
1: .\" $NetBSD: trekmanual.nr,v 1.3 2001/06/12 15:17:12 wiz Exp $ 2: .br 3: .po 10 4: .if n \!. 5: .sp 15 6: .tr ^ \" 7: .ce 88 8: ^****^^^^*****^^^^^^*^^^^^^****^ 9: *^^^^^^^^^^*^^^^^^^*^*^^^^^*^^^* 10: ^***^^^^^^^*^^^^^^*****^^^^****^ 11: ^^^^*^^^^^^*^^^^^^*^^^*^^^^*^^*^ 12: ****^^^^^^^*^^^^^^*^^^*^^^^*^^^* 13: 14: 15: *****^^^^****^^^^^*****^^^^*^^^* 16: ^^*^^^^^^*^^^*^^^^*^^^^^^^^*^^*^ 17: ^^*^^^^^^****^^^^^***^^^^^^***^^ 18: ^^*^^^^^^*^^*^^^^^*^^^^^^^^*^^*^ 19: ^^*^^^^^^*^^^*^^^^*****^^^^*^^^* 20: 21: 22: by 23: 24: Eric Allman 25: University of California 26: Berkeley 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: You may also type "restart", 114: which restarts a previously saved game. 115: .pp 116: You will then be prompted for the skill, 117: to which you must respond 118: "novice", "fair", "good", "expert", 119: "commadore", or "impossible". 120: You should start out with a novice 121: and work up, 122: but if you really want to see how fast 123: you can be slaughtered, 124: start out with an impossible game. 125: .pp 126: In general, 127: throughout the game, 128: if you forget what is appropriate 129: the game will tell you what it expects 130: if you just type in 131: a question mark. 132: .pp 133: To get a copy of these rules, 134: execute the command 135: .sp 136: .ti +12 137: nroff /usr/games/trekmanual.nr 138: .sp 139: .bp 140: .ce 141: ISSUING COMMANDS 142: .pp 143: If the game expects you to enter a command, 144: .hc ^ 145: it will say ^"Command:\ " 146: and wait for your response. 147: Most commands can be abbreviated. 148: .pp 149: At almost any time you can type more than one thing on a line. 150: For example, 151: to move straight up one quadrant, 152: you can type 153: .ti +12 154: move 0 1 155: .br 156: or you could just type 157: .ti +12 158: move 159: .br 160: and the game would prompt you with 161: .ti +12 162: Course: 163: .br 164: to which you could type 165: .ti +12 166: 0 1 167: .br 168: The "1" is the distance, 169: which could be put on still another line. 170: Also, the "move" command 171: could have been abbreviated 172: "mov", "mo", or just "m". 173: .pp 174: If you are partway through a command 175: and you change your mind, 176: you can usually type "-1" 177: to cancel the command. 178: .pp 179: Klingons generally cannot hit you 180: if you don't consume anything 181: (e.g., time or energy), 182: so some commands are considered "free". 183: As soon as you consume anything though -- POW! 184: .bp 185: .de ** 186: .if \\n+l .** 187: .as x * 188: .. 189: .de bl 190: .nr l \\w'\\$1' -\\w'*' 191: .ds x **** 192: .** 193: .sp 3 194: .ne 3 195: \\*x 196: .br 197: .if t *\h'\w'*'u'\fB\\$1\fP\h'\w'*'u'* 198: .if n * \\$1 * 199: .br 200: \\*x 201: .sp 202: .in +8 203: .nf 204: .. 205: .de FF 206: .in -8 207: .fi 208: .. 209: .if !\n(.V .ta \w'Full Commands: '+1 210: .if \n(.V .ta \w'Full Commands: 'u 211: .ce 212: THE COMMANDS 213: .bl "Short Range Scan" 214: Mnemonic: srscan 215: Shortest Appreviation: s 216: Full Commands: srscan 217: srscan yes/no 218: Consumes: nothing 219: .FF 220: .pp 221: The short range scan 222: gives you a picture 223: of the quadrant you are in, 224: and (if you say "yes") 225: a status report 226: which tells you 227: a whole bunch 228: of interesting stuff. 229: You can get a status report alone 230: by using the 231: .ul 232: status 233: command. 234: An example follows: 235: .sp 236: .nf 237: .in +4 238: Short range sensor scan 239: 0 1 2 3 4 5 6 7 8 9 240: 0 . . . . . . . * . * 0 stardate 3702.16 241: 1 . . E . . . . . . . 1 condition RED 242: 2 . . . . . . . . . * 2 position 0,3/1,2 243: 3 * . . . . # . . . . 3 warp factor 5.0 244: 4 . . . . . . . . . . 4 total energy 4376 245: 5 . . * . * . . . . . 5 torpedoes 9 246: 6 . . . @ . . . . . 6 shields down, 78% 247: 7 . . . . . . . . . . 7 Klingons left 3 248: 8 . . . K . . . . . . 