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Path: utzoo!watmath!clyde!burl!ulysses!ucbvax!okamoto
From: okamoto@ucbvax.ARPA (Doctor Who)
Newsgroups: net.sources.games
Subject: Trek73 (part 1 of 4)
Message-ID: <10399@ucbvax.ARPA>
Date: Mon, 16-Sep-85 11:13:01 EDT
Article-I.D.: ucbvax.10399
Posted: Mon Sep 16 11:13:01 1985
Date-Received: Wed, 18-Sep-85 02:52:45 EDT
Organization: University of California at Berkeley
Lines: 1142

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# This archive created: Mon Sep 16 08:05:29 1985
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XX.ND
XX.ds CF - % -
XX.ds LH STAR
XX.ds CH 
XX.ds RH TREK
XX.nr PO 0.5i
XX.nr LL 6.5i
XX.nr PD 0
XX.na
XX.LP
XX.ce
XXT R E K   7 3
XX.ce
XXA Star Trek(R) Battle Simulation
XX.FS (R)
XXStar Trek is a registered trademark of Paramount Pictures.
XX.FE
XX.sp
XX.PP
XXTrek73 is a computer-simulated battle based on the famous
XXStar Trek television series and
XXthe game Star Fleet Battles.
XXVia computer terminal, you can clash with enemy
XXbattle cruisers, such as Klingon D-7's and Romulan Sparrowhawks,
XXand use the same strategies
XXthat Captain Kirk has used.
XXLike Kirk, you control a Federation vessel similar to the
XXEnterprise; a computer program directs the enemy.
XXVictory can fall into several categories:
XX.sp
XX.PP
XXDecisive Victory -- You completely destroy or cripple the
XXattacking force.
XX.sp
XX.PP
XXTactical Victory -- You out-maneuver the enemy using
XXhigh-speed escapes, corbomite bluffs, `play dead' tactics;
XXor the enemy surrenders.
XX.sp
XX.PP
XXMoral Victory -- You surrender or self-destruct and destroy
XXeach other.
XX.sp
XX.PP
XXAll distances are measured in megameters, one million meters
XX(abbreviated `M').
XXSpeed is expressed in `warp factors'.
XXEach warp factor equals 100M per second.\**
XX.FS
XXAlthough technically incorrect, it does save the player from
XXhaving to compute cube roots.
XX.FE
XXAll angles are expressed in common degrees from zero to
XX360, measured counter-clockwise from the x-axis, similar to
XXreading a protractor.
XXOnly two dimensions are used.\**
XX.FS
XXThis saves the player from having to work out problems in
XXspherical geometry.
XX.FE
XX.sp
XX.PP
XXPlay is as follows:
XX.sp
XX.PP
XX1.  You issue one of a number of commands (fire phasers, change
XXcourse, launch antimatter pods, surrender, etc.) by typing
XXthe appropriate code number into the keyboard;
XX.sp
XX.PP
XX2.  The enemy, under programmed instructions, issues a
XXsimilar command;
XX.sp
XX.PP
XX3.  Both your commands are executed (phasers are fired,
XXprobes are launched, damages are assessed, courses changed,
XXetc.) while the vessels move through space;
XX.sp
XX.PP
XX4.  Unless certain end-game conditions are met (you destroy
XXthe enemy, the enemy destroys you, your out-maneuver the
XXenemy, you both destroy each other, or one party surrenders)
XXthe above steps are repeated.
XX.sp
XX.PP
XXAppendix 1 displays certain weapon and shield angles.
XX.sp
XX.PP
XXAppendix 2 depicts the Enterprise's power circuits.
XX.sp
XX.PP
XXAppendix 3 lists certain weapon and vessel specifications.
XX.sp
XX.PP
XXAppendix 4 lists initial deployment of resources.
XX.sp 2
XX.LP
XX.in 1i
XX.ta .5i
XX.nf
XXCODE	     COMMAND
XX====	     =======
XX.sp
XX1	Fire Phasers
XX2	Fire Photon Torpedos
XX3	Lock Phasers Onto Target
XX4	Lock Tubes Onto Target
XX5	Manually Rotate Phasers
XX6 	Manually Rotate Tubes
XX7	*Phaser Status
XX8	*Tube Status
XX9	Load/Unload Torpedo Tubes
XX10	Launch Antimatter Probe
XX.sp
XX11	Probe Control (Detonate, Direct, Lock)
XX12	*Position Report
XX13	*Position Display
XX14	Pursue An Enemy Vessel
XX15	Run From An Enemy Vessel
XX16	Manually Change Course And Speed
XX17	*Damage Report
XX18	Scan Enemy (Damage Report Of Enemy)
XX19	Alter Power Distribution
XX20	Alter Torpedo And Phaser Firing Parameters
XX.sp
XX21	Jettison Engineering
XX22	Detonate Engineering
XX23	Attempt Defenseless Ruse
XX24	Attempt Corbomite Bluff(s)
XX25	Surrender
XX26	Ask Enemy to Surrender
XX27	Initiate Self-Destruct Sequence
XX28	Abort Self-Destruct
XX29	Survivors Report
XX30	*Reprints Above List
XX.sp
XX*Does Not Use A Turn
XX.in 0
XX.fi
XX.bp
SHAR_EOF
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XX.ce
XXDetailed Descriptions of Each Command
XX.sp
XX.PP
XXWhat follows is a detailed description of each command.
