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Galactic Warzone V7.3 Documentation Page 1
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Background: The War
====================
For several centuries, the Federation has been at war with a race of
ruthless aliens known as "The Cabal". The Cabal have a nasty habit of going
around the galaxy, destroying whatever they run into for no particular reason.
At first, the Cabal were merely just in the way, but in the last few
decades, their numbers have grown rapidly, and they now pose a huge threat to
the Federation. The Cabal have even gone so far as to lead attacks against
planet Earth, the Federation's home.
The Federation is not saintly, either. It has grown corrupt and unjust in
recent times and has stopped enforcing galactic law. Pirates are allowed to
roam the galaxy, raping and pillaging whatever they wish.
So where do you fit in? You just happen to be one of these cunning and
unrestrained traders. Your sole purpose in life is, of course, universal
dominance. The only way to accomplish your goal is to capture both Earth and
Cabal, homes to the Federation and Cabal, respectively. This is, by no means,
an easy task! The Cabal and the Federation are huge; they possess massive
fleets of warships that cruise the galaxy, destroying whoever may disagree with
them (or, as far as the Cabal are concerned, anyone in general).
The Cabal and Federation are not initially a threat, but you need to be
aware of the fact that you are not alone in the galaxy. There are also many
other traders such as yourself who relish the thought of galactic conquest as
well. Only your strategic abilities and wise choice of friends will help you
succeed.
Main Menu Commands
==================
<A> - [ATTACK]
This option will allow you to attack any player who is currently in the
same sector as you. You will be prompted as to which player you wish to
attack. After you make your selection, you will be prompted to indicate the
number of fighters you wish to attack with (entering "0" will cause you to
abort the attack if you have second thoughts). The attack will then begin. If
you do not wipe out your enemy's fleet initially, it will automatically
retaliate, possibly spreading your atoms across the universe!
<C> - [COMPUTER]
Each ship has an on-board computer. The computer has thirteen functions:
a sector finder, complete port report, individual port report, find closest
port, sector report, ranking routine, newspaper, outpost report, planetary
report, radio message routine (send and receive), team planetary report and
autopilot excludes.
[A] - <SECTOR FINDER>
The sector finder will tell you how to get to any sector you specify in
the most economical way possible.
Galactic Warzone V7.3 Documentation Page 2
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[C] - <COMPLETE PORT REPORT>
The complete port report will give you the status of all reports
throughout the galaxy that are not currently being defended. You may select
any class of port (or all) and the beginning and ending sectors to scan. This
can be extremely helpful information should you find a cluster of well-stocked
ports.
[D] - <PORT INFORMATION>
The port report will give the details on any unprotected port, so you can
immediately know where to find some good trading. The computer will ask you
which sector you would like to examine. If there isn't a port in a selected
sector, or someone is protecting that port with fighters, the computer will
respond with "No information available". The sector report will display who or
what is in a sector, if anything. Of course, like the port report, if the
sector is being defended by fighters, the message "No information available"
will appear.
[F] - <FIND CLOSEST PORT>
This command will search the nearby sectors for ports. It is useful if you
have a load of cargo that you are anxious to rid yourself of, but don't know
where to go.
[I] - <SECTOR INFORMATION>
This command will give you information on a specified sector. It will list
any ports, planets, starbases, outposts, "warps", etc. Of course, if anyone is
defending the sector, you will receive the message "No information available".
[L] - <RANK PLAYERS>
The ranking routine ranks the Cabal, Federation, Renegades players and
teams. Alongside the player is his (or her) value in credits. This includes
everything: fighters dropped in sectors, credits spent on planets, etc. Anyone
who has been killed in the pursuit of universal domination will have a value of
zero.
[N] - <NEWSPAPER>
The newspaper will give you a listing of what has happened recently in the
game; who attacked who, what the Cabal, Federation and Renegades are up to,
what planets have been made (and destroyed), etc.
[O] - <OUTPOSTS>
The outpost report will give you details of what's happening on any
outposts you may have created.
[P] - <PLANETARY STATUS>
The planetary report will list what's waiting to be picked up on any
planet(s) you may have created. Of course, if you can get a report on a planet
that you know must is there, it's either been destroyed or stripped from your
possession.
Galactic Warzone V7.3 Documentation Page 3
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[R] - <READ MAIL>
A rather useful function is the message system. If there is any mail
waiting for you (or any mail addressed to "ALL"), this command will display the
message(s). Unread private mail will remain active for 7 days. Public mail is
deleted every 3 days.
[S] - <SEND MAIL>
As for sending a message, you will be prompted for a "search string". For
instance, if you wanted to send a message to Spectre General, you could input
Spectre, Spectre General, or even "S" (although you may have to thread through
a few players before you get who you want). Once you have located the player
you wish to send the message to, you can send as many lines as you wish (a
maximum of 74 characters is allowed on each line).
[X] - <SET AUTOPILOT EXCLUDES>
This feature allows you to "exclude" sectors from the autopilot command.
This is useful if a sector contains enemy fighters/mines and you wish the
autopilot routine to pick an alternate route.
[T] - <Team Planetary Report>
The team planetary report will list the resources waiting to be reaped on
your and your teammate's planets.
<D> - [DROP MINE]
This option will allow you to drop a sector mine in the sector you are
currently in or take an existing mine (if it is yours). You may drop as many
mines as you like. After dropping the mine(s), you will be prompted as to how
you would like the mine programmed (i.e., attack the Cabal only).
<F> - [FIGHTER TRANSFER]
This will let you drop fighters in your current sector to act as a defense
force. You will be prompted for the number of fighters you wish to leave in
the sector. Fighter groups may be programmed the same as mines.
