- ships now require six Command Cycles for construction instead
- of five.
-
-
- 4.5.4 COMMAND DISPLAY: SHIP WEAPON STRENGTH
-
- When one of our ships has been damaged, it loses weapon
- strength. Once its weapon level is reduced to 0, it is
- destroyed. An exception to this is when the ships at a pseudo
- base run out of supplies. When this happens their weapon
- strength is reduced to 0, but they are not destroyed unless
- they encounter a Morte ship group on their return to base.
- Your Command Display Console will show a red number in paren-
- theses behind every damaged ship telling you what its weapon
- strength is.
-
-
- 4.5.5 TACTICAL IMPROVEMENTS
-
- When forming ship groups, you now may take ships from both the
- main base and the companion base to form one ship group. How-
- ever, there must be at least as many ships at the base from
- which the group is leaving as is included in the group. So,
- for example, if you have 10 ships stationed at Lyra 1 and 5
- ships at Adiam 5, you can form a group of up to 10 ships to
- leave from Lyra 1, but you can take up to 5 of those ships
- from Adiam 5. All ships will return to the base designated as
- the base from which they left, regardless of their previous
- station.
-
-
- 4.5.6 CANCELING A PROJECT
-
- To prevent inadvertant cancellation of a project, you will be
- asked to confirm this selection from your command console.
-
-
- 4.5.7 QUITTING THE GAME
-
- In addition to quitting the game at the end of any command
- cycle, you may also quit at a "Strike any key to continue"
- or "Enter your option." prompt. When you do this and elect to
- save the game you will lose the remainder of the current command
- cycle. To quit the game at these prompts press ESC.
-
-
- 4.5.8 WRAP UP
-
- Well, commander, the rest is up to you. We have done every-
- thing we can to give you the latest in Lyran technology and
- defense capabilities. We are counting on you to drive the
- Morte from our interstellar periphery.
-
-
- 24
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