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TradeWars 2 Release 11
by Chris Sherrick & John Morris
TradeWars was created by Chris Sherrick
Updates are by John Morris
Copyright (c) 1989-1991 by John Morris
All Rights Reserved
For the Latest Tradewars call:
The Abandoned Land
(702)746-1364 Data
(702)746-1365 Data
This is a multi-player game that is a cross between a war game and
a space trading game. Players compete against one another and are even
able to attack and destroy each other. You have a ship that can roam the
universe, from space port to space port trading metals, organics and
equipment to earn credits (money.) Once you've earned some credits, you
can buy fighters or cargo holds. With more cargo holds, you can carry
more merchandise and earn more credits. With fighters, you can attack
and destroy other players' ships and steal cargo holds from them. You
can also defend a space port (or a series of sectors and space ports)
which will give you exclusive trading and make even more credits. The
goal of this game is simple: to control the universe.
GETTING STARTED
All you have to do to play this game is to log on. The computer
will automatically recognize you and enter you in the game if there is
room for you. If there isn't room for you, don't worry. Old players
are often deleted and room should open up in several days. You should
also leave a message for the sysop telling him you want to play because
he might be able to delete an old player before his time to make room
for you. When you start, the computer will give you a ship along with
some cargo holds and some fighters and you will be on your way to
becoming the most powerful person in the universe.
ONCE YOU'RE IN...
Once you're in, the computer will remember everything you do. If
you exit the game in the middle, or even hang up on the game, it will
remember what you did and allow you to continue the next time you
decide to play. You are allowed so many turns a day, and each time you
move from sector to sector or land at a space port, you lose one turn.
Unfortunately, how many turns you've used up is remembered. If someone
has left some fighters to protect the sector, you have to fight off his
fighters before you are allowed to do anything in that sector. You
can also retreat with a chance those fighters will counter-attack.
However, once you're in a sector, you can trade at space ports,
take or leave fighters within the sector to defend it, and even attack
other peoples' ships. Every time you attack someone's ship, they will
know who did it. This also goes for you; if someone destroys your fight-
ers, you will know who did it. So experiment! Feel free to wipe
someone out...they might even return the favor. Start a war!
THE CABAL
You're not alone in the universe. The evil Cabal, a race of
warring creatures, wander around seeking whom they can devour. These
evil warriors dwell in a portion of the known universe and if you are
mighty enough, you can conquer them. The Cabal exist for the sole
purpose to annoy players, but an outstanding Trade Wars player can
actually defeat the Cabal and receive 100,000 points! Also, there is a
bounty on the Cabal: For every Cabal fighter you destroy, you will
receive a set amount of points, and even more Credits! The Cabal take
their fighting seriously, and will occasionally tell you what they think
of you! Beware, these guys are EXTREMELY tough.
ONCE YOU'RE IN A SECTOR Once you're in a sector, there are several
things you can do. The following is a list of available commands:
A - ATTACK
This command allows your fighters to attack another player's ship
in the same sector. When you attack another's ship, the computer will
ask you the number of fighters you want to use. Then the computer will
do the fighting for you. On every attack, someone will lose a fighter,
and there is a 50% chance it will be yours. If you don't lose one, the
other guy will. The computer will keep fighting until either you lose
that many fighters, or you wipe out all the other persons fighters.
Then it will give you a total telling you how good (or bad) you did. It
is possible to lose 500 fighters in one stroke, so be careful with this
one.
If you destroy all the fighters protecting another player's ship,
you can attack the ship and salvage 1/4 of its cargo. One more note, if
you have a kloaking device, and it was on, and you use the A command,
the kloak will be turned off. To re-activate the kloak, use the K
command.
Attacking in an unoccupied sector results in a one turn deduction..
B - BANKING CREDITS
Banking credits are used to buy certain items. They are used to
buy Fighter Factories on planets. They are used to pay the workers in
the factories. You can also buy sector mines with the Banking Credits.
You can withdraw credits from the Bank, with a slight penalty, and your
credits in the bank will earn interest, which changes daily.
