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- Instructions
-
- This game involves tactical and strategic combat in space. Your cruiser
- is equipped with missiles and lasers for weapons along with shields and flares
- for defense. Advanced vectoring radar displays, a sophisticated transparent
- heads up display, artificial horizon and afterburner are also provided. This
- new version has excellent graphics and sound.
-
-
- Requirements
-
- This game requires a 286/12MHz or better (20 MHz recommended), VGA
- graphics, a mouse, DOS 3.3, 310k available memory and at least a 720k floppy
- drive.
-
-
- Instrument Display
-
- There are two types of instrument displays: a panel display and a heads
- up display or HUD. On the panel display to the right there are five
- horizontal bars, they are:
-
- LASR - Your laser strength.
- SHLD - Your shield strength.
- VLCY - Your velocity.
- ACCL - Your acceleration.
- FUEL - Your current fuel.
-
- Directly below:
-
- Count of unracked missiles and missile racks.
- Count of unracked flares and flare racks.
-
-
- There are three circles in the middle of the screen, they are:
-
- Left - 2 dimensional radar. Objects above you are orange and objects
- below you are green.
-
- Right - 3 dimensional radar. You are given a three dimensional perspective
- of where an object is in relation to your viewpoint. Objects in
- front of you are green and objects behind you are orange. Also, if
- a cruiser or acceleration mine is pointed in the same direction as
- your cruiser the vector will point up, otherwise it will point down.
-
-
- Objects are displayed as follows:
-
- Bases - solid triangles.
- Cruisers - vectors.
- Acceleration Mines - small blinking vectors
- Missiles - blinking dots.
- Flares - dots.
-
-
- Middle - The small circle between the radars is the artificial horizon.
- Your roll and pitch are displayed as arcs.
-
-
- On the right are the:
-
- SCORE - In a strategic game the count of enemy cruisers and bases destroyed
- is given. In a tactical game the count of enemy cruisers destroyed
- is given.
-
- ALARM - Whether the alarm is set or not.
-
-
- The instrument display provides 3 flashing warnings around the crosshairs,
- they are:
-
- Missile - This indicates that a missile is locked onto your cruiser. This
- is to the lower left of the crosshairs.
-
- Mine - This indicates that an acceleration mine is locked onto your
- cruiser. This is just to the left of where the missile warning
- appears.
-
- SR - This indicates that star refueling is not taking place because you are
- outside the star system. This is to the upper right of the crosshairs.
-
-
- Heads Up Display
-
- The second type of instrument display is the HUD. This display gives you
- a wider field of vision along with being transparent so you can see your
- targets better. The velocity, acceleration and fuel indicators have been
- moved to the right and the score and alarm are not displayed. Also, the
- artificial horizon is not solid. All of the colors that were used on the
- panel display have carried over. The only new colors are the colors of the
- radar circles and the new artificial horizon.
-
-
- Tactical Version
-
- The tactical version involves pure combat. The game will start with the
- enemy cruisers within your radar range in a variety of patterns.
-
- The five patterns are:
-
- Dispersed Attack - cruisers are in random positions.
-
- Lateral Attack - cruisers surround you and are roughly level with you.
-
- Frontal Attack - all cruisers are in front of you.
-
- Flanking Attack - 3 cruisers attack from the front, while one of three
- flanking attacks occurs:
-
- 1 - 2 cruisers attack your right flank.
- 2 - 2 cruisers attack your left flank.
- 3 - one cruiser attacks your right flank while the
- other attacks your left.
-
- Spherical Attack - 3 cruisers surround you laterally, with one above and
- one below you.
-
-
- Normally, each time you return to the menu screen, the game cycles to a
- new pattern. However, if you want to play a specific version type:
-
- d - Dispersed Attack
- l - Lateral Attack
- f - Frontal Attack
- k - Flanking Attack
- s - Spherical Attack
-
-
- Strategic Version
-
- In the stategic version you fight a strategic war against enemy cruisers
- and their bases. The game begins with each side having three bases which are
- protected by acceleration mines. The enemy begins with 5 cruisers spread
- across their bases. All bases can build new mines and enemy bases can build
- new cruisers to replace ones that are destroyed. The enemy employs a wide
- variety of strategies such as attacking your bases, setting traps and defend-
- ing its bases to accomplish its objective of destroying your cruiser. Your
- objective is to destroy all 3 enemy bases.