8 time left 6.43 249: 9 . . . . . . * . . . 9 life support damaged, reserves = 2.4 250: 0 1 2 3 4 5 6 7 8 9 251: Distressed Starsystem Marcus XII 252: 253: .in +8 254: .ti -8 255: The cast of characters is as follows: 256: E the hero 257: K the villain 258: # the starbase 259: * stars 260: @ inhabited starsystem 261: \&. empty space 262: a black hole 263: .in -12 264: .fi 265: .pp 266: The name of the starsystem is listed underneath 267: the short range scan. 268: The word "distressed", if present, 269: means that the starsystem 270: is under attack. 271: .pp 272: Short range scans are absolutely free. 273: They use no time, no energy, 274: and they don't give the Klingons 275: another chance to hit you. 276: .bl "Status Report" 277: Mnemonic: status 278: Shortest Abbreviation: st 279: Consumes: nothing 280: .FF 281: .pp 282: This command gives you information 283: about the current status 284: of the game and your ship, as follows: 285: .in +8 286: .de qq 287: .sp 288: .ti -4 289: .. 290: .qq 291: Stardate -- The current stardate. 292: .qq 293: Condition -- as follows: 294: .in +4 295: .nf 296: RED -- in battle 297: YELLOW -- low on energy 298: GREEN -- normal state 299: DOCKED -- docked at starbase 300: CLOAKED -- the cloaking device is activated 301: .fi 302: .in -4 303: .qq 304: Position -- Your current quadrant and sector. 305: .qq 306: Warp Factor -- The speed you will move at 307: when you move under warp power 308: (with the 309: .ul 310: move 311: command). 312: .qq 313: Total Energy -- Your energy reserves. 314: If they drop to zero, 315: you die. 316: Energy regenerates, 317: but the higher the skill of the game, 318: the slower it regenerates. 319: .qq 320: Torpedoes -- How many photon torpedoes you have left. 321: .qq 322: Shields -- Whether your shields are up or down, 323: and how effective they are if up 324: (what percentage of a hit they will absorb). 325: .qq 326: Klingons Left -- Guess. 327: .qq 328: Time Left -- How long the Federation can hold out 329: if you sit on your fat ass and do nothing. 330: If you kill Klingons quickly, 331: this number goes up, 332: otherwise, 333: it goes down. 334: If it hits zero, 335: the Federation is conquered. 336: .qq 337: Life Support -- If "active", everything is fine. 338: If "damaged", your reserves tell you 339: how long you have 340: to repair your life support 341: or get to a starbase 342: before you starve, suffocate, 343: or something equally unpleasant. 344: .qq 345: Current Crew -- The number of crew members 346: left. 347: This figures does not include officers. 348: .qq 349: Brig Space -- The space left in your brig 350: for Klingon captives. 351: .qq 352: Klingon Power -- The number of units 353: needed to kill a Klingon. 354: Remember, as Klingons fire at you 355: they use up their own energy, 356: so you probably need somewhat less 357: than this. 358: .qq 359: Skill, Length -- The skill and length 360: of the game you are playing. 361: .in -8 362: .pp 363: Status information is absolutely free. 364: .bl "Long Range Scan" 365: Mnemonic: lrscan 366: Shortest Abbreviation: l 367: Consumes: nothing 368: .FF 369: .pp 370: Long range scan gives you information about the 371: eight quadrants 372: that surround the quadrant 373: you're in. 374: A sample long range scan follows: 375: .sp 376: .in +12 377: .nf 378: Long range scan for quadrant 0,3 379: 380: 2 3 4 381: ------------------- 382: ! * ! * ! * ! 383: ------------------- 384: 0 ! 108 ! 6 ! 19 ! 385: ------------------- 386: 1 ! 9 ! /// ! 8 ! 387: ------------------- 388: .sp 389: .in -12 390: .fi 391: .pp 392: The three digit numbers 393: tell the number of objects 394: in the quadrants. 395: The units digit tells the number of stars, 396: the tens digit the number of starbases, 397: and the hundreds digit is the number of Klingons. 