1 .\" Copyright (c) 1980, 1993
2 .\" The Regents of the University of California. All rights reserved.
4 .\" Redistribution and use in source and binary forms, with or without
5 .\" modification, are permitted provided that the following conditions
7 .\" 1. Redistributions of source code must retain the above copyright
8 .\" notice, this list of conditions and the following disclaimer.
9 .\" 2. Redistributions in binary form must reproduce the above copyright
10 .\" notice, this list of conditions and the following disclaimer in the
11 .\" documentation and/or other materials provided with the distribution.
12 .\" 3. Neither the name of the University nor the names of its contributors
13 .\" may be used to endorse or promote products derived from this software
14 .\" without specific prior written permission.
16 .\" THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
17 .\" ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
18 .\" IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
19 .\" ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
20 .\" FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
21 .\" DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
22 .\" OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
23 .\" HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
24 .\" LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
25 .\" OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
28 .\" @(#)trek.me 8.1 (Berkeley) 6/8/93
29 .\" $FreeBSD: src/games/trek/USD.doc/trek.me,v 1.1.1.1.14.1 2000/11/28 17:06:48 ru Exp $
30 .\" $DragonFly: src/games/trek/USD.doc/trek.me,v 1.2 2003/06/17 04:25:25 dillon Exp $
41 ' tl 'Star Trek''USD:31-%'
44 .oh 'Star Trek''USD:31-%'
45 .eh 'USD:31-%''Star Trek'
56 |****||||*****||||||*||||||****|
57 *||||||||||*|||||||*|*|||||*|||*
58 |***|||||||*||||||*****||||****|
59 ||||*||||||*||||||*|||*||||*||*|
60 ****|||||||*||||||*|||*||||*|||*
62 *****||||****|||||*****||||*|||*
63 ||*||||||*|||*||||*||||||||*||*|
64 ||*||||||****|||||***||||||***||
65 ||*||||||*||*|||||*||||||||*||*|
66 ||*||||||*|||*||||*****||||*|||*
88 University of California
95 Well, the federation is once again at war with the Klingon empire.
97 as captain of the U.S.S. Enterprise,
98 to wipe out the invasion fleet and save the Federation.
100 For the purposes of the game
101 the galaxy is divided into 64 quadrants
102 on an eight by eight grid,
103 with quadrant 0,0 in the upper left hand corner.
104 Each quadrant is divided into 100 sectors
105 on a ten by ten grid.
106 Each sector contains one object
107 (e.g., the Enterprise, a Klingon, or a star).
109 Navigation is handled in degrees,
110 with zero being straight up
111 and ninety being to the right.
112 Distances are measured in quadrants.
113 One tenth quadrant is one sector.
115 The galaxy contains starbases,
116 at which you can dock to refuel,
118 The galaxy also contains stars.
119 Stars usually have a knack for getting in your way,
120 but they can be triggered into going nova
121 by shooting a photon torpedo at one,
122 thereby (hopefully) destroying any adjacent Klingons.
123 This is not a good practice however,
124 because you are penalized for destroying stars.
125 Also, a star will sometimes go supernova,
126 which obliterates an entire quadrant.
127 You must never stop in a supernova quadrant,
128 although you may "jump over" one.
131 have inhabited planets.
132 Klingons can attack inhabited planets
133 and enslave the populace,
134 which they then put to work building more Klingon battle cruisers.
137 \*fSTARTING UP THE GAME\fR
139 To request the game, issue the command
147 If a filename is supplied,
148 a log of the game is written onto that file.
152 ``\fB\-a\fP'' flag is stated before the filename,
153 the log of the game is appended to the file.
155 The game will ask you what length game
157 Valid responses are "short", "medium", and "long".
158 You may also type "restart",
159 which restarts a previously saved game.
161 the length of the game does not affect the difficulty,
162 but currently the shorter games tend to be harder than the longer ones.
