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1╛
BRIDGE CREW GM GAME MANUAL
BRIDGE CREW version sw1.12d
Bridge Crew is a trademark of Mithril Software.
This product is copyright Mithril Software 1994, 1995 All rights reserved.
Acknowledgements
Bridge Crew would not have been possible without the assistance of many
people who have given their time and effort with little expectation of
reward. We would like to thank those who have been involved:
Programming
Robert Cox, David Swan, Brenton Ross, Peter Mazzarol
Technical Assistance
Robbie Matthews, David Boffinger
Scenario Design
Robert Cox, Roger Nicholls, Peter Wass, Barbara Hall, Trish Crowther.
Documentation
Robert Cox, Trish Crowther, Peter Wass, Barbara Hall, David Swan.
Play Testing
Robert Cox, Roger Nicholls, Barbara Hall, Peter Wass, Catherine Cook,
Trish Crowther, David Swan, Michael Swan, Craig Alexander, Clinton
Moore-Crouch, Brenton Ross, David Boffinger, Peter Mazzarol, Scott
Yates, Rodney Kearins, Kevin Maclean, Robbie Matthews, David Readman,
Wes Nicholson, Nick Prosser, Ian Windorf.
Introduction
Welcome to the world of computer assisted co-operative role-playing.
Bridge Crew is the first of a series of computer assisted multi- player
role-playing games designed to be played on the current (read previous)
generation of high power DOS PC's.
BRIDGE CREW is played with a game master who designs a scenario for the
players and may get actively involved during the playing of the
scenario. Whilst non combat scenarios can be built, it is essentially a
combat driven game, hence most scenarios have starship combat.
Each player has a computer terminal or Personal Computer with which
he/she can pull up various reports about the state of the ship and the
state of the universe. He/she can also enter commands that relate to
the player's assigned functions (e.g. the helm officer can set course
and speed).
Like the bridge of a modern warship, the captain gives orders and
expects the crew to either obey or make sensible alternative
suggestions. The crew is expected to run the relevant parts of the ship
without specific orders.
Copyright Mithril Software Page 1
SOFTWARE INSTALLATION
The software is supplied in compressed (.ZIP) format on high density
diskettes. You can install Bridge Crew onto any hard disk drive. By
using the shareware program PKUNZIP.
Specific instructions on how to wire and setup BRIDGE CREW are included
in the files GETSTART.TXT and ONESTART.TXT.
The software is supplied and should be placed in a directory C:\BCREW
The scenario and data files should be places in C:\UNIVERSE.
If you don't have a drive C: then you will need to set the environment
variable BCREW see below.
****IMPORTANT*****
Before installing the software, read README.TXT. Any changes have been
included in README.TXT.
Setting up the software (Bcrewset.bat)
A setup program is provided which must be run from the directory to
which you copied the program files. This program configures Bridge Crew
to suit the specific hardware installed (i.e. daisy-chaining or a multi-
port card). Enter BCREWSET at the DOS prompt:
>C:
>CD \BCREW
>BCREWSET
Environment variables
If you do not want to run Bridge Crew from the C:\BCREW directory, then
you must set the environment variable BCREW using the command
>SET BCREW=C:\your directory\
Drives other than C are also supported. Eg:
>SET BCREW=D:\your directory\
Most people would add this command to the AUTOEXEC.BAT file.
Copyright Mithril Software Page 2
The main screen of the setup BCREWSET program is shown below:
-----------------------------------------------------------
BRIDGE CREW SETUP PROGRAM
1 - Game Details
2 - Hardware Details
3 - Exit and save
4 - Quit (Dont Save)
Enter Option 4
Note - remember to exit using 3 if you make changes.
--------------------------------------------------------------
A display of the Game details screen is shown below:
--------------------------------------------------------------
Game Details
BRIDGE CREW SETUP PROGRAM
GRAPHICS MODE 1 0=VGA 1=EGA 2=CGA
COLOR SCHEME 1 0=16Colour 1=8Colour 2=2Colour 3=4Colour 4=CGA
WORLD DIRECTORY c:\universe\
GM Port 2
COM1 (Port 0) 1 COM7 (Port 6) 0 0=No terminal (or mouse)
COM2 (Port 1) 1 COM8 (Port 7) 0 1=Dumb Terminal Present
COM3 (Port 2) 1 COM9 (Port 8) 0 2=PC running BCTERM
COM4 (Port 3) 1 COM10 (Port 9) 0 With or without
COM5 (Port 4) 0 COM11 (Port 10) 0 daisy chained terminal
COM6 (Port 5) 0 COM12 (Port 11) 0
---------------------------------------------------------------
Note: It is generally better to use EGA because of the smoother screen
refresh even on VGA systems.
Note: Colour Scheme 1 is designed for use with a 8 shades of grey
projection panel. For a colour monitor 0 is much better.
Note: CGA looks crummy and will not be supported in future releases.
Note: World directory must end with a \
Note: The world directory must not have a trailing space
Copyright Mithril Software Page 3
Hardware Details (using COM1 and COM2)
The following is a setup for just using com1 and com2:
----------------------------------------------------------------------
BRIDGE CREW SETUP PROGRAM (Hardware Configuration)
Extra Ports 0 0=NONE 1=Multi Port Card 2=DOS (4 port)
Interupt IRQ number 5 (Usually 2 or 5)
Number of extra ports 8 (Usually 2 4 or 8)
COM3 (Port 2) 180
COM4 (Port 3) 188
COM5 (Port 4) 190
COM6 (Port 5) 198
COM7 (Port 6) 1a0
COM2 (Port 7) 1a8
COM9 (Port 8) 1b0
COM10 (Port 9) 1b8
COM11 (Port 10) 1c0
COM12 (Port 11) 1c8
------------------------------------------------------------------
This shows the setup to use just COM1: and COM2: (the standard dos
ports).
The important bit is to set the Extra Ports to 0 all other parameter
will be ignored.
NOTE: the hardware option 2 DOS (4 port) does not work and will be
removed from future versions.
Copyright Mithril Software Page 4
The following setup is for a uninteligent multiport card with 8 ports
Hardware Details (using AST compatible or Programax-8X card)
--------------------------------------------------------------------
BRIDGE CREW SETUP PROGRAM (Hardware Configuration)
Extra Ports 1 0=NONE 1=Multi Port Card 2=DOS (4 port)
Interupt IRQ number 5 (Usually 2 or 5)
Number of extra ports 8 (Usually 2 4 or 8)
COM3 (Port 2) 180
COM4 (Port 3) 188
COM5 (Port 4) 190
COM6 (Port 5) 198
COM7 (Port 6) 1a0
COM2 (Port 7) 1a8
COM9 (Port 8) 1b0
COM10 (Port 9) 1b8
COM11 (Port 10) 1c0
COM12 (Port 11) 1c8
---------------------------------------------------------------------
This shows the setup for a Programax 8X card
the switch settings on the card will need to be set to :
IRQ 5 (Switch S1)
I/O address 180H (switch S2)
Uart latch 1C0H (switch S3 (optional UART IO))
Note - It should be possible to use interrupt 2 instead of 5 provided
you set "Interupt IRQ number 2 (Usually 2 or 5)" in the bcrewset
program and IRQ 2 on the card (Switch S1).
Copyright Mithril Software Page 5
How Bridge crew handles multi port cards.
Bridge crew expects COM1 and COM2 to occupy the 'standard' I/O addresses
and use the interrupts shown below:
COM1 H3F8,IRQ4
COM2 H2F8,IRQ3
There aren't really standard I/O addresses and interrupts for COM3 and
COM4. The most common arrangements seem to have them as shown below:
COM3 H3E8,IRQ4
COM4 H2E8,IRQ3
As you will notice, the interrupts are the same as COM1 and COM2.
Unfortunately this arrangement will not work with Bridge Crew.
