home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
ftp.wwiv.com
/
ftp.wwiv.com.zip
/
ftp.wwiv.com
/
pub
/
DOOR
/
2002D305.ZIP
/
TWGOLD.DOC
< prev
next >
Wrap
Text File
|
1997-11-09
|
18KB
|
396 lines
Trade Wars 2002
Gold Edition
The Gold Edition of Trade Wars 2002 is a special release of the game which
contains the latest standard version of Trade Wars 2002 along with each of
these three new add-ons being developed by Martech Software. The price will
be $25 if you've already registered Trade Wars 2002. If you haven't already
registered, the price for the Gold Edition is $50, and includes the cost for
standard registration and the expansion sets.
These expansion sets will also be sold individually for $10 a piece. Each
set will run without the others, but you'll need to upgrade to or register
the version of Trade Wars 2002 that is included with the Gold Edition before
you can run an expansion set.
Trade Wars 2002 standard edition is still a free upgrade if you already own
the game. You will still be able to register the standard game as a stand-
alone product for $25.
Here's a brief overview of what these add-ons will do:
Alien AI Server
The Alien Server will allow you to introduce new alien races into your
game.
One Alien AI Server will handle the processing for a single race of aliens.
There isn't a hard limit on the number of servers that can be running at
once, so you can introduce multiple alien races into you games. Your
registration will allow as many servers to run as you wish.
These aliens will be interactive, just like the Ferrengi and Alien Traders.
By default, the server processes the alien race just like Alien Traders,
but the characteristics of the race can be customized. You can supply
details on name generation, when the race appears, how quickly their
numbers grow, etc. You can give them custom ships and planets that you
create with the Ship/Planet Editor.
Using a special development kit released by Martech Software, programmers
will be allowed to create custom AI modules for their alien races and
distribute these modules to others. The aliens can react to all events
that players receive (object enters sector, exits sector, lands on planet,
etc). In developing the AI for your aliens, you will simply write the
event handlers for these events. We've included a group of specialized
functions to simplify certain processes, but we've also included a
generalized interface to all data files within the game. There should be
no limit to what your aliens can do.
The server is required to run custom aliens, but the development kit is
only required if you plan to create and distribute custom AI. The Ship/
Planet Editor will allow you to create custom ships and planets to be used
by your new alien races, but isn't required to run an alien race, even if
it uses custom ships and planets.
Several Alien AI modules will be included with the distribution of the
server.
--------
Ship and Planet Editor
Ship Editor:
This editor will allow the creation of customized ships for Trade Wars.
Players will have the ability to purchase and/or capture these ships and
pilot them.
Ships will be deployed in one of three ways:
General - Can be bought from StarDock. A description will be diplayed
in Computer/Ship Specs.
Alien Ship - The ship is manufactured and used by a specified alien race.
The race can be Ferrengi, Alien Trader, or a custom alien
being run by the Alien Server.
The only way to acquire the ship is to capture it from an
alien. A brief description will be displayed at the library
under the manufacturing alien race.
Derelict - The ship is manufactured by a lost alien race, and is now
floating abandoned in space. The ship can be taken, but
often has active defensive systems (you can defend them with
Abandoned or Rogue equipment)
A brief description will be displayed at the library under
Derelict Space Craft.
Following is a list of features that can be edited for ships:
Class : Text to describe the ship (ex. Interdictor Cruiser)
Make : Manufacture of the ship. If specified, this will
ALWAYS be the manufacturer. If not specified, the
manufacturer will be randomly selected from the
typical companies. For alien ships, this should be
the alien race, like Ferrengi, for example.
BHoldVal : The initial value of the ships hold space
DriveVal : The initial value of the ships drive system
CompuVal : The initial value of the ships computer system
HullVal : The initial value of the ships hull
HoldMax : The maximum number of holds the ship can carry
HoldStart : The starting number of holds when the ship is new
Turn2Warp : The number of turns taken to move one sector
FightMax : The maximum number of fighters the ship can carry
ShieldMax : The maximum number of shields the ship can carry
CombatOdds : How well the ship fairs in combat. The higher, the
better, although this is relative. If your odds are
higher than your enemies odds, you are more likely
to score a hit in a combat "cycle". The combat
efficiency rating is determined as a ration with the
Merchant Cruiser's odds
MineMax : Maximum number of either type of mine that can be
carried on the ship
BeaconMax : Maximum number of beacons the ship can carry
GenesisMax : Maximum number of Genesis Torpedoes the ship can carry
CloakMax : Maximum number of cloaking devices the ship can carry
AtomicDetMax : Maximum number of atomic detonators the ship can carry
CorboMax : Maximum number of corbomite devices the ship can carry
EtherMax : Maximum number of ether probes the ship can carry
MineDisMax : Maximum number of mine disruptors the ship can carry
Options : Flags that indicate characteristics of the ship.
