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30 .\" @(#)trek.me 8.1 (Berkeley) 6/8/93
41 ' tl 'Star Trek''USD:31-%'
44 .oh 'Star Trek''USD:31-%'
45 .eh 'USD:31-%''Star Trek'
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88 University of California
95 Well, the federation is once again at war with the Klingon empire.
97 as captain of the U.S.S. Enterprise,
98 to wipe out the invasion fleet and save the Federation.
100 For the purposes of the game
101 the galaxy is divided into 64 quadrants
102 on an eight by eight grid,
103 with quadrant 0,0 in the upper left hand corner.
104 Each quadrant is divided into 100 sectors
105 on a ten by ten grid.
106 Each sector contains one object
107 (e.g., the Enterprise, a Klingon, or a star).
109 Navigation is handled in degrees,
110 with zero being straight up
111 and ninety being to the right.
112 Distances are measured in quadrants.
113 One tenth quadrant is one sector.
115 The galaxy contains starbases,
116 at which you can dock to refuel,
118 The galaxy also contains stars.
119 Stars usually have a knack for getting in your way,
120 but they can be triggered into going nova
121 by shooting a photon torpedo at one,
122 thereby (hopefully) destroying any adjacent Klingons.
123 This is not a good practice however,
124 because you are penalized for destroying stars.
125 Also, a star will sometimes go supernova,
126 which obliterates an entire quadrant.
127 You must never stop in a supernova quadrant,
128 although you may "jump over" one.
131 have inhabited planets.
132 Klingons can attack inhabited planets
133 and enslave the populace,
134 which they then put to work building more Klingon battle cruisers.
137 \*fSTARTING UP THE GAME\fR
139 To request the game, issue the command
147 If a filename is supplied,
148 a log of the game is written onto that file.
152 ``\fB\-a\fP'' flag is stated before the filename,
153 the log of the game is appended to the file.
155 The game will ask you what length game
157 Valid responses are "short", "medium", and "long".
158 You may also type "restart",
159 which restarts a previously saved game.
161 the length of the game does not affect the difficulty,
162 but currently the shorter games tend to be harder than the longer ones.
164 You will then be prompted for the skill,
165 to which you must respond
166 "novice", "fair", "good", "expert",
167 "commodore", or "impossible".
168 You should start out with a novice
170 but if you really want to see
171 how fast you can be slaughtered,
172 start out with an impossible game.
176 if you forget what is appropriate
177 the game will tell you what it expects
182 \*fISSUING COMMANDS\fR
184 If the game expects you to enter a command,
186 it will say ^"Command:\ "
187 and wait for your response.
188 Most commands can be abbreviated.
190 At almost any time you can type more than one thing on a line.
192 to move straight up one quadrant,
197 or you could just type
201 and the game would prompt you with
205 to which you could type
209 The "1" is the distance,
210 which could be put on still another line.
211 Also, the "move" command
212 could have been abbreviated
213 "mov", "mo", or just "m".
215 If you are partway through a command
216 and you change your mind,
217 you can usually type "-1"
218 to cancel the command.
220 Klingons generally cannot hit you
221 if you don't consume anything
222 (e.g., time or energy),
223 so some commands are considered "free".
224 As soon as you consume anything though -- POW!
235 . nr l \\w'\\$1' -\\w'*'
252 .if !\n(.V .ta \w'Full Commands: '+1
253 .if \n(.V .ta \w'Full Commands: 'u
256 .bl "Short Range Scan"
258 Shortest Abbreviation: s
259 Full Commands: srscan
266 of the quadrant you are in,
267 and (if you say "yes")
271 of interesting stuff.
272 You can get a status report alone
280 Short range sensor scan
282 le1 ce1 ce1 ce1 ce1 ce1 ce1 ce1 ce1 ce1 ce1 le3 l1 l.
284 0 . . . . . . . * . * 0 stardate 3702.16
285 1 . . E . . . . . . . 1 condition RED
286 2 . . . . . . . . . * 2 position 0,3/1,2
287 3 * . . . . # . . . . 3 warp\ factor 5.0
288 4 . . . . . . . . . . 4 total\ energy 4376
289 5 . . * . * . . . . . 5 torpedoes 9
290 6 . . . @ . . \ . . . 6 shields down,\ 78%
291 7 . . . . . . . . . . 7 Klingons\ left 3
292 8 . . . K . . . . . . 8 time\ left 6.43
293 9 . . . . . . * . . . 9 life\ support damaged,\ reserves\ =\ 2.4
296 Distressed Starsystem Marcus XII
300 The cast of characters is as follows:
307 @ inhabited starsystem
314 The name of the starsystem is listed underneath
315 the short range scan.
