Add the DragonFly cvs id and perform general cleanups on cvs/rcs/sccs ids. Most
[dragonfly.git] / games / trek / DOC / trekmanual.nr
CommitLineData
984263bc 1.\" $FreeBSD: src/games/trek/DOC/trekmanual.nr,v 1.1.1.1.14.1 2002/08/15 18:10:56 schweikh Exp $
1de703da 2.\" $DragonFly: src/games/trek/DOC/trekmanual.nr,v 1.2 2003/06/17 04:25:25 dillon Exp $
984263bc
MD
3.br
4.po 10
5.if n \!.
6.sp 15
7.tr ^ \"
8.ce 88
9^****^^^^*****^^^^^^*^^^^^^****^
10*^^^^^^^^^^*^^^^^^^*^*^^^^^*^^^*
11^***^^^^^^^*^^^^^^*****^^^^****^
12^^^^*^^^^^^*^^^^^^*^^^*^^^^*^^*^
13****^^^^^^^*^^^^^^*^^^*^^^^*^^^*
14
15
16*****^^^^****^^^^^*****^^^^*^^^*
17^^*^^^^^^*^^^*^^^^*^^^^^^^^*^^*^
18^^*^^^^^^****^^^^^***^^^^^^***^^
19^^*^^^^^^*^^*^^^^^*^^^^^^^^*^^*^
20^^*^^^^^^*^^^*^^^^*****^^^^*^^^*
21
22
23by
24
25Eric Allman
26University of California
27Berkeley
28.ce 0
29.tr ^^
30.de HE
31'sp 4
32'tl 'STAR TREK''%'
33'sp 3
34..
35.de FO
36'bp
37..
38.wh 0 HE
39.wh -5 FO
40.de pp
41.sp
42.ti +4
43..
44.bp 1
45.ce
46INTRODUCTION
47.pp
48Well, the federation is once again at war with the Klingon empire.
49It is up to you,
50as captain of the U.S.S. Enterprise,
51to wipe out the invasion fleet and save the Federation.
52.pp
53For the purposes of the game
54the galaxy is divided into 64 quadrants
55on an eight by eight grid,
56with quadrant 0,0 in the upper left hand corner.
57Each quadrant is divided into 100 sectors
58on a ten by ten grid.
59Each sector contains one object
60(e.g., the Enterprise, a Klingon, or a star).
61.pp
62Navigation is handled in degrees,
63with zero being straight up
64and ninety being to the right.
65Distances are measured in quadrants.
66One tenth quadrant is one sector.
67.pp
68The galaxy contains starbases,
69at which you can dock to refuel,
70repair damages, etc.
71The galaxy also contains stars.
72Stars usually have a knack for getting in your way,
73but they can be triggered into going nova
74by shooting a photon torpedo at one,
75thereby (hopefully) destroying any adjacent Klingons.
76This is not a good practice however,
77because you are penalized for destroying stars.
78Also, a star will sometimes go supernova,
79which obliterates an entire quadrant.
80You must never stop in a supernova quadrant,
81although you may "jump over" one.
82.pp
83Some starsystems
84have inhabited planets.
85Klingons can attack inhabited planets
86and enslave the populace,
87which they then put to work building more Klingon battle cruisers.
88.bp
89.ce
90STARTING UP THE GAME
91.pp
92To request the game, issue the command
93.sp
94.ti +12
95/usr/games/trek
96.sp
97from the shell.
98If a filename is stated,
99a log of the game is written
100onto that file.
101If omitted,
102the file is not written.
103If the "-a" flag is stated before the filename,
104that file is appended to
105rather than created.
106.pp
107The game will ask you what length game
108you would like.
109Valid responses are "short", "medium", and "long".
110Ideally the length of the game does not
111affect the difficulty,
112but currently the shorter games
113tend to be harder than the longer ones.
114You may also type "restart",
115which restarts a previously saved game.
116.pp
117You will then be prompted for the skill,
118to which you must respond
119"novice", "fair", "good", "expert",
120"commodore", or "impossible".
