7 ^****^^^^*****^^^^^^*^^^^^^****^
8 *^^^^^^^^^^*^^^^^^^*^*^^^^^*^^^*
9 ^***^^^^^^^*^^^^^^*****^^^^****^
10 ^^^^*^^^^^^*^^^^^^*^^^*^^^^*^^*^
11 ****^^^^^^^*^^^^^^*^^^*^^^^*^^^*
14 *****^^^^****^^^^^*****^^^^*^^^*
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17 ^^*^^^^^^*^^*^^^^^*^^^^^^^^*^^*^
18 ^^*^^^^^^*^^^*^^^^*****^^^^*^^^*
24 University of California
46 Well, the federation is once again at war with the Klingon empire.
48 as captain of the U.S.S. Enterprise,
49 to wipe out the invasion fleet and save the Federation.
51 For the purposes of the game
52 the galaxy is divided into 64 quadrants
53 on an eight by eight grid,
54 with quadrant 0,0 in the upper left hand corner.
55 Each quadrant is divided into 100 sectors
57 Each sector contains one object
58 (e.g., the Enterprise, a Klingon, or a star).
60 Navigation is handled in degrees,
61 with zero being straight up
62 and ninty being to the right.
63 Distances are measured in quadrants.
64 One tenth quadrant is one sector.
66 The galaxy contains starbases,
67 at which you can dock to refuel,
69 The galaxy also contains stars.
70 Stars usually have a knack for getting in your way,
71 but they can be triggered into going nova
72 by shooting a photon torpedo at one,
73 thereby (hopefully) destroying any adjacent Klingons.
74 This is not a good practice however,
75 because you are penalized for destroying stars.
76 Also, a star will sometimes go supernova,
77 which obliterates an entire quadrant.
78 You must never stop in a supernova quadrant,
79 although you may "jump over" one.
82 have inhabited planets.
83 Klingons can attack inhabited planets
84 and enslave the populace,
85 which they then put to work building more Klingon battle cruisers.
90 To request the game, issue the command
96 If a filename is stated,
97 a log of the game is written
100 the file is not written.
101 If the "-a" flag is stated before the filename,
102 that file is appended to
105 The game will ask you what length game
107 Valid responses are "short", "medium", and "long".
108 Ideally the length of the game does not
109 affect the difficulty,
110 but currently the shorter games
111 tend to be harder than the longer ones.
112 You may also type "restart",
113 which restarts a previously saved game.
115 You will then be prompted for the skill,
116 to which you must respond
117 "novice", "fair", "good", "expert",
118 "commadore", or "impossible".
119 You should start out with a novice
121 but if you really want to see how fast
122 you can be slaughtered,
123 start out with an impossible game.
127 if you forget what is appropriate
128 the game will tell you what it expects
132 To get a copy of these rules,
136 nroff /usr/games/trekmanual.nr
142 If the game expects you to enter a command,
144 it will say ^"Command:\ "
145 and wait for your response.
146 Most commands can be abbreviated.
148 At almost any time you can type more than one thing on a line.
150 to move straight up one quadrant,
155 or you could just type
159 and the game would prompt you with
163 to which you could type
167 The "1" is the distance,
168 which could be put on still another line.
169 Also, the "move" command
170 could have been abbreviated
171 "mov", "mo", or just "m".
173 If you are partway through a command
174 and you change your mind,
175 you can usually type "-1"
176 to cancel the command.
178 Klingons generally cannot hit you
179 if you don't consume anything
180 (e.g., time or energy),
181 so some commands are considered "free".
182 As soon as you consume anything though -- POW!
189 .nr l \\w'\\$1' -\\w'*'
196 .if t *\h'\w'*'u'\fB\\$1\fP\h'\w'*'u'*
208 .if !\n(.V .ta \w'Full Commands: '+1
209 .if \n(.V .ta \w'Full Commands: 'u
212 .bl "Short Range Scan"
214 Shortest Appreviation: s
215 Full Commands: srscan
222 of the quadrant you are in,
223 and (if you say "yes")
227 of interesting stuff.
