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1.1 root 1: .de ul
2: ..
3: .sp 15
4: .tr ^
5: .ce 88
6: ^****^^^^*****^^^^^^*^^^^^^****^
7: *^^^^^^^^^^*^^^^^^^*^*^^^^^*^^^*
8: ^***^^^^^^^*^^^^^^*****^^^^****^
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10: ****^^^^^^^*^^^^^^*^^^*^^^^*^^^*
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12:
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18:
19:
20: by
21:
22: Eric Allman
23: University of California
24: Berkeley
25: .sp 4
26: Preliminary Version
27: .ce 0
28: .tr ^^
29: .de HE
30: 'sp 4
31: 'tl 'STAR TREK''%'
32: 'sp 3
33: ..
34: .de FO
35: 'bp
36: ..
37: .wh 0 HE
38: .wh -5 FO
39: .de pp
40: .sp
41: .ti +4
42: ..
43: .bp 1
44: .ce
45: INTRODUCTION
46: .pp
47: Well, the federation is once again at war with the Klingon empire.
48: It is up to you,
49: as captain of the U.S.S. Enterprise,
50: to wipe out the invasion fleet and save the Federation.
51: .pp
52: For the purposes of the game
53: the galaxy is divided into 64 quadrants
54: on an eight by eight grid,
55: with quadrant 0,0 in the upper left hand corner.
56: Each quadrant is divided into 100 sectors
57: on a ten by ten grid.
58: Each sector contains one object
59: (e.g., the Enterprise, a Klingon, or a star).
60: .pp
61: Navigation is handled in degrees,
62: with zero being straight up
63: and ninty being to the right.
64: Distances are measured in quadrants.
65: One tenth quadrant is one sector.
66: .pp
67: The galaxy contains starbases,
68: at which you can dock to refuel,
69: repair damages, etc.
70: The galaxy also contains stars.
71: Stars usually have a knack for getting in your way,
72: but they can be triggered into going nova
73: by shooting a photon torpedo at one,
74: thereby (hopefully) destroying any adjacent Klingons.
75: This is not a good practice however,
76: because you are penalized for destroying stars.
77: Also, a star will sometimes go supernova,
78: which obliterates an entire quadrant.
79: You must never stop in a supernova quadrant,
80: although you may "jump over" one.
81: .pp
82: Some starsystems
83: have inhabited planets.
84: Klingons can attack inhabited planets
85: and enslave the populace,
86: which they then put to work building more Klingon battle cruisers.
87: .bp
88: .ce
89: STARTING UP THE GAME
90: .pp
91: To request the game, issue the command
92: .sp
93: .ti +12
94: /usr/games/trek
95: .sp
96: from the shell.
97: If a filename is stated,
98: a log of the game is written
99: onto that file.
100: If omitted,
101: the file is not written.
102: If the "-a" flag is stated before the filename,
103: that file is appended to
104: rather than created.
105: .pp
106: The game will ask you what length game
107: you would like.
108: Valid responses are "short", "medium", and "long".
109: Ideally the length of the game does not
110: affect the difficulty,
111: but currently the shorter games
112: tend to be harder than the longer ones.
113: .pp
114: You will then be prompted for the skill,
115: to which you must respond
116: "novice", "fair", "good", or "expert".
117: You should start out with a novice
118: and work up,
119: but if you really want to see how fast
120: you can be slaughtered,
121: start out with an expert game.
122: .pp
123: In general,
124: throughout the game,
125: if you forget what is appropriate
126: type ? and a list of valid responses will be typed.
127: .pp
128: To get a copy of these rules,
129: execute the command
130: .sp
131: .ti +12
132: nroff -h /usr/games/trek.inst
133: .sp
134: .bp
135: .ce
136: ISSUING COMMANDS
137: .pp
138: If the game expects you to enter a command,
139: .hc ^
140: it will say ^"Command:\ "
141: and wait for your response.
142: Most commands can be abbreviated.
143: .pp
144: At almost any time you can type more than one thing on a line.
145: For example,
146: to move straight up one quadrant,
147: you ccn typ%
148: .ti +12
149: move 0 1
150: .br
151: or you could just type
152: .ti +12
153: move
154: .br
155: and the game would prompt you with
156: .ti +12
157: Course:
158: .br
159: to which you could type
160: .ti +12
161: 0 1
162: .br
163: The "1" is the distance,
164: which could be put on still another line.
165: Also, the "move" command
166: could have been abbreviated
167: "mov", "mo", or just "m".
168: .pp
169: If you are partway through a command
170: and you change your mind,
171: an interrupt
172: will cancel the command.