398: "*" indicates the negative energy barrier 399: at the edge of the galaxy, 400: which you cannot enter. 401: "///" means that that is a supernova quadrant 402: and must not be entered. 403: .bl "Damage Report" 404: Mnemonic: damages 405: Shortest Abbreviation: da 406: Consumes: nothing 407: .FF 408: .pp 409: A damage report tells you what devices are damaged 410: and how long it will take to repair them. 411: Repairs proceed faster 412: when you are docked 413: at a starbase. 414: .bl "Set Warp Factor" 415: Mnemonic: warp 416: Shortest Abbreviation: w 417: Full Command: warp factor 418: Consumes: nothing 419: .FF 420: .pp 421: The warp factor tells the speed of your starship 422: when you move under warp power 423: (with the 424: .ul 425: move 426: command). 427: The higher the warp factor, 428: the faster you go, 429: and the more energy you use. 430: .pp 431: The minimum warp factor is 1.0 432: and the maximum is 10.0. 433: At speeds above warp 6 434: there is danger of the warp engines 435: being damaged. 436: The probability of this 437: increases at higher warp speeds. 438: Above warp 9.0 there is a chance of entering 439: a time warp. 440: .bl "Move Under Warp Power" 441: Mnemonic: move 442: Shortest Abbreviation: m 443: Full Command: move course distance 444: Consumes: time and energy 445: .FF 446: .pp 447: This is the usual way of moving. 448: The course is in degrees and the distance is in quadrants. 449: To move one sector specify a distance of 0.1. 450: .pp 451: Time is consumed proportionately to 452: the inverse of the warp factor squared, 453: and directly to the distance. 454: Energy is consumed as the warp factor cubed, 455: and directly to the distance. 456: If you move with your shields up 457: it doubles the amount of energy consumed. 458: .pp 459: When you move in a quadrant containing Klingons, 460: they get a chance to attack you. 461: .pp 462: The computer detects navigation errors. 463: If the computer is out, 464: you run the risk of running into things. 465: .pp 466: The course is determined by the 467: Space Inertial Navigation System 468: [SINS]. 469: As described in 470: Star Fleet Technical Order TO:02:06:12, 471: the SINS is calibrated, 472: after which it becomes the base for navigation. 473: If damaged, 474: navigation becomes inaccurate. 475: When it is fixed, 476: Spock recalibrates it, 477: however, 478: it cannot be calibrated extremely accurately 479: until you dock at starbase. 480: .bl "Move Under Impulse Power" 481: Mnemonic: impulse 482: Shortest Abbreviation: i 483: Full Command: impulse course distance 484: Consumes: time and energy 485: .FF 486: .pp 487: The impulse engines give you a chance to maneuver 488: when your warp engines are damaged; 489: however, they are incredibly slow 490: (0.095 quadrants/stardate). 491: They require 20 units of energy to engage, 492: and ten units per sector to move. 493: .pp 494: The same comments about the computer and the SINS 495: apply as above. 496: .pp 497: There is no penalty to move under impulse power 498: with shields up. 499: .bl "Deflector Shields" 500: Mnemonic: shields 501: Shortest Abbreviation: sh 502: Full Command: shields up/down 503: Consumes: energy 504: .FF 505: .pp 506: Shields protect you from Klingon attack 507: and nearby novas. 508: As they protect you, 509: they weaken. 510: A shield which is 78% effective 511: will absorb 78% of a hit 512: and let 22% in to hurt you. 513: .pp 514: The Klingons have a chance to attack you 515: every time you raise or lower shields. 516: Shields do not rise and lower 517: instantaneously, 518: so the hit you receive 519: will be computed with the shields 520: at an intermediate effectiveness. 