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26 University of California
48 Well, the federation is once again at war with the Klingon empire.
50 as captain of the U.S.S. Enterprise,
51 to wipe out the invasion fleet and save the Federation.
53 For the purposes of the game
54 the galaxy is divided into 64 quadrants
55 on an eight by eight grid,
56 with quadrant 0,0 in the upper left hand corner.
57 Each quadrant is divided into 100 sectors
59 Each sector contains one object
60 (e.g., the Enterprise, a Klingon, or a star).
62 Navigation is handled in degrees,
63 with zero being straight up
64 and ninety being to the right.
65 Distances are measured in quadrants.
66 One tenth quadrant is one sector.
68 The galaxy contains starbases,
69 at which you can dock to refuel,
71 The galaxy also contains stars.
72 Stars usually have a knack for getting in your way,
73 but they can be triggered into going nova
74 by shooting a photon torpedo at one,
75 thereby (hopefully) destroying any adjacent Klingons.
76 This is not a good practice however,
77 because you are penalized for destroying stars.
78 Also, a star will sometimes go supernova,
79 which obliterates an entire quadrant.
80 You must never stop in a supernova quadrant,
81 although you may "jump over" one.
84 have inhabited planets.
85 Klingons can attack inhabited planets
86 and enslave the populace,
87 which they then put to work building more Klingon battle cruisers.
92 To request the game, issue the command
98 If a filename is stated,
99 a log of the game is written
102 the file is not written.
103 If the "-a" flag is stated before the filename,
104 that file is appended to
107 The game will ask you what length game
109 Valid responses are "short", "medium", and "long".
110 Ideally the length of the game does not
111 affect the difficulty,
112 but currently the shorter games
113 tend to be harder than the longer ones.
114 You may also type "restart",
115 which restarts a previously saved game.
117 You will then be prompted for the skill,
118 to which you must respond
119 "novice", "fair", "good", "expert",
120 "commodore", or "impossible".
121 You should start out with a novice
123 but if you really want to see how fast
124 you can be slaughtered,
125 start out with an impossible game.
129 if you forget what is appropriate
130 the game will tell you what it expects
134 To get a copy of these rules,
138 nroff /usr/games/trekmanual.nr
144 If the game expects you to enter a command,
146 it will say ^"Command:\ "
147 and wait for your response.
148 Most commands can be abbreviated.
150 At almost any time you can type more than one thing on a line.
152 to move straight up one quadrant,
157 or you could just type
161 and the game would prompt you with
165 to which you could type
169 The "1" is the distance,
170 which could be put on still another line.
171 Also, the "move" command
172 could have been abbreviated
173 "mov", "mo", or just "m".
175 If you are partway through a command
176 and you change your mind,
177 you can usually type "-1"
178 to cancel the command.
180 Klingons generally cannot hit you
181 if you don't consume anything
182 (e.g., time or energy),
183 so some commands are considered "free".
184 As soon as you consume anything though -- POW!
191 .nr l \\w'\\$1' -\\w'*'
198 .if t *\h'\w'*'u'\fB\\$1\fP\h'\w'*'u'*
210 .if !\n(.V .ta \w'Full Commands: '+1
211 .if \n(.V .ta \w'Full Commands: 'u
214 .bl "Short Range Scan"
216 Shortest Abbreviation: s
217 Full Commands: srscan
224 of the quadrant you are in,
225 and (if you say "yes")
229 of interesting stuff.
230 You can get a status report alone
239 Short range sensor scan
241 0 . . . . . . . * . * 0 stardate 3702.16
242 1 . . E . . . . . . . 1 condition RED
243 2 . . . . . . . . . * 2 position 0,3/1,2
244 3 * . . . . # . . . . 3 warp factor 5.0
245 4 . . . . . . . . . . 4 total energy 4376
246 5 . . * . * . . . . . 5 torpedoes 9
247 6 . . . @ . . . . . 6 shields down, 78%
248 7 . . . . . . . . . . 7 Klingons left 3
249 8 . . . K . . . . . . 8 time left 6.43
250 9 . . . . . . * . . . 9 life support damaged, reserves = 2.4
252 Distressed Starsystem Marcus XII
256 The cast of characters is as follows:
261 @ inhabited starsystem
267 The name of the starsystem is listed underneath
268 the short range scan.
