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- Inter-Stellar Wars
-
- ** a highly detailed **
- ** tactical space combat adventure **
-
- Instructions
-
- BEFORE YOU BEGIN-
-
- Inter-Stellar Wars requires:
-
- -640k RAM
- -DOS 3.xx and up
- -VGA 256 color
-
- We reccommend that you have:
-
- -A 286 processor or better
- -A Microsoft compatible mouse
- -Hard Drive
-
- Optional Equipment:
-
- -Mouse or Joystick
- -Adlib or Sound Blaster compatible
- sound card
-
- If you wish to use the Adlib/SB
- soundtrack, begin Inter-Stellar Wars by
- typing ISWA at the DOS prompt. This
- will automatically load the sound driver
- and then execute ISW. Otherwise, just
- type ISW. When a song is playing, the
- sound will be muted. When the song
- stops, sound will resume.
- Using the Adlib music requires a
- lot of memory so if you're having
- problems freeing up enough memory and
- you have DOS 5.0 and high memory, use
- ISWH instead of ISWA.
-
- Important Note-
-
- If you have a Sound Blaster
- Deluxe, you will not be able to use
- the soundtrack support. This is a
- limitation to SOUND.COM, which is why we
- were unable to remedy this. A
- representative of Creative Labs Inc.
- said it had something to do with a new
- DSP (Digital Signal Processor) chip in
- the new SB. If you wish to persue this
- matter, contact Creative Labs.
-
- BACKGROUND-
-
- In the year 2249, humans colonized
- the Renzaar system. Colonization of
- Omicron began first because it was
- remarkably like earth. Soon after, the
- other four planets were colonized with
- the help of huge Plexi-tron Glass
- Composite(R) domes and underground
- facilities.
- The Renzaar system is also unique
- in that three other star systems are
- unusually nearby. Two of them have been
- found to have intelligent life and
- peaceful relations were established.
- They are the Ordan system and the Alpha
- system. The fourth system, the Creendok
- system, is mysterious. (The opening
- animation to ISW illustrates what
- happened to the Alliance scout exploring
- that system.) The closest planet to
- Creendok, Regulus, is completely
- encircled by a dense asteroid belt.
- These asteroids are usually smaller than
- baseballs, and cannot be seen or
- detected, but they can destroy a ship
- easily.
- In a typical day in this region,
- hundreds of traders pass back and forth
- between Renzaar, Ordan, and Alpha. The
- basic rule of the galaxy is: don't
- bother anyone, and they in turn won't
- bother you.
-
- CONTROL DEVICES-
-
- The mouse is the best pointing
- device for use with this game. To use
- the mouse, a mouse driver must first be
- installed, and then 'control' on the
- menu is toggled until 'mouse' appears.
- Using a joystick is slightly more
- difficult. The joystick is used to
- simulate a mouse pointer. Use 'control'
- on the main menu until 'joystick'
- appears. When the game starts you will
- be instructed to calibrate the joystick.
- Follow the on-screen instructions. If
- you use the keyboard, the arrow keys are
- used to move the pointer, and SPACE is
- the button. Shift+Arrow keys will fine-
- tune the pointer position. All keyboard
- hotkeys are supported in all control
- modes.
-
- ^/0
- THE INTERFACE SCREEN-
-
- When Inter-Stellar Wars (ISW)
- starts, you will see the main interface
- screen, which consists of a main viewer,
- a galactic map in the upper-right
- corner, the message center below it, and
- two icon bars. The main viewer is where
- the action occurs, and is also where
- various menus are displayed. The
- galactic map displays the four nearby
- star systems and all ships. The map is
- color-coded:
-
- Yellow: Sun
- Lt Blue: Planet
- Red: Alliance Ship
- Lt Red: Alliance Base
- Green: Insectia Ship
- Lt Green: Insectia Base
- Gray: Misc. Vessels
- White: Torpedoes
- Purple: Asteroids
-
- The message center is where all
- incoming messages from your ships or the
- game will be displayed. Three beeps
- precede the message to inform you that a
- message is coming in. Old messages will
- scroll off the top of the message center
- as new ones come in.
- The top icon bar only has one icon.
