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-
- (3.00) STARSHIPS
-
- Starships are built at starbases out of three basic minerals,
- Tritanium, Duranium and Molybdenum. The starships travel at very
- high speeds between planets performing various missions. The
- funds needed to build starships is taken directly out of the
- planetary economy. Starships can be used to transport cargo
- money and colonists. They can also battle enemy ships.
-
- (3.01) TECH LEVELS
-
- There are four different tech levels at every starbase. These
- four tech levels are, starship hulls, starship engines, starship
- beam weapons and starship torpedoes. The tech levels range from
- 1 to 6 in the evaluation version of this game and 1 to 10 in the
- expanded registered version. You must spend megacredits for each
- leap in tech level you take. The cost of each jump in tech
- levels increases as you move up in tech levels.
-
- Your choice of starship components increases as you increase
- your tech level. The cost of high-tech starship components is
- far more then the basic low tech version of the same components.
-
- Every starbase's tech levels are independent of all other
- starbases. When you build a new starbase all four tech levels
- normally start at level 1. Four of the native races give a
- tech level 10 bonus for building a starbase. (SEE 11.00)
-
- (3.02) NEW SHIPS
-
- The most important part of a starship is the hull. At hull
- tech level one you have a choice of only about 3 different types
- of hulls. At higher tech levels you may have as many as 20
- different types of hulls, depending on the race you are playing.
-
- The hull is the spaceframe that all other starship components
- are mounted on to form a ship. Hulls require anywhere from one
- to as many as ten engines depending on the type. As a rule
- smaller ships have only one or two engines. The amount of damage
- that a ship can withstand depends on the ship's mass. The
- more massive the ship the greater number of hits the ship can
- take and the more powerful the ship's shields will be.
-
- Some hulls come with fighter bays. These ships can
- carry and launch fighters.
-
- Some ships have areas that you can mount torpedo launchers.
- Starships that have torpedo launchers can carry and fire
- torpedoes at enemy ships. There are 10 different types of
- torpedoes and torpedo launchers.
-
- Most ships can have beam weapons. These are the main
- weapons used on starships. There are 10 different types. Beam
- weapons are very useful at destroying enemy fighters as well as
- firing directly at the enemy ship.
-
- From the starbase's starship building screen you are given a
- chance to pick the components that you wish to put together to
- form a ship. If you lack a part you can call a sub screen that
- allows you to build a new part, such as an engine, a weapon or
- even a starship hull. After you have selected all the parts
- to put together to form a new ship your plan is submitted to the
- starbase. Your new ship will be completed the following turn.
-
- (3.03) WEAPON BANKS AND FIGHTER BAYS
-
- There are different types of weapons systems that a ship may
- have. The main weapon system is a beam type weapon ( lasers,
- phasers, etc. ). A beam type weapon draws its power from the
- ship's engines, so as long as an engine is working the weapon
- will have energy to fire.
-
- The auxiliary weapon systems can be torpedo launch tubes or
- fighter launch bays.
-
- A fighter takes up one kiloton in the cargo hold. In combat
- the fighter is moved from the cargo hold into the fighter launch
- bay to be fuel and armed. A ship with many
- fighter launch bays can get more fighters
- into combat sooner. Fighter bays are designed into the hull
- and unlike torpedo launchers cannot be added. Some races
- ( such as the federation ) have very few, hull designs that
- include fighter bays. A starbase has room for up to 60 fighters
- to be used in defense or to be transferred to a ship with fighter
- bays.
-
- The torpedo launch tube aims and arms standard torpedoes.
- Torpedoes take up one kiloton of cargo space each. In combat
- the torpedo is moved from the cargo hold into the launch tube.
-
- (3.04) FIGHTERS
-
- For use on starbases as a long range defense against
- attacking enemy starships. Starships with fighter launch bays
- can carry fighters to attack enemy ships at ranges far greater
- then torpedoes or beam weapons. A starbase can hold up to 60
- fighters. Some larger carriers can hold over 200
- fighters. All fighters fire very powerful, tightly focused energy
- beams that do a good job of wearing down an opponent's shields
- and can punch holes in vital parts of enemy ships. Fighters are
- very good at defeating very large and heavily armored ships.
- In some cases a fighter can do more damage then even the best
- torpedo and if the fighter survives, it can be used again.
