Dec 082017
Tradewars Version 2.00. One of the best BBS space games ever.
File 2002V2B2.ZIP from The Programmer’s Corner in
Category BBS Files
Tradewars Version 2.00. One of the best BBS space games ever.
File Name File Size Zip Size Zip Type
INSTALL.DIR 617 357 deflated
MENUFILE.TXT 44474 14708 deflated
OATHTEXT.DAT 3148 1339 deflated
PORTNAME.D8A 110214 25746 deflated
README.WB2 47207 17916 deflated
TRADER.D8A 39195 7963 deflated
TWINSTAL.BAT 594 311 deflated
TWINSTR.DOC 74887 23469 deflated
TWORDER.FRM 4562 723 deflated
TWPGM.EXE 383177 382772 deflated
TWSUPP.EXE 95155 91259 deflated
TWSYSOP.DOC 16255 6124 deflated
TWUPDATE.FRM 5149 886 deflated

Download File 2002V2B2.ZIP Here

Contents of the MENUFILE.TXT file


~5 ~2-=-~3 AutoPilot Help ~2-=- ~5
~5 ~3<~5Y~3> ~1Yes, stop here ~5
~5 ~3<~5N~3> ~1No, continue on ~5
~5 ~3<~5E~3> ~1Express Non-Stop ~5
~5 ~3<~5I~3> ~1Ship information ~5
~5 ~3<~5R~3> ~1Port Report ~5
~5 ~3<~5S~3> ~1Long Range Scan ~5
~5 ~3<~5D~3> ~1Re-Display Sector ~5
~5 ~3<~5P~3> ~1Port and Trade ~5
~5 ~3<~2!~3> ~1AutoPilot Help ~5

~5~E 2 0 0 2 ~5~0
~5 ~3Navigation Computer Tactical ~5~0
~5 ~2=~5-~2=~5-~2==~5-~2=~5-~2= =~5-~2=~5--~2=~5-~2= =~5-~2=~5--~2=~5-~2= ~5~0
~5 ~3<~5D~3> ~1Re-Display Sector ~3<~5C~3> ~1Onboard Computer ~3<~5A~3> ~1Attack Enemy SpaceCraft ~5~0
~5 ~3<~5P~3> ~1Port and Trade ~3<~5X~3> ~1Transporter Pad ~3<~5E~3> ~1Use SubSpace EtherProbe ~5~0
~5 ~3<~5M~3> ~1Move to a Sector ~3<~5I~3> ~1Ship Information ~3<~5F~3> ~1Take or Leave Fighters ~5~0
~5 ~3<~5L~3> ~1Land on a Planet ~3<~5T~3> ~1Corporate Menu ~3<~5G~3> ~1Show Deployed Fighters ~5~0
~5 ~3<~5S~3> ~1Long Range Scan ~3<~5U~3>~1 Use Genesis Torp ~3<~5H~3> ~1Handle Space Mines ~5~0
~5 ~3<~5R~3> ~1Release Beacon ~3<~5J~3>~1 Jettison Cargo ~3<~5K~3> ~1Show Deployed Mines ~5~0
~5 ~3<~5W~3> ~1Tow SpaceCraft ~3<~5B~3>~1 Interdict Ctrl ~3<~5O~3> ~1Starport Construction ~5~0
~5 ~3 ~5 ~3 ~1 ~3<~5!~3>~2 Main Menu Help ~3 ~5 ~3 ~1 ~5~0
~5 ~3<~5Q~3> ~2Quit and Exit ~3<~5Z~3> ~2TradeWars DOCS ~3<~5V~3> ~2View Game Status ~5~0
~5 ~Bv2~5 ~0