<G> - [BATTLE GROUP]
This will launch a battle group or scout to any sector you specify. The
battle group/scout will report on anything it finds in the sector(s) it passes
through and attack any enemy ships it encounters. Whatever ships remain will
return to your mothership once their mission in completed.
<I> - [INFORMATION]
This command produces a report of your status including number of
fighters, cargo holds, etc.
Galactic Warzone V7.3 Documentation Page 4
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<J> - [CREATE PLANET]
If you have a genesis device, this command will allow you to create a
planet in your current sector. You may then land on the planet and perform a
variety of functions (see the following section on planets for more
information). Note that your genesis device will disappear once you create a
planet.
<L> - [LAND]
This command allows you to land on a planet. If the planet is owned by
another player who is not in your team, you will be prompted if you wish to
invade the planet or not. Once you have successfully landed on the planet, you
can do a variety of things, like take or leave products, increase production,
etc.
<M> - [MOVE]
This command allows you to move from one sector to another.
<O> - [OUTPOST]
This command allows you to create/maintain an outpost. For more
information, see the section below on planets.
<P> - [PORT]
This command lets you dock at a port where you may buy or sell various
products. Docking uses one turn.
<S> - [SENSORS]
This command will produce a report of what awaits you in adjacent sectors.
The report will include ports, planets, starbases, other players, etc. Note
that you will not be able to see cloaked ships.
<Q> - [QUIT]
This option will return you to the Doorz Menu.
<T> - [TEAM MENU]
Entering "T" will give you the team menu. This menu consists of seven
separate functions. At the team menu prompt, you can enter "C" to create a
team. Assuming you do so, you will be asked for a team name and password,
which will be needed by other players to join your team. That's all there is
to creating a team. (Note: when you create a team, you do not need to join it
afterwards.) After you create a team, you may change your team password and/or
rename the team.
Once you're a member of a team, you may list your teammates and the sector
they are located, if any, or quit the team. You must quit a team before you
can join or create another.
Galactic Warzone V7.3 Documentation Page 5
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<U> - [STARBASE]
This command allows you to create or maintain a starbase. For more
information, see the following section on planets.
<W> - [PLASMA DEVICE]
If you own any plasma devices, this command will allow you to edit the
warps between your sector and any other. Editing warps is definitely a good
way of establishing a protective haven. Of course, it's also a good way to
sneak into an otherwise impenetrable harbor.
<Y> - [AUTOPILOT]
The autopilot provides a simple way of getting from one sector to another.
You will be prompted for which sector you wish to reach. Once provided with
that information, the autopilot will find the shortest route to your selected
destination and whisk you there.
Trading
=======
The main idea behind game play is trading. Ports are scattered throughout
the universe in no particular order. Each port sells one of the three
commodities and buys the other two. The idea is simple: buy low and sell
high. Trading is a tedious and time-consuming practice, but it is the only
method for accumulating credits in the beginning of the game.
Planets
=======
There are three types of planetary objects in Galactic Warzone: planets (I
bet you were expecting that one), outposts and starbases.
Planets are the same as they are in most Trade War-like games. They are
objects that you may land on, take products, increase production (by
transferring goods) and the like, but there is one immensely important
difference: the planet will protect itself in the event it is invaded by a
player who is not a member of your team. You may drop off mines and/or
fighters for the planet to use as its defense.
Outposts are player-operated ports. You are able to set your own prices as
well as the products you wish to buy and sell. The quantity of products that
your outpost will sell or buy is determined as follows:
Selling: The current inventory of merchandise which YOU have dropped off
at the outpost.
Buying: The balance of credits that YOU have left at the outpost,
divided by the price of the item.
Outposts cannot be invaded, but they do disappear when you die. They do no
produce merchandise of their own; all goods that are sold must be dropped off
by you, and anything that is bought must be paid for with credits you left
behind.
Galactic Warzone V7.3 Documentation Page 6
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Starbases are a combination of planets and outposts with added defense
options. Players may dock and trade at them, just like outposts, but the
starbase will produce merchandise on its own. However, increasing the
productivity of a starbase is more involved than doing so for a planet. You
must transfer materials to storehouses to be used up that night in the
fabrication of more merchandise. The products that were left the previous
night to increase the starbase`s productivity will be used up, unlike planets,
where they are leftover.
Starbases do offer two unique defenses in the event of an invasion:
phasers and shields. Phasers will unleash themselves upon an enemy force,
destroying as many fighters as possible in one blast (the more phaser banks you
have, the more intense the beam and, therefore, substantial the damage).
Shields, on the other hand, do not destroy fighters, but they tend to keep
hostile forces from entering your starbase UNLESS the invader has a number of
ships greater than your shield strength, in which case, this defense is
bypassed. Phasers and shields operate at maximum ability when attacked and
then recharge in preparation for the next inevitable threat (regardless of
whether or not they were successful in repelling the invader). This is much
more cost efficient than fighters, which are destroyed during an attack. In
addition, starbases also have mines and fighters to be used as a "last-resort"
defense in the event everything else fails. If the invader manages to make his
way through the shields, phasers, fighters and mines, he will take control of
the starbase. Any docked ships will flee into the sector in an attempt to
escape. Did I forget to mention that? Yet another interesting feature of
starbases is their ability to allow players to dock at any friendly port. This
allows you to be protected by the starbase's defenses as well as those of your
ship. Finally, starbases have a transportation feature that allows you to
instantly teleport your ship from one starbase to another. You may set an
entry fee that will be charged when others teleport to your base. If you do
not wish to let others teleport to your base, select a price of "64000".
The differences between planets, outposts and starbases are summarized on
the following chart.