316 The word "distressed", if present,
317 means that the starsystem
320 Short range scans are absolutely free.
321 They use no time, no energy,
322 and they don't give the Klingons
323 another chance to hit you.
326 Shortest Abbreviation: st
330 This command gives you information
331 about the current status
332 of the game and your ship, as follows:
339 Stardate -- The current stardate.
341 Condition -- as follows:
345 YELLOW -- low on energy
346 GREEN -- normal state
347 DOCKED -- docked at starbase
348 CLOAKED -- the cloaking device is activated
352 Position -- Your current quadrant and sector.
354 Warp Factor -- The speed you will move at
355 when you move under warp power
361 Total Energy -- Your energy reserves.
362 If they drop to zero,
365 but the higher the skill of the game,
366 the slower it regenerates.
368 Torpedoes -- How many photon torpedoes you have left.
370 Shields -- Whether your shields are up or down,
371 and how effective they are if up
372 (what percentage of a hit they will absorb).
374 Klingons Left -- Guess.
376 Time Left -- How long the Federation can hold out
377 if you sit on your fat ass and do nothing.
378 If you kill Klingons quickly,
383 the Federation is conquered.
385 Life Support -- If "active", everything is fine.
386 If "damaged", your reserves tell you
388 to repair your life support
390 before you starve, suffocate,
391 or something equally unpleasant.
393 Current Crew -- The number of crew members
395 This figures does not include officers.
397 Brig Space -- The space left in your brig
398 for Klingon captives.
400 Klingon Power -- The number of units
401 needed to kill a Klingon.
402 Remember, as Klingons fire at you
403 they use up their own energy,
404 so you probably need somewhat less
407 Skill, Length -- The skill and length
408 of the game you are playing.
411 Status information is absolutely free.
412 .bl "Long Range Scan"
414 Shortest Abbreviation: l
418 Long range scan gives you information about the
420 that surround the quadrant
422 A sample long range scan follows:
426 Long range scan for quadrant 0,3
430 l1 c1 ce1 c1 ce1 c1 ce1 c0
432 l1 c1 ce1 c1 ce1 c1 ce1 c0
439 l1 c1 re1 c1 re1 c1 re1 c0
441 l1 c1 re1 c1 re1 c1 re1 c0
463 The three digit numbers
464 tell the number of objects
466 The units digit tells the number of stars,
467 the tens digit the number of starbases,
468 and the hundreds digit is the number of Klingons.
469 "*" indicates the negative energy barrier
470 at the edge of the galaxy,
471 which you cannot enter.
472 "///" means that that is a supernova quadrant
473 and must not be entered.
476 Shortest Abbreviation: da
480 A damage report tells you what devices are damaged
481 and how long it will take to repair them.
482 Repairs proceed faster
485 .bl "Set Warp Factor"
487 Shortest Abbreviation: w
488 Full Command: warp factor
492 The warp factor tells the speed of your starship
493 when you move under warp power
498 The higher the warp factor,
500 and the more energy you use.
502 The minimum warp factor is 1.0
503 and the maximum is 10.0.
504 At speeds above warp 6
505 there is danger of the warp engines
507 The probability of this
508 increases at higher warp speeds.
509 Above warp 9.0 there is a chance of entering
511 .bl "Move Under Warp Power"
513 Shortest Abbreviation: m
514 Full Command: move course distance
515 Consumes: time and energy
518 This is the usual way of moving.
519 The course is in degrees and the distance is in quadrants.
520 To move one sector specify a distance of 0.1.
522 Time is consumed proportionately to
523 the inverse of the warp factor squared,
524 and directly to the distance.
525 Energy is consumed as the warp factor cubed,
526 and directly to the distance.
527 If you move with your shields up
528 it doubles the amount of energy consumed.
530 When you move in a quadrant containing Klingons,
531 they get a chance to attack you.
533 The computer detects navigation errors.
534 If the computer is out,
535 you run the risk of running into things.
537 The course is determined by the
538 Space Inertial Navigation System
541 Star Fleet Technical Order TO:02:06:12,
542 the SINS is calibrated,
543 after which it becomes the base for navigation.
545 navigation becomes inaccurate.
547 Spock recalibrates it,
549 it cannot be calibrated extremely accurately
550 until you dock at starbase.