-
-
- Star System
-
- The game takes place in a system of stars. The system is circular al-
- though most of the stars are located in a narrow horizontal plane. Any
- cruiser within the system is able to continuously absorb 50 units of fuel
- from the surrounding stars. This method is called star refueling. 50 units
- of fuel is enough to maintain 2/3 of your normal engine acceleration.
-
-
- Weapons Racks
-
- Missiles and flares must be racked before they can be fired. It takes a
- certain amount of time after you fire to rack a new one. The count to the
- left on the instrument displays is the number that are available to replenish
- the racks.
-
-
- Radar
-
- All cruisers, bases and acceleration mines have radar of the same range.
- This range extends in a sphere around the object. There is one exception to
- this range. Whenever a missile or acceleration mine is locked onto a target
- it will be able to track it even if it goes beyond this range because its
- homing radar is of greater range than its searching radar. This most often
- happens when acceleration mines fire at targets only in their bases radar
- range.
-
-
- Performance
-
- All cruisers have the same maximum acceleration and velocity under normal
- engine acceleration. However, only your cruiser has an afterburner which
- doubles your acceleration and gives you 25 percent more velocity. Also, your
- cruiser is more manueverable than enemy cruisers.
-
-
- Laser and Missile Locks
-
- To fire your lasers or missiles you must have a lock on a target. Your
- laser and missile locks extend for the same angle from your line of sight.
- Also, only your lasers have the ability to lock onto missiles and acceleration
- mines. Enemy missile locks extend for an angle from their line of sight while
- laser locks are line of sight. Although you never lock onto your bases or
- flares, they can still interfere with you getting a lock on something behind
- them. Also, there is a certain minimum distance that a cruiser or base needs
- to be in front of you to get a lock while you can get a lock on a missile or
- acceleration mine nearly point blank.
-
- Note: Your weapons will not fire if you had a tenuous lock. That is, you did
- not have a lock the next time around when the keyboard or mouse command
- was processed. Try firing just before you expect to get a lock.
-
-
- Laser and Shield Energy
-
- Your cruiser automatically exchanges energy between lasers and shields for
- maximum survivability. Enemy cruisers do not have this ability. Energy is
- automatically moved between the shields and the lasers as needed. For
- example, whenever the shields are below 100 percent they will transfer laser
- energy to get them back up to 100 percent. If you try to fire the lasers and
- there isn't enough laser energy, the energy will be taken directly from the
- shields.
-
-
- Fuel Consumption
-
- Fuel is used for acceleration and to regenerate shields and lasers. Your
- cruiser carries twice the fuel that enemy cruisers do and is able to consume
- fuel at more than twice the rate. Any cruiser that runs out of fuel outside
- of the star system will gradually lose its shields until it is destroyed.
-
-
- Afterburner
-
- Only your cruiser has an afterburner, which injects fuel into the exhaust
- system to generate extra acceleration. Using the afterburner doubles your
- acceleration and increases your velocity 25 percent. However, this additional
- acceleration requires double your normal fuel consumpution for the engines.
- To use the afterburner you must have at least one unit of normal acceleration.
-
-
- Collisions
-
- If cruisers collide with each other they cause 1 unit of damage to each
- others shields. If enemy cruisers collide with either themselves or you, they
- will maneuver out of the collision. You do not collide with bases.
-
-
- Alarm
-
- Using the alarm will alert you to the presence of enemy cruisers that enter
- your radar range. It enables you to cruise without having to constantly look
- at your radar screens for enemy cruisers. It does not alert you to enemy ac-
- celeration mines since these make a loud sound when fired. The alarm cannot
- be reset until your radar is clear of enemy cruisers.
-
-
- Flight Overlays
-
- At all times your flight stick and the flight stick home along with the
- left and right boundaries are displayed.
-
-
- Weapons Overlays
-
- Weapons overlays consist of the crosshairs, border, missile lock, laser
- lock and targets shield strength.
-
- Crosshairs help frame the area in which you get a laser or missile lock on
- a target. There are three types of crosshairs available.
-
- The border helps frame the screen and instrument displays. It can be
- turned on and off. The panel and heads up displays have seperate borders.
-
- If you have a missile lock on a target a circle will appear around the
- target.
-
- If you have a laser lock, 4 lines will appear around the target. If you
- have both a laser and a missile lock on the same target only the missile lock
- is displayed.