~5~E 2 0 0 2 ~5
~5 ~2-=- ~3Navigation~2 -=- ~2-=- ~3Misc ~2-=- ~2-=- ~3Displays ~2-=- ~5
~5 ~3<~5F~3> ~1Course Plotter ~3<~5A~3> ~1Make Announcement ~3<~5C~3> ~1View Ship Catalog ~5
~5 ~3<~5I~3> ~1Inter Sector Warps ~3<~5B~3> ~dBegin Self Destruct ~3<~5D~3> ~1Scan Daily Log ~5
~5 ~3<~5K~3> ~1Your Known Universe ~3<~5N~3> ~1Toggle ANSI On/Off ~3<~5E~3> ~1Evil Trader Class ~5
~5 ~3<~5R~3> ~1Port Report ~3<~5O~3> ~1Change Ship Settings ~3<~5G~3> ~1Good Trader Class ~5
~5 ~3<~5U~3> ~1T-warp preference ~3<~5P~3> ~1Fire Photon Missile ~3<~5H~3> ~1Alien Trader Rank ~5
~5 ~3<~5V~3> ~1Avoid Sectors ~3<~5M~3> ~1Re-Read Your Mail ~3<~5J~3> ~1Planetary Specs ~5
~5 ~3<~5X~3> ~1List Current Avoids ~3<~5S~3> ~1Send Mail ~3<~5L~3> ~1List Trader Rank ~5
~5 ~3<~2!~3> ~1Computer Help ~3<~5T~3> ~1Current Ship Time ~3<~5Y~3> ~1Personal Planets ~5
~5 ~3<~2Q~3> ~1Exit Computer ~3<~5W~3> ~1Use Mine Disruptor ~3<~5Z~3> ~1Active Ship Scan ~5
~5 ~Bv2~5

~1This planet does not have a Citadel on it. If you wish to construct one,
~1you must first have the raw materials on the planet to build the Citadel.

~1Once a Citadel is built, you will then have the options of leaving your ship
~1there overnight, storing credits in the treasury, and many other military
~1functions that can turn your planet into a stronghold that is formidable
~1indeed! Addition of a Combat computer will enable your Citadel's systems to
~1control all fighters on the planet for defense. Purchase of a Quasar cannon
~1can give your Citadel the power to attack craft in space in the sector the
~1planet is in.

~5Citadel construction on this type of planet requires the following:

~b -=-=- StarPort Construction -=-=-

~1 Star Ports exist all over the known Universe. Traders construct
~1these when they have sufficient wealth to finance such an undertaking.
~1The costs involved with a project such as this is prohibitive and if you
~1have to ask, you can't afford it. Star Ports can be designed in a
~1number of fashions, as export centers, as balanced import/export nodes,
~1or as import only stations. Many variations in between can also be
~1designed. Ports can only import or export any given product, not both.
~1Costs involved with upgrading ports reflect the supply/demand of the
~1product in question and the current levels of trade. Building a StarPort
~1requires the resources of a fairly productive planet to support it. The
~1planet supports the construction stages which can last from a few days to
~1many weeks depending on the class of port. Construction has become a
~1viable investment for Traders since the outbreak of Port destruction
~1brought on by the marauding Black Empire. Many areas of our Universe are
~1in desperate need of trading centers to help them flourish. In addition,
~1prosperous ports can become quite an asset to the builder, as the original
~1investor will receive a "cut 'o the action".

~5~E 2 0 0 2 ~5
~5 ~3<~5D~3> ~2Display Corporations ~3<~5X~3> ~1Leave Your Corporation ~5
~5 ~3<~5J~3> ~2Join a Corporation ~3<~5L~3> ~1List Corporate Planets ~5
~5 ~3<~5M~3> ~2Make a New Corporation ~3<~5!~3> ~1Corporation Help ~5
~5 ~3<~2Q~3> ~5QUIT ~2Corp Menu ~3<~5A~3>~1 Show Corporate Assets ~5
~5 ~r-- ~3(~1Corporations Only~3) ~r-- ~1 & Member Locations ~5
~5 ~3<~5C~3> ~1Credit Transfer ~r- ~dC.E.O.s Only ~r-~5
~5 ~3<~5F~3> ~1Fighter Transfer ~3<~5T~3> ~dSend Corporate Memo ~5
~5 ~3<~5H~3> ~1Mine Transfer ~3<~5P~3> ~dCorporate Security ~5
~5 ~3<~5S~3> ~1Shields Transfer ~3<~5R~3> ~dDrop Corporate Member ~5
~5 ~Bv2~5

~2As you give the order, the weapons officer engages a code sequence
~2that arms the most potent weapon the Federation has ever developed,
~2the powerful Nuerevy Atomic Detonator. Each corbomite-encased anti-
~2matter warhead is powerful enough to shatter a continent. When
~2several of these disaster machines are exploded simultaneously along
~2the fault lines of a planetary body, the resulting force is sufficient
~2to reduce it to the interstellar dust from whence it came. A flight of
~2your K3-A fighters takes the planet-busting bombs to the sites
~2selected by the computer as being the most devastating. You then blast
~2off from the planet as quickly as possible. A single laser blast from
~2your fleet triggers the massive reaction that is truly astounding.
~2Luckily, your crew has enough time to move the command ship out of
~2the blast range so that you can watch the destruction and enjoy it as
~2well! Unfortunately some of your fighters did not return from the
~2awesome implosion.