LRScan : Ship can carry a long range scanner (Density)
HoloScan : Ship can carry a holographic scanner
TWarp : Ship can be fitted with a TransWarp drive (Type 1 & 2)
PlanetScan : Ship can carry a planet scanner
Interdictor : Ship can be fitted with an Interdictor Generator
CombatScanner: Ship can carry a combat scanner
NoLand : Ship is not rated for atmospheric flight
NoPod : Ship does not have an escape pod
Guardian : Ship gets enhanced combat odds when protecting a
homeworld
NoExchange : Ship cannot be exchanged within a Citadel
Imperial : Ship requires a Federation Commission to fly
PMissileMax : Maximum number of Photon Missiles ship can carry
MaxAttack : Maximum number of fighters the ship can deploy per
attack
TransportRange : Number of "hops" the ship transporter can reach
Commission : For Imperial ships, this is the alignment required to
pilot the ship
Planet Editor:
The planet editor will allow the creation of custom planet types. They
can be deployed similarly to ships. A general deployment means that
players can receive these types when entering the game for the first time
or using a Genesis Torpedo. Alien deployment means these planets are
alien homeworlds only. Players must capture the planet from the alien
race in order to colonize it. Derelict deployment is similar, except the
planet is defended by abandoned (but fully functional) hardware.
Following is a list of feature that can be edited for planets:
Class : Text that describes the planet type (ex. Class M, Earth Type)
FightMax : Maximum number of fighters that can reside on the planet
ShieldMax : Maximum number of shields that a citadel on this planet
can handle.
ColonistMax : Maximum number of colonists for each production type
InventoryMax : Maximum inventory of each production type
Production : Production characteristics of this planet for each product
type, including Fighters
CitadelReq : Requirements for citadel construction in product, colonists,
days to construct.
HazardLevel : Determines the harshness of the planet. Earth is 1, Vaporous
is 8.
Habitability : Determines the possibility that a disaster will occur. The
higher the habitability, the less likely you'll lose
colonists to disasters. The magnitude of the disaster
is determined by HazardLevel.
--------
Enhanced TEDIT
All constants in the game will be editable from within the new screens
that this expansion adds to TEDIT.
Some new settings will be included as well. These will allow the sysop
to create a customized environment for the game. For example:
Worm Holes : This setting will allow the creation of unstable warps.
For example, a Worm Hole could exist between sector 1 and
a sector many hops away. This warp would appear on a
constant or random cycle and exist for a constant or random
time. While the hole is active, players will be able to
use this warp to travel a great distance in a single warp.
Sun Flares : This setting will create an event that effects player
planets randomly. Each sector containing a planet will be
subject to the possibility of a sun flare which will kill
off a portion of the colonists on planets in the sector.
Black Hole : This setting will create a black hole in a specified sector.
This is one of several navigational hazards that can be
added to your game.
Dark Nebula : This setting will create a cluster of sectors that are
"hidden" from scanners. A player inside the nebula will
be unable to use scanners and radio equipment, and is
basically flying "blind". Players outside the nebula will
not be able to scan into the nebula. Keep in mind that
nebulas can contain "holes" of less dense sectors.
These environmental features are still under development, and more are
planned for the final release.
--------
Also coming from Martech Software
Alien Server Development Kit:
Required to develop custom Artificial Intelligence modules for the
Alien Server expansion set. This toolkit will be released initially for
Borland Pascal 7, and will create a DLL to be distributed to others who
can use your aliens by plugging the module into one of their servers.
The cost of this kit has not been determined yet.