-
- Whenever you have a lock on a cruiser or a base it will display that
- targets shield strength below and to the right of it.
-
-
- Tactical Overlays
-
- When tactical overlays are on, cruisers, acceleration mines and bases will
- be highlighted in the following ways:
-
- Cruisers will be highlighted with 4 diagonal lines. The lines will blink
- if the cruiser is out of your radar range. This will happen when it is in
- radar range of one of your bases or acceleration mines but not you cruiser.
-
- Acceleration mines will be highlighted with 3 lines.
-
- Bases will be repesented with triangles. Yours are green, the enemies are
- red.
-
- When you get very close to cruisers and acceleration mines the overlay
- will not be displayed. When you get within radar range of a base the overlay
- will not be displayed.
-
-
- Strategic Display
-
- The strategic display shows the location of bases, acceleration mines and
- cruisers. Bases are solid triangles, yours are green and the enemies are red.
- Cruisers are large vectors, yours is bright green and the enemies are bright
- red. Acceleration mines are small blinking vectors, yours are bright green
- the enemies are bright red.
-
-
- Colors
-
- Bases and cruisers are given random colors each game. They can be red,
- blue, green or violet. The color given to a base carries over to its
- acceleration mines. The color of enemy laser fire is derived from the
- cruisers color. Also, the color of an explosion is derived or partially
- derived from the cruiser, base, or mine color. Enemy missiles oscillate in
- color between red and green but always explode in red.
-
-
- Outcome
-
- Both the tactical and strategic games must be played to their finish for
- an outcome to be determined. The possible outcomes are:
-
- Tactical Game
-
- Your cruiser survives and destroys:
-
- 5 enemy cruisers Decisive Victory
- 3 enemy cruisers Marginal Victory
-
- Your cruiser is destroyed and destroys:
-
- 5 enemy cruisers Tactical Victory
- 4 enemy cruisers Marginal Victory
- 3 enemy cruisers Enemy achieves a Marginal Victory
- 2 enemy cruisers Enemy achieves a Tactical Victory
- < 2 enemy cruisers Enemy achieves a Decisive Victory
-
-
- Strategic Game
-
- Your cruiser survives and destroys:
-
- all 3 enemy bases Decisive Victory
-
-
- Your cruiser is destroyed and destroys:
-
- all 3 enemy bases Tactical Victory
-
- 2 enemy bases and Tactical Victory
- 10 or more enemy
- cruisers
-
- 2 enemy bases Marginal Victory
-
-
- 1 enemy base and Enemy achieves a Marginal Victory
- 10 or more enemy
- cruises
-
- 1 enemy base Enemy achieves a Tactical Victory
-
- No enemy bases Enemy achieves a Decisive Victory
-
-
- Note: Whenever one of these outcomes occur, the game will end except under
- the following conditions:
-
- If a missile or acceleration mine is locked on a target the game
- will continue.
-
- In a strategic game if you have destroyed the last enemy base and
- there are enemy cruisers in your radar range you must destroy or outrun
- them for the game to end.
-
-
- Changing the Configuration
-
- This game allows the user to customize the game by changing options such
- as colors on the instument display, speed of the game, mouse buttons, type of
- crosshairs, etc. You may change these options during a game by hitting the
- appropriate key. To make your changes permanent you must type F9 to write
- these changes to the configuration file. Finally, there is the F10 key which
- restores the default configuration to the current game.
-
-
- Demos
-
- This game comes with two demos. The first one is of a tactical game and
- the second one is an attack on a defended enemy base that occurs during a
- strategic game. They are meant to show some basic examples of manuevering
- your cruiser in combat, locking onto targets and firing your weapons, using
- the flares, reading your radar displays, etc. These demos can be changed in
- only one way: they will match the speed of the game as set in your
- configuration file.
-
-
- Miscellaneous Information
-
- The mouse can be set so that you can use any combination of the mouse
- buttons to fire the missiles and lasers. First, use the F5 key to tell the
- program whether you have a 2 or 3 button mouse. Second if it is a 3 button
- mouse and you are left handed use the < key. This allows you to use the 2
- buttons on the right rather than the left. Third, to reverse the functions
- of the buttons use F6. The quickest way to test what you have selected is to
- type f from the menu screen to get a frontal attack pattern.
-
- If you want to regenerate the shields and lasers quicker, you can turn off
- the afterburner. This will nearly double the rate at which the shields and
- lasers build but will harm your cruisers performance.
