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1331 lines
53 KiB
Plaintext
1331 lines
53 KiB
Plaintext
DECWAR Version 2.2, June 3, 1980
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DECWAR is a real time space battle game designed to be played by
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from 1 to 18 people. The object of the game is to destroy all enemy
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bases and ships, and capture all enemy planets, before the enemy does
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the same to you. Each person plays on a separate terminal, and enters
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the game by typing
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R GAM:DECWAR
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Players are free to enter and leave the game as desired, since each
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has his own job and therefore won't interfere with the other players
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(the jobs interact through a shareable high segment).
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The first person to run the game selects the startup options.
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The startup options are:
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1. Regular or Tournament game. A regular game randomly
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initializes the galaxy. A tournament game prompts for a
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startup code. Each tournament game played with the same code
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has the same initial galaxy setup. Answering with a <CR>
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defaults to a Regular (ie random) game setup.
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2. Include Romulans. Romulans are nasty beasts that beginners
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are better off without. However, if you're the only person
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playing, the Romulan is your only competition. Romulans tend
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to make for shorter games, and answering with a <CR> defaults
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to include Romulans in the game.
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3. Include black holes. Black holes are annoying, since if you
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are displaced into one, you're dead. They also tend to
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gobble up stray torpedos. Answering with a <CR> defaults to
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NOT include any black holes.
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There are two primary opposing forces in the galaxy -- Humans
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(Federation) and Klingons (Empire). As you enter the game for the
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first time, you get to choose which side you'll join (unless there is
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a large imbalance in the team sizes). If you are subsequently
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destroyed and later reenter the game, you automatically rejoin your
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old team.
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You get to select the ship you want to control from a list of
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remaining ships on your side. There are 9 ships on each side:
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Federation ships Empire ships
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---------- ----- ------ -----
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Excalibur Buzzard
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Farragut Cobra
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Intrepid Demon
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Lexington Goblin
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Nimitz Hawk
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Savannah Jackal
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Trenton Manta
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Vulcan Panther
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Yorktown Wolf
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Due to continuous espionage activities, present front-line ships
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of the Federation and the Klingon Empire are identical in strength and
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weaponry. These ships can move from sector to sector using either
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warp or impulse engines, can attack enemy installations and ships
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using either photon torpedoes or phasers, and can defend themselves
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against such attack using their deflector shields. All ships also
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possess sub-space radios which keep them in touch with friendly
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starbases and other ships.
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The various devices of a ship are subject to damage. This damage
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may be due to enemy attack or to over use. These damages, unlike
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total ship damage (see ship attributes below), may be repaired while
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underway. If damage on a device is less than 300 units, its
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performance is degraded. If damage is 300 or more units, the device
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is inoperative. A ship possesses the following devices:
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1. Warp Engines -- These engines are the normal mode of travel
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for starships. The maximum speed is warp factor 6, with
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warps 5 and 6 risking potential damage to the engines. If
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warp engines are damaged (less than 300 units) the maximum
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speed is warp factor 3.
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2. Impulse Engines -- These engines are basically for emergency
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use while the warp engines are critically damaged. Impulse
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engines move the ship at warp factor 1.
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3. Photon Torpedo Tubes -- Used to fire photon torpedoes. If
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these tubes are damaged, the accuracy of torpedo bursts is
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impaired. The maximum torpedo range is 10 sectors.
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4. Phaser Banks -- Each ship possesses two phaser banks, with a
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single phaser control. Damage to this phaser control or to
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the ship's computer reduces the strength of the phaser hit.
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5. Deflector Shields -- The deflector shields of a ship protect
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it from damage from phaser and photon torpedo hits, and
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shield it from the energy released when a star goes nova.
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The percent shield strength indicates the percent of the
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incoming hit which will be nullified. In addition, strong
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deflector shields may deflect photon torpedoes with little or
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no damage. NOTE: If a ship's shields are up, the amount of
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energy expended during movement is doubled.
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6. Computer -- The ship's computer is used for computed firing,
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computation during ship movement, and for phaser control. If
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the computer is inoperative, navigation during warp and
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impulse movement becomes inexact.
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7. Life Support -- If the life support units of a starship are
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inoperative, the ship must either repair this damage or dock
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within 5 stardates. If this is not accomplished, the crew
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will die.
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8. Sub-Space Radio -- The sub-space radio is used to communicate
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with other ships, of either side. Bases under attack also
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use the sub-space radio to call for help and notify their
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team's ships of their destruction.
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9. Tractor Beam -- The ship's tractor beam is used primarily to
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tow damaged friendly ships away from danger. The beam can
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not be used unless both ships have lowered their shields.
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In addition to the individual devices discussed above, a newly
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commissioned ship (or a fully repaired and rearmed older ship)
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possesses the following attributes:
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1. 5000 units of ship energy. Ship energy is used during
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movement and phaser firing. It is also decreased each time
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the ship gets hit with phasers or photon torpedoes. If this
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quantity ever reaches zero, the ship is dead. A ship
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possessing 1000 units of ship energy or less automatically
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goes to yellow alert, and a warning bell sounds after every
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move.
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2. 2500 units of shield energy. This energy is stored in the
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ship's shields (whether up or down), and is separate from the
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ship energy. However, energy may be transferred between
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these two energy reserves as needed. If shields are up,
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their energy is decreased each time the ship gets hit.
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3. Zero units of ship damage. During battle, a ship collects
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hits from enemy installations and ships. If these
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accumulated hits ever reach 2500 units of damage or greater,
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the ship is destroyed. Ship damage may be reduced only by
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docking.
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The galaxy is arranged in a grid of 75 by 75 sectors. Players
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can move freely throughout the galaxy in search of enemies, which come
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in several categories:
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1. Romulan. This can be the most dangerous thing to come up
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against, and fortunately there is a maximum of 1 Romulan in
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the game at any given time. The Romulan moves around
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concealed by his cloaking device until he comes across a
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suitable target (Federation or Empire ship or base) which he
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immediately proceeds to attack. An infinite supply of
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torpedoes and energy make him a formidable foe. If you kill
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one, another will eventually appear somewhere in the galaxy.
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2. Enemy ship. This is the second most dangerous thing to come
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across, since all enemy ships are backed by human
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intelligence. All ships are created equal, and so the
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outcome of a clash between two ships is usually due to skill
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on its captain's part, although some other factors do come
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into play.
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3. Enemy base. These aren't dangerous unless you come within
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range (4 sectors) since they are immobile. If you ARE
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foolish enough to get within range, however, their
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overwhelming phaser power will quickly pound you into rubble!
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Destroying a base is useful primarily because this removes it
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from use by your enemy (bases are used as supply stations and
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as a refuge in times of stress). A damaged starbase will
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slowly build itself back to full strength if it is not
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completely destroyed.