- It is the game speed icon. Clicking
- this icon toggles the speed between
- normal speed (18fps), half speed (9fps),
- and unlimited (operating at the maximum
- speed for your computer). Pressing 'R'
- will produce the same effect as clicking
- this icon.
- The bottom icon bar has six icons.
- The hot keys for these icons are F1-F5
- for the first five: Open a communication
- channel, activate the trading interface
- or receive a shield recharge from base,
- squadron menu, zoom, and ship/base menu.
- The last icon (ESC key) returns you to
- the main menu.
- ^/E
-
- THE MAIN MENU-
-
- There are several choices on the
- main menu. To select them, move the
- alliance symbol up or down with the
- keyboard, mouse, or joystick, or press
- the first letter of the choice.
- Play the game returns you to the
- game you were playing when you went to
- the menu. If you weren't in a game it
- starts a new game.
- New game loads the save game file
- 'DEFAULT.SAV' and returns you to the
- game at the very beginning.
- Load a game loads the save file
- with the name you specify from the disk.
- To play it, select play on the main
- menu. The default extension '.SAV' is
- used.
- Save a game saves the current game
- to the file you specify. '.SAV' is
- appended to your filename and the game
- can then be loaded with the Load option.
- Control changes the pointing device
- used by ISW: Keyboard, Joystick, and
- Mouse.
- Read This reads this.
- Quit exits you to the operating
- system. It DOES NOT ASK you if you wish
- to save your game, so if you don't save
- your game first, it will be lost.
-
- THE VIEWS-
-
- The main viewer can support three
- views. The Real mode view shows what
- the active ship and its surroundings
- actually look like. Unfortunately that
- range is severely limited, so there is a
- more useful tactical view which is a
- computer representation of the active
- ship and nearby objects. From center to
- edge is approximately phaser range. In
- the map view, each object is a dot
- (using standard map colors). Its size
- is about 2 pixels of the galactic map.
- Use the view icon (F4) to cycle through
- these modes
-
- THE SELECTION SEQUENCE-
-
- At many points in the game, you
- will be required to select a ship or
- location. When the message center
- informs you that a ship is to be
- selected, find the target ship on the
- main viewer or the galactic map. When
- you click on a point, the ship which is
- closest to that point will be selected.
- When you are instructed to select a
- location, the exact location you have
- selected will be used.
-
- SHIP INFORMATION-
-
- At any point in the game, you can
- get information on the current ship by
- pressing 'I'.
-
- SELECTING MENU CHOICES-
-
- In any of the menus during the
- game, there will be many numbered
- choices. To select with the mouse,
- click on the number. To use the
- keyboard, type the number and press
- Enter. To exit a menu at any time press
- ESC or the Esc button at the bottom-
- right corner of the display.
- To get help on a menu during the
- game, press 'H'. If there is help
- available, it will be displayed. (It
- will actually display the part of the
- manual which pertains to the current
- menu.) To get a list of keyboard
- hotkeys, press 'K'.
-
- THE CREDIT SYSTEM-
-
- When the colonization of planets by
- humans occurred, a monetary system of
- credits was designed. The credit (CR)
- is the basic form of money in all the
- known galaxy. Prices constantly vary on
- all the planets depending upon their
- economic situation.
-
- THE SHIPS-
-
- In ISW, there are basically 3 types
- of ships. Fighters are the basic ship.
- They can carry 4 SIPs (explained later)
- and 3 items in its cargo bay. There are
- three types of fighters: alpha, beta,
- and gamma. These vary in mass and hull
- strength.
- Command Vessels are huge all-
- purpose (expensive) ships. They can
- hold 6 SIPs and 6 items in the cargo
- bay. There are also three types: T1
- through T3.
- Cargo ships are transport vessels.
- The have 1 SIP (hopefully used for an
- engine, but it is not required) and room
- for 10 items in its cargo bay. It is
- most likely used for trade, and base
- construction. Again, there are three
- types: Standard, Deluxe, and Ultra-Haul.
- The capacity of a ship to carry
- crew is always twice the amount of hull.
- Therefore, the ship which can carry the
- most crew at once is the standard cargo
- ship with a hull strength of 400 and can
- carry 800 people.