164 You will then be prompted for the skill,
165 to which you must respond
166 "novice", "fair", "good", "expert",
167 "commodore", or "impossible".
168 You should start out with a novice
170 but if you really want to see
171 how fast you can be slaughtered,
172 start out with an impossible game.
176 if you forget what is appropriate
177 the game will tell you what it expects
182 \*fISSUING COMMANDS\fR
184 If the game expects you to enter a command,
186 it will say ^"Command:\ "
187 and wait for your response.
188 Most commands can be abbreviated.
190 At almost any time you can type more than one thing on a line.
192 to move straight up one quadrant,
197 or you could just type
201 and the game would prompt you with
205 to which you could type
209 The "1" is the distance,
210 which could be put on still another line.
211 Also, the "move" command
212 could have been abbreviated
213 "mov", "mo", or just "m".
215 If you are partway through a command
216 and you change your mind,
217 you can usually type "-1"
218 to cancel the command.
220 Klingons generally cannot hit you
221 if you don't consume anything
222 (e.g., time or energy),
223 so some commands are considered "free".
224 As soon as you consume anything though -- POW!
235 . nr l \\w'\\$1' -\\w'*'
252 .if !\n(.V .ta \w'Full Commands: '+1
253 .if \n(.V .ta \w'Full Commands: 'u
256 .bl "Short Range Scan"
258 Shortest Abbreviation: s
259 Full Commands: srscan
266 of the quadrant you are in,
267 and (if you say "yes")
271 of interesting stuff.
272 You can get a status report alone
280 Short range sensor scan
282 le1 ce1 ce1 ce1 ce1 ce1 ce1 ce1 ce1 ce1 ce1 le3 l1 l.
284 0 . . . . . . . * . * 0 stardate 3702.16
285 1 . . E . . . . . . . 1 condition RED
286 2 . . . . . . . . . * 2 position 0,3/1,2
287 3 * . . . . # . . . . 3 warp\ factor 5.0
288 4 . . . . . . . . . . 4 total\ energy 4376
289 5 . . * . * . . . . . 5 torpedoes 9
290 6 . . . @ . . \ . . . 6 shields down,\ 78%
291 7 . . . . . . . . . . 7 Klingons\ left 3
292 8 . . . K . . . . . . 8 time\ left 6.43
293 9 . . . . . . * . . . 9 life\ support damaged,\ reserves\ =\ 2.4
296 Distressed Starsystem Marcus XII
300 The cast of characters is as follows:
307 @ inhabited starsystem
313 The name of the starsystem is listed underneath
314 the short range scan.
315 The word "distressed", if present,
316 means that the starsystem
319 Short range scans are absolutely free.
320 They use no time, no energy,
321 and they don't give the Klingons
322 another chance to hit you.
325 Shortest Abbreviation: st
329 This command gives you information
330 about the current status
331 of the game and your ship, as follows:
338 Stardate -- The current stardate.
340 Condition -- as follows:
344 YELLOW -- low on energy
345 GREEN -- normal state
346 DOCKED -- docked at starbase
347 CLOAKED -- the cloaking device is activated
351 Position -- Your current quadrant and sector.
353 Warp Factor -- The speed you will move at
354 when you move under warp power
360 Total Energy -- Your energy reserves.
361 If they drop to zero,
364 but the higher the skill of the game,
365 the slower it regenerates.
367 Torpedoes -- How many photon torpedoes you have left.
369 Shields -- Whether your shields are up or down,
370 and how effective they are if up
371 (what percentage of a hit they will absorb).
373 Klingons Left -- Guess.
375 Time Left -- How long the Federation can hold out
376 if you sit on your fat ass and do nothing.
377 If you kill Klingons quickly,
382 the Federation is conquered.
384 Life Support -- If "active", everything is fine.
385 If "damaged", your reserves tell you
387 to repair your life support
389 before you starve, suffocate,
390 or something equally unpleasant.
