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34 .\" @(#)trek.me 8.1 (Berkeley) 6/8/93
45 ' tl 'Star Trek''USD:31-%'
48 .oh 'Star Trek''USD:31-%'
49 .eh 'USD:31-%''Star Trek'
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92 University of California
99 Well, the federation is once again at war with the Klingon empire.
101 as captain of the U.S.S. Enterprise,
102 to wipe out the invasion fleet and save the Federation.
104 For the purposes of the game
105 the galaxy is divided into 64 quadrants
106 on an eight by eight grid,
107 with quadrant 0,0 in the upper left hand corner.
108 Each quadrant is divided into 100 sectors
109 on a ten by ten grid.
110 Each sector contains one object
111 (e.g., the Enterprise, a Klingon, or a star).
113 Navigation is handled in degrees,
114 with zero being straight up
115 and ninety being to the right.
116 Distances are measured in quadrants.
117 One tenth quadrant is one sector.
119 The galaxy contains starbases,
120 at which you can dock to refuel,
122 The galaxy also contains stars.
123 Stars usually have a knack for getting in your way,
124 but they can be triggered into going nova
125 by shooting a photon torpedo at one,
126 thereby (hopefully) destroying any adjacent Klingons.
127 This is not a good practice however,
128 because you are penalized for destroying stars.
129 Also, a star will sometimes go supernova,
130 which obliterates an entire quadrant.
131 You must never stop in a supernova quadrant,
132 although you may "jump over" one.
135 have inhabited planets.
136 Klingons can attack inhabited planets
137 and enslave the populace,
138 which they then put to work building more Klingon battle cruisers.
141 \*fSTARTING UP THE GAME\fR
143 To request the game, issue the command
151 If a filename is supplied,
152 a log of the game is written onto that file.
156 ``\fB\-a\fP'' flag is stated before the filename,
157 the log of the game is appended to the file.
159 The game will ask you what length game
161 Valid responses are "short", "medium", and "long".
162 You may also type "restart",
163 which restarts a previously saved game.
165 the length of the game does not affect the difficulty,
166 but currently the shorter games tend to be harder than the longer ones.
168 You will then be prompted for the skill,
169 to which you must respond
170 "novice", "fair", "good", "expert",
171 "commodore", or "impossible".
172 You should start out with a novice
174 but if you really want to see
175 how fast you can be slaughtered,
176 start out with an impossible game.
180 if you forget what is appropriate
181 the game will tell you what it expects
186 \*fISSUING COMMANDS\fR
188 If the game expects you to enter a command,
190 it will say ^"Command:\ "
191 and wait for your response.
192 Most commands can be abbreviated.
194 At almost any time you can type more than one thing on a line.
196 to move straight up one quadrant,
201 or you could just type
205 and the game would prompt you with
209 to which you could type
213 The "1" is the distance,
214 which could be put on still another line.
215 Also, the "move" command
216 could have been abbreviated
217 "mov", "mo", or just "m".
219 If you are partway through a command
220 and you change your mind,
221 you can usually type "-1"
222 to cancel the command.
224 Klingons generally cannot hit you
225 if you don't consume anything
226 (e.g., time or energy),
227 so some commands are considered "free".
228 As soon as you consume anything though -- POW!
239 . nr l \\w'\\$1' -\\w'*'
256 .if !\n(.V .ta \w'Full Commands: '+1
257 .if \n(.V .ta \w'Full Commands: 'u
260 .bl "Short Range Scan"
262 Shortest Abbreviation: s
263 Full Commands: srscan
270 of the quadrant you are in,
271 and (if you say "yes")
275 of interesting stuff.
276 You can get a status report alone
284 Short range sensor scan
286 le1 ce1 ce1 ce1 ce1 ce1 ce1 ce1 ce1 ce1 ce1 le3 l1 l.
288 0 . . . . . . . * . * 0 stardate 3702.16
289 1 . . E . . . . . . . 1 condition RED
290 2 . . . . . . . . . * 2 position 0,3/1,2
291 3 * . . . . # . . . . 3 warp\ factor 5.0
292 4 . . . . . . . . . . 4 total\ energy 4376
293 5 . . * . * . . . . . 5 torpedoes 9
294 6 . . . @ . . \ . . . 6 shields down,\ 78%
295 7 . . . . . . . . . . 7 Klingons\ left 3
296 8 . . . K . . . . . . 8 time\ left 6.43
297 9 . . . . . . * . . . 9 life\ support damaged,\ reserves\ =\ 2.4
300 Distressed Starsystem Marcus XII
304 The cast of characters is as follows:
311 @ inhabited starsystem
318 The name of the starsystem is listed underneath
319 the short range scan.
320 The word "distressed", if present,
321 means that the starsystem
324 Short range scans are absolutely free.
325 They use no time, no energy,
326 and they don't give the Klingons
327 another chance to hit you.
330 Shortest Abbreviation: st
334 This command gives you information
335 about the current status
336 of the game and your ship, as follows:
343 Stardate -- The current stardate.
345 Condition -- as follows:
349 YELLOW -- low on energy
350 GREEN -- normal state
351 DOCKED -- docked at starbase
352 CLOAKED -- the cloaking device is activated
356 Position -- Your current quadrant and sector.
358 Warp Factor -- The speed you will move at
359 when you move under warp power
365 Total Energy -- Your energy reserves.
366 If they drop to zero,
369 but the higher the skill of the game,
370 the slower it regenerates.
372 Torpedoes -- How many photon torpedoes you have left.
374 Shields -- Whether your shields are up or down,
375 and how effective they are if up
376 (what percentage of a hit they will absorb).
378 Klingons Left -- Guess.
380 Time Left -- How long the Federation can hold out
381 if you sit on your fat ass and do nothing.
382 If you kill Klingons quickly,
387 the Federation is conquered.
389 Life Support -- If "active", everything is fine.
390 If "damaged", your reserves tell you
392 to repair your life support
394 before you starve, suffocate,
395 or something equally unpleasant.
397 Current Crew -- The number of crew members
399 This figures does not include officers.
401 Brig Space -- The space left in your brig
402 for Klingon captives.
404 Klingon Power -- The number of units
405 needed to kill a Klingon.
406 Remember, as Klingons fire at you
407 they use up their own energy,
408 so you probably need somewhat less
411 Skill, Length -- The skill and length
412 of the game you are playing.
415 Status information is absolutely free.
416 .bl "Long Range Scan"
418 Shortest Abbreviation: l
422 Long range scan gives you information about the
424 that surround the quadrant
426 A sample long range scan follows:
430 Long range scan for quadrant 0,3
434 l1 c1 ce1 c1 ce1 c1 ce1 c0
436 l1 c1 ce1 c1 ce1 c1 ce1 c0
443 l1 c1 re1 c1 re1 c1 re1 c0
445 l1 c1 re1 c1 re1 c1 re1 c0
467 The three digit numbers
468 tell the number of objects
470 The units digit tells the number of stars,
471 the tens digit the number of starbases,
472 and the hundreds digit is the number of Klingons.
473 "*" indicates the negative energy barrier
474 at the edge of the galaxy,
475 which you cannot enter.
476 "///" means that that is a supernova quadrant
477 and must not be entered.
480 Shortest Abbreviation: da
484 A damage report tells you what devices are damaged
485 and how long it will take to repair them.
486 Repairs proceed faster
489 .bl "Set Warp Factor"
491 Shortest Abbreviation: w
492 Full Command: warp factor
496 The warp factor tells the speed of your starship
497 when you move under warp power
502 The higher the warp factor,
504 and the more energy you use.
506 The minimum warp factor is 1.0
507 and the maximum is 10.0.
508 At speeds above warp 6
509 there is danger of the warp engines
511 The probability of this
512 increases at higher warp speeds.
513 Above warp 9.0 there is a chance of entering
515 .bl "Move Under Warp Power"
517 Shortest Abbreviation: m
518 Full Command: move course distance
519 Consumes: time and energy
522 This is the usual way of moving.
523 The course is in degrees and the distance is in quadrants.
524 To move one sector specify a distance of 0.1.
526 Time is consumed proportionately to
527 the inverse of the warp factor squared,
528 and directly to the distance.
529 Energy is consumed as the warp factor cubed,
530 and directly to the distance.
531 If you move with your shields up
532 it doubles the amount of energy consumed.
534 When you move in a quadrant containing Klingons,
535 they get a chance to attack you.
537 The computer detects navigation errors.
538 If the computer is out,
539 you run the risk of running into things.
541 The course is determined by the
542 Space Inertial Navigation System
545 Star Fleet Technical Order TO:02:06:12,
546 the SINS is calibrated,
547 after which it becomes the base for navigation.
549 navigation becomes inaccurate.
551 Spock recalibrates it,
553 it cannot be calibrated extremely accurately
554 until you dock at starbase.
555 .bl "Move Under Impulse Power"
557 Shortest Abbreviation: i
558 Full Command: impulse course distance
559 Consumes: time and energy
562 The impulse engines give you a chance to maneuver
563 when your warp engines are damaged;
564 however, they are incredibly slow
565 (0.095 quadrants/stardate).
566 They require 20 units of energy to engage,
567 and ten units per sector to move.
569 The same comments about the computer and the SINS
572 There is no penalty to move under impulse power
574 .bl "Deflector Shields"
576 Shortest Abbreviation: sh
577 Full Command: shields up/down
581 Shields protect you from Klingon attack
585 A shield which is 78% effective
586 will absorb 78% of a hit
587 and let 22% in to hurt you.
589 The Klingons have a chance to attack you
590 every time you raise or lower shields.
591 Shields do not rise and lower
593 so the hit you receive
594 will be computed with the shields
595 at an intermediate effectiveness.
597 It takes energy to raise shields,
598 but not to drop them.
599 .bl "Cloaking Device"
601 Shortest Abbreviation: cl
602 Full Command: cloak up/down
606 When you are cloaked,
607 Klingons cannot see you,
608 and hence they do not fire at you.
609 They are useful for entering
611 and selecting a good position,
613 weapons cannot be fired through
615 due to the huge energy drain
619 only starts the cloaking process;
620 Klingons will continue
622 until you do something
626 Shortest Abbreviation: p
627 Full Commands: phasers automatic amount
628 phasers manual amt1 course1 spread1 ...
632 Phasers are energy weapons;
633 the energy comes from your ship's reserves
634 ("total energy" on a srscan).
635 It takes about 250 units of hits
637 Hits are cumulative as long as you stay
640 Phasers become less effective
641 the further from a Klingon you are.
642 Adjacent Klingons receive about
643 90% of what you fire,
644 at five sectors about 60%,
645 and at ten sectors about 35%.
646 They have no effect outside of the quadrant.
648 Phasers cannot be fired while shields are up;
649 to do so would fry you.
650 They have no effect on starbases or stars.
653 the computer decides how to divide up the energy
654 among the Klingons present;
655 in manual mode you do that yourself.
657 In manual mode firing
658 you specify a direction,
659 amount (number of units to fire)
660 and spread (0 -> 1.0)
661 for each of the six phaser banks.
663 terminates the manual input.
664 .bl "Fire Photon Torpedoes"
666 Shortest Abbreviation: t
667 Full Command: torpedo course [yes/no] [burst angle]
671 Torpedoes are projectile weapons -- there are no partial hits.
672 You either hit your target or you don't.
673 A hit on a Klingon destroys him.
674 A hit on a starbase destroys that starbase
676 Hitting a star usually causes it to go nova,
677 and occasionally supernova.
679 Photon torpedoes cannot be aimed precisely.
680 They can be fired with shields up,
681 but they get even more random
682 as they pass through the shields.
684 Torpedoes may be fired in bursts of three.
686 the burst angle is the angle
687 between the three shots,
688 which may vary from one to fifteen.
690 says that a burst is not wanted;
692 (which may be omitted
693 if stated on the same line as the course)
694 says that a burst is wanted.
698 outside the quadrant.
699 .bl "Onboard Computer Request"
701 Shortest Abbreviation: c
702 Full Command: computer request; request;...
706 The computer command gives you access to the facilities
707 of the onboard computer,
708 which allows you to do all sorts of fascinating stuff.
709 Computer requests are:
712 score -- Shows your current score.
714 course quad/sect -- Computes the course and distance from wherever
715 you are to the given location.
716 If you type "course /x,y"
717 you will be given the course
718 to sector x,y in the current quadrant.
720 move quad/sect -- Identical to the course
722 except that the move is executed.
724 chart -- prints a chart of the known galaxy,
726 everything that you have seen with a long range scan.
727 The format is the same as on a long range scan,
728 except that "..." means
729 that you don't yet know what is there,
730 and ".1." means that you know that a starbase
731 exists, but you don't know anything else.
732 "$$$" mans the quadrant
733 that you are currently in.
735 trajectory -- prints the course and distance
736 to all the Klingons in the quadrant.
738 warpcost dist warp_factor -- computes the cost in time and energy
739 to move `dist' quadrants at warp `warp_factor'.
741 impcost dist -- same as warpcost for impulse engines.
743 pheff range -- tells how effective your phasers are
746 distresslist -- gives a list of currently distressed
751 More than one request may be stated
755 .bl "Dock at Starbase"
757 Shortest Abbreviation: do
761 You may dock at a starbase
762 when you are in one of the eight
765 When you dock you are resupplied
766 with energy, photon torpedoes, and life support reserves.
767 Repairs are also done faster at starbase.
768 Any prisoners you have taken
770 You do not receive points
774 Starbases have their own deflector shields,
775 so you are safe from attack while docked.
776 .bl "Undock from Starbase"
778 Shortest Abbreviation: u
782 This just allows you to leave starbase
783 so that you may proceed on your way.
786 Shortest Abbreviation: r
787 Full Command: rest time
791 This command allows you to rest to repair damages.
792 It is not advisable to rest while under attack.
793 .bl "Call Starbase For Help"
795 Shortest Abbreviation: help
799 You may call starbase for help via your subspace radio.
800 Starbase has long range transporter beams to get you.
802 they can't always rematerialize you.
804 You should avoid using this command unless absolutely necessary,
805 for the above reason and because it counts heavily against you
807 .bl "Capture Klingon"
809 Shortest Abbreviation: ca
813 You may request that a Klingon surrender
816 you get to take captives
817 (but only as many as your brig
819 It is good if you do this,
820 because you get points for captives.
822 if you ever get captured,
823 you want to be sure that the Federation
824 has prisoners to exchange for you.
826 You must go to a starbase
827 to turn over your prisoners
828 to Federation authorities.
831 Shortest Abbreviation: v
832 Full Command: visual course
836 When your short range scanners are out,
837 you can still see what is out "there"
838 by doing a visual scan.
840 you can only see three sectors at one time,
841 and it takes 0.005 stardates to perform.
843 The three sectors in the general direction
844 of the course specified
849 Shortest Abbreviation: abandon
853 The officers escape the Enterprise in the shuttlecraft.
854 If the transporter is working
855 and there is an inhabitable starsystem
858 otherwise you leave them to die.
859 You are given an old but still usable ship,
863 Shortest Abbreviation: ram
864 Full Command: ram course distance
865 Consumes: time and energy
868 This command is identical to "move",
869 except that the computer
871 from making navigation errors.
873 You get very nearly slaughtered
877 Shortest Abbreviation: destruct
881 Your starship is self-destructed.
882 Chances are you will destroy
886 left in your quadrant.
887 .bl "Terminate the Game"
889 Shortest Abbreviation: terminate
890 Full Command: terminate yes/no
893 Cancels the current game.
894 No score is computed.
896 a new game will be started,
897 otherwise trek exits.
900 Shortest Abbreviation: shell
903 Temporarily escapes to the shell.
904 When you exit the shell
905 you will return to the game.
911 The scoring algorithm is rather complicated.
913 you get points for each Klingon you kill,
914 for your Klingon per stardate kill rate,
915 and a bonus if you win the game.
917 points for the number of Klingons left
919 at the end of the game,
921 for each star, starbase, or inhabited starsystem
923 for calling for help,
924 and for each casualty you incur.
927 if you play very well.
928 You will never get a promotion if you
930 abandon the Enterprise,
932 destroy a starbase or inhabited starsystem,
933 or destroy too many stars.
936 \*fCOMMAND SUMMARY\fP
939 Command Requires Consumes
941 \*fabandon\fR shuttlecraft, -
943 \*fca\fRpture subspace radio time
944 \*fcl\fRoak \*fu\fRp/\*fd\fRown cloaking device energy
945 \*fc\fRomputer request; ... computer -
947 \*fdestruct\fR computer -
949 \*fhelp\fR subspace radio -
950 \*fi\fRmpulse course distance impulse engines, time, energy
952 \*fl\fRrscan L.R. sensors -
953 \*fm\fRove course distance warp engines, time, energy
955 \*fp\fRhasers \*fa\fRutomatic amount phasers, computer energy \*fp\fRhasers \*fm\fRanual
956 \ \ amt1 course1 spread1 ... phasers energy
957 \*ft\fRorpedo course [\*fy\fRes] angle/\*fn\fRo torpedo tubes torpedoes
958 \*fram\fR course distance warp engines, time, energy
960 \*fr\fRest time - time
962 \*fsh\fRields \*fu\fRp/\*fd\fRown shields energy
963 \*fs\fRrscan [\*fy\fRes/\*fn\fRo] S.R. sensors -
965 \*fterminate\fR \*fy\fRes/\*fn\fRo - -
967 \*fv\fRisual course - time
968 \*fw\fRarp warp_factor - -