-
- SIPS-
-
- SIPs are Standard Interface Ports
- on a ship. On them you can mount
- phasers, torpedo bays, tractor beams, or
- engines. On fighters and command
- vessels there are two dedicated phaser
- SIPs. You can only put phasers on these
- SIPs. Dedicated SIPs are handled
- automatically by the purchasing menu.
- Phasers are the basic weapon used
- by the alliance and insectia forces.
- They use the power allocated to them and
- fire a destructive energy beam at a
- target. The phasers are computer
- controlled and always hit. The more
- power given to them, the more damage
- they do.
- Torpedo bays require that there be
- torpedoes in the cargo bay. They fire
- these torpedoes charged with the
- allocated power. They are more
- efficient than phasers and do more
- damage, and they travel at 500 (which is
- approximately equivalent to 9.4 million
- kilometers per second). This is half
- the theoretical maximum speed of the
- universe. Unfortunately, torpedoes use
- the power given to them for navigation
- and thrust, and can be destroyed by
- phasers (or other torpedoes) or outrun.
- You can only use one torpedo bay per
- ship, so having more than one is really
- stupid.
- Tractor beams have two modes:
- normal, and station-keeping. In normal
- mode, the beam will draw the target
- toward the source ship. In station-
- keeping mode, the tractor beam will
- attempt to equalize both ships'
- movements. That means the target ship
- will match the source ship's speed and
- direction. A tractor beam's range is
- displayed on the buy menu in TM
- (terameters, which are trillion meters,
- or billion kilometers). There are
- ineffective beyond this range. Tractor
- beams are also little use on ships with
- a good, or even low engine performance,
- as the engines minimize the effect of
- the tractor beam with their inertial
- dampeners.
- Engines make it possible for ships
- to travel through space. Important
- factors in buying engines are power, and
- maximum speed. Power, combined with the
- mass of your ship, determines the
- ability of your ship to maneuver (engine
- performance). Maximum speed is just
- that: your top speed. When buying
- multiple engines, the power is added to
- create a higher engine performance, but
- the maximum speed of your ship is
- determined by the maximum speed of your
- fastest engine. Note: the engine per-
- formance calculations are based on 7 as
- the normal performance.
-
- CARGO-
-
- Cargo you can have consist of:
- shields, cloaking devices, sentry pods,
- various instruments (junk), torpedoes,
- and most importantly, reactors.
- One note: There cannot be more
- than one sentry pod unit or control per
- ship.
-
- ^/16
- Shields are the basic defensive
- equipment. The use shield recharge
- (purchased from the buy menu) as a sort
- of fuel to absorb enemy fire. The power
- determines how much of the enemy fire
- will be absorbed. For example: If your
- shields are powered at 20, and a phaser
- blast hits you for 30 damage, 20 will be
- absorbed by the shields and subtracted
- from your level of shield recharge, but
- 10 will be absorbed by your hull,
- possibly killing crew members and
- destroying SIPs. This reflects the
- importance of a high shield power.
- Multiple shields can be purchased, and
- the power will be added. Having more
- shield power than shield recharge is
- useless, since when the recharge is used
- up, shields are ineffective. You can
- see this relationship on the 'Shield and
- Structural Integrity Status' display
- available from the ship menu (F5).
- ^/E
- Cloaking devices are a secondary
- defensive mechanism. They make your
- ship invisible on the real, tactical,
- and map view on the main viewer, but you
- can still be seen on the galactic map.
- Cloaking devices must have their maximum
- power to operate at all. You can press
- 'C' or select cloak on the ship menu to
- toggle the device's status. You can't
- fire phasers when you are cloaked. If
- you do, the cloaking device will
- automatically disengage. Torpedoes, on
- the other hand, will fire in cloak,
- giving you a huge strategic advantage.
- Sentry pods when in your cargo bay
- are useless, but using the ship menu to
- deploy them will make them follow your
- ship (in strict formation) and fire
- their phasers when you fire your
- phasers. The power allocated to their
- control unit (left behind in the cargo
- bay as the pods are deployed) is beamed
- to the pods giving them power to fire.
- Instruments are basically junk.
- They are most useful for trade.