392 Current Crew -- The number of crew members
394 This figures does not include officers.
396 Brig Space -- The space left in your brig
397 for Klingon captives.
399 Klingon Power -- The number of units
400 needed to kill a Klingon.
401 Remember, as Klingons fire at you
402 they use up their own energy,
403 so you probably need somewhat less
406 Skill, Length -- The skill and length
407 of the game you are playing.
410 Status information is absolutely free.
411 .bl "Long Range Scan"
413 Shortest Abbreviation: l
417 Long range scan gives you information about the
419 that surround the quadrant
421 A sample long range scan follows:
424 Long range scan for quadrant 0,3
445 The three digit numbers
446 tell the number of objects
448 The units digit tells the number of stars,
449 the tens digit the number of starbases,
450 and the hundreds digit is the number of Klingons.
451 "*" indicates the negative energy barrier
452 at the edge of the galaxy,
453 which you cannot enter.
454 "///" means that that is a supernova quadrant
455 and must not be entered.
458 Shortest Abbreviation: da
462 A damage report tells you what devices are damaged
463 and how long it will take to repair them.
464 Repairs proceed faster
467 .bl "Set Warp Factor"
469 Shortest Abbreviation: w
470 Full Command: warp factor
474 The warp factor tells the speed of your starship
475 when you move under warp power
480 The higher the warp factor,
482 and the more energy you use.
484 The minimum warp factor is 1.0
485 and the maximum is 10.0.
486 At speeds above warp 6
487 there is danger of the warp engines
489 The probability of this
490 increases at higher warp speeds.
491 Above warp 9.0 there is a chance of entering
493 .bl "Move Under Warp Power"
495 Shortest Abbreviation: m
496 Full Command: move course distance
497 Consumes: time and energy
500 This is the usual way of moving.
501 The course is in degrees and the distance is in quadrants.
502 To move one sector specify a distance of 0.1.
504 Time is consumed proportionately to
505 the inverse of the warp factor squared,
506 and directly to the distance.
507 Energy is consumed as the warp factor cubed,
508 and directly to the distance.
509 If you move with your shields up
510 it doubles the amount of energy consumed.
512 When you move in a quadrant containing Klingons,
513 they get a chance to attack you.
515 The computer detects navigation errors.
516 If the computer is out,
517 you run the risk of running into things.
519 The course is determined by the
520 Space Inertial Navigation System
523 Star Fleet Technical Order TO:02:06:12,
524 the SINS is calibrated,
525 after which it becomes the base for navigation.
527 navigation becomes inaccurate.
529 Spock recalibrates it,
531 it cannot be calibrated extremely accurately
532 until you dock at starbase.
533 .bl "Move Under Impulse Power"
535 Shortest Abbreviation: i
536 Full Command: impulse course distance
537 Consumes: time and energy
540 The impulse engines give you a chance to maneuver
541 when your warp engines are damaged;
542 however, they are incredibly slow
543 (0.095 quadrants/stardate).
544 They require 20 units of energy to engage,
545 and ten units per sector to move.
547 The same comments about the computer and the SINS
550 There is no penalty to move under impulse power
552 .bl "Deflector Shields"
554 Shortest Abbreviation: sh
555 Full Command: shields up/down
559 Shields protect you from Klingon attack
563 A shield which is 78% effective
564 will absorb 78% of a hit
565 and let 22% in to hurt you.
567 The Klingons have a chance to attack you
568 every time you raise or lower shields.
569 Shields do not rise and lower
571 so the hit you receive
572 will be computed with the shields
573 at an intermediate effectiveness.
575 It takes energy to raise shields,
576 but not to drop them.
577 .bl "Cloaking Device"
579 Shortest Abbreviation: cl
580 Full Command: cloak up/down
584 When you are cloaked,
585 Klingons cannot see you,
586 and hence they do not fire at you.
