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diff --git a/trek/DOC/trekmanual.nr b/trek/DOC/trekmanual.nr deleted file mode 100644 index 7f406aaa..00000000 --- a/trek/DOC/trekmanual.nr +++ /dev/null @@ -1,896 +0,0 @@ -.\" $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 |