- Instructions for their use (if they can
- be used on a spaceship) will be provided
- upon purchase.
- Torpedoes are fired by torpedo
- bays. They usually come in packs of 4
- or 7, but sometimes there are partially
- used packs left over at planets.
- Reactors are among the most
- important items for sale. To use your
- equipment to its full potential you must
- choose a reactor with an equal or better
- output than the sum of the powers of all
- your equipment. A lesser reactor can be
- bought (for mass or price restrictions)
- but then your power must be managed in a
- strategic way.
-
- ^/1
- THE SHIP MENU-
-
- All functions relating to ships is
- accessible via the ship menu. Any menu
- options with hot keys display the hot
- key after the menu choice. At the top
- is your current ship, and a visual
- inventory of your SIPs currently
- mounted.
- ^/E
-
- TARGET BY LOCATION-
-
- Target by location is the basic
- form of navigation. Select this option
- from the ship menu and click the pointer
- on your desired location. If your
- engines are powered and a target speed
- is set, the ship will begin flying there
- immediately. You can also use the 'L'
- hot key. You can keep selecting
- locations until you switch to another
- mode. If you select a new location, it
- will forget its old target and fly
- toward the new one.
-
- TARGET BY OBJECT-
-
- This is the same as target by
- location except it will target the
- closest object (ship, planet, sun,
- torpedo, etc.) and fly toward it. The
- useful part is if the target object
- moves, it will follow it and then match
- its speed as close as possible. You can
- use the 'O' hot key for target by
- object. You can keep selecting objects
- and it will target the last one you
- selected as long as you don't switch to
- another mode.
-
- FIRE PHASERS-
-
- To fire your phasers, select
- phasers on the ship or base menu then
- select the ship you wish to fire at.
- You can fire as many times as you want,
- although phasers have a recharge cycle
- and can't fire constantly. You can fire
- the phasers until you select another
- mode. You can use the 'P' key to
- activate phaser mode.
-
- FIRE TORPEDOES-
-
- To fire torpedoes, select the
- torpedo option on the ship or base menu,
- or press 'T' then select the ship you
- wish to fire at. You can fire torpedoes
- constantly until you run out. There is
- no recharge time. When you run out of
- torpedoes it is a good idea to
- deallocate the power to your torpedo bay
- and give the power to other equipment.
-
- ^/4
- SHIELD AND STRUCTURAL INTEGRITY STATUS-
-
- To display a bar graph depicting
- the status of your ship's shields and
- hull, select choice 6 from the ship
- menu. Three bars will appear. The
- light blue bar shows your shield
- recharge level, while the overlaying
- darker blue bar shows the power level
- allocated to shields. The number on top
- of this bar shows how much of your
- shield recharge could be used in a
- single hit. If it is over 100%, then
- too much power is allocated to the
- shields. That will do no harm, but the
- energy could be used for other
- equipment, since the power over 100% is
- merely wasted.
- The red bar is the status of the
- ship's hull. When a ship's hull reaches
- 0%, the ship is destroyed.
- ^/E
- The shield and structural integrity
- status of a base is displayed right on
- the base menu.
-
- DEPLOY SENTRY PODS-
-
- Select this choice on the ship menu
- to deploy the sentry pods, or if the
- pods are already deployed, retract them.
- Sentry pods have their own propulsion,
- so when they are deployed, your ship is
- actually lighter and engine performance
- improves. It is a good idea to retract
- your sentry pods when you cloak your
- ship since your pods will not likewise
- cloak.
-
- CLOAK-
-
- To cloak or reveal your ship select
- cloak from the ship menu or press 'C'.
-
- TRACTOR BEAM-
-
- To use the tractor beam select 9 or
- 10 from the ship menu depending on which
- tractor mode you want to use. Then
- select your tractor beam target. You
- must figure out your own use for the
- tractor beam. It is almost useless when
- the target has a working engine.
-
- ^/3
- ENGINES-
-
- This choice on the ship menu, also
- activated by the 'E' key, selects your
- desired speed of the active ship.
- Normally you would set it to the maximum
- speed, but you might want to lower it
- for some reason.
