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- ------------------------------------------------------------------------------
- (6.0) VICTORY CONDITIONS
-
- It is best if everyone playing the game agrees on what the
- exact victory conditions are before starting the game.
-
- You could play a game so that when a player emerges as the
- most powerful and no other player has any hope of winning the
- players can call the game.
-
- You can play a timed game. Set a date when the game will
- end. The player with the highest score at that date is declared
- The winner.
-
- The score is based on the number of planets, ships and bases you
- own. Here is a break down of the points for each item owned.
-
- Freighters : 1 point each
- Planets : 10 points each
- Capital Ships : 10 points each
- Starbases : 120 points each
-
- You may also have the REF.EXE program decide the winner.
- ( SEE REF.DOC ) for info on the referee program REF.EXE.
-
- (6.1) LIST OF STARSHIP TYPES
-
- ( * stolen ship design from another race )
-
- Solar Federation ships:
-
- Tech Level: 1 Outrider Class Scout
- Tech Level: 2 Nocturne Class Destroyer
- Tech Level: 3 Bohemian Class Survey Ship
- Tech Level: 3 Medium Deep Space Freighter
- Tech Level: 4 Eros Class Research Vessel
- Tech Level: 5 Vendetta Class Frigate
- Tech Level: 6 Nebula Class Cruiser
- Tech Level: 6 Banshee Class Cruiser
- Tech Level: 6 Large Deep Space Freighter
-
- Tech Level: 7 Brynhild Class Escort
- Tech Level: 8 Loki Class Destroyer
- Tech Level: 8 Arkham Class Frigate
- Tech Level: 8 Missouri Class Battleship
- Tech Level: 9 Thor Class Frigate
- Tech Level: 9 Diplomacy Class Cruiser
- Tech Level: 9 Kittyhawk Class Carrier
- Tech Level: 9 Refinery Ship
- Tech Level: 10 Nova Class Super-Dreadnought
- Tech Level: 10 Merlin Class Alchemy Ship
- Tech Level: 10 Super Transport Freighter
-
- Lizard ships:
-
- Tech Level: 1 Small Deep Space Freighter
- Tech Level: 1 Serpent Class Escort
- * Tech Level: 1 Outrider Class Scout
- Tech Level: 3 Reptile Class Destroyer
- Tech Level: 3 Neutronic Fuel Carrier
- Tech Level: 3 Medium Deep Space Freighter
- Tech Level: 4 Lizard Class Cruiser
- * Tech Level: 4 Eros Class Research Vessel
- * Tech Level: 5 Vendetta Class Frigate
- Tech Level: 6 Large Deep Space Freighter
-
- Tech Level: 7 Saurian Class Light Cruiser
- * Tech Level: 8 Loki Class Destroyer
- Tech Level: 9 Madonnzila Class Carrier
- Tech Level: 9 Refinery Ship
- Tech Level: 10 T-Rex Class Battleship
- Tech Level: 10 Merlin Class Alchemy Ship
- Tech Level: 10 Super Transport Freighter
-
- Bird Men ships:
-
- Tech Level: 1 Small Deep Space Freighter
- Tech Level: 1 Swift Heart Class Scout
- Tech Level: 3 White Falcon Class Cruiser
- Tech Level: 3 Bright Heart Class Destroyer
- Tech Level: 3 Neutronic Fuel Carrier
- Tech Level: 3 Medium Deep Space Freighter
- * Tech Level: 4 Small Transport
- Tech Level: 5 Fearless Wing Class Cruiser
- Tech Level: 6 White Wind Class Carrier
- Tech Level: 6 Deth Specula Class Frigate
- Tech Level: 6 Large Deep Space Freighter
-
- Tech Level: 7 Resolute Class Battlecruiser
- Tech Level: 9 Refinery Ship
- Tech Level: 10 Dark Wing Class Battleship
- Tech Level: 10 Merlin Class Alchemy Ship
- Tech Level: 10 Super Transport Freighter
-
- Fascist ships:
-
- Tech Level: 1 Small Deep Space Freighter