Following is a list of functions that will be available through the
library:
Move : sends object to sector
Flee : object flees to an adjacent sector
Update : Object is updated. Effects Planet and Port objects
Deploy : Fighters, Armid and Limpet mines are deployed in sector
Collect : Fighters, Armid and Limpet mines are collected from sector
FedCom : sends a message on Fed Comm-link
Radio : sends a message on Subspace Radio
Hail : sends a message over Hailing Frequencies
Land : Land on a planet
Scan : Scan a sector
Tow : Tow spacecraft
Genesis : Create a planet
Interdict : Turn on or off interdictor generator for Planet or Ship
Attack : Attack a ship, player, non-player, or port
EProbe : Launch probe
Starport : Create a starport
Avoid : Mark a sector to avoid (entire race)
Photon : Launch photon missile
Mail : Send mail to user
Disrupt : Use mine disruptor
Destroy : Destroys the object. Works with Planet and Ship
Evict : Evicts all ships in citadel
Equip : Add an item to a ship
Detach : Remove an item from a ship
Post : Post reward or bounty
Claim : Claim reward or bounty
Announce : Make announcement at Tavern or to global message file
TriCron : Play TriCron
Event : Trigger an event
Message : Send a message
Following is a list of records and fields that can be accessed with the
library:
User
ID : Record Number
Name : Player's game name
Turns : Turns left
BankBalance : Balance at bank
PlanetID : Planet player is on
Alignment : Alignment points
Experience : Experience points
ShipID : Current Ship
Credits : Credits on player
Ship
ID : Record number
Name : Name of Ship
Shields : Number of shields
Fighters : Number of fighters
Holds : Number of holds
Inventory : Amount of products
Colonists : Amount of colonists
PlanetID : Planet Ship is on
ShipType : Type of Ship
SubType : Make of Ship
TWarpDrive : TWarp?
Cloaks : Cloaking Devices
LRScanner : Long Range Scanner?
GenesisTorpedoes: Genesis Torpedoes
Mines : Mines
Beacons : Beacons
Photons : Photon Missiles
AtomicDetonators: Atomic Detonators
CorbomiteDevices: Corbomite Devices
EtherProbes : EtherProbes
MineDisruptors : Mine Disruptors
PsychicProbe : Psychic Probes
PlanetScanner : Planet Scanners
Sector
ID : Record number
Beacon : Beacon text
Warps : Warps from this sector
Port : Port in this sector
Debris : Percent of debris
Fighters : Fighters in sector
Mines : Mines in sector
FighterMode : Mode of fighters
TollCollected : Toll collected by fighters
Port
ID : Record number
Name : Port name
LastPorted : Last player to Port
LastPortTime : Time of last Port
PortClass : Class of Port
Inventory : Inventory of Port
DaysTillComplete : Days until Port opens
LastRobbedBy : Last player to rob Port
Profit : Profit from Port
Planet
ID : Record number
Name : Name of planet
Creator : Creator of planet
Workers : Colonists in production
Inventory : Inventory
FighterAttack : Percent of fighters attacking
QuasarAtmos : Percent of Q-Cannon atmosphere attack
QuasarSect : Percent of Q-Cannon sector attack
PlanetClass : Type of planet
Fighters : Fighters stationed on planet
CitadelLevel : Level of Citadel
DaysTillComplete : How long before Citadel is upgraded
Shields : Tens of shields on planet
Treasury : Credits stored in Citadel
end;
Alien
ID : Record number
Race : Race of alien
Name : Name of alien
PlanetID : Planet alien is on
Experience : Experience points of alien
Alignment : Alignment of alien
Credits : Credits owned by alien
ShipName : Name of Ship
ShipType : Type of alien Ship
SubType : Make of alien Ship
Shields : Shields on Ship
Fighters : Fighters on Ship
Holds : Holds on Ship
Inventory : Inventory
Colonists : Amount of colonists
TWarpDrive : TWarp?
Cloaks : Cloaking Devices
LRScanners : Long Range Scanner?
GenesisTorpedoes: Genesis Torpedoes
Mines : Mines (Limpet, Armid)
Beacons : Beacons
Photons : Photon Missiles
AtomicDetonators: Atomic Detonators
CorbomiteDevices: Corbomite Devices
EtherProbes : EtherProbes
MineDisruptors : Mine Disruptors
PsychicProbe : Psychic Probes
PlanetScanner : Planet Scanners
AIMode : Mode of behavior for this alien
A generalized development kit is also planned that will include many of these
same functions and fields, but that can be used to write stand-alone
interactive add-ons for Trade Wars 2002.
--------
NOTE: This is meant to be an overview of these new products. In the final
release, some of these features may be altered or removed, and others may be
added.
Check our web site at www.martech.net for further details.