~1 Your science officer has detected a nebula in this sector suitable for
~1system formation. After you register your claim with The Imperial Bureau of
~1Expansionist Affairs for the territory, you give the order to arm and launch
~1the Genesis device.

~1 As the Genesis Torpedo leaves the torpedo bay of your ship, it begins to
~1glow brilliantly as it accelerates it's mass to the critical point. You
~1immediately warp out of range of the Genesis envelope, and four minutes
~1later the nebula is transformed into a thriving planetary system with such
~1a fantastic display of pyrotechnical special effects that it could never be
~1depicted in a simulation like this!

~1 You bring your ship into orbit about your new planet and make
~1preparations to explore it. Of course, now you will need colonists to
~1really make this planet thrive!

~5 ~5The Emporium Daily Specials~2: ~5
~5 ~5
~5 ~3<~5A~3> ~1Atomic Detonators ~5
~5 ~3<~5B~3> ~1Marker Beacons ~5
~5 ~3<~5C~3> ~1Corbomite Devices ~5
~5 ~3<~5D~3> ~1Cloaking Devices ~5
~5 ~3<~5E~3> ~1SubSpace Ether Probes ~5
~5 ~3<~5F~3> ~1Planet Scanners ~5
~5 ~3<~5L~3> ~1Limpet Tracking Mines ~5
~5 ~3<~5M~3> ~1Space Mines ~5
~5 ~3<~5P~3> ~1Photon Missiles ~5
~5 ~3<~5R~3> ~1Long Range Scanners ~5
~5 ~3<~5S~3> ~1Mine Disruptors ~5
~5 ~3<~5T~3> ~1Genesis Torpedoes ~5
~5 ~3<~5W~3> ~1TransWarp Drives ~5
~5 ~3<~5Y~3> ~1Psychic Probes ~5
~5 ~5
~5 ~3<~2!~3> ~dHardware Emporium Help ~5
~5 ~3<~2Q~3> ~dLeave the Emporium ~5

~5 ~5TW2002 Corporate Listings~2: ~5
~5 ~5
~5 ~3<~5L~3> ~1List Active Corporations ~5
~5 ~3<~5R~3> ~1Rank Corporations ~5
~5 ~5
|KENTMAD your fighters deploy within Federation space, they are immediately
~1annihilated by a VERY powerful phaser array from the Federation StarShip
~1the Intrepid. The monstrous bulk of the cruiser fills your viewscreen
~1and its warning message blares throughout your ship.

~2"Try that again and you'll get the same! You should know the regulations
~2about using arms in the Federation!"

~1Your battle officer reports loss of 10% of your fighters and 10% of your
~1holds. It seems the Intrepid was very careful in it's attack and could have
~1done much MORE damage.

~5It takes your very best navigational effort to avoid the multitude of
~5"space junk" in orbit about this planet. Your computer system finally
~5establishes a link with the Terran Traffic control system and you
~5relax as it brings your ship down automatically onto the last major
~5Space Port on Terra. You shut your systems down and head out to the
~5main colonists' departure terminal, hoping to find plenty of eager people
~5willing to risk the hazardous trip in CryoFreeze just so they can live on
~5a clean, abundant planet.

