home *** CD-ROM | disk | FTP | other *** search
Text File | 2000-02-24 | 88.1 KB | 2,069 lines |
- =============================
- Klingon Academy Demo Readme
- =============================
-
- For the latest information on Klingon Academy, please visit our website at:
-
- http://www.interplay.com/klingon
-
-
-
- -------------
- KNOWN ISSUES
- -------------
- We have had problems with some ATI Rage chipset 3D cards. On the problem cards
- the 2D window never closes after a mission is started, making it impossible to
- play the game. There is no known workaround or fix.
-
- On the system tested, the Matrox Productiva G100 hard locks on the main menu.
- There is no known workaround or fix.
-
- The following cards had problems with polys dropping out of the ship models
- during combat:
-
- Diamond Stealth II G460
- Trident3D *
- ATI 3D Rage Pro *
-
- * Note: These cards as tested were below the 8MB minimum video memory
- specification for Klingon Academy. These issues may not be present in cards
- that utilize the same chipset but meet the 8MB video card memory requirements.
-
- On the Matrox G400, there is a minor graphics problem where the mouse cursor
- appears as a black box during certain in-game dialog sequences. Also, there may
- be some white dots that appear on the screen in the 3D game window.
-
- The art for the Damage Control Station indicates the Repair Macros are linked to
- the F9 - F12 Keys. This is incorrect. Due to a conflict in the game code the
- F9 - F12 Keys do not function in the solo player game.
-
- On rare occasions, the AI appears to shut off.
-
- In Demo Mission 1, it has happened on occassion that you complete the "Destroy
- All Romulans" objective but the mission does not end. There is a workaround.
- If your First Officer does not report that "All enemy resistance has been
- eliminated." several seconds after the destruction of the Romulan command
- cruiser, press ESC to go to the in-game menu, click on CONTINUE. This should
- trigger the ending movie for the mission.
-
-
-
-
- -----------------------
- Last Minute Notes:
- -----------------------
-
- * This interactive demo is intended as a stand-alone, solo-play version of
- Klingon Academy with the following features:
-
- Quick battle scenario editor with two different ships and four star
- systems featuring 3 different terrains.
-
- 2 demo-only solo-play missions. These missions were created solely for
- this interactive-demo, and are considered to be 'reduced' from the full
- version.
-
- Quickstart tutorial teaching the basics of commanding warships in
- Klingon Academy.
-
-
- * Quick battle and the solo-play missions are designed and balanced for
- varying difficulty. Quick battle (when the player commands the Klingon
- battlecruiser) is the easiest battle scenario when the odds are even. Demo
- mission #1, "Incursion", is the next hardest, providing a medium-grade challenge
- at a default difficulty setting. Finally, Demo mission #2, "A Dish Best Served
- Cold", is the hardest. It is designed to provide a tough challenge on the lowest
- difficulty setting, and an extremely tough challenge at the hardest difficulty
- setting. For tips and clues for any of the above scenarios, check the Klingon
- Academy questions forum at: http://feedback.interplay.com/klingon/
-
- * There will be a multiplayer version of this demo approximately 30 days
- after the release of the solo play only version.
-
-
-
- -----------------------
- Full Version Features
- -----------------------
-
- This is the Demo release of Klingon Academy. The full version of Klingon
- Academy will feature the following:
-
- Epic Story - Star Trek Klingon Academy is a prequel to Star Trek VI: The
- Undiscovered Country, reprising Christopher Plummer as General Chang and David
- Warner as Chancellor Gorkon.
-
- All New 3D Engine - Stunning visuals and dramatic lighting effects create a
- realistic 3D universe to explore and conquer.
-
- Solo Play Campaign - 25 action packed missions put you in the middle of all out
- war.
-
- Multiplayer Gaming -Blow your friends out of the stars via the Internet in a
- Deathmatch, or join with them to defend the Empire in Cooperative missions.
-
- 3D Interactive Space Terrain - Fight in dense nebulae clouds that disrupt sensor
- data, maneuver through Saturn's rings, and battle within the accretion disk of a
- black hole.
-
- Command Capital Ships - Command a variety of warships: from the relatively
- diminutive 'B'rel' class of Bird-of-Prey, to the enormous 'Accuser' class
- Dreadnought nearly 3 times the length of the Enterprise!
-
- Innovative Gunnery Chair - Control all your ships' weapons (forward, port,
- starboard, and aft) while your helmsman maneuvers your warship into position.
-
- Cinematic-Quality Ship Detail - Blow apart an opponent's hull to reveal
- individually burning decks. Lights flicker as electrical power is disrupted.
- Plasma belches from twisted and mangled warp nacelles. Scorch marks show the
- scars of battle.
-
- Over 40 Warships New to the Star Trek Universe - Be the first to battle with
- never-before-seen ships from the Federation, Klingon, Romulan, Tholian, and Gorn
- races-as well as that of a new race, the Sha'kurians.
-
- 10 New Weapon Systems - Defend the Empire with new weapons technology such as
- the Antimatter Field Projector Device, the Frequency Modulated Particle
- Accelerator Cannon, and even the dreaded Assault Phaser!
-
-
- =================
- TABLE OF CONTENTS
- =================
- 1.0 System Requirements
- 2.0 Main Menu
- 2.1 Simulator
- 2.2 Quick Battle
- 2.3 Options
- 2.3.1 Audio
- 2.3.2 Video
- 2.3.3 Game Settings
- 2.3.4 Controls
- 2.3.4.1 Use Joystick
- 2.3.4.2 Calibrate
- 2.3.4.3 Keyboard
- 3.0 Game Basics
- 3.1 Interfaces
- 3.1.1 Head Up Display (HUD)
- 3.1.1.1 Target Analysis (Starships)
- 3.1.1.2 Target Analysis (Planets)
- 3.1.1.3 Ship Status
- 3.1.1.4 Multifunction Display
- 3.1.1.5 Target Aspect Angle
- 3.1.1.6 Sensor (Radar) Display
- 3.1.1.7 Miscellaneous HUD Indicators
- 3.1.1.8 Emergency Maneuvers
- 3.1.2 Gunnery Chair
- 3.1.3 Engineering
- 3.1.3.1 Master Power Grid
- 3.1.3.2 Power Distribution Display
- 3.1.3.3 Power Allocation Orders
- 3.1.3.4 Self Destruct
- 3.1.4 Damage Control
- 3.1.4.1 Damage Control Board
- 3.1.4.2 Power Allocation Slider
- 3.1.4.3 Repair Orders
- 3.1.5 Helm
- 3.1.5.1 Sector / System Map Display
- 3.1.5.2 Mission List
- 3.1.5.3 Sector / System List
- 3.1.5.4 Warp Throttle
- 3.1.5.5 Impulse Throttle
- 3.1.5.6 Current Location Information Window
- 3.1.5.7 Plot Course Window
- 3.1.5.8 Helm Orders
- 3.1.5.9 Mission Clock
- 3.1.5.10 Engage
- 3.1.6 Medical
- 3.1.7 Pull-Down Menu
- 3.1.8 Verbal Orders System (VOS)
- 3.1.9 ESC Menu
- 4.0 Weapons Descriptions
- 4.1 Assault Phasers
- 4.2 Cloaking Device
- 4.3 Disruptor Banks
- 4.4 Frequency-Modulated Meson Particle Accelerator (FMPA)
- 4.5 Gorn Plasma Torpedo
- 4.6 Gravimetric Harmonic Resonance Cannon (GHRC)
- 4.7 Graviton Density Distortion Sphere (GDDS)
- 4.8 Phase-Induced Bipolar Compression Disruptor
- 4.9 Phaser Banks
- 4.10 Photon Torpedoes
- 4.11 Trilithium Depleted Photon Torpedoes
- 4.12 Romulan Heavy, Medium and Light Plasma Torpedoes
- 5.0 Starships
- 5.1 Klingon Vessels
- 5.1.1 Emperor Class Heavy Battlecruiser
- 5.1.2 K'T'inga Class Cruiser (D7)
- 5.1.3 B'Rel Class Escort
- 5.2 Federation Vessels
- 5.2.1 Excelsior Class Heavy Battlecruiser
- 5.2.2 Akula Class Destroyer
- 5.2.3 Clydesdale Class Tanker
- 5.3 Romulan Vessels
- 5.3.1 Senator Class Command Cruiser
- 5.3.2 Centurion Class Cruiser
- 5.4 Gorn Vessels
- 5.4.1 Euromastyx Class Cruiser
- 5.4.2 Anaconda Class Destroyer
- 5.4.3 King Snake Class Frigate
- 6.0 Space Terrain
- 6.1 Stars
- 6.2 Planets
- 6.3 Gas Giants
- 6.4 Planetary Rings
- 7.0 Customer Service
- 8.0 Legal Information / Software License
-
-
- =======================
- 1.0 SYSTEM REQUIREMENTS
- =======================
- To play Star Trek(tm): Klingon Academy(tm) you must meet or exceed the following
- system requirements.
-
- Windows(r) 95 or later
- Pentium II(r) 233MHz or better
- 64MB of RAM or better
- 4x CD-ROM drive or faster
- 300MB of Hard Drive space
- DirectX(r) compliant 3D accelerator card w/ 8MB of RAM
- DirectSound(r) compliant sound card
- Microsoft compatible mouse
- Direct X 7.0 or later
-
-
- =============
- 2.0 MAIN MENU
- =============
- NEW GAME
- This will allow you to start a brand new game of Klingon Academy(tm).
-
- LOAD GAME
- This option is disabled in the demo.
-
- SIMULATOR
- Clicking this will take you to the simulator screen from where you can play any
- of the training missions at any time, or replay any of the single-player
- missions that have been successfully completed.
-
- MULTIPLAYER
- This option is disabled in the demo.
-
- OPTIONS
- This will take you to the Options menu where you can configure your Audio and
- Video settings, configure your controllers, or set up your in-game preferences.
-
- VIEW INTRO
- This option is disabled in the demo.
-
- CREDITS
- This button will let you view the game credits, so you can see the names of
- everybody who worked hard to bring you this game.
-
- QUIT
- Clicking this will exit the game. Confirmation will be asked for before the
- game quits.
-
-
- -------------
- 2.1 SIMULATOR
- -------------
- This button brings up the Simulator scroll box and load button.