- ^/E
-
- ^/18
- TRANSPORT-
-
- There are two forms of transport:
- crew transport and equipment transport.
- ^/E
- ^/5
- To transport crew, select transport
- from the ship menu, and then crew from
- the transport menu. Then you must enter
- how many people to transport, and select
- the target ship. If the target ship is
- alliance, the crew will be transported,
- and the experience of the target ship's
- crew will be affected by a differently
- experienced group. If the target ship
- is insectia, the group is a boarding
- party and attempts to capture the ship.
- If the crew's number and experience are
- high enough, they can capture the enemy
- ship and it becomes alliance owned. If
- the whole group cannot fit on the target
- ship, only the people that will fit get
- transported.
- If you do take over an insectia
- vessel, it will be operationally
- identical to an alliance ship, and since
- the computer sofware from your ship is
- downloaded to the newly conquered ship,
- the ship menu will display the image of
- an equally equipped alliance ship.
- ^/E
- ^/19
- You can also transport cargo and
- SIPs between ships. Just select
- cargo/SIPs from the transport menu, the
- equipment to transport, and the target
- ship.
- You cannot transport to a ship that
- is out of transport range or has active
- shields.
- ^/E
-
- SELF DESTRUCT-
-
- If all is hopeless then select
- self-destruct from the ship menu. You
- will be given five seconds to abort by
- pressing TAB. If not, the active ship
- will be destroyed and nearby ships may
- be damaged or destroyed.
-
- INSTRUMENTS-
-
- If you get an instrument you could
- possibly use, select 14 from the ship
- menu, and then follow the onscreen
- instructions.
-
- BASES-
-
- Bases are highly fortified outposts
- with almost the same (and sometimes
- better) offensive and defensive
- capabilities of planets. Because of
- gravitational restrictions, bases cannot
- be located near planets, suns, or other
- bases. Bases are very difficult to
- build and destroy and make very good
- defensive outposts to protect trading
- and invasion routes. In addition, bases
- can provide free shield recharge to any
- friendly, docked ship. By pressing F2
- while on the ship wish to recharge, 250
- shield recharge units (or whatever is
- available) will be subtracted from the
- base and added to the docked ship.
-
- CREW-
-
- Crew are needed for the repair and
- the operation of ships not on manual
- control. Crew experience is the crew's
- relative abilities. A crew with higher
- experience can fix the ship faster than
- a bigger, stupider crew. They can also
- do better in battle, and experience has
- a tremendous impact on the success of a
- boarding party on an enemy ship. When a
- ship is operating on its own (it is a
- squadron) the following operations can
- only be performed with the proper number
- and experience of crew:
-
- Operation Number Exper.
- --------------------------------
- Navigation 5 0
- Phasers 30 0
- Torpedoes 40 450
- Tractor Beam 50 750
- Cloaking Dev. 35 1150
- Boarding
- Parties 200 2500
-
- However, when you are controlling a
- ship manually you can use any of those
- capabilities of a ship. (But you
- obviously can't manually control every
- ship.)
-
- THE ACTIVE SHIP-
-
- Almost all actions controlled by
- menus and hotkeys occur with the active
- ship. The active ship is the ship (or
- any other object) which is in the center
- of the main viewer. Its name also
- appears in the upper-left corner of the
- viewer. To select a new active ship,
- use the select object choice on the ship
- or base menu. You can also press 'A'.
-
- ^/15
- COMMUNICATIONS-
-
- To communicate with a ship, select
- the comm icon (F1) while on the ship
- you wish to communicate with. The comm
- screen will display what the person is
- saying. Then you will get a list of
- choices for your response. Select
- one, and the conversation will continue.
- ^/E
-
- ^/10
- TRADING INTERFACE-
-
- To buy or sell anything, select the
- buy icon (F2) and a menu will appear.
- If there is no trading post within range
- of the active ship, the game will inform
- you of where to go to trade. Valid
- trading posts in ISW are:
-
- Omicron: The home planet of the
- alliance, also where the
- game starts.
- Cstai: another alliance planet
- Dnosta 2: yet another alliance
- planet
- Ordervia: a neutral planet in the
- Ordan system
- Beta: a neutral planet in the
- Alpha system.