XXEach command is referred to by a number from 1 to 30.
XXAfter the name of the command is given, a synopsis of the
XXarguments the command requires is given, if any.
XXThese arguments can be entered on the command line, separated
XXby a space, if you wish.
XXFor instance, to fire phasers 1 through 4 with a spread of 15,
XXyou could type '1 1234 15' on the command line.
XX.sp
XX.LP
XX1.  Fire Phasers.
XX.PP
XX[Phasers] [Spread]
XX.PP
XXPhasers are pure energy units which emit
XXa beam similar to lasers, but of a pulsating nature which
XXcan be `phased' to interfere with the wave pattern of any
XXmolecular form.
XXPhasers get their power from phaser banks, which in turn,
XXderive their power from the ship's engines.
XXEach phaser bank is capable of holding a charge of 10 units.
XXWhen firing, these banks discharge, similar to batteries, to
XXspread their destructive power through space.
XXAfter discharging, these banks are then recharged by the
XXengines.
XXEach phaser can be set to automatically track a target or
XXcan be manually rotated.
XXUnless engineering is jettisoned (code 21), phasers only
XXfire from 0-125 and 235-360 degrees, relative to the ship's
XXcourse.
XXIn other words, each vessel has a 110 degree blind side in
XXback of it in which phasers cannot fire.
XXIf phasers fired into this blind side, they would destroy
XXthe ship's engineering section.
XX.sp
XX.PP
XXThe Captain also designates a wide or narrow phaser beam: a
XXwide beam to disrupt many targets; a narrow beam to inflict
XXmaximum damage on a single target.
XXThe maximum spread of phasers is 45 degrees, the minimum is
XX10 degrees.
XXThe total beam width is twice the designated spread.
XX.sp
XX.PP
XXThe firing percentage of each bank is preset to 100.
XXIn other words, the bank fully discharges when firing.
XXThis can be changed, however, using code 22.
XX.sp
XX.PP
XXThe maximum range of phasers is 1000M; the maximum hit
XXfactor is 45 with a ten degree spread, 10 with a forty-five
XXdegree spread.
XXPhaser hit factors are calculated by the following formula:
XX.sp
XX.ce
XXhit = (bankunits)(firing%)sqrt(1-range/1000)(45/spread)
XX.sp
XX.PP
XXPhasers fire in .2-second intervals starting with bank one.
XXPhasers inflict heavy damage and casualties, but do not
XXdestroy shields as much as antimatter explosions do.
XX.sp
XX.PP
XXA phaser is unable to fire if damaged, if firing into your
XXblind side, or if completely discharged.
XX.sp
XX.LP
XX2.  Fire Photon Torpedos.
XX.PP
XX[Tubes]
XX.PP
XXThe Enterprise is equipped with six torpedo tubes, which, as
XXphasers, can be set to automatically track a target or be
XXmanually rotated.
XXUnless engineering is jettisoned, tubes only fire from
XX0-135 and 225-360 degrees.
XXEach tube fires all its antimatter pods, which are
XXtemporarily held suspended in a magno-photon force field.
XXPhoton torpedos can be fired directly at an enemy, laid out
XXas a mine field, or scattered in an attacker's path as
XXdepth charges.
XX.sp
XX.PP
XXTubes must be loaded (code 9) prior to firing.
XXEach tube will be automatically loaded with 10 units or
XXwhatever remains in the engines, whichever is less.
XXNormally, torpedos are launched at warp 12 in .2-second
XXintervals, beginning with tube one.
XXPhoton torpedos have a proximity fuse of 200M.
XXAll of these values can be changed by using code 22.
XX.sp
XX.PP
XXTorpedos must be launched with care since the antimatter
XXpods which are fired can never be recovered.
XXIt is suggested that you not fire more than four torpedos at
XXany one time, since a certain number of them do miss, or are
XXdestroyed by the enemy firing phasers at them.
XXIt is also suggested that you fire them at distant targets,
XXbeyond 1100M, to avoid the explosion radii of your own
XXweapons.
XXHit factors resulting from antimatter explosions are
XXcalculated as follows:
XX.sp
XX.ce
XXhit = 5(#podscontained)sqrt(1-range/(55(#podscontained)))
XX.sp
XX.PP
XXThe maximum hit factor of an antimatter device is five times
XXthe number of pods contained (in the case of torpedos, 50);
XXits explosion radius is 50 time the number of pods
XXcontained (in the case of torpedos, 500).
XXAntimatter explosions heavily weaken shields but do not
XXdamage equipment as much as phasers do.
XXThis formula also applies to vessels, engineering sections,
XXand antimatter probe explosions.
XX.sp
XX.PP
XXTubes are unable to fire if damaged, if firing into your
XXblind side, or if unloaded.
XX.sp
XX.LP
XX3.  Lock Phasers.
XX.PP
XX[Phasers] [Target Name]
XX.PP
XXPhasers locked on an enemy vessel will automatically aim
XXtowards it.
XXAlthough phasers may track a vessel which is in the firing
XXblind side, they will not fire unless engineering is
XXjettisoned.
XXTo fire at vessels behind, simply change course at least 50
XXdegrees.
XXOnce a phaser is locked, it is not disengaged until the
XXtarget is destroyed (in which case it is then rotated to
XXzero degrees relative), relocked, manually over-ridden, or
XXdamaged.
XX.sp
XX.LP
XX4.  Lock Tubes.
XX.PP
XX[Tubes] [Target Name]
XX.PP
XXTubes lock and unlock in the same manner that phasers do.
XX.sp
XX.LP
XX5.  Manually Rotate Phasers.
XX.PP
XX[Phasers] [Bearing]
XX.PP
XXManually rotating phasers disengages any previous locks and
XXpositions them as directed, relative to your course.
XXFor example, if your course is 30, and phasers are rotated
XX45 degrees, they will hit a target bearing 75 degrees.
XXRotating phasers into you blind side is permissible,
XXhowever, they will not fire.
XX.sp
XX.LP
XX6.  Manually Rotate Tubes.
XX.PP
XX[Tubes] [Bearing]
XX.PP
XXManually rotating tubes is similar to rotating phasers.
XX.sp
XX.LP
XX7.  Phaser Status.
XX.PP
XXPhaser status reports the control (locks and damages),
XXdeployment, levels, firing percentages (normally 100),
XXand charge/discharge rates (normally +10) of all phasers.
XX.sp
XX.LP
XX8.  Tube Status.
XX.PP
XXTube status reports the control, deployment, tube levels,
XXlaunch speeds (normally 12), proximity delays (normally
XX200), and the time delays (normally 10).
XX.sp
XX.LP
XX9.  Load/Unload Tubes.
XX.PP
XX[l | u] [Tubes]
XX.PP
XXTubes are loaded with 10 charged antimatter pods until your
XXfuel runs out.
XXTubes can also be unloaded if the need arises.
XX.sp
XX.LP
XX10.  Launch Antimatter Probe.
XX.PP
XX[Pods] [Time] [Proximity] [Target | [ Course]]
XX.PP
XXProbes are slow-moving devices equipped with internal
XXguidance systems which allow them to chase an enemy vessel.
XXProbes consist of at least ten antimatter pods which are
XXlaunched from an undamaged probe launcher at warp three.
XXAs with torpedos, probes are set with time and proximity
XXfuses, and use the same hit factor formula as do torpedos.
SHAR_EOF
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XX.sp
XX.LP
XX11.  Probe Control.
XX.PP
XX[y | [n [Probe] [y | [n [Target | [ Course]]]]]]
XX.PP
XXProbe control allows you to detonate or redirect probes
XXwhich may have missed.
XX.sp
XX.LP
XX12.  Position Report.
XX.PP
XXPosition reports are vital since valuable information on
XXcourses, bearings and ranges are given to aid the formation
XXof good strategy.
XXThis order does not use a turn.
XX.sp
XX.LP
XX13.  Position Display.
XX.PP
XX[Radius of scan]
XX.PP
XXPosition displays, similar to radar scans, show objects
XXwhich surround your vessel.
XXThe Enterprise is indicated by a `+', jettisoned engineering
XXsections by a `#', probes by a `*', torpedos by a `:', and
XXenemy vessels by the first letter of their names.
XX.sp
XX.LP
XX14.  Pursue An Enemy Vessel.
XX.PP
XX[Target Name] [Warp Factor]
XX.PP
XXThis order instructs the ship's navigation to face an enemy
XXvessel whenever possible.
XX.sp
XX.LP
XX15.  Run From An Enemy Vessel.
XX.PP
XX[Target Name] [Warp Factor]
XX.PP
XXThis order, just the opposite of order #14, instructs the
XXnavigation to keep the stern of the Enterprise towards an
XXenemy vessel whenever possible.
XX.sp
XX.LP
XX16.  Manually Change Course and Speed.
XX.PP
XX[Course] [Warp Factor]
XX.PP
XXThis order instructs navigation to maintain a fixed course
XXand speed.
XXThe following information applies to the above three orders:
XX.sp
XX.PP
XXYour maximum rotation rate when turning is:
XX.ce
XXdegrees per sec = 5 * (12 - desired warp)
XX.sp
XX.PP
XXAccordingly, you can turn 55 degrees at warp one, 50 at
XXwarp two, ..., up to 15 degrees at warp nine.
XXIn other words, the faster your speed, the less
XXmaneuverable you are.
XXYou are also less maneuverable if you lose your warp drive.
XXYour maximum speed is warp nine, the enemy's is warp eleven.
XX.sp
XX.LP
XX17.  Damage Report.
XX.PP
XXThis report informs you of certain equipment status.