-
- MISSION SCROLL BOX
- This scroll box initially lists only the training missions, and then each solo
- player mission is added to list as it is completed.
-
- LOAD
- Launches the currently selected mission.
-
-
- ----------------
- 2.2 QUICK BATTLE
- ----------------
- SYSTEM
- This scroll box displays the various star systems and terrains that a Quick
- Battle can take place in. Highlight the system that you wish to play in.
-
- SHIPS
- This scroll box contains a list of all ships available for Quick Battle.
-
- TEAMS
- There are two Team Windows, which display up to 4 ships each. The first ship in
- Team 1 is your ship; the AI controls all other ships. All other ships on Team 1
- are assigned to you as wingmen. Next to each Team Window there is a pair of
- buttons labeled ADD and REM. The ADD button will add the highlighted ship in
- the Ships scroll box to the Team Window the button is next to. The REM button
- will remove the highlighted ship in the Team Window the button is next to.
-
- PLAY
- Clicking this button accepts all the settings and starts the Quick Battle.
-
- CANCEL
- This button returns you to the Main Menu.
-
-
- ----------------
- 2.3 OPTIONS MENU
- ----------------
-
- 2.3.1 AUDIO
- -----------
- CREW REPORTS ENABLED
- This checkbox toggles the audio for the in-game crew reports on and off.
-
- VERBAL ORDERS ENABLED
- This checkbox toggles the audio for the Verbal Orders System on and off.
-
- MUSIC ENABLED
- This checkbox toggles the in-game music on and off.
-
- NUMBER OF SOUND CHANNELS
- These radio buttons allow you to adjust the number of sounds that can play
- simultaneously to better suit the performance ability of your computer system.
-
- SOUND QUALITY
- These radio buttons allow you to adjust the detail level of the sound to better
- suit the performance ability of your computer system. Lower detail levels will
- omit some sounds or replace some sounds with others. For example, at LOW level
- the Heavy Photon sound effect is replaced with the regular Photon Torpedo sound
- effect to save system resources.
-
- SOUND EFFECTS VOLUME
- This slider adjusts the volume of the in-game sound effects
-
- MUSIC VOLUME
- This slider adjusts the volume of the in-game music.
-
- MOVIE VOLUME
- This slider adjusts the volume of the full motion video movies.
-
- VOICE OVER VOLUME
- This slider adjusts the volume of the in-game voice over such as crew reports
- and verbal orders.
-
-
- 2.3.2 VIDEO
- -----------
- This submenu allows you to adjust the video settings for Klingon Academy(tm), to
- increase graphic detail or decrease it to improve performance.
-
- EXPLOSION LIGHTING
- This toggles the light casting from explosions on and off.
-
- HIGH-DETAIL STARFIELD
- This toggles the high detail star field on and off.
-
- TEXTURE DETAIL LEVEL
- This slider will adjust the starting resolution of the textures. Lower settings
- will free up resources on the system and the 3D cards.
-
- STARSHIP LEVEL OF DETAIL
- This slider will adjust the range from the camera at which starships will switch
- detail levels.
-
- TEXTURE RESOLUTION SCALE
- This slider will adjust the range from the camera at which the textures begin to
- MIP.
-
- EJECTED DEBRIS VOLUME
- This slider will adjust the amount of debris ejected from starship damage areas.
-
- EXPLOSION VARIETY
- This slider will adjust the number of different explosion animations loaded into
- memory.
-
-
- 2.3.3 GAME SETTINGS
- -------------------
- AUTO TARGETING / MANUAL TARGETING
- These radio buttons toggle automatic and player initiated enemy target
- selection.
-
- DIFFICULTY
- This slider will adjust a variety of factors to increase or decrease the
- efficiency of the AI.
-
- GAME SPEED
- This slider will increase or decrease the overall speed of game play.
-
- PADLOCK GUNNERY MODE / DUAL CONTROL GUNNERY MODE
- These radio buttons toggle between Padlock Gunnery Mode and Dual Control Gunnery
- Mode.
-
- PADLOCK GUNNERY MODE
- This gunnery mode locks the gunnery chair camera onto the target. If the Helm
- AI orders are set to Maintain Course, you can continue to fly the ship and your
- triggers will fire the weapons of the arc that the target is currently in,
- otherwise the AI flies the ship.
-
- DUAL CONTROL GUNNERY MODE
- This gunnery mode allows the player to continue to fly the ship with the
- keyboard while rotating the chair with the joystick. Your triggers will fire
- the weapons of the arc that you are currently in control of.
-
-
- 2.3.4 CONTROLS
- --------------
- 2.3.4.1 USE JOYSTICK
- Click this check box if you wish to use a joystick to control your vessel.
-
- 2.3.4.2 CALIBRATE
- Click this button and follow the instructions above the calibration crosshairs
- to calibrate your joystick for use with
- Klingon Academy(tm).
-
- 2.3.4.3 KEYBOARD
- On this submenu, you may re-map hot key functions of the keyboard and the
- joystick to better suit your style of play.
-
- DEFAULTS
- Clicking this button will return all hot-key functions and joystick button
- assignments to the default settings.
-
- DEFAULT KEYS
- Cancel Movie or Esc Menu ESC
- Power Macros F1 - F8
- Verbal Orders 1 - 9 and keypad 1 - 9
- Back Out of Verbal Order 0 and keypad 0
- Accelerate (Impulse Increment) ]
- Decelerate (Impulse Increment) [
- Full Reverse \
- Match Speed =
- All Stop (Impulse) '
- Warp to Target W
- Emergency Full Turn P
- Emergency Full Stop O
- Emergency Full Reverse I
- Launch Probe L
- Scan Target ;
- Cycle through Sensor Ranges K
- Gunnery Mode / HUD Toggle G
- Lock Target Q
- Next Target A
- Previous Target S
- Nearest Enemy D
- Select Object in Reticle F
- Cycle Target Lists '
- Fire Primary Weapon Left Alt
- Fire Secondary Weapon Left Ctrl
- Fire Heavy Weapon "Space"
- Fire Advanced Weapon Left Shift
- Flight Controls Arrow keys
- Roll to Port Delete
- Roll to Starboard Page down
- Tractor Beam (activate / deactivate) T
- Cloak (activate / deactivate) C
- Exterior view (hat or arrow keys rotate) M
- External View Zoom In N
- External View Zoom Out B
-
- RETURN
- This accepts and changes and returns you to the Controls submenu.
-
-
- 2.3.5 HUD OPTIONS
- -----------------
- HUD CONFIGURATION
- This collection of check boxes allows you to activate or deactivate various
- sections of the full-screen HUD display.
-
- Picture In Picture
- Radar
- Multi-display
- Player Damage
- Target Damage
- Verbal Orders
- Target Reticle
- Gunnery Chair Radar
-
- SUBTARGETING BRACKETS
- This check box toggles the subsystem targeting indicator boxes on and off.
-
- INTERFACE SLOWDOWN
- In the single player game, the engine has the capacity to slow down time by a
- factor of five while you are using a ship Station interface. This check box
- toggles this time slow down on or off.
-
- HUD TRANSLUCENCY
- This slider will adjust the translucency of the HUD gauge background polygons to
- aid text readability in some terrains.
-
-
- 2.3.6 RETURN
- ------------
- This takes you back to the main menu.
-
-
- ===============
- 3.0 GAME BASICS
- ===============
-
- --------------
- 3.1 INTERFACES
- --------------
-
- 3.1.1 Head Up Display (HUD)
- ---------------------------
-
- 3.1.1.1 TARGET ANALYSIS (STARSHIPS)
- When you target an enemy vessel and have sufficient sensor efficiency, the
- information in this display will fill in, the higher the sensor efficiency, the
- more information that is displayed.
-
- CLASS/NAME DISPLAY
- Depending upon the sensor efficiency this field may read "Unknown", or list the
- class of the vessel, or even the specific name of the vessel.
-
- WIRE FRAME
- This is a graphical representation of the targeted starship, and is a general
- indicator of its hull integrity. As the target is damaged, this wire frame gets
- darker and darker. When the target is nearing destruction, it will begin to
- flash. Ships that are lifeless hulks display as dark gray.
-
- SHIELD INDICATORS
- These represent the strength of the various shield facings of the target. The
- number is the shield strength of the target expressed as a percentage. The
- remainder is a graphical representation of relative strength. These indicators
- darken as the shields get damaged, then begin flashing just before they drop.
- Downed shield facings display nothing. The sections surrounding the wire frame
- represent the forward, aft, port, and starboard shields. There are two segments
- represented by half circles. The upper half-circle is the dorsal, or top
- shield, the lower half-circle is the ventral, or bottom shield.
-
- ARMED STATUS
- This indicator appears if the target vessel's weapons are armed.
-
- ECM INDICATOR
- This indicator appears if the target vessel has activated ECM.
-
- EXTERNAL SYSTEMS STATUS
- This is a list of the systems on the target vessel that can be directly targeted
- by your ship's weapons.
-
- DISTANCE TO TARGET
- This shows the distance to target.
-
- TARGET SPEED
- This shows the speed that the target is traveling at. A negative number
- indicates the target is moving in reverse.
-
-
- 3.1.1.2 TARGET ANALYSIS (PLANETS)
- NAME DISPLAY
- Depending upon the sensor efficiency this field may read "Unknown" or list the
- name of the planet.
-
- DISTANCE TO PLANET SURFACE
- This shows the distance to the surface of the planet.
-
- PLANETARY INFORMATION/SUBTARGETS
- This shows any library data known about the planet, or displays any targets of
- interest on the planet's surface.
-
-
- 3.1.1.3 SHIP STATUS
- This shows the pertinent information about your own vessel.
-
- NAME DISPLAY
- This is the name of your vessel.
-
- EXTERNAL SYSTEMS STATUS
- This is a list of the systems on the your vessel that can be directly targeted
- by an enemy ship's weapons.
-
- WIRE FRAME
- This is a graphical representation of the your starship, and is a general
- indicator of its hull integrity. As the target is damaged, this wire frame gets
- darker and darker. When your ship is nearing destruction, it will begin to
- flash.
-
- SHIELD INDICATORS
- These represent the strength of the various shield facings of your ship. The
- number is the shield strength of the target expressed as a percentage. The
- remainder is a graphical representation of relative strength. These indicators
- darken as the shields get damaged, then begin flashing just before they drop.
