Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.3 4.3bsd-beta 6/6/85; site ucbvax.ARPA 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 # This is a shell archive. # Remove everything above and including the cut line. # Then run the rest of the file through sh. -----cut here-----cut here-----cut here-----cut here----- #!/bin/sh # shar: Shell Archiver # Run the following text with /bin/sh to create: # =doc # This archive created: Mon Sep 16 08:05:29 1985 echo shar: creating directory =doc mkdir =doc chdir =doc echo shar: extracting 0.t '(3308 characters)' sed 's/^XX//' << \SHAR_EOF > 0.t 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 if test 3308 -ne "`wc -c 0.t`" then echo shar: error transmitting 0.t '(should have been 3308 characters)' fi echo shar: extracting 1.t '(6438 characters)' sed 's/^XX//' << \SHAR_EOF > 1.t 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 if test 6438 -ne "`wc -c 1.t`" then echo shar: error transmitting 1.t '(should have been 6438 characters)' fi echo shar: extracting 2.t '(6676 characters)' sed 's/^XX//' << \SHAR_EOF > 2.t 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 if test 6676 -ne "`wc -c 2.t`" then echo shar: error transmitting 2.t '(should have been 6676 characters)' fi echo shar: extracting 3.t '(2958 characters)' sed 's/^XX//' << \SHAR_EOF > 3.t 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 if test 2958 -ne "`wc -c 3.t`" then echo shar: error transmitting 3.t '(should have been 2958 characters)' fi echo shar: extracting 4.t '(3550 characters)' sed 's/^XX//' << \SHAR_EOF > 4.t 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 if test 1309 -ne "`wc -c 8.t`" then echo shar: error transmitting 8.t '(should have been 1309 characters)' 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 echo shar: error transmitting 9.t '(should have been 590 characters)' 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 if test 235 -ne "`wc -c Makefile`" then echo shar: error transmitting Makefile '(should have been 235 characters)' 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 echo shar: error transmitting trek73.6 '(should have been 1127 characters)' fi echo shar: done with directory =doc chdir .. # End of shell archive exit 0