1 .\" $NetBSD: trekmanual.nr,v 1.3 2001/06/12 15:17:12 wiz Exp $
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25 University of California
47 Well, the federation is once again at war with the Klingon empire.
49 as captain of the U.S.S. Enterprise,
50 to wipe out the invasion fleet and save the Federation.
52 For the purposes of the game
53 the galaxy is divided into 64 quadrants
54 on an eight by eight grid,
55 with quadrant 0,0 in the upper left hand corner.
56 Each quadrant is divided into 100 sectors
58 Each sector contains one object
59 (e.g., the Enterprise, a Klingon, or a star).
61 Navigation is handled in degrees,
62 with zero being straight up
63 and ninty being to the right.
64 Distances are measured in quadrants.
65 One tenth quadrant is one sector.
67 The galaxy contains starbases,
68 at which you can dock to refuel,
70 The galaxy also contains stars.
71 Stars usually have a knack for getting in your way,
72 but they can be triggered into going nova
73 by shooting a photon torpedo at one,
74 thereby (hopefully) destroying any adjacent Klingons.
75 This is not a good practice however,
76 because you are penalized for destroying stars.
77 Also, a star will sometimes go supernova,
78 which obliterates an entire quadrant.
79 You must never stop in a supernova quadrant,
80 although you may "jump over" one.
83 have inhabited planets.
84 Klingons can attack inhabited planets
85 and enslave the populace,
86 which they then put to work building more Klingon battle cruisers.
91 To request the game, issue the command
97 If a filename is stated,
98 a log of the game is written
101 the file is not written.
102 If the "-a" flag is stated before the filename,
103 that file is appended to
106 The game will ask you what length game
108 Valid responses are "short", "medium", and "long".
109 Ideally the length of the game does not
110 affect the difficulty,
111 but currently the shorter games
112 tend to be harder than the longer ones.
113 You may also type "restart",
114 which restarts a previously saved game.
116 You will then be prompted for the skill,
117 to which you must respond
118 "novice", "fair", "good", "expert",
119 "commadore", or "impossible".
120 You should start out with a novice
122 but if you really want to see how fast
123 you can be slaughtered,
124 start out with an impossible game.
128 if you forget what is appropriate
129 the game will tell you what it expects
133 To get a copy of these rules,
137 nroff /usr/games/trekmanual.nr
143 If the game expects you to enter a command,
145 it will say ^"Command:\ "
146 and wait for your response.
147 Most commands can be abbreviated.
149 At almost any time you can type more than one thing on a line.
151 to move straight up one quadrant,
156 or you could just type
160 and the game would prompt you with
164 to which you could type
168 The "1" is the distance,
169 which could be put on still another line.
170 Also, the "move" command
171 could have been abbreviated
172 "mov", "mo", or just "m".
174 If you are partway through a command
175 and you change your mind,
176 you can usually type "-1"
177 to cancel the command.
179 Klingons generally cannot hit you
180 if you don't consume anything
181 (e.g., time or energy),
182 so some commands are considered "free".
183 As soon as you consume anything though -- POW!
190 .nr l \\w'\\$1' -\\w'*'
197 .if t *\h'\w'*'u'\fB\\$1\fP\h'\w'*'u'*
209 .if !\n(.V .ta \w'Full Commands: '+1
210 .if \n(.V .ta \w'Full Commands: 'u
213 .bl "Short Range Scan"
215 Shortest Appreviation: s
216 Full Commands: srscan
223 of the quadrant you are in,
224 and (if you say "yes")
228 of interesting stuff.
229 You can get a status report alone
238 Short range sensor scan
240 0 . . . . . . . * . * 0 stardate 3702.16
241 1 . . E . . . . . . . 1 condition RED
242 2 . . . . . . . . . * 2 position 0,3/1,2
243 3 * . . . . # . . . . 3 warp factor 5.0
244 4 . . . . . . . . . . 4 total energy 4376
245 5 . . * . * . . . . . 5 torpedoes 9
246 6 . . . @ . . . . . 6 shields down, 78%
247 7 . . . . . . . . . . 7 Klingons left 3
248 8 . . . K . . . . . . 8 time left 6.43
249 9 . . . . . . * . . . 9 life support damaged, reserves = 2.4
251 Distressed Starsystem Marcus XII
255 The cast of characters is as follows:
260 @ inhabited starsystem
266 The name of the starsystem is listed underneath
267 the short range scan.
268 The word "distressed", if present,
269 means that the starsystem
272 Short range scans are absolutely free.
273 They use no time, no energy,
274 and they don't give the Klingons
275 another chance to hit you.
278 Shortest Abbreviation: st
282 This command gives you information
283 about the current status
284 of the game and your ship, as follows:
291 Stardate -- The current stardate.
293 Condition -- as follows:
297 YELLOW -- low on energy
298 GREEN -- normal state
299 DOCKED -- docked at starbase
300 CLOAKED -- the cloaking device is activated
304 Position -- Your current quadrant and sector.
306 Warp Factor -- The speed you will move at
307 when you move under warp power
313 Total Energy -- Your energy reserves.
314 If they drop to zero,
317 but the higher the skill of the game,
318 the slower it regenerates.
320 Torpedoes -- How many photon torpedoes you have left.
322 Shields -- Whether your shields are up or down,
323 and how effective they are if up
324 (what percentage of a hit they will absorb).
326 Klingons Left -- Guess.
328 Time Left -- How long the Federation can hold out
329 if you sit on your fat ass and do nothing.
330 If you kill Klingons quickly,
335 the Federation is conquered.
337 Life Support -- If "active", everything is fine.
338 If "damaged", your reserves tell you
340 to repair your life support
342 before you starve, suffocate,
343 or something equally unpleasant.
345 Current Crew -- The number of crew members
347 This figures does not include officers.
349 Brig Space -- The space left in your brig
350 for Klingon captives.
352 Klingon Power -- The number of units
353 needed to kill a Klingon.
354 Remember, as Klingons fire at you
355 they use up their own energy,
356 so you probably need somewhat less
359 Skill, Length -- The skill and length
360 of the game you are playing.
363 Status information is absolutely free.
364 .bl "Long Range Scan"
366 Shortest Abbreviation: l
370 Long range scan gives you information about the
372 that surround the quadrant
374 A sample long range scan follows:
378 Long range scan for quadrant 0,3
392 The three digit numbers
393 tell the number of objects
395 The units digit tells the number of stars,
396 the tens digit the number of starbases,
397 and the hundreds digit is the number of Klingons.
398 "*" indicates the negative energy barrier
399 at the edge of the galaxy,
400 which you cannot enter.
401 "///" means that that is a supernova quadrant
402 and must not be entered.
405 Shortest Abbreviation: da
409 A damage report tells you what devices are damaged
410 and how long it will take to repair them.
411 Repairs proceed faster
414 .bl "Set Warp Factor"
416 Shortest Abbreviation: w
417 Full Command: warp factor
421 The warp factor tells the speed of your starship
422 when you move under warp power
427 The higher the warp factor,
429 and the more energy you use.
431 The minimum warp factor is 1.0
432 and the maximum is 10.0.
433 At speeds above warp 6
434 there is danger of the warp engines
436 The probability of this
437 increases at higher warp speeds.
438 Above warp 9.0 there is a chance of entering
440 .bl "Move Under Warp Power"
442 Shortest Abbreviation: m
443 Full Command: move course distance
444 Consumes: time and energy
447 This is the usual way of moving.
448 The course is in degrees and the distance is in quadrants.
449 To move one sector specify a distance of 0.1.
451 Time is consumed proportionately to
452 the inverse of the warp factor squared,
453 and directly to the distance.
454 Energy is consumed as the warp factor cubed,
455 and directly to the distance.
456 If you move with your shields up
457 it doubles the amount of energy consumed.
459 When you move in a quadrant containing Klingons,
460 they get a chance to attack you.
462 The computer detects navigation errors.
463 If the computer is out,
464 you run the risk of running into things.
466 The course is determined by the
467 Space Inertial Navigation System
470 Star Fleet Technical Order TO:02:06:12,
471 the SINS is calibrated,
472 after which it becomes the base for navigation.
474 navigation becomes inaccurate.
476 Spock recalibrates it,
478 it cannot be calibrated extremely accurately
479 until you dock at starbase.
