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GETSTART.TXT
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1995-07-23
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GETTING STARTED WITH BRIDGE CREW sw1.12e
This file details a Quick Start method to get up and running with four
players. If you just want to plug in one terminal or PC then you
should read the file ONESTART.TXT
Welcome to BRIDGE CREW and the world of co-operative computer assisted
science fiction roleplaying. When configured with three or four terminals,
BRIDGE CREW can provide many hours of fun for the players. The atmosphere
of the bridge of a space combat vessel can be created and the roleplaying
and tactical aspects of the game will flourish. We at Mithril Software
hope you will take the time to learn the commands and put the effort
into cabling terminals and PCs. BRIDGE CREW is lots of fun and is best
enjoyed with a group of friends.
Attached is a simple list of things to do to get up and
running with four players using the shareware version of bridge crew.
You should read each step and do them in order. If you do this,
you will 'enjoy' all that this program has to offer.
1. Read this file first.
Read this file, read all the steps and ensure that you
have all necessary hardware, people and knowledge.
If you wish to plug in only one terminal or pc then you should
read ONESTART.TXT
2. You will need the following hardware:
One IBM compatible 386 computer with VGA graphics, 530K
of available memory, about 6 megabytes of available
disk space and MSDOS 5 or MSDOS 6. This computer must
have two serial ports - standard COM1 and COM2. This
computer will hereafter be refered to as MM (the Main
Machine).
Two IBM computers of almost any type with 512K of
available memory. We have used 286s and XT's in testing.
These machines must each have 2 serial ports.
These machines will be used to run the BCTERM terminal emulator
and will hereafter be called BCTERM-A and BCTERM-B.
Two dumb serial terminals OR two IBM compatible PCs
able to run the VT100.EXE program supplied. These
machines need about 400K of memory and one serial port.
If you don't have the additional IBM compatible
machines or dumb terminals, you could use two computers
of almost any type running simple VT100 terminal emulators.
Macintosh, Amiga and Atari-ST computers have been used.
These machines will hereafter be called DUMB-A and DUMB-B.
Four Null modem cables. NOTE - You must have the right
plugs and sockets on them (normally DB25 or DB9 male or
female) This will depend on what type of serial ports
the MM, BCTERM-A, BCTERM-B, DUMB-A, and DUMB-B have.
The morale here is either to obtain the cables after the terminals
and PC's, or to purchase a good selection of gender benders
and 9pin to 25 pin converters.
FIVE People, one to act as Captain, one to act as GM
and three to act as crew.
2. Now we will physically arrange the hardware
Place the hardware in such a way that the operators of
BCTERM-A, BCTERM-B, DUMB-A and DUMB-B can all see the
VGA Display of MM.
This is normally acheived by placing them round a big
table with MM's display at one end of the table.
The captain's chair should be placed in such a location
that he/she can see the VGA display of MM and any
orders he/she gives can be clearly heard by the
operators of BCTERM-A, BCTERM-B, DUMB-A and DUMB-B.
Your layout (around a table) could look something like
this:
_____________
| |
| MM |
| Screen |
|___________|
| |
___________
/MM \
/ \ BCTERM-B Player 2
GM /BCTERM-A / \
/ \ DUMB-B Player 3
Player 1 DUMB_A / \
/______________________\
Captain
3. Now you will do the necessary cabling
3a.
Run a null modem cable from COM1 on MM to COM1 on
BCTERM-A
3b.
Run a null modem cable from COM2 on MM to COM1 on
BCTERM-B
3c.
Run a null modem cable from COM2 on BCTERM-A to DUMB-A
3d.
Run a null modem cable from COM2 on BCTERM-B to DUMB-B
Note, if DUMB-A and DUMB-B are IBM PCs, run the cable
to COM1.
In theory you have now done the cabling.