173: .pp
174: Klingons generally cannot hit you
175: if you don't consume anything
176: (e.g., time or energy),
177: so some commands are considered "free".
178: As soon as you consume anything though -- POW!
179: .bp
180: .de **
181: .if \\n+l .**
182: .as x *
183: ..
184: .de bl
185: .nr l \\w'\\$1'/\\w'*' -1
186: .ds x ****
187: .**
188: .sp 3
189: .ne 3
190: \\*x
191: .br
192: * \\$1 *
193: .br
194: \\*x
195: .sp
196: .in +8
197: .nf
198: ..
199: .de FF
200: .in -8
201: .fi
202: ..
203: .ta 16
204: .ce
205: THE COMMANDS
206: .bl "Short Range Scan"
207: Mnemonic: srscan
208: Shortest Appreviation: s
209: Full Commands: srscan
210: srscan yes/no
211: Consumes: nothing
212: .FF
213: .pp
214: The short range scan
215: gives you a picture
216: of the quadrant you are in,
217: and (if you say "yes")
218: a status report
219: which tells you
220: a whole bunch
221: of interesting stuff.
222: You can get a status report alone
223: by using the
224: .ul
225: status
226: command.
227: An example follows:
228: .sp
229: .nf
230: .in +4
231: 0 1 2 3 4 5 6 7 8 9 S.R. sensor scan for quadrant 0,3
232: 0 . . . . . . . * . * 0 stardate 3702.16
233: 1 . . E . . . . . . . 1 condition RED
234: 2 . . . . . . . . . * 2 position 0,3/1,2
235: 3 * . . . . # . . . . 3 warp factor 5.0
236: 4 . . . . . . . . . . 4 total energy 4376
237: 5 . . * . * . . . . . 5 torpedoes 9
238: 6 . . . @ . . . . . . 6 shields down, 78%
239: 7 . . . . . . . . . . 7 Klingons left 3
240: 8 . . . K . . . . . . 8 time left 6.43
241: 9 . . . . . . * . . . 9 life support damaged, reserves = 2.4
242: 0 1 2 3 4 5 6 7 8 9
243: Distressed Starsystem Marcus XII
244:
245: .in +8
246: .ti -8
247: The cast of characters is as follows:
248: E the hero
249: K the villain
250: # the starbase
251: * stars
252: @ inhabited starsystem
253: \&. empty space
254: .in -12
255: .fi
256: .pp
257: The name of the starsystem is listed underneath
258: the short range scan.
259: The word "distressed", if present,
260: means that the starsystem
261: is under attack.
262: .pp
263: Short range scans are absolutely free.
264: They use no time, no energy,
265: and they don't give the Klingons
266: another chance to hit you.
267: .bl "Status Report"
268: Mnemonic: status
269: Shortest Abbreviation: st
270: Consumes: nothing
271: .FF
272: .pp
273: This command gives you information
274: about the current status
275: of the game and your ship, as follows:
276: .in +8
277: .de qq
278: .sp
279: .ti -4
280: ..
281: .qq
282: Stardate -- The current stardate.
283: .qq
284: Condition -- as follows:
285: .in +4
286: .nf
287: RED -- in battle
288: YELLOW -- low on energy
289: GREEN -- normal state
290: DOCKED -- docked at starbase
291: CLOAKED -- the cloaking device is activated
292: .fi
293: .in -4
294: .qq
295: Position -- Your current quadrant and sector.
296: .qq
297: Warp Factor -- The speed you will move at
298: when you move under warp power
299: (with the
300: .ul
301: move
302: command).
303: .qq
304: Total Energy -- Your energy reserves.
305: If they drop to zero,
306: you die.
307: Energy regenerates,
308: but the higher the skill of the game,
309: the slower it regenerates.
310: .qq
311: Torpedoes -- How many photon torpedoes you have left.
312: .qq
313: Shields -- Whether your shields are up or down,
314: and how effective they are if up
315: (what percentage of a hit they will absorb).
316: .qq
317: Klingons Left -- Guess.
318: .qq
319: Time Left -- How long the Federation can hold out
320: if you sit on your fat ass and do nothing.
321: If you kill Klingons quickly,
322: this number goes up,
323: otherwise,
324: it goes down.
325: If it hits zero,
326: the Federation is conquered.
327: .qq
328: Life Support -- If "active", everything is fine.
329: If "damaged", your reserves tell you
330: how long you have
331: to repair your life support
332: or get to a starbase
333: before you starve, suffocate,
334: or something equally unpleasant.
335: .qq
336: Current Crew -- The number of crew members
337: left.
338: This figures does not include officers.