269 The word "distressed", if present,
270 means that the starsystem
273 Short range scans are absolutely free.
274 They use no time, no energy,
275 and they don't give the Klingons
276 another chance to hit you.
279 Shortest Abbreviation: st
283 This command gives you information
284 about the current status
285 of the game and your ship, as follows:
292 Stardate -- The current stardate.
294 Condition -- as follows:
298 YELLOW -- low on energy
299 GREEN -- normal state
300 DOCKED -- docked at starbase
301 CLOAKED -- the cloaking device is activated
305 Position -- Your current quadrant and sector.
307 Warp Factor -- The speed you will move at
308 when you move under warp power
314 Total Energy -- Your energy reserves.
315 If they drop to zero,
318 but the higher the skill of the game,
319 the slower it regenerates.
321 Torpedoes -- How many photon torpedoes you have left.
323 Shields -- Whether your shields are up or down,
324 and how effective they are if up
325 (what percentage of a hit they will absorb).
327 Klingons Left -- Guess.
329 Time Left -- How long the Federation can hold out
330 if you sit on your fat ass and do nothing.
331 If you kill Klingons quickly,
336 the Federation is conquered.
338 Life Support -- If "active", everything is fine.
339 If "damaged", your reserves tell you
341 to repair your life support
343 before you starve, suffocate,
344 or something equally unpleasant.
346 Current Crew -- The number of crew members
348 This figures does not include officers.
350 Brig Space -- The space left in your brig
351 for Klingon captives.
353 Klingon Power -- The number of units
354 needed to kill a Klingon.
355 Remember, as Klingons fire at you
356 they use up their own energy,
357 so you probably need somewhat less
360 Skill, Length -- The skill and length
361 of the game you are playing.
364 Status information is absolutely free.
365 .bl "Long Range Scan"
367 Shortest Abbreviation: l
371 Long range scan gives you information about the
373 that surround the quadrant
375 A sample long range scan follows:
379 Long range scan for quadrant 0,3
393 The three digit numbers
394 tell the number of objects
396 The units digit tells the number of stars,
397 the tens digit the number of starbases,
398 and the hundreds digit is the number of Klingons.
399 "*" indicates the negative energy barrier
400 at the edge of the galaxy,
401 which you cannot enter.
402 "///" means that that is a supernova quadrant
403 and must not be entered.
406 Shortest Abbreviation: da
410 A damage report tells you what devices are damaged
411 and how long it will take to repair them.
412 Repairs proceed faster
415 .bl "Set Warp Factor"
417 Shortest Abbreviation: w
418 Full Command: warp factor
422 The warp factor tells the speed of your starship
423 when you move under warp power
428 The higher the warp factor,
430 and the more energy you use.
432 The minimum warp factor is 1.0
433 and the maximum is 10.0.
434 At speeds above warp 6
435 there is danger of the warp engines
437 The probability of this
438 increases at higher warp speeds.
439 Above warp 9.0 there is a chance of entering
441 .bl "Move Under Warp Power"
443 Shortest Abbreviation: m
444 Full Command: move course distance
445 Consumes: time and energy
448 This is the usual way of moving.
449 The course is in degrees and the distance is in quadrants.
450 To move one sector specify a distance of 0.1.
452 Time is consumed proportionately to
453 the inverse of the warp factor squared,
454 and directly to the distance.
455 Energy is consumed as the warp factor cubed,
456 and directly to the distance.
457 If you move with your shields up
458 it doubles the amount of energy consumed.
460 When you move in a quadrant containing Klingons,
461 they get a chance to attack you.
463 The computer detects navigation errors.
464 If the computer is out,
465 you run the risk of running into things.
467 The course is determined by the
468 Space Inertial Navigation System
471 Star Fleet Technical Order TO:02:06:12,
472 the SINS is calibrated,
473 after which it becomes the base for navigation.
475 navigation becomes inaccurate.
477 Spock recalibrates it,
479 it cannot be calibrated extremely accurately
480 until you dock at starbase.