- Tech Level: 2 D7a Painmaker Class Cruiser
- Tech Level: 2 Little Pest Class Escort
- Tech Level: 3 Neutronic Fuel Carrier
- Tech Level: 3 Medium Deep Space Freighter
- Tech Level: 4 D7 Coldpain Class Cruiser
- * Tech Level: 4 Small Transport
- Tech Level: 5 Ill Wind Battlecruiser
- Tech Level: 5 D3 Thorn Class Destroyer
- Tech Level: 6 D19b Nefarious Class Destroyer
- * Tech Level: 6 Whitewind Class Carrier
- * Tech Level: 6 Deth Specula Class Frigate
- Tech Level: 6 Large Deep Space Freighter
-
- Tech Level: 8 Saber Class Frigate
- Tech Level: 9 Refinery Ship
- Tech Level: 10 Victorious Class Battleship
- Tech Level: 10 Merlin Class Alchemy Ship
- Tech Level: 10 Super Transport Freighter
-
- Privateer ships:
-
- Tech Level: 1 Small Deep Space Freighter
- * Tech Level: 1 Outrider Class Scout
- Tech Level: 1 BR4 Gunship
- * Tech Level: 2 D7a Painmaker Class Cruiser
- * Tech Level: 2 Little Pest Class Escort
- Tech Level: 3 Dwarfstar Class Transport
- Tech Level: 3 BR5 Kaye Class Torpedo Boat
- Tech Level: 3 Medium Deep Space Freighter
- Tech Level: 3 Neutronic Fuel Carrier
- * Tech Level: 4 Small Transport
- Tech Level: 5 Meteor Class Blockade Runner
- Tech Level: 5 Skyfire Class Cruiser
- Tech Level: 5 Lady Royale Class Cruiser
- * Tech Level: 5 D3 Thorn Class Destroyer
- Tech Level: 6 Large Deep Space Freighter
-
- Tech Level: 8 Red Wind Class Carrier
- Tech Level: 9 Refinery Ship
- Tech Level: 10 Bloodfang Class Carrier
- Tech Level: 10 Merlin Class Alchemy Ship
- Tech Level: 10 Super Transport Freighter
-
- Cyborg ships:
-
- Tech Level: 1 Small Deep Space Freighter
- Tech Level: 1 B200 Class Probe
- Tech Level: 1 Watcher Class Scout
- Tech Level: 2 B41 Explorer
- * Tech Level: 2 Iron Slave Class Baseship
- Tech Level: 3 Medium Deep Space Freighter
- Tech Level: 5 B222 Destroyer
- Tech Level: 5 Quietus Class Cruiser
- Tech Level: 6 Firecloud Class Cruiser
- Tech Level: 6 Large Deep Space Freighter
-
- Tech Level: 9 Biocide Class Carrier
- Tech Level: 9 Refinery Ship
- Tech Level: 10 Annihilation Class Battleship
- Tech Level: 10 Merlin Class Alchemy Ship
- Tech Level: 10 Super Transport Freighter
-
- Crystalline ships:
-
- Tech Level: 1 Small Deep Space Freighter
- Tech Level: 2 Opal Class Torpedo Boat
- Tech Level: 3 Ruby Class Light Cruiser
- Tech Level: 3 Topez Class Gunboat
- Tech Level: 3 Medium Deep Space Freighter
- Tech Level: 3 Neutronic Fuel Carrier
- Tech Level: 4 Small Transport
- Tech Level: 5 Sky Garnet Class Destroyer
- Tech Level: 6 Emerald Class Battlecruiser
- Tech Level: 6 Large Deep Space Freighter
-
- Tech Level: 8 Onyx Class Frigate
- Tech Level: 9 Diamond Flame Class Battleship
- Tech Level: 9 Refinery Ship
- Tech Level: 10 Crystal Thunder Class Carrier
- Tech Level: 10 Merlin Class Alchemy Ship
- Tech Level: 10 Super Transport Freighter
-
- The Evil Empire's Ships:
-
- Tech Level: 1 Small Deep Space Freighter
- Tech Level: 1 RU25 Gunboat
- Tech Level: 1 Mig Class Scout
- Tech Level: 1 PL21 Probe
- Tech Level: 2 H-Ross Class LT Carrier
- Tech Level: 3 Moscow Class Star Escort
- Tech Level: 3 Medium Deep Space Freighter
- Tech Level: 3 Neutronic Fuel Carrier
- Tech Level: 4 Super Star Frigate
- Tech Level: 5 Super Star Carrier
- Tech Level: 6 Super Star Destroyer
- Tech Level: 6 Large Deep Space Freighter
-
- Tech Level: 9 Super Star Cruiser