- Downed shield facings display nothing. The sections surrounding the wire frame
- represent the forward, aft, port, and starboard shields. There are two segments
- represented by half circles. The upper half-circle is the dorsal, or top
- shield, the lower half-circle is the ventral, or bottom shield.
-
- TRACTOR BEAM INDICATOR
- This indicator appears when the tractor beam is receiving power. The indicator
- brightens as the tractor beam charges up, and becomes bright red when full
- charged. If the target vessel is within tractor beam range the indicator turns
- yellow. When the tractor beam is on, the indicator will flash.
-
- CURRENT SPEED
- This displays your current speed as a numerical value. Negative speeds indicate
- traveling in reverse.
-
- IMPULSE THROTTLE
- The impulse throttle is made up of several parts. The triangular pip on the top
- indicated your desired speed. The meter fills in with yellow indicating your
- current speed. The triangular pip on the bottom indicates the maximum speed
- attainable with the power currently allocated to impulse movement.
-
- WEAPONS INDICATORS
- Here, icons represent all weapons in the forward arc of your starship. Each
- type of weapon gets a different icon, and each weapon tube or emitter gets its
- own icon. For example, if a ship has 2 photon torpedoes tubes, there would be
- two icons of the same type here, the type representing the fact that they are
- photon torpedo tubes and the number indicating there are two separate launchers.
- As the weapons charge up, the icons get brighter. When fired, the icons go dark
- and then brighten up as they recharge. If the target is capable of being hit by
- an individual weapon, the icon turns green. Destroyed weapons show up as dark
- gray.
-
-
- 3.1.1.4 MULTIFUNCTION DISPLAY
- The Multifunction Display can be configured to show a variety of information.
- Only one function can be active at any given time.
-
- MISSION OBJECTIVES
- This function will display the current mission objectives and their completion
- status.
-
- MISSION CLOCK
- This indicates how much time is left for you to complete your mission. If you
- do not check in at the mission rendezvous point before the timer expires your
- mission is a failure. In the Academy, you face dismissal from the
- Academy. In actual service, you may face demotion...or worse.
-
-
- 3.1.1.5 TARGET ASPECT ANGLE
- This window displays a real-time rendered full color model of the target vessel.
- This window shows the target's aspect angle relative to your own as well as
- visible damage.
-
-
- 3.1.1.6 SENSOR (RADAR) DISPLAY
- This display shows the currently selected radar display. A single letter is
- listed below the sensor display indicating the range setting of the sensors.
- In all modes, known enemy vessels will appear as red dots, friendly vessels will
- appear as green dots, and unidentified vessels will appear as gray dots, and
- heavenly bodies will appear as gray dots. Ships that are detected while cloaked
- will appear as a blinking white dot.
-
- ELLIPTICAL RADAR
- The sensor display is divided into four quadrants, indicating forward, aft or
- rear, port or left, and starboard or right. Any given blip will be located in
- one of these quadrants indicating what side of your ship it is on. A blip may
- be attached to a stick, if the blip is attached to the top of the stick it is
- above you, if it is on the bottom of the stick it is below you. The length of
- the stick is an indication of how far above or below you the blip is. Blips
- with no stick are level with your ship.
-
- FORE / AFT BORE-SIGHT
- The sensor display consists of two circles, one depicting all vessels in front
- of the player's ship, and the other depicting all vessels behind the ship.
- Objects above, below or on the sides of the player's ship appear at the outer
- edges of the displays. If this mode is selected, the aft display is located in
- the upper left corner of the HUD while the forward display remains in the upper
- right. The target aspect angle display moves to the upper center of the HUD.
-
- TARGETED SHIP INDICATOR
- When you target an object, a target indicator is placed upon that object's
- graphic. This indicator is composed of three arrows. When you lock the
- targeted object, the three arrows become outlined. The arrows making up the
- targeting indicator are yellow-orange if the enemy is outside of primary weapon
- range, dark red if the enemy is within primary weapons range, and bright red if
- within range of the secondary weapons.
-
-
- 3.1.1.7 MISCELLANEOUS HUD INDICATORS
- TARGETING RETICLE
- The targeting reticle indicates the direction of travel for the starship as well
- as the aiming point if in manual targeting mode.
-
- TARGET DIRECTION INDICATOR
- A small red triangle moves around the targeting reticule that always points to
- the center of the Targeted Ship Indicator, indicating which direction you should
- turn to acquire the target.
-
- TRACTOR BEAM DIRECTION INDICATORS
- Similar to the Target Direction Indicator, a small triangle moves around the
- targeting reticule indicating the direction of a tractor link. If you
- established the tractor link, the triangle is blue color. If you are being
- tractored, the triangle is yellow. These indicators indicate which direction
- you should turn to face the target of your tractor beam in the case of a blue
- triangle, or to face the enemy that has you in a tractor beam of their own.
-
- MAGNIFICATION INDICATOR
- Near the targeting reticule, a small text readout will appear of the
- magnification of the main view screen is set to any level other than normal.
-
-
- 3.1.1.8 EMERGENCY MANEUVERS
- Through the VOS or via hotkeys you can send an immediate command to the Helmsman
- to perform a dangerous emergency maneuver. By pressing Emergency Full Turn, the
- ship will be allowed to make sharp turns in excess of its design specifications.
- By pressing Emergency Full Stop, the ship will come to a complete stop very
- quickly and will transfer movement power to shields. By pressing Emergency Full
- Reverse, the ship will almost immediately stop and begin accelerating in
- reverse. All of these emergency maneuvers place a significant strain of the
- ship's superstructure and engines, and may cause a breakdown to occur.
-
-
- 3.1.2 GUNNERY CHAIR
- -------------------
- The gunnery chair allows you to take command of the various weapons arcs of your
- starship. Depending upon your gunnery mode, you may rotate the gunnery chair or
- have the chair automatically adjust to bring your weapons to bear on enemies on
- all sides; port, starboard, and aft as well as forward. (See section 2.3.3) The
- interface of the Gunnery Chair is mostly identical to the Head Up Display (HUD)
- with the omission of the Target Aspect Angle Display (Picture in Picture) and
- the conversion of the standard radar into the Gunnery Radar or Strip Radar.
-
- GUNNERY RADAR DISPLAY (STRIP RADAR)
- The Gunnery Radar is divided into five sections. The center section defines the
- area of the forward weapons arc. To the left of the forward weapons arc is the
- area of the port arc. To the right of the forward weapons arc is the starboard
- arc segment. The two small sections at the extreme left and right of the strip
- represent the aft arc. The small rectangular box represents the area you are
- currently viewing. The thick dashed line running horizontally through the radar
- strip represents the horizontal plane of your ship. Targets above this line are
- above your ship, and targets below the line are below your ship as well. The
- thinner dashed lines above and below the horizontal centerline indicate the
- maximum elevation/depression of the gunnery chair. As in the HUD radar modes,
- known enemy vessels will appear as red dots, friendly vessels will appear as
- blue dots, and unidentified vessels will appear as gray dots, and heavenly
- bodies will appear as gray dots or circles. Ships that are detected while
- cloaked will appear as a blinking white dot.
-
- WEAPONS INDICATORS
- Below each arc segment of the Gunnery Radar are icons that represent all weapons
- in the arc section above them. Each type of weapon gets a different icon, and
- each weapon tube or emitter gets its own icon. For example, if a ship has 2
- photon torpedoes tubes, there would be two icons of the same type here, the type
- representing the fact that they are photon torpedo tubes and the number
- indicating there are two separate launchers. As the weapons charge up, the
- icons get brighter. When fired, the icons go dark and then brighten up as they
- recharge. If the target is capable of being hit by an individual weapon, the
- icon turns green. Destroyed weapons show up as dark gray.
-
-
- 3.1.3 ENGINEERING
- -----------------
- The Engineering Screen is the master power grid for the starship. The power
- controls from every officer's station (interface screen) are duplicated here so
- you can more effectively manage his ship's power. From this screen the player
- can review his starship's overall power allocation at a glance, and can prepare
- power allocation macros that will redirect power to all ship stations with a
- single keystroke or verbal order.
-
- 3.1.3.1 MASTER POWER GRID
- POWER ALLOCATION CONTROLS
- By using power controls you can indicate how much power you want a system to
- receive. There are four types of power controls used on the different bridge
- stations. The control utilized by most systems is the power booster. The power
- booster control consists of an "On / Off" button followed by a slider and an
- efficiency percentage. Pressing the On button will allocate the minimum amount
- of power necessary to activate the system. Once activated, the efficiency
- percentage for the system will be displayed. Damage, crew experience and
- staffing level, elite officers can modify the efficiency of a system, and the
- amount of power allocated to the system. The efficiency of the Sensor, Tractor
- Beam and Transporter systems are further modified by the following factors
- external to the ship: range to the currently selected target, ECM of that target
- and terrain effects. Once a system has been turned on, you may increase the
- effective efficiency of the system by using the slider to allocate more power to
- that system. The slider range is from 1 unit of power up to 50% of the ship's
- original total power output. The impact of additional power to a system's
- effective efficiency is determined by a formula unique to each system. By
- experimentation you can figure out how power affects each system.
-
- The control utilized in Helm section consists of a power slider with the
- markings of a throttle gage. Moving the slider along these gages will allocate
- the necessary power to move at the indicated speed. The control utilized in the
- Medical section consists of an on / off button followed by a three position
- toggle switch and an efficiency percentage. The toggle switch will alternate
- between "Standby," "Medical Alert" and "Emergency." Once activated, sickbay
- will automatically stabilize the condition of any current casualties and reduce
- the number of incoming casualties. All levels of medical power will heal crew
- during the time spent in warp travel, but at the higher the levels more crew
- will be returned to active duty upon arrival at your warp destination. In the
- Weapons section are controls for the tractor beam, cloaking device, shields and
- all weapons systems. Of these, the tractor beam utilizes the power booster
- control described above, and the cloaking device is controlled by a single on /
- off switch. The cloaking device switch will engage the cloak and automatically
- divert power from systems that will not function while cloaked, such as ECM,
- Tractor Beam, and Shields. The ship's shields and weapon systems are each
- controlled by an on / off button next to a small triangular button and a row of
- LED lights. Shields and weapons aboard a starship are grouped into banks, with
- a single bank for each firing arc. The row of LED lights indicate that status
- of each bank of that system, yellow representing basic charge, orange
- representing a weapon overloaded or a shield reinforced up to 150%, and red
- representing a weapon overloaded or a shield reinforced over 150%. If a bank is
- not powered no indicator will display. Pressing the small triangular button
- next to the resource will replace the LED lights with a Bank Preferences window.