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4. Enemy planet. These are just like enemy bases, except that
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they are weaker (how much weaker depends on how many
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fortifications the enemy has built on them), and they can be
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captured. Their firing range is only two sectors, and they
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can re-supply the enemy less rapidly than can a base.
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5. Neutral planet. While these aren't strictly classified as
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enemies, they will take pot shots at you (their range is also
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2 sectors), so be wary of them. You can capture neutral
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planets and win them over to your side.
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When playing the game, all commands can be abbreviated to 2
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characters, and some can be abbreviated to 1 character (you can use
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the shortest unambiguous abbreviation). For a list of commands type
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HELP *
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and for a description of an individual command type
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HELP command
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The help on individual commands will be read from this help file
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(that's what the periods in column 1 are for in the long description
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of each command). The legal commands are:
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1. BASES -- List information on friendly and known enemy bases.
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2. BUILD -- Develop installations on a planet, and eventually
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build it into a base. The planet must first be captured.
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3. CAPTURE -- Win a neutral or enemy planet over to your side.
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4. DAMAGES -- List damaged devices and their current status.
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5. DOCK -- Dock at an adjacent base or planet. This increases
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your energy, replenishes your torpedoes, repairs your ship a
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little, and reduces your ship damage.
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6. ENERGY -- Transfer energy between two ships.
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7. GRIPE -- Record bugs, comments, suggestion, etc. in the file
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GAM:DECWAR.GRP, which is periodically reviewed by the
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implementors.
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8. HELP -- List or describe the legal commands.
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9. IMPULSE -- Move using impulse engines.
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10. LIST -- List various information about ships, bases, and
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planets.
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11. MOVE -- Move using warp engines.
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12. NEWS -- Tell about any new features or enhancements described
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in the file GAM:DECWAR.NWS.
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13. PHASERS -- Fire phasers at a target.
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14. PLANETS -- List information on friendly and known enemy and
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neutral planets.
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15. POINTS -- List your score breakdown so far.
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16. QUIT -- Get out of the game.
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17. RADIO -- Turn ship's sub-space radio on or off; ignore or
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restore communications from individual ships.
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18. REPAIR -- Repair your damaged devices a little.
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19. SCAN -- Display the galaxy with the default range set to
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maximum (10 sectors in each direction from your ship).
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20. SET -- Set various input and output defaults.
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21. SHIELDS -- Transfer energy to or from your shields; raise or
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lower your shields.
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22. SRSCAN -- Display the galaxy with a default range of 7
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sectors (1 greater than the maximum warp factor).
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23. STATUS -- List your ship's current status and supply levels.
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24. SUMMARY -- List various information on ships, bases, and
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planets.
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25. TARGETS -- List targets (enemies within range) and their
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current locations.
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26. TELL -- Send messages to other ships using the sub-space
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radio.
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27. TIME -- List information on run time and elapsed time.
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28. TORPEDOES -- Fire photon torpedoes at a target.
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29. TRACTOR -- Use tractor beam to tow friendly ships.
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30. TYPE -- List current input, output, and game characteristics.
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31. USERS -- List the names and other information known about the
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players currently in the game.
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.INPUT
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General INPUT information
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- Only the first 5 characters of each input word are stored. Any
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characters beyond that are ignored.
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- Input words may be separated by spaces, tabs, or commas.
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- The input line can be terminated with <CR>, <LF>, <VT>, <FF>, <ESC>,
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or ^Z.
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- ^G toggles echo. At the beginning of each input line, echoing is
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turned on. Typing ^G turns it off, the next ^G turns it back on,
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etc. Echoing is always turned back on at the end of an input line,
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or if ^U is typed.
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- Multiple commands may be given on a single command line by
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separating the commands with / (slash). If the TELL command is
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given, it must be last on the line.
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- Anything after ; (semicolon) is treated as a comment and is ignored
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(but TELL rescans the line and takes the text after the first ; as
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the message to send).
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- <ESC> (escape, or altmode) entered as the first character in
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response to the command prompt (even before ^H, ^U, or ^R) repeats
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the previous command. This is useful when building a planet,
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docking, repairing, firing torpedoes, etc. Altmode can't be used to
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repeat a TELL command.
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- Any ship name can be abbreviated to 1 character.
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- Any command or keyword can be shortened to the shortest unambiguous
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abbreviation, which is never more than 2 characters.
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- Many commands require a coordinate as an argument (PHASERS,
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TORPEDOES, CAPTURE, BUILD, etc.). The required coordinate(s) can be
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specified in one of three ways:
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Absolute - the default coordinate input type, which is simply an
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absolute vertical position followed by an absolute horizontal
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position. The coordinate may be preceded by the keyword ABSOLUTE,
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but this isn't necessary unless the default coordinate input type
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has been changed by SET ICDEF RELATIVE.
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Relative - the keyword RELATIVE, followed by a relative vertical
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distance and a relative horizontal distance. A positive distance
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is either up or right, and negative is either down or left. The
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absolute coordinate is computed by adding the relative distances
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to your current position. The keyword RELATIVE isn't needed if
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the default coordinate input type has been changed by SET ICDEF
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RELATIVE.
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Computed - the keyword COMPUTED followed by a ship name. The
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coordinate used is the location of the given ship. This type of
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coordinate computation is available only to captains controlling
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their ships through slow terminals (< 1200 baud), and requires an
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operational computer.
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The keyword ABSOLUTE, RELATIVE, or COMPUTED is only given one time
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for each set of coordinates. For instance, the TORPEDO command can
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accept up to 3 coordinates, but the keyword describing the
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coordinate input type is given only once, and all coordinates must
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be of the same type.
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.
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.OUTPUT
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General OUTPUT information
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The SET OUTPUT LONG/MEDIUM/SHORT command controls the length of text
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output throughout the game. In particular, Medium or Short hit
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messages received during battle are greatly reduced in length when
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compared to the Long format. Unfortunately, these shorter forms are
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not as self-explanatory as the Long form. The following are some
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equivalent Long, Medium and Short hit messages:
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- Goblin @22-31, +83.6% makes 285.3 unit torpedo hit on
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Vulcan displaced to 20-31, +72.1%
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G @22-31, +83.6% 285.3 unit T V -->20-31, +72.1%
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G 22-31 +83 285T V >20-31 +72
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- Emp planet(3) @15-16 makes 155.5 unit phaser hit on
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Buzzard @15-17, 66.8%
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-@3 @15-16 155.5 unit P B @15-17, 66.8%
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-@3 15-16 155P B 15-17 +66
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Note: The -@3 indicates an Empire planet built 3 times.