- Tech Level: 9 Refinery Ship
- Tech Level: 10 Gorbie Class Battlecarrier
- Tech Level: 10 Merlin Class Alchemy Ship
- Tech Level: 10 Super Transport Freighter
-
- Robot ships:
-
- Tech Level: 1 Small Deep Space Freighter
- Tech Level: 2 Cat's Paw Class Destroyer
- Tech Level: 2 Iron Slave Class Baseship
- Tech Level: 3 Q Tanker
- Tech Level: 3 Pawn Class Baseship
- Tech Level: 3 Medium Deep Space Freighter
- Tech Level: 4 Cybernaut Class Baseship
- Tech Level: 6 Instrumentality Class Baseship
- Tech Level: 6 Large Deep Space Freighter
-
- Tech Level: 9 Automa Class Baseship
- Tech Level: 9 Refinery Ship
- Tech Level: 10 Golem Class Baseship
- Tech Level: 10 Merlin Class Alchemy Ship
- Tech Level: 10 Super Transport Freighter
-
- Rebel ships:
-
- Tech Level: 1 Small Deep Space Freighter
- * Tech Level: 1 Cygnus Class Destroyer
- * Tech Level: 1 Taurus Class Scout
- Tech Level: 2 Falcon Class Escort
- Tech Level: 3 Rebel Deep Space Scout
- Tech Level: 3 Medium Deep Space Freighter
- Tech Level: 3 Neutronic Fuel Carrier
- Tech Level: 4 Gaurdian Class Destroyer
- Tech Level: 4 Armored Transport
- Tech Level: 5 Sage Class Frigate
- * Tech Level: 5 Sagittarius Class Transport
- Tech Level: 6 Tranquillity Class Cruiser
- Tech Level: 6 Patriot Class Light Carrier
- * Tech Level: 6 Gemini Class Transport
- Tech Level: 6 Large Deep Space Freighter
-
-
- Tech Level: 9 Iron Lady Class Frigate
- Tech Level: 9 Refinery Ship
- Tech Level: 10 Merlin Class Alchemy Ship
- Tech Level: 10 Rush Class Heavy Carrier
- Tech Level: 10 Super Transport Freighter
-
- The Colonies of Man Ships:
-
- Tech Level: 1 Small Deep Space Freighter
- Tech Level: 1 Taurus Class Scout
- Tech Level: 1 Cygnus Class Destroyer
- Tech Level: 2 Little Joe Class Escort
- Tech Level: 3 Medium Deep Space Freighter
- Tech Level: 3 Neutronic Fuel Carrier
- Tech Level: 4 Cobol Class Research Cruiser
- Tech Level: 4 Aries Class Transport
- Tech Level: 5 Sagittarius Class Transport
- Tech Level: 6 Gemini Class Transport
- Tech Level: 6 Scorpius Class Light Carrier
- * Tech Level: 6 Tranquillity Class Cruiser
- * Tech Level: 6 Patriot Class Light Carrier
- Tech Level: 6 Large Deep Space Freighter
- Tech Level: 9 Refinery Ship
- * Tech Level: 9 Iron Lady Class Frigate
-
- Tech Level: 10 Merlin Class Alchemy Ship
- Tech Level: 10 Virgo Class Battlestar
- Tech Level: 10 Super Transport Freighter
-
- (6.2) A REVIEW OF THE RACE FLEETS
-
- The Solar Federation Of Planets:
-
- The Feds fleet is made up of many medium size ships that are
- designed to serve a variety of missions. They have
- only one ship that can serve as a fighter carrier. The Feds do not
- like to use fighters except as a last ditch measure when
- starbases or planets fall under attack. The weapon they most
- favor is the torpedo. For some unknown reason they like to paint
- their warships bright white and put external lighting systems on
- them. This tends to make them easier targets in a fight, but it
- also has the effect of scaring the daylights out of enemies.
- After all anyone who would light up their ships so brightly has
- to be unafraid of all enemies and have a very powerful ship
- or they are just completely stupid.
- The Federation has two terraforming ships:
- Bohemian Class Survey Ship:
- Will make planets warmer until climate type 50 is reached.
- Eros Class Research Vessel:
- Will make a planet cooler until climate type 50 is reached.
-
- The Lizards:
-
- The Lizards are a very small alliance of large boulder throwing
- humanoid lizard men with large nasty teeth. There are only a few
- starships types that they build.
-
- They have the plans to one Fed research vessel that the like
- to use for scouting out minerals and cooling hot planets.
- Eros Class Research Vessel:
- Will make a planet cooler until climate type 50 is reached.
-
- The smaller Lizard ships tend to
- be solidly built with large cargo holds and medium firepower.
-
- All starships with a Lizard crew can withstand 150% damage
- before exploding.
-
- The Bird Men:
-
- The Bird Men share several ship designs with the Fascists.
- Bird Men like to paint their ships to look like giant birds so
- that they can make low passes over planets and really scare the
- pants off the native population before landing and jumping out
- in their armored bird suits to take over the planet.
-
- Bird Men ships tend to be solidly armored and pack heavy
- firepower. They have a tech 6 carrier that can hold up to 80
- fighters that can be very dangerous. The Bird Men battleship is
- even larger then the Lizard battleship and has more firepower.
-
- Fascists:
-
- The Fascist weapon of choice is the beam weapon. Their ships
- do better then most when they are attacked by fighters, because
- of the higher them average number of beam weapons that can be
- used to destroy the incoming fighters. The tech level 5 Fascist
- Battlecruiser as much beam weapon firepower as a battleship
- ( 10 banks! ). Many Fascist ships are of Bird Men design.
- Three of their ships can cloak.
-
- Privateers:
-
- The Privateers tend to use very small ships. They have a few ship
- designs that they stole from the Fascists. Their favorite
- activity is stealing unescorted freighters. Privateers make very
- good use of mineral resources because of the small size of their
- ships, but in a toe to toe war they don't stand much of chance.
-
- The Privateers are the only race that can build ships that have
- gravitonic accelerators. The three ships that have the gravitonic
- accelerators 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. These ships can also cloak.
- The major drawback of these ships is their very small size and
- cargo room. They are also unable to survive even a single impact
- with a space mine.
-
- The Cyborg:
-
- The Cyborg are a half humanoid and half machine race. The
- Cyborgs have many small scout ships and probes. These come in very
- handy in finding their enemy's home world. The Cyborg battleship is
- the size of two Bird Men battleships.
- All damaged Cyborg ships can stop and repair themselves at a
- rate of 10% per turn.
- The Cyborg are able to assimulate natives into colonists. The
- assimulation rate can be configured by the host from 0% to 100%
-
- Crystal People:
-
- Crystal People are a silicon based life forms about 3 foot tall,
- with no limbs and a metallic color. They have two large glowing
- eyes in the middle of their polyhedron form. Larger Crystalline
- ships are very powerful and tend to favor beam type weapons.
- They have several small ship types that are useful in exploring
- planets and capturing freighters.
- Their main weapon of choice is the dreaded web mine field.
- They use these fields to trap enemy vessels, drain them of fuel
- and then tow the victim home after it is out of fuel to force
- it to surrender.
- They own a ship that will turn all planets into deserts.
- Onyx Class Frigate:
- Will make any planet turn into a hot boiling pool of rock
- and desert (temp 100).
-
- The Evil Empire:
-
- The Evil Empire depends heavily on fighters for attacking
- enemies. They have only one ship type that can launch
- torpedoes. Most of the Empire's ships are very large and expensive.
- The Empire's battle carrier is the largest and most heavily armored
- fighter carrier in the universe it has 10 beam weapon banks, which
- is most impressive for a carrier.
-
- Robots:
-
- The Robots are a race of that has survived the death
- of their makers. It is thought that the makers of the Robots
- were a race similar to the Lizards only smaller and weaker.
- The Robots base most their ship designs around the basestar
- fighter carriers. Robots have only one ship type that
- can launch torpedoes. Even the Robot's fuel tanker
- can launch fighters. The favorite ship in the Robotic fleet is
- the tech 6 Instrumentality class baseship. It is the size of
- a battleship and can carry up to 80 fighters. The largest
- basestar can carry more fighters then any other ship ( 300 fighters ).
-
- Rebels:
-
- The Rebels are a group of warriors who depend on their
- fighters to provide a low cost offensive power. Their ships
- follow no standard design. They are mostly converted freighters
- and armored transports. The ships may not be pretty but they
- get the job done. Rebel ships have only a few weapon banks at
- best.
- They have many small friendly robots on board all their fighter
- carriers that build fighters when ever they can find 2 tritanium,
- 3 molybdenum and 5 supply units laying around, whatever the ship's
- mission.
-
- THE COLONIES OF MAN:
-
- The Colonies of Man are very similar to the rebels and share
- many of the same ship designs. The flag ship of
- their fleet is one of the most powerful ships in the universe.
- This mighty ship is the tech 10 Virgo class battlestar that can
- hold up to 40 more fighters then the Evil Empire's battlecarrier
- and is only about half the size. Even with all those fighters
- it still has room for beam weapon banks.
-
- (6.3) PERSONALIZED RACE NAMES
-
- You can change the names of the game's races to fit your
- personal tastes.
-
- When you run NAMERACE, the data file RACE.NM is loaded
- to allow you to edit all the race names and save them to the
- hard drive.
-
- Each race has three name forms:
-
- The Long Name Form ( up to 30 characters )
- Example: The Lizard Alliance of Planets
- Usage: We Are "The Lizard Alliance of Planets!"
-
- The Plural Name Form ( up to 20 characters )
- Example: The Lizards
- Usage: Captain! Incoming message from "The Lizards!"
-
- The Adjective Form ( up to 12 characters )
- Example: Lizard
- Usage: Scanners show that object to be a "Lizard" ship!
-
- (6.4) RACE.NM AND THE HOST
-
- The HOST.EXE program reads the data file RACE.NM to figure out
- what to call the 11 different races when sending messages.
- The race names that are used in the messages are completely dependent
- on the RACE.NM data file in the Host game data directory and NOT on the
- RACE.NM data files in any remote player's directory.
- Only the person Hosting the game has the power to change the
- race names that appear in the messages.
-
- (6.5) RACE.NM AND THE REMOTE PLAYER
-
- You may change the names of the races on your machine, but
- it will only affect your local game. Outgoing messages only pass
- player numbers and not player names in the message header.
-
- EXAMPLE: "Bob" who is player number 2 is being really mean
- to you, so you rename his race to be "Bob's Boneheads!".
- Your local game will from then on refer to ships belonging
- to Bob to be "Bonehead!" ships. When you send a message, the
- message will read "TO: Bob's Boneheads!", but when Bob
- gets the message next turn the Host will have changed the
- header to read what ever the Host RACE.NM file is set to,
- such as "TO: The Lizards"
-
- (6.6) RACE.NM AND THE LOCAL GAME
-
- ( games that are being played on one computer in one directory )
-
- Whatever you set the names to be, that will be the name used
- everywhere.
-
- (6.7) RACE.NM AND BBS SYSOPS
-
- When you start up a game you can ask all the players what
- name they would like to use for their race. You can then
- run NAMERACE.EXE to input all the race names.
-
- The HOST.EXE program will then use the player's name
- choices when sending messages to the players.
-
- If you change the RACE.NM file you should post the RACE.NM
- file so that the players can download the race names being
- used by the Host if they wish.
-
- Players who download and use the Host's RACE.NM data file
- will avoid confusion when reading their messages.
-
- Leaving RACE.NM in its default form may be the best way to
- avoid confusion, but I'll leave all this up to you to sort out.
-
- ------------------------------------------------------------------------------
- (7.0) STARTING THE GAME
-
- If you are hosting the game you must run MASTER.EXE to build
- the game universe master data files, choose the races you wish
- to be in the game and assign a game password to each player.
- Only run MASTER.EXE when you want to start a new game. Running
- it after you have started a game will erase the game currently
- being played.
-
- After you have run the MASTER.EXE program, you must run
- HOST.EXE to generate the first set of RST files that are then
- sent out to each player in the game so they can play out their
- first game turn.
-
- The whole game resides on the host computer, in the HST
- files ( these are the universe master data files ). The HOST.EXE
- program allows the TRN files from the players to interact with
- the universe master data files and other player files.
-
- (7.1) STARTING IF YOU ARE NOT HOSTING THE GAME
-
- All you have to do is install the game in on your computer.
- Then you transfer your RST file from the computer that is
- hosting the game by way of BBS, Email, Net or Floppy and run the
- UNPACK.EXE program to uncode the RST file into data files
- so you can then run PLANETS.EXE to play the game. After you are
- done playing run MAKETURN.EXE to compress your new game moves
- into a TRN file that you then send back to the host computer.
-
-
- (7.2) THE GAME FILES ( A BRIEF LIST )
-
- The host computer only needs the following host files
- MASTER.EXE
- HOST.EXE
- RACE.NM
- NAMERACE.EXE
- PLANET.NM
- *.DAT
- *.HST
- *.MOF
-
- The players need the following player files on their machine
- PLANETS.EXE
- VCR.EXE
- UNPACK.EXE
- MAKETURN.EXE
- RESOURCE.PLN
- NAMERACE.EXE
- RACE.NM
- PLANET.NM
- *.DAT
- *.MOF
-
- If you are ONLY hosting the game on a machine, such as a BBS
- you can erase following files to save disk space; PLANETS.EXE,
- VCR.EXE, UNPACK.EXE MAKETURN.EXE and RESOURCE.PLN.
-
- The following files are sent from the host machine to the
- players machines.
- PLAYER1.RST ( player 1 the Federation )
- PLAYER2.RST ( player 2 the Lizards )
- PLAYER3.RST ( player 3 the Bird Men )
- PLAYER4.RST ( player 4 the Fascists )
- PLAYER5.RST ( player 5 the Privateers )
- PLAYER6.RST ( player 6 the Cyborg )
- PLAYER7.RST ( player 7 the Crystal People )
- PLAYER8.RST ( player 8 the Evil Empire )
- PLAYER9.RST ( player 9 the Robots )
- PLAYER10.RST ( player 10 the Rebels )
- PLAYER11.RST ( player 11 the Colonies of Man )
-
- The following files are sent from the player machines to the
- Host machine.
- PLAYER1.TRN ( player 1 the Solar Federation )
- PLAYER2.TRN ( player 2 the Lizards )
- PLAYER3.TRN ( player 3 the Bird Men )
- PLAYER4.TRN ( player 4 the Fascists )
- PLAYER5.TRN ( player 5 the Privateers )
- PLAYER6.TRN ( player 6 the Cyborg )
- PLAYER7.TRN ( player 7 the Crystal People )
- PLAYER8.TRN ( player 8 the Evil Empire )
- PLAYER9.TRN ( player 9 the Robots )
- PLAYER10.TRN ( player 10 the Rebels )
- PLAYER11.TRN ( player 11 the Colonies of Man )
-
- (7.3) LIST OF PLAYER FILES
-
- UNPACK.EXE : This is a program that decodes RST file from the
- host program. This program takes information encoded
- into the RST file and splits it up into several data
- files used by PLANETS.EXE. You must run UNPACK.EXE
- before you run PLANETS.EXE.
-
- PLANETS.EXE : The main game program used by everyone playing the
- game. It consists of many screens of controls, pictures,
- graphics and information.
-
- MAKETURN.EXE : This program is run after you are finished with your
- game turn and exited PLANETS.EXE. This program reads
- the game data files and looks for any changes. It
- then encodes the new data into a TRN file that you
- send back to the host computer.
-
- *.DAT : These files that contain all the player's game data.
-
- *.DIS : Data files that are formed by UNPACK.EXE these contain
- all the new information from the host.
-
- TECH.MOF : The game's font file.
-
- VCR.EXE : A sub program used by PLANETS.EXE to show ship combat.
- It cannot be run outside PLANETS.EXE and can only
- be run from PLANETS.EXE after ship combat has taken
- place.
-
- RESOURCE.PLN : All the graphics used in the game.
-
- SWEEP.BAT : A batch file that erases nonvital data files, use
- this batch file to clean up your player directory after
- you have uploaded your TRN file to the Host.
- ONLY run SWEEP.BAT <<<BEFORE>>> you run UNPACK.EXE
- or <<<AFTER>>> you run MAKETURN.EXE
-
- RACE.NM : A data file of all the different race names.
-
- PLANET.NM : A data file of all the planet names.
-
- NAMERACE.EXE : A program used to change the names of the different
- races to fit your personal tastes.