339: .qq
340: Brig Space -- The space left in your brig
341: for Klingon captives.
342: .in -8
343: .pp
344: Status information is absolutely free.
345: .bl "Long Range Scan"
346: Mnemonic: lrscan
347: Shortest Abbreviation: l
348: Consumes: nothing
349: .FF
350: .pp
351: Long range scan gives you information about the
352: eight quadrants
353: that surround the quadrant
354: you're in.
355: A sample long range scan follows:
356: .sp
357: .in +12
358: .nf
359: -2- -3- -4- Long range scan for quadrant 0,3
360: * * *
361: 0 108 E6 19
362: 1 9 /// 8
363: .sp
364: .in -12
365: .fi
366: .pp
367: The three digit numbers
368: tell the number of objects
369: in the quadrants.
370: The units digit tells the number of stars,
371: the tens digit the number of starbases,
372: and the hundreds digit is the number of Klingons.
373: "*" indicates the negative energy barrier
374: at the edge of the galaxy,
375: which you cannot enter.
376: "///" means that that is a supernova quadrant
377: and must not be entered.
378: .bl "Damage Report"
379: Mnemonic: damages
380: Shortest Abbreviation: da
381: Consumes: nothing
382: .FF
383: .pp
384: A damage report tells you what devices are damaged
385: and how long it will take to repair them.
386: Repairs proceed faster
387: when you are docked
388: at a starbase.
389: .bl "Set Warp Factor"
390: Mnemonic: warp
391: Shortest Abbreviation: w
392: Full Command: warp factor
393: Consumes: nothing
394: .FF
395: .pp
396: The warp factor tells the speed of your starship
397: when you move under warp power
398: (with the
399: .ul
400: move
401: command).
402: The higher the warp factor,
403: the faster you go,
404: and the more energy you use.
405: .pp
406: The minimum warp factor is 1.0
407: and the maximum is 10.0.
408: At speeds above warp 6
409: there is danger of the warp engines
410: being damaged.
411: The probability of this
412: increases at higher warp speeds.
413: Above warp 9.0 there is a chance of entering
414: a time warp.
415: .bl "Move Under Warp Power"
416: Mnemonic: move
417: Shortest Abbreviation: m
418: Full Command: move course distance
419: Consumes: time and energy
420: .FF
421: .pp
422: This is the usual way of moving.
423: The course is in degrees and the distance is in quadrants.
424: To move one sector specify a distance of 0.1.
425: .pp
426: Time is consumed proportionately to
427: the inverse of the warp factor squared,
428: and directly to the distance.
429: Energy is consumed as the warp factor cubed,
430: and directly to the distance.
431: If you move with your shields up
432: it doubles the amount of energy consumed.
433: .pp
434: When you move in a quadrant containing Klingons,
435: they get a chance to attack you.
436: .pp
437: The computer detects navigation errors.
438: If the computer is out,
439: you run the risk of running into things.
440: .pp
441: The course is determined by the
442: Space Inertial Navigation System
443: [SINS].
444: As described in
445: Star Fleet Technical Order TO:02:06:12,
446: the SINS is calibrated,
447: after which it becomes the base for navigation.
448: If damaged,
449: navigation becomes inaccurate.
450: When it is fixed,
451: Spock recalibrates it,
452: however,
453: it cannot be calibrated extremely accurately
454: until you dock at starbase.
455: .bl "Move Under Impulse Power"
456: Mnemonic: impulse
457: Shortest Abbreviation: i
458: Full Command: impulse course distance
459: Consumes: time and energy
460: .FF
461: .pp
462: The impulse engines give you a chance to maneuver
463: when your warp engines are damaged;
464: however, they are incredibly slow
465: (0.095 quadrants/stardate).
466: They require 20 units of energy to engage,
467: and ten units per sector to move.
468: .pp
469: The same comments about the computer and the SINS
470: apply as above.
471: .pp
472: There is no penalty to move under impulse power
473: with shields up.
474: .bl "Deflector Shields"
475: Mnemonic: shields
476: Shortest Abbreviation: sh
477: Full Command: shields up/down
478: Consumes: energy
479: .FF
480: .pp
481: Shields protect you from Klingon attack
482: and nearby novas.
483: As they protect you,
484: they weaken.
485: A shield which is 78% effective
486: will absorb 78% of a hit
487: and let 22% in to hurt you.
488: .pp
489: The Klingons have a chance to attack you
490: every time you raise or lower shields.
491: Shields do not rise and lower
492: instantaneously,
493: so the hit you receive
494: will be computed with the shields
495: at an intermediate effectiveness.