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- Star @22-31 +4,+2 makes 301.2 unit hit on
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Panther displaced to 20-31 +2,+2, -72.1%
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* @22-31 +4,+2 301.2 unit N P -->20-31 +2,+2, -72.1%
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* 22-31 +4,+2 301N P >20-31 +2,+2, -72
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Note: The relative coordinates appear due to a SET OCDEF BOTH
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command. The Panther's shields are 72.1% of max strength, but down
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(-72.1%).
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.
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.DECINI
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Use of the DECWAR.INI file
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After initialization (picking which side and ship), DECWAR looks for
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the file DECWAR.INI in the UFD of the logged in PPN. If it finds one,
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it displays the message
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[Reading commands from DECWAR.INI]
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and reads the lines from the file just as if they were being typed
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from the TTY (it echoes the commands as they are read). After all
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commands have been read and executed, DECWAR switches to TTY input and
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displays the message
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[Reading commands from TTY]
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Typical commands to be executed from DECWAR.INI include the various
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SET commands, and information getting commands such as TARGETS and
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SCAN. A typical DECWAR.INI file might contain:
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set prompt informative ;change prompt to ">"
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set ocdef both ;want absolute and relative coords
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set output medium ;don't want info output for novices
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targets ;just to see who's around
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srscan 2 w ;take a quick peek
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Note that the comment character ; (semicolon) and the echo control
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character ^G (CTL-G) can also be used in DECWAR.INI. If you don't
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want the comment to be echoed at run time, simply precede it with ^G
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to turn echoing off while the comment is scanned.
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.
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.PREGAME
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The Decwar PRE-GAME feature
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DECWAR provides a Pre-game feature to allow:
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- New players to view the help file without entering the current game.
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- Experienced players to check the status of a current game before
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choosing a side and ship.
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- Players to submit Gripes without entering the game.
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The commands currently active within the Pre-game section are:
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Activate Gripe Help News Points Quit
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Summary Time Users
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The ACTIVATE command (valid only in the pre-game) is used to exit the
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pre-game section and enter the normal ship setup stage. The pre-game
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can be recognized from the 'PG>' command prompt, as well as the DECWPG
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program name.
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.
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.HINTS
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Some general HINTS
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- When in doubt, use the on-line help system. See the help on HELP
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for more information.
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- If the output starts piling up in the middle of a battle, type ^O
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(CTL-O). None of your commands will be executed until output is
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finished, so it's sometimes better just to ignore the hit messages
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so your attack or run commands can be executed immediately.
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- Use multiple commands per line (separate commands with /). Once
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you're in a danger area, things can happen faster than you can react
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to them. Plan your action ahead of time, before you enter a danger
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area.
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- If some unexpected action happens, such as an enemy finding you, and
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you have several stacked commands (either from a multiple command
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line or typing ahead), type ^C to abort all stacked commands
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(especially if it involves time consuming commands such as BUILD, or
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commands that generate a lot of output, such as SCAN). You can then
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proceed to remedy the situation by giving your unexpected visitor a
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good beating.
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- If you're on a slow terminal, use computed coordinates, and move
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around a lot if you're fighting someone on a fast terminal.
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Computed coordinates are the primary advantage slow terminals have
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over the fast ones (computed coordinates give slow terminals a
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fantastic tactical advantage over fast terminals when used
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properly).
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- Use <ESC> to repeat commands (see the help on ESCAPE). It's just a
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convenience when building planets, etc., but in battle, and combined
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with multiple commands per line and/or computed coordinates (such as
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PH C B/M R 1 0 or TO 1 32 45), it can make or break your career as
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a starship captain.
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- Don't get within range of an enemy base, unless you enjoy being
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pounded into rubble. You can kill a base just as well from 1 sector
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outside it's range (use the WARNING keyword on SCAN to see the range
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of an enemy base).
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- Don't waste your energy and torpedoes firing at friendly ships and
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bases. If you're not sure if it's friendly or not, type HELP SCAN
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for a list of what's what. You can also use the TARGETS command to
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||
see which enemies are lurking about (see the help on TARGETS and
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LIST).
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- Don't make it a habit of sitting next to stars; photon torpedoes
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can turn them into novas, which are extremely destructive.
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||
Conversely, if you notice an enemy ship or base adjacent to a star,
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||
take advantage of the situation!
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||
- One sure way to locate enemy ships is to watch for newly captured
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enemy planets by using the PLANETS or LIST command.
|
||
- In general, don't waste photon torpedoes battering at a target with
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||
85-100% shields. The chances are good that they will just be
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deflected harmlessly away. Use your phasers to weaken the shields,
|
||
then use torpedoes to finish him off. This is especially true when
|
||
attempting to destroy an enemy starbase.
|
||
- Use the SET command in DECWAR.INI to personalize the output to your
|
||
own tastes. That way you'll be guaranteed to have the output set
|
||
right each time you play a game.
|
||
- To always see the range and direction of any object listed (in hit
|
||
messages, output from the LIST command, etc.), SET OCDEF BOTH. (The
|
||
range is the magnitude of either delta v or delta h, whichever is
|
||
larger.)
|
||
.
|
||
|
||
|
||
.PAUSES
|
||
Commands that take real time
|
||
|
||
Many of the commands are designed to take a certain amount of real
|
||
time. This is done to help equalize the game when there are different
|
||
speed terminals and different speed typists in the game. Some
|
||
commands take a constant amount of time, and some are based on the
|
||
speed of the slowest terminal in the game.
|
||
|
||
BUILD 5 to 7 seconds
|
||
CAPTURE 5 seconds + 1 second for each BUILD of enemy planet
|
||
DOCK 2 to 4 seconds
|
||
IMPULSE 2 to 4 seconds
|
||
MOVE 2 to 4 seconds
|
||
REPAIR (0.08 * repair size) seconds (* 0.5 if docked)
|
||
|
||
You have 2 phaser banks, each of which must be cooled off after it's
|
||
fired before it can be used again. Each phaser bank takes 3 to 6
|
||
seconds plus the amount of phaser damage / 100 to cool off. For
|
||
instance, if there was a 300 baud terminal in the game, and your
|
||
phasers had 200 units of damage, each of your phaser banks would take
|
||
6 + 2 = 8 seconds to cool off after being fired. Therefore, you could
|
||
fire once every 4 seconds, or twice every 8 seconds.
|
||
|
||
After each burst of torpedoes the tubes must be reloaded before being
|
||
used again. It takes 2 to 4 seconds plus the amount of torpedo tube
|
||
damage / 100 to load a torpedo. For instance, if there was a 300 baud
|
||
terminal in the game, your torpedoes had 200 units of damage, and you
|
||
had just fired 3 torpedoes, it would take 3 * (4 + 2) = 18 seconds
|
||
before you could fire torpedoes again.
|
||
.