XXA malfunctioning computer (very rare) make orders 3 (lock
XXphasers), 4 (lock torpedos), 14 (pursue), 15 (run), 27
XX(initiate self-destruct), and 28 (abort self-destruct)
XXimpossible to execute.
XXYou will be required to manually rotate phasers and
XXtorpedos, and manually change course and speed.
XXDamaged sensors (rare) makes orders 13 (position report) and
XX18 (scan) impossible.
XXA damaged probe launcher (sometimes) prevents you from
XXlaunching probes.
XXA disabled warp drive (common) slows your speed and
XXmaneuverability.
XXSee order #20 about jettisoned engineering section.
XXWhen your crew of 450 dies, your vessel is as good as dead.
XXThere are 350 men aboard each enemy vessel.
XX.sp
XX.PP
XXShield percentage is calculated by its energy drain times
XXits operating efficiency.
XXEfficiency starts at 100 and declines with each hit.
XXNo damages of any kind are incurred when a shield absorbs
XXits first hit, no matter how great the hit.
XXShield one is 1.5 times as strong as the other three shields.
XX.sp
XX.PP
XX`Efficiency' indicates the number of energy units being
XXburned per warp-second.
XXThis number is initially one (.75 for enemy) and increases
XXper hit.
XX.sp
XX.PP
XX`Regeneration' indicates the number of energy units being
XXgained per second.
XXInitially set at 10, this number decreases per hit.
XX.sp
XX.PP
XX`Fuel capacity' indicates the number of matter-antimatter
XXpods a vessel has aboard.
XXThis number rapidly decreases with each torpedo or probe
XXfired.
XX.sp
XX.PP
XX`Fuel' indicates the number of matter-antimatter pods which
XXare filled with energy.
XXThis number rapidly decreases when maintaining high warp
XXspeeds or firing phasers.
XX.sp
XX.LP
XX18.  Scan Enemy (Damage Report of Enemy).
XX.PP
XX[Ship Name]
XX.PP
XXAn enemy damage report is essentially the same as the
XXEnterprise's.
XX.sp
XX.LP
XX19.  Alter Power Distribution.
XX.PP
XX[Shld 1 drain [* | ... Sh 4]] [Phsr 1 drain [* | ... Ph 4]]
XX.PP
XXThe synopsis of this command can be confusing.
XXThe first set of numbers gives the drains for each shield.
XXAll four shield drains can be specified, but
XXif a star is used immediately after a shield drain
XX(eg, 19 0.5 1*),
XXthen the remaining shields will all be given a drain equal to the
XXnumber preceding the '*'.
XX(Thus, in the above example, shield 1's drain is 0.5, whereas
XXshields 2, 3, and 4 have a drain of 1).
XXThe same applies to the phaser drains.
XX.sp
XX.PP
XXThe power circuits of all vessels are illustrated in
XXappendix 2.
XXDilithium crystals produce energy much like generators.
XXThis power is then used to maintain warp speeds, recharge
XXantimatter pods in the engine reserve, recharge phaser
XXbanks, or maintain shield power.
XXYour initial regeneration is ten, however, shields normally
XXdrain four units and engines burn one unit per each
XXwarp-second.
XX.sp
XX.PP
XXShields can be thought of as electro-magnets.
XXThe more energy put into them, the stringer their force field
XXbecomes.
XXTherefore, a shield's overall percentage is calculated by
XXthe following formula:
XX.sp
XX.ce
XXshield percentage = (energy in)(effective %)
XX.sp
XX.PP
XXNotice that dropping power to a shield has the same effect
XXas having it hit.
XXNotice also that if your regeneration drops below four,
XXyou may have to discharge your phaser banks to maintain full
XXshield power.
XX.sp
XX.PP
XXPhaser banks, similar to batteries, not only discharge (when
XXfiring), but also recharge.
XXInitially, they are set to recharge fully in one second
XX(+10) so that you can continually use them.
XXHowever, they can discharge fully (-10) in one second to
XXprovide extra power to shields, warp engines, or engine
XXreserve.
XX.sp
XX.PP
XXUnder most conditions, you need not concern yourself with
XXpower distribution unless some special need arises.
XXDistribution, for the most part, is automatic.
XXRegeneration is calculated first; that power is placed in
XXreserve, along with any discharged phaser units.
XXShield drain is calculated next, then phaser and engine
XXdrains.
XX.sp
XX.PP
XXBe concerned with wasting power by indiscriminately firing
XXphasers and torpedos, maintaining speeds over warp three, or
XXdumping scores of units onto antimatter probes.
XXHuge power losses cannot be made up in battle.
XX.sp
XX.LP
XX20.  Jettison Engineering.
XX.PP
XXAlthough this order was never executed in the television
XXseries, it is quite possible, according to its producer.
XXJettisoning engineering has serious consequences, but it may
XXbe your only course of action.
XX.sp
XX.PP
XXOne would jettison engineering if being pursed by vessels,
XXprobes or torpedos, or as a suicidal gesture.