- Within this window, the player may elect to turn off or overload an individual
- bank. Listed within the window will be the name of each bank (arc) and a button
- that cycles between three settings: off, charge, and overload. When this button
- is set to the overload position, a second button will appear which will cycle
- between the following overload settings: 125%, 150%, 175%, and 200% (for shields
- this represents reinforcement). Pressing the On button for shields or a weapon
- system will activate all banks.
-
- POWER ALLOCATION PRIORITIES
- To the right of each control on the Engineering screen is the system's priority
- number. You may assign a priority level to a given system by clicking on the up
- or down buttons next to the priority number. By assigning a priority number to
- a system, you indicate the order you would like each system to receive power in
- case of a power shortage. Systems with a low allocation number (such as 1) will
- receive power before resources with larger numbers. The priority assigned to a
- resource must be between 1 and 9. Multiple resources may share the same
- priority value.
-
- POWER LOSS
- Should the ship be damaged and its reactor output reduced, the Chief Engineer
- will use the Priorities given by the player to decide which resources to shut
- down, and which resources to keep powered. When power is later restored or made
- available when the player shuts down a resource (or it gets blown up), the Chief
- Engineer will attempt to utilize the newly available power to replenish
- resources he previously had to shut down.
-
-
- 3.1.3.2 POWER DISTRIBUTION DISPLAY
- This display shows the distribution of power aboard your starship. It is
- divided into two sections, the Available Reserve Power section and the Power
- Consumption section. As power is consumed, the Available Reserve display drains
- and the Power Consumption display fills. As power is made available, the Power
- Consumption display drains and the Available Reserve display fills. The sum of
- both sides is equal to the total power output of the starship.
-
- AVAILABLE RESERVE POWER
- The Available Reserve Power meter provides a general indication of how much
- power is immediately available for use without diverting power from other
- resources as well as an indication of how much of that power is coming from what
- power generator. The meter appears as a stack of colored triangles. The
- triangles come in three colors: yellow for warp, red/orange for impulse, and
- dark red for auxiliary. As power is allocated to ship resources, these colored
- triangles will drain.
-
- POWER CONSUMPTION
- This meter indicates what percentage of the current reactor output is being
- consumed by three groups of systems: movement (helm), weapons, and operations
- (all other stations). The meter appears as a stack of colored triangles. The
- triangles come in three colors: yellow for movement, red/orange for operations,
- and dark red for weapons. As power is allocated to ship resources, these
- colored triangles will drain.
-
-
- 3.1.3.3 POWER ALLOCATION ORDERS
- The Power Allocation Orders section is where you can save power allocation /
- priority settings as a macro that can be called up at the touch of a button. To
- save the ship's current power allocation setting, you need only push the save
- button followed by the macro number he would like to save it as. The save
- button will remain depressed and lit until you select the macro number to save
- it as. By clicking on the macro name you can change the name of the macro.
-
-
- 3.1.3.4 SELF DESTRUCT
- On the Engineering screen, there is a pair of sliding covers surrounded by a red
- outline. Clicking on these covers will cause them to open, revealing the self-
- destruct button beneath. The panel will close automatically should you choose
- to reconsider your decision. Pressing the self-destruct button begins an
- irreversible ten-second counter after which the ship will explode. A ship
- cannot self-destruct if its warp core has been ejected or its warp engines are
- totally destroyed. Because of the power needed to initiate a sufficient core
- breach, the cloaking device of a self-destructing ship will automatically
- deactivate.
-
-
- 3.1.4 DAMAGE CONTROL
- --------------------
-
- 3.1.4.1 DAMAGE CONTROL BOARD
- SYSTEMS
- This column is a list of all the systems aboard the ship that can be damaged and
- that might require repairs at some point.
-
- EFFICIENCY RATING
- The percentage given for each resource is a measure its damage status, with 100%
- being fully functional. Next to the percentage is a one-word description,
- summing up roughly how damaged that particular system is. These are in
- ascending order from the worst: Destroyed, Extensive, Critical, Heavy, and
- Minor. Undamaged systems simply show a dash. Occasionally this description is
- replaced with a button labeled "Bank". This is a Banked system and is discussed
- in the Banked Systems section below.
-
- PRIORITY SLIDERS
- These sliders are used to divide up the resources given to damage control among
- the various ship systems. Each slider represents up to 25% of damage control
- resources, meaning that at no time may you have more than 4 sliders set to
- maximum. If the slider is set all the way to the left, or at 0, the system will
- never receive any repairs. If you increase one slider, all other sliders will
- decrease automatically. To prevent this automatic decrease, you may lock in the
- resource allocation level by clicking on the lock button next to the slider you
- wish to lock. If a system is fully repaired, the resources given to it are
- automatically redistributed to the systems that are still damaged. This
- eliminates wasted resources, and some micromanagement.
-
- BANKED SYSTEMS
- Some damage control sliders, such as those for shields and weapons do not
- represent a single resource, but a bank of resources. In these cases, the
- Efficiency Rating represents the average efficiency of all resources within the
- bank and the total repair time provided is the sum of the repair times for all
- resources in the bank. By pressing the Bank Button, the window on the lower
- right will display the repair status, priority sliders, and total repair times
- for each system in the bank.
-
- TOTAL REPAIR TIME
- This column displays estimates of the time required for the systems to be fully
- repaired. Undamaged systems display a dash.
-
- PERMANENT DAMAGE
- Occasionally a system will suffer some damage that cannot be repaired fully in
- the field. This is especially true in cases where a portion of the ship has
- been blown off or gutted out, such as the loss of a weapon tube or a warp
- nacelle. In this event, when the system is repaired as much as possible, the
- Total Repair Time field is replaced with word MAX, indicating it can receive no
- further repairs. When MAX is reached the system is treated as if it were fully
- repaired and resources assigned to it are automatically redistributed as normal.
-
-
- 3.1.4.2 POWER ALLOCATION SLIDER
- At all times damage control is functioning at some level aboard your ship. This
- is an indication that your crew is diligently working on the repairs they can.
- By activating the Damage Control system you are assisting the damage control
- teams by providing them with power for temporary force fields, to shore up
- damaged bulkheads, contain plasma leaks, etc. The more power allocated, the
- higher this rate is increased. Any power allocated to damage control over this
- minimum power will reduce the time required to complete repairs. This slider is
- similar to the power allocation slider on the Engineering screen. By increasing
- or decreasing the slider, you can change the power request for Damage Control.
- Unlike the slider on the power allocation screen, this slider does not enable
- you to set the power priority of Damage Control. Instead, a priority override
- button is next to the slider. By pressing the priority override button, the
- power priority of the selected resource will temporarily be set as the highest
- priority. This insures that the item receives the power it is requesting. Only
- one resource at a time may be on priority override.
-
-
- 3.1.4.3 REPAIR ORDERS
- The Repair Orders panel enables you to save your current damage control settings
- as a macro. To save the current power settings, all a player must do is click
- the Save Orders button, followed by one of the macro buttons. By double
- clicking on the name of the macro, the player can rename it. The player can
- then automatically change his damage control preferences by pressing one of the
- macro buttons or calling the macro from the Tactical HUD. A damage control
- macro will remember the settings of the sliders, whether a slider is locked or
- not, and the settings of the banked sliders. The macro does NOT remember or
- change the actual amount of power allocated to the Damage Control System itself;
- that is handled by the engineering screen.
-
-
- 3.1.5 HELM
- ----------
-
- 3.1.5.1 SECTOR / SYSTEM MAP DISPLAY
- This section of the interface consists of a main view window, a "Center" button,
- a collection of 6 buttons labeled "Rotation", a collection of 6 more buttons
- labeled "Position", a button labeled "System", and a button labeled "Sector".
-
- VIEW WINDOW
- The default item displayed in the view window is the Sector map of your theater
- of operations, or the area in which the campaign you are currently involved with
- is taking place. All the local star systems are shown as white dots on the
- grid. You may click on any square on the grid, which will plot a course for
- those grid coordinates and display them, along with the destination name and ETA
- at the current warp speed. You may only warp to grid coordinates containing a
- white dot.
- The other item that displays in the view window is a cubic 3D-map of the star
- system you are currently in. This map is accessible by clicking on the "System"
- button. Course plotting on this map is handled either by clicking on a body in
- the map cube or by using the 6 "Position" buttons. The 6 "Rotation" buttons are
- used to rotate the System map for better viewing. You may return to the Sector
- map at any time by clicking on the "Sector" button.
-
- CENTER
- This button is used to reset the 3d-map of the system you are in to its starting
- position.
-
- ROTATION
- This group of 6 buttons is used to rotate the 3d-map of the system you are in.
- The directional arrows control pitch and yaw while the + and - buttons zoom in
- and out.
-
- SYSTEM
- Sets the view window to display the 3D-map of the system you are in.
-
- SECTOR
- Sets the view window to display the 3D-map of the Sector map of your theater of
- operations, or the area in which the campaign you are currently involved with is
- taking place.
-
- POSITION
- This group of 6 buttons is used to move the Course Destination cursor around on
- both maps. In the System map, the directional arrows move the cursor forward,
- backward, left and right while the + and - buttons change the cursor's altitude.
- In the Sector map the directional buttons move up, down, left, and right. The +
- and - buttons are not used.
-
-
- 3.1.5.2 MISSION LIST
- This scroll box displays a chronological list all systems involved in the
- current mission. Systems can be added to or removed from this list as events
- transpire within the mission.
-
-
- 3.1.5.3 SECTOR / SYSTEM LIST
- When the System Map is active this scroll box will display an alphabetical list
- of all stellar objects within the system and will be labeled 'System List.'
- When the Sector Map is active, it will display an alphabetical list of all
- systems in the sector and will be labeled 'Sector List.' When the System List
- is active you may also look up a system by typing its name.
-
-
- 3.1.5.4 WARP THROTTLE
- From the warp throttle, you can set your starship's warp speed. The warp
- throttle is made up of a speed meter, a power meter, and two slider controls.
-
- SPEED METER
- The speed meter indicates two pieces of information. The meter fills in with
- yellow up to the currently set warp speed. The numbers to the right of the
- meter demarcate the different Warp Factors.