551 .bl "Move Under Impulse Power"
553 Shortest Abbreviation: i
554 Full Command: impulse course distance
555 Consumes: time and energy
558 The impulse engines give you a chance to maneuver
559 when your warp engines are damaged;
560 however, they are incredibly slow
561 (0.095 quadrants/stardate).
562 They require 20 units of energy to engage,
563 and ten units per sector to move.
565 The same comments about the computer and the SINS
568 There is no penalty to move under impulse power
570 .bl "Deflector Shields"
572 Shortest Abbreviation: sh
573 Full Command: shields up/down
577 Shields protect you from Klingon attack
581 A shield which is 78% effective
582 will absorb 78% of a hit
583 and let 22% in to hurt you.
585 The Klingons have a chance to attack you
586 every time you raise or lower shields.
587 Shields do not rise and lower
589 so the hit you receive
590 will be computed with the shields
591 at an intermediate effectiveness.
593 It takes energy to raise shields,
594 but not to drop them.
595 .bl "Cloaking Device"
597 Shortest Abbreviation: cl
598 Full Command: cloak up/down
602 When you are cloaked,
603 Klingons cannot see you,
604 and hence they do not fire at you.
605 They are useful for entering
607 and selecting a good position,
609 weapons cannot be fired through
611 due to the huge energy drain
615 only starts the cloaking process;
616 Klingons will continue
618 until you do something
622 Shortest Abbreviation: p
623 Full Commands: phasers automatic amount
624 phasers manual amt1 course1 spread1 ...
628 Phasers are energy weapons;
629 the energy comes from your ship's reserves
630 ("total energy" on a srscan).
631 It takes about 250 units of hits
633 Hits are cumulative as long as you stay
636 Phasers become less effective
637 the further from a Klingon you are.
638 Adjacent Klingons receive about
639 90% of what you fire,
640 at five sectors about 60%,
641 and at ten sectors about 35%.
642 They have no effect outside of the quadrant.
644 Phasers cannot be fired while shields are up;
645 to do so would fry you.
646 They have no effect on starbases or stars.
649 the computer decides how to divide up the energy
650 among the Klingons present;
651 in manual mode you do that yourself.
653 In manual mode firing
654 you specify a direction,
655 amount (number of units to fire)
656 and spread (0 -> 1.0)
657 for each of the six phaser banks.
659 terminates the manual input.
660 .bl "Fire Photon Torpedoes"
662 Shortest Abbreviation: t
663 Full Command: torpedo course [yes/no] [burst angle]
667 Torpedoes are projectile weapons -- there are no partial hits.
668 You either hit your target or you don't.
669 A hit on a Klingon destroys him.
670 A hit on a starbase destroys that starbase
672 Hitting a star usually causes it to go nova,
673 and occasionally supernova.
675 Photon torpedoes cannot be aimed precisely.
676 They can be fired with shields up,
677 but they get even more random
678 as they pass through the shields.
680 Torpedoes may be fired in bursts of three.
682 the burst angle is the angle
683 between the three shots,
684 which may vary from one to fifteen.
686 says that a burst is not wanted;
688 (which may be omitted
689 if stated on the same line as the course)
690 says that a burst is wanted.
694 outside the quadrant.
695 .bl "Onboard Computer Request"
697 Shortest Abbreviation: c
698 Full Command: computer request; request;...
702 The computer command gives you access to the facilities
703 of the onboard computer,
704 which allows you to do all sorts of fascinating stuff.
705 Computer requests are:
708 score -- Shows your current score.
710 course quad/sect -- Computes the course and distance from wherever
711 you are to the given location.
712 If you type "course /x,y"
713 you will be given the course
714 to sector x,y in the current quadrant.
716 move quad/sect -- Identical to the course
718 except that the move is executed.
720 chart -- prints a chart of the known galaxy,
722 everything that you have seen with a long range scan.
723 The format is the same as on a long range scan,
724 except that "..." means
725 that you don't yet know what is there,
726 and ".1." means that you know that a starbase
727 exists, but you don't know anything else.
728 "$$$" mans the quadrant
729 that you are currently in.
731 trajectory -- prints the course and distance
732 to all the Klingons in the quadrant.
734 warpcost dist warp_factor -- computes the cost in time and energy
735 to move `dist' quadrants at warp `warp_factor'.
737 impcost dist -- same as warpcost for impulse engines.