-
- Fighters can be destroyed by enemy fighters that can
- gain a weapons lock as the fighters passes within close range of
- each other as they close in on the enemy ship.
-
- An enemy ship can fire a beam weapon at a fighter to destroy
- it. Very few ships, however, can defeat a large scale
- fighter attack with beam weapons along.
-
- (3.05) WEAPON KILLING/DESTRUCTIVE POWER
-
- The damage done to an enemy target is measured in two
- different ways, killing power and destructive power.
-
- Killing power is a measure of how deadly the weapon is to the
- crew of an enemy ship. If a crew is killed off the ship is
- rendered helpless and is easily captured.
-
- The destructive power is a measure of how much damage can be
- done to the superstructure, engines and weapon systems of an
- enemy ship.
-
- The greater the mass of the HULL of a ship the greater the
- ship's resistance to the destructive power of enemy weapons.
- More massive ships also have more powerful shields then less
- massive ships.
-
- (3.06) STARSHIP FIX / RECYCLE
-
- After a starship has returned from a mission or has just been
- constructed you can use the starbase to fix the ship. The fix
- command will repair all the damage done to the ship in one game
- turn. The star base fix mission will not upgrade the tech level
- of any parts of the starship. When you fix a ship you have the
- chance to load torpedoes or fighters onto the starship if it
- can handle them.
-
- Use the transporters to beam fuel and cargo onto and off the
- ship. New ships begin the game with no fuel, unless the starbase
- primary mission is set to refuel.
-
- Player one (The Solar Federation) is the only race that can
- upgrade the tech levels of an old starship. Their ships can
- set their mission to "Super Refit".
- (See 10.0 RACE ADVANTAGES)
-
- The Starbase can also recycle old ships. When a ship is recycled,
- using the recycle command, all the ship's weapons and engines are
- removed and placed into storage. The hull is converted into minerals
- and stored on the planets surface.
-
- (3.07) FUEL
-
- All starships use neutronium for fuel. Neutronium is a
- superdense material found at the core of many planets. It is
- also known as "neutronic" fuel. Fuel is millions of times
- denser then common elements such as lead or gold. The fuel must
- be stored in a very powerful inertial damping field to prevent
- damage to the starship's superstructure. The amount of fuel
- that a starship can carry is limited by the strength of the
- inertial damping field only and not the cargo room available on
- the ship.
-
- Starships without fuel cannot attack enemy ships. Enemy ships
- are not allowed to attack ships that are out of fuel, due to
- the treaty of Nimbus 7. The treaty states "No ship may attack or
- destroy a ship that is out of fuel. Such ships are helpless and
- unable to protect themselves. Destroying helpless ships would
- be a tragic and senseless loss of life."
-
- Starships without fuel cannot cloak.
-
- (3.08) CARGO
-
- The cargo that a ship may carry includes supplies, colonists,
- tritanium, duranium and molybdenum. If a ship has one or more
- torpedo launchers the ship may carry torpedoes. If the ship has
- one or more fighter bays the ship may carry fighters.
-
- You can have the ship unload cargo onto a world that you
- currently do not own. After one or more colonist clans are
- unloaded onto a planet that planet then becomes yours the
- following turn, unless there are enemy colonists already on the
- planet, in which case a planetside war will take place.
- Bad climates or amorphous natives may also kill off colonists.
-
- *** When beaming cargo up or down hold the <ALT> or <SHIFT> ***
- *** down to beam 100 units at a time. ***
-
- Cargo can in an emergency be jettison into deep space to
- make the ship lighter so the ship can travel faster or to
- prevent an enemy from seizing the cargo if the ship is in
- danger of being captured.
-
- Ships can transfer cargo from and to any other ship located
- at the same location in space. The command is designed mainly
- for fuel tankers so they can transfer fuel to ships that are in
- need of fuel.
-
- (3.09) PRIMARY ENEMY
-
- You can set the primary enemy of each ship. This is a
- standing order to attack any ship that belongs to the primary
- enemy race that is located in the same position in space.
-
- A matching friendly code will override the primary enemy
- setting as well as the kill mission.
-
- Cloaked ships may not attack. The cloaking mission overrides the
- primary enemy setting.
-
- (3.10) SHIP MISSIONS
-
- Each ship can perform one of eight various missions that
- include exploration, lay mines, mine sweep, kill, sensor sweep,
- colonize, tow and intercept. Some ships can cloak.