521: .pp 522: It takes energy to raise shields, 523: but not to drop them. 524: .bl "Cloaking Device" 525: Mnemonic: cloak 526: Shortest Abbreviation: cl 527: Full Command: cloak up/down 528: Consumes: energy 529: .FF 530: .pp 531: When you are cloaked, 532: Klingons cannot see you, 533: and hence they do not fire at you. 534: They are useful for entering 535: a quadrant 536: and selecting a good position, 537: however, 538: weapons cannot be fired through 539: the cloak 540: due to the huge energy drain 541: that it requires. 542: .pp 543: The cloak up command 544: only starts the cloaking process; 545: Klingons will continue 546: to fire at you 547: until you do something 548: which consumes time. 549: .bl "Fire Phasers" 550: Mnmemonic: phasers 551: Shortest Abbreviation: p 552: Full Commands: phasers automatic amount 553: phasers manual amt1 course1 spread1 ... 554: Consumes: energy 555: .FF 556: .pp 557: Phasers are energy weapons; 558: the energy comes from your ship's reserves 559: ("total energy" on a srscan). 560: It takes about 250 units of hits 561: to kill a Klingon. 562: Hits are cumulative as long as you stay 563: in the quadrant. 564: .pp 565: Phasers become less effective 566: the further from a Klingon you are. 567: Adjacent Klingons receive about 568: 90% of what you fire, 569: at five sectors about 60%, 570: and at ten sectors about 35%. 571: They have no effect outside of the quadrant. 572: .pp 573: Phasers cannot be fired while shields are up; 574: to do so would fry you. 575: They have no effect on starbases or stars. 576: .pp 577: In automatic mode 578: the computer decides how to divide up the energy 579: among the Klingons present; 580: in manual mode you do that yourself. 581: .pp 582: In manual mode firing 583: you specify a direction, 584: amount (number of units to fire) 585: and spread (0 -> 1.0) 586: for each of the six phaser banks. 587: A zero amount 588: terminates the manual input. 589: .bl "Fire Photon Torpedoes" 590: Mnemonic: torpedo 591: Shortest Abbreviation: t 592: Full Command: torpedo course [yes/no] [burst angle] 593: Consumes: torpedoes 594: .FF 595: .pp 596: Torpedoes are projectile weapons -- there are no partial hits. 597: You either hit your target or you don't. 598: A hit on a Klingon destroys him. 599: A hit on a starbase destroys that starbase 600: (woops!). 601: Hitting a star usually causes it to go nova, 602: and occasionally supernova. 603: .pp 604: Photon torpedoes cannot be aimed precisely. 605: They can be fired with shields up, 606: but they get even more random 607: as they pass through the shields. 608: .pp 609: Torpedoes may be fired in bursts of three. 610: If this is desired, 611: the burst angle is the angle 612: between the three shots, 613: which may vary from one to fifteen. 614: The word "no" 615: says that a burst is not wanted; 616: the word "yes" 617: (which may be omitted 618: if stated on the same line as the course) 619: says that a burst is wanted. 620: .pp 621: Photon torpedoes 622: have no effect 623: outside the quadrant. 624: .bl "Onboard Computer Request" 625: Mnemonic: computer 626: Shortest Abbreviation: c 627: Full Command: computer request; request;... 628: Consumes: nothing 629: .FF 630: .pp 631: The computer command gives you access to the facilities 632: of the onboard computer, 633: which allows you to do all sorts of fascinating stuff. 634: Computer requests are: 635: .in +8 636: .qq 637: score -- Shows your current score. 638: .qq 639: course quad/sect -- Computes the course and distance from whereever 640: you are to the given location. 641: If you type "course /x,y" 642: you will be given the course 643: to sector x,y in the current quadrant. 644: .qq 645: move quad/sect -- Identical to the course 646: request, 647: except that the move is executed. 