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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
313 The name of the starsystem is listed underneath
314 the short range scan.
315 The word "distressed", if present,
316 means that the starsystem
319 Short range scans are absolutely free.
320 They use no time, no energy,
321 and they don't give the Klingons
322 another chance to hit you.
325 Shortest Abbreviation: st
329 This command gives you information
330 about the current status
331 of the game and your ship, as follows:
338 Stardate -- The current stardate.
340 Condition -- as follows:
344 YELLOW -- low on energy
345 GREEN -- normal state
346 DOCKED -- docked at starbase
347 CLOAKED -- the cloaking device is activated
351 Position -- Your current quadrant and sector.
353 Warp Factor -- The speed you will move at
354 when you move under warp power
360 Total Energy -- Your energy reserves.
361 If they drop to zero,
364 but the higher the skill of the game,
365 the slower it regenerates.
367 Torpedoes -- How many photon torpedoes you have left.
369 Shields -- Whether your shields are up or down,
370 and how effective they are if up
371 (what percentage of a hit they will absorb).
373 Klingons Left -- Guess.
375 Time Left -- How long the Federation can hold out
376 if you sit on your fat ass and do nothing.
377 If you kill Klingons quickly,
382 the Federation is conquered.
384 Life Support -- If "active", everything is fine.
385 If "damaged", your reserves tell you
387 to repair your life support
389 before you starve, suffocate,
390 or something equally unpleasant.
392 Current Crew -- The number of crew members
394 This figures does not include officers.
396 Brig Space -- The space left in your brig
397 for Klingon captives.
399 Klingon Power -- The number of units
400 needed to kill a Klingon.
401 Remember, as Klingons fire at you
402 they use up their own energy,
403 so you probably need somewhat less
406 Skill, Length -- The skill and length
407 of the game you are playing.
410 Status information is absolutely free.
411 .bl "Long Range Scan"
413 Shortest Abbreviation: l
417 Long range scan gives you information about the
419 that surround the quadrant
421 A sample long range scan follows:
425 Long range scan for quadrant 0,3
429 l1 c1 ce1 c1 ce1 c1 ce1 c
431 l1 c1 ce1 c1 ce1 c1 ce1 c
438 l1 c1 re1 c1 re1 c1 re1 c
440 l1 c1 re1 c1 re1 c1 re1 c
462 The three digit numbers
463 tell the number of objects
465 The units digit tells the number of stars,
466 the tens digit the number of starbases,
467 and the hundreds digit is the number of Klingons.
468 "*" indicates the negative energy barrier
469 at the edge of the galaxy,
470 which you cannot enter.
471 "///" means that that is a supernova quadrant
472 and must not be entered.
475 Shortest Abbreviation: da
479 A damage report tells you what devices are damaged
480 and how long it will take to repair them.
481 Repairs proceed faster
484 .bl "Set Warp Factor"
486 Shortest Abbreviation: w
487 Full Command: warp factor
491 The warp factor tells the speed of your starship
492 when you move under warp power
497 The higher the warp factor,
499 and the more energy you use.
501 The minimum warp factor is 1.0
502 and the maximum is 10.0.
503 At speeds above warp 6
504 there is danger of the warp engines
506 The probability of this
507 increases at higher warp speeds.
508 Above warp 9.0 there is a chance of entering
510 .bl "Move Under Warp Power"
512 Shortest Abbreviation: m
513 Full Command: move course distance
514 Consumes: time and energy
517 This is the usual way of moving.
518 The course is in degrees and the distance is in quadrants.
519 To move one sector specify a distance of 0.1.
521 Time is consumed proportionately to
522 the inverse of the warp factor squared,
523 and directly to the distance.
524 Energy is consumed as the warp factor cubed,
525 and directly to the distance.
526 If you move with your shields up
527 it doubles the amount of energy consumed.
529 When you move in a quadrant containing Klingons,
530 they get a chance to attack you.
532 The computer detects navigation errors.
533 If the computer is out,
534 you run the risk of running into things.
536 The course is determined by the
537 Space Inertial Navigation System
540 Star Fleet Technical Order TO:02:06:12,
541 the SINS is calibrated,
542 after which it becomes the base for navigation.
544 navigation becomes inaccurate.
546 Spock recalibrates it,
548 it cannot be calibrated extremely accurately
549 until you dock at starbase.