Bridge Crew expects all ports above COM1 and COM2 to share one interrupt
and to be using a different interrupt to COM1 and COM2. This is the way
that the AST and prograMAX-8 cards work. Using this system, many ports
may share one interrupt and Bridge Crew I/O will run happily. This is
also the system used by XENIX, UNIX and Coherent so most cards that will
support those operating systems will also work with bridge crew. In
theory any multi port card that has 2 to 8 ports, can share interrupts
and uses a standard configuration of (8250 or 16450) compatible UARTS
should in theory work.
Some cards are 'intelligent' and operate with UNIX intelligently. These
are generally expensive cards that have their own CPU and memory. They
deal with character streams as packets and will not run with Bridge Crew
unless configured to emulate a dumb card (which some of them can do if
you set the right jumpers/switches).
Because of the different strategies for the placement of I/O addresses
within memory and the use of various different interrupt lines, Bridge
Crew comes with a set-up program that enables users to configure the
specific multi-port card that is in use.
Notes about the various multi port cards that we have tried.
AST compatible 4 port cards
Number of ports: 4
Works fine if you do not load the drivers supplied.
Available from Mithril software for $145 (includes postage).
PRONET-8 (prograMAX-8)
Number of ports: 8
Works fine if you do not load the drivers supplied.
Available from Mithril software for $340 (includes postage).
Copyright Mithril Software Page 6
DFI (COM-400)
Number of ports: 4
This card refuses to share interrupts across its second 2 ports so
can at best be used as a 2 port card.
GW451C
Number of ports: 2
This card works fine as COM1 and COM2 but will not operate as COM3
and COM4. It is not suitable to add 'extra' ports to Bridge Crew.
This card is typical of most cheap 2 port cards.
Support
For the shareware version of Bridge Crew support is limited to the 'Self
Help' system. If you can't find somone to help you then that's too bad.
However David Readman has sugested you contact him on the internet
on JAGUAR@WERPLE.MIRA.NET.AU
To register and get your questions answered contact:
Mithril Software Pty Ltd
PO Box 225
Kippax
ACT 2615
FAX within australia (06) 254 6280
Eg (international access code) 61 6 254 6280
Eg from the USA 011 61 6 254 6280
Copyright Mithril Software Page 7
Getting Started
To start your first scenario, set up the system as described in
GETSTART.TXT or ONESTART.TXT
Alternativly run the setup BCREWSET program to tell BRIDGE CREW
about your serial port configuration, and about the terminals on which
the game will be run.
if you are running daisy-chained terminals you will need to load the
files BCTERM.EXE, BCTERSET.EXE and BCTERSET.DAT onto the PCs running in
the daisy chain.
We also provide a dumb terminal emulator called VT100.EXE which you can
used to make a PC emulate a dumb terminal.
The communications software is pre-set for 9600 BAUD, 8 data bits and 1
stop bit. No flow control is used, so configure the VT100 emulators or
compatible terminals to these settings.
At the DOS prompt, type
>CD \BCREW
where BCREW is the directory that contains the Bridge Crew program.
Type
>BCREW PUB1.SSW
The program will display a title screen. Press Enter to proceed - the
title screen will disappear. The program will initialise the COMM
ports, and display their status. If a COMM port shows a negative
status, it would normally mean a communications error.
If all goes well, the main console display will be shown. This will
update every two seconds (check the charging of the shields to confirm
this). The terminals will now respond to the pressing of the enter key
with a '>' prompt. Type the command WHO on the GM's terminal to ensure
that the GM starts with all security codes assigned to him or her. If
not, rerun bcrewset.
Tell the person who will be playing the part of the security officer to
enter the command WHO, (this will return his or her port number),the GM
should then use the SECUR port_number command to assign security to the
security officer on this port.
Stopping the game
To stop the game, enter a # (Shift 3 on most keyboards) on the main
keyboard (not the GM's terminal).
To restart the game after a pause (eg Helm Hit) use the shift 7 or
andpersand (&) character.
Copyright Mithril Software Page 8
Notes about How the Game Plays
Ship Recognition or Who sees Whom?
The Bridge Crew software maintains five lists of ships. These are:
Visible ships:
These can be seen by the command 'RECON' and have two visibility states;
'Clearly Visible' and 'Visible'. If a ship is clearly visible, it will
display on the main screen as a silhouette. If not, it will appear as a
blob (normally of varying size). This list is used by the 'MODE
TACTICAL' display.
Known Ships:
This is a list of ships that are known to the players. It is the list
shown by the 'THINGS' command and contains all objects that are known to
the player's side. Known ships are always displayed at their last known
location. This is the list used by the MODE STRATEGIC display. As DSF
Command knows about these ships, it will periodically update their
positions based on subspace radio intercept and sensors, or sightings.
This action causes the strategy officer to receive the message "Position
update shipid". The GM may at any time update the last known position
of a ship on this list by using the IUPDATE command.
Unknown ships:
This is a list of ships that are in the game but that are not known to
the players. They are noted on the LOCATE command as unknown. Note:
Unknown ships will become known if they are within sensor range of a
friendly ship or if they are made known by the GM (using the KNOWN
command).
Inactive ships:
These ships have been taken out of play by the GM using the DEACTIVATE
command, or have been destroyed by enemy fire. They can be listed using
the INACTIVE and the LOCATE commands. Ships that have been deactivated
(rather than killed) can be re-introduced into the game by the command
ACTIVATE.
Copyright Mithril Software Page 9
Non-Player Location list:
The non player (Hostile and Neutral) ships also maintain a list of the
last known positions of the players' ships. This list (which always
contains all ships) also contains the visibility status of the players'
ship(s). The GM commands XTHINGS and XRECON use this list. The last
known location of the players' ship(s) is periodically updated on this
list, but since this only occurs randomly about every 10 minutes, the GM
may force the position to be updated for a specific ship using the
XUPDATE command. This command immediately updates the position of the
requested ship for the (computer moderated) non-player ships. This
prevents the non-player ships endlessly circling the last known position
of the player ship(s).
When using transporters or giving orders, you will discover that player
commands are at times ignored by the subject ship. The most common
reason for this is that the non-player ships report to a different
admiral. The GM can find the admiral by using the REP8 command. Valid
admirals are:
0 Free and Independent
1 FIP Deep Space Fleet
2 FIP Merchant Marine
3 Hostile.
The players can only ORDER ships that come under the command of Admiral
DSF (side DSF). However if a CONDITION RED is declared, Ships under the
command of Admiral FIP (SIDE MER and SIDE FIP) will also obey the ORDER
command.
Copyright Mithril Software Page 10
Randomness in the Game
There are several actions where randomness is used to add to the game
play and ensure that the same scenario will rarely play in the same way
twice.
1. Non player crew efficiency. This is the probability that the non-
player crew will make the correct decisions in a given two second
turn. There is a different crew efficiency figure for all of the ten
imaginary crew functions (helm, missile, beam, etc.). This can be
determined using the REP2 command
2. Damage allocation. When hits get through the shield one function
(chosen randomly) can take up to 1/2 the damage. The rest is spread
around more or less evenly (i.e. for each point, a random function is
selected).
3. Position updates. These occur at random intervals. For example, in
the FIP universe, they average one update every ten minutes,
(depending on the race, ship, class, etc.).
4. Damage chances. The percentage probability of function failure (eg a
misfire) is 100 less the current performance of the weapon.
5. There is a pseudo-random time delay - e.g. how rapidly other ships
respond to messages - "ID" "STATUS" etc.
Copyright Mithril Software Page 11
Game Mastering
As the GM you have limited control of the game during play. One of the
important things to remember is the fact that once combat is entered
into, things happen very quickly and the players can be destroyed before
you can react. This is a game where strategy is real time (though not
hurried or heavily dependent on reflexes, as in an arcade game).
The basic scenarios supplied give you a universe and a series of
campaigns to take the players through. YOU are expected to embellish the
play by intervening at various intervals to keep the game exciting and
even to modify the scenarios before play begins in order to change them
to fit in with your view of the universe.
