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-.\" $NetBSD: trekmanual.nr,v 1.3 2001/06/12 15:17:12 wiz Exp $
-.br
-.po 10
-.if n \!.
-.sp 15
-.tr ^ \"
-.ce 88
-^****^^^^*****^^^^^^*^^^^^^****^
-*^^^^^^^^^^*^^^^^^^*^*^^^^^*^^^*
-^***^^^^^^^*^^^^^^*****^^^^****^
-^^^^*^^^^^^*^^^^^^*^^^*^^^^*^^*^
-****^^^^^^^*^^^^^^*^^^*^^^^*^^^*
-
-
-*****^^^^****^^^^^*****^^^^*^^^*
-^^*^^^^^^*^^^*^^^^*^^^^^^^^*^^*^
-^^*^^^^^^****^^^^^***^^^^^^***^^
-^^*^^^^^^*^^*^^^^^*^^^^^^^^*^^*^
-^^*^^^^^^*^^^*^^^^*****^^^^*^^^*
-
-
-by
-
-Eric Allman
-University of California
-Berkeley
-.ce 0
-.tr ^^
-.de HE
-'sp 4
-'tl 'STAR TREK''%'
-'sp 3
-..
-.de FO
-'bp
-..
-.wh 0 HE
-.wh -5 FO
-.de pp
-.sp
-.ti +4
-..
-.bp 1
-.ce
-INTRODUCTION
-.pp
-Well, the federation is once again at war with the Klingon empire.
-It is up to you,
-as captain of the U.S.S. Enterprise,
-to wipe out the invasion fleet and save the Federation.
-.pp
-For the purposes of the game
-the galaxy is divided into 64 quadrants
-on an eight by eight grid,
-with quadrant 0,0 in the upper left hand corner.
-Each quadrant is divided into 100 sectors
-on a ten by ten grid.
-Each sector contains one object
-(e.g., the Enterprise, a Klingon, or a star).
-.pp
-Navigation is handled in degrees,
-with zero being straight up
-and ninty being to the right.
-Distances are measured in quadrants.
-One tenth quadrant is one sector.
-.pp
-The galaxy contains starbases,
-at which you can dock to refuel,
-repair damages, etc.
-The galaxy also contains stars.
-Stars usually have a knack for getting in your way,
-but they can be triggered into going nova
-by shooting a photon torpedo at one,
-thereby (hopefully) destroying any adjacent Klingons.
-This is not a good practice however,
-because you are penalized for destroying stars.
-Also, a star will sometimes go supernova,
-which obliterates an entire quadrant.
-You must never stop in a supernova quadrant,
-although you may "jump over" one.
-.pp
-Some starsystems
-have inhabited planets.
-Klingons can attack inhabited planets
-and enslave the populace,
-which they then put to work building more Klingon battle cruisers.
-.bp
-.ce
-STARTING UP THE GAME
-.pp
-To request the game, issue the command
-.sp
-.ti +12
-/usr/games/trek
-.sp
-from the shell.
-If a filename is stated,
-a log of the game is written
-onto that file.
-If omitted,
-the file is not written.
-If the "-a" flag is stated before the filename,
-that file is appended to
-rather than created.
-.pp
-The game will ask you what length game
-you would like.
-Valid responses are "short", "medium", and "long".
-Ideally the length of the game does not
-affect the difficulty,
-but currently the shorter games
-tend to be harder than the longer ones.
-You may also type "restart",
-which restarts a previously saved game.
-.pp
-You will then be prompted for the skill,
-to which you must respond
-"novice", "fair", "good", "expert",
-"commadore", or "impossible".
-You should start out with a novice
-and work up,
-but if you really want to see how fast
-you can be slaughtered,
-start out with an impossible game.
-.pp
-In general,
-throughout the game,
-if you forget what is appropriate
-the game will tell you what it expects
-if you just type in
-a question mark.