-
- When attacking an enemy base make sure you give priority to taking out its
- acceleration mines. Just one of these can destroy your cruiser.
-
- Although there are keyboard commands to fire the missiles and lasers it is
- better to use the mouse buttons to do this. They allow simultaneouse firing
- of both weapons and don't store old commands like the keyboard buffer does
- when the keys are hit too quickly.
-
- In a tactical game should the enemy cruisers lose contact with you they
- will return to the center of the star system. You can use the strategic
- display find this. This situation very seldom happens.
-
- When you get a missile lock on a cruiser the tactical overlay will not
- appear. When you get a laser lock on an acceleration mine the tactical over-
- lay continues to appear to help you differentiate it from a missile.
-
- Occasionally the vector repesenting your cruiser on the strategic display
- will appear a little off from what you are seeing on the screen. For example,
- you are flying towards a base and on the strategic display your cruisers
- vector is angled a little to the left or right of it. This is because the end
- points of the vector rotate in a very small group of pixels causing a loss of
- precision.
-
- When a variety of sounds are occurring at the same time you will hear the
- sound occuring closest to you.
-
- No two games are exactly the same. In stategic games the locations of the
- bases are randomly generated each game. In tactical games the positions of
- the cruisers are completely random or slightly random depending on the
- pattern.
-
- This program was developed on a NEC PowerMate 286 Plus running at 12MHz
- (0 wait states), 640k memory, built in VGA graphics and a Logitech mouse.
-
-
- Problems
-
- If you have problems running this software try the following:
-
- If you aren't reading the mouse buttons correctly, the problem is most
- likely the button assignment. A two button mouse should have the button
- assignment LR. A three button mouse should have the button assignment LMR.
- Set the mouse driver for these.
-
- If your running from a DOS shell, reboot the computer and run the program
- directly from DOS.
-
- Remove any TSR's other than the mouse driver before running this program.
-
- Systems that have a turbo mode should be run in turbo mode.
-
- This game must be played with the Caps Lock off.
-
-
- Mouse
-
- The mouse controls your flight stick. Moving the mouse backward increases
- the pitch, moving it forward decreases the pitch. Moving it to the right
- rolls to the left, and moving it to the left rolls to the right.
-
- If you move the flight stick more than a few pixels past the right or left
- boundaries you will be upside down. If move the flight stick to touch or move
- past the left or right edge of the screen it will appear at the corresponding
- opposite side. This allows you to roll 180 degrees.
-
- You can change the rate of angle changes your mouse causes, whether it is
- a 2 or 3 button mouse, reverse the mouse buttons and whether you are right or
- left handed.
-
- The left mouse button fires the missiles, just click it. The right mouse
- button fires the lasers, keep it pressed down as long as you want to fire.
-
-
- Keyboard Commands
-
- This game must be played with the Caps Lock off. Only a few of the keys
- that change the configuration are upper case and you can Shift to select
- these.
-
- t - Toggle tactical overlays.
- r - Fire missile.
- e - Fire lasers.
- w - Increase engine acceleration.
- q - Decrease engine acceleration.
-
- g - Toggle instrument display.
- f - Toggle afterburner.
- d - Set engine acceleration to maximum.
- s - Set engine acceleration to 0.
- a - Toggle alarm.
-
- v - Fire flare forward.
- c - Fire flare backward.
-
- Space Bar - Toggle strategic display.
-
- F1 - Quick instructions.
- F2 - Instructions.
- F3 - Toggle sound.
-
- F4 - Combat Hot Key, sets engine acceleration to maximum and turns afterburner
- on. Also, sets the HUD or panel display (change using the " key), and
- turns off the strategic display.
-
- Esc - To quit.
-
-
- The following keys change the configuration:
-
-
- F5 - The program needs to know if you are using a 2 or 3 button mouse. For
- example, if you have a 3 button mouse you can use the middle button to
- fire instead of the right one.
-
- F6 - Reverse mouse buttons. Reverses the left and right buttons.
-
- F7 - Decrease angle changes. Decrease the angle changes caused by the flight
- stick.
-
- F8 - Increase angle changes. Increase the angle changes caused by the flight
- stick.
-
- F9 - Save configuration. Save current configuration to the configuration
- file so that whenever you begin a new game you will use the new values.