~5 ~1StarPort Construction ~5 ~1Initial Construction Costs ~5 ~1Import ~5
~5 ~1or ~5
~5~4 Port Class ~5~4 Ore Org Equ ~5~4 Credits ~5~4 Ore ~5~4 Org ~5~4 Equ ~5~4 Days ~5~1 Export ~5
~5 ~21 ~5 ~1B ~1B ~4S~7 ~5 ~239,250 ~5 ~3120 ~5 ~3120 ~5 ~360 ~5 ~26 ~5 Import ~5
~5 ~22 ~5 ~1B ~4S~7 ~1B ~5 ~241,500 ~5 ~3140 ~5 ~370 ~5 ~3140 ~5 ~27 ~5 Import ~5
~5 ~23 ~5 ~4S~7 ~1B ~1B ~5 ~248,000 ~5 ~380 ~5 ~3160 ~5 ~3160 ~5 ~28 ~5 Import ~5
~5 ~24 ~5 ~4S~7 ~4S~7 ~1B ~5 ~237,500 ~5 ~350 ~5 ~350 ~5 ~3100 ~5 ~25 ~5 Export ~5
~5 ~25 ~5 ~4S~7 ~1B ~4S~7 ~5 ~234,000 ~5 ~340 ~5 ~380 ~5 ~340 ~5 ~24 ~5 Export ~5
~5 ~26 ~5 ~1B ~4S~7 ~4S~7 ~5 ~232,500 ~5 ~360 ~5 ~330 ~5 ~330 ~5 ~23 ~5 Export ~5
~5 ~27 ~5 ~4S~7 ~4S~7 ~4S~7 ~5 ~230,000 ~5 ~320 ~5 ~320 ~5 ~320 ~5 ~22 ~5 Export ~5
~5 ~28 ~5 ~1B ~1B ~1B ~5 ~250,000 ~5 ~3200 ~5 ~3200 ~5 ~3200 ~5 ~210 ~5 Import ~5
~5 ~39 ~5 ~3Not Available ~5 ~3------- ~5 ~3--- ~5 ~3--- ~5 ~3--- ~5 ~3---- ~5 ~3------ ~5
~5 ~30 ~5 ~3Not Available ~5 ~3------- ~5 ~3--- ~5 ~3--- ~5 ~3--- ~5 ~3---- ~5 ~3------ ~5
~5 ~3Ports will initially produce 100 units/day in each category ~5

~1A blaring message comes screaming across your sub-space radio:

~2"This is Captain Zyrain, of the StarShip Intrepid, your hostile
~2 act has been noticed and I feel that I must inform you of the dire
~2 consequences that you are asking for. No space piracy will take place
~2 in Federation space while I am commanding the Intrepid!

~2 Intrepid out..."

~1You notice the un-Godly bulk of the Intrepid looming into view and think
~1twice about your aggressive actions.

~5 ~3<~5A~3> ~1Take All Products ~5
~5 ~3<~5C~3> ~1Enter Citadel ~5
~5 ~3<~5D~3> ~1Display Planet ~5
~5 ~3<~5M~3> ~1Change Military Levels ~5
~5 ~3<~5O~3> ~1Claim Ownership of ~5
~5 ~1 this planet ~5
~5 ~3<~5P~3> ~1Change Population Lvls ~5
~5 ~3<~5S~3> ~1Load/Unload Colonists ~5
~5 ~3<~5T~3> ~1Take or Leave Product ~5
~5 ~3<~5Z~3> ~1Try to Destroy Planet ~5
~5 ~3<~2!~3> ~2Planetary Help ~5
~5 ~3<~2Q~3> ~2Leave this Planet~5

~1You shut down all ship systems and retire to your quarters in the Citadel,
~1confident of your safety here. Yet you still check the orbital radars
~1before heading to bed, just to make sure no enemy is lurking out there.


~5 ~3<~5B~3> ~1Transporter Control ~3<~5N~3> ~1Interdictor Control ~5
~5 ~3<~5C~3> ~1Engage Ship's Computer ~3<~5P~3> ~1Planetary TransWarp ~5
~5 ~3<~5D~3> ~1Display Traders Here ~3<~5R~3> ~1Remain here overnight ~5
~5 ~3<~5E~3> ~1Exchange Trader Ships ~3<~5S~3> ~1Scan this sector ~5
~5 ~3<~5G~3> ~1Shield Generator Control ~3<~5T~3> ~1Treasury Fund Transfers ~5
~5 ~3<~5I~3> ~1Personal Info ~3<~5U~3> ~1Upgrade Citadel ~5
~5 ~3<~5L~3> ~1Quasar Cannon R-Level ~3<~5V~3> ~1Evict the other Traders ~5
~5 ~3<~5M~3> ~1Military Reaction Level ~3<~5X~3> ~1Corporation Menu ~5
~5 ~3<~2!~3> ~2Citadel Help ~3<~2Q~3> ~2Leave the Citadel ~5

~1As you wonder about looking down dark corridors, you hear some noise behind
~1you. You spin around to see who is approaching you, but everything goes
~1dark as you are hit.