- ^/E
-
- ^/11
- To buy anything (except a ship) a
- ship must be the active ship and parked
- near a trading post planet. To buy a
- ship, lock on to the planet itself.
- Select 1 on the trading menu to actually
- enter the buy menu. The buy menu
- consists of a list of categories of
- things you can buy. At the bottom are
- the available items at the planet in the
- current category. Scroll the list by
- using the arrow keys, and to buy an
- item, press Enter. Before you can buy
- items for a ship, you must first buy a
- ship. Select 10, 11 or 12 on the menu,
- then select the type you wish to buy.
- The new ship will automatically become
- the current ship and a standard crew
- compliment will be transported aboard.
- When selecting an item to purchase,
- you must strike a delicate balance
- between price, mass (weight),
- durability, and power. The higher the
- mass of your ship, the lower your engine
- performance will be, but usually an item
- with more power will be heavier (and
- more expensive). Durability is the
- percentage chance that a SIP will
- survive a direct hit from weapons fire.
- It is only important when a ship has no
- shields. Power is the amount of energy
- which the item can use. Generally, the
- more power it uses, the more powerful it
- is. Cloaking devices on the other hand
- require the maximum power to operate,
- and less power is better.
- ^/E
- Buying many ships in this manner
- would be very difficult without option
- 3, clone a ship. With this option, the
- active ship is cloned (a new ship is
- purchased and equipped equally if the
- parts are available). Just type in the
- name of the newly created ship. You
- can clone a ship if any of its
- equipment is unavailable but the the ob-
- jects won't be on the ship.
- ^/12
- To sell items select choice 2 on
- the trading menu. A new menu will
- appear listing the SIPs and cargo on the
- active ship. To sell one, select it.
- Select choice 17 to sell the whole ship
- and everything on it.
- ^/E
-
- BUILDING A BASE-
-
- Building a base is a major
- undertaking. First, nine base hull
- units must be purchased and loaded onto
- ships (of any type). Also you need to
- buy a single base reactor unit. These
- are all found in the base section of the
- buy menu. These ships must then rendez-
- vous at the same location away from
- planets or other bases. When all the
- ships are together and not moving the
- ship menu will gain a 16th choice: build
- a base. Select it and a base will
- automatically be constructed and you
- will be asked for the name of the base.
- To supply a crew to the base, several
- flights of ships are needed to transport
- the necessary crew members to the base.
-
- POWER MANAGEMENT-
-
- Power management is how you tell
- the ship how much power is allocated to
- each piece of equipment. If the reactor
- output meets or exceeds your equipment
- needs, you can simply give each piece of
- equipment the maximum power. But this
- is an ideal situation. Most of the
- time, to save money and mass, the
- reactor will not be enough to do this,
- so not all equipment can get full power.
- Power management allows you to specify
- what gets how much power. One idea is,
- in a time of travel, the engines and
- possibly a cloaking device are given
- their full power, but during battle,
- energy is taken away from them and
- concentrated in weapons and shields.
- ^/2
- On a ship, the power management
- menu is selected as number 15 on the
- ship menu. The left and right arrow
- keys are used to select which piece of
- equipment to modify and up and down keys
- vary the amount of power. PgUp and PgDn
- keys change the power much quicker. You
- can also use the mouse to select the
- exact point on the bar which represents
- the amount of power to supply.
- ^/E
- ^/7
- In a base or planet, the power
- management menu is selected as number 5
- from the base menu. This is almost the
- same except all bases have only four
- devices: phasers, torpedo bays, shields,
- and tractor beams. Up and down specify
- the equipment, and left and right vary
- the amount of power. PgUp and PgDn are
- still fast change keys, and the mouse is
- still valid.
- ^/E
-
- ^/8
- SQUADRONS-
-
- A squadron is a group of ships,
- although it can actually be a single
- ship if you wish, that are controlled by
- the computer (actually the crew aboard
- that ship) and carry out the flight and
- battle as you command it. As a
- commander, you tell the squadron:
-
- * Where to go
- * Whether to inform you that:
- -The squadron has reached your
- specified location or target.
- -The squadron is nearby an
- enemy ship or base.