1 Your job as the GM involves the following steps:
Your job as the GM involves the following steps
1. Study the System (so that you know what you are doing).
2. Set the Stage.
3. Running a Campaign.
4. Awarding OER ratings, Developing the characters and giving Decorations
5. Keeping Characters that Play Well Alive.
6. Mercilessly Killing Characters That Play Badly.
7. Keeping the Players Happy.
1. Study the system
You have quite a few extra commands to learn as the GM. In addition,
you should know all the player commands. You will need to have a
working knowledge of the way non-player ships react and why, as well
as some understanding of starship tactics.
It is sensible to play PUB1.SSW as a player to get a feel for the
duties of each position and to become familiar with all the commands.
Do not expect to understand the system in less than twenty hours of
play.
2. Set the stage
Think out each scenario, keep records of players' achievements,
ranks, etc. Don't let the game become boring (or "What shall we kill
this week, Captain?")
Think about the universe: The game includes several variables that
affect the entire universe. These are set using the SETV and SETP
commands and should, in theory, be constant for the entire universe.
3. Only relevant in the Registered (Full) version.
In the shareware version only limited campains are possible due to
the limited number of ships
Copyright Mithril Software Page 12
4. Awarding OER ratings.
Characters' Tour of Duty:
We have conveniently placed a tour of duty at 3 scenarios. There is
no need for a GM to stick to this number, however it is a lot harder
to keep the players alive (while keeping the game exciting) in this
kind of world than in a traditional role-play world. For example,
making a tour of duty consist of 25 scenarios would make it unlikely
that you would have any surviving players!
Officer Efficiency Rating:
The OER is designed to fill in for the common or garden variety
experience point system found in the traditional role-play games. It
gives the players some feedback and assists the GM in assessing how a
player / character is performing.
Score Meaning
5 The Character has performed excellently. Virtually all
decisions and actions were correct and timely.
4 The character has performed well, but not excellently.
Decisions and actions were generally correct and timely.
3 The character has performed adequately. This rating is a
pass and should not be looked down on. The character is
competent and can be trusted to perform well.
2 The character failed in a minor way. This is specifically a
matter that did not result in loss of life or property.
1 Fail. Bad, very bad, not good. Get the picture?
Decorations:
Decorations may be recommended by the captain (or any 2 bridge
officers) and the Admiralty (GM) will decide if the decoration should
be awarded.
Decorations for any universe are listed in the Player World books.
The shareware version does not come with a world book.
5. Keeping characters that play well alive.
This actually requires a bit of skill. First of all, you must be
able to judge good play and secondly, you must avoid overmatching
(pitting the players against an unbeatable foe).
Copyright Mithril Software Page 13
6. Mercilessly Killing Characters that play badly.
This function is relatively easy since the way to tell if they are
playing well is to give them a difficult live scenario with a heavy
accent on combat.
7. Keeping the players happy.
Whilst the novelty of the game will amuse the players for a while,to
run an interesting ongoing campaign, you will need (as with all role-
playing) to ensure that the majority of players enjoy the majority of
scenarios. Look for signs of disquiet. These would include:
Players not turning up.
Players griping about the unfairness of the scenarios.
Players griping about other players without a lot of cause.
Players feeling that the GM is out to get them (Actually a little
of this feeling is quite good since it permits the player to feel
triumphant when they succeed or survive. GMs could learn to act
defeated if the players succeed in a difficult scenario. This is
good for player morale.)
The GM must also ensure that all players get a chance to play captain
and other bridge functions if they desire. Play testing has shown
that not all players want to be captain. GMs should be aware of
players' feelings of responsibility towards other players. In the
event of limited terminals being available, ensure that they get a
fair run at the game (share of the terminals).
While some gaming groups take easily to computer gaming, others will
need significant running of training scenarios to develop keyboard
and strategy skills. GMs should assess the special needs of new
players entering a currently running campaign.
Running Campaigns
The Registered version is better suited to running campains because of
the larger number of ships and ship classes it supports.
GMs are advised to review the multi-line messages prior to play. Multi
line messages use the commands:
COMP
GET
REPORT COMPUTER
DOWN
XDOWN
For further details, see the GM's COMP command.
Copyright Mithril Software Page 14
Customising Your Universe
Because no two GMs imagine the same universe, small degree of
customising is possible in the BRIDGE CREW game. This customisation
should, in theory, be consistient within a given universe. Therefore
GMs should either modify all scenarios, or write a common script file to
set all the universe parameters to the settings he or she is happy with.
The following universe parameters are supported:
The following universe parameters are supported:
HELM HIT
OVERHEATING
INTEGRITY
AUTO VIEW
DIST SPEED
HEAT DAMAGE
CLOAK RAND
MOVE ENERGY
HELM HIT
Possible values: YES or NO
Function:
To stop play when a crewmember is killed in the helm of the players'
starship.
Effect on play :
Allows the GM to remove dead players as they are killed. We suggest a
saving throw for all players on the bridge. The one that fails by most
points is removed. This affects combat immediately, since security etc,
will need to be re-assigned. Other role-playing effects are possible.
Eg if you have spare crew in the ready room, you may wish to have a
replacement walk in and take the dead crew member's place. The ship's
doctor could be involved - the possibilities are limited only by your
imagination.
To continue when the helm has been hit, type a single & (shift 7)
character on the main console.
Copyright Mithril Software Page 15
OVERHEATING
Possible values: YES or NO
Function:
To cause the warp engines to malfunction when the engine temprature
reaches 100.
Effect on play :
Slows non player ships. Allows the GM to force the crew to manage the
engine temperature as well as energy. With the scenario designer's kit,
it allows the creation of ships with crews gungho enough to blow up
their own engines. Engine temperature may rise on any turn when both
the requested speed and the ship's actual speed is above the ship's
maximum safe speed. See the player game manual on "Heat Strain".
INTEGRITY
Possible values: YES or NO
Function:
To cause the ship to fall apart if the function 'Hull' reaches 0.
Effect on play:Reduces the average amount of damage that ships can
sustain. Forces the crew to repair the hull function. The INTEGRITY
parameter is best used in conjunction with the scenario designer's kit
to enable variations on the damage control strategy required to keep
ships alive.
AUTO VIEW
Possible values: YES or NO
Function:
To allow the helm comand AUTOVIEW to work.
Effect on play :
Gives the helmsman the option of not having to center the starship at
regular intervals. Reduces the visual feedback associated with the
players ship moving - this can can confuse new players.
Copyright Mithril Software Page 16
DIST SPEED
Possible values: YES or NO
Function:
To cause the detail command to display last known heading and speed.
Effect on play:
Increases information available to the players.
Note: The rationale behind this variable is that the technology used to
track starships may or may not provide this level of detail. As an
historical note, radio intercept during world war two did not provide
any information other than aproximate location.
HEAT DAMAGE
Possible values: 0 to 32000
Function:
This value is the maximum damage that will be done when an engine
overheats. The actual damage is a random number between 1 and the value
set with the command.
Effect on play :
If this value is high, it seriously increases the risk of major engine
damage when overheating of the engine occurs.
Eg, if the value is set to 100, then up to 100 points of damage can be
done in one turn. If the engines are allowed to overheat, the average
damage will be 50.
CLOAK RAND
Possible values: 0 to 1000
Function:
To give a fixed probability (in tenths of percent) that a cloaked vessel
will de-cloak on a given turn.
Effect on play :
To vary the visibility of cloaked vessels by making them de-cloak more
often.
Example values:
0 Ships will not randomly de cloak
10 Ships will decloak 1% of the turns (roughly once each 3 mins)
100 Ships will decloak 10% of the turns (or about once each 20
seconds)
Copyright Mithril Software Page 17
MOVE ENERGY
Possible values: 0 to 100
Function:
To to alter the calculation of energy used; by allowing the calculation
of energy used at a given speed to be based on actual speed or requested
speed.
Effect on play:
Removes or enables a technique coined by the player that discovered it
as 'Speed Osciliation'. This relies upon setting speed 80 till the
battery is flat then setting speed 0 until the battery is recharged
(which on a monarch takes about 3 turns) then setting speed 80 again.
By doing this, a Monarch can maintain an average speed of about 77 and
never run out of energy.
Example settings:
0 Energy usage is entierly based on requested speed.
50 Energy usage is based half on the requested speed and half
on the actual speed.
100 Energy usage is entierly based on actual speed.
Copyright Mithril Software Page 18
Role-play systems
If you are using GURPS , Traveller , or any other SF (or fantasy?) role-
play system then you can ignore the role-play rules supplied with the
registered version and use the ones supplied with the role-play system
you are using. Note however, that long tours of duty of (E.g. 25
missions) are very unlikely to have any survivors, so I would suggest
that a dice roll be used to determine how many 'interesting' missions go
into a tour of duty (i.e. you don't play 25 missions, only the one to
six interesting ones). GMs should not disclose how many interesting
missions are in a particular tour of duty if this method is adopted.
Roll two six sided dice
2-3 1 interesting mission
4-5 2 interesting missions
6-8 3 interesting missions
9-10 4 interesting missions
11 5 interesting missions
12 6 interesting missions
Obviously with alternate game systems some thought will need to be given
to the required qualifications and stats for bridge officers.
Copyright Mithril Software Page 19
Player Commands
The player commands are included in the Bridge Crew player manual. The
GM must be familiar with the player commands and their function. This
chapter contains supplementary information about those commands that is
useful to the GM.
ARC angle weapon_list
Sets the dispersion angle of the beam weapons. In the current version
of Bridge Crew, no advantage can be gained from setting it to anything
other than the default (10). In the current universes (FIP and
Shareware)
ASSIGN function1 number function2
Note that if the DC function is damaged you can only order crew to and
from the bridge (HELM) until it is repaired.
BLOCK target weapon_list
It can take the computer up to ten (10) turns to unlock from a destryed
vessel.
BUNLOCK weapon_list
This command has no effect on non-player ships, but has been added to
enhance role-playing.
CHARGE weapon_list
or
BCHARGE weapon_list
The crew will get the rather vague message 'no ammo' if there is
insufficient energy to start the charging process. On an energy starved
ship, it can take a very long time to charge the beam weapons.
COURSE angle
This command is affected by the performance of the HELM function, so if
you are not turning check your helm for damage or lack of crew.
DELETE message_number
Don't confuse this player command with the GM command XDELETE.
DETAIL ship
This command is affected by the setting of the DIST SPEED parameter.
DIRECT end_location [start_location]
This command is really useful when you are setting up scenarios.
Copyright Mithril Software Page 20
ETA start_location speed end_location
Another command that is useful when you are setting up scenarios.
FROM ship_id start_ship_id
Remember that inactive and unknown ships do not appear on this report.
Remember that the last known location is displayed (not the current
location)
FUNCTION function_id
You may find that players complain the a function is not repairing or
that transporting or assigning to a function do not work. This command
can be used to assist you in determining why these things are not
happening.
The function_id can be found from the command REPORT FUNCTIONS.
GET message number
Don't forget that messages can be set up using the COMP command.
LOAD weapon_list
or
MLOAD weapon_list
Crew will get the rather vague message 'no ammo' if there is
insufficient energy to start the charging process. This message can
also mean that the missile magazine is empty.
MUNLOCK weapon_list
This command has no effect on non-player ships, but has been added to
enhance role-playing.
LOG text
This is stored in a file called BCREWLOG.DAT, which can be viewed after
play using the usual DOS commands for text file viewing.
MACRO number text
As the GM, you can use any command as a MACRO
MFIRE weapon_list
Don't forget that ships carry a limited number of missiles which you can
reload at any time with the XRELOAD command.
MODIFY dsf_ship angle distance
These parameters are not used once combat is entered except for ships
currently governed by the FLEET command.
MODSPEED dsf_ship speed [rotate]
These parameters are not used once combat is entered except for ships
currently governed by the FLEET command.
Copyright Mithril Software Page 21
The ORDER command
ORDER dsf_ship mission details
Orders a ship to a specific mission type.
Where mission details include the following commands.
ATTACK target ship
The ship will move toward and try to intercept the target ship. If
the ship is not detected by the sensors, it will move towards the
last known location of the target ship. It will engage other targets
of opportunity within threat distance if the target ship is not
within threat distance. While in combat, hostile ships that are very
close will cause the crew to 'Panic' and set other close hostiles as
a priority target. This tendency to target other close hostiles
rather than the ship that they have been told to attack, can be
rather annoying, especially if the close hostile is trying to run
away. This problem can be reduced by the clever use of the FLEET
and TRADE commands. (Eg Make the ship FLEET rather than attack the
target)
ESCORT ship
This command is similar to fleet; however if a hostile ship comes
within threat distance, the ship will actively seek out the hostile
ship and attack it.
FLEET ship
The ship will move towards and maintain station on ship if the ship
is hostile it will shoot at it. If the ship is friendly then it will
shoot at any hostile within threat distance.
GOTO location
The ship will move towards location, but accept combat on the way, ie
it will head out and attack other craft.
If you wish to cut a path to a location and not be deviated from your
goal then use TRADE location same_loaction
LOWER
Lowers shields on friendly starships for ten turns so that the
transporters can be used.
Future versions may allow some variation on the ten turn limit.
PATROL location1 location2
The ship will move from location1 to location2 and will attack any
hostile within threat distance.
Copyright Mithril Software Page 22
RETREAT location
The ship will move towards location and avoid combat
SCOUT location1 location2
The ship will move from location1 to loacation2, but will attempt to
avoid combat.
SHADOW ship
This command allows the ship to follow another ship at a distance.
The distance is defined by the captain's threat distance and for this
reason ship is often defined as having captain 20, who has a suitable
threat distance for shadowing in the FIP universe.
TRADE location1 location2
The ship will ply the trade routes between the 2 locations pausing
only long enough to transport/unload cargo at each destination. If
the vessel is armed, it will shoot at any hostile it can without
deviating from its course.
WAIT
The ship will wait at speed 0 until a hostile ship comes within the
threat range of the current captaincy style, then it will attack the
hostile ship.
----------------------------------------------------------------------------
QUEUE
If you are GMing you have the XQUEUE command as well. Don't get them
confused!
READ message number
Dont confuse the command with XREAD.
REPORT CROSSSECTION
See the section on How Sensors Work. Note: In the current release of
Bridge Crew, frequency ZZ is not actually used.
SCALE number
You can simulate a damaged ship's view screen by periodically changing
the scale.
SEND
The non-player ships will automatically respond to the SEND command for
the following message:
HELLO, STATUS, ID, and NEWS.
The responses may be set with the TEXT command.
The responses may be seen with the REP8 command.
Copyright Mithril Software Page 23
THINGS ship_id
Remember that inactive and unknown ships do not appear on this report.
Remember that the last known location is displayed (not the current
location).
VIEW location
You can simulate a damaged ship's view screen by periodically viewing
from a different spot.
WHO
Sometimes, if security is not assigned correctly, players entering valid
commands will receive the message 'Syntax Error'. You can use the
REPORT SECURITY command to check if this is the problem, or advise the
player to use the WHO command to check his or her security.
ZONE location1
This command is generally used in live play only and players may need to
be reminded of its existence. In the shareware version only PUB9.SSW has
zones set up correctly.
Copyright Mithril Software Page 24
GM Commands
Throughout the section on commands, the following applies:
Location: is the location in co-ordinates eg 303.21125 is the location
where x=303 and y=21125.
or it is the name of a star system
or it is the Id of a starship
or it is the name of a starship.
In the last two options, the last known location of the starship
is used by the program to determine the location.
If location is the id of a starship, then actual location, rather
than last known location can be specified by using the '/'
character. Eg
/X3
is the actual loaction of X3.
Shipid is the two letter code of a ship, or the name of a ship
Any portion of a command placed within square brackets is optional.
ACTIVATE shipid
Where shipid is the shipid of the ship you wish to activate.
Makes the ship able to effect play. A badly damaged ship that is
inactive through 'death of ship' will deactivate itself again on the
next turn.
ADJUST CREW|PASSENGERS|CASUALTIES shipid ship_function
number
Set a new level of crew or passengers for the shipid. This will not
allow you to over-fill the ship.