-
- The exploration mission orders the ship to spy on planets to
- see if any enemy colonists are living there and if they have a
- starbase.
-
- The lay mine mission reprograms the all torpedoes onboard a
- starship to become deep space mines and lays them in a circle
- around your current position ( if the Host has enabled the
- mine field option ). (SEE MINE FIELDS 3.16)
-
- The mine sweep mission has the ship fire its beam weapons
- set on wide. The more beam weapon and the higher tech the weapons
- the greater the number of mines that can be destroyed per turn.
- The mine sweep mission will not destroy mines that belong to
- you, but it will give you the location and size of the nearest
- mine field that you own.
- (SEE MINE FIELDS 3.16)
-
- The Sensor Sweep Mission scans planets within 400 light years for
- any readings that might suggest enemy activities.
- The percentage odds that an enemy planet will show up on a
- scan are:
- SQR( Mineral_Mines + Factories ) * 0.2 - SQR( Planetary_Defence )
- For every enemy planet within 400 light years.
-
- Any planets with 100 defence outposts cannot be picked up on
- Sensor Sweeps.
-
- The kill mission orders the ship to attack all ships of any
- race other then your own that are located in the same position
- in space as your ship. Ships with the kill mission will always
- fight first in a battle were there are ships attacking under
- order of primary enemy. A matching friendly code will override
- the kill mission, as well as the primary enemy setting
-
- The colonize mission orders the ship to disassemble the
- starship when it reaches an unowned planet and to use the ships
- parts to make supplies for the colonists after unloading any
- colonists, cargo and fuel on the ship to the planet's surface.
- Most of the time it is best not to use the colonize mission.
- It is usually better to beam the colonists down to an unowned
- planet using the <C> ship command. That way you can reuse the
- same ship again.
- (SEE COLONIZE MISSION 3.14)
-
- The tow mission orders the ship to lock a tractor beam on a
- ship that is at the same position in space. The amount of fuel
- the towing ship will burn is proportional to the sum of the
- masses of both ships. If the ship that is the target of the tractor
- beam has a warp factor greater then the ship using the tractor
- beam the target ship will break free of the tractor beam if the
- waypoint setting of the ship trying to break free is set to a
- range that will take more then 1 month to travel to. If both ships
- are using tractor beams on each other, the ship with the higher warp
- factor will tow the ship with the lower warp factor.
-
- The intercept mission orders the ship to intercept ships by
- ID number. You can use list and view commands to find the ship
- ID number of the ship you wish to intercept. Your ship will
- follow the intercept target ship until your ship runs out of
- fuel, the target ship disappears behind a planet or cloaks. The
- intercept mission does not order the ship to attack the ship it is
- intercepting. It will attack the ship if the "Primary Enemy" is
- set to the race of the ship that it is intercepting. You
- may intercept your own ships, if you wish.
-
- Most races have an extra mission that is all their own.
- Ships must have fuel to do the extra mission.
-
- No matter which mission a ship is on when it enters a battle,
- the ship will do it's very best to win the fight. Mission in no
- way affects the way in which a ship will fight.
-
- These are the ships that have a cloaking device.
- Reptile Class Destroyer
- Lizard Class Cruiser
- Saurian Class Light Cruiser
- White Falcon Class Cruiser
- Swift Heart Class Scout
- Fearless Wing Cruiser
- Dark Wing Class Battleship
- Resolute Class Battlecruiser
- Bright Heart Class Destroyer
- Deth Specula Class Frigate
- BR4 Gun Boat
- BR5 Kaye Class Torpedo Boat
- Red Wind Class Carrier
- Meteor Class Blockade Runner
- D3 Thorn Class Destroyer
- Dwarfstar Class Transport
- D7 Coldpain Class Cruiser
-
- Cloaked ships cannot attack or be attacked.
- Ships without fuel cannot cloak.
-
- (3.11) STARSHIP NAVIGATION
-
- Your starship can be in orbit around a planet or in deep
- space between the planets. Your ships that are traveling
- through deep space will show up are green dots on all your maps
- and charts. Your ship will also show up as a red dot on all
- enemy charts in the same way enemy ships will show up on your
- maps as red dots. The navigation map shows planets as white
- dots. Any planets that you own will have blue circles around
- them. If you have any ships in orbit around any planets they
- will show up as green circles. Cloaked enemy ships are invisible.