587 They are useful for entering
589 and selecting a good position,
591 weapons cannot be fired through
593 due to the huge energy drain
597 only starts the cloaking process;
598 Klingons will continue
600 until you do something
604 Shortest Abbreviation: p
605 Full Commands: phasers automatic amount
606 phasers manual amt1 course1 spread1 ...
610 Phasers are energy weapons;
611 the energy comes from your ship's reserves
612 ("total energy" on a srscan).
613 It takes about 250 units of hits
615 Hits are cumulative as long as you stay
618 Phasers become less effective
619 the further from a Klingon you are.
620 Adjacent Klingons receive about
621 90% of what you fire,
622 at five sectors about 60%,
623 and at ten sectors about 35%.
624 They have no effect outside of the quadrant.
626 Phasers cannot be fired while shields are up;
627 to do so would fry you.
628 They have no effect on starbases or stars.
631 the computer decides how to divide up the energy
632 among the Klingons present;
633 in manual mode you do that yourself.
635 In manual mode firing
636 you specify a direction,
637 amount (number of units to fire)
638 and spread (0 -> 1.0)
639 for each of the six phaser banks.
641 terminates the manual input.
642 .bl "Fire Photon Torpedoes"
644 Shortest Abbreviation: t
645 Full Command: torpedo course [yes/no] [burst angle]
649 Torpedoes are projectile weapons -- there are no partial hits.
650 You either hit your target or you don't.
651 A hit on a Klingon destroys him.
652 A hit on a starbase destroys that starbase
654 Hitting a star usually causes it to go nova,
655 and occasionally supernova.
657 Photon torpedoes cannot be aimed precisely.
658 They can be fired with shields up,
659 but they get even more random
660 as they pass through the shields.
662 Torpedoes may be fired in bursts of three.
664 the burst angle is the angle
665 between the three shots,
666 which may vary from one to fifteen.
668 says that a burst is not wanted;
670 (which may be omitted
671 if stated on the same line as the course)
672 says that a burst is wanted.
676 outside the quadrant.
677 .bl "Onboard Computer Request"
679 Shortest Abbreviation: c
680 Full Command: computer request; request;...
684 The computer command gives you access to the facilities
685 of the onboard computer,
686 which allows you to do all sorts of fascinating stuff.
687 Computer requests are:
690 score -- Shows your current score.
692 course quad/sect -- Computes the course and distance from wherever
693 you are to the given location.
694 If you type "course /x,y"
695 you will be given the course
696 to sector x,y in the current quadrant.
698 move quad/sect -- Identical to the course
700 except that the move is executed.
702 chart -- prints a chart of the known galaxy,
704 everything that you have seen with a long range scan.
705 The format is the same as on a long range scan,
706 except that "..." means
707 that you don't yet know what is there,
708 and ".1." means that you know that a starbase
709 exists, but you don't know anything else.
710 "$$$" mans the quadrant
711 that you are currently in.
713 trajectory -- prints the course and distance
714 to all the Klingons in the quadrant.
716 warpcost dist warp_factor -- computes the cost in time and energy
717 to move `dist' quadrants at warp `warp_factor'.
719 impcost dist -- same as warpcost for impulse engines.
721 pheff range -- tells how effective your phasers are
724 distresslist -- gives a list of currently distressed
729 More than one request may be stated
733 .bl "Dock at Starbase"
735 Shortest Abbreviation: do
739 You may dock at a starbase
740 when you are in one of the eight
743 When you dock you are resupplied
744 with energy, photon torpedoes, and life support reserves.
745 Repairs are also done faster at starbase.
746 Any prisoners you have taken
748 You do not receive points
752 Starbases have their own deflector shields,
753 so you are safe from attack while docked.
754 .bl "Undock from Starbase"
756 Shortest Abbreviation: u
760 This just allows you to leave starbase
761 so that you may proceed on your way.