~1You wake up a few hours later and find most of your money gone.


~1You wander about the port but find nothing but locked doors and deadends.
~1You do notice some rather rough looking characters lurking about the place.
~1Maybe its not such a good idea to wander about without knowing where its
~1safe to go?


~dThe Merchant Cruiser is the standard fare for earning a living in the
~duniverse. These craft are moderately fast, well armored and have hard
~dpoints for many different accessories. Many cartels use the Merchant
~dCruiser as their only ship type. The Merchant is the craft by which
~dcombat specs are rated for a standard.

~dThe Scout Marauder is currently the fastest, conventional drive ship
~dknown to mankind. This small speedster can easily outdistance even the
~dpowerful Corellian Battleships. It is not equipped for controlling many
~dfighters or shields, but it fights at 2 to 1 odds due to its quickness
~dand small size. This craft cannot carry mines or Genesis Torpedoes.
~dIt may be small, but this ship's speed and range make up for much.

~dMissile Frigates are really nothing more than a retro-fitted Merchant
~dCruiser. They maintain the same speed and range of the Merchant but can
~dcarry twice the firepower. Commanding a Frigate means that you cannot
~dtake advantage of much of the additional starship equipment available,
~dbut their combat advantages make up for that. The Missile Frigate is
~dthe only ship outfitted to carry the awesome Photon Missile. These
~dweapons of destructions can turn StarPorts into space junk in short
~dorder. The Photon Missile was also used effectively in the Trantorian
~dconflict to totally destroy the enemy's home planet.

~dThe Corellian Battleship is a dangerous craft indeed! This ship packs
~dthe most punch of any ship in the Federation. Battleship's can carry
~dfour times the fighters of a Merchant and deliver them with a much
~dhigher degree of effectiveness due to their superior combat computers.
~dThe shield generators on Battleships are capable of shielding the ship's
~dfighters as well. This craft is one of the more prestigious and powerful
~dships available today.

~dFew words can actually describe the sheer awe associated with a
~dCorporate Flagship. Only available to Corp CEOs, this huge craft is
~dthe ultimate in power and capability. Not only can it carry up to
~d20,000 fighters at one time, this ship carries a powerful combination
~dof options that will make any foe turn tail and run.

~dThe most impressive capability of the Flagship is the TransWarp Drive.
~dThis device enables the ship to TransWarp to any other sector in the
~dUniverse provided one of your fighters is already there emitting a
~dlocator beam. Without this, a ship can disapear into TransWarp and
~dnever be seen again.

~dThe Colonial Transport is a massive structure that can only barely be
~dcalled a ship. This huge craft is ideal for moving large amounts of
~dproducts or colonists from place to place. Though it has a standard
~ddrive, this ship is rather slow due to the mass involved. Also, the
~dcombat computers are rather limited on this craft due to the excessive
~dneeds of the navigation computers. The Transport is not outfitted for
~dcarrying or deploying mines. Conflict brings the Transport's major
~dweakness to light. Due to the size of the craft, it is very hard to
~ddefend against fighters.

~dThe CargoTran is a large ship indeed. Though not as fast as some of its
~drelated trading cousins, this ship can move vast amounts of goods. It is
~dtypically a pacifist's ship as it does not carry much in the way of
~doffensive capabilities but it's very large array of holds makes up for all
~dof that. The large shield capacity of this craft makes it safe to wander
~dhostile territory as well. This ship is considered by many to be one of
~dthe top money-makers in the Universe.

~dThe Merchant Freighter is the ideal ship for those traders that do not want
~dto concern themselves with political matters. It is not a very powerful
~dship in combat, but its strengths are many. This ship can carry a large
~dnumber of shields and manages to outdistance most ships. After all, "Those
~dwho fight and run away, live to fight another day" still holds very true in
~dthe universe as we know it today.

~dThe commercial version of a Federation StarShip is not available to just
~danyone. This craft is only available to those who are commissioned by the
~dFederation to aid in their cause. StarShips are the most closely guarded
~dtechnology in existence. They can carry massive assault power and through
~dthe use of the TransWarp drive, they can deliver this power almost anywhere.