121You should start out with a novice
122and work up,
123but if you really want to see how fast
124you can be slaughtered,
125start out with an impossible game.
126.pp
127In general,
128throughout the game,
129if you forget what is appropriate
130the game will tell you what it expects
131if you just type in
132a question mark.
133.pp
134To get a copy of these rules,
135execute the command
136.sp
137.ti +12
138nroff /usr/games/trekmanual.nr
139.sp
140.bp
141.ce
142ISSUING COMMANDS
143.pp
144If the game expects you to enter a command,
145.hc ^
146it will say ^"Command:\ "
147and wait for your response.
148Most commands can be abbreviated.
149.pp
150At almost any time you can type more than one thing on a line.
151For example,
152to move straight up one quadrant,
153you can type
154.ti +12
155move 0 1
156.br
157or you could just type
158.ti +12
159move
160.br
161and the game would prompt you with
162.ti +12
163Course:
164.br
165to which you could type
166.ti +12
1670 1
168.br
169The "1" is the distance,
170which could be put on still another line.
171Also, the "move" command
172could have been abbreviated
173"mov", "mo", or just "m".
174.pp
175If you are partway through a command
176and you change your mind,
177you can usually type "-1"
178to cancel the command.
179.pp
180Klingons generally cannot hit you
181if you don't consume anything
182(e.g., time or energy),
183so some commands are considered "free".
184As soon as you consume anything though -- POW!
185.bp
186.de **
187.if \\n+l .**
188.as x *
189..
190.de bl
191.nr l \\w'\\$1' -\\w'*'
192.ds x ****
193.**
194.sp 3
195.ne 3
196\\*x
197.br
198.if t *\h'\w'*'u'\fB\\$1\fP\h'\w'*'u'*
199.if n * \\$1 *
200.br
201\\*x
202.sp
203.in +8
204.nf
205..
206.de FF
207.in -8
208.fi
209..
210.if !\n(.V .ta \w'Full Commands: '+1
211.if \n(.V .ta \w'Full Commands: 'u
212.ce
213THE COMMANDS
214.bl "Short Range Scan"
215Mnemonic: srscan
216Shortest Abbreviation: s
217Full Commands: srscan
218 srscan yes/no
219Consumes: nothing
220.FF
221.pp
222The short range scan
223gives you a picture
224of the quadrant you are in,
225and (if you say "yes")
226a status report
227which tells you
228a whole bunch
229of interesting stuff.
230You can get a status report alone
231by using the
232.ul
233status
234command.
235An example follows:
236.sp
237.nf
238.in +4
239Short range sensor scan
240 0 1 2 3 4 5 6 7 8 9
2410 . . . . . . . * . * 0 stardate 3702.16
2421 . . E . . . . . . . 1 condition RED
2432 . . . . . . . . . * 2 position 0,3/1,2
2443 * . . . . # . . . . 3 warp factor 5.0
2454 . . . . . . . . . . 4 total energy 4376
2465 . . * . * . . . . . 5 torpedoes 9
2476 . . . @ . . . . . 6 shields down, 78%
2487 . . . . . . . . . . 7 Klingons left 3
2498 . . . K . . . . . . 8 time left 6.43
2509 . . . . . . * . . . 9 life support damaged, reserves = 2.4
251 0 1 2 3 4 5 6 7 8 9
252Distressed Starsystem Marcus XII
253
254.in +8
255.ti -8
256The cast of characters is as follows:
257E the hero
258K the villain
259# the starbase
260* stars
261@ inhabited starsystem
262\&. empty space
263 a black hole
264.in -12
265.fi
266.pp
267The name of the starsystem is listed underneath
268the short range scan.
269The word "distressed", if present,
270means that the starsystem
271is under attack.
272.pp
273Short range scans are absolutely free.
274They use no time, no energy,
275and they don't give the Klingons
276another chance to hit you.
277.bl "Status Report"
278Mnemonic: status
279Shortest Abbreviation: st
280Consumes: nothing
281.FF
282.pp
283This command gives you information
284about the current status
285of the game and your ship, as follows:
286.in +8
287.de qq
288.sp
289.ti -4
290..