480 .bl "Move Under Impulse Power"
482 Shortest Abbreviation: i
483 Full Command: impulse course distance
484 Consumes: time and energy
487 The impulse engines give you a chance to maneuver
488 when your warp engines are damaged;
489 however, they are incredibly slow
490 (0.095 quadrants/stardate).
491 They require 20 units of energy to engage,
492 and ten units per sector to move.
494 The same comments about the computer and the SINS
497 There is no penalty to move under impulse power
499 .bl "Deflector Shields"
501 Shortest Abbreviation: sh
502 Full Command: shields up/down
506 Shields protect you from Klingon attack
510 A shield which is 78% effective
511 will absorb 78% of a hit
512 and let 22% in to hurt you.
514 The Klingons have a chance to attack you
515 every time you raise or lower shields.
516 Shields do not rise and lower
518 so the hit you receive
519 will be computed with the shields
520 at an intermediate effectiveness.
522 It takes energy to raise shields,
523 but not to drop them.
524 .bl "Cloaking Device"
526 Shortest Abbreviation: cl
527 Full Command: cloak up/down
531 When you are cloaked,
532 Klingons cannot see you,
533 and hence they do not fire at you.
534 They are useful for entering
536 and selecting a good position,
538 weapons cannot be fired through
540 due to the huge energy drain
544 only starts the cloaking process;
545 Klingons will continue
547 until you do something
551 Shortest Abbreviation: p
552 Full Commands: phasers automatic amount
553 phasers manual amt1 course1 spread1 ...
557 Phasers are energy weapons;
558 the energy comes from your ship's reserves
559 ("total energy" on a srscan).
560 It takes about 250 units of hits
562 Hits are cumulative as long as you stay
565 Phasers become less effective
566 the further from a Klingon you are.
567 Adjacent Klingons receive about
568 90% of what you fire,
569 at five sectors about 60%,
570 and at ten sectors about 35%.
571 They have no effect outside of the quadrant.
573 Phasers cannot be fired while shields are up;
574 to do so would fry you.
575 They have no effect on starbases or stars.
578 the computer decides how to divide up the energy
579 among the Klingons present;
580 in manual mode you do that yourself.
582 In manual mode firing
583 you specify a direction,
584 amount (number of units to fire)
585 and spread (0 -> 1.0)
586 for each of the six phaser banks.
588 terminates the manual input.
589 .bl "Fire Photon Torpedoes"
591 Shortest Abbreviation: t
592 Full Command: torpedo course [yes/no] [burst angle]
596 Torpedoes are projectile weapons -- there are no partial hits.
597 You either hit your target or you don't.
598 A hit on a Klingon destroys him.
599 A hit on a starbase destroys that starbase
601 Hitting a star usually causes it to go nova,
602 and occasionally supernova.
604 Photon torpedoes cannot be aimed precisely.
605 They can be fired with shields up,
606 but they get even more random
607 as they pass through the shields.
609 Torpedoes may be fired in bursts of three.
611 the burst angle is the angle
612 between the three shots,
613 which may vary from one to fifteen.
615 says that a burst is not wanted;
617 (which may be omitted
618 if stated on the same line as the course)
619 says that a burst is wanted.
623 outside the quadrant.
624 .bl "Onboard Computer Request"
626 Shortest Abbreviation: c
627 Full Command: computer request; request;...
631 The computer command gives you access to the facilities
632 of the onboard computer,
633 which allows you to do all sorts of fascinating stuff.
634 Computer requests are:
637 score -- Shows your current score.
639 course quad/sect -- Computes the course and distance from whereever
640 you are to the given location.
641 If you type "course /x,y"
642 you will be given the course
643 to sector x,y in the current quadrant.
645 move quad/sect -- Identical to the course
647 except that the move is executed.
649 chart -- prints a chart of the known galaxy,
651 everything that you have seen with a long range scan.
652 The format is the same as on a long range scan,
653 except that "..." means
654 that you don't yet know what is there,
655 and ".1." means that you know that a starbase
656 exists, but you don't know anything else.
657 "$$$" mans the quadrant
658 that you are currently in.
660 trajectory -- prints the course and distance
661 to all the Klingons in the quadrant.
