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                               by

                           Eric Allman
                    University of California
                            Berkeley

                          _I_N_T_R_O_D_U_C_T_I_O_N


     Well, the federation is once again at war with the Klingon
empire.  It is up to you, as captain of the U.S.S. Enterprise, to
wipe out the invasion fleet and save the Federation.


     For the purposes of the game the galaxy is divided into 64
quadrants on an eight by eight grid, with quadrant 0,0 in the
upper left hand corner.  Each quadrant is divided into 100 sec-
tors on a ten by ten grid.  Each sector contains one object
(e.g., the Enterprise, a Klingon, or a star).


     Navigation is handled in degrees, with zero being straight
up and ninety being to the right.  Distances are measured in
quadrants.  One tenth quadrant is one sector.


     The galaxy contains starbases, at which you can dock to
refuel, repair damages, etc.  The galaxy also contains stars.
Stars usually have a knack for getting in your way, but they can
be triggered into going nova by shooting a photon torpedo at one,
thereby (hopefully) destroying any adjacent Klingons.  This is



not a good practice however, because you are penalized for
destroying stars.  Also, a star will sometimes go supernova,
which obliterates an entire quadrant.  You must never stop in a
supernova quadrant, although you may "jump over" one.


     Some starsystems have inhabited planets.  Klingons can
attack inhabited planets and enslave the populace, which they
then put to work building more Klingon battle cruisers.

                      _S_T_A_R_T_I_N_G _U_P _T_H_E _G_A_M_E


     To request the game, issue the command

               //uussrr//ggaammeess//ttrreekk

from the shell.  If a filename is supplied, a log of the game is
written onto that file.  (Otherwise, no file is written.)  If the
``--aa'' flag is stated before the filename, the log of the game is
appended to the file.


     The game will ask you what length game you would like.
Valid responses are "short", "medium", and "long".  You may also
type "restart", which restarts a previously saved game.  Ideally,
the length of the game does not affect the difficulty, but cur-
rently the shorter games tend to be harder than the longer ones.


     You will then be prompted for the skill, to which you must
respond "novice", "fair", "good", "expert", "commodore", or
"impossible".  You should start out with a novice and work up,
but if you really want to see how fast you can be slaughtered,
start out with an impossible game.


     In general, throughout the game, if you forget what is
appropriate the game will tell you what it expects if you just
type in a question mark.

                        _I_S_S_U_I_N_G _C_O_M_M_A_N_D_S


     If the game expects you to enter a command, it will say
"Command: " and wait for your response.  Most commands can be
abbreviated.


     At almost any time you can type more than one thing on a
line.  For example, to move straight up one quadrant, you can
type
            move 0 1
or you could just type
            move
and the game would prompt you with
            Course:
to which you could type
            0 1
The "1" is the distance, which could be put on still another
line.  Also, the "move" command could have been abbreviated
"mov", "mo", or just "m".




     If you are partway through a command and you change your
mind, you can usually type "-1" to cancel the command.


     Klingons generally cannot hit you if you don't consume any-
thing (e.g., time or energy), so some commands are considered
"free".  As soon as you consume anything though -- POW!



























































                          _T_H_E _C_O_M_M_A_N_D_S

********************
* Short Range Scan *
********************

        Mnemonic: srscan
        Shortest Abbreviation: s
        Full Commands: srscan
                       srscan yes/no
        Consumes: nothing


     The short range scan gives you a picture of the quadrant you
are in, and (if you say "yes") a status report which tells you a
whole bunch of interesting stuff.  You can get a status report
alone by using the _s_t_a_t_u_s command.  An example follows:

    Short range sensor scan le1 ce1 ce1 ce1 ce1 ce1 ce1 ce1 ce1
    ce1 ce1 le3 l1 l.                 0123456789
    0              .......*.*0stardate3702.16
    1              ..E.......1conditionRED
    2              .........*2position0,3/1,2
    3              *....#....3warp factor5.0
    4              ..........4total energy4376
    5              ..*.*.....5torpedoes9
    6              ...@.. ...6shieldsdown, 78%
    7              ..........7Klingons left3
    8              ...K......8time left6.43
    9              ......*...9life supportdamaged, reserves = 2.4
                   0123456789 Distressed Starsystem Marcus XII

    The cast of characters is as follows:
            E   the hero
            K   the villain
            #   the starbase
            *   stars
            @   inhabited starsystem
            .   empty space
                a black hole


     The name of the starsystem is listed underneath the short
range scan.  The word "distressed", if present, means that the
starsystem is under attack.


     Short range scans are absolutely free.  They use no time, no
energy, and they don't give the Klingons another chance to hit
you.

*****************
* Status Report *
*****************

        Mnemonic: status
        Shortest Abbreviation: st
        Consumes: nothing


     This command gives you information about the current status
of the game and your ship, as follows:




    Stardate -- The current stardate.

    Condition -- as follows:
            RED -- in battle
            YELLOW -- low on energy
            GREEN -- normal state
            DOCKED -- docked at starbase
            CLOAKED -- the cloaking device is activated

    Position -- Your current quadrant and sector.

    Warp Factor -- The speed you will move at when you move under
        warp power (with the _m_o_v_e command).

    Total Energy -- Your energy reserves.  If they drop to zero,
        you die.  Energy regenerates, but the higher the skill of
        the game, the slower it regenerates.

    Torpedoes -- How many photon torpedoes you have left.

    Shields -- Whether your shields are up or down, and how
        effective they are if up (what percentage of a hit they
        will absorb).

    Klingons Left -- Guess.

    Time Left -- How long the Federation can hold out if you sit
        on your fat ass and do nothing.  If you kill Klingons
        quickly, this number goes up, otherwise, it goes down.
        If it hits zero, the Federation is conquered.

    Life Support -- If "active", everything is fine.  If "dam-
        aged", your reserves tell you how long you have to repair
        your life support or get to a starbase before you starve,
        suffocate, or something equally unpleasant.

    Current Crew -- The number of crew members left.  This fig-
        ures does not include officers.

    Brig Space -- The space left in your brig for Klingon cap-
        tives.

    Klingon Power -- The number of units needed to kill a Klin-
        gon.  Remember, as Klingons fire at you they use up their
        own energy, so you probably need somewhat less than this.

    Skill, Length -- The skill and length of the game you are
        playing.


     Status information is absolutely free.

*******************
* Long Range Scan *
*******************

        Mnemonic: lrscan
        Shortest Abbreviation: l
        Consumes: nothing


     Long range scan gives you information about the eight quad-
rants that surround the quadrant you're in.  A sample long range



scan follows:

            Long range scan for quadrant 0,3

                 2     3     4
              -------------------
              !  *  !  *  !  *  !
              -------------------
            0 ! 108 !   6 !  19 !
              -------------------
            1 !   9 ! /// !   8 !
              -------------------


     The three digit numbers tell the number of objects in the
quadrants.  The units digit tells the number of stars, the tens
digit the number of starbases, and the hundreds digit is the num-
ber of Klingons.  "*" indicates the negative energy barrier at
the edge of the galaxy, which you cannot enter.  "///" means that
that is a supernova quadrant and must not be entered.

*****************
* Damage Report *
*****************

        Mnemonic: damages
        Shortest Abbreviation: da
        Consumes: nothing


     A damage report tells you what devices are damaged and how
long it will take to repair them.  Repairs proceed faster when
you are docked at a starbase.

*******************
* Set Warp Factor *
*******************

        Mnemonic: warp
        Shortest Abbreviation: w
        Full Command: warp factor
        Consumes: nothing


     The warp factor tells the speed of your starship when you
move under warp power (with the _m_o_v_e command).  The higher the
warp factor, the faster you go, and the more energy you use.


     The minimum warp factor is 1.0 and the maximum is 10.0.  At
speeds above warp 6 there is danger of the warp engines being
damaged.  The probability of this increases at higher warp
speeds.  Above warp 9.0 there is a chance of entering a time
warp.

*************************
* Move Under Warp Power *
*************************

        Mnemonic: move
        Shortest Abbreviation: m
        Full Command: move course distance
        Consumes: time and energy





     This is the usual way of moving.  The course is in degrees
and the distance is in quadrants.  To move one sector specify a
distance of 0.1.


     Time is consumed proportionately to the inverse of the warp
factor squared, and directly to the distance.  Energy is consumed
as the warp factor cubed, and directly to the distance.  If you
move with your shields up it doubles the amount of energy con-
sumed.


     When you move in a quadrant containing Klingons, they get a
chance to attack you.


     The computer detects navigation errors.  If the computer is
out, you run the risk of running into things.


     The course is determined by the Space Inertial Navigation
System [SINS].  As described in Star Fleet Technical Order
TO:02:06:12, the SINS is calibrated, after which it becomes the
base for navigation.  If damaged, navigation becomes inaccurate.
When it is fixed, Spock recalibrates it, however, it cannot be
calibrated extremely accurately until you dock at starbase.

****************************
* Move Under Impulse Power *
****************************

        Mnemonic: impulse
        Shortest Abbreviation: i
        Full Command: impulse course distance
        Consumes: time and energy


     The impulse engines give you a chance to maneuver when your
warp engines are damaged; however, they are incredibly slow
(0.095 quadrants/stardate).  They require 20 units of energy to
engage, and ten units per sector to move.


     The same comments about the computer and the SINS apply as
above.


     There is no penalty to move under impulse power with shields
up.

*********************
* Deflector Shields *
*********************

        Mnemonic: shields
        Shortest Abbreviation: sh
        Full Command: shields up/down
        Consumes: energy


     Shields protect you from Klingon attack and nearby novas.



As they protect you, they weaken.  A shield which is 78% effec-
tive will absorb 78% of a hit and let 22% in to hurt you.


     The Klingons have a chance to attack you every time you
raise or lower shields.  Shields do not rise and lower instanta-
neously, so the hit you receive will be computed with the shields
at an intermediate effectiveness.


     It takes energy to raise shields, but not to drop them.

*******************
* Cloaking Device *
*******************

        Mnemonic: cloak
        Shortest Abbreviation: cl
        Full Command: cloak up/down
        Consumes: energy


     When you are cloaked, Klingons cannot see you, and hence
they do not fire at you.  They are useful for entering a quadrant
and selecting a good position, however, weapons cannot be fired
through the cloak due to the huge energy drain that it requires.


     The cloak up command only starts the cloaking process; Klin-
gons will continue to fire at you until you do something which
consumes time.

****************
* Fire Phasers *
****************

        Mnemonic: phasers
        Shortest Abbreviation: p
        Full Commands: phasers automatic amount
            phasers manual amt1 course1 spread1 ...
        Consumes: energy


     Phasers are energy weapons; the energy comes from your
ship's reserves ("total energy" on a srscan).  It takes about 250
units of hits to kill a Klingon.  Hits are cumulative as long as
you stay in the quadrant.


     Phasers become less effective the further from a Klingon you
are.  Adjacent Klingons receive about 90% of what you fire, at
five sectors about 60%, and at ten sectors about 35%.  They have
no effect outside of the quadrant.


     Phasers cannot be fired while shields are up; to do so would
fry you.  They have no effect on starbases or stars.


     In automatic mode the computer decides how to divide up the
energy among the Klingons present; in manual mode you do that
yourself.




     In manual mode firing you specify a direction, amount (num-
ber of units to fire) and spread (0 -> 1.0) for each of the six
phaser banks.  A zero amount terminates the manual input.

*************************
* Fire Photon Torpedoes *
*************************

        Mnemonic: torpedo
        Shortest Abbreviation: t
        Full Command: torpedo course [yes/no] [burst angle]
        Consumes: torpedoes


     Torpedoes are projectile weapons -- there are no partial
hits.  You either hit your target or you don't.  A hit on a Klin-
gon destroys him.  A hit on a starbase destroys that starbase
(woops!).  Hitting a star usually causes it to go nova, and occa-
sionally supernova.


     Photon torpedoes cannot be aimed precisely.  They can be
fired with shields up, but they get even more random as they pass
through the shields.


     Torpedoes may be fired in bursts of three.  If this is
desired, the burst angle is the angle between the three shots,
which may vary from one to fifteen.  The word "no" says that a
burst is not wanted; the word "yes" (which may be omitted if
stated on the same line as the course) says that a burst is
wanted.


     Photon torpedoes have no effect outside the quadrant.

****************************
* Onboard Computer Request *
****************************

        Mnemonic: computer
        Shortest Abbreviation: c
        Full Command: computer request; request;...
        Consumes: nothing


     The computer command gives you access to the facilities of
the onboard computer, which allows you to do all sorts of fasci-
nating stuff.  Computer requests are:

    score -- Shows your current score.

    course quad/sect -- Computes the course and distance from
        wherever you are to the given location.  If you type
        "course /x,y" you will be given the course to sector x,y
        in the current quadrant.

    move quad/sect -- Identical to the course request, except
        that the move is executed.

    chart -- prints a chart of the known galaxy, i.e., everything
        that you have seen with a long range scan.  The format is
        the same as on a long range scan, except that "..." means



        that you don't yet know what is there, and ".1." means
        that you know that a starbase exists, but you don't know
        anything else.  "$$$" mans the quadrant that you are cur-
        rently in.

    trajectory -- prints the course and distance to all the Klin-
        gons in the quadrant.

    warpcost dist warp_factor -- computes the cost in time and
        energy to move `dist' quadrants at warp `warp_factor'.

    impcost dist -- same as warpcost for impulse engines.

    pheff range -- tells how effective your phasers are at a
        given range.

    distresslist -- gives a list of currently distressed star-
        bases and starsystems.


     More than one request may be stated on a line by separating
them with semicolons.

********************
* Dock at Starbase *
********************

        Mnemonic: dock
        Shortest Abbreviation: do
        Consumes: nothing


     You may dock at a starbase when you are in one of the eight
adjacent sectors.


     When you dock you are resupplied with energy, photon torpe-
does, and life support reserves.  Repairs are also done faster at
starbase.  Any prisoners you have taken are unloaded.  You do not
receive points for taking prisoners until this time.


     Starbases have their own deflector shields, so you are safe
from attack while docked.

************************
* Undock from Starbase *
************************

        Mnemonic: undock
        Shortest Abbreviation: u
        Consumes: nothing


     This just allows you to leave starbase so that you may pro-
ceed on your way.

********
* Rest *
********

        Mnemonic: rest
        Shortest Abbreviation: r



        Full Command: rest time
        Consumes: time


     This command allows you to rest to repair damages.  It is
not advisable to rest while under attack.

**************************
* Call Starbase For Help *
**************************

        Mnemonic: help
        Shortest Abbreviation: help
        Consumes: nothing


     You may call starbase for help via your subspace radio.
Starbase has long range transporter beams to get you.  Problem
is, they can't always rematerialize you.


     You should avoid using this command unless absolutely neces-
sary, for the above reason and because it counts heavily against
you in the scoring.

*******************
* Capture Klingon *
*******************

        Mnemonic: capture
        Shortest Abbreviation: ca
        Consumes: time


     You may request that a Klingon surrender to you.  If he
accepts, you get to take captives (but only as many as your brig
can hold).  It is good if you do this, because you get points for
captives.  Also, if you ever get captured, you want to be sure
that the Federation has prisoners to exchange for you.


     You must go to a starbase to turn over your prisoners to
Federation authorities.

***************
* Visual Scan *
***************

        Mnemonic: visual
        Shortest Abbreviation: v
        Full Command: visual course
        Consumes: time


     When your short range scanners are out, you can still see
what is out "there" by doing a visual scan.  Unfortunately, you
can only see three sectors at one time, and it takes 0.005 star-
dates to perform.


     The three sectors in the general direction of the course
specified are examined and displayed.




****************
* Abandon Ship *
****************

        Mnemonic: abandon
        Shortest Abbreviation: abandon
        Consumes: nothing


     The officers escape the Enterprise in the shuttlecraft.  If
the transporter is working and there is an inhabitable starsystem
in the area, the crew beams down, otherwise you leave them to
die.  You are given an old but still usable ship, the Faire
Queene.

*******
* Ram *
*******

        Mnemonic: ram
        Shortest Abbreviation: ram
        Full Command: ram course distance
        Consumes: time and energy


     This command is identical to "move", except that the com-
puter doesn't stop you from making navigation errors.


     You get very nearly slaughtered if you ram anything.

*****************
* Self Destruct *
*****************

        Mnemonic: destruct
        Shortest Abbreviation: destruct
        Consumes: everything


     Your starship is self-destructed.  Chances are you will
destroy any Klingons (and stars, and starbases) left in your
quadrant.

**********************
* Terminate the Game *
**********************

        Mnemonic: terminate
        Shortest Abbreviation: terminate
        Full Command: terminate yes/no


     Cancels the current game.  No score is computed.  If you
answer yes, a new game will be started, otherwise trek exits.

******************
* Call the Shell *
******************

        Mnemonic: shell
        Shortest Abbreviation: shell




     Temporarily escapes to the shell.  When you exit the shell
you will return to the game.

                             _S_C_O_R_I_N_G


         The scoring algorithm is rather complicated.  Basically,
    you get points for each Klingon you kill, for your Klingon
    per stardate kill rate, and a bonus if you win the game.  You
    lose points for the number of Klingons left in the galaxy at
    the end of the game, for getting killed, for each star, star-
    base, or inhabited starsystem you destroy, for calling for
    help, and for each casualty you incur.


         You will be promoted if you play very well.  You will
    never get a promotion if you call for help, abandon the
    Enterprise, get killed, destroy a starbase or inhabited
    starsystem, or destroy too many stars.















































                           _C_O_M_M_A_N_D _S_U_M_M_A_R_Y
    l l l.  CommandRequiresConsumes

    _a_b_a_n_d_o_nshuttlecraft,-       transporter _c_apturesubspace radi-
    otime _c_loak _up/_downcloaking deviceenergy _computer request;
    ...computer- _d_amages-- _d_e_s_t_r_u_c_tcomputer- _d_ock-- _h_e_l_psubspace
    radio- _impulse course distanceimpulse engines,time, energy
         computer, SINS _lrscanL.R. sensors- _move course distance-
    warp engines,time, energy       computer, SINS _phasers _auto-
    matic amountphasers, computerenergy _phasers _manual   amt1
    course1 spread1 ...phasersenergy _torpedo course [_yes]
    angle/_notorpedo tubestorpedoes _r_a_m course distancewarp
    engines,time, energy       computer, SINS _rest time-time
    _s_h_e_l_l-- _s_hields _up/_downshieldsenergy _srscan [_yes/_no]S.R. sen-
    sors- _s_tatus-- _t_e_r_m_i_n_a_t_e _yes/_no-- _undock-- _visual course-time
    _warp warp_factor--


















