|
||
|
||
|
||
.CTL-C
|
||
Use of ^C
|
||
|
||
If you're in command input wait (DECWAR is waiting for you to type a
|
||
command, and the program name is set to DECWTI), typing ^C will abort
|
||
the game and return you to monitor mode. When you abort the game in
|
||
this manner, your ship is returned to the pool of available ships.
|
||
You will be able to continue unless a new player has taken your ship
|
||
or someone has moved into the spot you occupied.
|
||
|
||
If you're not in a command input wait state when you type ^C, any
|
||
stacked commands (commands that you typed in ahead of time that
|
||
haven't been executed yet) will be aborted, and a series of bells will
|
||
be output.
|
||
|
||
NOTE: A ship under RED alert conditions can not be returned to the
|
||
monitor level except by using the QUIT command.
|
||
.
|
||
|
||
|
||
.CTL-T
|
||
Use of ^T
|
||
|
||
The program name changes during different stages. During startup, it
|
||
will be DECWAR. When waiting for input, it will be DECWTI. When
|
||
executing a command, it will be DECWRN. When sleeping after a command
|
||
that takes time (MOVE, CAPTURE, BUILD, etc.) it will be DECWSL. You
|
||
can tell what state the game is in by typing ^T and looking at the
|
||
program name displayed. This is useful when you're not sure if it's
|
||
waiting for a command yet or still executing a series of commands you
|
||
typed in ahead of time. If the player is not in the game itself but
|
||
just in the Pre-game section, the program name is DECWPG.
|
||
.
|
||
.BASES
|
||
List various BASE information
|
||
|
||
Syntax: BAses [<keywords>]
|
||
|
||
List location and shield percent of friendly bases; location of known
|
||
enemy bases; or count of bases of either side within a specified
|
||
range or the entire galaxy. The default range is the entire galaxy,
|
||
and the default side is friendly bases only. See the help for LIST
|
||
for more information and the complete set of keywords that can be used
|
||
to modify BASES output.
|
||
|
||
Examples:
|
||
|
||
BA List location and shield percent of all friendly
|
||
bases.
|
||
BA ENEMY List location of all known enemy bases.
|
||
BA SUM Give summary of all friendly bases.
|
||
BA ALL SUM Give summary of all bases.
|
||
BA CL List the location and shield percent of the closest
|
||
friendly base.
|
||
BA 34 26 List the location and shield percent of friendly base
|
||
at 34-26 (it doesn't have to be friendly, but you
|
||
can't see the shield percent of an out of range enemy
|
||
base).
|
||
.
|
||
|
||
|
||
.BUILD
|
||
BUILD fortifications on a captured planet
|
||
|
||
Syntax: BUild [Absolute|Relative] <vpos> <hpos>
|
||
|
||
A fortified planet hits harder and is more resistant to destruction by
|
||
the enemy. A planet can normally be built up to 4 times. As your
|
||
team's starbases are destroyed by enemy action, a fifth build will
|
||
complete the construction of a new starbase on the planet. Only 10
|
||
starbases can be functional at any one time.
|
||
|
||
Examples:
|
||
|
||
BU 32 12 Build the planet at sector 32-12.
|
||
BU A 32 12 Equivalent to "BU 32 12"
|
||
BU R 1 1 Build the planet at sector 32-12, if your present
|
||
location is 31-11.
|
||
.
|
||
|
||
|
||
.CAPTURE
|
||
CAPTURE a neutral or enemy planet
|
||
|
||
Syntax: CApture [Absolute|Relative] <vpos> <hpos>
|
||
|
||
At the start of the game, all planets are neutral (they fire at
|
||
everyone!). Once captured by either side, they fire only at enemy
|
||
ships, and can be DOCKed at to refuel and rearm, just like a base
|
||
(except a planet can only supply half the resources that a base can).
|
||
Enemy planets can also be captured. When capturing an enemy planet, 1
|
||
second is added to the normal pause time of 5 seconds for each BUILD
|
||
present. Also, 50 units of ship energy are lost for each build.
|
||
Examples:
|
||
|
||
CA 12 32 Capture planet at 12-32.
|
||
CA A 12 32 Equivalent to "CA 12 32".
|
||
CA R 1 1 Capture planet at sector 12-32, if your present
|
||
location is 11-31.
|
||
.
|
||
|
||
|
||
.DAMAGES
|
||
DAMAGE report
|
||
|
||
Syntax: DAmages [<device names>]
|
||
|
||
List damaged ship devices and the amount of damage to each. The
|
||
condition of all or just selected devices may be examined. Total ship
|
||
damage is not reported.
|
||
|
||
Examples:
|
||
|
||
DA List all damaged devices and their current damages.
|
||
DA SH T List damages for SHields and Torpedo tubes.
|
||
DA PH RA C List damages for PHasers, sub-space RAdio, and
|
||
Computer.
|
||
.
|
||
|
||
|
||
.DOCK
|
||
DOCK at a friendly base or planet
|
||
|
||
Syntax: DOck [Status [<device names>]]
|
||
|
||
Refuel, repair, and rearm your ship, and set your ship's condition to
|
||
green. While docked, any repairs are accelerated, and you have an
|
||
"infinite" supply of torps. If you have no damages and are completely
|
||
refueled and rearmed, DOCKing will have no effect on your ship. A
|
||
STATUS command string can be appended to a DOCK order. The following
|
||
table lists the maximum resources available per move when DOCKing at a
|
||
base or planet:
|
||
|
||
Resource Base Planet
|
||
----------------------------------------------
|
||
Ship energy +1000 +500
|
||
Shield energy +500 +250
|
||
Photon Torpedoes +10 +5
|
||
Life Support Reserves +5 +5
|
||
Ship Damage -100 -50
|
||
Ship Damage, if already docked -200 -100
|
||
|
||
Examples:
|
||
|
||
DO Dock, no status report.
|
||
DO ST Dock, show ship's status AFTER docking.
|
||
DO ST SH T Dock, show ship's shield strength and number of
|
||
torpedos on board AFTER docking.
|
||
.
|
||
|
||
|
||
.ENERGY
|
||
Transfer ENERGY to a friendly ship
|
||
Syntax: Energy <ship name> <units of energy to transfer>
|
||
|
||
The receiving ship must be located in an adjacent sector. 10% of the
|
||
energy transferred will be lost due to broadcast dissipation. If you
|
||
attempt to send more energy than the other ship can store (ie 5000
|
||
units), the transfer will automatically be reduced to the maximum
|
||
possible.
|
||
|
||
Example:
|
||
|
||
E I 1000 Transfer 1000 units of energy to the Intrepid. The
|
||
Intrepid will receive 900 units of energy.
|
||
.