XX.sp
XX.PP
XXThe following things happen when engineering is jettisoned:
XXA: You lose all your fuel and reserve capacity; B: you lose
XXyour regeneration; C: you lose your warp drive; D: your lose
XXyour probe launcher; E: you lose your shields until you
XXdesignate phasers to discharge; F: the engineering section
XXitself decelerates to a stop; G: a ten second time delay on
XXit is set; H: hopefully, when it does explode, you are far
XXfrom its effects; I: your phasers and torpedos are now free
XXto fire in any direction.
SHAR_EOF
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XX.sp
XX.LP
XX21.  Detonate Engineering.
XX.PP
XX[nothing | [y | n]]
XX.PP
XXThis order, issued after the previous one, manually detonates
XXyour engineering section.
XXIt may also be issued without the previous order, in
XXwhich case you will be asked to confirm your (crazy) order.
XX.sp
XX.LP
XX22.  Alter Torpedo And Phaser Firing Parameters.
XX.PP
XX[[y [Launch Speed] [Time Delay] [Proximity Fuse]] | n]
XX[[y [Firing Percentage]] | n]
XX.PP
XXThis option allows you to change the launch speeds, time and
XXproximity delays of all torpedos.
XXAt the beginning of play, torpedos are launched at warp
XXtwelve, have ten second time fuses, and 200M proximity
XXfuses.
XXAny vessel or engineering section which comes within the
XXproximity range will cause the torpedo to explode.
XX.sp
XX.PP
XXPhaser firing percentages can also be altered.
XXA phaser bank need not fire its full charge.
XX.sp
XX.LP
XX23.  Defenseless Ruse.
XX.PP
XX[e | p]
XX.PP
XXAnother name for this tactic is `playing dead'.
XXWhen issued, your shields are dropped to zero, and power is
XXdiverted to your engines or phaser banks.
XXHopefully, the enemy will believe you dead and come too
XXclose or break off their attack.
XXYou should then be able to fire or run in the opposite
XXdirection.
XX.sp
XX.LP
XX24.  Attempt Corbomite Bluff(s).
XXThere were two corbomite bluffs in the television series;
XXone was against a midget operating a huge space vessel the
XXother was against Romulan attackers.
XXBoth have been incorporated into this game.
XXWhichever bluff issued is selected randomly.
XX.sp
XX.LP
XX25.  Surrender, If Possible.
XX.PP
XXThis order sends a message to the enemy, saying that you
XXwish to surrender.
XXThe enemy will then decide whether or not take you alive.
XXYou will have difficulty surrendering to Romulans, who have
XXnever accepted one.
XX.sp
XX.LP
XX26.  Ask Enemy To Surrender.
XX.PP
XXThis order ends a message to the enemy demanding that they
XXsurrender.
XXPlease bear in mind that Romulans are the most suicidal.
XX.sp
XX.LP
XX27.  Initiate Self-Destruct.
XX.PP
XXThis order activates a twenty-second self-destruct sequence.
XXBecause final destruct does not occur until ten turns after
XXinitialization, it is best to start it early, if at all.
XXWhen you do explode, you hope that you explosive force will
XXalso destroy your attackers.
XX.sp
XX.LP
XX28.  Abort Self-Destruct.
XX.PP
XXThis order, issued after the previous one, halts the
XXdestruct sequence.
XXSelf-destruct cannot be aborted withing five seconds to
XXdetonation.
XX.sp
XX.LP
XX29.  Survivors Report
XX.PP
XXThis order prints out the number of survivors on board all the ships.
XXThis order does not use a turn.
XX.sp
XX.LP
XX30.  Reprint Above List.
XX.PP
XXThis option, which does not use a turn, lists code numbers
XXand associated descriptions of each.
XX.sp
XX.LP
XX31 And Up.
XX.PP
XXFuture options, currently being designed in Trek74, will
XXinclude Dr. Daystrom's paranoid, M5 multi-tronics computer
XXwhich will take over while you relax; or battle someone else
XXwho is on another terminal; or battle in teams; or have a
XXfree-for-all against nine other starships.
XX.sp
XX.bp
SHAR_EOF
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XX.ce
XXOptions
XX.sp
XX.PP
XXIn TREK73, all the names are taken from the series Star Trek.
XXThrough the use of options, the names can be changed to whatever
XXyou want.
XX.sp
XX.PP
XXTo use the options, you must add the variable TREK73OPTS to
XXyour environment.
XXA sample would be (using the C-shell):
XX.br
XX.sp
XXsetenv TREK73OPTS 'name=Jerk, ship=Boobyprize, terse'
XX.sp
XX.PP
XXThe option string is a list of comma-separated options.
XXOptions are designated as either boolean or string options.
XXBoolean options are turned on by typing their name and turned
XXoff by prepending 'no' to them.
XXString options are set equal to the string which follows the "=".
XX.sp
XX.PP
XXThere follows a list of all the options, what type it is,
XXand an explanation of what they mean.
XXThe default for the option is in square brackets following
XXthe option.
XX.sp
XX.IP "terse BOOLEAN [noterse]"
XXThis option, when set, turns off the information regarding the
XXship's purpose in the area.
XXIt thus reduces the amount of drek on the screen.