4. Now you will unzip and install the software
Run PKUNZIP in the C:\ directory of MM with the
-d option. This will place the files in their
proper subdirectories.
eg >PKUNZIP -D BCFILES.ZIP
This will unzip a heap of files into two directories
C:\UNIVERSE and C:\BCREW. It will also create two
subdirectories below c:\bcrew. These will be
DOCUMENTS and TERMINAL, where the manuals and bcterm
files will be stored, respectively.
5. Now we will install BCTERM onto BCTERM-A & BCTERM-B
Create a C:\BCTERM directory on BCTERM-A and BCTERM-B
eg >MD BCTERM
Get a spare formatted floppy disk that can be read by
MM and BCTERM-A and BCTERM-B. Copy onto it; BCTERM.EXE,
BCTERSET.EXE and BCTERSET.DAT from the directory
C:\BCREW\TERMINAL
eg >COPY BCTERM.EXE A:
eg >COPY BCTERSET.EXE A:
eg >COPY BCTERSET.DAT A:
Copy these files into the \BCTERM directories you created
on BCTERM-A and BCTERM-B .
eg >COPY A:BCTER*.* C\BCTERM\*.*
You can test the success of this by executing the
following commands on BCTERM-A and BCTERM-B which will
run the BCTERM.EXE terminal emulator.
>C:
>cd \BCTERM
>BCTERM
If sucessful you will see a screen with three areas;
one labelled REPORTS, one labeled MESSAGES and one
labled INPUT.
To exit this program use ALT/X (press ALT key and while
it's depressed press the X key).
In theory you have now loaded the software for BCTERM-A
and BCTERM-B.
NB: It is possible to run BCTERM from a floppy disk.
7. I know it's a lot of work but it's worth it!
You are doing well to have got this far, now for the
last few steps to fun.
8. Now we will configure DUMB-A and DUMB-B
If you are using PC's as DUMB-A and DUMB-B you must
copy the file VT100.EXE (found in the TERMINAL
directory) onto them. You run this with the command
>VT100 COM1
If you are using Dumb serial terminals, Amiga, Atari or
Macintosh PCs, configure them to emulate VT100s and
ensure that they are set to 9600 Baud, No Parity and
One Stop Bit. Note: BRIDGE CREW doesn't use any flow
control at all.
In theory you are now ready to run BRIDGE CREW.
9. You can safely ignore this step if you have done everything
exactly as above.
Now you may wish to vary the setup from the standard.
This is realy for hackers and should be avoided by the novice.
By Running BCREWSET (on MM) you can configure more or different
terminals or run them on different ports. (or use a multi port
card - see the other documentation for this).
By Running BCTERSET (on BCTERM-A) you can change the BCTERM
layout and function keys. (or com ports)
To enable sound effects on BCTERM-A, print and follow the
documantation in SOUND.TXT
10. Running Bridge Crew
The GM should go to the keyboard of MM and type
>C:
>cd \BCREW
>SW112 PUB1.SSW
He or she will then see a copyright message. Press
return to get past it.
If all went well, a message starting with the phrase
'Macros have been loaded' should appear on DUMB-A, DUMB-
B, BCTERM-A and BCTERM-B. In addition, the main
display of MM should go black and show a silhouette of
a starship labled F0 in the center. At the left of the
screen is a text status area.
All of the terminals (BCTERM-A, BCTERM-B, DUMB-A and
DUMB-B) should now respond to a WHO command (type WHO
and then press Enter). The Response to the WHO command
will tell you the terminal number. This should be
noted by the operator who will need to tell the
security officer later (so that his or her bridge
position can be assigned). One of the ports will be
identifiable as the GM by the message, 'You are the
primary GM'. This is the GM's terminal. (normally this
will be BCTERM-A).
The GM can now allocate the security of the ship to the
security officer by the command SECUR ptnum, where
ptnum is the number (from the WHO command) of the
security officer's terminal.
eg SECUR 2
would allocate security to the officer on port 2.
The GM can start play with the command UNFREEZE which
will allow the starship K1 to attack the players SHIP
F0
The security officer can use the GIVE command to
allocate bridge positions to the crew.