CAPTAIN shipid new_captain_num
Change the captaincy style. Especially useful in conjunction with
MISSION SHADOW. Captaincy styles mainly affect the combat
characteristics of a non-player ship.
Note that captain 20 is very good for shadowing, but is not good for
attacking.
See the section on Captaincy Styles in this manual.
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COMBAT [start_ship] [dist_ship]
This comand has two functions. Firstly it shows whether a non player
ship is in combat. If it is in combat, the ship it is in combat with is
shown under the heading combat.
Secondly it shows all distances from dist_ship based on actual (as
opposed to last known) location.
Other than these differences the command is simmilar to the LOCATE
command.
COMP message_number line_number text
This allows you to alter the multi line computer messages that have been
loaded by the scenario. If no message exists in the message_number you
select, it will create one there. This allows you to add extra messages
when you want to. The text should have less then seventy characters. As
this can take some time, it is better to run the scenario, create the
messages and then save it, rather than trying to enter it during play.
CREW shipid
GM's equivalent of the player command REPORT CREW. Performs the command
for the shipid.
DAMAGE shipid function new_value
Set a given shipid's function damage to a new value. Values are never
set higher than the maximum original damage permitted (see player game
manual Chapter How the Game Plays, subheading Ships Functions) or lower
than 0. Players are not informed. This can also be used to fix a
function quickly if so desired.
This command can also be used by the GM to rule on spares. The normal
method is for the GM to set the damage in a totally destroyed function
of a player ship to one, then to send a message to explain that the
jury-rigging is in place.
See Also: MALFUNCTION
DATE new_stardate
This command allows the GM to change the stardate. this is normally
used during a campaign to add continuity.
EG >DATE 1146.678
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DEACTIVATE shipid
Where shipid is the shipid of the ship you wish to remove from play.
Stops the ship from actively affecting play.
DMOVE shipid location angle distance
This command moves shipid to a position defined by location, angle and
distance. Eg
DMOVE F1 X3 200 500
will place F1 500 TSU from the last known location of X3, at an angle of
20 degress (200).
DMOVE F1 /X3 200 500
will place F1 500 TSU from the actual location of X3, at an angle of 20
degress (200).
DOWN message_number
This downloads a multi line message into the ship's computer and allows
the players to GET it.
ENERGY shipid
List the energy used at various speeds. GM's equivalent of the player
command REPORT ENERGY.
EXHUME shipid
Where shipid is the shipid of the ship you wish to exhume. Eg
EXHUME X3
will repair all of X3's functions and stock them with crew. It will
also make a guess at a suitable number of extra Damage Control crew.
EXHUME will not affect the active flag, so exhumed ships will remain
active or inactive as they were prior to the command EXHUME being
issued. Note that shields are not recharged by the command, nor are
missiles reloaded.
NOTE: exhume does not adjust casualties ut will in version 1.14
FREEZE
Halts movement. This command only freezes movement, not combat,
stardate, etc.
Copyright Mithril Software Page 27
GMGM [virtual_port_number] [COMMS]
Enables virtual_port_number as a second GM terminal. If the word COMMS
is added then the "Message not read" reminders will be directed to the
secondary GM terminal rather than to the primary GM terminal. If
virtual_port_number is omitted then the current second GM prot is
listed.
GUARD shipid
Lists the shield status and energy state for the given shipid. The
energy crisis flag is useful because it assists the GM in predicting
non-players' energy management strategies. The resultant report is
shown below:
Front :1120 200 100% UP
Right :1120 200 100% UP
Back :1120 200 100% UP
Left :1120 200 100% UP
Battery 4000
Energy 1080
Energy Crisis 0
NOTE: if energy crisis is greater than zero then the non-player crew
may be taking action to reduce energy usage in non-essential systems.
The higher the value the more drastic the action.
IMIT from_ship to_ship message
This is a command that sends a message to the player's ship, but it is
sent as a message intercepted enroute between two other ships. The
message will appear in the ships message queue with the to_ship being
any ship and the text INTERCEPT appended to the front of the message.
At the same time, the positions of the from_ship and to_ship will be
updated as if an IUPDATE had been done.
INACT count
Where 'count' is the number of the first ship to be listed.
List up to ten inactive ships at a time.
IUPDATE shipid
Updates the last known location of a ship to its present location. Non-
player hostile ships have a flag set in them to update their position at
random intervals. If the GM specifically wants the last known position
updated then he or she can use IUPDATE. The command will not work on
UNKNOWN ships.
Copyright Mithril Software Page 28
KNOWN shipid
UNKNOWN shipid
These two commands add or remove the ships from the players' THINGS
display. Ships will automatically become known when a ship friendly to
the players can scan them. Only known ships have their position updated
periodically on the THINGS report. Ships that are unknown will be
listed and indicated as such by the LOCATE command. The important play
factor is that position updates are never received for unknown ships.
It is polite therefor if the GM, after making a ship 'known' were to
perform the IUPD command to advise the players. Also note that ships
automatically become known as soon as they enter sensor range of a
friendly ship.
LOCATE [shipid]
Where shipid is the first ship to be listed.
The GM's version of the THINGS command. Lists actual position of all
ships.
Id Heading Distance Xpos.Ypos Known Status Class
F0 0 1 500500. 195500 Yes Alive MONARCH CLASS
M1 3326 917 500077. 196314 Yes Alive LIBERTY CLASS
F1 900 896 501396. 195542 Yes Alive LARSON CLASS
X1 160 10439 503384. 205533 Yes Alive C-7A CLASS
X2 231 9779 504346. 204492 Yes Alive HC10
X3 209 10729 504344. 205517 Yes Alive F-23 CLASS
S1 167 10440 503500. 205500 No Inact. MERCURY CLASS
S2 167 10440 503500. 205500 No Inact. MERCURY CLASS
S3 167 10440 503500. 205500 No Inact. MERCURY CLASS
More
MALFUNCTION shipid function new_value
Where shipid is the shipid; function is the function you wish to damage
and new_value is the new amount of damage points that the function has.
Sets the damage for a function to a new value and sends a communication
to the player ship if shipid is under the command of the same admiral as
the player ship.
This will not let you put more than the maximum value, or less than 0
points into a function, even if you try.
Copyright Mithril Software Page 29
MISSION shipid new mission
Where 'shipid' is the ship you wish to change its orders and 'new
mission' is one of the following standard missions:
Command Meaning
wait Do nothing till further orders.
escort shipid Escort and defend
trade location location Move to and from pausing to load/unload
shadow shipid Follow, hide, don't attack (Works best
for captain 20)
attack shipid Attack
patrol location location Defend and watch
scout location location Just watch
goto location Go there
fleet shipid Join a fleet and keep station
retreat location Get the hell out of here
lower Lower shields for ten turns.
GM's version of ORDER command. See player manual.
MOD1 shipid angle distance
Just like the player command MODIFY but works on any ship.
MOD2 shipid speed [rotate]
Just like the player command MODSPEED but works on any ship
Copyright Mithril Software Page 30
MOVE shipid location
Where shipid is the ship to be moved and location is a ship id, a system
id or an x.y co-ordinate.
Move ship to the location indicated. This does not update the last
known location of the ship.
For example,
MOVE F1 /X3
will place F1 at the actual location of X3.
MOVE F1 1339.6774
will place F1 at the location 1339.6774.
MPRINT ship_id [file_name]
MPRINT is used to produce ships' technical details for inclusion in a
manual. File_name is optional and if left out, the details will be sent
to the printer. If a file name is supplied, the resultant file will be
a standard dos text file.
The printer is connected to LPT1 and must be a text printer (ie not a
postscript printer).
Note: Not all of the ships in the supplied universe are included in the
manuals, only the more commonly used ones. Customers who buy the
Scenario Designer's Kit will find this command useful when they are
designing ships for their universe.
PAUSE message
Pauses the game, sending a message to the players' terminals. Eg:
PAUSE TEMPORARY STOP
will pause the game until an & (shift 7) is entered on the main
keyboard. The message TEMPORARY STOP will appear on the main display
and on all terminals.