-
- POWER METER
- The power meter fills in with yellow to indicate exactly how much power is
- currently reserved for warp travel.
-
- SPEED SETTING SLIDER
- This slider knob controls the desired speed of warp travel. Note that the
- slider may not be moved above the maximum speed attainable at the current power
- level.
-
- POWER ALLOCATION SLIDER
- This slider is similar to the power allocation slider on the Engineering screen.
- By increasing or decreasing this slider, you can change the power request for
- warp travel.
-
-
- 3.1.5.5 IMPULSE THROTTLE
- From the impulse throttle, you can set your starship's impulse speed. The
- impulse throttle, like the warp throttle, is made up of a speed meter, a power
- meter, and two slider controls with one important difference. The power meter
- does not go all the way to the bottom, but instead ends at the "Stop"
- demarcation on the large meter, because "Stop" is the speed setting that
- requires no power. If the power slider is set high enough the Speed Setting
- slider can be moved below the "Stop" demarcation to start the ship traveling in
- reverse.
-
- SPEED METER
- The speed meter indicates two pieces of information. First, it fills in with
- orange to indicate the desired speed set. The meter fills in with yellow up to
- the currently actual impulse speed. To the right of the meter are various
- throttle level marks, ranging from Full to Stop and as low as -1/4 impulse, or
- 1/4 impulse in reverse.
-
- POWER METER
- The power meter fills in with yellow to indicate exactly how much power is
- currently reserved for impulse movement.
-
- SPEED SETTING SLIDER
- This slider knob controls the desired impulse speed. This slider may be moved
- in either direction above or below the "Stop" demarcation, as long as sufficient
- power is allocated. Note that the slider may not be moved above the maximum
- speed attainable at the current power level.
-
- POWER ALLOCATION SLIDER
- This slider is similar to the power allocation slider on the Engineering screen.
- By increasing or decreasing this slider, you can change the power request for
- impulse movement.
-
-
- 3.1.5.6 CURRENT LOCATION INFORMATION WINDOW
- This window displays information about the ship's current location including
- system name and coordinates.
-
-
- 3.1.5.7 PLOT COURSE WINDOW
- This window displays information about the ship's selected location including
- system name, coordinates and an ETA to the system at the current warp speed. If
- the "System Map" is being displayed, this window will provide information about
- the selected stellar object.
-
-
- 3.1.5.8 HELM ORDERS
- Whenever you are in the Gunnery Chair, the AI helmsman will take over flying the
- ship so your ship will not be an easy target for enemies. The helm orders
- control enables you to determine how the helmsman will fly the ship. By
- selecting evasive maneuvers, the helmsman will fly in such a way as to make the
- ship difficult to hit. Pursue Target will instruct the helmsman to fly in such
- a way as to bring the forward weapons to bear on the target vessel. If the
- target is destroyed, the helmsman will pursue the next target. Maintain Course
- instructs the navigator to keep his "hands off" the controls and allow the ship
- to continue in a straight line.
-
-
- 3.1.5.9 MISSION CLOCK
- The ship's mission clock is a counter that begins at the start of every mission.
- It measures the time the player has been on the mission in weeks, days, hours,
- minutes and seconds. The clock advances in real time, except when the player is
- in warp.
-
-
- 3.1.5.10 ENGAGE
- Below the warp and impulse throttles is the Engage button. Pressing this button
- will cause the ship to enter warp, leaving its present location and moving to
- the selected location listed in the Plot Course Window, be it in-system or out.
- Upon clicking the engage button you will be automatically returned to the HUD
- view in the case of in-system warps, or to the external warp viewpoint in the
- case of out system warp. Note that in-system travel always occurs at Warp
- Factor 1.
-
-
- 3.1.6 MEDICAL
- -------------
- STARSHIP PERSONNEL SPECIFICATION
- At the very top of the Medical screen are a wire frame of the ship and a text
- description of its class, recommended complements of crew and marines and its
- maximum crew complement.
-
- CREW & MARINE STATUS
- This readout displays the health status and experience of all the ship's crew
- and marines. Crew Experience is a text description of the crew's experience
- rating using the following classifications and colors:
-
- Experience Class Color Code
- Incompetent Red
- Trainee Yellow
- Average Green
- Veteran Purple
- Legendary Gold
-
- Staffing Level is a percentage number that indicates whether sufficient
- crewmembers are available to effectively operate the starship, based upon the
- number of Active Duty Crew. Crew Health Meters indicate the number and
- percentage of the ship's crew and marines that are healthy and on active duty,
- wounded, in critical condition, or dead. The number to the left of each meter
- displays the total number of crew in that condition, while the meter displays
- that number as a percentage of total crew.
-
-
- ELITE OFFICERS
- If you accomplish great exploits one of your officers may prove to be cut above
- the rest. There are various possible elite officers, and each has a beneficial
- effect on some aspect of your ship's operation. The officers and their effect
- on your ship are left for you to discover. Should you obtain an elite officer,
- he will be displayed in this area.
-
-
- POWER ALLOCATION LEVEL
- This toggle operates in the same fashion as the power allocation toggle on the
- Engineering screen. By changing the setting here you can change the power
- request for sickbay. Unlike the toggle on the power Engineering station, this
- toggle does not enable you to set the power priority of sickbay. Instead, a
- priority override button is next to the toggle. By pressing the priority
- override button, the power priority of the selected resource will temporarily be
- set as the highest priority. This insures that the item receives the power it
- is requesting. Only one resource at a time may be on priority override. If
- sickbay is powered it does two things for you. First it will stabilize and heal
- wounded crew and marines during warp travel. Second, it will reduce casualties
- incurred during battle while it is powered. This second function of medical
- only applies to casualties incurred on your ship. Marines that are wounded
- aboard and enemy vessel during a boarding engagement are not protected. Each
- level of sick bay power allocation increases these two effects, with the
- downside of a significantly larger power cost.
-
-
- 3.1.7 PULL-DOWN MENU
- --------------------
- The pull down menu allows you to directly access all the Bridge Station
- Interfaces. To access the pull down menu, you must already be at one of the
- Bridge Station Interfaces. Simply move the mouse cursor to the top of the
- screen and the menu will appear. Just click on the button labeled as the one
- station you wish to go to.
-
-
- 3.1.8 VERBAL ORDERS SYSTEM (VOS)
- --------------------------------
- Across the bottom of the Tactical HUD and Gunnery Chair displays is a numbered
- list of your officers. By pressing a number from the keyboard this list will
- disappear and the officer chosen will be listed on the lower left corner of the
- display. Above the officer title, a list of the orders that you can give to
- that officer will appear. The list will temporarily be displayed over your
- ship's status indicators. When you select an order from this list, that order
- will be displayed at the bottom of the screen next to the officer's name as if
- building a sentence. If the order does not terminate at that selection, the
- next level of the menu tree will replace the existing list. Once the player has
- selected a menu option that terminates that branch, Torlek's voice will be heard
- barking out the command and the crewman will respond. Once you have given an
- order from the verbal order system, the order will be carried out immediately.
- Options that lead to a further menu tree are differentiated from options that
- terminate by a dash placed after the option text. For example, Boost Sensor
- Power is displayed as "Boost Sensor Power-", indicating that there is an
- additional menu level. Therefore the order sequence to increase power to the
- Sensors to 50% of your total ship's power would read: "Science- Boost Power to
- Sensors - to 50% Total Ships Power."
-
- Many menus require you to choose a power level, speed or number of crew from a
- whole range of different possibilities. In these cases, the option that most
- closely represents the ship's current status is highlighted. For example, if a
- ship had 9% of its total power allocated to communications, then the option '10%
- Total Ship Power' would be high-lighted on the power allocation menu for
- communications.
-
- If a menu option is unavailable or not possible, then it will gray-out.
- Pressing the number of a menu item that is grayed-out will do nothing, not even
- registering as a keystroke and taking you out of the menu. For example, as
- weapons systems are destroyed or go off-line it will no longer be possible to
- power them, so these options will gray-out in the Verbal Order menu.
- Some options support two separate functions that are displayed based on the
- ship's status. For example, when the cloaking device is turned off, the option
- under the Weapons officer would read "Activate Cloaking Device", but when it is
- turned on, the option would read "Deactivate Cloaking Device".
-
-
- 3.1.9 ESC MENU
- --------------
- Hitting the ESC key from the HUD activates this menu during game play. The game
- is paused while you are on this menu. Hitting ESC while on this menu will
- return you to the game.
-
- OPTIONS
- This button pulls up the options menu in exactly the same fashion as the Options
- button on the main menu. From here you may adjust various game settings during
- the course of a mission.
-
- CONTINUE
- This button will return you to the game.
-
- RESTART
- Clicking this button restarts the current mission from the beginning.
-
- EXIT
- Clicking this button will ask for a confirmation before returning you to the
- main menu.
-
-
- ========================
- 4.0 WEAPONS DESCRIPTIONS
- ========================
-
- -------------------
- 4.1 ASSAULT PHASERS
- -------------------
- Nickname: "Super Phasers"
- Range: 30,000k
- The Assault Phaser is a really heavy phaser. So heavy, in fact, that only large
- bases and battleships can carry them. They are the pinnacle of destructive
- power, easily piercing the shields of all but the most powerful starships and
- destroying weaker vessels outright. Both the Klingon Empire and the Federation
- employ the Assault phaser.
-
- Large bases (Starbases and Battlestations) have great power output capacity and
- large amounts of space that allow them to use their assault phasers as a primary
- weapons system. This makes a base very difficult to attack and destroy and
- virtually impossible to capture.
-
- The ship-mounted versions can only be mounted spinally, where the hull of the
- ship is built around the weapon system rather than fitting the weapon into a
- hull. This limitation in mounting gives them an extremely limited firing arc,
- but provides structural support and space for the necessary systems. Other
- drawbacks to these weapons are that power reactors for ships are unable to
- provide an efficient charge for the weapon, and that hull design and materials
- technology can barely provide sufficient structural support.
-
- The basic lack of power on ships equipped with these weapons means that the
- weapon must take quite a bit of time storing energy in capacitors attached to
- the weapon's energy system. This limitation reduces the firing rate of the
- Assault Phaser to a fraction of that of a base mounted weapon. An additional
- effect is that the ship suffers a brief general power brown out after firing the
- weapon.