|
||
|
||
|
||
.GRIPE
|
||
Submit a GRIPE
|
||
|
||
Syntax: Gripe
|
||
|
||
Add a comment, bug report, suggestion, etc. to the top of file
|
||
GAM:DECWAR.GRP. Type in your comments, then ^Z (CTL-Z) to exit and
|
||
continue the game, or ^C (CTL-C) to abort and not send the gripe.
|
||
Each gripe is preceded with a header that includes the version number,
|
||
date, time, ship name, user name, TTY speed, PPN, TTY number, job
|
||
number, and whether or not Romulans and/or black holes are included in
|
||
the game. Unless you are currently under red alert, GRIPE will
|
||
protect you from enemy attack. To view gripes not yet acted upon,
|
||
type the file GAM:DECWAR.GRP. To view answered gripes, and see what
|
||
action was taken on them, type the file GAM:DECWAR.FXD.
|
||
.
|
||
|
||
|
||
.HELP
|
||
Give HELP
|
||
|
||
Syntax: Help [*|<keywords>]
|
||
|
||
Give general help info, a list of available commands, or a detailed
|
||
description of a particular command or keyword. Unless you are under
|
||
red alert, HELP will protect you from enemy attack. The following
|
||
conventions are used in the detailed descriptions:
|
||
- The first line contains, in all caps, the keyword that help is being
|
||
given for.
|
||
- The syntax line (second line) lists the portion of the keyword
|
||
required to make it unique in caps, and the remainder of the keyword
|
||
in lower case, followed by any parameters (if the keyword is a
|
||
command).
|
||
- A quantity to be filled in is lower case and enclosed in <> (angle
|
||
brackets).
|
||
- Optional parameters are enclosed in [] (square brackets).
|
||
- A choice (either or) is indicated by | (vertical bar).
|
||
- Any parameter that must be typed in literally is started in capital
|
||
letters and continued in lower case. The upper case letters signal
|
||
the shortest unambiguous abbreviation (the shortest abbreviation may
|
||
change slightly, depending on context).
|
||
|
||
Examples:
|
||
|
||
H Give general help info.
|
||
H * List all available commands.
|
||
H H List this block of text.
|
||
H SH Give help for the SHIELDS command.
|
||
H HI G Give some general HINTS and a description of the GRIPE
|
||
command.
|
||
.
|
||
|
||
|
||
.IMPULSE
|
||
Move using IMPULSE engines
|
||
|
||
Syntax: Impulse [Absolute|Relative] <vpos> <hpos>
|
||
|
||
Move one sector vertically, horizontally, or diagonally (equivalent to
|
||
warp factor 1). Ship condition changes to green.
|
||
|
||
Examples:
|
||
|
||
I 37 45 Move to sector 37-45.
|
||
I A 37 45 Equivalent to "I 37 45".
|
||
I R 1 -1 Move to sector 37-45, if your ship's present location
|
||
is 36-46.
|
||
.
|
||
|
||
|
||
.LIST
|
||
LIST ship, base, and planet info
|
||
|
||
Syntax: List [<keywords>]
|
||
|
||
The following information is available via the LIST command:
|
||
- Name of any ship currently in the game (including the Romulan).
|
||
- Location and shield percent of any friendly ship, or any ship within
|
||
scan range (10 sectors).
|
||
- Location and shield percent of any friendly base, or any base within
|
||
range.
|
||
- Location of any known enemy base (any base that has previously been
|
||
SCANned or LISTed by anyone on your team).
|
||
- Location and number of builds of any known planet, or any planet
|
||
within range.
|
||
The above information is also available, in whole or in part, through
|
||
the SUMMARY, BASES, PLANETS, and TARGETS commands. Each command has
|
||
it's own default range, side (Federation, Empire, Romulan, Neutral),
|
||
and object (ship, base, planet). LIST (and SUMMARY) include
|
||
everything (infinite range, all sides, all objects) by default. On
|
||
output, enemy objects are flagged with * (star) in column 1 unless the
|
||
command is TARGETS.
|
||
|
||
Keywords used with BASES, PLANETS, TARGETS, LIST, and SUMMARY (not all
|
||
keywords are legal for all commands):
|
||
|
||
ship names Include only specified ships (several ship names may
|
||
be given, including Romulan).
|
||
vpos hpos List only the object at the location vpos-hpos.
|
||
CLosest List only the closest of the specified objects.
|
||
|
||
SHips Include only ships (Federation, Empire, or Romulan).
|
||
BAses Include only bases (Federation or Empire).
|
||
PLanets Include only planets (Federation, Empire, or Neutral).
|
||
POrts Include only bases and planets. If no side is
|
||
specified (Federation, Empire, Neutral, or Captured),
|
||
include only friendly ports.
|
||
|
||
FEderation Include only Federation forces.
|
||
HUman Same as Federation.
|
||
EMpire Include only Empire forces.
|
||
Klingon Same as Empire.
|
||
FRiendly Include only friendly forces (Federation or Empire).
|
||
ENemy Include only enemy forces (Empire or Federation and
|
||
Romulan).
|
||
TArgets Same as enemy.
|
||
NEutral Include only neutral planets.
|
||
CAptured Include only captured planets (Federation or Empire).
|
||
|
||
n Include only objects within n sectors.
|
||
ALl Include all sides unless a side is explicitly given.
|
||
Extend the range to infinity unless a range is
|
||
explicitly given.
|
||
|
||
LIst List individual items. Turn off summary unless
|
||
command is SUMMARY or the keyword SUMMARY is
|
||
specified.
|
||
SUmmary List summary of all selected items. Turn off list
|
||
unless command is LIST or the keyword LIST is
|
||
specified. Extend the range to infinity unless a
|
||
range is explicitly given.
|
||
|
||
And Used to separate groups of keywords.
|
||
& Same as AND.
|
||
|
||
Examples:
|
||
|
||
LIST List all information available on all ships, bases,
|
||
and planets.
|
||
LIST SUM List all available info plus a summary of the number
|
||
of each object in game.
|
||
LI EN BA List the location of all known enemy bases.
|
||
LI SH List all available info on all ships in the game.
|
||
LI CL PO List closest friendly base or friendly or neutral
|
||
planet.
|
||
LI 1 3 & 9 5 List the objects at locations 1-3 and 9-5.
|
||
.
|
||
|
||
|
||
.MOVE
|
||
MOVE using warp drive
|
||
|
||
Syntax: Move [Absolute|Relative|Computed] <vpos> <hpos>
|
||
|
||
Maximum speed is warp factor 6, which will move you 6 sectors per
|
||
turn. Maximum SAFE speed is warp factor 4; warp factors 5 and 6 risk
|
||
potential warp engine damage. Energy consumption per move is
|
||
proportional to the square of the warp factor. If the ship's shields
|
||
are up during this movement, the energy consumption is doubled.