C - COMPUTER
Each ship has an on-board computer. It can be called from within
a sector. The computer has Eight functions:
Command (A) -
The sector finder will tell you how to get to any sector you
specify. If you want to know how to get to another sector, run this
program. It will tell you which sectors to take to get to the sector
you want. This will be very useful until you get a map made. After the
computer tells you the route, you will be asked if you wish to input
this course into your Autopilot. If you do input it into the Autopilot,
you computer will take you all the way to the sector you were looking
for, UNLESS something is in your way.
If you have a 'Super Sector Finder' you can choose to find a
completely OPEN route (nothing to block your way) This will avoid
defense forces protecting a sector, but will NOT avoid a mine! This
will, for a reasonable sum, keep you away from the dreaded counter-
attacks when you have to retreat, potentially saving you thousands of
fighters. If you have purchased the 'SSF' then to use it enter Sxxx
(where xxx is the sector to get to) when it asks for the sector number.
Command (F) -
Locate all your dropped fighters. This command will give you a
complete run-down of your fighters, and where they are dropped.
Command (G) -
Another command is the 'Galactic Newspaper' this fine paper keeps
up-to-date tabs on ALL players, and it will let you in on the latest
gossip.
Command (M) -
Read your messages. You can read your messages, and erase
them as you wish.
Command (P) -
The port report will give the quantity of any unprotected port so
you can immediately know where there is some good trading. The computer
will ask you what sector the port is in. Just enter the sector number.
For example, for Sol, enter a '1'. If there isn't a port in that
sector,
or someone is protecting that port with fighters, the computer will
respond with "No information available."
Command (R) -
The ranking routine ranks all the players playing the game. Along-
side the player is his or her value in credits. This includes every-
thing, including fighters dropped in sectors.
Command (S) -
Single Sector Scan. This function will allow you to see what is
in a sector which is one warp away from your current position. You will
be shown a list of the allowable sectors to scan.
Command (T) -
The next function is the Transmit message function. You will be
asked for a 'search string', TEAM, or ALL. For instance if you wanted
to send a message to Maverick, you could input MAV for the search
string. Or you can simply enter the person's full name. If you wish to
send a message to Teammates, just enter the word TEAM when asked who the
message is to. Another way to send a message is to input the string
'ALL' this will send a messages that can be read by all players!
Once you have located the proper player to send the message to, you
will be given a prompt for the subject, and you will have up to 20 lines
for the message (76 chars per line).
If you send a message to a currently active player (he/she is on
another node) they will be notified of the new message!
Command (X) -
Exit the computer.
D - DISPLAY SECTOR
This will give you info about the sector you are in. It will tell
you the sector you are in, the name and class of any ports in the
sector, other players' ships and the number of fighters protecting them,
the number of fighters protecting the sector and who they belong to, and
what sectors the warps lead to. Note the difference between fighters
protecting the sector and the fighters accompanying ships. The fighters
protecting the sector are the ones you have to fight in order to get
into the sector. The fighters accompanying the ships are the ones you
have to destroy to get to the other players' ships (using the 'A'
command).
If you are playing TW on a system you know has several nodes. You
might occasionally see a player with a '*' in front of their name. This
simply means that player is also playing the game at the moment!
Beware! They can attack you just like normal!
F - DEFENSE FORCE
A Defense Force (DF) is a group of fighters which are there to defend
that particular sector. This command allows you to leave, or take the
fighters defending the sector. In almost all cases, you have to be the
owner of the fighters in order to take them. The one exception to that
rule is described below. You will be shown how many total fighters are
available for the DF. Next, you will be asked how many fighters should be
in the Defense Force. Any remaining fighters are put into the fighter
force with your ship. If you have 40 fighters available, and you wish
to have a DF with 25 fighters, you would enter 25. The remaining 15 fighters
would then comprise the fighter force that accompanies your ship. If you
wish to remove the DF, you would enter '0' fighters, and the DF will
disappear. If you are killed, all of your DF's will no longer have a
'commander' and they will become pirates over which you will have no
control!
A DF can have one of several different sets of 'orders'. These orders are
as follows:
REGULAR: A regular DF will allow you, and your team mates (if any) into that
sector. If you do not meet those criteria, you will have to destroy the DF
to gain access to that sector!
ATTACK NONE: Means that this DF will not attack anyone. You figure out the
use of such a DF.
ATTACK ALL: This DF will attack anyone! Except the guy who put the DF
in that sector.
ATTACK PLAYER: This DF will attack only the player it was told to attack.
If you are not the player it is supposed to attack, it will let you in.
ATTACK TEAM: This DF will attack only the members of the team it was told
to attack. If you aren't on that team, you will be allowed in.
TEAM DF: This DF type is similar to the REGULAR DF type, except that any
player which belongs to the specified team may take the fighters! NOTE:
If the team captain dissolves the team to which these fighters belong,
these fighters will become 'Pirates' ie. You lose these fighters.
You are not allowed to leave fighters in sectors 1-7, or any of the
Union Sectors (your SysOp can dictate which sectors are in The Union.)
The Union is a local government, and they don't like having fighters in
their member sectors!
G - GAMBLE
You gamble with credits and have 50-50 odds. Just type G when
you're in a sector. Warning: DON'T BET ALL YOU CREDITS! If you lose
all your credits, and you have empty cargo holds there is nothing you
can do. You just have to wait until someone destroys you. You will be
allowed to Gamble 20 times per session.
I - INFO ABOUT YOUR SHIP
This command will give you information about your ship. It will
tell you the sector you are in, the number of turns left, the number of
fighters in your fleet, the number of cargo holds on your ship and what
they contain, and how many credits you have. ANSI graphics users will
find the Info command is slightly different in this version. To see
how, use the I command!
K - ACTIVATE KLOAKING DEVICE
If you own a kloaking device, and you notice its OFF, you can
activate it with this command. If you are using TW on a multi-line BBS,
you'll have to keep your eyes open for other active players, and if you
see one, get that Kloak up! Every time you use the A)ttack command,
your kloak will be turned off (if it was on). In the past, a kloaking
device was always turned on when you quit for the day. This is no
longer true! You must enable the kloaking device yourself before you
quit.
NOTE: When you log-on, your ship is already equipped with a Kloaking
Device. The only problem is you must buy energy for it to use it.
You get this energy at Class 0 ports.
This device is useful for people who are leaving town for a week,
or is an expensive way to protect your ship overnight. Kloaking
device energy will stay in effect for 15 playing sessions, after this
you must purchase more energy.
NOTE: Your ship is 'invisible' when a sector is displayed, but NOT
when some uses the A)ttack command. So your ship is still vulnerable
if someone decides to take a shot in the dark at you! Also, when you
Attack another player, your kloaking device will be turned off. You
can't attack with the kloaking device on!
L - LAND/CREATE A PLANET
Planets are similar to ports, only they produce everything, and
give their merchandise away instead of bartering with them. If you
<L>and in a sector containing no planets you will be able to Create a
planet. But you will need 10,000 credits to do so. Sounds nice doesn't
it? One thing you should know about planets is what productivity is.
Productivity is how many units that planet produces per 24 hours. You
can increase the productivity (by putting money into a planet). Planets
start with an initial productivity of 1 in ore, organics, and equipment.
The maximum is set by the SysOp of the BBS. I highly recommend leaving
fighters in a sector with a planet in it because your planet can be
destroyed by a persistent player. There is one planet allowed per
sector.
Once you are on a Planet, you will have the option of creating a
Factory. This factory will produce fighters. That is, if you do a number
of things to help it. You must hire workers, pay them, and supply the
Factory with raw materials. The Factory Cash option is used to pay the
workers. Lets say you hire 20 workers at 20 credits a day. You must
then have 400 credits of factory cash to pay the workers every day.
You can have up to 200 workers, and you can pay them up to 500 credits
per day. NOTE: You can have too many workers, and you can also pay them
too much. It is up to you to figure out what the premium configuration is.
If you figure out the 'premium configuration' then you will save credits,
if not, you will lose credits.
If your factory runs out of cash to pay the workers, or if it runs
out of raw materials (Ore, Org, Eqp) it will NOT produce fighters.
Planetary Defense Forces:
Along with a Sector Defense Force, you also have the option of having
a Planetary Defense Force. It works in the exact same way as a Sector DF,
only for a planet. Check the 'F - DEFENSE FORCE' instructions for more
details. You can manipulate this force from the Planet command prompt.
Attacking a planet. You have the capability of destroying a planet.
It isn't easy though! If the planet has a defense force, you must first
defeat it, then you have to destroy all of the planetary production levels.
(All done automatically when you Attack the planet) If you destroy both,
the planet is destroyed!
If you came across a planet which you didn't create, and you put a
defense force there, the player who created the planet can get by your
Defense force without attacking! It is wise to keep a Sector defense force
to keep a player from landing on a planet altogether. The converse is
also a tricky situation. If you created a planet, and some guy comes by
and puts a defense force there, you can use the 'A)ttack planet' option to
destroy the defense force. BUT, if you use too many fighters, you might
also destroy the planet altogether! Be Careful!
M - MOVE
This allows you to move from sector to sector. The Union has
established a web of warps from sector to sector that you can travel
through. Each move takes up one turn and you have a limited number of
turns a day. If you move into a sector with fighters protecting it, you
will have to fight them before you can enter. You can attack or re-
treat. If you retreat, you will return to the sector from which you
came from, but you won't use up another turn. It will cost you one
fighter to retreat and if you don't have one left, there is a 50% chance
you will make it. To move, you may also bypass the M command, and merely
input the sector number at the prompt.
O - GRAPHICS OPTION
If you are playing TW2 from an IBM type computer with EGA or VGA
graphics, and you have a program called 'GGGraph' (pronounced 'Graph' or
'Gee-Graph'), you can use this option to turn on the TW2 graphics/music
mode. You must be running GGGraph on your computer for graphics mode to be
enabled. If you don't have GGGraph, ask your SysOp for the file:
GGG-0100.ZIP
P - PORT
This command allows you to land and trade with space ports, provid-
ing there is one in your sector. Docking at a space port uses up one
turn. When you trade, you trade in units. One unit is enough to fill
one cargo hold aboard your ship. There are three types of merchandise:
ore, organics (org.), and equipment (eqp.) Each port has a class that
determines what it will sell and buy. A class 1 port sells eqp. and
buys everything else. A class 2 port sells organics and buys everything
else, and a class 3 port sells ore and buys everything else. When you
dock, you will haggle over the prices. They will give you an offer, and
you will counter offer. This will continue until either they take your
offer, or decide to go elsewhere to do business. The prices depend on
how much they have or need. The more they have or need, the better the
bargain. Ports produce a limited amount of merchandise a day. If you
can capture one with fighters, don't trade with it for several days and
let the prices get better and better. How much of a bargain varies from
port to port.
Sol-type ports are special cases. It sells fighters, cargo holds,
turns, sector mines, kloaking devices, and super sector finders. When
you buy turns, they are a temporary one shot deal; you buy turns, not
the number of turns allotted per day. The prices of fighters and cargo
holds vary depending on what day of the week it is; you don't haggle
over these prices. Sol is considered a Class '0' port, and its class is
not displayed. Any port which does not display a class number, will
sell the same items as Sol.
If you buy fighters at Sol, and go over the maximum fighters allowed
in the Union, your ship will automatically be ejected out of the Union
by a special Repulsar device. The Repulsars job is to eject you before
you do any harm, and no one exactly knows where you will end up after you
are 'repulsed'. The only thing for sure is you won't be in the Union!
Q - QUIT GAME
This command allows you to quit the game and return to the BBS.
You can also hang up, but I would rather have you simply Quit. It makes
sure that nothing is going to go wrong. If you quit and you haven't
used up all your turns, you can come back later on and continue
with your remaining turns.