-
- Vessels equipped with Assault Phasers suffer from structural and system stresses
- when firing the weapon. Each firing of the weapon could lead to a catastrophic
- systems failure.
-
-
- -------------------
- 4.2 CLOAKING DEVICE
- -------------------
- The Romulans gave the Cloaking Device to the Klingon Empire in the initial
- technology exchange when their alliance was first formed. Since then, it has
- proven to be an effective weapon, becoming standard equipment on all new ships,
- and all old ships have been refitted with them.
-
- The Cloaking Device masks the vast majority of electromagnetic emissions of a
- starship using one. This includes the visible light spectrum as well as a host
- of other subatomic and subspace emissions. It grants a much greater chance of
- gaining surprise and the ever-important first strike in combat, by allowing the
- cloaked ship to stealthily approach hapless and unwary enemies. However, it is
- by no means foolproof. As fast as improvements can be made to cloaking
- technology, the non-cloak using governments develop ever more powerful sensors.
- This upward spiraling arms race dynamic keeps the cloak from achieving status as
- a true invisibility shield, but the benefits granted, even by an imperfect
- cloak, are well worth further development of the system.
- A Cloaking Device , when activated, renders the ship virtually invisible to
- visual scanning. Only a slight visible distortion betrays the presence of a
- cloaked vessel. For visual scanning, a cloaked ship almost invariably escapes
- detection by all but the most observant enemies. While the cloak is nearly
- perfect against visual scanning, sensor technology has progressed to sufficient
- levels to allow for the intermittent detection of a cloaked vessel. This
- intermittent sensor anomaly increases in frequency and duration for the
- searching ship based on range and power to the sensors, making the preferred
- tactic of the cloaked vessel to choose the attack run path from longer ranges,
- close range as fast as possible, decloak, and fire.
- Despite the fact that the cloak is a highly effective weapon, it does have
- drawbacks. While the cloak is activated, weapons fire is impossible. The
- Cloaking Device must be disengaged in order to fire the ship's weapons.
- Weapons may maintain charging status, so they may be fired as soon as the cloak
- is disengaged, but firing while cloaked is not possible. Also, the tractor beam
- may not be engaged while cloaked and any existing tractor beams emitting from
- the ship will disengage. This does not break tractor links established on the
- cloaking vessel by an enemy ship. Finally, the cloaking field interferes with
- transporter function to such an extent that transport is impossible while the
- cloaking device is engaged.
-
-
- -------------------
- 4.3 DISRUPTOR BANKS
- -------------------
- Range: 15,000k
- This is the standard primary weapon of the Klingon and Romulan Empires. The
- disruptor mechanism creates a hyper-energetic particle stream that cannot be
- contained for more than a few milliseconds. The containment field is ejected
- from the disruptor emitter and as the field decays the contained energy is
- released, disrupting whatever matter it contacts.
-
-
- ---------------------------------------------------------
- 4.4 FREQUENCY-MODULATED MESON PARTICLE ACCELERATOR (FMPA)
- ---------------------------------------------------------
- Nickname: "Meson Gun" or "Shield Breaker"
- Range: 15,000k
- The Frequency-Modulated Meson Particle Accelerator, as it is called, is a
- closely guarded secret of the Klingon Empire. Only the Klingon researchers who
- developed it know the principles behind it. It utilizes a top-secret technology
- to create finely adjustable meson particle streams that are directed at the
- target vessel. These mesons collect around the outer portion of the target
- starship's shields, and due to the frequency modulation, the mesons pool in the
- weakest areas of the shield. Eventually, the shields build up a tremendous
- amount of meson energy along their entire surface. This energy is then
- subjected to a quick pulse of Eichner radiation that causes it to detonate,
- damaging all of the target ship's shields with the most damage being applied to
- the weakest shield segment.
-
-
- -----------------------
- 4.5 GORN PLASMA TORPEDO
- -----------------------
- Nickname: "Gorn Plasma"
- Range: 12,500k
- The Gorn have developed a plasma torpedo independently of the Romulans. While
- it is based off of very different scientific principles than the Romulan
- version, the results are virtually identical. The Gorn torpedo homes in on its
- target in the same fashion as the Romulan version, but its warhead strength is
- never greater than its equivalent Romulan light plasma torpedo counterpart.
-
-
- ------------------------------------------------
- 4.6 GRAVIMETRIC HARMONIC RESONANCE CANNON (GHRC)
- ------------------------------------------------
- Nickname: "Resonator Cannon"
- Range: 7,000k
- The Gravimetric Harmonic Resonance Cannon or Resonator Cannon is an offensive
- weapon derivative of the tractor beam developed by the Gorn. The cannon's beam
- strikes the target ship and begins to push and pull the hull in a rapid
- modulation. This vibration eventually reaches the harmonic frequency of the
- hull and causes structural fatigue and damage. Resonator Cannons do quite a bit
- of physical damage to the target ship's hull, but also dramatically increase the
- target's system stress level giving the weapon a chance to cause the target to
- tumble out of control.
-
- One other strange side effect of the design of this weapon is its ability to
- negate any tractor beam holding the firing ship. All tractor beams holding the
- firing vessel are immediately broken, but the firing vessel must allow the
- weapon to fully recharge before firing again.
-
-
- -------------------------------------------------------
- 4.7 GRAVITON DENSITY DISTORTION SPHERE (GDDS) GENERATOR
- -------------------------------------------------------
- Nickname: "GDDS" or "Grav Sphere"
- Range: N/A
- The Graviton Density Distortion Sphere Generator was developed by the Gorn Star
- Kingdom during its many wars with the Romulan Star Empire, and is used as an
- effective means of attacking slow moving vessels. During the war that saw the
- first use of the GDDS by the Gorn, Romulan troops captured a ship equipped with
- one of these devices for study. The Romulans towed said vessel to a research
- facility far from the Gorn border in what was then one of the farthest frontiers
- of their empire. Unknown to the Romulans, this frontier was to soon become fixed
- as their border with the Sha'kurian people. Not long after research began on
- the enigmatic Gorn device, the Romulans made a regrettable first contact with
- the Sha'kurians. Romulan expansionist dogma clashed violently with Sha'kurian
- territoriality causing a second front to open for the Romulans. During the
- fighting, a Sha'kurian raiding force captured the research station and the GDDS
- as well. The Sha'kurians proved to be highly adept at adapting the Gorn device
- to their own purposes and have been fielding them ever since.
-
- Though the two races, the Gorn and Sha'kurians, have nearly identical GDDS
- technology, they have developed radically different tactics for their use. The
- Gorn normally mount these devices on the larger vessels in the Gorn Royal Navy
- because their ramming capability suits the tremendous mass and great speed of
- large Gorn starships. The Sha'kurians, however, utilize the defensive
- capabilities of the GDDS to a far greater extent than the Gorn and thus greatly
- increase the survivability of their carrier forces.
- The GDDS disperses a spherical field of gravitons in rapidly varying density
- around the vessel using it. This field remains active until the stored energy
- within the field is expended. This field prevents the generating ship from
- suffering the effects of collisions, thereby allowing the generating vessel to
- act as a ram. The GDDS field impacts ships, asteroids, projectiles, and other
- physical objects as a normal collision with the field absorbing any impact force
- that would normally have been done to the generating vessel. However, impact
- absorption weakens the field, reducing its overall strength. Once the field's
- integrity is fully compromised, the field is deactivated and any extra collision
- damage is directed to the hull of the GDDS using ship. Once the GDDS
- deactivates, the field cannot be activated again until the gravimetric
- capacitors completely recharged.
-
- The GDDS is not an invulnerability shield, however. Phasers and normal
- disruptors pass through the GDDS field unaffected. In addition, two weapons
- have a tremendous negative reaction to the graviton field generated by the
- GDDS.
-
-
- -----------------------------------------------
- 4.8 PHASE-INDUCED BIPOLAR COMPRESSION DISRUPTOR
- -----------------------------------------------
- Nickname: "Heavy Disruptor"
- Range: 12,500k
- This is essentially a grossly overpowered medium range version of the standard
- disruptor weapon of the Klingon Empire. The Tholian Incursion Reaction Forces
- also use this weapons system, although it is not known whether they researched
- themselves or stole it from the Empire. By using a bipolar energy field, the
- disruptor energy is collected and compressed into a large energy packet. The
- packet is subjected to a quantum energy bombardment that causes the packet to
- slightly shift its phase. By purposely leaving a portion of the bipolar energy
- field weaker, the phase shift will cause the energy packet to exit the
- compression unit in a controllable direction.
-
- The energy packet is a small torpedo-like projectile that is less powerful than
- a standard photon torpedo, but can be fired more rapidly and does not require
- any sort of expensive casings, as do the photon torpedoes.
-
- These weapons are usually employed as a prelude to an actual torpedo strike,
- weakening the target's shields as well as causing some internal damage for the
- heavier pounding of the antimatter torpedoes.
-
-
- ----------------
- 4.9 PHASER BANKS
- ----------------
- Range: 15,000k
- A common primary weapon throughout the Alpha and Beta Quadrants is the phaser.
- The phaser is a beam of cohesive energy, similar to a Laser but rapidly pulsing.
- This pulsing is so rapid as to be invisible to the eye. While the behavior of
- the phaser is identical from race to race that uses them, the technology driving
- them is radically different producing a different look for each group.
-
-
- ---------------------
- 4.10 PHOTON TORPEDOES
- ---------------------
- Range: 10,000k
- The photon torpedo is the mainstay secondary weapon of the Federation and the
- Klingon Empire. These torpedoes are high velocity projectiles, with a
- matter/anti-matter warhead as its payload. The onboard deuterium and anti-
- deuterium are kept separate until the detonator systems activate, due to impact
- or reaching their pre-programmed maximum range. At the moment of detonation,
- magnetic fields direct much of the force of the explosion in a similar fashion
- to shaped charges of conventional chemical explosives in order to inflict as
- much damage to their targets as possible.
-
-
- -----------------------------------------
- 4.11 TRILITHIUM DEPLETED PHOTON TORPEDOES
- -----------------------------------------
- Nickname: "Heavy Photon"
- Range: 10,000k
- In their never-ending quest for more destructive weapons Klingon researchers
- developed a method of boosting the destructive output of photon torpedoes. The
- process, known as trilithium depletion, increases the damage capability of
- photon torpedoes by 100%. Trilithium depletion does have drawbacks, however.