|
||
Moving changes your ship's condition to green.
|
||
|
||
Examples:
|
||
|
||
M 37 45 Move to sector 37-45.
|
||
M A 37 45 Equivalent to "M 37 45".
|
||
M R 4 -5 Move to sector 37-45, if your present location is
|
||
33-50 (move up 4 sectors and left 5 sectors).
|
||
M C W "Ram" the Wolf. No actual collision occurs, but your
|
||
ship ends up adjacent to the Wolf's current position.
|
||
.
|
||
|
||
|
||
.NEWS
|
||
Display the NEWS file
|
||
|
||
Syntax: NEws
|
||
|
||
Display GAM:DECWAR.NWS, which contains information on any new
|
||
features, enhancements, bug fixes, etc for each version of DECWAR.
|
||
.
|
||
|
||
|
||
.PHASERS
|
||
Fire PHASERS at an enemy ship, base, or planet
|
||
|
||
Syntax: PHasers [Absolute|Relative|Computed] [energy] <vpos> <hpos>
|
||
|
||
Phasers must be directed at a specific target, and only one target may
|
||
be specified per command. Obstacles seemingly in the path of the
|
||
phaser blast are unaffected, since the energy ray is not a line-of-
|
||
sight weapon. The size of the hit is inversely proportional to the
|
||
distance from the target. Maximum range is 10 sectors vertically,
|
||
horizontally, or diagonally. Each phaser blast consumes 200 units of
|
||
ship energy, unless a specific amount of energy is given (the
|
||
specified energy must be between 50 and 500 units, inclusive). The
|
||
phaser banks have roughly a 5% chance of damage with a default (200
|
||
unit) blast, with the probability of damage reaching nearly 65% with a
|
||
maximum (500 unit) blast. The severity of the resulting damage is
|
||
also dependant on the size of the blast. Also, if your ship's shields
|
||
are up, a high-speed shield control is used to quickly lower and then
|
||
restore the shields during the fire. This procedure consumes another
|
||
200 units of ship energy. The weapons officer on board your ship will
|
||
cancel all phaser blasts directed against friendly ships, bases, or
|
||
planets. Firing phasers (or getting hit by phasers) puts you on red
|
||
alert. NOTE: Although phasers can damage enemy planetary
|
||
installations (BUILDs), they can NOT destroy the planet itself.
|
||
|
||
Examples:
|
||
|
||
PH 12 32 Phaser target at sector 12-32.
|
||
PH A 12 32 Equivalent to "PH 12 32".
|
||
PH R 2 -3 Phaser target at sector 12-32, if your location is
|
||
10-35.
|
||
PH C BUZZARD Phaser the Buzzard (if in range).
|
||
PH C B Same as PH C BUZZARD (ship names can be abbreviated to
|
||
1 character).
|
||
PH 300 12 32 Phaser target at sector 12-32, using 300 units of
|
||
energy.
|
||
.
|
||
|
||
|
||
.PLANETS
|
||
List various PLANET information
|
||
|
||
Syntax: PLanets [<keywords>]
|
||
List location and number of builds for all known planets, and a
|
||
summary of planets within a specified range or the entire galaxy. The
|
||
default range is 10 sectors, and the default side is every side. See
|
||
the help for LIST for more information and the complete set of
|
||
keywords that can be used to modify PLANETS output.
|
||
|
||
Examples:
|
||
|
||
PL List all planets within 10 sectors.
|
||
PL SUM Give summary of all planets in game.
|
||
PL ALL NEU List all known neutral planets.
|
||
PL ALL CAP List all known captured planets.
|
||
PL ALL 20 List all known planets within a radius of 20 sectors.
|
||
.
|
||
|
||
|
||
.POINTS
|
||
List POINTS scored so far this game
|
||
|
||
Syntax: POints [Me|I|Federation|Human|Empire|Klingon|Romulan|All]
|
||
|
||
Itemize the current point breakdown. Information can be obtained
|
||
concerning the points scored by your individual ship, your team, the
|
||
opposition, the romulans, or any combination of the above. If the
|
||
Romulan Empire is not involved in the game, the ROMULAN keyword will
|
||
be ignored.
|
||
|
||
Categories in POINTS breakdown:
|
||
- Damage to enemies.
|
||
- Enemies destroyed (500 points each).
|
||
- Damage to bases.
|
||
- Planets captured (100 points each).
|
||
- Bases built (1000 points each).
|
||
- Romulans damaged/destroyed.
|
||
- Stars destroyed (-50 points each).
|
||
- Planets destroyed (-100 points each).
|
||
|
||
- Total points scored.
|
||
- Total number of ships commissioned.
|
||
- Total score / number of players.
|
||
- Total score / stardates.
|
||
|
||
Examples:
|
||
|
||
PO List points for your ship.
|
||
PO ME Equivalent to "PO".
|
||
PO KLI FED List the score of the two teams.
|
||
PO ALL List all the scoring information available.
|
||
.
|
||
|
||
|
||
.QUIT
|
||
QUIT the game
|
||
|
||
Syntax: Quit
|
||
|
||
Quit the game before normal end of execution and return to the
|
||
monitor. Your ship is released for use by another player, you're
|
||
chalked up as just one more casualty, and you can't CONTINUE the game.
|
||
If you want to rejoin the game, you'll have to wait 2 minutes, and
|
||
then either START or RUN the game. If you want to exit the game
|
||
temporarily (to answer SENDS, etc.), type ^C (CTL-C), and you'll
|
||
usually be able to CONTINUE. NOTE: If you're under red alert, you
|
||
won't be able to ^C out of the game; you'll have to use the QUIT
|
||
command.
|
||
.
|
||
|
||
|
||
.RADIO
|
||
Turn sub-space RADIO on or off, or
|
||
set to ignore or restore communications from individual ships
|
||
|
||
Syntax: RAdio ON|OFf or RAdio Gag|Ungag <ship name>
|
||
|
||
Turn your ship's sub-space radio on or off, thus controlling whether
|
||
or not you'll receive any messages from other ships or your bases; or
|
||
suppress or restore messages originating from specific ships.
|
||
|
||
Examples:
|
||
|
||
RA ON Turn sub-space radio ON.
|
||
RA OFF Turn sub-space radio OFF.
|
||
RA G L Suppress all radio messages sent by the Lexington.
|
||
RA U W Allow radio messages sent by the Wolf to be received.
|
||
.