481 .bl "Move Under Impulse Power"
483 Shortest Abbreviation: i
484 Full Command: impulse course distance
485 Consumes: time and energy
488 The impulse engines give you a chance to maneuver
489 when your warp engines are damaged;
490 however, they are incredibly slow
491 (0.095 quadrants/stardate).
492 They require 20 units of energy to engage,
493 and ten units per sector to move.
495 The same comments about the computer and the SINS
498 There is no penalty to move under impulse power
500 .bl "Deflector Shields"
502 Shortest Abbreviation: sh
503 Full Command: shields up/down
507 Shields protect you from Klingon attack
511 A shield which is 78% effective
512 will absorb 78% of a hit
513 and let 22% in to hurt you.
515 The Klingons have a chance to attack you
516 every time you raise or lower shields.
517 Shields do not rise and lower
519 so the hit you receive
520 will be computed with the shields
521 at an intermediate effectiveness.
523 It takes energy to raise shields,
524 but not to drop them.
525 .bl "Cloaking Device"
527 Shortest Abbreviation: cl
528 Full Command: cloak up/down
532 When you are cloaked,
533 Klingons cannot see you,
534 and hence they do not fire at you.
535 They are useful for entering
537 and selecting a good position,
539 weapons cannot be fired through
541 due to the huge energy drain
545 only starts the cloaking process;
546 Klingons will continue
548 until you do something
552 Shortest Abbreviation: p
553 Full Commands: phasers automatic amount
554 phasers manual amt1 course1 spread1 ...
558 Phasers are energy weapons;
559 the energy comes from your ship's reserves
560 ("total energy" on a srscan).
561 It takes about 250 units of hits
563 Hits are cumulative as long as you stay
566 Phasers become less effective
567 the further from a Klingon you are.
568 Adjacent Klingons receive about
569 90% of what you fire,
570 at five sectors about 60%,
571 and at ten sectors about 35%.
572 They have no effect outside of the quadrant.
574 Phasers cannot be fired while shields are up;
575 to do so would fry you.
576 They have no effect on starbases or stars.
579 the computer decides how to divide up the energy
580 among the Klingons present;
581 in manual mode you do that yourself.
583 In manual mode firing
584 you specify a direction,
585 amount (number of units to fire)
586 and spread (0 -> 1.0)
587 for each of the six phaser banks.
589 terminates the manual input.
590 .bl "Fire Photon Torpedoes"
592 Shortest Abbreviation: t
593 Full Command: torpedo course [yes/no] [burst angle]
597 Torpedoes are projectile weapons -- there are no partial hits.
598 You either hit your target or you don't.
599 A hit on a Klingon destroys him.
600 A hit on a starbase destroys that starbase
602 Hitting a star usually causes it to go nova,
603 and occasionally supernova.
605 Photon torpedoes cannot be aimed precisely.
606 They can be fired with shields up,
607 but they get even more random
608 as they pass through the shields.
610 Torpedoes may be fired in bursts of three.
612 the burst angle is the angle
613 between the three shots,
614 which may vary from one to fifteen.
616 says that a burst is not wanted;
618 (which may be omitted
619 if stated on the same line as the course)
620 says that a burst is wanted.
624 outside the quadrant.
625 .bl "Onboard Computer Request"
627 Shortest Abbreviation: c
628 Full Command: computer request; request;...
632 The computer command gives you access to the facilities
633 of the onboard computer,
634 which allows you to do all sorts of fascinating stuff.
635 Computer requests are:
638 score -- Shows your current score.
640 course quad/sect -- Computes the course and distance from wherever
641 you are to the given location.
642 If you type "course /x,y"
643 you will be given the course
644 to sector x,y in the current quadrant.
646 move quad/sect -- Identical to the course
648 except that the move is executed.
650 chart -- prints a chart of the known galaxy,
652 everything that you have seen with a long range scan.
653 The format is the same as on a long range scan,
654 except that "..." means
655 that you don't yet know what is there,
656 and ".1." means that you know that a starbase
657 exists, but you don't know anything else.
658 "$$$" mans the quadrant
659 that you are currently in.
661 trajectory -- prints the course and distance
662 to all the Klingons in the quadrant.
664 warpcost dist warp_factor -- computes the cost in time and energy
665 to move `dist' quadrants at warp `warp_factor'.
667 impcost dist -- same as warpcost for impulse engines.
669 pheff range -- tells how effective your phasers are
672 distresslist -- gives a list of currently distressed
677 More than one request may be stated
681 .bl "Dock at Starbase"
683 Shortest Abbreviation: do
687 You may dock at a starbase
688 when you are in one of the eight
691 When you dock you are resupplied
692 with energy, photon torpedoes, and life support reserves.
693 Repairs are also done faster at starbase.
694 Any prisoners you have taken
696 You do not receive points
700 Starbases have their own deflector shields,
701 so you are safe from attack while docked.
702 .bl "Undock from Starbase"
704 Shortest Abbreviation: u
708 This just allows you to leave starbase
709 so that you may proceed on your way.
712 Shortest Abbreviation: r
713 Full Command: rest time
717 This command allows you to rest to repair damages.
718 It is not advisable to rest while under attack.
719 .bl "Call Starbase For Help"
721 Shortest Abbreviation: help
725 You may call starbase for help via your subspace radio.
726 Starbase has long range transporter beams to get you.
728 they can't always rematerialize you.
730 You should avoid using this command unless absolutely necessary,
731 for the above reason and because it counts heavily against you
733 .bl "Capture Klingon"
735 Shortest Abbreviation: ca
739 You may request that a Klingon surrender
742 you get to take captives
743 (but only as many as your brig
745 It is good if you do this,
746 because you get points for captives.
748 if you ever get captured,
749 you want to be sure that the Federation
750 has prisoners to exchange for you.
752 You must go to a starbase
753 to turn over your prisoners
754 to Federation authorities.
757 Shortest Abbreviation: v
758 Full Command: visual course
762 When your short range scanners are out,
763 you can still see what is out "there"
764 by doing a visual scan.
766 you can only see three sectors at one time,
767 and it takes 0.005 stardates to perform.
769 The three sectors in the general direction
770 of the course specified
775 Shortest Abbreviation: abandon
779 The officers escape the Enterprise in the shuttlecraft.
780 If the transporter is working
781 and there is an inhabitable starsystem
784 otherwise you leave them to die.
785 You are given an old but still usable ship,
789 Shortest Abbreviation: ram
790 Full Command: ram course distance
791 Consumes: time and energy
794 This command is identical to "move",
795 except that the computer
797 from making navigation errors.
799 You get very nearly slaughtered
803 Shortest Abbreviation: destruct
807 Your starship is self-destructed.
808 Chances are you will destroy
812 left in your quadrant.
813 .bl "Terminate the Game"
815 Shortest Abbreviation: terminate
816 Full Command: terminate yes/no
819 Cancels the current game.
820 No score is computed.
822 a new game will be started,
823 otherwise trek exits.
826 Shortest Abbreviation: shell
829 Temporarily escapes to the shell.
830 When you log out of the shell
831 you will return to the game.
837 The scoring algorithm is rather complicated.
839 you get points for each Klingon you kill,
840 for your Klingon per stardate kill rate,
841 and a bonus if you win the game.
843 points for the number of Klingons left
845 at the end of the game,
847 for each star, starbase, or inhabited starsystem
849 for calling for help,
850 and for each casualty you incur.
853 if you play very well.
854 You will never get a promotion if you
856 abandon the Enterprise,
858 destroy a starbase or inhabited starsystem,
859 or destroy too many stars.
867 Command Uses Consumes
869 ABANDON shuttlecraft, -
871 CApture subspace radio time
872 CLoak Up/Down cloaking device energy
873 Computer request; request;... computer -
877 HELP subspace radio -
878 Impulse course distance impulse engines, time, energy
880 Lrscan L.R. sensors -
881 Move course distance warp engines, time, energy
883 Phasers Automatic amount phasers, computer energy
884 Phasers Manual amt1 course1 spread1 ... phasers energy
885 Torpedo course [Yes] angle/No torpedo tubes torpedoes
886 RAM course distance warp engines, time, energy
890 SHields Up/Down shields energy
891 Srscan [Yes/No] S.R. sensors -