PEOPLE shipid
GM's equivalent of the player command REPORT PEOPLE. Performs the
command for the shipid.
PICT shipid new_picture
Allows the alteration of the various ship shapes. If you want a Monarch
that looks like a Starbase, you can have a Monarch that looks like a
starbase. Picture numbers vary from 0 to 69 - try them!
QPRINT [filename]
QPRINT will print a quick listing of the scenario to the printer or to a
file. This is useful when you are designing or modifying scenarios.
Copyright Mithril Software Page 31
REP0 shipid
This is the Gm's version of the 'REPORT ENGINES' command.
REP1 shipid
Lists speed, heading and mission details. The report is shown below:
req_speed 80 act_speed 80
req_heading 3068 act_heading 3068
mission ESCORT current_move 2
mission_ship M1 combat_ship NONE
combat_curr_angle 1800 decel_dist 1066 lower 0
mission_speed 80 tactics 3
xpos 501396 ypos 195542
change_mind -1 mission rotate 0
posx1,y1 1 1 Captain 3
posx2,y2 1 1 mission_timer 0
Mission_dist 500 mission_angle 450 mission_rotate 0
Some of the more useful information on this report is requested and
actual heading and requested and actual speed.
This screen was used for testing, so some of the information shown may
not be useful for normal play. It will be tidied up in future versions
of Bridge Crew.
REP2 shipid
Lists crew efficiencies and reactions to energy crisis. The report is
shown below:
ID efficiency energy_crisis strategy
HELM 80 7 15
DC 80 5 1
BEAM 80 3 0
MISS 80 3 0
COMMS 80 5 0
ENG 80 5 0
SEC 80 5 1
SHIELD 80 4 0
SCI 80 3 0
STRAT 80 5 0
COMP 80 5 1
This report will be tidied up in future versions of Bridge Crew. The
lower the energy crisis amount the lower the priority that the item has
for energy distribution. The strategy column defines the non-player
crew strategy for that function. Since there is no way to change these
without the Scenario Designer's Kit, their values are described in the
Scenario Designer's Kit's documentation
Copyright Mithril Software Page 32
REP3 shipid
Ship's missile report. It is the same as the Player Command REPORT
MISSILE, but can be performed for any shipid.
Id Prox Ammo Function Perform Dam Sp End aim Status Lock
PT1 0 30 MIS1 100% 300 120 10 0 Empty none
PT2 0 30 MIS2 100% 300 120 10 0 Empty none
End report
REP4 shipid
Ship's beam report. It is the same as the Player Command REPORT BEAM,
but can be performed for any shipid.
Id Arc Firing-Arc Function Perform Dam Aim Status Lock
LP 0 2699-1 PH1 100% 300 0 Empty NONE
FP 0 3149-451 PH2 100% 300 0 Empty NONE
RP 0 900-0 PH3 100% 300 0 Empty NONE
End report
REP5 shipid
Ship's echo. Reports the amount of reflectivity for that sensor type.
EM 62
WS 66
SR 79
SE 61
PS 60
ZZ 64
This is a representative figure not a percentage, generally the lower
the figure the harder the ship is to see. See the section on "How
Sensors Work."
REP6 shipid
Reports sensors on another ship. Same as the player command REPORT
SENSORS, but can be performed for any shipid.
Id State Sensitiv Cost Range Speed Perform Function
0 SR ON 40 300 9500 0-100 100% SENS0
1 SE ON 40 100 6000 0-180 100% SENS1
2 EM ON 40 20 3500 0-9 100% SENS2
REP7 shipid
Same as the player command REPORT TRANSPORTERS, but can be performed for
any shipid.
Copyright Mithril Software Page 33
REP8 shipid
This lists the queries, chats, hellos and other set messages in the non
player ships. They can be changed using the TEXT command. Note that
query is updated with each new mission from the ORDER and MISSION
commands.
REP9 shipid
This is the gm's version of the 'REPORT SHIP' command; it is the same as
the players' report ship command, but works for any ship.
R10 shipid
This is the GM's version of the REPORT DC command. It can be run for
any ship.
R11 shipid
Reports on the status of the cloaking device(s) installed on shipid.
RESTORE file_name
Restarts the game from a previously saved file.
RMOVE shipid location dist
Randomly move shipid to location at the given distance in TSUs.
RMOVE F1 /X3 500
will place F1 at exactly 500 TSU from the actual location of X3, at a
random heading.
RMOVE F1 X3 500
will place F1 at exactly 500 TSU from the last known location of X3, at
a random heading.
SAVE file_name
Saves the game to a file for later reloading.
This has been disabled in the shareware version sw1.12.
Copyright Mithril Software Page 34
SCENARIO [number]
Scenario is used to change the scenario number for the ship's computer
functions. If number is omitted, then the current scenario number is
displayed. Number must be between 0 and 19.
Note: The information in the ship's computer is part of the scenario
file. If you wish to modify the information in the ship's computer, you
will need a copy of the Scenarion Designer.
There is little of value in the ships computer in the shareware version
sw1.12.
SCRIPT file name
Where file_name is the name of the script file to be used. File_name
will always end with '.scr'
A script file is made up of a series of GM commands which the GM would
ordinarily have to type in himself or herself. Any command usable by
the GM can be put into a script file. It can be quite useful for the
programming of your personal macros as it can be used in any scenario.
This command starts processing a GM script file. Script files may be
written with any text editor (or word processor that produces DOS text
file format). They contain lists of commands that will be executed in
sequence. Errors will be ignored so the GM must watch for them.
(Script files are often provided with the scenarios for special events.)
To stop a script file that you have started inadvertently, press % on
the main computer console (not the GM's terminal).
SECURITY Port_number
Each player (except the captain) has a terminal (or PC running a
terminal emulator) which is connected to a port on the computer running
Bridge Crew. The ports have ids 0, 1, 2, 3, etc.
The GM assigns security to one of the players using this command. E.g.
SECURITY 0
will give the SECURITY function to the player whose terminal is plugged
into port 0 on the main computer.
Note that the easiest way to find the port number is to use the WHO
command.
Copyright Mithril Software Page 35
SETF [ON|OFF|PRESERVE]
When entered with no parameters, this command displays the current value
of the fake helm hit
This command displays or sets fake helm hit. If it is set to ON, the
next hit will be directed to Helm with exactly one casualty. If it is
set to OFF, hits on the players' ship will be allocated randomly, as
normal. If it is set to PRESERVE, future hits on the helm of the
players' ship will be prevented.
If this command is used too often, players may become suspicious. We
recommend that it only be used when role-playing requires its use.
SETP [HELM|OVERHEAT|INTEGRITY| AUTO|DIST] [ON|OFF]
When entered with no parameters, this command displays the current
values of the universe parameters.
This command displays or changes the setting of the following GM
universe paramaters:
HELM HIT
OVERHEATING
INTEGRITY
AUTO VIEW
DIST SPEED
For a full description see the section headed "Customising Your
Universe".
Eg SETP OVERHEATING ON
sets the universe parameter OVERHEATING to on which allows engines
to overheat and get damaged.
SETV [HEAT|CLOAK|MOVE] [new_value]
When entered with no paramaeters, this command displays the current
value of the universe parameters.
This command displays or changes the setting of the following GM
universe paramaters:
HEAT DAMAGE
CLOAK RAND
MOVE ENERGY
For a full description see the section headed "Customising Your
Universe".
E.g SETV HEAT 50
sets the universe parameter HEAT DAMAGE to a value of 50
Copyright Mithril Software Page 36
SIDE shipid FIP|NEU|HOS|DSF|MER|FRE
Changes the side of shipid
FIP makes it part of the Federation of Independent Planets and
gives it admiral 0.
NEU makes it a neutral vessel answerable to nobody
HOS makes it hostile to the FIP
DSF makes it part of The Deep Space Fleet (admiral 1)
MERchant makes it part of the FIP merchant marine (admiral 2)
FRE makes the ship a free trader, but is in all ways similar to
FIP.