All crew can use the RECON command to list objects on
the sensors (initialy nothing will show on sensors).
All crew can use the THINGS command to list all objects
that they know about in this universe (initially K1 and
F0)
All crew can use the REPORT FUNCTIONS command to list
the status of the ship's functions (initially all
functions are at 100%)
All crew can use the REPORT SHIP command to list the
general status of the ship (should be ok initially)
Once the security officer has given out the bridge
positions (using the GIVE command 'eg GIVE HELM 3') the
officers concerned can do as follows:
The BEAM officer can use the CHARGE, BLOCK, REPORT BEAM
and BFIRE commands to shoot at the hostile ship K1 (on
the captain's orders of course).
The MISSILE officer can use the LOAD, MLOCK,
PROXIMITY, REPORT MISSILE and MFIRE commands to shoot
at the hostile ship K1 (on the captain's orders of
course).
The HELM officer can use the COURSE and SPEED commands
to control the ship. Also the MODE and SCALE commands
can be used to change the main display. Oh yes, and
the VIEW command will be needed to keep F0 in the
center of the screen!, TRACK is usefull to.
The Other officers are not essential and can be learned
at the crew's leisure (science and damage control are
pretty useful).
To really get a handle on these commands you should
print a copy of the document PLAYER.TXT. All players
could also use a copy of the ready reference sheets
PLREF.TXT.
The GM should read GM.TXT and print a copy of
GMREF.TXT.
The gm should be familiar with the comands LOCATE,KNOW,ACTIVATE
XMIT, MISSION, SIDE, GIVE, SECUR, MOVE, RMOVE and DMOVE as a minimum
NOTE for non ansi terminals the commands
>TERM BS ON
and
>TERM BS OFF
can be used by players on DUMB-A and DUMB-B to use an ascii
backspace rather than an ansi backspace (unfortunately this
has to be done each time Bridge Crew is re-run).
NOTE the HELP (and XHELP for GMs) command is designed only to
assist with Syntax, not to be an instruction on how to play the
game. I strongly suggest printing and reading manuals.
NOTE to stop the game press # on the MM's keyboard.
NOTE & is used to clear pause and helm hit messages.
----------------------------------------------------------------------
SUPPORT
While there is no official support for BRIDGE CREW version sw1.12e
You can contact David Readman on the internet and if he has time he
may answer your query his address is JAGUAR@WERPLE.MIRA.NET.AU
-----------------------------------------------------------------
Example of play with example commands beside it:
-----------------------------------------------------------------
The Cast of Players:
GM Game Master (port 0)
WHERIT, Ensign Wassa Helm Officer and Science officer
(Port 1)
RAMBO, Officer Sir Missile Officer and security officer
(port 2)
GUNS, Boans Macoy Beam Officer (port 3)
SKIPPY, Captain Skua Captain (no terminal, he just
stares at MM Display)
Person Action - "Spoken" Command Typed
-----------------------------------------------------
GM "You are running." at dos
>sw112 pub1.ssw
-----------------------------------------------------
GM Deciding to put k3 in (on GM's terminal)
rather than k1. LOCATE
DEACT k1
ACTIVATE K3
-----------------------------------------------------
GM "Who's on security?"
-----------------------------------------------------
RAMBO "Me on port 2." WHO
-----------------------------------------------------
GM "You have security." SECUR 2
-----------------------------------------------------
RAMBO "Who wants what?"
-----------------------------------------------------
WHERIT "Helm and Science to port WHO
one please."
-----------------------------------------------------
RAMBO GIVE HELM 1
GIVE SCI 1
-----------------------------------------------------
RAMBO "Done, Next?"
-----------------------------------------------------
GUNS "Beam to 3." WHO
-----------------------------------------------------
RAMBO GIVE BEAM 3
-----------------------------------------------------
SKIPPY "Ready Yet?"
-----------------------------------------------------
GM "You are running live UNFREEZE
now."