~dThe Imperial StarShip is truly the most powerful ship that a private
~dindividual can command. More information about qualifying for a Federal
~dcommission is available at a Police station near you.

~dThe Havoc Gunstar is a recently developed ship that owes its existance to
~dnew developments in micro-miniaturization. This mid-sized ship is the only
~done of its size to be able to house a TransWarp drive. Though it doesn't
~dcarry a large amount of holds to fuel the TransWarp, it still has a decent
~dT-Warp range and can arrive at its destination packing a moderate fighting
~dforce in the bargain. Watch for this ship to become the favorite of the
~dMercenary legions in the Universe.

~dThe StarMaster represents the latest in technological advances for star
~dtravel, meeting the needs of those who desire a ship with great speed and
~dmedium cargo capacity. Developed to counter the growing threat of space
~dpiracy, the StarMaster posesses a formidable fire control and weapons
~dsystem, and a high shield capacity. The price for this state-of-art craft
~dis not cheap, but discerning traders will find that the investment will
~dpay for itself in the long run.

~dThe Constellation is the direct offspring of the Correlian Battleship.
~dWhile not quite as powerful as its distinguished parent, the Constellation
~dmakes its own mark with greater speed and range. Traders have dubbed it
~dthe "baby battleship", but this "infant" is one of the most powerful and
~dmaneuverable ships available in the universe today.

~dThe T'Khasi Orion is the perfect ship for traders who want the speed and
~dcargo capacity of the Merchant Freighter but need a bit more firepower.
~dOffering substantially higher combat odds and fighter capacity, the T'Khasi
~dOrion is an excellent intermediate ship.

~dYoung corporations in need of planetary defense should consider the
~dSentinel. With its new planetary combat guidance system, this ship's
~dnormal combat odds of 1:1 shoot up to 4:1 when defending a corporate
~dplanet. When an enemy ship enters a sector containing a Sentinel set in
~ddefense of a corporate planet, the hostile vessel must first destroy the
~dSentinel and all of its fighters before it may land and attempt any action
~dtoward the planet. Remember: The Sentinel was designed primarily for
~dPlanetary defense, if used for offensive purposes its combat odds are 1:1.

~d"Big, slow and ugly...", seem to be the words most often overheard when
~dsomeone is describing the Taurean Mule. Designed in direct competition
~dwith the CargoTran, the Mule is somewhat faster and possesses a higher
~dcargo capacity, but it is even more vulnerable to piracy and attack than
~dit's competitor. However, this is still a good ship for traders who have
~dstaked out "safe" trade lanes and do not have to worry about enemy attacks.

~dA recently designed vessel, the Interdictor Cruiser is fast becoming
~dthe great Equalizer of the Universe. It is as powerful as it is large
~dand packs a tremendous punch in modern combat. Unfortunately it cannot
~duse a TransWarp drive due to its size and its speed is not a great asset.
~dThe major attraction of this vessel is the Interdictor Generator that
~dcreates such a large gravity well that no other ship in its sector can
~dwarp out! When an Interdictor Cruiser arrives on the scene you had
~dbetter give up all thoughts of running away. In addition this ship is not
~dan atmospheric craft and cannot land on any planets.

~5 ~5The Federation Shipyards~2: ~5
~5 ~5
~5 ~3<~5B~3> ~1Buy a New Ship ~5
~5 ~3<~5S~3> ~1Sell extra Ships ~5
~5 ~3<~5E~3> ~1Examine Ship Specs ~5
~5 ~3<~5P~3> ~1Buy Class 0 Items ~5
~5 ~3<~5R~3> ~1Change Ship Registration ~5
~5 ~5
~5 ~3<~2!~3> ~dShipyards Help ~5
~5 ~3<~2Q~3> ~dLeave the Shipyards ~5

~5 ~5The Galactic Bank~2: ~5
~5 ~5
~5 ~3<~5D~3> ~1Make a Deposit ~5
~5 ~3<~5E~3> ~1Examine Balance ~5
~5 ~3<~5T~3> ~1Transfer Funds ~5
~5 ~3<~5W~3> ~1Withdraw Funds ~5
~5 ~5
~5 ~3<~2Q~3> ~dLeave the Bank ~5

~1You have wandered into the entrance of what appears to be a Library of
~1some kind! There is a Vid-Panel in front of you with some selections
~1that you've never seen before.