-.pp
-To get a copy of these rules,
-execute the command
-.sp
-.ti +12
-nroff /usr/games/trekmanual.nr
-.sp
-.bp
-.ce
-ISSUING COMMANDS
-.pp
-If the game expects you to enter a command,
-.hc ^
-it will say ^"Command:\ "
-and wait for your response.
-Most commands can be abbreviated.
-.pp
-At almost any time you can type more than one thing on a line.
-For example,
-to move straight up one quadrant,
-you can type
-.ti +12
-move 0 1
-.br
-or you could just type
-.ti +12
-move
-.br
-and the game would prompt you with
-.ti +12
-Course:
-.br
-to which you could type
-.ti +12
-0 1
-.br
-The "1" is the distance,
-which could be put on still another line.
-Also, the "move" command
-could have been abbreviated
-"mov", "mo", or just "m".
-.pp
-If you are partway through a command
-and you change your mind,
-you can usually type "-1"
-to cancel the command.
-.pp
-Klingons generally cannot hit you
-if you don't consume anything
-(e.g., time or energy),
-so some commands are considered "free".
-As soon as you consume anything though -- POW!
-.bp
-.de **
-.if \\n+l .**
-.as x *
-..
-.de bl
-.nr l \\w'\\$1' -\\w'*'
-.ds x ****
-.**
-.sp 3
-.ne 3
-\\*x
-.br
-.if t *\h'\w'*'u'\fB\\$1\fP\h'\w'*'u'*
-.if n * \\$1 *
-.br
-\\*x
-.sp
-.in +8
-.nf
-..
-.de FF
-.in -8
-.fi
-..
-.if !\n(.V .ta \w'Full Commands: '+1
-.if \n(.V .ta \w'Full Commands: 'u
-.ce
-THE COMMANDS
-.bl "Short Range Scan"
-Mnemonic: srscan
-Shortest Appreviation: s
-Full Commands: srscan
- srscan yes/no
-Consumes: nothing
-.FF
-.pp
-The short range scan
-gives you a picture
-of the quadrant you are in,
-and (if you say "yes")
-a status report
-which tells you
-a whole bunch
-of interesting stuff.
-You can get a status report alone
-by using the
-.ul
-status
-command.
-An example follows:
-.sp
-.nf
-.in +4
-Short range sensor scan
- 0 1 2 3 4 5 6 7 8 9
-0 . . . . . . . * . * 0 stardate 3702.16
-1 . . E . . . . . . . 1 condition RED
-2 . . . . . . . . . * 2 position 0,3/1,2
-3 * . . . . # . . . . 3 warp factor 5.0
-4 . . . . . . . . . . 4 total energy 4376
-5 . . * . * . . . . . 5 torpedoes 9
-6 . . . @ . . . . . 6 shields down, 78%
-7 . . . . . . . . . . 7 Klingons left 3
-8 . . . K . . . . . . 8 time left 6.43
-9 . . . . . . * . . . 9 life support damaged, reserves = 2.4
- 0 1 2 3 4 5 6 7 8 9
-Distressed Starsystem Marcus XII
-
-.in +8
-.ti -8
-The cast of characters is as follows:
-E the hero
-K the villain
-# the starbase
-* stars
-@ inhabited starsystem
-\&. empty space
- a black hole
-.in -12
-.fi
-.pp
-The name of the starsystem is listed underneath
-the short range scan.
-The word "distressed", if present,
-means that the starsystem
-is under attack.
-.pp
-Short range scans are absolutely free.
-They use no time, no energy,
-and they don't give the Klingons
-another chance to hit you.
-.bl "Status Report"
-Mnemonic: status
-Shortest Abbreviation: st
-Consumes: nothing
-.FF
-.pp
-This command gives you information
-about the current status
-of the game and your ship, as follows:
-.in +8
-.de qq
-.sp
-.ti -4
-..
-.qq
-Stardate -- The current stardate.
-.qq
-Condition -- as follows:
-.in +4
-.nf
-RED -- in battle
-YELLOW -- low on energy
-GREEN -- normal state
-DOCKED -- docked at starbase
-CLOAKED -- the cloaking device is activated
-.fi
-.in -4
-.qq
-Position -- Your current quadrant and sector.