XXIf you are on a slow terminal, this is a nice option to have set.
XX.sp
XX.IP "shipname STRING [Enterprise]"
XXThis option names your ship.
XX.sp
XX.IP "name STRING"
XXThis option names the captain of the ship.
XXIf this option is not set, then the program will ask for a name.
XXThe captain is the one who must make all the decisions of strategy
XXand tactics for the ship.
XX.sp
XX.IP "sex STRING"
XXThis option gives the captain a gender.
XXIf this option is not set, the program will ask for it's value.
XXIf you respond with something that starts with other than "m" or "f",
XXbeware!
XX.sp
XX.IP "science STRING [Spock]"
XXThis option names the science officer, who is responsible
XXfor checking the parameters of the captain's commands.
XXIt is also this officer's duty to report damage to the ship
XXas well as scan for enemy damage.
XX.sp
XX.IP "engineer STRING [Scott]"
XXThis option names the chief engineer of the ship.
XXIt is this officer's duty to report on the status of the ship,
XXespecially its energy supply and distribution of the same.
XXThe officer also controls the launching of anti-matter probes.
XX.sp
XX.IP "helmsman STRING [Sulu]"
XXThis option names the ship's helmsman.
XXThis officer's duty is to control the speed of the ship
XXand also controls the firing of the ship's weapons.
XX.sp
XX.IP "nav STRING [Chekov]"
XXThis option names the ship's navigator, who is responsible
XXfor the navigation of the ship.
XXThis officer makes changes to the ship's course as directed
XXby the captain.
XXThis officer also controls any anti-matter probes after they
XXhave been launched.
XX.sp
XX.IP "com STRING [Uhura]"
XXThis option names the ship's communications officer.
XXIt is the duty of this officer to handle all communications between
XXthe ship and the rest of the universe.
XX.sp
XX.IP "ships STRING"
XXThis option, if set, tells the program how many ships you wish to fight.
XXIf it is not set, then the program will ask.
XX.sp
XX.IP "enemy STRING [random]"
XXIf this option is set, it tells the program which race you wish
XXto fight.
XXThe available races are:
XXKlingon, Romulan, Kzinti, Gorn, Orion, Hydran, Lyran, or Tholian.
XXIf the option is not set, the race you will fight is chosen at random.
XX.sp
XX.IP "foename STRING [random]"
XXIf this option is set, it specifies the name of the commander
XXof the enemy ship(s).
XXIf this option is not specified, the name is chosen at random.
XX.sp
XX.IP "silly BOOLEAN [nosilly]"
XXIf this option is set, an additional race is added to the list of
XXpossible races to fight.
XXThis race is the Monty Pythons.
XXNote that if you wish to always fight the Monty Python's, you merely
XXhave to set the enemy option above.
XX.bp
SHAR_EOF
if test 3550 -ne "`wc -c 4.t`"
then
echo shar: error transmitting 4.t '(should have been 3550 characters)'
fi
echo shar: extracting 5.t '(1840 characters)'
sed 's/^XX//' << \SHAR_EOF > 5.t
XX.ce
XXSimple Strategy
XX.sp
XX.PP
XXIf you are a beginner, a simple strategy to follow is A:
XXfight only one attacker; B: pursue him (code 14) at warp
XXfactor one; C: lock on all phasers (code 3); D: continuously
XXtake position reports (code 12) and watch his range; E:
XXwhen he gets within 1000M, fire all phasers (code 1) and
XXkeep on firing when he is in range; F: When the enemy is out
XXof range, take damage reports and scans of the enemy (codes
XX17 and 18).
XX.sp
XX.PP
XXAfter a few trial games using the above strategy, you will
XXwant to become as efficient as the enemy at firing photon
XXtorpedos.
XXFinally, when you master launching antimatter probes, you
XXcan designate more that one attacker.
XX.sp 3
XX.ce
XXTrek73's History
XX.sp
XX.PP
XXTrek73 was programmed on a Hewlett-Packard 2000C system by
XXWilliam K. Char, Perry Lee, and Dan Gee.
XXIn January, 1973, Mr. Char started with a few ideas and five
XXmonths later, in May, introduced $SPACE, his first version.
XX.sp
XX.PP
XXSpace had only 14 commands and comprised one 10K program.
XXResponse was so great that new ideas flooded in and in June,
XXwork on Trek73 was begun.
XXOver 70 recordings of past shows were reviewed to
XXreconstruct dialogue and vessels.
XXOn October 8, 1973, Trek73 was introduced.
XX.sp
XX.PP
XXIn 1984, Dave Pare at Univeristy of California at San Diego and Chris Williams
XXat the University of California at Berkeley independently translated
XXthe BASIC code into C to run under BSD UNIX.\**
XX.FS
XXUNIX is a registered trademark of Bell Laboratories.
XX.FE
XX.sp
XX.PP
XXIn April 1985, Jeff Okamoto and Peter Yee, both
XXat the University of California at Berkeley combined the two
XXversions into one, fixing bugs and adding new commands.
XXThe user-settable options were also added.