291.qq
292Stardate -- The current stardate.
293.qq
294Condition -- as follows:
295.in +4
296.nf
297RED -- in battle
298YELLOW -- low on energy
299GREEN -- normal state
300DOCKED -- docked at starbase
301CLOAKED -- the cloaking device is activated
302.fi
303.in -4
304.qq
305Position -- Your current quadrant and sector.
306.qq
307Warp Factor -- The speed you will move at
308when you move under warp power
309(with the
310.ul
311move
312command).
313.qq
314Total Energy -- Your energy reserves.
315If they drop to zero,
316you die.
317Energy regenerates,
318but the higher the skill of the game,
319the slower it regenerates.
320.qq
321Torpedoes -- How many photon torpedoes you have left.
322.qq
323Shields -- Whether your shields are up or down,
324and how effective they are if up
325(what percentage of a hit they will absorb).
326.qq
327Klingons Left -- Guess.
328.qq
329Time Left -- How long the Federation can hold out
330if you sit on your fat ass and do nothing.
331If you kill Klingons quickly,
332this number goes up,
333otherwise,
334it goes down.
335If it hits zero,
336the Federation is conquered.
337.qq
338Life Support -- If "active", everything is fine.
339If "damaged", your reserves tell you
340how long you have
341to repair your life support
342or get to a starbase
343before you starve, suffocate,
344or something equally unpleasant.
345.qq
346Current Crew -- The number of crew members
347left.
348This figures does not include officers.
349.qq
350Brig Space -- The space left in your brig
351for Klingon captives.
352.qq
353Klingon Power -- The number of units
354needed to kill a Klingon.
355Remember, as Klingons fire at you
356they use up their own energy,
357so you probably need somewhat less
358than this.
359.qq
360Skill, Length -- The skill and length
361of the game you are playing.
362.in -8
363.pp
364Status information is absolutely free.
365.bl "Long Range Scan"
366Mnemonic: lrscan
367Shortest Abbreviation: l
368Consumes: nothing
369.FF
370.pp
371Long range scan gives you information about the
372eight quadrants
373that surround the quadrant
374you're in.
375A sample long range scan follows:
376.sp
377.in +12
378.nf
379Long range scan for quadrant 0,3
380
381 2 3 4
382 -------------------
383 ! * ! * ! * !
384 -------------------
3850 ! 108 ! 6 ! 19 !
386 -------------------
3871 ! 9 ! /// ! 8 !
388 -------------------
389.sp
390.in -12
391.fi
392.pp
393The three digit numbers
394tell the number of objects
395in the quadrants.
396The units digit tells the number of stars,
397the tens digit the number of starbases,
398and the hundreds digit is the number of Klingons.
399"*" indicates the negative energy barrier
400at the edge of the galaxy,
401which you cannot enter.
402"///" means that that is a supernova quadrant
403and must not be entered.
404.bl "Damage Report"
405Mnemonic: damages
406Shortest Abbreviation: da
407Consumes: nothing
408.FF
409.pp
410A damage report tells you what devices are damaged
411and how long it will take to repair them.
412Repairs proceed faster
413when you are docked
414at a starbase.
415.bl "Set Warp Factor"
416Mnemonic: warp
417Shortest Abbreviation: w
418Full Command: warp factor
419Consumes: nothing
420.FF
421.pp
422The warp factor tells the speed of your starship
423when you move under warp power
424(with the
425.ul
426move
427command).
428The higher the warp factor,
429the faster you go,
430and the more energy you use.
431.pp
432The minimum warp factor is 1.0
433and the maximum is 10.0.
434At speeds above warp 6
435there is danger of the warp engines
436being damaged.
437The probability of this
438increases at higher warp speeds.
439Above warp 9.0 there is a chance of entering
440a time warp.
441.bl "Move Under Warp Power"
442Mnemonic: move
443Shortest Abbreviation: m
444Full Command: move course distance
445Consumes: time and energy
446.FF
447.pp
448This is the usual way of moving.
449The course is in degrees and the distance is in quadrants.
450To move one sector specify a distance of 0.1.
451.pp
452Time is consumed proportionately to
453the inverse of the warp factor squared,
454and directly to the distance.
455Energy is consumed as the warp factor cubed,
456and directly to the distance.
457If you move with your shields up
458it doubles the amount of energy consumed.
459.pp
460When you move in a quadrant containing Klingons,
461they get a chance to attack you.
462.pp
463The computer detects navigation errors.
464If the computer is out,
465you run the risk of running into things.
466.pp
467The course is determined by the
468Space Inertial Navigation System
469[SINS].
470As described in
471Star Fleet Technical Order TO:02:06:12,
472the SINS is calibrated,
473after which it becomes the base for navigation.
474If damaged,
475navigation becomes inaccurate.
476When it is fixed,
477Spock recalibrates it,
478however,
479it cannot be calibrated extremely accurately
480until you dock at starbase.
481.bl "Move Under Impulse Power"
482Mnemonic: impulse
483Shortest Abbreviation: i
484Full Command: impulse course distance
485Consumes: time and energy
486.FF
487.pp
488The impulse engines give you a chance to maneuver
489when your warp engines are damaged;
490however, they are incredibly slow
491(0.095 quadrants/stardate).
492They require 20 units of energy to engage,
493and ten units per sector to move.
494.pp
495The same comments about the computer and the SINS
496apply as above.
497.pp
498There is no penalty to move under impulse power
499with shields up.
500.bl "Deflector Shields"
501Mnemonic: shields
502Shortest Abbreviation: sh
503Full Command: shields up/down
504Consumes: energy
505.FF
506.pp
507Shields protect you from Klingon attack
508and nearby novas.
509As they protect you,
510they weaken.
511A shield which is 78% effective
512will absorb 78% of a hit
513and let 22% in to hurt you.
514.pp
515The Klingons have a chance to attack you
516every time you raise or lower shields.
517Shields do not rise and lower
518instantaneously,
519so the hit you receive
520will be computed with the shields
521at an intermediate effectiveness.
522.pp
523It takes energy to raise shields,
524but not to drop them.
525.bl "Cloaking Device"
526Mnemonic: cloak
527Shortest Abbreviation: cl
528Full Command: cloak up/down
529Consumes: energy
530.FF
531.pp
532When you are cloaked,
533Klingons cannot see you,
534and hence they do not fire at you.
535They are useful for entering
536a quadrant
537and selecting a good position,
538however,
539weapons cannot be fired through
540the cloak
541due to the huge energy drain
542that it requires.
543.pp
544The cloak up command
545only starts the cloaking process;
546Klingons will continue
547to fire at you
548until you do something
549which consumes time.
550.bl "Fire Phasers"
551Mnemonic: phasers
552Shortest Abbreviation: p
553Full Commands: phasers automatic amount
554 phasers manual amt1 course1 spread1 ...
555Consumes: energy
556.FF
557.pp
558Phasers are energy weapons;
559the energy comes from your ship's reserves
560("total energy" on a srscan).
561It takes about 250 units of hits
562to kill a Klingon.
563Hits are cumulative as long as you stay
564in the quadrant.
565.pp
566Phasers become less effective
567the further from a Klingon you are.
568Adjacent Klingons receive about
56990% of what you fire,
570at five sectors about 60%,
571and at ten sectors about 35%.
572They have no effect outside of the quadrant.
573.pp
574Phasers cannot be fired while shields are up;
575to do so would fry you.
576They have no effect on starbases or stars.
577.pp
578In automatic mode
579the computer decides how to divide up the energy
580among the Klingons present;
581in manual mode you do that yourself.
582.pp
583In manual mode firing
584you specify a direction,
585amount (number of units to fire)
586and spread (0 -> 1.0)
587for each of the six phaser banks.
588A zero amount
589terminates the manual input.
590.bl "Fire Photon Torpedoes"
591Mnemonic: torpedo
592Shortest Abbreviation: t
593Full Command: torpedo course [yes/no] [burst angle]
594Consumes: torpedoes
595.FF
596.pp
597Torpedoes are projectile weapons -- there are no partial hits.
598You either hit your target or you don't.
599A hit on a Klingon destroys him.
600A hit on a starbase destroys that starbase
601(woops!).
602Hitting a star usually causes it to go nova,
603and occasionally supernova.
604.pp
605Photon torpedoes cannot be aimed precisely.
606They can be fired with shields up,
607but they get even more random
608as they pass through the shields.
609.pp
610Torpedoes may be fired in bursts of three.
611If this is desired,
612the burst angle is the angle
613between the three shots,
614which may vary from one to fifteen.
615The word "no"
616says that a burst is not wanted;
617the word "yes"
618(which may be omitted
619if stated on the same line as the course)
620says that a burst is wanted.
621.pp
622Photon torpedoes
623have no effect
624outside the quadrant.
625.bl "Onboard Computer Request"
626Mnemonic: computer
627Shortest Abbreviation: c
628Full Command: computer request; request;...
629Consumes: nothing
630.FF
631.pp
632The computer command gives you access to the facilities
633of the onboard computer,
634which allows you to do all sorts of fascinating stuff.
635Computer requests are:
636.in +8
637.qq
638score -- Shows your current score.
639.qq
640course quad/sect -- Computes the course and distance from wherever
641you are to the given location.
642If you type "course /x,y"
643you will be given the course
644to sector x,y in the current quadrant.
645.qq
646move quad/sect -- Identical to the course
647request,
648except that the move is executed.
649.qq
650chart -- prints a chart of the known galaxy,
651i.e.,
652everything that you have seen with a long range scan.
653The format is the same as on a long range scan,
654except that "..." means
655that you don't yet know what is there,
656and ".1." means that you know that a starbase
657exists, but you don't know anything else.
658"$$$" mans the quadrant
659that you are currently in.
660.qq
661trajectory -- prints the course and distance
662to all the Klingons in the quadrant.
663.qq
664warpcost dist warp_factor -- computes the cost in time and energy
665to move `dist' quadrants at warp `warp_factor'.
666.qq
667impcost dist -- same as warpcost for impulse engines.
668.qq
669pheff range -- tells how effective your phasers are
670at a given range.
671.qq
672distresslist -- gives a list of currently distressed
673starbases
674and starsystems.
675.in -8
676.pp
677More than one request may be stated
678on a line
679by separating them
680with semicolons.
681.bl "Dock at Starbase"
682Mnemonic: dock
683Shortest Abbreviation: do
684Consumes: nothing
685.FF
686.pp
687You may dock at a starbase
688when you are in one of the eight
689adjacent sectors.
690.pp
691When you dock you are resupplied
692with energy, photon torpedoes, and life support reserves.
693Repairs are also done faster at starbase.
694Any prisoners you have taken
695are unloaded.
696You do not receive points
697for taking prisoners
698until this time.
699.pp
700Starbases have their own deflector shields,
701so you are safe from attack while docked.
702.bl "Undock from Starbase"
703Mnemonic: undock
704Shortest Abbreviation: u
705Consumes: nothing
706.FF
707.pp
708This just allows you to leave starbase
709so that you may proceed on your way.
710.bl "Rest"
711Mnemonic: rest
712Shortest Abbreviation: r
713Full Command: rest time
714Consumes: time
715.FF
716.pp
717This command allows you to rest to repair damages.
718It is not advisable to rest while under attack.
719.bl "Call Starbase For Help"
720Mnemonic: help
721Shortest Abbreviation: help
722Consumes: nothing
723.FF
724.pp
725You may call starbase for help via your subspace radio.
726Starbase has long range transporter beams to get you.
727Problem is,
728they can't always rematerialize you.
729.pp
730You should avoid using this command unless absolutely necessary,
731for the above reason and because it counts heavily against you
732in the scoring.
733.bl "Capture Klingon"
734Mnemonic: capture
735Shortest Abbreviation: ca
736Consumes: time
737.FF
738.pp
739You may request that a Klingon surrender
740to you.