-
-
- (7.4) LIST OF ALL THE HOST FILES
-
- MASTER.EXE : The program that forms all the host's data files.
- It is only run once at the beginning of the game to
- start the game. This is where you can activate
- which races you will have in the game and assign each
- their own password.
-
- HOST.EXE : This is the program that takes all the TRN files
- from all the players and forms RST files to be sent
- back to all the players. This program is run once
- per turn to end the old turn and begin a new one.
-
- *.DAT : These files contain data important to the game.
-
- *.HST : The host data files. This is the universe. This
- is all the data on every ship, planet and base.
-
- TECH.MOF : The game's font file.
-
- TURN.BAT : A batch file for use when you are playing on a single
- computer. After ALL the players are done playing out
- their turns, exit planets and type in TURN. The
- batch file will run the MAKETURN, HOST, UNPACK and
- return you to the main program PLANETS. All the
- players can then play out their new turns.
-
- RACE.NM : A data file of all the different race names.
-
- PLANET.NM : A data file of all the planet names.
-
- NAMERACE.EXE : A program used to change the names of the different
- races to fit your personal tastes.
-
- CPLAYER.EXE : The computer controled player ( SEE CPLAYER.DOC )
-
- REF.EXE : The Referee program ( SEE REF.DOC )
-
- RCONFIG.EXE : The Referee configure program, ( SEE REF.DOC )
-
- HCONFIG.EXE : The host configure program ( SEE HOST314.DOC )
-
-
- ------------------------------------------------------------------------------
-
- (8.0) SUPPORT
-
- Write me:
-
- Tim Wisseman
- PO BOX 204
- NORTH FORK
- CA. 93643
-
- INTERNET EMAIL: cocomax@gorn.echo.com
- SUPPORT BBS ( The Tim Continuum (209) 877-4921 )
-
- (8.1) REGISTRATION
-
- The Shareware version of this program is for you to
- try out for a limited period of time. If you find that you
- like the game please register it. The fee is only $15.
-
- Everyone who becomes a registered user will be sent a
- special expanded version that only registered users
- are allowed to have.
-
- The expanded registered version has the following features
- 1. you can buy tech levels 7 through 10
- 2. the bonus utilty program SHIPS.EXE
- 3. you can use secret friendly codes for special missions.
-
- The expanded registered version is completely compatible
- with the evaluation version. ( You can switch to the
- registered version in the middle of a game without messing
- up your game. )
-
- If you have a printer, you can print up the file ORDERFRM.DOC
- send it in.
-
- I have made a set of four 8 1/2" X 11" starcharts that show
- the position, names and ID numbers of all the planets in the
- game. If you would like a set of starcharts send $3 and I'll
- sent you a set postpaid. If you want more then one set of
- starcharts send $1 for each additional set. You don't have to be
- a registered user to order the starcharts.
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- (9.0) NEW FEATURES IN VERSION 3
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- 1. Each race has their own special advantages
- 2. Cloaking ships
- 3. Sticky mouse
- 4. Host can send messages from the outside game
- 5. 99% cheat proof (unlike version 2.x)
- 6. Deep space mine fields
- 7. Mine sweeping mission
- 8. Meteors that crash into planets from time to time
- 9. Ships to ship transports are instant (own race)
- 10. Ships can surrender to enemy starbases
- 11. Ships can grab minerals from "enemy" planets
- 12. Fighters can be transported from ship to ship
- 13. Alchemy ships can convert supplies to minerals
- 14. Refinery ships can convert minerals to fuel
- 15. War ships now protect freighters from attack
- 16. Host configure program
- 17. Recycle ships that colonize planets
- 18. Refit will now replenish ships crew
- 19. Sensor sweep will find enemy planets
- 20. High planetary defense will hide colonists from
- enemy sensor sweeps
- 21. All native races have an advantage
- 22. Damaged ships must travel slower
- 23. Host produces a score file "SCORE.LOG"
- 24. New "X" command for ships and planets
- 25. Rioting populations will not pay taxes
- 26. All ships now have a vault to carry credits
- 27. The amount of credits that can be collected from
- a native population depends on the number of
- colonists on the planet
- 28. Damaged ships have less firepower
- 29. Fighters now cost 100 MC each
- 30. Ships without fuel cannot attack
- 31. Ships without fuel can be forced to surrender to
- enemy starbases
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