|
||
|
||
|
||
.REPAIR
|
||
REPAIR device damage
|
||
|
||
Syntax: REpair [<units>]
|
||
|
||
Repair damaged ship devices. If a ship suffers a critical hit to a
|
||
device, REPAIR can be used to restore the device to full (or partial)
|
||
working order. A REPAIR removes the specified units of damage from
|
||
each damaged device, in addition to the normal repair rate of 30 units
|
||
per turn. If the ship is DOCKED, the pause time for the specified
|
||
REPAIR is reduced by half of that needed while in flight. If the
|
||
repair size is not specified, REPAIR defaults to a 4 second repair (50
|
||
units + 50 more if docked). REPAIR does NOT reduce the SHIP damage.
|
||
|
||
Examples:
|
||
|
||
RE 100 Remove up to 100 units of device damage.
|
||
RE Same as "RE 100" if DOCKED, else same as "RE 50".
|
||
.
|
||
|
||
|
||
.SCAN
|
||
Full range SCAN
|
||
|
||
Syntax: SCan [Up|Down|Right|Left|Corner] [<range>|<vr><hr>] [W]
|
||
|
||
Display a selected portion of the nearby universe. If no range is
|
||
specified, SCAN defaults to a square scan range of ten sectors from
|
||
the present ship location. The keywords UP, DOWN, RIGHT, LEFT, and
|
||
CORNER modify this to include only the part of this original square
|
||
specified (relative to the ship). The maximum scan range is 10
|
||
sectors, and larger specified ranges are reduced to this value. If
|
||
individual vertical and horizontal ranges are specified, the scanning
|
||
field will be shaped accordingly. The WARNING keyword if added to the
|
||
end of a SCAN command string will flag the empty sectors within range
|
||
of an enemy base or planet with !'s instead of .'s. The SCAN symbols
|
||
and their meanings are:
|
||
|
||
E,F,I,L,N,S,T,V,Y Federation warships
|
||
B,C,D,G,H,J,M,P,W Empire warships
|
||
~~ Romulan warship
|
||
[] Federation starbase
|
||
() Empire starbase
|
||
@ Neutral planet
|
||
+@ Federation planet
|
||
-@ Empire planet
|
||
* Star
|
||
Black hole
|
||
. Empty sector
|
||
! Empty sector within range of enemy port (only when
|
||
using WARNING keyword)
|
||
|
||
Examples:
|
||
|
||
SC Scan universe within a radius 10 sectors.
|
||
SC 10 Equivalent to "SC".
|
||
SC 13 Equivalent to "SC 10" or "SC".
|
||
SC 4 Scan universe within 4 sectors.
|
||
SC 4 4 Equivalent to "SC 4".
|
||
SC 2 8 Scan up to 5 rows and 17 columns, centered on the
|
||
present ship location.
|
||
SC U 4 7 Show only upper half of normal "SC 4 7" scan.
|
||
SC C -5 -5 Scan the region bounded by the present ship location
|
||
and the location (-5,-5) sectors away (puts ship in
|
||
upper right corner of the scan).
|
||
SC W Same as "SC", plus shows danger zones around enemy
|
||
bases and planets.
|
||
.
|
||
|
||
|
||
.SET
|
||
SET input and output parameters
|
||
|
||
Syntax: SEt <keyword> <value>
|
||
|
||
Keyword Value Description
|
||
------- ----- -----------
|
||
Name name Change name (shows in USERS).
|
||
Output Long Default. Use longest output format.
|
||
Medium Use medium output format.
|
||
Short Use short (cryptic) output format.
|
||
Scan Long Default. Use long format scans.
|
||
Short Use 1 character symbols instead of 2.
|
||
Prompt Normal Default. Use "COMMAND: " prompt.
|
||
Informative Use "> " for prompt. Precede the ">" with:
|
||
S if shields are down or < 10%.
|
||
E if ship energy < 1000 (yellow alert).
|
||
D if ship damage > 2000.
|
||
nL if life support is critically damaged (n stardates
|
||
of reserves).
|
||
Ttytype CRT, ADM-3a, ADM-2, SOROC, BEEHIVE, ACT-IV, ACT-V, VT05, VT06,
|
||
VT50, VT52, VT100
|
||
Tells DECWAR the TTY type so that it can do rubout, R
|
||
and U properly
|
||
OCdef Absolute Default. Display all coordinates in absolute format
|
||
(vpos-hpos).
|
||
Relative Display coordinates relative to your location
|
||
(dv,dh).
|
||
Both Display coordinates in both absolute and relative
|
||
form.
|
||
Icdef Absolute Default. All input coordinates default to absolute.
|
||
Relative Input coordinates default to relative.
|
||
|
||
Examples:
|
||
|
||
SE PR I Switch to informative prompt.
|
||
SE OU S Set output format to short.
|
||
SE N THOR Change your name in USERS to THOR.
|
||
.
|
||
|
||
|
||
.SHIELDS
|
||
SHIELD control
|
||
|
||
Syntax: SHields Up|Down or SHields Transfer <energy>
|
||
|
||
Raise or lower ship shields, or transfer energy between ship and
|
||
shield energy reserves. Raising shields consumes 100 units of ship
|
||
energy, lowering them or transfering energy is "free". NOTE: Shield
|
||
condition is displayed as +n% for shields up, n% of full strength, or
|
||
-n%, for shields down, n% of full strength.
|
||
|
||
Examples:
|
||
|
||
SH U Raise shields.
|
||
SH D Lower shields.
|
||
SH T 500 Transfer 500 units of energy TO shields
|
||
SH T -500 Transfer 500 units of energy FROM shields
|
||
.
|
||
|
||
|
||
.SRSCAN
|
||
Short Range SCAN
|
||
|
||
Syntax: SRscan [Up|Down|Right|Left|Corner] [<range>|<vr><hr>] [W]
|
||
|
||
Equivalent to SCAN, but with a default scan range of 7 sectors. For
|
||
complete information on sensor scans, see the help on SCAN.
|
||
.
|
||
|
||
|
||
.STATUS
|
||
Show ship STATUS
|
||
|
||
Syntax:
|
||
STatus [Condition|Location|Torpedoes|Energy|Damage|Shields|Radio]
|
||
|
||
Show the current stardate, plus the status of any of the ship
|
||
attributes: ship condition, location, number of torps, ship energy,
|
||
ship damage, shield energy, and radio condition. Ship condition can
|
||
be green, yellow (low on energy), or red (in battle). Radio condition
|
||
is either on or off.
|
||
Examples:
|
||
|
||
ST Give full status report.
|
||
ST T Report how many torpedos remain on board.
|
||
ST E D SH Report the ship energy, the ship damage, and the
|
||
shield condition (energy, %, up/down).
|
||
ST L Report the current ship location.
|
||
.