R - PROBE
With this command you can scout ahead of you on a certain route, or
it can be used for any reason you can think of! You will be asked which
sector to send the probe to. After it is launched, telemetry will
report back the items it finds along the way. There is 90% chance it
will get back to you...that is, as long as it doesn't run into a hostile
force.
S - SECTOR MINE
If you have bought Sector Mines, you can use this command to place
a mine in the sector you are currently in. These mines are smart. If
you wish, you may make them leave you alone, or allow you and your team
mates to pass through unharmed. It is up to you. If anyone runs into a
Sector Mine, they will lose all of their cargo and a percentage of their
holds. If that person has less than 10 holds THEY DIE!! So, beware!
T - TEAM MENU
Entering T will get you the Team menu. This menu consists of eight
separate functions. If you don't belong to a team, only three options
are visible. At the team menu prompt you can enter:
Command (M) -
Make a Team, you will be asked for a Team password (which will be
needed by other players to join your team). That is all there is to
creating a Team. When you create a team, you become the team captain.
NOTE: when you create a team, you do not need to join it afterwards.
Command (J) -
Join a Team. You will be asked for the Team number you wish to
join, and if a spot is open on that team, you will be asked for the team
password. If you enter the correct password, you are then recorded as a
member of that Team.
Command (X) -
Exit out of team commands.
If you are a member of a team, you will have 5 more functions:
Command (C) -
Transfer Credits. You can transfer your credits to a Team member
(as long as they are in the same sector as yourself). Note: you cannot
transfer credits FROM a team mate to yourself.
Command (F) -
Transfer Fighters. This works in the exact same manner as the
credit transfer function, only with fighters.
Command (S) -
Locate team mates. This will give you a list of Team mates and the
sector they are located in, if any.
Command (T) -
Defense force Transfer. This will let you add to a team-mates
fighters defending a sector. You cannot get these fighters back, unless
your teammate transfers them back to you.
Command (Q) -
Quit a team. You will need to quit a team if you want to create a
new team or join another one. If you are team captain, the whole team
will be disbanded when you quit. NOTE: After you quit a Team, you will
not be allowed to Join or Create a Team until the next day you play.
If you are Team Captain, you have one more function.
Command (R) -
With this command you can remove a player from your team.
? - HELP!
This command will give you a list of the commands you can use.
Z - INSTRUCTIONS
This will reprint these instructions.
OTHER FEATURES:
---------------
While you move through the sectors, there is small chance you will
encounter a COSMIC STORM and be thrown off course. The sector where
you regain control is all up to random chance.
There is a 10% chance that the Cabal will sabotage your ship while
you are away. (They are fiesty little buggers!) If they do sabotage your
ship, you will lose ALL cargo, and 20% of your cargo holds. The Cabal are
well known for their demolition work.
When you choose to retreat from a sector containing enemy
fighters, there is a 50% chance you will be attacked while retreating!
If you are attacked, there is a possibility that you will be killed!
So be careful.
There is a 1 in 500 chance your ship's guidance computer will not
be able to avoid meteors as you move through the sectors. If you happen
to be struck by a meteor, you will lose 10% of your turns because of the
damage it inflicts.
If you attack and kill an entire Cabal group, they will be quite
displeased with you and hunt you down WHILE YOU PLAY! They probably
won't kill you, but they'll want to get at least one attack in!
How to enter commands a little faster:
--------------------------------------
Commands can be stacked on one line. If you want to move to sector
2 from sector 1, you could enter the command: M 2
There are four characters you can use to separate commands. They are:
' ' (space)
',' (comma)
':' (colon)
';' (semi-colon) (any combo of these is okay!)
So, the command: M 3 M 4 P (or) M;3,M:4 P (or) M;3;M;4;P
would move you to sector three, then sector four, then port.
************************************************************************
LASTLY: This official version of TradeWars is not a real easy game to
play. This is purely intentional. It takes a lot of concentration and
thought, but it is more playable than any other door game in existence.
If you are lazy, you won't live long, so be wary and lose yourself in
the sectors as soon as you can. That way, the chances are you will
survive longer to build up your credits, and fighters.
************************************************************************
This is all there is to the game. Play it and have fun!