- The depletion process during the manufacture of the weapon is time consuming and
- very expensive, not to mention dangerous. Many munitions factories have
- suffered premature detonations of these devices during the manufacturing process
- and were severely damaged. Nevertheless, because of the intense cold war with
- the Federation, the Klingon Empire uses these torpedoes on several classes of
- Klingon warships. Ships equipped with these torpedoes must be outfitted with
- special munitions storage modules and the torpedo itself is built only to fire
- from a specific type of reinforced photon launcher. This eliminates the risk of
- foolish captains attempting to use the heavy torpedo munitions in a standard
- torpedo launcher.
-
-
- -----------------------------------------------------
- 4.12 ROMULAN HEAVY, MEDIUM AND LIGHT PLASMA TORPEDOES
- -----------------------------------------------------
- Range: 12,500k
- After a long period of isolationism, the Romulan Star Empire debuted a new and
- devastating weapon, the plasma torpedo, in a test of Federation resolve. The
- weapon performed beautifully under combat conditions, though the participants of
- the mission did not return. Though the plasma torpedo was highly effective, its
- power requirements were enormous. It soon became apparent that lower powered
- versions of the torpedo were in order, thus the medium and light variant were
- born. These medium and light torpedo launchers are used to better balance a
- ship's performance versus its firepower, and to increase combat longevity.
-
-
- =============
- 5.0 STARSHIPS
- =============
-
-
- -------------------
- 5.1 Klingon Vessels
- -------------------
-
-
- 5.1.1 Emperor Class Heavy Battlecruiser
- ---------------------------------------
- Length: 412m
- Max. Impulse: 1230 k/s
- Maneuverability Rating: 0.4/0.3
- Mass: Approx. 750
- Hull Rating: 3.7
- Shield Rating: 57.5
- Armaments:
- Forward
- Primary - 4 Disruptors
- Secondary - 1 Heavy Photon Torpedo
- Heavy - 2 FMPA Cannon
- Advanced - None
- Aft
- Primary - 3 Disruptors
- Secondary - None
- Heavy - 2 FMPA Cannon
- Advanced - None
- Port & Starboard
- Primary - 3 Disruptors
- Secondary - None
- Heavy - None
- Advanced - None
-
-
- 5.1.2 K'T'inga Class Cruiser (D7)
- ---------------------------------
- Length: 244m
- Max. Impulse: 1410 k/s
- Maneuverability Rating: 0.5/0.4
- Mass: Approx. 500
- Hull Rating: 2.1
- Shield Rating: 32.3
- Armaments:
- Forward
- Primary - 2 Disruptors
- Secondary - 1 Photon Torpedo
- Heavy - 2 Heavy Disruptor Cannon
- Advanced - None
- Aft
- Primary - 2 Disruptors
- Secondary - 1 Photon Torpedo
- Heavy - None
- Advanced - None
- Port & Starboard
- Primary - 2 Disruptors
- Secondary - None
- Heavy - None
- Advanced - None
-
-
- 5.1.3 B'Rel Class Escort
- ------------------------
- Length: 92m
- Max. Impulse: 1770 k/s
- Maneuverability Rating: 0.7/0.9
- Mass: Approx. 250
- Hull Rating: 1.1
- Shield Rating: 17.0
- Armaments:
- Forward
- Primary - 2 Disruptors
- Secondary - 1 Photon Torpedo
- Heavy - None
- Advanced - None
- Aft
- Primary - None
- Secondary - None
- Heavy - None
- Advanced - None
- Port & Starboard
- Primary - None
- Secondary - None
- Heavy - None
- Advanced - None
-
-
- ----------------------
- 5.2 Federation Vessels
- ----------------------
-
-
- 5.2.1 Excelsior Class Heavy Battlecruiser
- -----------------------------------------
- Length: 433m
- Max. Impulse: 1320 k/s
- Maneuverability Rating: 0.3/0.2
- Mass: Approx. 750
- Hull Rating: 4.2
- Shield Rating: 72.5
- Armaments:
- Forward
- Primary - 4 Phasers
- Secondary - 4 Photon Torpedoes
- Heavy - None
- Advanced - None
- Aft
- Primary - 3 Phasers
- Secondary - 2 Photon Torpedoes
- Heavy - None
- Advanced - None
- Port & Starboard
- Primary - 3 Phasers
- Secondary - None
- Heavy - None
- Advanced - None
-
-
- 5.2.2 Akula Class Destroyer
- ---------------------------
- Length: 229m
- Max. Impulse: 1680 k/s
- Maneuverability Rating: 0.4/0.5
- Mass: Approx. 350
- Hull Rating: 2.3
- Shield Rating: 40.7
- Armaments:
- Forward
- Primary - 3 Phasers
- Secondary - 2 Photon Torpedoes
- Heavy - None
- Advanced - None
- Aft
- Primary - 2 Phasers
- Secondary - None
- Heavy - None
- Advanced - None
- Port & Starboard
- Primary - None
- Secondary - None
- Heavy - None
- Advanced - None
-
-
- 5.2.3 Clydesdale Class Tanker
- -----------------------------
- Length: 1525m
- Max. Impulse: 700 k/s
- Maneuverability Rating: 0.3/0.1
- Mass: Approx. 3000
- Hull Rating: 0.9
- Shield Rating: 5.3
- Armaments:
- Forward
- Primary - 1 Phaser
- Secondary - None
- Heavy - None
- Advanced - None
- Aft
- Primary - 1 Phaser
- Secondary - None
- Heavy - None
- Advanced - None
- Port & Starboard
- Primary - None
- Secondary - None
- Heavy - None
- Advanced - None
-
-
- -------------------
- 5.3 Romulan Vessels
- -------------------
-
-
- 5.3.1 Senator Class Command Cruiser
- -----------------------------------
- Length: 381m
- Max. Impulse: 1230 k/s
- Maneuverability Rating: 0.4/0.3
- Mass: Approx. 550
- Hull Rating: 2.2
- Shield Rating: 32.5
- Armaments:
- Forward
- Primary - 4 Disruptors
- Secondary - 2 Medium Plasma Torpedoes
- Heavy - None
- Advanced - None
- Aft
- Primary - 2 Disruptors
- Secondary - None
- Heavy - 2 Light Plasma Torpedoes
- Advanced - None
- Port & Starboard
- Primary - None
- Secondary - None
- Heavy - None
- Advanced - None
-
-
- 5.3.2 Centurion Class Cruiser
- -----------------------------
- Length: 168m
- Max. Impulse: 1320 k/s
- Maneuverability Rating: 0.4/0.3
- Mass: Approx. 500
- Hull Rating: 1.6
- Shield Rating: 23.7
- Armaments:
- Forward
- Primary - 2 Disruptors
- Secondary - 2 Medium Plasma Torpedoes
- Heavy - None
- Advanced - None
- Aft
- Primary - 2 Disruptors
- Secondary - None
- Heavy - None
- Advanced - None
- Port & Starboard
- Primary - None
- Secondary - None
- Heavy - None
- Advanced - None
-
-
- ----------------
- 5.4 Gorn Vessels
- ----------------
-
-
- 5.4.1 Euromastyx Class Cruiser
- ------------------------------
- Length: 381m
- Max. Impulse: 1590 k/s
- Maneuverability Rating: 0.3/0.2
- Mass: Approx. 500
- Hull Rating: 2.2
- Shield Rating: 41.5
- Armaments:
- Forward
- Primary - 4 Phasers
- Secondary - 1 Gorn Plasma Torpedo
- Heavy - None
- Advanced - GDDS (360)
- Aft
- Primary - 2 Phasers
- Secondary - None
- Heavy - None
- Advanced - None
- Port & Starboard
- Primary - 2 Phasers
- Secondary - None
- Heavy - None
- Advanced - None
-
-
- 5.4.2 Anaconda Class Destroyer
- ------------------------------
- Length: 168m
- Max. Impulse: 1770 k/s
- Maneuverability Rating: 0.4/0.2
- Mass: Approx. 350
- Hull Rating: 2.2
- Shield Rating: 40.5
- Armaments:
- Forward
- Primary - 4 Phasers
- Secondary - None
- Heavy - None
- Advanced - GHRC (360)
- Aft
- Primary - 1 Phaser
- Secondary - None
- Heavy - None
- Advanced - None
- Port & Starboard
- Primary - 1 Phaser
- Secondary - None
- Heavy - None
- Advanced - None
-
-
- 5.4.3 King Snake Class Frigate
- ------------------------------
- Length: 122m
- Max. Impulse: 1860 k/s
- Maneuverability Rating: 0.4/0.3
- Mass: Approx. 300
- Hull Rating: 1.8
- Shield Rating: 27.5
- Armaments:
- Forward
- Primary - 4 Phasers
- Secondary - 1 Gorn Plasma Torpedo
- Heavy - None
- Advanced - None
- Aft
- Primary - 1 Phaser
- Secondary - None
- Heavy - None
- Advanced - None
- Port & Starboard
- Primary - 1 Phaser
- Secondary - None
- Heavy - None
- Advanced - None
-
-
-
- =================
- 6.0 SPACE TERRAIN
- =================
-
- ---------
- 6.1 STARS
- ---------
- A stellar corona has a high amount of radiation and heat. Merely being within a
- corona will begin to damage your starship's shields and hull due to the intense
- heat. Movement within the corona only exacerbates the situation. The radiation
- is blocked by the shield systems of your vessel, but if a shield fails the
- radiation pours in and begins to poison and kill off your crew. These radiation
- casualties only increase as more shields fail. Within the stellar corona
- several of your ship's systems are affected. Another side effect is that beam
- weapons such as phasers or disruptors receive a large boost in damage power due
- to the interaction of the weapon fire with the corona's high-energy plasma.
- However, secondary and heavy weapons tend to loose significant amounts of
- warhead strength. Advanced weapons such as the QCB, GHRC, GDDS and the Tholian
- Web suffer from problems in maintaining the necessary containment fields and are
- thus nearly ineffective.
-
- Tactical Notes: Try to strike a balance between maintaining a high combat
- stance and running increased levels of medical power, damage control and shield
- reinforcement.