If SIDE is entered without parameters, then it will display the current
side of the ship.
Unfortunately in version sw1.12 these are 'hard coded' and FIP must
represent the Humans Trade fleet and DSF must represent the Human
military fleet.
Copyright Mithril Software Page 37
SIGINT shipid
Each ship has a flag attached to it which controls the probability of
the ship giving its position away via an xupdate or iupdate-like
process. This is a single integer between 3 and 32000; for most ships
it starts at 30, which will randomly update the position, with an update
occuring, on average every ten minutes.
The probability of an update in a given turn can be found by the
formula:
PROBABILITY = 1/(SIGINT*10)
Eg if sigint = 60
probability(0.0017) = 1/(60*10)
This means that (on average) the ship will have a 0.17% chance of
disclosing its position every two seconds (this is equally true of
player and non-player ships).
To convert this to the average delay until a position update, apply the
following formula:
TURNS = SIGINT*10
MINUTES = SIGINT/3
NOTE: The default period of ten minutes is quite long; the result of
this is that non-player ships will tend to aim towards the spot where
the ship was 5 minutes ago.
TECHNICAL NOTE :- The probability of update follows a geometric
distribution with one event every 10 turns. For example, if SIGINT =
60, an approximate 95% confidence interval for updates is 1 to 1799
turns, ie. less than 60 minutes. This means that for SIGINT = 60 there
is a 95% probability that an update will occur in within the period of
60 minutes.
SPARE
This command will display the spare time available to the CPU (Central
Processing Unit) of the computer on which you are running Bridge Crew.
This command is only really needed by scenario/game designers to tell
them when the number of active components of a scenario have exceeded
the capicity of the CPU to deal with them in the course of a two second
turn.
The SPARE command can be reset as follows:
>SPARE RESET
SPRINT [file_id]
Print a summary listing of all ships in the Scenario. The file_id is
the name of a DOS file that the ship details will be sent to instead of
to the line printer. Note: file_id is optional.
Copyright Mithril Software Page 38
STATUS shipid
Equivalent of the player command REPORT FUNCTIONS for a given shipid; it
lists damage status.
TEXT HELLO|QUERY|ID|NEWS|DESC| CLASS shipid new_text
This command allows you to alter the set message texts for the various
ships. The text can be up to sixty characters in length, except for
Class, which can be 30 characters in length.
UNFREEZE
Allows movement. Undoes the FREEZE.
USUS ship_id CONFIRM
This switches the player ship to the ship_id ship. Thus if you wanted
the players to play the Xingon cruiser X1 in a particular scenario, type
USUS X1 CONFIRM.
This command is designed to be used by the GM while setting up a new
scenario. It is not designed to be used while the players are playing.
XDELETE message_number
Deletes a message from the GM's Queue. Similar to the player command
DELETE, but works on the GM's queue rather than the player's queue.
XDOWN message_number
Message_number is betwwen 0 and 9.
XDOWN removes one of the ten line messages from the players' access.
This command is the opposite of DOWNLOAD (DOWN).
Removes message access from the players.
This command has no effect in version v1.12 and sw1.12 this is a bug and
will be fixed in v1.13 (registed version)
XFUNCTION shipid function_id
Just like the player command FUNCTION but for non player ships.
Note: the function_id cannot be abbreviated and may be determined by
using the "status" command.
XGET message_number
Using this command you can access and read any of the computer messages
that have been loaded into the scenario.
See the section on ten-line messages.
Copyright Mithril Software Page 39
XHELP command
This is identical to the player HELP command except that it will only
work for GM commands.
XMEM
The amount of available (unused) memory is listed by the XMEM command.
XMIT from to message
Where from is the shipid from which the message originates; to is the
shipid your message has to go to; and message is the message to be
transmitted; normally of one line. E.g.
XMIT T1 F0 We are on route to trade at Sol.
will give the player ship a message from the trading vessel "T1". Be
warned that any backward arrows in the message will also be transmitted
and may not behave correctly on a different terminal, so be sure to use
the Back Space key for correction, not the arrow keys.
Note that the message is limited to 69 characters in length.
This is the GM's version of the SEND command. See the Player manual for
more details.
XPRINT shipid [file_id]
Print the shipid on the line printer or send it to a file. The file_id
is the name of a DOS file that the ship details will be sent to instead
of to the line printer. Note: file_id is optional.
XQUEUE
Lists the communications messages that have been queued to the GM. This
command is similar to the player command QUEUE, but reads from the GM's
queue, rather than from the player's queue.
XREAD message_number
Reads a communications message from the GM's Queue. Similar to the
player command READ but works on the GM's queue rather than the player's
queue.
Copyright Mithril Software Page 40
XRECON shipid
Just like a RECON from another ship.
This command is useful when you want to see the effects of cloaking and
stealth technologies.
XRELOAD shipid number
GM's command to reload all missiles on a ship. You cannot load more
than the maximum allowed in the magazine.
It can also be used to remove missiles - simply set number to 0.
XSEARCH key1 [key2] [key3]
GM's equivalent of the player command SEARCH. Lists the first ten
entries in the players' ship's computer with key1, key2 or key3. Key2
and key3 are optional.
XTHINGS number shipid
Similar to a THINGS for an enemy ship. Number should be the start ship
number. Try 0 10 20 30 etc.
This command is useful because it lists where the ship thinks that other
ships are to be found. This can explain strange behaviour of non-player
ships. Use XUPDATE to update the current locations on this list.
A sample report is shown below:
Ship head dist vis pos
F0 2700 896 Vis 500500. 195500
M1 3004 1528 Vis 500077. 196314
F1 0 1 Vis 501396. 195542
X1 119 10177 Inv 503500. 205500
X2 191 9480 Inv 504500. 204500
X3 173 10430 Inv 504500. 205500
XTRANSPORT CREW num_crew TO|FROM shipid ship_function gm_ship
Enables the GM to remotely transport non-player crew and passengers.
The command:
XTRANSPORT CREW 5 TO T1 HELM X1
could be used to move a repair crew from a Xingon ship to the helm of a
stranded trader. It is sometimes easier to type in two ADJUST commands.
XTRANSPORT PASSENGERS num_passengers TO|FROM shipid ship_function gm_ship
Enables the GM to remotely transport passengers. As above, but taking
the numbers from the passengers instead of crew numbers. To modify crew
or passengers without restrictions, use the ADJUST command.
Copyright Mithril Software Page 41
XUNCLOAK shipid
Lowers cloaking on shipid. The effect of this command is temporary;
non-player crews will try to put cloaking back up at the first possible
oportunity. See the section on 'CLOAKING' for details of the play
mechanics of cloaking. Note that this command will have no effect on
ships that have a 'stealth' technology rather than cloak technology
(such as the OWL class).
XUPDATE shipid
Updates all ships with the current location of the shipid. Just as the
players have a list of known ships, so do the non-players. The function
of this command is to inform the neutral and hostile non-player ships of
the last known location of a player ship. The command can also be used
to update player-friendly ships.
Copyright Mithril Software Page 42
Captaincy styles and tactics
Each non player ship has a specific captaincy style, the main effect of
which is in combat. Basically a given captaincy style has a preferred
attack angle and distance when reacting to the ATTACK, ESCORT, WAIT, and
PATROL commands. The ship will enter combat and try to manoeuvre into
the position dictated by the captaincy style.
Two of the captaincy styles are variable and the attack angle changes
after a certain number of turns. This changing tactic is useful for
swooping attacks and suits certain classes of ships. More captaincy
styles will be available in future releases.
Some captains have a tendency to rotate around the target ship, either
clockwise or anti clockwise, at varying speeds.
Thirty captain types are supplied with Bridge Crew. Each captain has
his or her own style, which affects how the non-player ships under his
or her command manoeuvre. The captaincy style can be determined by
using the GM's command REP1. The table over-leaf shows the favoured
style. The headings are explained as follows:
Distance Favoured combat distance
Angle Favoured attack angle
Rotate Whether the ship will tend to rotate, and if so, in which
direction.