-
- The WAYPOINT is a point in space that you are setting a
- course to travel to. The waypoint shows up on the navigation map
- as a green circle with a green line running to your current
- location. Use the arrow keys or the mouse to set a new waypoint.
- If you set your waypoint on an object such as a planet or a
- starship the green circle will turn yellow and the name of the
- new waypoint will appear under the navigation map.
-
- Starships with more then 89% damage ( except Lizard ships )
- are unable to move.
-
- Distance is the number of light years to your
- current waypoint.
-
- The number of light years a ship will travel in a
- turn increases as a square of your warp factor.
-
- Speed Distance traveled in a game turn
- Warp factor 1 1 light year
- Warp factor 2 4 light years
- Warp factor 3 9 light years
- Warp factor 4 16 light years
- Warp factor 5 25 light years
- Warp factor 6 36 light years
- Warp factor 7 49 light years
- Warp factor 8 64 light years
- Warp factor 9 81 light years
-
- Your E.T.A. is your estimated time of arrival at your
- waypoint in months (game turns). E.T.A. is based on your speed
- and distance.
-
- There are three ships in the game that have GRAVITONIC ACCELERATORS
- These are the Meteor Class Blockade Runner, the BR4 Gun Boat and
- the BR5 Kaye Class Torpedo Boat. These three ships travel at a rate
- of twice that of a normal ship. At warp factor 9 these ships will
- travel 162 light years in one turn.
-
- Please note ships are moved when the Host runs HOST.EXE.
- The commands that you are inputting into the ship display screens
- in PLANET.EXE are just that, commands. If the ship is able it
- will do it's best to carry out your orders.
-
- Under HOST 3.13 there are also 3 Hyperdrive ships.
- PL21 PROBE (Empire)
- B200 CLASS PROBE (Cyborg)
- FALCON CLASS ESCORT (Rebel)
- To use the hyperdrive set the ship's waypoint to a point
- farther then 20 light years and set the friendly code to
- "HYP". The ship will jump about 350 lightyears and burn
- 50 units of fuel. The ship will come out of hyperspace
- at speed zero and with no waypoint set. Ships in hyperspace
- avoid all minefields. The hyperdrive can not be used to
- excape a tow. This will not work if the ship is on an
- intercept mission.
-
- (3.12) FUEL
-
- The amount of fuel needed to reach your current waypoint is
- dependent on the ship's mass, warp factor and the type of
- engine that the ship has. Tech one engines (stardrive 1's) are very
- poor engines and waste large amounts of fuel at speeds above
- warp factor one. Tech six engines are very fuel efficient at
- speeds up to warp factor 6. At speeds above warp 6 the engine
- begins to waste large amounts of fuel. The engine construction
- screen will show you a graph of the fuel efficiency curve of
- each engine type that you have both the engine tech level
- and materials to construct.
-
- It is a very good idea to invest the best engine technology
- possible. With high tech engines your ships can
- travel very fast and use very little neutronium fuel. Engines
- may be the most important factor in expanding your empire faster
- then your enemies.
-
- The weight of your ship is the sum mass of all parts that
- make up your ship. Mass includes the hull, engines, weapons,
- cargo and fuel. The amount of fuel your ship needs to burn to
- move increases proportionately to your ship's mass.
-
- The max weight is the maximum mass your ship may have when it
- has a full load of cargo and a full fuel tank.
-
- (3.13) REPAIRS IN SPACE
-
- Starships can repair damage in space using supplies.
- Five supply units will repair 1% of ship damage. To repair
- a ship just load the damaged ship with supplies and the
- ship will be repaired next turn.
-
- (3.14) COLONIZE MISSION
-
- A NEW feature of version 3.0 is the starship recycle rate.
- The Host person can set the recycle rate to any thing from
- 0% to 100%. Default setting is 75%. The Host person can
- set the recycle rate using HCONFIG.
-
- This is the percentage of the minerals that are recovered
- from a starship that colonizes a planet. The minerals that were
- used to build the hull and weapon systems are transformed back
- into minerals and laid out on the planet's surface. Money
- spent to build a ship cannot be recovered. Fighters are
- recycled.
-
- FOR EXAMPLE: You have a very old battleship with tech 3 engines
- and laser beams and mark 1 torpedoes. You feel this
- ship is outdated so you set the mission to
- "Colonize". The Host program will unload all the
- fuel and cargo from the ship and then convert a
- percentage of the minerals that were used to build
- the ship back into minerals. The torpedo launchers,
- laser beams, engines and hull
- are all converted back to a percentage of the
- original minerals.