741If he accepts,
742you get to take captives
743(but only as many as your brig
744can hold).
745It is good if you do this,
746because you get points for captives.
747Also,
748if you ever get captured,
749you want to be sure that the Federation
750has prisoners to exchange for you.
751.pp
752You must go to a starbase
753to turn over your prisoners
754to Federation authorities.
755.bl "Visual Scan"
756Mnemonic: visual
757Shortest Abbreviation: v
758Full Command: visual course
759Consumes: time
760.FF
761.pp
762When your short range scanners are out,
763you can still see what is out "there"
764by doing a visual scan.
765Unfortunately,
766you can only see three sectors at one time,
767and it takes 0.005 stardates to perform.
768.pp
769The three sectors in the general direction
770of the course specified
771are examined
772and displayed.
773.bl "Abandon Ship"
774Mnemonic: abandon
775Shortest Abbreviation: abandon
776Consumes: nothing
777.FF
778.pp
779The officers escape the Enterprise in the shuttlecraft.
780If the transporter is working
781and there is an inhabitable starsystem
782in the area,
783the crew beams down,
784otherwise you leave them to die.
785You are given an old but still usable ship,
786the Faire Queene.
787.bl "Ram"
788Mnemonic: ram
789Shortest Abbreviation: ram
790Full Command: ram course distance
791Consumes: time and energy
792.FF
793.pp
794This command is identical to "move",
795except that the computer
796doesn't stop you
797from making navigation errors.
798.pp
799You get very nearly slaughtered
800if you ram anything.
801.bl "Self Destruct"
802Mnemonic: destruct
803Shortest Abbreviation: destruct
804Consumes: everything
805.FF
806.pp
807Your starship is self-destructed.
808Chances are you will destroy
809any Klingons
810(and stars,
811and starbases)
812left in your quadrant.
813.bl "Terminate the Game"
814Mnemonic: terminate
815Shortest Abbreviation: terminate
816Full Command: terminate yes/no
817.FF
818.pp
819Cancels the current game.
820No score is computed.
821If you answer yes,
822a new game will be started,
823otherwise trek exits.
824.bl "Call the Shell"
825Mnemonic: shell
826Shortest Abbreviation: shell
827.FF
828.pp
829Temporarily escapes to the shell.
830When you log out of the shell
831you will return to the game.
832.bp
833.ce
834SCORING
835.in +4
836.pp
837The scoring algorithm is rather complicated.
838Basically,
839you get points for each Klingon you kill,
840for your Klingon per stardate kill rate,
841and a bonus if you win the game.
842You lose
843points for the number of Klingons left
844in the galaxy
845at the end of the game,
846for getting killed,
847for each star, starbase, or inhabited starsystem
848you destroy,
849for calling for help,
850and for each casualty you incur.
851.pp
852You will be promoted
853if you play very well.
854You will never get a promotion if you
855call for help,
856abandon the Enterprise,
857get killed,
858destroy a starbase or inhabited starsystem,
859or destroy too many stars.
860.bp
861.ce
862REFERENCE PAGE
863.sp 2
864.ta 36 56
865.nf
866.ul
867Command Uses Consumes
868
869ABANDON shuttlecraft, -
870 transporter
871CApture subspace radio time
872CLoak Up/Down cloaking device energy
873Computer request; request;... computer -
874DAmages - -
875DESTRUCT computer -
876DOck - -
877HELP subspace radio -
878Impulse course distance impulse engines, time, energy
879 computer, SINS
880Lrscan L.R. sensors -
881Move course distance warp engines, time, energy
882 computer, SINS
883Phasers Automatic amount phasers, computer energy
884Phasers Manual amt1 course1 spread1 ... phasers energy
885Torpedo course [Yes] angle/No torpedo tubes torpedoes
886RAM course distance warp engines, time, energy
887 computer, SINS
888Rest time - time
889SHELL - -
890SHields Up/Down shields energy
891Srscan [Yes/No] S.R. sensors -
892STatus - -
893TERMINATE Yes/No - -
894Undock - -
895Visual course - time
896Warp warp_factor - -
897.fi