228 You can get a status report alone
237 Short range sensor scan
239 0 . . . . . . . * . * 0 stardate 3702.16
240 1 . . E . . . . . . . 1 condition RED
241 2 . . . . . . . . . * 2 position 0,3/1,2
242 3 * . . . . # . . . . 3 warp factor 5.0
243 4 . . . . . . . . . . 4 total energy 4376
244 5 . . * . * . . . . . 5 torpedoes 9
245 6 . . . @ . . . . . 6 shields down, 78%
246 7 . . . . . . . . . . 7 Klingons left 3
247 8 . . . K . . . . . . 8 time left 6.43
248 9 . . . . . . * . . . 9 life support damaged, reserves = 2.4
250 Distressed Starsystem Marcus XII
254 The cast of characters is as follows:
259 @ inhabited starsystem
265 The name of the starsystem is listed underneath
266 the short range scan.
267 The word "distressed", if present,
268 means that the starsystem
271 Short range scans are absolutely free.
272 They use no time, no energy,
273 and they don't give the Klingons
274 another chance to hit you.
277 Shortest Abbreviation: st
281 This command gives you information
282 about the current status
283 of the game and your ship, as follows:
290 Stardate -- The current stardate.
292 Condition -- as follows:
296 YELLOW -- low on energy
297 GREEN -- normal state
298 DOCKED -- docked at starbase
299 CLOAKED -- the cloaking device is activated
303 Position -- Your current quadrant and sector.
305 Warp Factor -- The speed you will move at
306 when you move under warp power
312 Total Energy -- Your energy reserves.
313 If they drop to zero,
316 but the higher the skill of the game,
317 the slower it regenerates.
319 Torpedoes -- How many photon torpedoes you have left.
321 Shields -- Whether your shields are up or down,
322 and how effective they are if up
323 (what percentage of a hit they will absorb).
325 Klingons Left -- Guess.
327 Time Left -- How long the Federation can hold out
328 if you sit on your fat ass and do nothing.
329 If you kill Klingons quickly,
334 the Federation is conquered.
336 Life Support -- If "active", everything is fine.
337 If "damaged", your reserves tell you
339 to repair your life support
341 before you starve, suffocate,
342 or something equally unpleasant.
344 Current Crew -- The number of crew members
346 This figures does not include officers.
348 Brig Space -- The space left in your brig
349 for Klingon captives.
351 Klingon Power -- The number of units
352 needed to kill a Klingon.
353 Remember, as Klingons fire at you
354 they use up their own energy,
355 so you probably need somewhat less
358 Skill, Length -- The skill and length
359 of the game you are playing.
362 Status information is absolutely free.
363 .bl "Long Range Scan"
365 Shortest Abbreviation: l
369 Long range scan gives you information about the
371 that surround the quadrant
373 A sample long range scan follows:
377 Long range scan for quadrant 0,3
391 The three digit numbers
392 tell the number of objects
394 The units digit tells the number of stars,
395 the tens digit the number of starbases,
396 and the hundreds digit is the number of Klingons.
397 "*" indicates the negative energy barrier
398 at the edge of the galaxy,
399 which you cannot enter.
400 "///" means that that is a supernova quadrant
401 and must not be entered.
404 Shortest Abbreviation: da
408 A damage report tells you what devices are damaged
409 and how long it will take to repair them.
410 Repairs proceed faster
413 .bl "Set Warp Factor"
415 Shortest Abbreviation: w
416 Full Command: warp factor
420 The warp factor tells the speed of your starship
421 when you move under warp power
426 The higher the warp factor,
428 and the more energy you use.
430 The minimum warp factor is 1.0
431 and the maximum is 10.0.
432 At speeds above warp 6
433 there is danger of the warp engines
435 The probability of this
436 increases at higher warp speeds.
437 Above warp 9.0 there is a chance of entering
439 .bl "Move Under Warp Power"
441 Shortest Abbreviation: m
442 Full Command: move course distance
443 Consumes: time and energy
446 This is the usual way of moving.
447 The course is in degrees and the distance is in quadrants.
448 To move one sector specify a distance of 0.1.
450 Time is consumed proportionately to
451 the inverse of the warp factor squared,
452 and directly to the distance.
453 Energy is consumed as the warp factor cubed,
454 and directly to the distance.
455 If you move with your shields up
456 it doubles the amount of energy consumed.
458 When you move in a quadrant containing Klingons,
459 they get a chance to attack you.
461 The computer detects navigation errors.
462 If the computer is out,
463 you run the risk of running into things.