===============================================================================
| | Planet | Outpost | Starbase |
=================|==================|====================|=====================
|Cost | 10,000 | 50,000 | 200,000 |
| | | | |
|Protection | Fighters | Invulnerable | Fighters |
| | Mines | | Mines |
| | Cloaking Devices | | Phasers |
| | Stun Mines | | Shields |
| | | | Cloaking Devices |
| | | | Stun Mines |
| | | | Krypton Bombs |
| | | | Pulsar Bombs |
| | | | |
|Trading Allowed | No | Yes | Yes |
| | | | |
|Production | Eqp, Org, Ore | None | Eqp, Org, Ore |
| | Fighters, Mines | | Fighters, Mines |
| | | | |
|"Docking" | No | No | Yes |
| | | | |
|"Transportation"| No | No | Yes |
| | | | |
===============================================================================
Galactic Warzone V7.3 Documentation Page 7
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Making Money
============
One of the key aspects of Galactic Warzone is, of course, making money.
Currently, there are a variety of ways of doing this with more on the way.
1) Trading. This is the most popular way of earning some quick cash. You
dock at a port/outpost/starbase and buy merchandise, move to another
port/outpost/starbase that is buying the wares you just bought, and sell it to
them for a higher price.
2) Renting fighters to the Federation. You may also rent some of your
fighters to the Federation for 10% of their value per day. This is done by
setting up a defense group with the program "Attack Cabal Only".
3) Destroying Cabal. The Federation will pay you one credit every day for
each Cabal fighter you destroy (i.e., if you destroy 10,000 Cabal fighters, you
get 10,000 credits a day for the rest of your life). Note that the Cabal will
get a tad bit upset with you for destroying their fighters.
4) Destroying Federation fighters. Being the kind of guys they are, the
Cabal will give you, per day, 1 credit for every 2 Federation fighters you
destroy. This is not highly recommended due to the fact the Federation tends
to take it more personally than the Cabal when their fighters are attacked.
5) Operating a starbase or outpost. Starbases and outposts allow you to
establish your own "port" that may buy/sell merchandise the same as any other
port in the game. Other players may dock at your business establishment and
buy/sell whatever you have selected. You are also allowed to set your own
prices.
6) Investing in a credit account or stocks at Interstel. The Federation
command port, Interstel, allows you to deposit money in a credit account where
it will earn 5% per day. You may also invest in stocks that correspond to
various companies and players.
7) Gambling at Alpha Centauri. If you posses the luck of the Irish, you
may wish to stop in at Alpha Centauri and put yourself to the test. Be warned,
though: as with most gambling installations, the odds are not in your favor.
8) Reporting Cabal activity. Interstel will pay you a bonus for every
Cabal fighter group that you report. Just stop in and drop them a note!
Federation Protection, SOL and Interstel
========================================
The Federation offers protection to "friendly" traders in sectors one
through seven. These sectors usually contain the Federation's reserve defense
forces, which will battle any Cabal invasions that may occur during the course
of the game. Beyond sectors 1-7, your life is in your hands. If the Cabal see
you (and more often than not, they'll see you long before you spot them), they
will almost definitely attack you for the sheer pleasure of it.
Galactic Warzone V7.3 Documentation Page 8
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Sol is THE galactic black market. It is sponsored by the Pirates' and
Interstellar Traders' Association (known as the Traders' Guild as far as the
Federation is concerned), but is protected by the Federation (who just happens
to charge a small fee for this service). When the Federation isn't looking,
the PITA has been known to disregard taxes and even offer special discounts to
preferred customers. Sol resides in sector 1 along with the Federation's home
planet, Earth. While docked at Sol, you may purchase additional cargo holds,
fighters, mines, transport passes, turns and (anti-)cloaking, plasma, doomsday,
genesis and emergency-warp devices. Unfortunately, it's up to you to figure
out what all of the high-tech hardware does.
Interstel is the Federation's command port. You are allowed to perform
several functions, such as buy/sell stock in various corporations (or even
players!), deposit money in credit accounts, sell any of your used equipment
(at a substantial loss, however), check federation-protected sectors, undertake
a special mission for an increase in pay and more! You may also pay any fines
(like a speeding ticket) that you may have accumulated. Interstel is located
in sector two.
Alpha Centauri is where the toughest of pirates hang out. There are
several games available for your pleasure, including: coin flip, number guess,
poker, roulette, blackjack, slot machine and trivia. Alpha Centauri is located
in sector three.
The Renegades and The Wanderer
==============================
The Renegades are a group of uncommanded happy-go-lucky party-goers that
simply roam the galaxy with no purpose whatsoever. They might attack players,
join them or just about anything else. The Wanderer is what these belligerent
space cowboys call home. It is a very unique planet; it has the ability to
randomly teleport from sector to sector, and does so once every 24 hours.
Production
==========
Starbases and planets produce ore, organics, equipment, mines and fighters.