-
- (3.15) ALCHEMY SHIPS
-
- The Host person may allow alchemy ships to perform their alchemy
- function or you may disable the function and the ships will behave
- as standard freighters. HCONFIG will configure the
- HOST to allow or not allow alchemy ships.
-
- There are two classes of alchemy ships, the Neutronic Refinery
- Ship and the Merlin Class Alchemy Ship.
-
- The NEUTRONIC REFINERY SHIP can convert minerals plus supplies
- to neutronic fuel (neutronium).
-
- Here are three alchemy reactions that a refinery ship can use:
-
- 1 * ( duranium ) + 1 * ( supply unit ) ---> 1 * ( neutronium )
-
- 1 * ( molybdenum ) + 1 * ( supply unit ) ---> 1 * ( neutronium )
-
- 1 * ( tritanium ) + 1 * ( supply unit ) ---> 1 * ( neutronium )
-
- The neutronic refinery ship will automatically perform the
- refinery function if all three of the following conditions are
- met. The ship will continue to refine fuel until one or more
- of the conditions are no longer met.
-
- (A) There is at least one KT of duranium or molybdenum or
- tritanium on board the ship.
-
- (B) There is at least one KT of supplies on board the ship.
-
- (C) There is at least room for one KT of fuel in the fuel tank.
-
- The neutronic refinery ship is a tech 9 ship with 10 engines
- and 1050 KT of cargo room. Fuel tank will hold 800 KT of
- fuel. The hull is very massive, 712 KT. The ship is armed with
- 6 beam weapons. This ship can produce up to 525 KT of fuel per
- turn. The ship hull costs 970 magacredits to build.
-
- To refine fuel, first unload fuel or transfer fuel to other
- ships. Load the ship with half supplies and half minerals (any
- type or mix of). Now you just wait until next turn and the fuel
- will be produced and stored in the refinery ship's fuel tank.
-
- -----------
-
- The MERLIN CLASS ALCHEMY SHIP can convert supply units into minerals.
-
- Here is the chemical reaction:
-
- 9 * ( supply unit )----+---> 1 * ( duranium )
- +---> 1 * ( tritanium )
- +---> 1 * ( molybdenum )
-
- 9 KT units of supplies yield 1 KT of duranium and 1 KT tritanium
- and 1 KT molybdenum.
-
- The ship will continue to convert the supplies to minerals as
- long as the following condition is met:
-
- (A) There is at least 9 KT of supplies on board.
-
- The Merlin Class Alchemy Ship is a tech 10 ship with 10 engines
- and 2700 KT of cargo room. The fuel tank can hold 450 KT of fuel.
- The ship's hull has a mass of 920 KT, which makes it one of the
- largest ships in any fleet. The ship is armed with 8 beam weapons
- and costs 840 magacredits to build. The ship can produce a maximum
- of 900 KT of minerals per turn ( 300 KT duranium, 300 KT tritanium
- and 300 KT molybdenum ).
-
- To transform minerals, just load the ship with supplies and
- wait till next turn. The supplies will be turned into minerals
- automatically.
-
- The alchemy fuction of a Merlin Class ship can be disabled with
- a friendly code of "NAL" ( No ALchemy )
-
- (3.16) MINE FIELDS
-
- The Host person may choose to have mine fields or choose not
- to have them. The Host person can use the HCONFIG program
- to turn the mine fields off and on.
-
- A mine field is a small area of space that is peppered with
- warheads that track and launch themselves at passing enemy ships
- that are unlucky enough to trigger one of them.
-
- Mine fields are formed when a starship with torpedoes chooses
- the mission "Lay Mines". All the ships torpedoes are taken apart
- by the ships chief engineer and reprogrammed to serve as deep space
- mines. High tech torpedoes are divided into several smaller
- units that can cover a greater area of space.
-
- If a ship lays mines inside an established mine field, the
- new mines will become part of the existing mine field if the
- mine field belongs to the ship's race.
-
- The number of mine field units = number of mines * ( tech level )^2
- The radius of a mine field = SQR( number of mine field units )
-
- Example:
- (100 tech 6 mines would yield 3600 mine units)
- (the mine field would have a radius of 60 light years)
- (the mine field would be 120 light years across)
-
- An enemy ship has a 1% chance of hitting a mine for every light
- year traveled. It is very likely that a ship that travels through
- the above example mine field (all 120 light years of it) will
- hit a mine, but there is still a slim chance that the ship won't.