-.qq
-Warp Factor -- The speed you will move at
-when you move under warp power
-(with the
-.ul
-move
-command).
-.qq
-Total Energy -- Your energy reserves.
-If they drop to zero,
-you die.
-Energy regenerates,
-but the higher the skill of the game,
-the slower it regenerates.
-.qq
-Torpedoes -- How many photon torpedoes you have left.
-.qq
-Shields -- Whether your shields are up or down,
-and how effective they are if up
-(what percentage of a hit they will absorb).
-.qq
-Klingons Left -- Guess.
-.qq
-Time Left -- How long the Federation can hold out
-if you sit on your fat ass and do nothing.
-If you kill Klingons quickly,
-this number goes up,
-otherwise,
-it goes down.
-If it hits zero,
-the Federation is conquered.
-.qq
-Life Support -- If "active", everything is fine.
-If "damaged", your reserves tell you
-how long you have
-to repair your life support
-or get to a starbase
-before you starve, suffocate,
-or something equally unpleasant.
-.qq
-Current Crew -- The number of crew members
-left.
-This figures does not include officers.
-.qq
-Brig Space -- The space left in your brig
-for Klingon captives.
-.qq
-Klingon Power -- The number of units
-needed to kill a Klingon.
-Remember, as Klingons fire at you
-they use up their own energy,
-so you probably need somewhat less
-than this.
-.qq
-Skill, Length -- The skill and length
-of the game you are playing.
-.in -8
-.pp
-Status information is absolutely free.
-.bl "Long Range Scan"
-Mnemonic: lrscan
-Shortest Abbreviation: l
-Consumes: nothing
-.FF
-.pp
-Long range scan gives you information about the
-eight quadrants
-that surround the quadrant
-you're in.
-A sample long range scan follows:
-.sp
-.in +12
-.nf
-Long range scan for quadrant 0,3
-
- 2 3 4
- -------------------
- ! * ! * ! * !
- -------------------
-0 ! 108 ! 6 ! 19 !
- -------------------
-1 ! 9 ! /// ! 8 !
- -------------------
-.sp
-.in -12
-.fi
-.pp
-The three digit numbers
-tell the number of objects
-in the quadrants.
-The units digit tells the number of stars,
-the tens digit the number of starbases,
-and the hundreds digit is the number of Klingons.
-"*" indicates the negative energy barrier
-at the edge of the galaxy,
-which you cannot enter.
-"///" means that that is a supernova quadrant
-and must not be entered.
-.bl "Damage Report"
-Mnemonic: damages
-Shortest Abbreviation: da
-Consumes: nothing
-.FF
-.pp
-A damage report tells you what devices are damaged
-and how long it will take to repair them.
-Repairs proceed faster
-when you are docked
-at a starbase.
-.bl "Set Warp Factor"
-Mnemonic: warp
-Shortest Abbreviation: w
-Full Command: warp factor
-Consumes: nothing
-.FF
-.pp
-The warp factor tells the speed of your starship
-when you move under warp power
-(with the
-.ul
-move
-command).
-The higher the warp factor,
-the faster you go,
-and the more energy you use.
-.pp
-The minimum warp factor is 1.0
-and the maximum is 10.0.
-At speeds above warp 6
-there is danger of the warp engines
-being damaged.
-The probability of this
-increases at higher warp speeds.
-Above warp 9.0 there is a chance of entering
-a time warp.
-.bl "Move Under Warp Power"
-Mnemonic: move
-Shortest Abbreviation: m
-Full Command: move course distance
-Consumes: time and energy
-.FF
-.pp
-This is the usual way of moving.
-The course is in degrees and the distance is in quadrants.
-To move one sector specify a distance of 0.1.
-.pp
-Time is consumed proportionately to
-the inverse of the warp factor squared,
-and directly to the distance.
-Energy is consumed as the warp factor cubed,
-and directly to the distance.