-
- F10 - Restore default configuration. Restore all defaults to the current
- game.
-
-
- y - Cycle radar center color.
- u - Cycle velocity color.
- i - Cycle acceleration color.
- o - Cycle shield color.
- p - Cycle laser color.
-
-
- 6 - Cycle instrument display color.
- 7 - Cycle top of horizon color
- 8 - Cycle bottom of horizon color.
-
- There is a restriction in changing these colors. You cannot change the
- instrument display color to either the color of the top or bottom of the
- horizon and vice versa.
-
- 9 - Cycle above color.
- 0 - Cycle below color.
-
- These are the colors used on the 2d and 3D radar displays. The above
- color is the color that objects are when they are above you in the 2D radar
- and behind you on the 3D radar. The below color is the color that objects
- are when they are below you on the 2D radar and in front of you on the 3D
- radar.
-
- [ - Increase speed of game.
- ] - Decrease speed of game.
- : - Show maximum speed that game can run. Use this to find if your computer
- can match the speed that you set.
-
- The [ ] keys set the speed by limiting how fast the that the game runs.
- You can set any speed between 120 - 220. The lower the number the faster the
- game runs. The default is 170. If your computer cannot match this speed, it
- will run as fast as it can up to this speed. You can check how fast your
- computer can run this program by typing the : key. This tell you the maximum
- speed that your computer can run the game at - this value may vary slightly
- each time you check it, but will give you a good approximate value.
-
- " - Toggle the type of instrument display the combat key sets.
-
- h - Cycle fuel color. n - Cycle missile lock color.
- j - Cycle crosshair type. m - Cycle laser lock color.
- k - Cycle crosshair color. , - Cycle shield strength color.
- l - Cycle flight stick color. . - Cycle border color for panel display.
- ; - Cycle flight stick home / - Toggle border for panel display.
- and boundary color. > - Cycle border color for HUD display.
- ? - Toggle border for HUD display.
-
- Y - Cycle radar circle color on heads up display.
- U - Cycle artificial horizon color on heads up display.
- I - Cycle strategic display color.
- O - Cycle star refueling warning color.
- P - Cycle text color. This is the color of the text on all the screens except
- the instructions.
- { - Cycle missile warning color.
- } - Cycle mine warning color.
-
-
- H - Cycle missile color.
- J - Cycle flare color.
- K - Cycle score color.
- L - Cycle alarm color.
- N - Cycle default starting instument display. The default is to start a
- tactical game with the HUD and a strategic game with the panel display.
- You can change this to any combination you wish.
- M - Toggle equalization of speed. Normally, a tactical game is slowed down
- to match the speed at which a stategic game runs which is slower.
- However, this can be turned off.
- < - Left or right handed mouse. If you have 3 mouse buttons this allows you
- to use the 2 right buttons rather than the 2 left buttons.
-
-
- Technical Support
-
- If you are a registered user of this software and have a problem or a
- question, fill out the technical support form, file "tech.nv3" and send along
- with a stamped self-addressed envelope. You may print out this form using the
- DOS print command. Please make sure that you have read the instructions
- thoroughly before doing this.
-
-
- Distributing This Software
-
- You are free to pass the UNREGISTERED version of this program around.
- This includes posting it on bulletin boards and shareware distribution lists.
- Please remove any previous versions of this program.
-
- If you are a shareware distributor please write me to let me know that you
- are adding it to your shareware distribution list. This will put you on my
- mailing list for upgrades and new programs.
-
-
- Demo Mode
-
- This game can be set so that it automatically cycles between the two
- demos. Just type "nv3 sound" or "nv3 nosound". The "nosound" argument will
- suppress the sound only when the demos are automatically played. At any time
- while demos are playing the user can type "Esc" to go the menu screen and
- select an option. When the user has finished, the program will revert to
- automatically cycling between the two demos.
-
-
- Disclaimer of Warranties
-
- This software is licensed solely on an "as is" basis. No warranties,
- either express or implied, are made by the developer with respect to the
- software, its merchantability, or its fitness for a particular purpose. The
- entire risk as to the quality and performance is with the licensed user of
- the software.
-
-
- Trademark Acknowledgments
-
- Logitech is a registered trademark of Logitech Corporation.
- NEC and PowerMate are registered trademarks of NEC Corporation.
-
-
- Copyright (c) 1992-1993 Michael Kline
- All Rights Reserved