~1You feel rather nervous as you enter this rather seedy establishment.
~1But after a few drinks you begin to carouse with members of the opposite
~1sex and you forget about your surroundings. You emerge from the place
~1a few hours later with a nasty headache and you notice that your account
~1on your VidCreditCard is much lower than when you entered.

~1You bring your ship into approach for the Federation StarDock.

~1This has to be the single, largest man-made object you've ever seen. It
~1continues on for miles and contains the factories for all of the major
~1brands of Space-going craft. Since the materials wars of 1998 on Earth, all
~1ship builders relocated here. You've heard many strange stories about the
~1people and places here, but you haven't found many of either, yet.

~1You lose sight of the boundless reaches of space as your craft descends
~1amongst the giant buildings onto a landing pad.

~2"All systems secured, welcome to StarGate Alpha I", comes over your ship's

~5 This is a game of skill and luck. You pay an entry fee to
~5play the game. This fee goes into the Top Player Jackpot which
~5will be detailed later in these instructions. The game will last
~5for 10 rounds. In each round you will be dealt three Crons. Each
~5Cron is a number from 0 to 9. You will be using these crons to
~5form a three-digit number. To win, your three digit number must be
~5greater than the dealers. Before he shows you the cron, the dealer
~5will ask you which position your next cron will occupy - 1
~5(hundreds), 2 (tens) or 3 (ones). Psi-Filters are used to insure
~5that Telepaths and Empaths do not get an unfair advantage over the
~5races that lack such skills. The winning number will be added
~5to the winner's cumulative total. The totals are compared at the
~5end of the ten rounds and the greater of the totals will be
~5declared the winner. If the house is the winner, the game is over
~5and you will have to pay again if you wish to play again. If you
~5are declared the winner, your payback is 2 to 1. If you are the
~5Top Player you win all accumulated money in the Top Player Jackpot.

~5 ~3<~5A~3> ~1Apply for a Federal Commission ~5
~5 ~3<~5C~3> ~1Claim a Federation Reward ~5
~5 ~3<~5E~3> ~1Examine the Ten Most Wanted List ~5
~5 ~3<~5P~3> ~1Post a Reward on someone ~5
~5 ~5
~5 ~3<~2!~3> ~dFedPolice Help ~5
~5 ~3<~2Q~3> ~dLeave the Police Station ~5


~5 ~5Obvious places to go are~2: ~5
~5 ~5
~5 ~3<~5C~3> ~1The CinePlex Videon Theatres ~5
~5 ~3<~5G~3> ~1The 2nd National Galactic Bank ~5
~5 ~3<~5H~3> ~1The Stellar Hardware Emporium ~5
~5 ~3<~5P~3> ~1The Federal Space Police HQ ~5
~5 ~3<~5S~3> ~1The Federation Shipyards ~5
~5 ~3<~5T~3> ~1The Lost Trader's Tavern ~5
~5 ~5
~5 ~3<~2!~3> ~dStardock Help ~5
~5 ~3<~2Q~3> ~dReturn to your ship and leave ~5

~1CAPTAIN! Now you've done it! Radiation levels are exceeding the
~1capacity of our shields. The mains have all shut down and we
~1can't get the trans warp drive to activate... This is it
~1Captain, we're all going to die!

~5 ~5Obvious things to do are~2: ~5
~5 ~5
~5 ~3<~5A~3> ~1Make an Announcement ~5
~5 ~3<~5B~3> ~1Buy something from the bar ~5
~5 ~3<~5C~3> ~1Eavesdrop on conversations ~5
~5 ~3<~5E~3> ~1Order some food ~5
~5 ~3<~5G~3> ~1Try your hand at Tri-Cron ~5
~5 ~3<~5T~3> ~1Talk to the grimy Trader in back ~5
~5 ~3<~5U~3> ~1Use the facilities ~5
~5 ~5
~5 ~3<~2!~3> ~dTavern Help ~5
~5 ~3<~2Q~3> ~dLeave the Tavern ~5

~1This Citadel does not have a Combat Control System. To construct one,
~1you must first have the raw materials on the planet to build it.

~1Once a Combat Control System is built, you will then have the ability to
~1set the fighters on the planet surface in either defensive or offensive
~1deployment. Traders wishing to attack you or take the products of the
~1planet will have to fight through your fighters first.