|
||
|
||
|
||
.SUMMARY
|
||
Give SUMMARY on number of ships, bases, and planets
|
||
|
||
Syntax: SUmmary [<keywords>]
|
||
|
||
Give any of the information available from the LIST command, but give
|
||
only a summary by default. See the help on LIST for more information
|
||
and the complete set of keywords that can be used to modify SUMMARY
|
||
output.
|
||
|
||
Examples:
|
||
|
||
SUM Tell how many ships, bases, and planets are in the
|
||
game (broken down into friendly, enemy, and neutral
|
||
categories).
|
||
SUM EN Tell how many enemies are in the game (number of
|
||
Romulans, enemy ships, enemy bases, and enemy
|
||
planets).
|
||
|
||
.TARGETS
|
||
List information on TARGETS
|
||
|
||
Syntax: TArgets [<keywords>]
|
||
|
||
Primarily for locating targets during battle, when a SCAN would be too
|
||
time consuming. List location and shield percent of any enemy ship,
|
||
base, or planet in range; name of any enemy ship in game (including
|
||
the Romulan); or location and number of builds of any known enemy
|
||
planet. TARGETS is equivalent to a LIST command with a default range
|
||
of 10 sectors and a default side of enemy.
|
||
|
||
Examples:
|
||
|
||
TA List all targets within 10 sectors.
|
||
TA 10 Equivalent to "TA".
|
||
TA 5 List all targets within 5 sectors.
|
||
.
|
||
|
||
|
||
.TELL
|
||
TELL another ship something using the sub-space radio
|
||
|
||
Syntax: TEll All|FEderation|HUman|EMpire|Klingon|ENemy|FRiendly|
|
||
<ship names>;<msg>
|
||
|
||
Send messages to one or several of the players currently in the game,
|
||
with no range limitation. Players who have turned their radios off,
|
||
or have a critically damaged sub-space radio can not be sent to. The
|
||
TELL command can not be repeated using the ESCAPE key (no junk mail!).
|
||
Examples:
|
||
|
||
TE V;Hello! Send "Hello!" to the Vulcan.
|
||
TE KL;DROP DEAD Send "DROP DEAD" to all Klingons.
|
||
TE V,E;HELP ME Send "HELP ME" to the Vulcan and Excalibur.
|
||
.
|
||
|
||
|
||
.TIME
|
||
List various TIMEs
|
||
|
||
Syntax: TIme
|
||
|
||
List time since game started; time since your ship entered the game;
|
||
run time for your job so far this game; total run time since login;
|
||
and current time of day.
|
||
.
|
||
|
||
|
||
.TORPEDOES
|
||
Fire photon TORPEDO burst
|
||
|
||
Syntax:
|
||
TOrpedo [Absolute|Relative|Computed] n <v1><h1> [<v2><h2> [<v3><h3>]]
|
||
|
||
A photon torpedo is aimed along a path in physical space, thus any
|
||
object lying along its path will intercept the torpedo. One, two, or
|
||
three torpedoes may be fired with one command, and the torpedoes may
|
||
be individually targeted, or fired at a common location. The minimum
|
||
range of a torpedo is 8 sectors, but some will travel 10 sectors
|
||
before self-destructing. Torpedoes may be deflected from the desired
|
||
track by a number of different factors, including your ship's shield
|
||
strength, computer and torpedo tube damage, and torpedo misfires. A
|
||
torpedo misfire also aborts the remainder of the burst, and sometimes
|
||
damages the torpedo tubes as well. Torpedoes can cause stars to go
|
||
nova, and can also destroy planets (if no enemy installations remain
|
||
intact). "Accidental" hits on friendly ships, bases, or planets are
|
||
automatically neutralized. A torpedo burst uses no ship energy.
|
||
Firing torpedoes (or getting hit by one) puts you on red alert.
|
||
|
||
Examples:
|
||
|
||
TO 1 12 24 Fire one torpedo at sector 12-24.
|
||
TO 3 12 24 Fire three torpedoes at sector 12-24.
|
||
TO 3 6 7 8 7 9 12 Fire one torpedo at sector 6-7, one at 8-7, and one
|
||
at 9-12.
|
||
TO 3 12 24 13 39 Fire one torpedo at sector 12-24, and two at sector
|
||
13-39.
|
||
TO A 3 12 24 Equivalent to "TO 3 12 24".
|
||
TO R 2 2 -5 Fire two torpedoes at sector 22-25, assuming your
|
||
location is 20-30.
|
||
TO C 3 BUZZARD Fire three torpedoes at the Buzzard.
|
||
TO C 1 E Fire one torpedo at the Excalibur.
|
||
.
|
||
|
||
|
||
.TRACTOR
|
||
TRACTOR beam
|
||
|
||
Syntax: TRactor <ship name> or TRactor Off
|
||
Tow another ship of the same team. The two ships must be located in
|
||
adjacent sectors and both ships must have their shields lowered. Once
|
||
such a beam is applied, either ship can pull the other behind it using
|
||
warp or impulse engines. Energy consumption for the towing ship is 3
|
||
times the normal rate for movement with the shields down. The ship
|
||
being towed will end the move trailing the lead ship. If either ship
|
||
raises deflector shields, the tractor beam is automatically cut. The
|
||
tractor beam will also be broken if either ship is hit by a torpedo or
|
||
damaged by a nova.
|
||
|
||
Examples:
|
||
|
||
TR Break any existing tractor beam.
|
||
TR OFF Equivalent to "TR".
|
||
TR B Apply tractor beam to the Buzzard.
|
||
.
|
||
|
||
|
||
.TYPE
|
||
TYPE game, input, and output settings
|
||
|
||
Syntax: TYpe OPtion|OUtput
|
||
|
||
Type the current game OPTION and OUTPUT settings.
|
||
The OPTION settings are:
|
||
- The version number and date of implementation,
|
||
- Whether there are Romulans in the game,
|
||
- and whether there are Black Holes in the game.
|
||
The OUTPUT settings are:
|
||
- SHORT, MEDIUM, or LONG output,
|
||
- NORMAL or INFORMATIVE command prompt,
|
||
- SHORT or LONG sensor scans,
|
||
- ABSOLUTE or RELATIVE default for coordinate input,
|
||
- ABSOLUTE, RELATIVE, or BOTH for coordinate output,
|
||
- and the current TTYTYPE.
|
||
|
||
Examples:
|
||
|
||
TY OP List the option settings.
|
||
TY OU List the output settings.
|
||
.
|
||
|
||
|
||
.USERS
|
||
List USERS
|
||
|
||
Syntax: Users
|
||
|
||
List all ships currently in the game. Include ship name, captain (may
|
||
be changed by SET NAME), TTY speed, PPN, TTY number, and job number.
|
||
If the output format is set to medium or short, omit the TTY and job
|
||
numbers. If the output format is set to short, omit the TTY speed and
|
||
PPN (include only the ship name and captain).
|