465 The course is determined by the
466 Space Inertial Navigation System
469 Star Fleet Technical Order TO:02:06:12,
470 the SINS is calibrated,
471 after which it becomes the base for navigation.
473 navigation becomes inaccurate.
475 Spock recalibrates it,
477 it cannot be calibrated extremely accurately
478 until you dock at starbase.
479 .bl "Move Under Impulse Power"
481 Shortest Abbreviation: i
482 Full Command: impulse course distance
483 Consumes: time and energy
486 The impulse engines give you a chance to maneuver
487 when your warp engines are damaged;
488 however, they are incredibly slow
489 (0.095 quadrants/stardate).
490 They require 20 units of energy to engage,
491 and ten units per sector to move.
493 The same comments about the computer and the SINS
496 There is no penalty to move under impulse power
498 .bl "Deflector Shields"
500 Shortest Abbreviation: sh
501 Full Command: shields up/down
505 Shields protect you from Klingon attack
509 A shield which is 78% effective
510 will absorb 78% of a hit
511 and let 22% in to hurt you.
513 The Klingons have a chance to attack you
514 every time you raise or lower shields.
515 Shields do not rise and lower
517 so the hit you receive
518 will be computed with the shields
519 at an intermediate effectiveness.
521 It takes energy to raise shields,
522 but not to drop them.
523 .bl "Cloaking Device"
525 Shortest Abbreviation: cl
526 Full Command: cloak up/down
530 When you are cloaked,
531 Klingons cannot see you,
532 and hence they do not fire at you.
533 They are useful for entering
535 and selecting a good position,
537 weapons cannot be fired through
539 due to the huge energy drain
543 only starts the cloaking process;
544 Klingons will continue
546 until you do something
550 Shortest Abbreviation: p
551 Full Commands: phasers automatic amount
552 phasers manual amt1 course1 spread1 ...
556 Phasers are energy weapons;
557 the energy comes from your ship's reserves
558 ("total energy" on a srscan).
559 It takes about 250 units of hits
561 Hits are cumulative as long as you stay
564 Phasers become less effective
565 the further from a Klingon you are.
566 Adjacent Klingons receive about
567 90% of what you fire,
568 at five sectors about 60%,
569 and at ten sectors about 35%.
570 They have no effect outside of the quadrant.
572 Phasers cannot be fired while shields are up;
573 to do so would fry you.
574 They have no effect on starbases or stars.
577 the computer decides how to divide up the energy
578 among the Klingons present;
579 in manual mode you do that yourself.
581 In manual mode firing
582 you specify a direction,
583 amount (number of units to fire)
584 and spread (0 -> 1.0)
585 for each of the six phaser banks.
587 terminates the manual input.
588 .bl "Fire Photon Torpedoes"
590 Shortest Abbreviation: t
591 Full Command: torpedo course [yes/no] [burst angle]
595 Torpedoes are projectile weapons -- there are no partial hits.
596 You either hit your target or you don't.
597 A hit on a Klingon destroys him.
598 A hit on a starbase destroys that starbase
600 Hitting a star usually causes it to go nova,
601 and occasionally supernova.
603 Photon torpedoes cannot be aimed precisely.
604 They can be fired with shields up,
605 but they get even more random
606 as they pass through the shields.
608 Torpedoes may be fired in bursts of three.
610 the burst angle is the angle
611 between the three shots,
612 which may vary from one to fifteen.
614 says that a burst is not wanted;
616 (which may be omitted
617 if stated on the same line as the course)
618 says that a burst is wanted.
622 outside the quadrant.
623 .bl "Onboard Computer Request"
625 Shortest Abbreviation: c
626 Full Command: computer request; request;...
630 The computer command gives you access to the facilities
631 of the onboard computer,
632 which allows you to do all sorts of fascinating stuff.
633 Computer requests are:
636 score -- Shows your current score.
638 course quad/sect -- Computes the course and distance from whereever
639 you are to the given location.
640 If you type "course /x,y"
641 you will be given the course
642 to sector x,y in the current quadrant.
644 move quad/sect -- Identical to the course
646 except that the move is executed.
648 chart -- prints a chart of the known galaxy,
650 everything that you have seen with a long range scan.
651 The format is the same as on a long range scan,
652 except that "..." means
653 that you don't yet know what is there,
654 and ".1." means that you know that a starbase
655 exists, but you don't know anything else.
656 "$$$" mans the quadrant
657 that you are currently in.
659 trajectory -- prints the course and distance
660 to all the Klingons in the quadrant.
662 warpcost dist warp_factor -- computes the cost in time and energy
663 to move `dist' quadrants at warp `warp_factor'.
665 impcost dist -- same as warpcost for impulse engines.
667 pheff range -- tells how effective your phasers are
670 distresslist -- gives a list of currently distressed
675 More than one request may be stated
679 .bl "Dock at Starbase"
681 Shortest Abbreviation: do
685 You may dock at a starbase
686 when you are in one of the eight
689 When you dock you are resupplied
690 with energy, photon torpedoes, and life support reserves.
691 Repairs are also done faster at starbase.
692 Any prisoners you have taken
694 You do not recieve points
698 Starbases have their own deflector shields,
699 so you are safe from attack while docked.
700 .bl "Undock from Starbase"
702 Shortest Abbreviation: u
706 This just allows you to leave starbase
707 so that you may proceed on your way.
710 Shortest Abbreviation: r
711 Full Command: rest time
715 This command allows you to rest to repair damages.
716 It is not advisable to rest while under attack.
717 .bl "Call Starbase For Help"
719 Shortest Abbreviation: help
723 You may call starbase for help via your subspace radio.
724 Starbase has long range transporter beams to get you.
726 they can't always rematerialize you.
728 You should avoid using this command unless absolutely necessary,
729 for the above reason and because it counts heavily against you
731 .bl "Capture Klingon"
733 Shortest Abbreviation: ca
737 You may request that a Klingon surrender
740 you get to take captives
741 (but only as many as your brig
743 It is good if you do this,
744 because you get points for captives.
746 if you ever get captured,
747 you want to be sure that the Federation
748 has prisoners to exchange for you.
750 You must go to a starbase
751 to turn over your prisoners
752 to Federation authorities.
755 Shortest Abbreviation: v
756 Full Command: visual course
760 When your short range scanners are out,
761 you can still see what is out "there"
762 by doing a visual scan.
764 you can only see three sectors at one time,
765 and it takes 0.005 stardates to perform.
767 The three sectors in the general direction
768 of the course specified
773 Shortest Abbreviation: abandon
777 The officers escape the Enterprise in the shuttlecraft.
778 If the transporter is working
779 and there is an inhabitable starsystem
782 otherwise you leave them to die.
783 You are given an old but still usable ship,
787 Shortest Abbreviation: ram
788 Full Command: ram course distance
789 Consumes: time and energy
792 This command is identical to "move",
793 except that the computer
795 from making navigation errors.
797 You get very nearly slaughtered
801 Shortest Abbreviation: destruct
805 Your starship is self-destructed.
806 Chances are you will destroy
810 left in your quadrant.
811 .bl "Terminate the Game"
813 Shortest Abbreviation: terminate
814 Full Command: terminate yes/no
817 Cancels the current game.
818 No score is computed.
820 a new game will be started,
821 otherwise trek exits.
824 Shortest Abbreviation: shell
827 Temporarily escapes to the shell.
828 When you log out of the shell
829 you will return to the game.
835 The scoring algorithm is rather complicated.
837 you get points for each Klingon you kill,
838 for your Klingon per stardate kill rate,
839 and a bonus if you win the game.
841 points for the number of Klingons left
843 at the end of the game,
845 for each star, starbase, or inhabited starsystem
847 for calling for help,
848 and for each casualty you incur.
851 if you play very well.
852 You will never get a promotion if you
854 abandon the Enterprise,
856 destroy a starbase or inhabited starsystem,
857 or destroy too many stars.
865 Command Uses Consumes
867 ABANDON shuttlecraft, -
869 CApture subspace radio time
870 CLoak Up/Down cloaking device energy
871 Computer request; request;... computer -
875 HELP subspace radio -
876 Impulse course distance impulse engines, time, energy
878 Lrscan L.R. sensors -
879 Move course distance warp engines, time, energy
881 Phasers Automatic amount phasers, computer energy
882 Phasers Manual amt1 course1 spread1 ... phasers energy
883 Torpedo course [Yes] angle/No torpedo tubes torpedoes
884 RAM course distance warp engines, time, energy
888 SHields Up/Down shields energy
889 Srscan [Yes/No] S.R. sensors -