- -The squadron is attacking
- -The squadron is being
- attacked
- * Whether to attack all enemies
- encountered
-
- Squadrons cannot buy or sell at a
- planet. You must do that manually.
- ^/E
- ^/9
- TO BUILD A SQUADRON-
-
- To build a squadron of a single
- ship, merely go to the squadron menu and
- select choice 2, 'command squadron.' At
- this point, the active ship becomes a
- squadron. Then you may give the ship a
- location or object to navigate to, and
- also, with the last three options, tell
- the ship whether to inform you that it
- has reached the target locations, or is
- detecting a nearby enemy. You can also
- tell the ship to attack all encountered
- enemies. You can even give the ship
- multiple commands, for example: to tell
- a ship to circumnavigate a dangerous
- battlezone, tell it to target by
- location at several waypoints along the
- flight path. It will then follow your
- path waypoint by waypoint. Or perhaps
- you want a ship to attack several ships.
- Target by object on each ship you wish
- to attack and make sure auto-attack is
- on. The ship will navigate toward each
- ship in the exact order you specified
- and attack them one by one.
- To create a squadron of multiple
- ships, select the squadron leader as the
- active ship. All references to the
- squadron will be named by this lead
- ship. Then select 'add a ship to a
- squadron' from the squadron menu.
- Select all the ships you wish to be part
- of this squadron. The ships will
- automatically move toward the lead ship
- at maximum speed. Care must be taken
- that the lead ship is not faster than
- any of the following ships, or the
- following ship will not be able to stay
- with the squadron. (Although it will
- relentlessly follow until you tell it
- otherwise.)
- All ships in a squadron must be
- previously equipped and the power
- management set.
- ^/E
-
- ^/99
- HOTKEYS-
-
- Key Function
- ----------------------------------------
- A ! Select an active object
- C ! Cloak the ship
- E ! Set new speed
- H ! Bring up online help
- I ! Information on current ship
- K ! Bring up hoykeys
- L ! Target by location
- O ! Target by object
- P ! Fire phasers
- R ! Change game speed
- S ! Sound toggle
- T ! Launch torpedoes
- F1 ! Communication
- F2 ! Trading or shield recharge
- F3 ! Squadron
- F4 ! Change view
- F5 ! Ship/Base
- F10 ! Exit at anytime
- Esc ! Exit all menus and when in game
- go to the main menu
- ^/E
-
- REGISTERING-
-
- As you might know, Inter-Stellar
- Wars is a shareware distributed piece of
- software. You DO NOT OWN this game.
- You only own the media it came on. To
- have the legal right to use Inter-
- Stellar Wars, you are required to pay a
- registration fee of $10.00 (US) to the
- authors. When you register you will
- recieve Inter-Stellar Wars II, a dynamic
- version of ISW. You can build your own:
-
- -Planets
- -Ships
- -Battles
- -Asteroid Belts
- -Suns
- -Systems
-
- When you beat ISW, the adventure is
- not over. Inter-Stellar Wars II gives
- you unlimited dimensions of adventure
- and excitement!
- Please remember to give us:
-
- - $10.00
- - Your name and address
- - disk size (3.5" or 5.25")
- - any comments, ideas, suggestions
-
- Send to:
-
- H/M Software
- 2925 Birchton Rd.
- Ballston Spa, NY 12020-2035
-
- Thank you in advance for your
- support. (How much more pressure can we
- put on you?)
-
-
- DISCLAIMER-
-
- H/M SOFTWARE TAKES NO RESPONSIBIL-
- ITY FOR ANY DAMAGE, HARDWARE OR
- SOFTWARE, CAUSED BY THIS PROGAM, AS IT
- WAS NOT THE INTENT OF THE AUTHORS TO DO
- SO. IN TESTING, WE FOUND THAT THIS DOES
- NOT HAPPEN AS A RESULT OF THE PROGRAM,
- ONLY AS A RESULT OF THE USER BECOMING SO
- MAD THAT THEY SMASH THE COMPUTER WITH
- THEIR HEADS. THANK YOU.
-
-
-
-
-
-
-
-
-
-
-
-
- ───────────────────────── Ende des Autorentextes ────────────────────────
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