XX.sp
XX.PP
XXIdeas and bug reports should be sent to:
XX.br
XXARPA: okamoto@BERKELEY and yee@BERKELEY
XX.br
XXUUCP: ..!ucbvax!okamoto and ..!ucbvax!yee
XX.bp
SHAR_EOF
if test 1840 -ne "`wc -c 5.t`"
then
echo shar: error transmitting 5.t '(should have been 1840 characters)'
fi
echo shar: extracting 6.t '(1785 characters)'
sed 's/^XX//' << \SHAR_EOF > 6.t
XX.ce
XXAPPENDIX 1
XX.nf
XX.sp 4
XX             Secondary Hull                        Primary Hull
XX              (engineering)
XX                                              -------
XX:-----------------------------------------\\   | .5  |      . . . .
XX::           N C C - 1 7 0 1              |}  |0 / 1|---< . . . . .
XX::________________________________________/   |     |      . . . .
XX            warp engines     ^                | .5  |      . . . .
XX                            +++               |0 / 1|---< . . . . .
XX  =====                      | fuel           |     |      . . . .
XX   |+|             +       OOOOO reserve      | .5  |      . . . .
XX   |+| ---------> +++ ---> OOOOO --- +++ ---> |0 / 1|---< . . . . .
XX -------           +       *****              |     |      . . . .
XX |     |                   *****       shield | .5  |      . . . .
XX -------                     |  \\     control |0 / 1|---< . . . . .
XXdilithium                    *   \\            -------      . . . .
XXcrystal                     ***  +++                       shields
XXgenerator                    *     \\phaser control
XX                             |      --------                 : : :
XX                             |      |-10/10|-OOOO>. . : : : | : :
XX        <***:   <[=====| <---+      |-10/10|-**OO>. . :      : : :
XX        probe   launcher     |      |-10/10|-****>
XX                             V      |-10/10|-****>
XX                       =*******=    -------- phaser banks
XX               photon  =*****===
XX              torpedo  =**======
XX                tubes  =======******
XX                       =========  *******
XX                       =========        ********
XX+ Energy unit
XXO Matter-anti-matter pod
XX* Filled matter-anti-matter pod
XX---+++---> Energy transfer
XX---***---> Pod transfer
XX.fi
XX.bp
SHAR_EOF
if test 1785 -ne "`wc -c 6.t`"
then
echo shar: error transmitting 6.t '(should have been 1785 characters)'
fi
echo shar: extracting 7.t '(1287 characters)'
sed 's/^XX//' << \SHAR_EOF > 7.t
XX.ce
XXAPPENDIX 2
XX.nf
XX.sp 7
XX                                  Shield 2
XX                                     |
XX                        135            90
XX                          \\\\,,,,,,,,''-``,,,,,,,,
XX                       ,,''\\   .Phaser.Firing An``,,  45
XX                     ,'     \\ \\125              gles`,/
XX                   ,'        \\. . Torpedo.          . `,
XX   :------------------------\\ \\135_-----_ Fir        .  ,
XX   :________________________/   _-     1 -_ ing       .  `
XX                 |    ||       /        0  \\ Angles   .  |
XX          Shield |  ,_^^_____/|      _   7  | .       .  | Shield
XX             -180| [          {     (o)   1 } .       .  |0-
XX            3    |  `-vv-----\\|      -   C  | .       .  |   1
XX                 |    ||       \\        C  /  .       .  |
XX   :-----------------------\\    -_     N _-  .        .  ,
XX   :_______________________/      -_____-   .       .   '
XX                   `,       /225. . . . . .       .   ,'
XX                     `,    /                    .   ,' \\
XX                       ``,/ /235. . . . . . . . ,,''   315
XX                         /`````````,,_,,''''''''
XX                        225            270
XX                                     |
XX                                          Shield 4
XX.fi
XX.bp
SHAR_EOF
if test 1287 -ne "`wc -c 7.t`"
then
echo shar: error transmitting 7.t '(should have been 1287 characters)'
fi
echo shar: extracting 8.t '(1309 characters)'
sed 's/^XX//' << \SHAR_EOF > 8.t
XX.ce
XXAPPENDIX 3
XX.ce
XXWeapon And Vessel Specifications
XX.ce
XXEnemy exceptions are enclosed within [brackets]
XX.sp
XX.DS
XX.ta 2.8iR 3.3i
XX.ce
XXPhasers
XX	Number of banks	4
XX	Max range	1000 megameters
XX	Max spread	90 degrees (45+45)
XX	Min spread	20 degrees (10+10)
XX	Max hit with 45 degree spread	10