The production of the first three commodities is initially zero, but can be
increased by transferring additional merchandise to warehouses on the surface
(or to the interior, as the case may be). Productivity will increase on a 10:1
ratio (i.e., if there are 500 units of equipment on a planet, productivity
would be 50). Mine and fighter productivity is determined by the productions
rate of ore, organics and/or equipment. The necessary levels are as follows:
:--------------------:----------------:----------------:----------------:
: : EQP PRODUCTION : ORG PRODUCTION : ORE PRODUCTION :
:--------------------:----------------:----------------:----------------:
: PLANET: Mines : 1000 : 2000 : 4000 :
: Fighters : 5 : 10 : 20 :
: Cloaks : 3000 : 6000 : 12000 :
: Stuns : 10000 : 20000 : 40000 :
:--------------------:----------------:----------------:----------------:
: STARBASE: Mines : 500 : 1000 : 2000 :
: Fighters : 2.5 : 5 : 10 :
: Cloaks : 1500 : 3000 : 6000 :
: Stuns : 5000 : 10000 : 20000 :
: Pulsars : 7000 : 14000 : 28000 :
: Kryptons : 15000 : 30000 : 60000 :
: Plasma Energy : 5000 : 10000 : 20000 :
:--------------------:----------------:----------------:----------------:
Galactic Warzone V7.3 Documentation Page 9
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
PLANETARY DEFENSE OPTIONS
=========================
Due to a recent joint developement between Genesis, Inc and Amazing
Devices, Inc, planetary defense have been greatly enhanced. Planets may now
except CLOAKING and STUN MINE devices for added protection and security. These
devices are available for Amazing Devices in sector #6. A brief description
of each follows:
CLOAKING DEVICE
When placed on a planet, the cloaking device will have the same
effect as a normal cloak has on a trading ship. Due to their size,
planets require 10 cloaking devices to provide complete (95%)
invisibility. The cloaking device will cause your planet to be
invisible to:
- All players in the sector without ANTICLOAKING devices
- All players who scan without ANTICLOAKING SENSORS
- All Spies
- All Battlegroups
- Cloaking will interfere with (but not prohibit completely)
the use of EWS sensors and planetary scanners. Typical
interference caused is 5% per cloaking device.
If less that 10 cloaking devices are used on the planet, the
cloaking will still work, but at a reduced performance. The
cloaking devices will each provide 10% cloak. (So a planet with
two devices will be invisable 20% of the time). Due to the size
of planets, cloaking is only possible to 95%.
STUN MINES
Due to popular demand, Amazing Devices, Inc. has released a
new less-powerful (but more economical) version of the KRYPTON
BOMB. This new device is called the STUN MINE. Stun mines have
basically the same effect on an attacker is krypton bombs, but
they DO NOT do any damage to the attackers fighters/holds. The
stun mines will do serious damage to the attacker's devices
and ship-systems. Typical damage is up to 50 turns for devices
and up to 30 turns for ship systems with a maximum of 150 turns
of damage to the ship systems.
The Stun Mines may be placed on a planet and used as a last-
resort defensive weapon. If an attacker succedes in breaking
through the planet's fighter/mine defenses, the stun mines will
explode causing the above mentioned damage to the attacker. The
attacker will most likely be disabled from continuing the attack
(his Landing Thrusters will be damaged by the stun mine).
If a planet is carying more than one Stun Mine, they will all
go off, causing increased damage to the invader.
Planetary factories have been altered to allow for production of these
devices. One cloaking device will be produced for every 1500 equ produced
on the planet (or 3000 org or 6000 ore). Stun Mines will be produced for
every 5000 equ on the planet (or 10000 org or 20000 ore).
Galactic Warzone V7.3 Documentation Page 10
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
STARBASE DEFENSE OPTIONS
========================
Starbases offer the same defensive options listed above as well as a few
extras. Starbase cloaking devices provide essentially the same protection as
the above planetary cloaking. There are some times, however, that you may
wish the starbase NOT to be cloaked. If you are using your starbase for
TRADING then it would be a good idea to disable cloaking. (Otherwise traders
will not be able to find your starbase). The Cloaking can be enabled/disabled
by the options described below.
Starbases also include the ability to store PULSAR BOMBS and KRYPTON
BOMBS. The Krypton bombs provide the same function as the normal krypton
bombs described in apendix A (They act as a doomsday type weapon). The
PULSAR BOMBS may be used for two reasons: 1) Launching a pulsar-strike
against a planet in the sector or 2) self-destructing the starbase if it is
captured.
The Starbase defensive options (available at the starbase defense menu)
are listed below:
PROTECT PLANET - Default ON
The protect planet function will cause the starbase to
launch phaser strikes against anyone who invades the planet
in the sector (providing there is a planet in the sector and
it is owned by you or a team member)
SELF-DESTRUCT ON CAPTURE - Default OFF
In case you are afraid that an enemy will capture your
starbase and use it to their own advantage, you may tell the
starbase to SELF-DESTRUCT itself if it is captured. The starbase
will use PULSAR BOMBS which you must drop off on the
starbase to destroy itself. (If you don't drop off any pulsar
bombs, the starbase cannot self destruct)
STARBASE CLOAKING - Default OFF
Starbases may be cloaked by dropping off cloaking devices
on the planet. Starbase cloaking is very similar to planetary
cloaking and requires 10 cloaking devices to completely cloak
the starbase. Starbase cloaking also interferes with any
EWS devices and STARBASE SENSORS that are used on the base.
If you intend to use your starbase for TRADING, you will
probably wish to disable cloaking (otherwise other traders will
not be able to find your starbase).
KRYPTON DETONATION BEFORE/AFTER MINES - Default BEFORE
You may set your starbases to detonate it's Krypton Bombs
before or after your normal mines. If the Krypton bomb is set
to detonate BEFORE mines, the effect will be that the player
will be severely damaged before the mines hit. The damage will
most likely render his EM-WARP device useless (if he has one)
and your mines may then destroy him.
The problem with having your krypton bombs detonate BEFORE
mines is that a weak player could attack you would waste an
expensive krypton bomb when a few inexpensive mines could get
the job done just as well.
The choice of which method BEFORE/AFTER to use is left to
the player. You will simply have to decide which is more
important to you.
Galactic Warzone V7.3 Documentation Page 11
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Apendix A: Amazing Devices, Inc Price List and Information
1. Starbase Teleporter
A very nice accessory to any space trader! Allows you to transport
to any friendly starbase no matter where you are. Just think, next time
you get stuck in a sector with no way out, this could be your only hope!