550 .bl "Move Under Impulse Power"
552 Shortest Abbreviation: i
553 Full Command: impulse course distance
554 Consumes: time and energy
557 The impulse engines give you a chance to maneuver
558 when your warp engines are damaged;
559 however, they are incredibly slow
560 (0.095 quadrants/stardate).
561 They require 20 units of energy to engage,
562 and ten units per sector to move.
564 The same comments about the computer and the SINS
567 There is no penalty to move under impulse power
569 .bl "Deflector Shields"
571 Shortest Abbreviation: sh
572 Full Command: shields up/down
576 Shields protect you from Klingon attack
580 A shield which is 78% effective
581 will absorb 78% of a hit
582 and let 22% in to hurt you.
584 The Klingons have a chance to attack you
585 every time you raise or lower shields.
586 Shields do not rise and lower
588 so the hit you receive
589 will be computed with the shields
590 at an intermediate effectiveness.
592 It takes energy to raise shields,
593 but not to drop them.
594 .bl "Cloaking Device"
596 Shortest Abbreviation: cl
597 Full Command: cloak up/down
601 When you are cloaked,
602 Klingons cannot see you,
603 and hence they do not fire at you.
604 They are useful for entering
606 and selecting a good position,
608 weapons cannot be fired through
610 due to the huge energy drain
614 only starts the cloaking process;
615 Klingons will continue
617 until you do something
621 Shortest Abbreviation: p
622 Full Commands: phasers automatic amount
623 phasers manual amt1 course1 spread1 ...
627 Phasers are energy weapons;
628 the energy comes from your ship's reserves
629 ("total energy" on a srscan).
630 It takes about 250 units of hits
632 Hits are cumulative as long as you stay
635 Phasers become less effective
636 the further from a Klingon you are.
637 Adjacent Klingons receive about
638 90% of what you fire,
639 at five sectors about 60%,
640 and at ten sectors about 35%.
641 They have no effect outside of the quadrant.
643 Phasers cannot be fired while shields are up;
644 to do so would fry you.
645 They have no effect on starbases or stars.
648 the computer decides how to divide up the energy
649 among the Klingons present;
650 in manual mode you do that yourself.
652 In manual mode firing
653 you specify a direction,
654 amount (number of units to fire)
655 and spread (0 -> 1.0)
656 for each of the six phaser banks.
658 terminates the manual input.
659 .bl "Fire Photon Torpedoes"
661 Shortest Abbreviation: t
662 Full Command: torpedo course [yes/no] [burst angle]
666 Torpedoes are projectile weapons -- there are no partial hits.
667 You either hit your target or you don't.
668 A hit on a Klingon destroys him.
669 A hit on a starbase destroys that starbase
671 Hitting a star usually causes it to go nova,
672 and occasionally supernova.
674 Photon torpedoes cannot be aimed precisely.
675 They can be fired with shields up,
676 but they get even more random
677 as they pass through the shields.
679 Torpedoes may be fired in bursts of three.
681 the burst angle is the angle
682 between the three shots,
683 which may vary from one to fifteen.
685 says that a burst is not wanted;
687 (which may be omitted
688 if stated on the same line as the course)
689 says that a burst is wanted.
693 outside the quadrant.
694 .bl "Onboard Computer Request"
696 Shortest Abbreviation: c
697 Full Command: computer request; request;...
701 The computer command gives you access to the facilities
702 of the onboard computer,
703 which allows you to do all sorts of fascinating stuff.
704 Computer requests are:
707 score -- Shows your current score.
709 course quad/sect -- Computes the course and distance from wherever
710 you are to the given location.
711 If you type "course /x,y"
712 you will be given the course
713 to sector x,y in the current quadrant.
715 move quad/sect -- Identical to the course
717 except that the move is executed.
719 chart -- prints a chart of the known galaxy,
721 everything that you have seen with a long range scan.
722 The format is the same as on a long range scan,
723 except that "..." means
724 that you don't yet know what is there,
725 and ".1." means that you know that a starbase
726 exists, but you don't know anything else.
727 "$$$" mans the quadrant
728 that you are currently in.
730 trajectory -- prints the course and distance
731 to all the Klingons in the quadrant.
733 warpcost dist warp_factor -- computes the cost in time and energy
734 to move `dist' quadrants at warp `warp_factor'.
736 impcost dist -- same as warpcost for impulse engines.
738 pheff range -- tells how effective your phasers are
741 distresslist -- gives a list of currently distressed
746 More than one request may be stated
750 .bl "Dock at Starbase"
752 Shortest Abbreviation: do
756 You may dock at a starbase
757 when you are in one of the eight
760 When you dock you are resupplied
761 with energy, photon torpedoes, and life support reserves.
