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SPACEGAM.MAN
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1992-07-02
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THAT SPACEGAME MANUAL
June 1992 Version 1.0
Copyright 1992
Terry B. Foster and Associates Consulting
PO Box 50293
Amarillo, Texas 79159-0293
Why? There aren't that many games that let you play against
more than one player. Some games allow you to connect with
modems or cables, but you can still only play against one
another. This game was designed specifically for multi-
player network play. The single user version is OK, but the
real fun is Multi-player action. DON'T LET THE LACK OF
GRAPHICS FOOL YOU! You soon forget you're in text mode, and
if you don't, I'm planning to write a Windows 3.1 and/or
graphics version of this game that will be compatible with
other players using the DOS version, provided that there is
enough interest.
So please register your game. (SEE SPACEGAM.NFO).
Object of the game:
The object is to destroy all of the enemy ships (including
other players for network versions). You have weapons and
strategic devices at your disposal. You may also acquire
special weapons by conducting mining operations on special
weapons planets. You may build alliances during your game by
using the messaging system or select a team at the beginning
of play. Beware of traitors. (You know who you are!). The
playing field consists of 64 Sectors with 100 Quadrant
positions in each Sector. You get three ships but after you
destroy the first one, your colorful description will be lost
and replaced with an appropriate one for other players to
see. (SEE REASSIGNING SHIP)
Installing the Game:
Un-zip the game and copy its contents into a directory
that all players have network access to. Run the INSTALL
program to set the type of network. Use the BUILD program to
design the game field, and run SPACEGAM.EXE. The BUILD
program will generate 3 Paradox databases that contain all of
the game information.
Problems: Most of the time, problems are attributed to
networks. SPACEGAM will attempt to solve these problems and
will at least try to default to the single user version.
Quick Fixes: 1. Make sure that each player has sufficient
access rights to the SPACEGAME directory. 2. Remember to run
the INSTALL program to initialize the network type (It
resides in a file called SPACEGAM.CFG). 3. Use the BUILD
program to build a game field. 4. Paradox tables use a file
named PARADOX.NET to cover record locks and the like. This
file must be in a directory in which each player has access
to. It also has to appear to be on the same drive and in the
same directory. Use the drive/directory mapping functions of
your network to accomplish this. Also see BUGLIST.DOC and
README.1ST for additional information that may not be in this
manual.
Starting a new game:
Each universe will be designed by you using the BUILD.EXE
program. It will prompt you for the number of starbases,
planets, enemy vipers, special weapons, time limit, and game
level. It would be wise to try the defaults first, and base
special weapons planets on the number of players in the game.
Planets and starbases are resources that will get used up
during play so always remember to generate a new universe
after each game. In order to facilitate an end to the game,
new players will be accepted only if they log into the game
within 5 minutes of the last player.
Hints: If you're playing above level 3 and you specified
more than 450 enemy vipers, you may spend more time
licking your wounds than conquering other players.
The more starbases and crystal planets you have the
easier it is to refuel (of course), and it will be
more difficult to destroy other players.
If every player can obtain all of the special
weapons, their affect on the game is diminished. For
example if all players have anti-cloaking sensors,
then cloaking is not as useful.
It is also to your advantage to move around and
find the weapons and destroy enemy vipers.
Winning the game:
When you are confident that all enemy vipers are destroyed
and that other players are terminated, you can contact
THAT SPACEGAME headquarters for a reply. This will cost you
1000 units of energy, so don't get too cocky! You contact
headquarters by pressing ALT+W or W.
Game Levels: Game levels affect only enemy viper's ability to
attack the players of the game. If you just want to pit
yourself against each other, select 0 for enemy vipers.
Level Description
1 Enemy vipers rarely target your ship
2 More aggressive
3 Worthy opponents
4 Vipers target specific systems
5 Enemy vipers are anal retentive
HELP: Get a command summary by pressing H or ALT+H
On subscreens, F1 will tell you what the game is
expecting. It will also ship planet types.
TOP LINE: The top line displays the name of your ship, your
current position, and the current level of play.
POWER BAR: The ship's power is presented in the upper right
portion of the screen. The maximum is 5000 units and
if you go below 0 your ship is destroyed. In some
cases, your ship can hold up to 7500 units. (SEE
INCREASING POWER)
SHIELDS BAR: This indicator shows your current shield
strength. Your shields will protect your ship against
the weapons of other players up to a point. Use F8 to
raise and lower your shields. If the shields are up,
they drain the ships power at a rate currently set a 12
units per stardate(seconds). Shields can be boosted by
entering ALT+S or S. An adjustment window will allow
you to modify your current setting. The energy level
will show you how much the boost will cost. Use left
and right arrow keys to adjust. HOME and END keys will
also work. Press ESC to cancel or hit RETURN to
accept. If your shield level hits zero, Your shields
will go down. (Boost shields and press F8).
COMPUTER BAR: shows how functional your computer is. The
computer gains energy per stardate and is not
adjustable. Levels below 50% force you to use manually
over-ride on your weapons systems (SEE PHASERS or
PHOTONS).
MESSAGE CENTER: The message center is the black box at the
lower right of the screen. All messages from your ship and
other ships will be displayed here. Green color indicates
normal ship messages. Red colors may indicate messages from
other players or hits on your ship. Other colors are also
used. Pressing ALT+R or R will clear this area. Messages
will scroll from bottom to top, meaning the most recent
messages will be on the bottom.
COORDINATES: During the game, you will be asked to supply
coordinates in X,Y formats on order to move or fire
weapons manually. X formats are across, Y formats are
down. Here is an example of moving from 2,1 to 6,7.
Select F5 Impulse, Enter 6 in X and 7 in Y, and press F3
to execute move.
A is from, B is to.
1 2 3 4 5 6 7 8 9 10
1 A
2
3
4
5
6
7 B
8
9
10
SCANNERS:
The scanner is in the top left corner of your screen. Two
types exist, Short range, and Long Range. The scanner is
real-time, meaning it always refreshes itself, usually
multiple times a second, depending of the speed of your PC
and your network; therefore it is not necessary to keep
pressing F1 or F2.
Short range scanning: SRSCAN
Pressing F1 will toggle your short range sensors to become
active. You will use this screen to identify enemy vessels,
planets, stars, and starbases. If you have a color monitor
here's the stuff:
Your ship: The 3 letters you started the game with
colored in WHITE.
Enemy ships: YELLOW. The 3 letters other players started
with or O≈O for enemy vipers. (They are not
friendly, especially in level 5).
Planets: GREEN - - with dashes on both sides
Stars: GREEN *
Starbases: GREEN [¥]
Cloaked Vessels with blink if you have special sensors and
other players don't know if you have them or not.
Long Range Scanning: LRSCAN
The long range scanner will display your sector and any other
sector within 1 of your ship. The number in GREEN indicates
the number of enemy ships in that sector including you. The
White number displays the number of Starbases for re-fueling
and the YELLOW number show the number of Planets in that
sector. NOTE: Special weapons planets only show up in
SRSCAN mode, so you will have to hunt for them.
WEAPONS:
Normal weapons consist of Phaser's and Photon torpedoes.
(ALSO SEE SPECIAL WEAPONS). The computer (if above 50%) will
allow you to target up to 3 ships during one use. After each
use, weapon systems must recharge themselves. Phasers take 4
stardates, Photon Torpedoes take 2. Manual Phasers or
Photons do not require a re-charge. The weapon is useless
until it says Online. Alternating your weapons will help.
TARGETING: You have the ability to select what systems you
want to target when shooting at another player. With
enemy vipers, it makes no difference, they are worthless
and weak. Pressing ALT+T or T will bring up the
targeting menu. Use the arrow keys to highlight, RETURN
to select, ESC to cancel. (SEE WEAPONS VS. DAMAGE GRID).
Individual systems can be damaged only for a certain
amounts of time. Subsequent hits only maintain a maximum
damage level (average 90 seconds). Therefore, it is
necessary to target different areas to destroy a vessel.
Phasers and Photon torpedoes can target different
systems. Use the TAB key to alternate between them. The
top of the window will show you which weapon you are
targeting. Example: Target Photons on shields and target
phasers on Warp Drive. The computer will target up to
three enemy vessels at one time. The targeting system
does not update itself until after you have fired or
canceled. (You can miss if you don't shoot fast enough
and it is to your advantage to move often.
PHASERS: Pressing F3 will initiate phasers. If there are
enemy targets on your screen and your computer is not
damaged, a window will come up with the target and the
suggested amount to fire. The computer is inaccurate 20%
of the time with a + or - 5 units error factor. A hit on
an enemy viper will always do some damage. If another
player is targeted, you must supply the amount of power to
use. The units here will directly affect your ship's
power and the phasers won't fire if you don't have enough
energy. Pressing ALT+F3 will activate manual phasers. Use
these to fire when the computer is down, or to fire at a
CLOAKED vessel. Even if you have special sensors, you must
fire manually at a CLOAKED vessel! Manual requires that
you supply the coordinates (SEE COORDINATES). You may fire
at any coordinate on the screen, but targeting planets and
starbases will have no effect in this version.
PHOTONS: Pressing F4 will initiate photon torpedoes. The
computer works the same as Phasers. You have 10 torpedoes
at your disposal, and can renew these only by docking.
Pressing ALT+F4 will activate manual photons and manual
Phaser rules still apply. A photon is equal to 1000 units
of phaser power and are formidable weapons if used wisely.
MOVEMENT:
Movement is accomplished by using impulse engines or
activating warp drive. If you supply coordinates that
another ship occupies, you will get a message: 'Sensors do
not allow this move'. In later versions, crashing into other
objects will damage your ship. The amount of POWER required
to move will be displayed on the WARP and IMPULSE pop-up
window. Hitting enter on any field will re-calculate
requirements for you. Power requirements:
AMOUNT = an average of 30 units per quadrant (dots)
With Shields UP: 1.5 times AMOUNT
With Cloaking Enabled: 1.5 times AMOUNT
With Both Active: up to 2.5 times AMOUNT
IMPULSE: Impulse engines are used to move from one
quadrant position to another, and will not allow you to move
into another sector. If your Warp Drive is damaged, you may
want to move around in the current sector so that other
players can't get a fix on you.
WARP: Warp drive is for movement across sector
boundaries. It can also be used like the IMPULSE engines by
supplying the same SECTOR coordinates and the new QUADRANT
coordinates.
MISC:
DOCKING: As long as docking capabilities are not
damaged, you may dock at an adjacent starbase. For example,
if you are at quadrant 3,3, you would be able to dock with a
starbase at (2,2), (2,3), (2,4), (4,4) etc. You recharge
your entire system, including photon torpedoes, but damages
are not fixed. When docked, you are protected by the
starbase's shields, but other players can still dock at the
same time. When a starbase's resources are used up, it will
disintegrate and will cause your ship to not be docked. If
your ship causes the starbase to disintegrate, you will
immediately be un-docked. Other players will have several
seconds to decide what to do. It may not be advantageous to
use up the last resource.
DAMAGES: Damage to your ship's devices will be shown at
the lower left portion of your screen. The current 'Online'
display will be changed to the number of stardates (Show in
negative Seconds) it will take to fix the current subsystem.
Upon completion, it returns to 'Online'.
MINING PLANETS: You can mine any of 7 different planets to
get energy crystals, or special weapons. The planet can be
mined using the F9 key and you must be adjacent to the planet
just like when docking. Occasionally, you will attempt to
mine a planet and it will disintegrate. This means that only
an empty shell of the planet was left after the last ship
used up its resources. Each crystal planet starts with a
random amount of available uses. It may have over 15 or not
even 1. Special weapons planets can be mined only once and
they are left wasted. Also, you will not be allowed to mine
for weapons you already have; the message will be 'No new
planets'. If a planet disintegrates, it may cause slight
damage to your ship. In addition, other players' sensors
pick up the sound of the explosion and where it came from.
(They know a ship is damaged!)
Use the 'H Command Summary' key to identify what each
planet has. Here are the different types:
-Θ- 1. CRYSTALS: - once you have mined crystals, you may
use them by pressing 'F10 USE CRYSTALS'. The
crystals will boost your ships power to maximum.
The crystal has a guaranteed first time use, after
that, you have a 1 in 10 chance of cracking the
crystals. Once cracked, you must mine more
crystals.
Advantages: Gives the ability to refuel without having
to dock.
Disadvantages: Crystals have a guaranteed 1 time use,
after that, a 1 in 10 change of failing.
Once the crystals crack, more have to be
mined.
-Φ- 2. CLOAKING: Use the cloaking device to hide from
other players and enemy vipers. Once you have the
weapon, ALT+C toggles cloaking on and off. NOTE:
ALL ships will appear in the LRSCAN but not
necessarily in the SRSCAN.
Advantages: Others can't see you unless they have
special sensors and even then, they
must fire all weapons at your ship
manually. You can dock, move, or mine
crystals while Cloaked.
Disadvantages: Being cloaked requires approx. 7 units
of power per stardate. Combining that
with the shields up is a considerable
drain. You CAN'T fire at other vessels
while Cloaked. The cloaking device is
susceptible to damages just like other
subsystems.
-Ω- 3. ANTI-CLOAKING SENSORS: Once anti-cloaking sensors
are installed, you will see any ship that is
cloaked and it will appear in the SRSCAN monitor
and blink.
Advantages: You can see all ships and the sensors
can only be damaged by a direct SRSCAN
hit. Other players do not know you
have this capability unless you give it
away.
Disadvantages: If other players know you have this
capability, it will be not be necessary
for them to cloak and waste their ship's
power.
-α- 4. EXTENDED LONG RANGE SCANNERS: The LRSCAN will only
reach out to within 1 sector around your ship.
With Extended you can see the whole universe. This
is a powerful weapon and we usually allow a planet
for each player, but they still have to locate and
mine it.
Advantages: You can watch for activities in other
sectors. You can spot planets and
starbases in any part of the universe.
(EX. if the number of ships in sector
1,1 drops from 5 to 1, you can assume
that another player has just destroyed
all of the enemy vipers in that sector
and may be low on energy.
Disadvantages: Only that by staying in LRSCAN mode, you
won't be watching you SRSCAN. You may
not notice that another player has
entered your sector until you get hit.
Short range scanners update faster than
long range scanners.
-δ- 5. SENSOR PROBES: Sensor probes force another player
to update his player status, whether he wants to or
not. (Player status is obtained by pressing ALT+P
or P SEE PLAYER STATUS). Activate a sensor probe
by pressing ALT+L or L.
Advantages: Forces a player to update his player
status. You have an unlimited number
of probes.
Disadvantages: You have know way of knowing whether or
not another player has Anti-probing
Sensors, and you could be setting
yourself up for a trap. You can only
probe a ship in your current sector.
Other players know if you probed them
whether you are Cloaked or not. (It
warns them of trouble in some cases).
Depending on network speed and what
other players are doing will affect how
fast their status are updated.
-æ- 6. ANTI-PROBING SHIELDS: These will cause Sensor Probes
to update a status that you supply using your ghost
trails. Ghost trails can be activated by pressing
G or ALT+G. Use arrow keys to move up and down, U
and D keys toggle or adjust each system. Ghost
trails can (and should be) changed at any time.
Advantages: Other players will know only the status
that you supply with your ghost trails.
Disadvantages: If your shields are down, Anti-probing
shields are down also, and your player
status is updated. If you fail to
change you ghost trails, eventually
other players will catch on.
-Σ- 7. COMMUNICATION FEEDBACK TRACKING: Communications
feedback can be tracked to show location of another
player. Activate by pressing F or ALT+F, enter
the player you wish to track.
Advantages: Tracking down wounded players after
they escape from your sector.
Disadvantages: Tracking can be masked by the use of
ghost trails.
PLAYER STATUS: You can obtain a list of the current players
in the game by pressing ALT+P or P. The list includes the
players name, description, and (sometimes) useful information
about his systems. Photons and energy levels are shown.
Unknowns: The only time a players status is updated
automatically is if you register a hit on his ship.
Therefore, if a player docks after a hit, the player status
screen shows low values, but he actually may have a full load
of everything. Use sensors probes to force another player to
update his status.
STRATEGIC INFORMATION:
1. WEAPONS VS. DAMAGE GRID:
1 Photon = 1000 units of phasers.
A Ship's individual systems have a MAXIMUM damage time
per system. Subsequent hits will never exceed the
MAXIMUM, so remember to re-target systems!
To Inflict Maximum
Maximum: Shields Up Shields Down
SHIELDS: 2000 2000
SRSCAN 30 2900 900
LRSCAN 120 2900 900
IMPULSE 45 2900 900
WARP 90 2900 900
PHASERS 90 2900 900
PHOTONS 90 2900 900
MINING 120 2900 900
DOCKING 120 2900 900
CLOAKING 120 2900 900
POWER PLANT Based on current level
The chart shows the maximum energy required to produce the
full effect on a subsystem, however; it may not always be
necessary to fire the full amount because all shots are based
on shield strength. EX. If shields are at 50%, 450 units
would have the maximum affect on any subsystem.
It is possible to damage a subsystem with shields at full
strength, by punching a hole through the shields, but this
requires more power (2900 units SEE CHART). You must exceed
the amount of maximum shields plus the amount of damage you
want. Ex. 2900 units of power would be required to punch
through the shields and produce a maximum affect on SRSCAN.
This is usually unwise unless you have crystals or a docking
station near by, but it is your choice. Another player's
power plant can be damaged up to 90% of the amount of phasers
you used, IF TWO OR MORE OF HIS SYSTEMS ARE DAMAGED,
otherwise, you will only get a 20% ratio. Skilled players
are hard to destroy, but as resources in the game universe
deplete, it becomes harder to find energy. It would stand to
reason that a stalemate can occur but I haven't seen one yet.
Also, if the time limit is exceeded and all vessels are not
destroyed, EVERYBODY LOSES! This is the only limitation in
this version! Ten minutes per game will be more than enough
for beginners, but when players understand the game, it can
be played for hours depending on game settings.
So, if you want to win the game and have bragging rights for
the day, throw caution to the wind.
Long Range Tractor Beams: Enemy vipers have the capability to
draw you into their sector at certain times during the
game. You'll know when this happens! Their tractor beams
may not be able to bring you all the way in, and you can
possibly end up in an empty sector. The messages will be
'Tractor beam failed' or 'He's got us, Sir'. In either
case, 90% of the time, you will not be in the same sector
as you were before the tractor beam. Other players don't
have this capability in this version. (Maybe the next
one).
REASSIGNING SHIP: If your ship is destroyed, you have the
option to continue playing by re-assigning your ship. You
keep all of your special weapons and all of your damages are
repaired, plus you keep your current score. However, you
lose your total kills which may cost you a chance at
increasing your maximum power. (SEE NEXT SECTION). Your
colorful description will be replace with one you probably
won't desire. Play the game to find out!
INCREASING MAXIMUM POWER: You ship starts out with 5000 units
of energy. You can increase this number up to 7500 by
killing the maximum amount of enemy vipers (specified in the
BUILD program). When your first ship is destroyed, your
maximum will drop to 6250 and again on your last ship back to
5000. NOTE: Even if you lose you first two ships, as long as
you destroy the maximum number of enemy vipers, you can still
achieve 7500 units of power.
GAME STRATEGIES:
This game has an endless supply of strategies, but to get
you up to speed, here are a few of my own:
1. Continue to move across sectors in a search pattern to
pick up special weapons and increase your enemy kills.
2. Jot down the sectors where planets and starbases are
in case you have to 'bug out' for a quick refuel.
3. When mining planets, get your crystals, power up with
F10 and get more crystals with F9. That way you
always have one good crystal to enter battle with.
This strategy can be dangerous because of damages
resulting from planet explosions.
4. If you think your level of play is above another
player, find him at the beginning of the game (if
possible), target his warp engines and scamper off.
He can't move until his damages are repaired and you
gain the advantage of exploring more sectors while he
sits there.
5. Remember what special weapons other players have and
try not to let them know what you have. If you can
maintain this strategy it may help you to destroy
another player.
6. Know your game plan. Un-planned attacks usually
result in dissaster. Remember what you are targeting,
attack, and then decide if you must retreat.
At first, it is difficult to know the keys, therefore, the
basic stuff (F1-F10) is listed on the screen. Use the
command summary (ALT+H or H) for reference. It took us 2 or
3 games to get the keys down, and 2 or 3 more to start using
special weapons and our own stategies.