-
- The amount of damage done to a ship depends on the mass of
- the ship's hull. Cargo and fuel masses will not help to
- save the ship.
-
- Damage% = 10000 / ( the hull mass )
-
- A ship with a hull mass under 100 KT will be destroyed by a
- single mine. Most battle ships are over 500 KT so they can
- take 5 or more mine hits before being destroyed.
-
- A ship that is under tow (being towed) cannot be hit by a mine.
-
- Web mines are much smaller then normal mines, but are much more
- difficult to travel through. There is a 5% chance of hitting a
- web mine for every light year that you travel through. A web
- mine does 10% of the damage of a normal mine but causes your
- ship to become stuck in the web and your ship will be forced to
- stop moving. Next turn you may set a new waypoint and warp out
- of the web mine field and hope you don't hit another web mine.
-
- Web Mines Damage% = 1000 / ( the hull mass )
-
- Web Mine fields drain fuel from all enemy ships within the field
- at a rate of 25 KT per turn, per field.
-
- Starships with beam weapons that are inside one or more enemy
- mine fields can destroy the mines using the "Mine Sweep" mission.
- The ship will fire its beam weapons at random and at a wide setting
- to blanket an area of space with energy that will knock out the
- mine field. The mine field will shrink in size as the outer
- mine units move inward so that the same level of protection is
- constant throughout the mine field.
-
- Starships must have fuel to mine sweep or lay mines.
-
- The number of mine field units that are destroyed per turn by
- a ship doing a mine sweep depends on the number of beams weapons
- and their tech level.
-
- number of units destroyed = ( number of beam banks ) * ( beam tech )^2
-
- Examples: A Battleship with 10 heavy phasers ( tech 10 )
- can destroy 1000 mine field units per turn
-
- A Scout with 2 X-Ray Lasers ( tech 2 ) can
- destroy 8 mine field units per turn
-
- One mine field unit is destroyed per turn through natural
- causes.
-
- (3.17) ORDER OF COMBAT
-
- They will now fight in an order that depends on three things
- the mission, the primary enemy and the friendly code.
- The friendly code can give an attack value from 1 to 999.
- To use attack values your friendly code must begin with a
- number value. The attack values will NOT affect the way in
- which a ships fights, it only effects the battle order.
- Your enemy's attack values will NOT effect your battle order.
- A attack value of 1 is the lowest possible attack value.
-
- Here are examples of attack values base on some friendly codes
- where "x" is any non-number character.
-
- Friendly code Attack values
- xxx 1000
- 1xx 1
- 10x 10
- 01x 1
- 999 999
- 123 123
- 18x 18
- x23 1000
- xx2 1000
- x1x 1000
-
- The ship with a "KILL" mission the lowest attack value will
- attack first. If two of your ships have the same attack value
- then the ship with the lowest ID number will attack first.
- The ship with a "PRIMARY ENEMY" set and the lowest attack value
- will attack after all the "KILL" mission ships are done.
-
- Ships with their mission set to "KILL" will fight as a first group.
- Ships with a mission other then "KILL" and the primary enemy
- set will fight as a second group.
- All other ships will be protected by the "KILL" and primary enemy
- ships until those ships are destroyed or captured.
-
- Ships that are not on a kill mission and don't have a primary enemy
- set will defend themselves in an order based on the friendly
- code attack values.
-
- (3.18) COMBAT LAWS/RULES
-
- 1. Amount of damage done to a ship decreases as the
- mass of the ships hull increases.
-
- 2. Fighters are launched first.
- Torpedoes are armed second.
- Beam weapons fire last.
-
- 3. Ship shield strength is carried over from the last battle
- during the same turn.
-
- 4. Beam weapon banks with more then 60% energy will fire at
- enemy fighters.
-
- 5. When a ship's crew is dead the ship is captured if it
- is fighting an enemy ship. Planets can not capture ships.
- The ship will continue to fight the planet until it
- explodes.
-
- 6. Fighters tend to do more damage to larger ships then
- torpedoes.
-
- 7. Torpedoes and beam weapons tend to do more damage to smaller
- ships then fighters.
-
- 8. Ships with the same friendly code WILL NOT FIGHT.