739 pheff range -- tells how effective your phasers are
742 distresslist -- gives a list of currently distressed
747 More than one request may be stated
751 .bl "Dock at Starbase"
753 Shortest Abbreviation: do
757 You may dock at a starbase
758 when you are in one of the eight
761 When you dock you are resupplied
762 with energy, photon torpedoes, and life support reserves.
763 Repairs are also done faster at starbase.
764 Any prisoners you have taken
766 You do not receive points
770 Starbases have their own deflector shields,
771 so you are safe from attack while docked.
772 .bl "Undock from Starbase"
774 Shortest Abbreviation: u
778 This just allows you to leave starbase
779 so that you may proceed on your way.
782 Shortest Abbreviation: r
783 Full Command: rest time
787 This command allows you to rest to repair damages.
788 It is not advisable to rest while under attack.
789 .bl "Call Starbase For Help"
791 Shortest Abbreviation: help
795 You may call starbase for help via your subspace radio.
796 Starbase has long range transporter beams to get you.
798 they can't always rematerialize you.
800 You should avoid using this command unless absolutely necessary,
801 for the above reason and because it counts heavily against you
803 .bl "Capture Klingon"
805 Shortest Abbreviation: ca
809 You may request that a Klingon surrender
812 you get to take captives
813 (but only as many as your brig
815 It is good if you do this,
816 because you get points for captives.
818 if you ever get captured,
819 you want to be sure that the Federation
820 has prisoners to exchange for you.
822 You must go to a starbase
823 to turn over your prisoners
824 to Federation authorities.
827 Shortest Abbreviation: v
828 Full Command: visual course
832 When your short range scanners are out,
833 you can still see what is out "there"
834 by doing a visual scan.
836 you can only see three sectors at one time,
837 and it takes 0.005 stardates to perform.
839 The three sectors in the general direction
840 of the course specified
845 Shortest Abbreviation: abandon
849 The officers escape the Enterprise in the shuttlecraft.
850 If the transporter is working
851 and there is an inhabitable starsystem
854 otherwise you leave them to die.
855 You are given an old but still usable ship,
859 Shortest Abbreviation: ram
860 Full Command: ram course distance
861 Consumes: time and energy
864 This command is identical to "move",
865 except that the computer
867 from making navigation errors.
869 You get very nearly slaughtered
873 Shortest Abbreviation: destruct
877 Your starship is self-destructed.
878 Chances are you will destroy
882 left in your quadrant.
883 .bl "Terminate the Game"
885 Shortest Abbreviation: terminate
886 Full Command: terminate yes/no
889 Cancels the current game.
890 No score is computed.
892 a new game will be started,
893 otherwise trek exits.
896 Shortest Abbreviation: shell
899 Temporarily escapes to the shell.
900 When you exit the shell
901 you will return to the game.
907 The scoring algorithm is rather complicated.
909 you get points for each Klingon you kill,
910 for your Klingon per stardate kill rate,
911 and a bonus if you win the game.
913 points for the number of Klingons left
915 at the end of the game,
917 for each star, starbase, or inhabited starsystem
919 for calling for help,
920 and for each casualty you incur.
923 if you play very well.
924 You will never get a promotion if you
926 abandon the Enterprise,
928 destroy a starbase or inhabited starsystem,
929 or destroy too many stars.
932 \*fCOMMAND SUMMARY\fP
935 Command Requires Consumes
937 \*fabandon\fR shuttlecraft, -
939 \*fca\fRpture subspace radio time
940 \*fcl\fRoak \*fu\fRp/\*fd\fRown cloaking device energy
941 \*fc\fRomputer request; ... computer -
943 \*fdestruct\fR computer -
945 \*fhelp\fR subspace radio -
946 \*fi\fRmpulse course distance impulse engines, time, energy
948 \*fl\fRrscan L.R. sensors -
949 \*fm\fRove course distance warp engines, time, energy
951 \*fp\fRhasers \*fa\fRutomatic amount phasers, computer energy \*fp\fRhasers \*fm\fRanual
952 \ \ amt1 course1 spread1 ... phasers energy
953 \*ft\fRorpedo course [\*fy\fRes] angle/\*fn\fRo torpedo tubes torpedoes
954 \*fram\fR course distance warp engines, time, energy
956 \*fr\fRest time - time
958 \*fsh\fRields \*fu\fRp/\*fd\fRown shields energy
959 \*fs\fRrscan [\*fy\fRes/\*fn\fRo] S.R. sensors -
961 \*fterminate\fR \*fy\fRes/\*fn\fRo - -
963 \*fv\fRisual course - time
964 \*fw\fRarp warp_factor - -