762 Repairs are also done faster at starbase.
763 Any prisoners you have taken
765 You do not receive points
769 Starbases have their own deflector shields,
770 so you are safe from attack while docked.
771 .bl "Undock from Starbase"
773 Shortest Abbreviation: u
777 This just allows you to leave starbase
778 so that you may proceed on your way.
781 Shortest Abbreviation: r
782 Full Command: rest time
786 This command allows you to rest to repair damages.
787 It is not advisable to rest while under attack.
788 .bl "Call Starbase For Help"
790 Shortest Abbreviation: help
794 You may call starbase for help via your subspace radio.
795 Starbase has long range transporter beams to get you.
797 they can't always rematerialize you.
799 You should avoid using this command unless absolutely necessary,
800 for the above reason and because it counts heavily against you
802 .bl "Capture Klingon"
804 Shortest Abbreviation: ca
808 You may request that a Klingon surrender
811 you get to take captives
812 (but only as many as your brig
814 It is good if you do this,
815 because you get points for captives.
817 if you ever get captured,
818 you want to be sure that the Federation
819 has prisoners to exchange for you.
821 You must go to a starbase
822 to turn over your prisoners
823 to Federation authorities.
826 Shortest Abbreviation: v
827 Full Command: visual course
831 When your short range scanners are out,
832 you can still see what is out "there"
833 by doing a visual scan.
835 you can only see three sectors at one time,
836 and it takes 0.005 stardates to perform.
838 The three sectors in the general direction
839 of the course specified
844 Shortest Abbreviation: abandon
848 The officers escape the Enterprise in the shuttlecraft.
849 If the transporter is working
850 and there is an inhabitable starsystem
853 otherwise you leave them to die.
854 You are given an old but still usable ship,
858 Shortest Abbreviation: ram
859 Full Command: ram course distance
860 Consumes: time and energy
863 This command is identical to "move",
864 except that the computer
866 from making navigation errors.
868 You get very nearly slaughtered
872 Shortest Abbreviation: destruct
876 Your starship is self-destructed.
877 Chances are you will destroy
881 left in your quadrant.
882 .bl "Terminate the Game"
884 Shortest Abbreviation: terminate
885 Full Command: terminate yes/no
888 Cancels the current game.
889 No score is computed.
891 a new game will be started,
892 otherwise trek exits.
895 Shortest Abbreviation: shell
898 Temporarily escapes to the shell.
899 When you exit the shell
900 you will return to the game.
906 The scoring algorithm is rather complicated.
908 you get points for each Klingon you kill,
909 for your Klingon per stardate kill rate,
910 and a bonus if you win the game.
912 points for the number of Klingons left
914 at the end of the game,
916 for each star, starbase, or inhabited starsystem
918 for calling for help,
919 and for each casualty you incur.
922 if you play very well.
923 You will never get a promotion if you
925 abandon the Enterprise,
927 destroy a starbase or inhabited starsystem,
928 or destroy too many stars.
931 \*fCOMMAND SUMMARY\fP
934 Command Requires Consumes
936 \*fabandon\fR shuttlecraft, -
938 \*fca\fRpture subspace radio time
939 \*fcl\fRoak \*fu\fRp/\*fd\fRown cloaking device energy
940 \*fc\fRomputer request; ... computer -
942 \*fdestruct\fR computer -
944 \*fhelp\fR subspace radio -
945 \*fi\fRmpulse course distance impulse engines, time, energy
947 \*fl\fRrscan L.R. sensors -
948 \*fm\fRove course distance warp engines, time, energy
950 \*fp\fRhasers \*fa\fRutomatic amount phasers, computer energy \*fp\fRhasers \*fm\fRanual
951 \ \ amt1 course1 spread1 ... phasers energy
952 \*ft\fRorpedo course [\*fy\fRes] angle/\*fn\fRo torpedo tubes torpedoes
953 \*fram\fR course distance warp engines, time, energy
955 \*fr\fRest time - time
957 \*fsh\fRields \*fu\fRp/\*fd\fRown shields energy
958 \*fs\fRrscan [\*fy\fRes/\*fn\fRo] S.R. sensors -
960 \*fterminate\fR \*fy\fRes/\*fn\fRo - -
962 \*fv\fRisual course - time
963 \*fw\fRarp warp_factor - -