XX	Max hit with 10 degree spread	45
XX	Loss of shield 1 per hit	hit/4.5
XX	Loss of shields 2-3-4 per hit	hit/3
XX	Firing angles with engineering	0-125, 235-360 degrees
XX	Max charge per bank	10 units
XX	Min charge or discharge time	1 sec
XX.sp
XX.ce
XXTubes
XX	Number of tubes	6
XX	Max range	12,000 megameters
XX	max launch speed	warp 12
XX	Max time delay	10 seconds
XX	Max proximity delay	500M
XX	Max explosion radius	500M
XX	Max number of pods launched	10
XX	Max hit factor	50
XX	Loss of shield 1 per hit	hit/3
XX	Loss of shields 2-3-4 per hit	hit/2
XX	Firing angles with engineering	0-135, 225-360 degrees
XX.sp
XX.ce
XXProbes
XX	Number of probe launchers	1
XX	Max range	3000M
XX	Max launch speed	2
XX	Max time delay	15 sec
XX	Max proximity delay	any
XX	Max explosion radius	50 times number of pods
XX	Max pods launched	fuel available
XX	Max hit factor	10 times number of pods
XX	Loss of shields per hit	same as torpedos
XX	Firing angles with engineering	all
XX.sp
XX.ce
XXVessels
XX	Max turning rate	50 degrees
XX	Max speed	warp 99 [11]
XX	Min units burned per warp-second	1 [.75]
XX	Crew	450 d[350]
XX.DE
SHAR_EOF
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then
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fi
echo shar: extracting header '(58 characters)'
sed 's/^XX//' << \SHAR_EOF > header
XX.ND
XX.ds CF - % -
XX.ds CH 
XX.nr PO 0.5i
XX.nr LL 6.5i
XX.nr PD 0
SHAR_EOF
if test 58 -ne "`wc -c header`"
then
echo shar: error transmitting header '(should have been 58 characters)'
fi
echo shar: extracting 9.t '(590 characters)'
sed 's/^XX//' << \SHAR_EOF > 9.t
XX.ce
XXAPPENDIX 4
XX.sp 2
XX.ce
XXInitial Settings
XX.sp 2
XX.ce
XXEnemy exceptions are enclosed within [brackets]
XX.sp
XX.DS
XX.ta 2.8iR 3.3i
XX	Crew	450 [350]
XX	Speed	1000 megameters
XX	Course	0 [0-360] degrees
XX	Engine Efficiency	1 [.75]
XX	Fuel Level	150
XX	Fuel Capacity	200
XX	Regeneration Rate per Second	10
XX	Helm Lock	None [Federation Vessel]
XX	Phaser Deployment	90, 0, 0, 270
XX	Phaser Bank Levels	4 x 10 units
XX	Phaser Charge/Discharge Rates	4 x 10 units
XX	Shield Drain	4 x 1 units
XX	Shield Percentage	4 x 100
XX	Torpedo Deployment	120, 60, 0, 0, 300, 240
XX	Tube Levels	6 x Zero
XX	Total Charged Pods Available	190
XX.sp
XX.DE
SHAR_EOF
if test 590 -ne "`wc -c 9.t`"
then
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fi
echo shar: extracting Makefile '(235 characters)'
sed 's/^XX//' << \SHAR_EOF > Makefile
XX# Makefile for Trek73.doc
XX
XXTEXT = header 0.t 1.t 2.t 3.t 4.t 5.t 6.t 7.t 8.t 9.t
XXPAGE = trek73.6
XX
XXDOC = trek73.doc
XXMAN = trek73.man
XX
XXall: ${DOC} ${MAN}
XX
XX${DOC}: ${TEXT}
XX	nroff -ms ${TEXT} > $@
XX
XX${MAN}: ${PAGE}
XX	nroff -man ${PAGE} > $@
SHAR_EOF
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then
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fi
echo shar: extracting trek73.6 '(1127 characters)'
sed 's/^XX//' << \SHAR_EOF > trek73.6
XX.TH TREK73 6 "18 Jun 1985"
XX.UC 4
XX.SH NAME
XXtrek73 - A Star Trek simulation
XX.SH SYNOPSIS
XXtrek73
XX.SH DESCRIPTION
XX.PP
XX.I Trek73
XXis one of many Star Trek simulations now available.
XXIn its time, it was considered one of the best.
XX.PP
XXThe player takes on the role of a starship commander
XXwho is involved in a battle against enemy alien ships.
XX.PP
XXAt your control are the ships' massive warp engines,
XXits main weapons, the phaser banks and photon torpedos,
XXand its defensive set of shields.
XXUsing these and your own ingenuity, you must form and
XXimplement a strategy that will lead you to victory.
XX.PP
XXAlso at your disposal are such tactics as the defenseless ruse,
XXand the corbomite bluff.
XX.PP
XXFor more information, see the document
XX.I "The Star Trek Battle Manual".
XX.SH AUTHORS
XXWilliam K. Char, Perry Lee, and Dan Gee 
XXwrote the initial TREK73 in BASIC.
XXDave Pare and Chris Williams translated the BASIC into C.
XXJeff Okamoto, Peter Yee, and others corrected and enhanced the code.
XX.SH SEE ALSO
XXJeff Okamoto,
XX.I "The Star Trek Battle Manual"
XX.SH BUGS
XXHopefully none.
XXBug reports should be sent to: ..!ucbvax!okamoto and ..!ucbvax!yee.
SHAR_EOF
if test 1127 -ne "`wc -c trek73.6`"
then
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fi
echo shar: done with directory =doc
chdir ..
#	End of shell archive
exit 0