- (With the exception of NTP)
- A ship may disable it's torpedo systems by using the friendly
- code "NTP". ( No TorPedoes )
- If two ships that are enemies use the "NTP" friendly code they
- will still fight. This is also a special case where matching
- friendly codes does not count.
-
- Matching friendly codes overrides the kill mission and primary
- enemy settings.
-
- 9. Ships without fuel cannot attack enemy ships.
-
- 10. Ships without fuel cannot be attacked by enemy ships.
-
- 11. The more massive a ship the stronger the shields are.
-
- 12. The planetary friendly code of "ATT" will cause a
- planet to attack any enemy ship in orbit that has fuel.
-
- 13. The planetary friendly code of "NUK" will cause a
- planet to attack all ships in orbit, even ones without fuel.
-
- ------------------------------------------------------------------------------
-
- (4.0) STARBASES
-
- Starbases perform many important functions. They can construct
- one new starship per turn if they are ordered to do so and they
- add to the planets defenses by being a fighter base and defense
- platform.
-
- (4.1) DEFENSE AND FIGHTERS
-
- You may add to the starbase's defense strength through the
- use of duranium and megacredits. The higher the defense strength
- of a base, the better able the base is to adsorb damage from
- attacking enemy ships.
-
- You may build and store up to 60 fighters in a starbase and
- you may put fighters on board any starship equipped with fighter
- bays. The fighters onboard a starbase will be used to defend
- the base and planet against attacks from enemy starships.
-
- If a planet comes under attack the fighters on a starbase and
- the fighters on the planet's surface are launched against the
- attacking ship. Defense posts on the planet's surface and the
- defense weapons on the starbase will be fired against the
- attacking ship. The higher the defense strength of both the
- planet and the starbase, the greater number and power of the
- planetary beam weapons.
-
- The defense_factor = 100 + starbase_defense + planet_defense
-
- You can compare this defense factor with starship defense
- factors, which are equal to the empty hall mass of the ship.
-
- Defense factor is the resistance to enemy fire,
- in both shield strength and damage resistance after the shields
- are down.
-
- The number of beam weapons that a planet/starbase has equals
- the square root of one third the defense factor.
- number_of_beams = SQR( defense_factor / 3 )
-
- The tech level of the beam weapons is the square root of one
- half the defense factor or the beam tech level of the starbase, which
- ever is higher.
- tech_of_beams = SQR( defense_factor / 2 )
-
- (4.2) A BASE'S ROLE IN SHIP BUILDING AND ARMING
-
- Each starbase has four independent tech levels. The four
- areas of technology are starship hulls, starship engines,
- starship beam weapon and torpedo launcher construction.
-
- The starbase can fix one damaged ship per turn that
- is in orbit around the same planet as the starbase. Starbases
- may also recycle one ship per turn. When a ship is recycled the
- engines and weapons are placed in storage and the hull is
- converted to minerals.
-
- Starbases can build both torpedoes and fighters. The
- starbase can load torpedoes and fighters onto ships that
- are equipped to handle them by using the "fix" starbase command.
- When you build torpedoes remember to build only the torpedo type
- that matches the launcher types that you are using on your ships,
- otherwise the torpedoes will remain in storage.
-
- Starbases can construct one starship per turn from starship
- components in storage. You can also construct and store new
- starship components such as hulls, engines and weapons for use
- at a later time.
-
- (4.3) STARBASE ORDERS
-
- You can give a starbase a primary mission order.
-
- The primary base order instructs the base to take one of
- five automatic actions.
-
- 1. Refuel: The base will load neutronium onto any
- ship at the bases location that is of
- your race or has the same friendly code
- as the planet.
-
- 2. Max defense: The base will automatically build
- up starbase defense strength to max.
-
- 3. Load Torpedoes: The base will automatically load
- torpedoes of the proper type onto all
- ships that have torpedo launchers at
- the base location that is of your race
- or have the same friendly code as the
- planet.
-
- 4. Unload Freighters: The base will automatically
- unload all cargo from ships at the
- base location that are of your race
- or have the same friendly code as the
- planet.
-
- 5. Repair Base: The base will repair damage done
- to the base by enemy ships.
-
- 6. Force a Surrender: This will force any enemy starship at
- the starbase's location to surrender to
- the starbase's race if the friendly code of
- the enemy ship and the planet match.