2. Early Warning Sensors (EWS)
Tired of getting obliterated by starbase and planetary defense forces
without even knowing what you've hit? Then this device is for you! It
will report all of a starbase/planets defense forces BEFORE you attack -
truely useful for those planet-stealers out there!
3. Ship-To-Ship Sensors
A nice add-on for the serious trader - allows you to get a complete
scan of any player in your current sector - tells you their holds,
fighters, mines, etc.
4. Planetary Sensors
Wouldn't it be nice to know what is on a planet before wasting half
of your fighters in an attack? This device will tell you the planet's
production as well as it's defensive capability. 75% accurate!
5. Pulsar Tube
We haven't quite gotten this one done yet, but when finished you will
be able to launch pulsar bombs from orbit! This one could definately
ruin an enemies day....
6. AntiCloaking Sensors
If you're trying to find a cloaked enemy, then this one could
definately be of some use to you - it attaches itself to your normal
sensors and adds the ability to detect cloaked players in adjacent
sectors.
7. Sensor Beacon
Take a close look, this one is about to become the most popular
device in the galaxy! You can place it in a sector and it will has
the ability to do a remote sensor-scan of the area. It will also
report to you anyone who passes it durring their travels! If your
into recon devices, this is for you!
8. Starbase Scanner
No more invading useless starbases! With this handy gadget, you
can get a complete scan of the starbase. Just activate it while
you're in the sector of a starbase and presto! All of the starbases
stats come right to you! 75% Accurate.
9. Fusion Cell
Constantly running out of turns? Well, here at Amazing Devices, we
got a solution. The fusion cell will allow you to STORE your excess
turns for later retreivel!
10. Mine Deflector
The new mine defelectors offer a very powerful defensive shielding
option to your ship. The mine deflectors will dflect up to 5 mines
each. The mine deflector screens will regenerate damage over time.
(Typical deflectors will regenerate 1 point every 10-20 turns)
Galactic Warzone V7.3 Documentation Page 12
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
11. Cloaking Device
This one will keep you hidden from potential enemies - You won't
appear in their sensor scans or sector reports! Good for those players
on the run!
12. AntiCloaking Device
Counteracts the ability of any cloaking device and will let you see
any cloaked players in your current sector.
13. Emergency Warp Device
Tired of getting obliterated in an attack and having all of your
forces rebel to the renegades? The Emergency Warp Devices will warp
you out to a random sector when you run out of fighters! This one
will definately save your life some day!
14. Krypton Bomb
Want to really get back at somebody for killing you? Buy one of these
krypton bombs! If you should happen to die in an attack, it will explode
and cause a very large amount of damage to the attacker. Damage will
occur to most of his devices including his EM-WARP.
15. Interstel Link
A nice cheap option to have if you do much work at interstel. This
one will allow you to dock at interstel remotely and perform your
financial transactions without having to cruise all the way over to
sector #2.
16. Homing Beacon
Have a certain enemy who always seems to evade you? Just get in his
current sector and place this handy device on him. You will be able to
locate him whereever he is from then on!
17. Speed Docking Accessory
This handy little option attaches to your ship to enable you to dock
at ports without costing you any turns! This can really turn out to be
a turn-saver if you do a lot of trading!
18. Mine Diffuser
In a sector with a bunch of those attack-cabal or disabled mines?
This device will disarm up to 100 mines!
19. Stun Mine
A very potent weapon! This nice accessory will do up to 30 turns
damage to each of the attacker's ships systems/devices. When carried
in your ship, it will go off at YOUR DEATH, performing the same basic
function of a krypton bomb - just on a smaller scale.
A special surprise for those of you who build up planets - We've
made a deal with Genesis, inc. to allow for these devices to be
dropped off on planets! If an attacker succedes in invading your planet,
the Stun Mine will explode, damaging (if not temporarily crippling)
his ship!
20. Homing Detector
Those homing devices can be a nasty problem at times... This new
device will allow you to DETECT whether a homing device is present in
your ship, the current sector, or an adjacent sector. It's nice to known
when you've been bugged!
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21. Homing Jammer
Well, n ow that we've made it possible to detect homing beacons
with the above device, we've added this nice accessory to JAM any
and all homing devices present on your ship! It will render them all
inoperable. Definately a necessity in this high-tech world of
surveilence.
22. Phaser Bank - 1000
Our latest and greatest creation, the ship phaser bank accessory. It
will add phaser capability to your ship similar to that of a starbase. We
offer this unit (the Bank-1000) with a 1000-unit energy supply which is
enough to destroy 1000 enemy fighters. The bank-5000 model below is
enough to destroy a whopping 5000 fighters! your ship may contain
multiple phaser banks for a maximum of 64,000 phaser capability! NOTE:
PHASERS CURRENTLY ONLY WORK WHEN ATTACKING STARBASES OR PLANETS. DUE
TO DIFFICULTIES, WE HAVE NOT BEEN ABLE TO EXPAND THEM TO SHIP-TO-SHIP
OR SHIP-TO-BATTLE GROUP COMBAT.
23. Phaser Shield - 1000
The phaser shield-1000 will give your ship the ability to deflect up
to 1000 phaser units. Multiple units (as well as the shield-1000's)
below can be used to give your ship enough deflection to deflect a whole
64,000 unit burst - That's enouht to deflect a complete starbase phaser
burst!
24. Phaser Bank - 5000
This is a more powerful version of the above bank-1000 and will
provide you with 5000 units of phaser power. Please see the above
description of the phaser-1000 for more info.
25. Phaser Shield - 5000
This is a more powerful version of the above shield-1000 and will
provide you with protection enough o deflect up to 5000 phaser units.
Please see the above description of the shield-1000 for more info.
26. Renegade Pass
Renegade ships can be annoying and always seem to be in your way
when you're going someplace. This device sends out a signal that will
cause the renegades to allow you to pass freely through their sectors.
NOTE: These devices only allow you to PASS through the sectors - you
cannot send battle groups or attack renegade-owned planets.
27. Distortion minimizer
This is a nifty little gadget that we designed to improve the
sensitivity of our various sensor/scanner devices (EWS, PLANETARY
SCANNER, STARBASE SCANNER, etc). As you probably already know, cloaking
devices can cause annoying interferece to scans of starbases/planets.
The distortion minimizer acts as a filter/booster for the scanner signal.
Each distortion minimizer will improve your scanner sensitivities
by approx 20%. Multiple units can be used on your ship to achieve almost
99% reliability.
28. Holographic Imager
The holographic imager will project an image of 10,000 fighters
around your ship. Although the fighters do not offer any protection,
they can be used to "fake-out" an enemy attacker into thinking you
have more fighters with you than you actually do. Multiple units can
be used.
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29. Starbase-Aware Autopilot
The Starbase-Aware autopilot is an enhancement that when placed on
your ship, will add the capability for your autopilot to search through
STARBASES to find the shortest route. You can set the maximum cost-per-
trip that the autopilot will use (some starbase owners set a "fee" to
use their teleporters). If your team has a lot of starbases, then this
device will definately allow you to work more efficiently.
30. Scout-Autopilot
The scout autopilot will cause your autopilot to send a "scout
signal" ahead to detect the presence of any hostile MINES or FIGHTERS
that are in the path. In a galaxy full of hostile mines/fighters, this
device can be a real lifesaver.
31. Titanium Armor
Stun Mines and Krypton bombs can sometimes be some of the most
irritating problems to traders. Not any more! With titanium armor,
the damage that kryptons/stuns cause to your devices/engines/etc can
be partially or totally deflected. Titanium armor will absorb up to
150 turns worth of damage, protecting your other devices from the
damage. (Note: Fighters/Holds are not protected by armor)
32. Regenerative Armor
Similar to titanium armor, the regenerative armor will protect your
ship systems/devices from damage by a krypton bomb/stun mine. Like the
titanium armor, regenerative armor will only protect for 150 turns
worth of damage. The exception is that regenerative armor will
regenerate the damage that it has taken at a rate of two points per
turn!
33. Battle Group Anticloak + 25
Finding cloaked planets or starbases can always be a lot of work for
even the most experienced traders. Cloaked planets normally wont show
up on battle group reports, making their discovery very difficult. With
the Battle group anticloak, your chances of detecting a fully cloaked
planet will be improved by 25%. Multiple devices may be used on your
ship for a maximum of 90% improvement!
34. Planetary AutoDetector
One of the hardest things with locating enemy planets is taking the
time to look for them. With the planetary autodetector, sectors
containing planets with be displayed with an asterisk (*) at the
"warps lead to..." portion of the current sector report as well
as the scan report. If you have an anticloak sensor, this device will
work in combination with it to detect cloaked planets.
35. Device Transport
Sometimes you need to be able to transport a lot of devices, but the
limit of 15 devices per ship can make this extremely difficult. Each
device transporter will hold up to 255 devices (only of one type),
making it easy to transport cloaks from planet to planet, stun
mines, krypton bombs, etc. (Note: while devices are stored in the
device transport, they are stored in a nonfunctional state. (i.e.
mine deflectors won't protect you, cloaks wont hide you, etc)).
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36. Krypton Deflector 10%
Krypton bombs are by far the most powerful weapon in the universe.
A well protected starbase could have 50, 100, or even 200 of these
nasty weapons. Invading such a starbase is almost impossible for an
unequipped trader. The krypton deflector helps to aid you in
your invasions. Each krypton deflector will deflect 10% of the damage
of EVERY krypton bomb you hit. This includes fighter/hold damage
as well as turn damage to your devices. Multiple krypton devices may
be used for a maximum of 75% deflection!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
ROGUE DEVICES
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Warning! It appears that one of our factories was recently captured by
the cabal. This was one of our most advanced factories with many new devices
still in the eary R&D stages. Spy reports have confirmed that the cabal have
been able to operate this factory and are currently producing devices that
even we haven't created yet.
These devices have been classified as "Rogue Devices". Nobody really
knows what these devices are capable of or to what extent the cabal
technology has improved upon them. We suggest you exercise caution when
using them as the results may be unpredictable.
Rogue devices are difficult to obtain and your only source of them will
probably be on cabal planets. We occasionally do capture some Rogue devices
which you will be able to pick up as a daily special at our stores.
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Apendix B: Differences from other space trading games
This section has been added in order to inform players familiar with other
space trading games (i.e. TRADE WARS, MOTU, etc) of the differences between
them and Galactic Warzone.
1. Galactic Warzone has up to 5000 sectors whereas most other space trading
games have either 500 or 1000. The extra sectors add a lot more fun to
the game by allowing players to more easily hide from other players. It's
also easier to create protected "bases".
2. Planets can be owned. When you create a planet, you are recorded as the
owner and the planets forces will remain loyal to you and/or your
teammates. This means that the planets defense fighters, mines, and stun
mines will fight attackers.
3. The federation will PAY users 10% of their defense force's worth if the
defense force is set to ATTACK CABAL. This includes both mines and
fighters. For example, if you set your defense force up with 500 fighters
set to attack-cabal-only, then the federation would pay you 10% of their
worth or approx 4800 credits. The same goes for mines.
4. With plasma devices, you can "edit" the warp links of the galaxy. This
allows you to create massively protected sector-clusters. You no longer
have to search the galaxy for a good base, you can build one yourself!
5. Planets produce a variety of weapons, both defensive and offensive. The
planets make FIGHTERS, MINES, CLOAKS, and STUNS which provide you with
a pretty decent defensive potential for your planet.
6. Starbases can be built which exist as massively protected and advanced
bases. Starbases are similar to planets in that they produce, but they
add superior weapons and defensive capabilities. They also allow players
to log-off while docked inside.
7. Several specialty ports have been added. There's a GAMBLING port which
allows players to play a variety of games including the galactic lottery,
the INTERSTEL port which offers many financial options (stocks, credit
accounts, etc) and also provides some of the federation's services, the
AMAZING DEVICES port which sells various high-tech devices which you can
place on your ship, and JOE'S BAR AND GRILL which serves as a spy-port
for getting information on people.
8. A variety of special-purpose devices can be bought at AMAZING DEVICES, and
placed on your ship to enhance it's capabilities - Teleporters, advanced
sensors and scanners, krypton bombs, etc.
9. There is a high maximum limit on holds - a player may have up to 65535
holds (if the sysop allows it - most sysops set a limit around 10,000
to prevent users from going up too fast). The high number of holds allows
you to trade quickly and move cargo between planets easily.
10. Autopilot Enhancements can be purchased for your ship (see apendix A
above) and will increase the capabilities of your ships autopilot. These
include a "scout-ahead autopilot" which informs you of hostile forces
before you autopilot, and a "starbase-aware autopilot" which allows
your autopilot to automatically include starbase teleporters in it's
shortest-route calculations.
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11. Cloaking devices can be used to hide players, planets, and starbases!
The cloaks give you an enhanced security which helps to hide you from
enemy eyes. Planets/Starbases also produce cloaks and will be totally
self-sufficient if built up.
12. The Cabal, Federation, and Renegades roam the universe and each has
a distinct personality associated with it. The Cabal are your usual
mean, warlike alien types who roam around and kill people. They are also
actively engaged in a war with the federation. The federation's main
concern is defeating the cabal, they are nice to players, but if a player
attacks a federation planet, the federation will become justifiably
upset. The Renegades are happy-go-lucky fighters who roam the universe
without any purpose at all. They may join people or attack them - it
just depends on their mood at the time.
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Apendix C: Glossary
ALPHA CENTAURI
Alpha Centauri is the gambling port. Players can dock there and play a
variety of games. It is located in sector 3. The galactic lottery is
also available at Alpha Centauri.
AMAZING DEVICES
Amazing devices is a company which does research and developement
of new devices for trading ships. Thier two stores are present in
sectors #6 and #7 and a variety of special purpose devices and
weapons may be purchased there.
ANTICLOAKING
Anticloaking is the reverse process of cloaking. It allows the effected
ship to see through other ship's/planet's cloaking devices. Anticloaking
is preformed with three different devices: The anticloaking device, the
anticloaking sensors, and the battle group anticloak. Anticloaking
devices will only affect cloaks in the current sectors. Anticloaking
sensors will affect cloaks in adjacent sectors. Finally, Battle Group
anticloaks will affect cloaks in the sectors where you send a battle group
too. All devices are available at Amazing Devices, Inc.
BATTLE GROUP
A battle group is a group of fighters launched from a trading ship to
a specific sector. The groups are usually given orders to attack anything
in their way. Battle groups are commonly used for attacks at a distance
when it is not conventient to bring the whole trading ship into the
sector. See also 'Scout'.
CABAL
The cabal are a fierce race of alien invaders. Little is known about them
except that they are extremely ruthless and have no sense of justice
whatsoever. They attack anything and everything that happens to get
in their way. The cabal were first discovered when federation colonists
moved into the outer limits of the galaxy.
CARGO HOLD
A hold is a storage compartment capable of holding one unit of equipment,
organics, or ore. Holds are used in trading ships to carry commodities
to/from ports and planets.
CLOAK
Cloaking the process of making an object invisible to enemy sensors or
radar. Ships may be cloaked, as well as planets and starbases. Cloaking
is normal performed with 'cloaking devices' which may be purchased at
amazing devices. To cloak a players ship, simply buy a cloaking device
and leave it on the ship. To cloak a planet/starbase, buy the cloaking
device, land/dock at the planet/starbase, and transfer the device.
See also anticloak.
DEVICE
Devices were originally invented by Amazing Devices, Inc. There are many
special purpose devices that Amazing Devices has designed to help out
the trader in a variety of ways. These include cloaking/anticloaking,
mine shields, etc. Each trading ship may only hold up to a maximum of
15 devices.
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EQUIPMENT
Equipment is one of the three basic commodities that are traded in the
universe. Equipment may be bought/sold at ports for a profit. See Trading
for more info.
FEDERATION
The federation was the original group of colonists that moved out into
space. Operating from their base planet of Earth, they, along with
the traders guild, established the port system and built most of the
sector warps. In recent years, however, the federation has grown corrupt.
Rediculous taxes and lack of protection have forced most traders to seek
other allies than the federation. The federation's main government
center is Interstel, at sector 2, where you may preform a variety
of financial transactions as well as report cabal and inquire about
missions. The federation are currently entangled in a fierce war with
the cabal.
FEDERATION TRANSPORT
Federation transport is a special port located in sector 5. It allows
traders, with the use of a transport pass, to be immediately teleported
to any sector within the universe. Transport passes are available at
Sol for a modest price. Starbase teleportation may also be preformed
at Federation Transport for no price.