-
-
- -----------
- 6.2 PLANETS
- -----------
- Class L and M worlds tend to have fairly thick atmospheres, the upper reaches of
- which may be used tactically in combat. While in a planetary atmosphere, high
- velocity movement can cause friction damage to your shields and hull, but this
- can be a small price to pay for the benefit of the natural ECM that the terrain
- provides ships within it. This natural ECM can spell the difference in a
- confrontation. While in a planetary atmosphere, warp drives cannot be engaged
- else the immense speed would rip the hull of your ship apart. The planetary
- atmosphere affects some weapons and systems. Some, such as the Tholian Web and
- the GDDS cannot function within an atmosphere, while others, like the Tractor
- Beam, require more power to remain at their effectiveness levels in deep space.
- Ships with the AMFP are advised not to fire them within the atmosphere as some
- of the ejected antimatter detonates close to the firing vessel, causing damage
- to the firing ship as well as the target.
-
- Tactical Notes: Keep aware of where you are at all times. The planetary
- atmosphere's useable area is quite thin in comparison to other terrains. Too
- high and you loose the benefits; too low and you die. To this end, maintaining
- the power to travel at half-impulse while keeping your velocity at half to one-
- quarter impulse speeds will assist you in remaining within the useful region.
-
-
- --------------
- 6.3 GAS GIANTS
- --------------
- Gas Giants are large planets made up of various high-density gasses compressed
- by the planet's gravity. Within the Gas Giant, the gasses flow in currents and
- eddies which create massive turbulence for ships traveling within them and the
- thickness of the gas greatly obscures vision. This high gas density creates the
- largest amount of friction against starship hulls of any of the known space
- terrains, making high velocity movement within them immensely dangerous at best.
- The compression of the atmospheric gasses creates bizarre ionization patterns
- and electromagnetic anomalies as well as the hazards to movement. This property
- of the Gas Giant creates heavy interference with a ship's sensors, making all
- ships within even more difficult to detect than even a cloaked vessel. These
- ionic and electromagnetic anomalies also interfere with the establishment of a
- proper warp field, thus rendering warp travel impossible until leaving the Gas
- Giant's effects. Systems such as the Tractor Beam and the Tholian Web have
- greatly reduced effect as well, again due to the variable energy flux within the
- gas. In combat, the thick gas dissipates the necessary cohesion of a ship's
- beam weapons systems, greatly reducing their effectiveness in combat. However,
- the density of the atmosphere improves the damage output of secondary and heavy
- weapons by adding additional pressure and stress to the hull ruptures caused by
- their impact. This great benefit does come at a price, however. Each firing of
- a secondary or heavy weapon within a Gas Giant causes some feedback damage to
- the firing ship, making accuracy count all the more.
-
- Tactical Notes: The targeting systems aboard your starship have great
- difficulty in compensating for the turbulence in the terrain when projecting a
- firing solution. Because of this, it would be wise to avoid targeting an
- enemy's subsystems, as the turbulence will cause you to miss more often than is
- tactically advisable.
-
-
- -------------------
- 6.4 PLANETARY RINGS
- -------------------
- Planetary rings are mostly composed of very fine micro-particles in slow orbit
- around their host planet with quite a few large asteroids orbiting at great
- velocities. These large asteroids are a very dangerous navigational hazard,
- requiring starship captains to be thoroughly aware of their surroundings to
- avoid painful if not fatal collisions. The micro-particles on the other hand,
- though they are small enough not to pose a danger to your ship's hull, they do
- have other, more interesting, effects. The particles act to disperse shield
- energies, making it extraordinarily difficult to keep them raised. Similarly,
- the particles dissipate other types of cohesive energy as well. Sensor signals
- become refracted and garbled creating moderate natural ECM effect for all ships
- within the ring. Tractor Beams and Transporters also suffer from reduced
- effectiveness due to signal dissipation, thus requiring additional power to
- maintain nominal efficiency levels. In combat, all weapons systems are of
- reduced effectiveness within the ring, although this is mitigated somewhat by
- the shield instability.
-
- Tactical Notes: Maintain good speed and be very aware of your surroundings
- within the ring. If you know where all the large rocks within the area are, you
- may be able to use them to your advantage while avoiding them yourself.
-
-
- ====================
- 7.0 CUSTOMER SERVICE
- ====================
- TECHNICAL SUPPORT
- TROUBLESHOOTING DOCUMENTS ONLINE!
- Interplay Entertainment Corp. Technical Support now offers troubleshooting
- guides with complete installation and setup instructions as well as information
- that will help you overcome the most common difficulties. If you have access to
- the
- World Wide Web, you can find these at
-
- http://www.interplay.com/support/
-
- Here you will find troubleshooting information on as well as information on
- regular system maintenance and performance.
-
- DirectX http://www.interplay.com/support/directx/
- Joysticks http://www.interplay.com/support/joystick/
- Modems and Networks http://www.interplay.com/support/modem/
-
- (For game-specific information and additional troubleshooting, visit our main
- page at http://www.interplay.com)
-
- If you have questions about the program, our Technical Support Department can
- help. Our web site contains up-to-date information on the most common
- difficulties with our products, and this information is the same as that used by
- our product support technicians. We keep the product support pages updated on a
- regular basis, so please check here first for no-wait solutions:
-
- http://www.interplay.com/support/
-
- If you are unable to find the information you need on our web site, please feel
- free to contact Technical Support via e-mail, phone, fax, or letter. Please be
- sure to include the following information in your e-mail message, fax, or
- letter:
-
- -Title of Game
- -Computer manufacturer
- -Operating system (Windows 95, DOS 6.22, etc.)
- -CPU type and speed in MHz
- -Amount of RAM
- -Sound card type and settings (address, IRQ, DMA)
- -Video card
- -CD-ROM
- -Mouse driver and version
- -Joystick and game card (if any)
- -A copy of the CONFIG.SYS and AUTOEXEC.BAT files from your hard drive
- -A description of the problem you're having
-
- If you need to talk to someone immediately, call us at (949) 553-6678 Monday
- through Friday between 8:00AM-5:45PM, Pacific Standard Time with 24 hours, 7
- days a week support available through the use of our automated wizard.
- Please have the above information ready when you call. This will help us answer
- your question in the shortest possible time. When you call you will initially be
- connected with our automated wizard. For information pertaining to your
- specific title, press "1" on the main menu and listen carefully to all prompts.
- All titles are listed alphabetically. After you have selected your title, the
- most common difficulties will be listed. If the difficulty you are having is
- not listed or you need additional assistance, you may press "0" on your games
- main menu, and you will be transferred to a Technical Support Representative.
- No hints or codes are available from this line. You must call Interplay's HINT
- Line for hints, tips, or codes at 1-900-370-PLAY (North America Only). You must
- be 18 years +, have a touch-tone phone, and the cost is $0.95 per minute.
-
- Hints are not available for this title via the hint line.
-
-
- Interplay Entertainment Corp. Support Fax: (949) 252-2820
- Interplay Entertainment Corp. Technical Support
- 16815 Von Karman Avenue
- Irvine, CA 92606
- HOW TO REACH US ONLINE
- INTERNET E-MAIL: support@interplay.com
- WORLD WIDE WEB: http://www.interplay.com
- FTP: ftp.interplay.com
-
-
- ========================================
- 8.0 SOFTWARE LICENSE / LEGAL INFORMATION
- ========================================
- This software product, Klingon Academy Demo (the "Software"), is intended solely
- for your personal noncommercial home entertainment use. You may not decompile,
- reverse engineer, or disassemble the Software, except as permitted by law.
- Interplay Entertainment Corp. retains all rights and title in the Software
- including all intellectual property rights embodied therein and derivatives
- thereof. You are granted a revocable, nonassignable limited license to create
- derivative works of this Software solely for your own personal noncommercial
- home entertainment use and may publicly display such derivative works to the
- extent specifically authorized by Interplay in writing. A copy of this
- authorization, if any, will be provided on Interplay's World Wide Web site,
- located at http://www.interplay.com, or by contacting the legal department of
- Interplay Entertainment Corp. in the US at (949) 553-6655. The Software,
- including, without limitation, all code, data structures, characters, images,
- sounds, text, screens, game play, derivative works and all other elements of the
- Software may not be copied (except as provided below), resold, rented, leased,
- distributed (electronically or otherwise), used on pay-per-play, coin-op or
- other for-charge basis, or for any commercial purpose. You may make copies of
- the Software for your personal noncommercial home entertainment use and to give
- to friends and acquaintances on a no cost noncommercial basis. This limited
- right to copy the Software expressly excludes any copying or distribution of the
- Software on a commercial basis, including, without limitation, bundling the
- product with any other product or service and any give away of the Software in
- connection with another product or service. Any permissions granted herein are
- provided on a temporary basis and can be withdrawn by Interplay Entertainment
- Corp. at any time. All rights not expressly granted are reserved.
-
- Modem and Network Play. If the Software contains modem or network play, you may
- play the Software via modem transmission with another person or persons directly
- without transmission through a third party service or indirectly through a third
- party service only if such service is an authorized licensee of Interplay. For
- the purposes of this license, a third party service refers to any third party
- service which provides a connection between two or more users of the
- Software, manages, organizes, or facilitates game play, translates protocols, or
- otherwise provides a service which commercially exploits the Software, but does
- not include a third party service which merely provides a telephonic connection
- (and nothing more) for modem or network play. Authorized licensee services are
- listed on the Interplay Entertainment Corp. World Wide Web Site located at
- http://www.interplay.com. This limited right to transmit the Software expressly
- excludes any transmission of the Software or any data streams thereof on a
- commercial basis, including, without limitation, transmitting the Software by
- way of a commercial service (excepting those specific commercial services
- licensed by Interplay) which translates the protocols or manages or organizes
- game play sessions.
-
- If you would like information about obtaining a pay-for-play or commercial
- license to the Software, please contact Interplay Entertainment Corp. in the US
- at +(949) 553-6655. Nothing in this paragraph is intended to prevent you from
- downloading the Software from Interplay's Web site or from commercial service
- providers authorized by Interplay to provide the Software to you.
-
- Acceptance of License Terms. By downloading or acquiring and then retaining this
- Software, you assent to the terms and restrictions of this limited license. If
- you acquired the Software and do not accept the terms of this limited license,
- you must return the Software together with all packaging, manuals and other
- material contained therein to the store where you acquired the Software for a
- full refund and if you downloaded the Software, you must delete it.
-
- Trademark and copyright (c) 2000 Interplay Entertainment Corp. All rights
- reserved.
-