496: .pp
497: It takes energy to raise shields,
498: but not to drop them.
499: .bl "Cloaking Device"
500: Mnemonic: cloak
501: Shortest Abbreviation: cl
502: Full Command: cloak up/down
503: Consumes: energy
504: .FF
505: .pp
506: When you are cloaked,
507: Klingons cannot see you,
508: and hence they do not fire at you.
509: They are useful for entering
510: a quadrant
511: and selecting a good position,
512: however,
513: weapons cannot be fired through
514: the cloak
515: due to the huge energy drain
516: that it requires.
517: .pp
518: The cloak up command
519: only starts the cloaking process;
520: Klingons will continue
521: to fire at you
522: until you do something
523: which consumes time.
524: .bl "Fire Phasers"
525: Mnmemonic: phasers
526: Shortest Abbreviation: p
527: Full Commands: phasers automatic amount
528: phasers manual amt1 amt2 ... amtn
529: Consumes: energy
530: .FF
531: .pp
532: Phasers are energy weapons;
533: the energy comes from your ship's reserves
534: ("total energy" on a srscan).
535: It takes about 250 units of hits
536: to kill a Klingon.
537: Hits are cumulative as long as you stay
538: in the quadrant.
539: .pp
540: Phasers become less effective
541: the further from a Klingon you are.
542: Adjacent Klingons receive about
543: 90% of what you fire,
544: at five sectors about 60%,
545: and at ten sectors about 35%.
546: They have no effect outside of the quadrant.
547: .pp
548: Phasers cannot be fired while shields are up;
549: to do so would fry you.
550: They have no effect on starbases or stars.
551: .pp
552: In automatic mode
553: the computer decides how to divide up the energy
554: among the Klingons present;
555: in manual mode you do that yourself,
556: specifying nearest Klingon first.
557: .bl "Fire Photon Torpedoes"
558: Mnemonic: torpedo
559: Shortest Abbreviation: t
560: Full Command: torpedo course [yes/no] [burst angle]
561: Consumes: torpedoes
562: .FF
563: .pp
564: Torpedoes are projectile weapons -- there are no partial hits.
565: You either hit your target or you don't.
566: A hit on a Klingon destroys him.
567: A hit on a starbase destroys that starbase
568: (woops!).
569: Hitting a star usually causes it to go nova,
570: and occasionally supernova.
571: .pp
572: Photon torpedoes cannot be aimed precisely.
573: They can be fired with shields up,
574: but they get even more random
575: as they pass through the shields.
576: .pp
577: Torpedoes may be fired in bursts of three.
578: If this is desired,
579: the burst angle is the angle
580: between the three shots,
581: which may vary from one to fifteen.
582: The word "no"
583: says that a burst is not wanted;
584: the word "yes"
585: (which may be omitted
586: if stated on the same line as the burst angle)
587: says that a burst is wanted.
588: .pp
589: Photon torpedoes
590: have no effect
591: outside the quadrant.
592: .bl "Onboard Computer Request"
593: Mnemonic: computer
594: Shortest Abbreviation: c
595: Full Command: computer request; request;...
596: Consumes: nothing
597: .FF
598: .pp
599: The computer command gives you access to the facilities
600: of the onboard computer,
601: which allows you to do all sorts of fascinating stuff.
602: Computer requests are:
603: .in +8
604: .qq
605: score -- Shows your current score.
606: .qq
607: course [quad] [/] sect -- Computes the course and distance from whereever
608: you are to the given location.
609: The quadrant may be omitted if / is present; in this
610: case the current quadrant is assumed.
611: .qq
612: record -- prints the computer record of the known galaxy,
613: i.e.,
614: everything that you have seen with a long range scan.
615: The format is the same as on a long range scan,
616: except that "..." means
617: that you don't yet know what is there,
618: and ".#." means that you know that a starbase
619: exists, but you don't know anything else.
620: .qq
621: trajectory -- prints the course and distance
622: to all the Klingons in the quadrant.
623: .qq
624: warpcost dist warp_factor -- computes the cost in time and energy
625: to move `dist' quadrants at warp `warp_factor'.
626: .qq
627: impcost dist -- same as warpcost for impulse engines.
628: .qq
629: pheff range -- tells how effective your phasers are
630: at a given range.
631: .qq
632: distresslist -- gives a list of currently distressed
633: starbases
634: and starsystems.
635: .in -8
636: .pp
637: More than one request may be stated
638: on a line
639: by seperating them
640: with semicolons.
641: .bl "Dock at Starbase"
642: Mnemonic: dock
643: Shortest Abbreviation: do
644: Consumes: nothing
645: .FF
646: .pp
647: You may dock at a starbase
648: when you are in one of the eight
649: adjacent sectors.
650: Your shields must be down to dock.
651: .pp
652: When you dock you are resupplied
653: with energy, photon torpedoes, and life support reserves.
654: Repairs are also done faster at starbase.
655: .pp
656: Starbases have their own deflector shields,
657: so you are safe from attack while docked.
658: .bl "Undock from Starbase"
659: Mnemonic: undock
660: Shortest Abbreviation: u
661: Consumes: nothing
662: .FF
663: .pp
664: This just allows you to leave starbase
665: so that you may proceed on your way.
666: .bl "Rest"
667: Mnemonic: rest
668: Shortest Abbreviation: r
669: Full Command: rest time
670: Consumes: time
671: .FF
672: .pp
673: This command allows you to rest to repair damages.
674: It is not advisable to rest while under attack.
675: .bl "Call Starbase For Help"
676: Mnemonic: help
677: Shortest Abbreviation: help
678: Consumes: nothing
679: .FF
680: .pp
681: You may call starbase for help via your subspace radio.
682: Starbase has long range transporter beams to get you.
683: Problem is,
684: they can't always rematerialize you.
685: .pp
686: You should avoid using this command unless absolutely necessary,
687: for the above reason and because it counts heavily against you
688: in the scoring.
689: .bl "Visual Scan"
690: Mnemonic: visual
691: Shortest Abbreviation: v
692: Full Command: visual course
693: Consumes: time
694: .FF
695: .pp
696: When your short range scanners are out,
697: you can still see what is out "there"
698: by doing a visual scan.
699: Unfortunately,
700: you can only see three sectors at one time,
701: and it takes 0.005 stardates to perform.
702: .pp
703: The three sectors in the general direction
704: of the course specified
705: are examined
706: and displayed.
707: .bl "Abandon Ship"
708: Mnemonic: abandon
709: Shortest Abbreviation: abandon
710: Consumes: nothing
711: .FF
712: .pp
713: The officers escape the Enterprise in the shuttlecraft.
714: If the transporter is working
715: and there is an inhabitable starsystem
716: in the area,
717: the crew beams down,
718: otherwise you leave them to die.
719: You are given an old but still usable ship,
720: the Faire Queene.
721: .bl "Terminate the Game"
722: Mnemonic: quit
723: Shortest Abbreviation: quit
724: Full Command: quit
725: .FF
726: .pp
727: Cancels the current game.
728: No score is computed.
729: If you answer yes,
730: a new game will be started,
731: otherwise trek exits.
732: .bl "Call the Shell"
733: Mnemonic: !
734: Shortest Abbreviation: !
735: .FF
736: .pp
737: Temporarily escapes to the shell.
738: When you log out of the shell
739: you will return to the game.
740: .bp
741: .ce
742: SCORING
743: .in +4
744: .pp
745: The scoring algorithm is rather complicated.
746: Basically,
747: you get points for each Klingon you kill,
748: for your Klingon per stardate kill rate,
749: and a bonus if you win the game.
750: You lose
751: points for the number of Klingons left
752: in the galaxy
753: at the end of the game,
754: for getting killed,
755: for each star, starbase, or inhabited starsystem
756: you destroy,
757: for calling for help,
758: and for each casualty you incur.
759: .pp
760: You will be promoted
761: if you play very well.
762: You will never get a promotion if you
763: call for help,
764: abandon the Enterprise,
765: get killed,
766: destroy a starbase or inhabited starsystem,
767: or destroy too many stars.
768: .bp
769: .ce
770: REFERENCE PAGE
771: .sp 2
772: .ta 36 56
773: .nf
774: .ul
775: Command Uses Consumes
776:
777: ABANDON shuttlecraft, -
778: transporter
779: CLoak Up/Down cloaking device energy
780: Computer request; request;... computer -
781: DAmages - -
782: DESTRUCT computer -
783: DOck - -
784: HELP subspace radio -
785: Impulse course distance impulse engines, time, energy
786: computer, SINS
787: Lrscan L.R. sensors -
788: Move course distance warp engines, time, energy
789: computer, SINS
790: Phasers Automatic amount phasers, computer energy
791: Phasers Manual amt1 amt2... amtn phasers energy
792: Torpedo course [Yes] angle/No torpedo tubes torpedoes
793: Rest time - time
794: SHELL - -
795: SHields Up/Down shields energy
796: Srscan [Yes/No] S.R. sensors -
797: STatus - -
798: QUIT Yes/No - -
799: Undock - -
800: Visual course - time
801: Warp warp_factor - -
802: .fi
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