663 warpcost dist warp_factor -- computes the cost in time and energy
664 to move `dist' quadrants at warp `warp_factor'.
666 impcost dist -- same as warpcost for impulse engines.
668 pheff range -- tells how effective your phasers are
671 distresslist -- gives a list of currently distressed
676 More than one request may be stated
680 .bl "Dock at Starbase"
682 Shortest Abbreviation: do
686 You may dock at a starbase
687 when you are in one of the eight
690 When you dock you are resupplied
691 with energy, photon torpedoes, and life support reserves.
692 Repairs are also done faster at starbase.
693 Any prisoners you have taken
695 You do not receive points
699 Starbases have their own deflector shields,
700 so you are safe from attack while docked.
701 .bl "Undock from Starbase"
703 Shortest Abbreviation: u
707 This just allows you to leave starbase
708 so that you may proceed on your way.
711 Shortest Abbreviation: r
712 Full Command: rest time
716 This command allows you to rest to repair damages.
717 It is not advisable to rest while under attack.
718 .bl "Call Starbase For Help"
720 Shortest Abbreviation: help
724 You may call starbase for help via your subspace radio.
725 Starbase has long range transporter beams to get you.
727 they can't always rematerialize you.
729 You should avoid using this command unless absolutely necessary,
730 for the above reason and because it counts heavily against you
732 .bl "Capture Klingon"
734 Shortest Abbreviation: ca
738 You may request that a Klingon surrender
741 you get to take captives
742 (but only as many as your brig
744 It is good if you do this,
745 because you get points for captives.
747 if you ever get captured,
748 you want to be sure that the Federation
749 has prisoners to exchange for you.
751 You must go to a starbase
752 to turn over your prisoners
753 to Federation authorities.
756 Shortest Abbreviation: v
757 Full Command: visual course
761 When your short range scanners are out,
762 you can still see what is out "there"
763 by doing a visual scan.
765 you can only see three sectors at one time,
766 and it takes 0.005 stardates to perform.
768 The three sectors in the general direction
769 of the course specified
774 Shortest Abbreviation: abandon
778 The officers escape the Enterprise in the shuttlecraft.
779 If the transporter is working
780 and there is an inhabitable starsystem
783 otherwise you leave them to die.
784 You are given an old but still usable ship,
788 Shortest Abbreviation: ram
789 Full Command: ram course distance
790 Consumes: time and energy
793 This command is identical to "move",
794 except that the computer
796 from making navigation errors.
798 You get very nearly slaughtered
802 Shortest Abbreviation: destruct
806 Your starship is self-destructed.
807 Chances are you will destroy
811 left in your quadrant.
812 .bl "Terminate the Game"
814 Shortest Abbreviation: terminate
815 Full Command: terminate yes/no
818 Cancels the current game.
819 No score is computed.
821 a new game will be started,
822 otherwise trek exits.
825 Shortest Abbreviation: shell
828 Temporarily escapes to the shell.
829 When you log out of the shell
830 you will return to the game.
836 The scoring algorithm is rather complicated.
838 you get points for each Klingon you kill,
839 for your Klingon per stardate kill rate,
840 and a bonus if you win the game.
842 points for the number of Klingons left
844 at the end of the game,
846 for each star, starbase, or inhabited starsystem
848 for calling for help,
849 and for each casualty you incur.
852 if you play very well.
853 You will never get a promotion if you
855 abandon the Enterprise,
857 destroy a starbase or inhabited starsystem,
858 or destroy too many stars.
866 Command Uses Consumes
868 ABANDON shuttlecraft, -
870 CApture subspace radio time
871 CLoak Up/Down cloaking device energy
872 Computer request; request;... computer -
876 HELP subspace radio -
877 Impulse course distance impulse engines, time, energy
879 Lrscan L.R. sensors -
880 Move course distance warp engines, time, energy
882 Phasers Automatic amount phasers, computer energy
883 Phasers Manual amt1 course1 spread1 ... phasers energy
884 Torpedo course [Yes] angle/No torpedo tubes torpedoes
885 RAM course distance warp engines, time, energy
889 SHields Up/Down shields energy
890 Srscan [Yes/No] S.R. sensors -