FIGHTER
A fighter is a small remote controlled space vessel with minimal offensive
and defensive weapons. Fighters are controlled by the players trading ship
and will protect that ship in the case of an attack. All combat in the
galaxy is preformed on the fighter standard.
HOLD
See Cargo Hold
JOE'S BAR AND GRILL
Joe's Bar and Grill, located in sector 4, is the main hangout of traders.
Sometimes traders will have posted pictures of themselves (done through
the technologies of ANSI art) for your viewing pleasures. It is also
rumoured that you may contact the spies at Joe's Bar and Grill.
MINE
See sector mine.
ORE
Ore is one of the three basic commodities that are traded in the
universe. Ore may be bought/sold at ports for a profit. See Trading
for more info.
ORGANICS
Organics is one of the three basic commodities that are traded in the
universe. Organics may be bought/sold at ports for a profit. See Trading
for more info.
OUTPOST
An outpost is a player-operated port. They were originally started by the
Traders Guild as a means to get more industry to develop, but the
outposts never did gain much popularity. They are pretty much abandoned
now, but some enterprising traders may operate one from time to time.
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PHASER
A phaser is an energy beam weapon which, when used correctly, will destroy
a certain number of fighters. Phaser are fully rechargable and will
completely recharge themselves between attacks. This akes them a very
economical weapons (as opposed to fighters which are destroyed in
attacks).
PLANET
Planets are synthetially created by the use of Genesis devices. Planets
are similar to ports in the respect that they may contain and produce
Equipment, Ore, and Organics, but the products may be taken with out
paying for them. Pl anets remain loyal to thier creater and/or his
team and will not allow other players to take the commodities. Planets
may also contain/produce several defense systems (i.e. fighters, mines)
for protection from invaders.
PORT
A port is an outpost built out in space that trades in the three
comodities, Equipment, Ore, and Organics. Ports usually buy two of the
commodities and sell the third. The galaxy contains several hundred
ports. Trading vessels trade betwseen these ports in order to
make money.
PULSAR BOMB
A pulsar bomb is a nuclear device which does severe damage to a planet.
There are three different ways to pulsar-bomb a planet: 1) Drop the
bomb while located on the planet, 2) Drop the bomb with a pulsar
tube (purchased at Amazing Devices), or 3) Drop the bomb using the
pulsar tubes of a starbase. The pulsar bomb will do 1000 units of
production damage for the first method or 500 units of damage
for the other two.
RENEGADES
The renegades are a band of pirates, mercinaries, and just unrestrained
happy go lucky ships. They are comprised mainly of fighters that have
been lost due to thier owners death. There are also rumors that the
renegades may possess a planet, but nothing is sure.
ROGUE DEVICE
A rogue device is a device that has been produced by the cabal for
use in their ships. They were originally designs by Amazing Devices,
Inc., but were stolen by the cabal and enhanced with their technology to
produce incredible capabilities. See also device.
SCOUT
A scout is a special one fighter battle group. It is used primarily
for determining what is in a sector before going there, or scouting out
a route to make sure it is clear of hostile forces. Scouts will attack
defense forces in sectors, but they will not attack players. They
will also not set off sector mines.
SECTOR
A sector is a fixed amount of space. Sectors are interconnected through
a series of warps leading from sector-to-sector. Sectors comprise
the entire known universe.
SECTOR MINE
A sector mine is a atomic device which sends off an intense
electromagnetic field capable of destroying several hundred fighters.
Sector mines are loyal to their owner and usually will not
attack him or his teammates. Sector mines may also be used to
protect planets and starbases.
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SOL
Sol a port in sector number one which is co-sponsored by both the
traders guild and the federation. Sol sells a variety of weapons
as well as holds, turns, and other miscellanious products. To visit
sol, simply dock at the port in sector one.
STARBASE
A starbase is an incredibly built up version of a planet. It possesses
massive offensive and defensive capabilities as well as enhanced
production and other benefits. Please see the sections on starbases
previous in this document for more information.
TRADING
Trading is the main process of beginning players for accumulating money
in the universe. To trade, follow these simple steps:
1) Find two ports that buy/sell different commodities. (i.e. one
selling equipment and one selling organics)
2) Purchase one commodity at the first port, move to the second,
and sell it. At the second, purchase the other commodity, move
back to the first port, and sell.
3) Repeat #2 several times and you will soon be making a profit.
The more cargo holds a player has, the more inventory he can trade,
and the more profit he can make. Equipment is the most valuable
commodity, followed by organics and ore. Trading in the more
valuable commodities will earn you a higher profit.
TRANSPORT PASS
A transport pass is used at federation transport in sector 4 to allow
the player to transport to any sector in the game. For more information
see Federation Transport.
WARP
A warp is the link which physically connects two sectors of space. Warps
were generated by the federation whith plasma devices (which are just now
becoming available to traders). Warps are the main means of transportation
through the galaxy.
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Limitations
===========
The laws of physics in this 2000 sector universe are as follows:
1) You may only carry as many products as you have holds (make sense?).
2) You may have a maximum of 65,000 holds (is that fair or what?).
3) Each sector may contain only one planet.
4) Each sector may contain only one port, outpost or starbase.
5) Sectors may have up to 8 warps leading to other sectors.
6) You may carry up to 2 billion fighters with your ship (yes, that's two
BILLION!).
7) Each sector, planet or starbase may contain up to 2 billion fighters for
defense (and even that may not be enough!).
8) Planets, outposts and starbases may contain up to 2 billion of each
product.
Please encourage your Sysop to register this game! Many, many hours of
hard work have gone into its creation, and any donation that can be spared will
be greatly appreciated!
By the way, this documentation was originally written by Scott Baker, but
was later edited by Spectre General of SARCASM BBS in Boca Raton, Florida (407)
394-5308.