-If you move with your shields up
-it doubles the amount of energy consumed.
-.pp
-When you move in a quadrant containing Klingons,
-they get a chance to attack you.
-.pp
-The computer detects navigation errors.
-If the computer is out,
-you run the risk of running into things.
-.pp
-The course is determined by the
-Space Inertial Navigation System
-[SINS].
-As described in
-Star Fleet Technical Order TO:02:06:12,
-the SINS is calibrated,
-after which it becomes the base for navigation.
-If damaged,
-navigation becomes inaccurate.
-When it is fixed,
-Spock recalibrates it,
-however,
-it cannot be calibrated extremely accurately
-until you dock at starbase.
-.bl "Move Under Impulse Power"
-Mnemonic: impulse
-Shortest Abbreviation: i
-Full Command: impulse course distance
-Consumes: time and energy
-.FF
-.pp
-The impulse engines give you a chance to maneuver
-when your warp engines are damaged;
-however, they are incredibly slow
-(0.095 quadrants/stardate).
-They require 20 units of energy to engage,
-and ten units per sector to move.
-.pp
-The same comments about the computer and the SINS
-apply as above.
-.pp
-There is no penalty to move under impulse power
-with shields up.
-.bl "Deflector Shields"
-Mnemonic: shields
-Shortest Abbreviation: sh
-Full Command: shields up/down
-Consumes: energy
-.FF
-.pp
-Shields protect you from Klingon attack
-and nearby novas.
-As they protect you,
-they weaken.
-A shield which is 78% effective
-will absorb 78% of a hit
-and let 22% in to hurt you.
-.pp
-The Klingons have a chance to attack you
-every time you raise or lower shields.
-Shields do not rise and lower
-instantaneously,
-so the hit you receive
-will be computed with the shields
-at an intermediate effectiveness.
-.pp
-It takes energy to raise shields,
-but not to drop them.
-.bl "Cloaking Device"
-Mnemonic: cloak
-Shortest Abbreviation: cl
-Full Command: cloak up/down
-Consumes: energy
-.FF
-.pp
-When you are cloaked,
-Klingons cannot see you,
-and hence they do not fire at you.
-They are useful for entering
-a quadrant
-and selecting a good position,
-however,
-weapons cannot be fired through
-the cloak
-due to the huge energy drain
-that it requires.
-.pp
-The cloak up command
-only starts the cloaking process;
-Klingons will continue
-to fire at you
-until you do something
-which consumes time.
-.bl "Fire Phasers"
-Mnmemonic: phasers
-Shortest Abbreviation: p
-Full Commands: phasers automatic amount
- phasers manual amt1 course1 spread1 ...
-Consumes: energy
-.FF
-.pp
-Phasers are energy weapons;
-the energy comes from your ship's reserves
-("total energy" on a srscan).
-It takes about 250 units of hits
-to kill a Klingon.
-Hits are cumulative as long as you stay
-in the quadrant.
-.pp
-Phasers become less effective
-the further from a Klingon you are.
-Adjacent Klingons receive about
-90% of what you fire,
-at five sectors about 60%,
-and at ten sectors about 35%.
-They have no effect outside of the quadrant.
-.pp
-Phasers cannot be fired while shields are up;
-to do so would fry you.
-They have no effect on starbases or stars.
-.pp
-In automatic mode
-the computer decides how to divide up the energy
-among the Klingons present;
-in manual mode you do that yourself.
-.pp
-In manual mode firing
-you specify a direction,
-amount (number of units to fire)
-and spread (0 -> 1.0)
-for each of the six phaser banks.
-A zero amount
-terminates the manual input.
-.bl "Fire Photon Torpedoes"
-Mnemonic: torpedo
-Shortest Abbreviation: t
-Full Command: torpedo course [yes/no] [burst angle]
-Consumes: torpedoes
-.FF
-.pp
-Torpedoes are projectile weapons -- there are no partial hits.
-You either hit your target or you don't.
-A hit on a Klingon destroys him.
-A hit on a starbase destroys that starbase
-(woops!).
-Hitting a star usually causes it to go nova,
-and occasionally supernova.
-.pp
-Photon torpedoes cannot be aimed precisely.
-They can be fired with shields up,
-but they get even more random
-as they pass through the shields.
-.pp
-Torpedoes may be fired in bursts of three.
-If this is desired,
-the burst angle is the angle
-between the three shots,
-which may vary from one to fifteen.
-The word "no"
-says that a burst is not wanted;
-the word "yes"
-(which may be omitted
-if stated on the same line as the course)
-says that a burst is wanted.
-.pp
-Photon torpedoes
-have no effect
-outside the quadrant.
-.bl "Onboard Computer Request"
-Mnemonic: computer
-Shortest Abbreviation: c
-Full Command: computer request; request;...
-Consumes: nothing
-.FF
-.pp
-The computer command gives you access to the facilities
-of the onboard computer,
-which allows you to do all sorts of fascinating stuff.
-Computer requests are:
-.in +8
-.qq
-score -- Shows your current score.
-.qq
-course quad/sect -- Computes the course and distance from whereever
-you are to the given location.
-If you type "course /x,y"
-you will be given the course
-to sector x,y in the current quadrant.
-.qq
-move quad/sect -- Identical to the course
-request,
-except that the move is executed.
-.qq
-chart -- prints a chart of the known galaxy,
-i.e.,
-everything that you have seen with a long range scan.
-The format is the same as on a long range scan,
-except that "..." means
-that you don't yet know what is there,
-and ".1." means that you know that a starbase
-exists, but you don't know anything else.
-"$$$" mans the quadrant
-that you are currently in.
-.qq
-trajectory -- prints the course and distance
-to all the Klingons in the quadrant.
-.qq
-warpcost dist warp_factor -- computes the cost in time and energy
-to move `dist' quadrants at warp `warp_factor'.
-.qq
-impcost dist -- same as warpcost for impulse engines.
-.qq
-pheff range -- tells how effective your phasers are
-at a given range.
-.qq
-distresslist -- gives a list of currently distressed
-starbases
-and starsystems.
-.in -8
-.pp
-More than one request may be stated
-on a line
-by seperating them
-with semicolons.
-.bl "Dock at Starbase"
-Mnemonic: dock
-Shortest Abbreviation: do
-Consumes: nothing
-.FF
-.pp
-You may dock at a starbase
-when you are in one of the eight
-adjacent sectors.
-.pp
-When you dock you are resupplied
-with energy, photon torpedoes, and life support reserves.
-Repairs are also done faster at starbase.
-Any prisoners you have taken
-are unloaded.
-You do not receive points
-for taking prisoners
-until this time.
-.pp
-Starbases have their own deflector shields,
-so you are safe from attack while docked.
-.bl "Undock from Starbase"
-Mnemonic: undock
-Shortest Abbreviation: u
-Consumes: nothing
-.FF
-.pp
-This just allows you to leave starbase
-so that you may proceed on your way.
-.bl "Rest"
-Mnemonic: rest
-Shortest Abbreviation: r
-Full Command: rest time
-Consumes: time
-.FF
-.pp
-This command allows you to rest to repair damages.
-It is not advisable to rest while under attack.
-.bl "Call Starbase For Help"
-Mnemonic: help
-Shortest Abbreviation: help
-Consumes: nothing
-.FF
-.pp
-You may call starbase for help via your subspace radio.
-Starbase has long range transporter beams to get you.
-Problem is,
-they can't always rematerialize you.
-.pp
-You should avoid using this command unless absolutely necessary,
-for the above reason and because it counts heavily against you
-in the scoring.
-.bl "Capture Klingon"
-Mnemonic: capture
-Shortest Abbreviation: ca
-Consumes: time
-.FF
-.pp
-You may request that a Klingon surrender
-to you.
-If he accepts,
-you get to take captives
-(but only as many as your brig
-can hold).
-It is good if you do this,
-because you get points for captives.
-Also,
-if you ever get captured,
-you want to be sure that the Federation
-has prisoners to exchange for you.
-.pp
-You must go to a starbase
-to turn over your prisoners
-to Federation authorities.
-.bl "Visual Scan"
-Mnemonic: visual
-Shortest Abbreviation: v
-Full Command: visual course
-Consumes: time
-.FF
-.pp
-When your short range scanners are out,
-you can still see what is out "there"
-by doing a visual scan.
-Unfortunately,
-you can only see three sectors at one time,
-and it takes 0.005 stardates to perform.
-.pp
-The three sectors in the general direction
-of the course specified
-are examined
-and displayed.
-.bl "Abandon Ship"
-Mnemonic: abandon
-Shortest Abbreviation: abandon
-Consumes: nothing
-.FF
-.pp
-The officers escape the Enterprise in the shuttlecraft.
-If the transporter is working
-and there is an inhabitable starsystem
-in the area,
-the crew beams down,
-otherwise you leave them to die.
-You are given an old but still usable ship,
-the Faire Queene.
-.bl "Ram"
-Mnemonic: ram
-Shortest Abbreviation: ram
-Full Command: ram course distance
-Consumes: time and energy
-.FF
-.pp
-This command is identical to "move",
-except that the computer
-doesn't stop you
-from making navigation errors.
-.pp
-You get very nearly slaughtered
-if you ram anything.
-.bl "Self Destruct"
-Mnemonic: destruct
-Shortest Abbreviation: destruct
-Consumes: everything
-.FF
-.pp
-Your starship is self-destructed.
-Chances are you will destroy
-any Klingons
-(and stars,
-and starbases)
-left in your quadrant.
-.bl "Terminate the Game"
-Mnemonic: terminate
-Shortest Abbreviation: terminate
-Full Command: terminate yes/no
-.FF
-.pp
-Cancels the current game.
-No score is computed.
-If you answer yes,
-a new game will be started,
-otherwise trek exits.
-.bl "Call the Shell"
-Mnemonic: shell
-Shortest Abbreviation: shell
-.FF
-.pp
-Temporarily escapes to the shell.
-When you log out of the shell
-you will return to the game.
-.bp
-.ce
-SCORING
-.in +4
-.pp
-The scoring algorithm is rather complicated.
-Basically,
-you get points for each Klingon you kill,
-for your Klingon per stardate kill rate,
-and a bonus if you win the game.
-You lose
-points for the number of Klingons left
-in the galaxy
-at the end of the game,
-for getting killed,
-for each star, starbase, or inhabited starsystem
-you destroy,
-for calling for help,
-and for each casualty you incur.
-.pp
-You will be promoted
-if you play very well.
-You will never get a promotion if you
-call for help,
-abandon the Enterprise,
-get killed,
-destroy a starbase or inhabited starsystem,
-or destroy too many stars.
-.bp
-.ce
-REFERENCE PAGE
-.sp 2
-.ta 36 56
-.nf
-.ul
-Command Uses Consumes
-
-ABANDON shuttlecraft, -
- transporter
-CApture subspace radio time
-CLoak Up/Down cloaking device energy
-Computer request; request;... computer -
-DAmages - -
-DESTRUCT computer -
-DOck - -
-HELP subspace radio -
-Impulse course distance impulse engines, time, energy
- computer, SINS
-Lrscan L.R. sensors -
-Move course distance warp engines, time, energy
- computer, SINS
-Phasers Automatic amount phasers, computer energy
-Phasers Manual amt1 course1 spread1 ... phasers energy
-Torpedo course [Yes] angle/No torpedo tubes torpedoes
-RAM course distance warp engines, time, energy
- computer, SINS
-Rest time - time
-SHELL - -
-SHields Up/Down shields energy
-Srscan [Yes/No] S.R. sensors -
-STatus - -
-TERMINATE Yes/No - -
-Undock - -
-Visual course - time
-Warp warp_factor - -
-.fi