Speed Preferred combat speed. Most ships have a maximum speed of 80,
so all captains in those ships will travel at the same speed.
There are some ships, however that can travel faster. If a
captain with a speed of 80 is assigned to a ship with a greater
maximum speed, he or she will then tend to travel more slowly
than a captain with a speed of 85.
Captain Distance Angle Rotate Speed
0 400 1800 No 85
1 500 1800 Clockwise 80
2 500 1800 Anticlockwise 85
3 200 1800 No 85
4 600 2500 No 80
5 400 900 No 85
6 700 270 No 80
7 150 1800 No 85
8 1000 1800 No 85
9 1500 1800 No 85
10 1000 1800 Clockwise 85
11 4500 0 Clockwise 85
12 4500 0 No 85
13 2000 1800 Clockwise 85
14 2000 0 Clockwise 85
15 600 900 No 50
16 500 0 No 85
17 500 1800 No 85
Copyright Mithril Software Page 43
18 1000 900 No 85
19 1000 2700 No 85
20 6000 1800 Very Slow Clockwise 85
21 2000 1 No 0
22 2000 1 No 120
23 2000 2700 No 120
24 2000 1800 No 120
25 2000 900 No 120
26 1000 1 No 0
27 1200 1 Fast Clockwise 90
28 1500 1 Slow Clockwise 70
29 1450 1 No 100
Notes on Captain Types
Ship No Description
0 Default captain for most ships.
8 Tends to slow to speed 50 in combat.
16 & 17 Captains 16 and 17 are effectively the same - the captain
style changes every 32 turns, providing the ability for the ship
to swoop up and down.
18 & 19 Captains 18 and 19 are the same - the captain style changes
every 39 turns, providing the ability for the ship to swoop from
left to right.
20 Optimised for shadowing.
21 A speed 0 captain, suitable for FIP ships facing C7 class Xingon
vessels.
22 & 23 Suitable for Rheman ships with plasma bolts.
26 This captain is less easily distracted.
28 Suitable for DDMs.
29 Suitable for double ended ships.
Copyright Mithril Software Page 44
Hints and Tips
Use the SIDE command to make yourself neutral and run a few combats just
to see how non-player ships react with different captaincy styles.
As the GM, several things can help you to control a combat:
1. Vary the captaincy styles. This stops non-player ships from
lining up and getting blasted by one weapon (NB, missile weapons
affect all ships witin the blast distance in the direction that
the weapon is aiming.)
2. Use captaincy styles that use a greater 'favoured combat distance'.
Ships under the command of such a captain will tend to hit less often
with missiles and less effectively with beams; this effectively slows
the combat.
3. Use swooping captaincy styles for ships with missile systems that
have low manoeuvrability. Eg captains 16 and 18.
4. Use the 'FLEET' or 'TRADE' commands to break up non player ships
locked in to chasing ships of equal or slightly greater speed. Eg
MISS X1 TRADE XING XING
5. Use the 'DAMAGE' command to reduce the capacity of non-player ships
to react sensibly, shoot, etc.
6. Use the DAMAGE command to restore non player ships in situations
where it would add to the excitement.
7. Make use of 'SHADOW' where it can be used to lure the players' ships
away from the ships that they are escorting. Players can then be
court-martialed after the action for 'leaving the transports
unprotected'.
8. If you are clever, you can load a 'DEACTIVATE' command, (to take one
of the players' opponent's ships out of combat), but not press enter
until a missile and/or beam weapon hits nearby. This makes the
players believe they have killed the ship concerned and is useful
when you have overmatched the players.
Copyright Mithril Software Page 45
Limits of the Game
Unless you have the scenario designer's kit you cannot:
+ Add or Delete ships from a scenario. (De-activated ships are still
in the scenario.)
+ Design new ships.
+ Change the star background.
+ Re-configure any ship's performance other than by damaging it or
removing crew.
+ Change crew strategy or performance.
Only 30 ships can be shown on 'recon' at any time. GMs must avoid
situations where more than 30 ships are visible at one time.
GMs should avoid setting scenarios outside the square defined by the
points (1,1) and (999999,999999). The point (0,0) does not exist in
the universe as we know it, nor does any other point outside the
square. No testing has been performed outside this area. Even if
the game system is found to work outside these points, future
releases may not. It is hoped, in the future, to increase the size
of this square, but for the moment please stay within it.
This is a game:
It is important to note that this game system is for gamers who enjoy
role-playing or combat simulation. If you really want a realistic
simulation, most of the time would be spent travelling between star
systems. The strategic mode robs players of information they would
otherwise have in a 'Highly Real' Game System. BRIDGE CREW has been
written to be fun as a game and does not have its roots in any
Reality, especially the actual laws of physics.
Copyright Mithril Software Page 46
How Sensors Work
There are six types of sensors in the game. The FIP universe uses 5 of
these, as EM, SE, WS, PS,and SR. The sixth is left unused for creative
GMing by those GMs who have the Scenario Designers Kit.
The shareware release ships do not use all 5 sensor types and sensors
have different characteristics.
Each starship has a basic reflective strength in each of the 6 types.
To this is added a random factor (based on the reality that radar
signatures on consecutive passes are rarely exactly the same due to
atmospheric conditions and the way in which the aircraft is facing).
This base reflective strength is shown by the "REPORT CROSSSECTION"
report.
Each starship sensor has a basic sensitivity in one specific type and a
speed range which applies to the speed of objects it can detect. If the
object's reflective strength plus the random factor is greater than the
sensitivity of the sensor and the object is traveling within the
sensor's speed range, then it will be visible to that sensor.
Cloaking devices reduce the base reflective strength of one specific
type while the device is turned on. (The only cloaking technologies I
can actually think of were the de-gaussing coils on allied transports
during World War II, the function of which was to prevent the triggering
of magnetic mines)). Chameleon/camouflage techniques are, in a way,
cloaking devices.
Stealth techniques reduce the base reflective strength of the starship
all the times and cost no energy (this is similar to modern aircraft
technology).
Examples
Say a starship has a base SE reflectivity of 60.
The viewing starship has a SE sensor with a sensitivity of 30
Because reflectivity is greater than sensitivity the ship will always
be visible; this is because the maximum random addition is 20 and
(60+20) is greater than 30.
Say a starship has a base SE reflectivity of 10.
The viewing starship has a SE sensor with a sensitivity of 40
Because reflectivity is less than sensetivity the ship will never be
visible because the maximum random addition is 20, and (10+20) is
less than 40
Say a starship has a base SE reflectivity of 15.
The viewing starship has a SE sensor with a sensetivity of 30
Because reflectivity is within 20 less than sensitivity the ship,
will sometimes be visible. This is because the maximum random
Copyright Mithril Software Page 47
addition is 20 and (15+20) is greater than 30. However, the minimum
addition is 1 and (15+1) is less than 30. This ship will tend to
blink on and off - this is the type of situation used in the Rheman
OWL class ship in the FIP universe.
Footnotes
GURPS, and Traveller are trademarks of Steve Jackson Games Incorporated.
and Game Designers' Workshop.
There are probably other trademarks owned by other companies in this document
their presence is not infringe their owners rights in any way.
Copyright Mithril Software Pty Ltd 1993,1994,1995 All rights reserved
Copyright Mithril Software Page 48
CONTENTS
Acknowledgements..........................................1
Introduction..............................................1
SOFTWARE INSTALLATION.....................................2
Setting up the software (Bcrewset.bat)....................2
Hardware Details (using COM1 and COM2)..................4
How Bridge crew handles multi port cards..................6
Getting Started...........................................8
Notes about How the Game Plays............................9
Game Mastering............................................12
Characters' Tour of Duty:.................................13
Running Campaigns.........................................14
Customising Your Universe.................................15
Role-play systems.........................................19
Player Commands...........................................20
The ORDER command.......................................22
GM Commands...............................................25
Captaincy styles and tactics..............................43
Hints and Tips............................................45
Limits of the Game........................................46
How Sensors Work..........................................47
Examples................................................47
Footnotes...............................................48