648: .qq 649: chart -- prints a chart of the known galaxy, 650: i.e., 651: everything that you have seen with a long range scan. 652: The format is the same as on a long range scan, 653: except that "..." means 654: that you don't yet know what is there, 655: and ".1." means that you know that a starbase 656: exists, but you don't know anything else. 657: "$$$" mans the quadrant 658: that you are currently in. 659: .qq 660: trajectory -- prints the course and distance 661: to all the Klingons in the quadrant. 662: .qq 663: warpcost dist warp_factor -- computes the cost in time and energy 664: to move `dist' quadrants at warp `warp_factor'. 665: .qq 666: impcost dist -- same as warpcost for impulse engines. 667: .qq 668: pheff range -- tells how effective your phasers are 669: at a given range. 670: .qq 671: distresslist -- gives a list of currently distressed 672: starbases 673: and starsystems. 674: .in -8 675: .pp 676: More than one request may be stated 677: on a line 678: by seperating them 679: with semicolons. 680: .bl "Dock at Starbase" 681: Mnemonic: dock 682: Shortest Abbreviation: do 683: Consumes: nothing 684: .FF 685: .pp 686: You may dock at a starbase 687: when you are in one of the eight 688: adjacent sectors. 689: .pp 690: When you dock you are resupplied 691: with energy, photon torpedoes, and life support reserves. 692: Repairs are also done faster at starbase. 693: Any prisoners you have taken 694: are unloaded. 695: You do not receive points 696: for taking prisoners 697: until this time. 698: .pp 699: Starbases have their own deflector shields, 700: so you are safe from attack while docked. 701: .bl "Undock from Starbase" 702: Mnemonic: undock 703: Shortest Abbreviation: u 704: Consumes: nothing 705: .FF 706: .pp 707: This just allows you to leave starbase 708: so that you may proceed on your way. 709: .bl "Rest" 710: Mnemonic: rest 711: Shortest Abbreviation: r 712: Full Command: rest time 713: Consumes: time 714: .FF 715: .pp 716: This command allows you to rest to repair damages. 717: It is not advisable to rest while under attack. 718: .bl "Call Starbase For Help" 719: Mnemonic: help 720: Shortest Abbreviation: help 721: Consumes: nothing 722: .FF 723: .pp 724: You may call starbase for help via your subspace radio. 725: Starbase has long range transporter beams to get you. 726: Problem is, 727: they can't always rematerialize you. 728: .pp 729: You should avoid using this command unless absolutely necessary, 730: for the above reason and because it counts heavily against you 731: in the scoring. 732: .bl "Capture Klingon" 733: Mnemonic: capture 734: Shortest Abbreviation: ca 735: Consumes: time 736: .FF 737: .pp 738: You may request that a Klingon surrender 739: to you. 740: If he accepts, 741: you get to take captives 742: (but only as many as your brig 743: can hold). 744: It is good if you do this, 745: because you get points for captives. 746: Also, 747: if you ever get captured, 748: you want to be sure that the Federation 749: has prisoners to exchange for you. 750: .pp 751: You must go to a starbase 752: to turn over your prisoners 753: to Federation authorities. 754: .bl "Visual Scan" 755: Mnemonic: visual 756: Shortest Abbreviation: v 757: Full Command: visual course 758: Consumes: time 759: .FF 760: .pp 761: When your short range scanners are out, 762: you can still see what is out "there" 763: by doing a visual scan. 764: Unfortunately, 765: you can only see three sectors at one time, 766: and it takes 0.005 stardates to perform. 767: .pp 768: The three sectors in the general direction 769: of the course specified 770: are examined 771: and displayed. 772: .bl "Abandon Ship" 773: Mnemonic: abandon 774: Shortest Abbreviation: abandon 775: Consumes: nothing 776: .FF 777: .pp 778: The officers escape the Enterprise in the shuttlecraft. 779: If the transporter is working 780: and there is an inhabitable starsystem 781: in the area, 782: the crew beams down, 783: otherwise you leave them to die. 784: You are given an old but still usable ship, 785: the Faire Queene. 786: .bl "Ram" 787: Mnemonic: ram 788: