mirror of
https://github.com/KevinMidboe/linguist.git
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Add ".nr" as a Roff file extension (#3630)
This commit is contained in:
@@ -3750,6 +3750,7 @@ Roff:
|
||||
- ".me"
|
||||
- ".ms"
|
||||
- ".n"
|
||||
- ".nr"
|
||||
- ".rno"
|
||||
- ".roff"
|
||||
- ".tmac"
|
||||
|
||||
897
samples/Roff/trekmanual.nr
Normal file
897
samples/Roff/trekmanual.nr
Normal file
@@ -0,0 +1,897 @@
|
||||
.\" $FreeBSD: src/games/trek/DOC/trekmanual.nr,v 1.1.1.1.14.1 2002/08/15 18:10:56 schweikh Exp $
|
||||
.\" $DragonFly: src/games/trek/DOC/trekmanual.nr,v 1.2 2003/06/17 04:25:25 dillon Exp $
|
||||
.br
|
||||
.po 10
|
||||
.if n \!.
|
||||
.sp 15
|
||||
.tr ^ \"
|
||||
.ce 88
|
||||
^****^^^^*****^^^^^^*^^^^^^****^
|
||||
*^^^^^^^^^^*^^^^^^^*^*^^^^^*^^^*
|
||||
^***^^^^^^^*^^^^^^*****^^^^****^
|
||||
^^^^*^^^^^^*^^^^^^*^^^*^^^^*^^*^
|
||||
****^^^^^^^*^^^^^^*^^^*^^^^*^^^*
|
||||
|
||||
|
||||
*****^^^^****^^^^^*****^^^^*^^^*
|
||||
^^*^^^^^^*^^^*^^^^*^^^^^^^^*^^*^
|
||||
^^*^^^^^^****^^^^^***^^^^^^***^^
|
||||
^^*^^^^^^*^^*^^^^^*^^^^^^^^*^^*^
|
||||
^^*^^^^^^*^^^*^^^^*****^^^^*^^^*
|
||||
|
||||
|
||||
by
|
||||
|
||||
Eric Allman
|
||||
University of California
|
||||
Berkeley
|
||||
.ce 0
|
||||
.tr ^^
|
||||
.de HE
|
||||
'sp 4
|
||||
'tl 'STAR TREK''%'
|
||||
'sp 3
|
||||
..
|
||||
.de FO
|
||||
'bp
|
||||
..
|
||||
.wh 0 HE
|
||||
.wh -5 FO
|
||||
.de pp
|
||||
.sp
|
||||
.ti +4
|
||||
..
|
||||
.bp 1
|
||||
.ce
|
||||
INTRODUCTION
|
||||
.pp
|
||||
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.
|
||||
.pp
|
||||
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 sectors
|
||||
on a ten by ten grid.
|
||||
Each sector contains one object
|
||||
(e.g., the Enterprise, a Klingon, or a star).
|
||||
.pp
|
||||
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.
|
||||
.pp
|
||||
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.
|
||||
.pp
|
||||
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.
|
||||
.bp
|
||||
.ce
|
||||
STARTING UP THE GAME
|
||||
.pp
|
||||
To request the game, issue the command
|
||||
.sp
|
||||
.ti +12
|
||||
/usr/games/trek
|
||||
.sp
|
||||
from the shell.
|
||||
If a filename is stated,
|
||||
a log of the game is written
|
||||
onto that file.
|
||||
If omitted,
|
||||
the file is not written.
|
||||
If the "-a" flag is stated before the filename,
|
||||
that file is appended to
|
||||
rather than created.
|
||||
.pp
|
||||
The game will ask you what length game
|
||||
you would like.
|
||||
Valid responses are "short", "medium", and "long".
|
||||
Ideally the length of the game does not
|
||||
affect the difficulty,
|
||||
but currently the shorter games
|
||||
tend to be harder than the longer ones.
|
||||
You may also type "restart",
|
||||
which restarts a previously saved game.
|
||||
.pp
|
||||
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.
|
||||
.pp
|
||||
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.
|
||||
.pp
|
||||
To get a copy of these rules,
|
||||
execute the command
|
||||
.sp
|
||||
.ti +12
|
||||
nroff /usr/games/trekmanual.nr
|
||||
.sp
|
||||
.bp
|
||||
.ce
|
||||
ISSUING COMMANDS
|
||||
.pp
|
||||
If the game expects you to enter a command,
|
||||
.hc ^
|
||||
it will say ^"Command:\ "
|
||||
and wait for your response.
|
||||
Most commands can be abbreviated.
|
||||
.pp
|
||||
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
|
||||
.ti +12
|
||||
move 0 1
|
||||
.br
|
||||
or you could just type
|
||||
.ti +12
|
||||
move
|
||||
.br
|
||||
and the game would prompt you with
|
||||
.ti +12
|
||||
Course:
|
||||
.br
|
||||
to which you could type
|
||||
.ti +12
|
||||
0 1
|
||||
.br
|
||||
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".
|
||||
.pp
|
||||
If you are partway through a command
|
||||
and you change your mind,
|
||||
you can usually type "-1"
|
||||
to cancel the command.
|
||||
.pp
|
||||
Klingons generally cannot hit you
|
||||
if you don't consume anything
|
||||
(e.g., time or energy),
|
||||
so some commands are considered "free".
|
||||
As soon as you consume anything though -- POW!
|
||||
.bp
|
||||
.de **
|
||||
.if \\n+l .**
|
||||
.as x *
|
||||
..
|
||||
.de bl
|
||||
.nr l \\w'\\$1' -\\w'*'
|
||||
.ds x ****
|
||||
.**
|
||||
.sp 3
|
||||
.ne 3
|
||||
\\*x
|
||||
.br
|
||||
.if t *\h'\w'*'u'\fB\\$1\fP\h'\w'*'u'*
|
||||
.if n * \\$1 *
|
||||
.br
|
||||
\\*x
|
||||
.sp
|
||||
.in +8
|
||||
.nf
|
||||
..
|
||||
.de FF
|
||||
.in -8
|
||||
.fi
|
||||
..
|
||||
.if !\n(.V .ta \w'Full Commands: '+1
|
||||
.if \n(.V .ta \w'Full Commands: 'u
|
||||
.ce
|
||||
THE COMMANDS
|
||||
.bl "Short Range Scan"
|
||||
Mnemonic: srscan
|
||||
Shortest Abbreviation: s
|
||||
Full Commands: srscan
|
||||
srscan yes/no
|
||||
Consumes: nothing
|
||||
.FF
|
||||
.pp
|
||||
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
|
||||
.ul
|
||||
status
|
||||
command.
|
||||
An example follows:
|
||||
.sp
|
||||
.nf
|
||||
.in +4
|
||||
Short range sensor scan
|
||||
0 1 2 3 4 5 6 7 8 9
|
||||
0 . . . . . . . * . * 0 stardate 3702.16
|
||||
1 . . E . . . . . . . 1 condition RED
|
||||
2 . . . . . . . . . * 2 position 0,3/1,2
|
||||
3 * . . . . # . . . . 3 warp factor 5.0
|
||||
4 . . . . . . . . . . 4 total energy 4376
|
||||
5 . . * . * . . . . . 5 torpedoes 9
|
||||
6 . . . @ . . . . . 6 shields down, 78%
|
||||
7 . . . . . . . . . . 7 Klingons left 3
|
||||
8 . . . K . . . . . . 8 time left 6.43
|
||||
9 . . . . . . * . . . 9 life support damaged, reserves = 2.4
|
||||
0 1 2 3 4 5 6 7 8 9
|
||||
Distressed Starsystem Marcus XII
|
||||
|
||||
.in +8
|
||||
.ti -8
|
||||
The cast of characters is as follows:
|
||||
E the hero
|
||||
K the villain
|
||||
# the starbase
|
||||
* stars
|
||||
@ inhabited starsystem
|
||||
\&. empty space
|
||||
a black hole
|
||||
.in -12
|
||||
.fi
|
||||
.pp
|
||||
The name of the starsystem is listed underneath
|
||||
the short range scan.
|
||||
The word "distressed", if present,
|
||||
means that the starsystem
|
||||
is under attack.
|
||||
.pp
|
||||
Short range scans are absolutely free.
|
||||
They use no time, no energy,
|
||||
and they don't give the Klingons
|
||||
another chance to hit you.
|
||||
.bl "Status Report"
|
||||
Mnemonic: status
|
||||
Shortest Abbreviation: st
|
||||
Consumes: nothing
|
||||
.FF
|
||||
.pp
|
||||
This command gives you information
|
||||
about the current status
|
||||
of the game and your ship, as follows:
|
||||
.in +8
|
||||
.de qq
|
||||
.sp
|
||||
.ti -4
|
||||
..
|
||||
.qq
|
||||
Stardate -- The current stardate.
|
||||
.qq
|
||||
Condition -- as follows:
|
||||
.in +4
|
||||
.nf
|
||||
RED -- in battle
|
||||
YELLOW -- low on energy
|
||||
GREEN -- normal state
|
||||
DOCKED -- docked at starbase
|
||||
CLOAKED -- the cloaking device is activated
|
||||
.fi
|
||||
.in -4
|
||||
.qq
|
||||
Position -- Your current quadrant and sector.
|
||||
.qq
|
||||
Warp Factor -- The speed you will move at
|
||||
when you move under warp power
|
||||
(with the
|
||||
.ul
|
||||
move
|
||||
command).
|
||||
.qq
|
||||
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.
|
||||
.qq
|
||||
Torpedoes -- How many photon torpedoes you have left.
|
||||
.qq
|
||||
Shields -- Whether your shields are up or down,
|
||||
and how effective they are if up
|
||||
(what percentage of a hit they will absorb).
|
||||
.qq
|
||||
Klingons Left -- Guess.
|
||||
.qq
|
||||
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.
|
||||
.qq
|
||||
Life Support -- If "active", everything is fine.
|
||||
If "damaged", 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.
|
||||
.qq
|
||||
Current Crew -- The number of crew members
|
||||
left.
|
||||
This figures does not include officers.
|
||||
.qq
|
||||
Brig Space -- The space left in your brig
|
||||
for Klingon captives.
|
||||
.qq
|
||||
Klingon Power -- The number of units
|
||||
needed to kill a Klingon.
|
||||
Remember, as Klingons fire at you
|
||||
they use up their own energy,
|
||||
so you probably need somewhat less
|
||||
than this.
|
||||
.qq
|
||||
Skill, Length -- The skill and length
|
||||
of the game you are playing.
|
||||
.in -8
|
||||
.pp
|
||||
Status information is absolutely free.
|
||||
.bl "Long Range Scan"
|
||||
Mnemonic: lrscan
|
||||
Shortest Abbreviation: l
|
||||
Consumes: nothing
|
||||
.FF
|
||||
.pp
|
||||
Long range scan gives you information about the
|
||||
eight quadrants
|
||||
that surround the quadrant
|
||||
you're in.
|
||||
A sample long range scan follows:
|
||||
.sp
|
||||
.in +12
|
||||
.nf
|
||||
Long range scan for quadrant 0,3
|
||||
|
||||
2 3 4
|
||||
-------------------
|
||||
! * ! * ! * !
|
||||
-------------------
|
||||
0 ! 108 ! 6 ! 19 !
|
||||
-------------------
|
||||
1 ! 9 ! /// ! 8 !
|
||||
-------------------
|
||||
.sp
|
||||
.in -12
|
||||
.fi
|
||||
.pp
|
||||
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 number 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.
|
||||
.bl "Damage Report"
|
||||
Mnemonic: damages
|
||||
Shortest Abbreviation: da
|
||||
Consumes: nothing
|
||||
.FF
|
||||
.pp
|
||||
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.
|
||||
.bl "Set Warp Factor"
|
||||
Mnemonic: warp
|
||||
Shortest Abbreviation: w
|
||||
Full Command: warp factor
|
||||
Consumes: nothing
|
||||
.FF
|
||||
.pp
|
||||
The warp factor tells the speed of your starship
|
||||
when you move under warp power
|
||||
(with the
|
||||
.ul
|
||||
move
|
||||
command).
|
||||
The higher the warp factor,
|
||||
the faster you go,
|
||||
and the more energy you use.
|
||||
.pp
|
||||
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.
|
||||
.bl "Move Under Warp Power"
|
||||
Mnemonic: move
|
||||
Shortest Abbreviation: m
|
||||
Full Command: move course distance
|
||||
Consumes: time and energy
|
||||
.FF
|
||||
.pp
|
||||
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.
|
||||
.pp
|
||||
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 consumed.
|
||||
.pp
|
||||
When you move in a quadrant containing Klingons,
|
||||
they get a chance to attack you.
|
||||
.pp
|
||||
The computer detects navigation errors.
|
||||
If the computer is out,
|
||||
you run the risk of running into things.
|
||||
.pp
|
||||
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.
|
||||
.bl "Move Under Impulse Power"
|
||||
Mnemonic: impulse
|
||||
Shortest Abbreviation: i
|
||||
Full Command: impulse course distance
|
||||
Consumes: time and energy
|
||||
.FF
|
||||
.pp
|
||||
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.
|
||||
.pp
|
||||
The same comments about the computer and the SINS
|
||||
apply as above.
|
||||
.pp
|
||||
There is no penalty to move under impulse power
|
||||
with shields up.
|
||||
.bl "Deflector Shields"
|
||||
Mnemonic: shields
|
||||
Shortest Abbreviation: sh
|
||||
Full Command: shields up/down
|
||||
Consumes: energy
|
||||
.FF
|
||||
.pp
|
||||
Shields protect you from Klingon attack
|
||||
and nearby novas.
|
||||
As they protect you,
|
||||
they weaken.
|
||||
A shield which is 78% effective
|
||||
will absorb 78% of a hit
|
||||
and let 22% in to hurt you.
|
||||
.pp
|
||||
The Klingons have a chance to attack you
|
||||
every time you raise or lower shields.
|
||||
Shields do not rise and lower
|
||||
instantaneously,
|
||||
so the hit you receive
|
||||
will be computed with the shields
|
||||
at an intermediate effectiveness.
|
||||
.pp
|
||||
It takes energy to raise shields,
|
||||
but not to drop them.
|
||||
.bl "Cloaking Device"
|
||||
Mnemonic: cloak
|
||||
Shortest Abbreviation: cl
|
||||
Full Command: cloak up/down
|
||||
Consumes: energy
|
||||
.FF
|
||||
.pp
|
||||
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.
|
||||
.pp
|
||||
The cloak up command
|
||||
only starts the cloaking process;
|
||||
Klingons will continue
|
||||
to fire at you
|
||||
until you do something
|
||||
which consumes time.
|
||||
.bl "Fire Phasers"
|
||||
Mnemonic: phasers
|
||||
Shortest Abbreviation: p
|
||||
Full Commands: phasers automatic amount
|
||||
phasers manual amt1 course1 spread1 ...
|
||||
Consumes: energy
|
||||
.FF
|
||||
.pp
|
||||
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.
|
||||
.pp
|
||||
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.
|
||||
.pp
|
||||
Phasers cannot be fired while shields are up;
|
||||
to do so would fry you.
|
||||
They have no effect on starbases or stars.
|
||||
.pp
|
||||
In automatic mode
|
||||
the computer decides how to divide up the energy
|
||||
among the Klingons present;
|
||||
in manual mode you do that yourself.
|
||||
.pp
|
||||
In manual mode firing
|
||||
you specify a direction,
|
||||
amount (number of units to fire)
|
||||
and spread (0 -> 1.0)
|
||||
for each of the six phaser banks.
|
||||
A zero amount
|
||||
terminates the manual input.
|
||||
.bl "Fire Photon Torpedoes"
|
||||
Mnemonic: torpedo
|
||||
Shortest Abbreviation: t
|
||||
Full Command: torpedo course [yes/no] [burst angle]
|
||||
Consumes: torpedoes
|
||||
.FF
|
||||
.pp
|
||||
Torpedoes are projectile weapons -- there are no partial hits.
|
||||
You either hit your target or you don't.
|
||||
A hit on a Klingon destroys him.
|
||||
A hit on a starbase destroys that starbase
|
||||
(woops!).
|
||||
Hitting a star usually causes it to go nova,
|
||||
and occasionally supernova.
|
||||
.pp
|
||||
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.
|
||||
.pp
|
||||
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.
|
||||
.pp
|
||||
Photon torpedoes
|
||||
have no effect
|
||||
outside the quadrant.
|
||||
.bl "Onboard Computer Request"
|
||||
Mnemonic: computer
|
||||
Shortest Abbreviation: c
|
||||
Full Command: computer request; request;...
|
||||
Consumes: nothing
|
||||
.FF
|
||||
.pp
|
||||
The computer command gives you access to the facilities
|
||||
of the onboard computer,
|
||||
which allows you to do all sorts of fascinating stuff.
|
||||
Computer requests are:
|
||||
.in +8
|
||||
.qq
|
||||
score -- Shows your current score.
|
||||
.qq
|
||||
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.
|
||||
.qq
|
||||
move quad/sect -- Identical to the course
|
||||
request,
|
||||
except that the move is executed.
|
||||
.qq
|
||||
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 currently in.
|
||||
.qq
|
||||
trajectory -- prints the course and distance
|
||||
to all the Klingons in the quadrant.
|
||||
.qq
|
||||
warpcost dist warp_factor -- computes the cost in time and energy
|
||||
to move `dist' quadrants at warp `warp_factor'.
|
||||
.qq
|
||||
impcost dist -- same as warpcost for impulse engines.
|
||||
.qq
|
||||
pheff range -- tells how effective your phasers are
|
||||
at a given range.
|
||||
.qq
|
||||
distresslist -- gives a list of currently distressed
|
||||
starbases
|
||||
and starsystems.
|
||||
.in -8
|
||||
.pp
|
||||
More than one request may be stated
|
||||
on a line
|
||||
by separating them
|
||||
with semicolons.
|
||||
.bl "Dock at Starbase"
|
||||
Mnemonic: dock
|
||||
Shortest Abbreviation: do
|
||||
Consumes: nothing
|
||||
.FF
|
||||
.pp
|
||||
You may dock at a starbase
|
||||
when you are in one of the eight
|
||||
adjacent sectors.
|
||||
.pp
|
||||
When you dock you are resupplied
|
||||
with energy, photon torpedoes, 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.
|
||||
.pp
|
||||
Starbases have their own deflector shields,
|
||||
so you are safe from attack while docked.
|
||||
.bl "Undock from Starbase"
|
||||
Mnemonic: undock
|
||||
Shortest Abbreviation: u
|
||||
Consumes: nothing
|
||||
.FF
|
||||
.pp
|
||||
This just allows you to leave starbase
|
||||
so that you may proceed on your way.
|
||||
.bl "Rest"
|
||||
Mnemonic: rest
|
||||
Shortest Abbreviation: r
|
||||
Full Command: rest time
|
||||
Consumes: time
|
||||
.FF
|
||||
.pp
|
||||
This command allows you to rest to repair damages.
|
||||
It is not advisable to rest while under attack.
|
||||
.bl "Call Starbase For Help"
|
||||
Mnemonic: help
|
||||
Shortest Abbreviation: help
|
||||
Consumes: nothing
|
||||
.FF
|
||||
.pp
|
||||
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.
|
||||
.pp
|
||||
You should avoid using this command unless absolutely necessary,
|
||||
for the above reason and because it counts heavily against you
|
||||
in the scoring.
|
||||
.bl "Capture Klingon"
|
||||
Mnemonic: capture
|
||||
Shortest Abbreviation: ca
|
||||
Consumes: time
|
||||
.FF
|
||||
.pp
|
||||
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.
|
||||
.pp
|
||||
You must go to a starbase
|
||||
to turn over your prisoners
|
||||
to Federation authorities.
|
||||
.bl "Visual Scan"
|
||||
Mnemonic: visual
|
||||
Shortest Abbreviation: v
|
||||
Full Command: visual course
|
||||
Consumes: time
|
||||
.FF
|
||||
.pp
|
||||
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 stardates to perform.
|
||||
.pp
|
||||
The three sectors in the general direction
|
||||
of the course specified
|
||||
are examined
|
||||
and displayed.
|
||||
.bl "Abandon Ship"
|
||||
Mnemonic: abandon
|
||||
Shortest Abbreviation: abandon
|
||||
Consumes: nothing
|
||||
.FF
|
||||
.pp
|
||||
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.
|
||||
.bl "Ram"
|
||||
Mnemonic: ram
|
||||
Shortest Abbreviation: ram
|
||||
Full Command: ram course distance
|
||||
Consumes: time and energy
|
||||
.FF
|
||||
.pp
|
||||
This command is identical to "move",
|
||||
except that the computer
|
||||
doesn't stop you
|
||||
from making navigation errors.
|
||||
.pp
|
||||
You get very nearly slaughtered
|
||||
if you ram anything.
|
||||
.bl "Self Destruct"
|
||||
Mnemonic: destruct
|
||||
Shortest Abbreviation: destruct
|
||||
Consumes: everything
|
||||
.FF
|
||||
.pp
|
||||
Your starship is self-destructed.
|
||||
Chances are you will destroy
|
||||
any Klingons
|
||||
(and stars,
|
||||
and starbases)
|
||||
left in your quadrant.
|
||||
.bl "Terminate the Game"
|
||||
Mnemonic: terminate
|
||||
Shortest Abbreviation: terminate
|
||||
Full Command: terminate yes/no
|
||||
.FF
|
||||
.pp
|
||||
Cancels the current game.
|
||||
No score is computed.
|
||||
If you answer yes,
|
||||
a new game will be started,
|
||||
otherwise trek exits.
|
||||
.bl "Call the Shell"
|
||||
Mnemonic: shell
|
||||
Shortest Abbreviation: shell
|
||||
.FF
|
||||
.pp
|
||||
Temporarily escapes to the shell.
|
||||
When you log out of the shell
|
||||
you will return to the game.
|
||||
.bp
|
||||
.ce
|
||||
SCORING
|
||||
.in +4
|
||||
.pp
|
||||
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, starbase, or inhabited starsystem
|
||||
you destroy,
|
||||
for calling for help,
|
||||
and for each casualty you incur.
|
||||
.pp
|
||||
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.
|
||||
.bp
|
||||
.ce
|
||||
REFERENCE PAGE
|
||||
.sp 2
|
||||
.ta 36 56
|
||||
.nf
|
||||
.ul
|
||||
Command Uses Consumes
|
||||
|
||||
ABANDON shuttlecraft, -
|
||||
transporter
|
||||
CApture subspace radio time
|
||||
CLoak Up/Down cloaking device energy
|
||||
Computer request; request;... computer -
|
||||
DAmages - -
|
||||
DESTRUCT computer -
|
||||
DOck - -
|
||||
HELP subspace radio -
|
||||
Impulse course distance impulse engines, time, energy
|
||||
computer, SINS
|
||||
Lrscan L.R. sensors -
|
||||
Move course distance warp engines, time, energy
|
||||
computer, SINS
|
||||
Phasers Automatic amount phasers, computer energy
|
||||
Phasers Manual amt1 course1 spread1 ... phasers energy
|
||||
Torpedo course [Yes] angle/No torpedo tubes torpedoes
|
||||
RAM course distance warp engines, time, energy
|
||||
computer, SINS
|
||||
Rest time - time
|
||||
SHELL - -
|
||||
SHields Up/Down shields energy
|
||||
Srscan [Yes/No] S.R. sensors -
|
||||
STatus - -
|
||||
TERMINATE Yes/No - -
|
||||
Undock - -
|
||||
Visual course - time
|
||||
Warp warp_factor - -
|
||||
.fi
|
||||
Reference in New Issue
Block a user