-----------------------------------------------------
RAMBO "Give me a break!" GIVE MISS 2
REPORT SECURITY
-----------------------------------------------------
RAMBO After inspecting the
report,
"Security looks good. Now
what?"
-----------------------------------------------------
SKIPPY "WHAT'S OUT THERE?"
-----------------------------------------------------
GUNS "Just us, oh and K3." THINGS
-----------------------------------------------------
SKIPPY "Track k3."
-----------------------------------------------------
WHERIT "Ok." TRACK K3
-----------------------------------------------------
GUNS "It's not in range yet." RECON
-----------------------------------------------------
SKIPPY "Lock weapons as soon as
it is."
-----------------------------------------------------
TIME PASSES ...........
-----------------------------------------------------
GUNS "It's on sensors. ... RECON
Range 9000."
-----------------------------------------------------
SKIPPY "Scale 9000."
-----------------------------------------------------
WHERIT "Ok." SCALE 9000
-----------------------------------------------------
GUNS "locking Beams." BLOCK K3 LB RB
-----------------------------------------------------
GUNS "Charging Beams." BCHARGE LB RB
-----------------------------------------------------
RAMBO "Proximity set to 100." PROX 100 FWD AFT
-----------------------------------------------------
SKIPPY "Course 450, speed 30."
-----------------------------------------------------
WHERIT "Ok." COURSE 450
SPEED 30
-----------------------------------------------------
TIME PASSES ...........
-----------------------------------------------------
RAMBO "Locking Missiles." MLOCK K3 FWD AFT
-----------------------------------------------------
Skippy "Fire beams at 1400,
missiles at will."
-----------------------------------------------------
GUNS "Ok."
-----------------------------------------------------
SKIPPY "Course 424."
-----------------------------------------------------
WHERIT "Ok." COURSE 424
-----------------------------------------------------
SKIPPY "Scale 3000."
-----------------------------------------------------
WHERIT SCALE 3000
-----------------------------------------------------
RAMBO "Firing missiles." MFIRE FWD AFT
-----------------------------------------------------
RAMBO "Sh.. I Forgot to load." MLOAD FWD AFT
-----------------------------------------------------
Skippy "Dont panic." MLOCK K3 FWD AFT
"Speed 10."
"We'll slow down to give
you time to load."
-----------------------------------------------------
WHERIT "Range now 1500."
-----------------------------------------------------
GUNS "Beams firing; 2 hits." BFIRE LB RB
-----------------------------------------------------
GUNS CHARGE LB RB
-----------------------------------------------------
RAMBO "Firing missiles." MFIRE FWD AFT
-----------------------------------------------------
RAMBO "Reloading Now." MLOAD FWD AFT
-----------------------------------------------------
WHERIT "It's shields are still SCAN GEN K3
50% or better."
-----------------------------------------------------
SKIPPY Observing their front
shield at 30%:
"Course 1800."
-----------------------------------------------------
WHERIT "Ok." COURSE 1800
-----------------------------------------------------
The battle continues.
TO ORDER
To order the registered version of BRIDGE CREW fill out the
relevant order form for your country, include a cheque or
money order in the currency indicated and send to :
Mithril Software Pty Ltd
PO Box 225
Kippax
ACT 2615
Australia
For other countries, please fill out one of the above and
include a cheque/money order in the given currency. If
using the Australian or New Zealand order form, add $20
extra postage. All orders are sent via Air Mail and are
despatched within 48 hours of notification of cheque
clearance. Barring major currency fluctuations, prices
should valid until 1 July 1996.
For further pricing information contact Mithril Software:
PO Box 225, Kippax, ACT 2615, Australia
or fax us on:
International Access code (61) (6) 254 6280
eg from USA 011 61 6 254 6280
from NZ 00 61 6 254 6280
or contact David Readman on the internet
JAGUAR@WERPLE.MIRA.NET.AU
For Licence Details Please read LICENCE.TXT