764 Shortest Abbreviation: r
765 Full Command: rest time
769 This command allows you to rest to repair damages.
770 It is not advisable to rest while under attack.
771 .bl "Call Starbase For Help"
773 Shortest Abbreviation: help
777 You may call starbase for help via your subspace radio.
778 Starbase has long range transporter beams to get you.
780 they can't always rematerialize you.
782 You should avoid using this command unless absolutely necessary,
783 for the above reason and because it counts heavily against you
785 .bl "Capture Klingon"
787 Shortest Abbreviation: ca
791 You may request that a Klingon surrender
794 you get to take captives
795 (but only as many as your brig
797 It is good if you do this,
798 because you get points for captives.
800 if you ever get captured,
801 you want to be sure that the Federation
802 has prisoners to exchange for you.
804 You must go to a starbase
805 to turn over your prisoners
806 to Federation authorities.
809 Shortest Abbreviation: v
810 Full Command: visual course
814 When your short range scanners are out,
815 you can still see what is out "there"
816 by doing a visual scan.
818 you can only see three sectors at one time,
819 and it takes 0.005 stardates to perform.
821 The three sectors in the general direction
822 of the course specified
827 Shortest Abbreviation: abandon
831 The officers escape the Enterprise in the shuttlecraft.
832 If the transporter is working
833 and there is an inhabitable starsystem
836 otherwise you leave them to die.
837 You are given an old but still usable ship,
841 Shortest Abbreviation: ram
842 Full Command: ram course distance
843 Consumes: time and energy
846 This command is identical to "move",
847 except that the computer
849 from making navigation errors.
851 You get very nearly slaughtered
855 Shortest Abbreviation: destruct
859 Your starship is self-destructed.
860 Chances are you will destroy
864 left in your quadrant.
865 .bl "Terminate the Game"
867 Shortest Abbreviation: terminate
868 Full Command: terminate yes/no
871 Cancels the current game.
872 No score is computed.
874 a new game will be started,
875 otherwise trek exits.
878 Shortest Abbreviation: shell
881 Temporarily escapes to the shell.
882 When you exit the shell
883 you will return to the game.
889 The scoring algorithm is rather complicated.
891 you get points for each Klingon you kill,
892 for your Klingon per stardate kill rate,
893 and a bonus if you win the game.
895 points for the number of Klingons left
897 at the end of the game,
899 for each star, starbase, or inhabited starsystem
901 for calling for help,
902 and for each casualty you incur.
905 if you play very well.
906 You will never get a promotion if you
908 abandon the Enterprise,
910 destroy a starbase or inhabited starsystem,
911 or destroy too many stars.
914 \*fCOMMAND SUMMARY\fP
917 Command Requires Consumes
919 \*fabandon\fR shuttlecraft, -
921 \*fca\fRpture subspace radio time
922 \*fcl\fRoak \*fu\fRp/\*fd\fRown cloaking device energy
923 \*fc\fRomputer request; ... computer -
925 \*fdestruct\fR computer -
927 \*fhelp\fR subspace radio -
928 \*fi\fRmpulse course distance impulse engines, time, energy
930 \*fl\fRrscan L.R. sensors -
931 \*fm\fRove course distance warp engines, time, energy
933 \*fp\fRhasers \*fa\fRutomatic amount phasers, computer energy \*fp\fRhasers \*fm\fRanual
934 \ \ amt1 course1 spread1 ... phasers energy
935 \*ft\fRorpedo course [\*fy\fRes] angle/\*fn\fRo torpedo tubes torpedoes
936 \*fram\fR course distance warp engines, time, energy
938 \*fr\fRest time - time
940 \*fsh\fRields \*fu\fRp/\*fd\fRown shields energy
941 \*fs\fRrscan [\*fy\fRes/\*fn\fRo] S.R. sensors -
943 \*fterminate\fR \*fy\fRes/\*fn\fRo - -
945 \*fv\fRisual course - time
946 \*fw\fRarp warp_factor - -