- The base will also force a surrender of ships
- that have no fuel. Lack of fuel overrides friendly
- codes that don't match.
-
- (4.4) PLANETARY / STARSHIP FRIENDLY CODE
-
- The friendly code is used when your ship is in orbit
- around an 'enemy' planet with a matching planetary friendly
- code and a starbase that has it's primary mission orders set to
- refuel, load torpedoes or unload all freighter cargo.
-
- Ships with the same friendly codes will NOT attack each other.
-
- Ships with the same friendly code as the planet will NOT
- attack the planet. ( Except for the friendly codes "NUK" and "ATT" )
-
- A starbase with the primary mission orders set to refuel
- acts as an automatic refueling station to all ships that stop
- there that have the same friendly code as the planet. This is so
- different races can share fuel and torpedoes in the event they
- form an alliance against a common enemy.
-
- A planet side transporter cannot transport cargo to an "enemy"
- ship. A ship's transporter can transfer cargo to an "enemy" ship.
-
- Starships may choose a "gather" mission. If the friendly code
- of the ship and the planet match or you own the planet the ship
- will search the surface of the planet for a mineral and beam the
- mineral back aboard the ship until the ship is out of cargo room.
- You may gather (beam up) neutronium, duranium, tritanium,
- molybdenum and supplies. Ships will lock onto and beam up only
- one mineral type per turn.
-
- The gather missions are meant mainly for trading. A freighter
- can fly up to an enemy planet with the same friendly code and
- drop off a full load of one type of mineral and pick up a full
- load of another in a single turn.
-
- (4.5) STARBASE SCANNER
-
- The starbase scanner is the same as the planetary scanner.
- You can move the scanner beam around with the arrow keys or a
- mouse. You can use the beam to view or list enemy and friendly
- ships traveling through open space or in orbit around any of
- your planets. The circle at the end of the beam is green, but
- when you move the beam locks onto a planet or ship it turns
- yellow. Enemy ships show up as red dots and friendly ships show
- up as green dots. Planets with blue rings are ones that you
- own. Planets with green rings have one of your ships in orbit
- around them. Enemy ships can hide behind planets that you do not
- own and do not have a ship orbiting.
-
- SCAN RANGE:
-
- The range that you can see enemy ships is now limited by a
- scan range that the host can configure. Ships beyond the
- scan range in open space can NOT be seen. An enemy ship in orbit
- around a planet that you do not own and do not have a ship in
- orbit around can not be seen.
-
- After locking onto a planet that you own you may hit the
- <X> key to jump to the other planet.
-
- (4.6) STARBASE FIX COMMAND
-
- Will repair all damage to the one starship. The repairs
- will be finished next turn. If the ship has torpedo launchers or
- fighter bays and cargo room, you may load torpedoes or fighters onto
- the ship. You may load torpedoes and fighters onto as many ships
- per turn as you wish, but you may only repair the damage of one
- ship per turn. Refit will NOT upgrade the engine or weapon
- systems of a starship.
-
- ------------------------------------------------------------------------------
- (5.0) THE STARCHART
-
- The planets always have the same names and positions in space,
- only their stats are different in every game.
-
- The starchart map shows planets as white dots, your ships as
- green dot and enemy ships as red dots. Any planets that you own
- will have blue circles around them. If you have any ships in
- orbit around any planets they will show up as green circles.
-
- Use the arrow keys or the mouse to move around the
- starchart. When you move the red cross in the middle of the
- screen on top of a planet or a starship, a pair of arrows from
- the sides of the screen will indicate a lock on that object. The
- name of the object will appear in the information box.
-
- If you press the left mouse button you will lock onto the
- nearest planet. If you are very near a ship in deep space the
- right button will lock onto that ship.
-
- When the object you have locked onto is one of your ship's you
- may press the <F1> button to switch to that ship's control
- screen.
-
- If the object is a planet that you own you may press the
- <F5> to see a mineral / native life survey or you may press the
- <F2> button to switch to the planetary control screen.
-
- If you have a ship in orbit around an enemy or uncontrolled
- planet you also use the <F5> button to see the mining survey.
-
- The <S>earch command allows you to search for any planet by
- ID number (1-500). After giving an ID number from 1 to 500 the
- starchart will lock onto that planet.
-
- ------------------------------------------------------------------------------
- [ Continued... SEE PLANETS3.DOC ]
-
-