~5Construction of a Combat Control Computer on this type of planet requires
~5the following:

~1This Citadel does not have a Quasar Cannon. If you wish to construct one,
~1you must first have the raw materials on the planet to build it.

~1A properly deployed Quasar Cannon is the most powerful weapon known today.
~1With an adequate fuel supply, a Q-Cannon can outlast even the most powerful
~1fleet and survive with its base planet intact. A Quasar Cannon can only
~1reach ships in the sector its base planet is in, but it reaches them with
~1an effective firepower that only some large BattleShips can match.

~5Construction of a Quasar Cannon on this type of planet requires
~5the following:

~1This Citadel does not have a Planetary TransWarp Drive. To construct one,
~1you must first have the raw materials on the planet to build it.

~1With a fully operational Planetary TransWarp drive in place, you can move
~1your planets to any sector you defend! Your white dwarf star that provides
~1light and heat for your planet is moved as well in the massive TransWarp
~1field that this awesome engine creates. The amount of fuel required to
~1generate this field is tremendous though, and you will only be able to move
~1your planet once every 9-10 days.

~5Planetary TransWarp construction on this type of planet requires
~5the following:

~1This Citadel does not have a Planetary Shielding System. To construct one,
~1you must first have the raw materials on the planet to build it.

~1With a fully operational Planetary Shielding System in place, you can rest
~1assured that no one will easily take over your planet! Planetary Shields
~1will prevent not only enemy ships from landing, but they will also negate
~1the effects of the Photon Missile. Shielding Control is maintained through
~1a series of geosynchronous satellites that you transfer shield generators
~1to. You can build this level up to a considerable defensive power.

~5Planetary Shielding System construction on this type of planet requires
~5the following:

~1This Citadel does not have a Planetary Interdictor Generator. To construct
~1one you must first have the raw materials on the planet to build it.

~1An operational Interdictor Generator is a much feared defense against
~1intruders. The gravity well produced by such a generator prevents an
~1opponent from generating a warp field and subsequently traps them in your
~1sector. (where you can deal with them at your leisure). Be aware that
~1the generation of such a field drains a tremendous amount of Fuel from
~1your planet's resources.

~5Interdictor Generator System construction on this type of planet requires
~5the following:

~50 would be totally defensive, 50 would use half of the fighters
~5on the planet in an attack against an intruder landing on this planet
~5and the remaining half would drop back to defend the Citadel, 100
~5would use all of the fighters in an assault on the intruder.
~5Remember that your defensive fighters on a planet have much better odds
~5than defensive fighters deployed in space. If a Trader tries to blast
~5your planet with Photon Missiles (after blowing up the fighters you had
~5in the sector) then the Combat Control Computer will send this percent of
~5your fighters into the sector to attack.

~1Quasar Cannon reaction level, in the Atmosphere:

~50 would be totally defensive, 50 would use half of the Fuel Ore reserve
~5on the planet (for each firing), and 100 would use all of the Fuel Ore
~5remaining against an enemy. Remember that the Quasar Cannon is MUCH more
~5effective against an enemy that has entered the atmosphere of the planet.

~1Quasar Cannon reaction level, in the Sector:

~50 would be totally defensive, 50 would use half of the Fuel Ore reserve
~5on the planet (for each firing), and 100 would use all of the Fuel Ore
~5remaining against an enemy. Remember that the Quasar Cannon is MUCH more
~5effective against an enemy that has entered the atmosphere of the planet.
~5So shooting at an enemy in the sector will not do as much damage at that

~5 ~3<~5A~3> ~1Attack Deployed Fighters ~5
~5 ~3<~5D~3> ~1Re-Display this Sector ~5
~5 ~3<~5I~3> ~1Information on your ship ~5
~5 ~3<~5P~3> ~1Pay Toll (if applicable) ~5
~5 ~3<~5R~3> ~6RETREAT!!!!!!!!!!!!!!!!~5

~5 The Photon Missile Detonation rocks your ship as the waves beat upon your
~5shields. Your sensors fail momentarily, but then return. The Photon Wave
~5is in effect, make ready to invade!

~5After docking with the port, you glance furtively about trying to
~5estimate this chance to make some "quick" profit. The port staff are
~5off helping a few other Traders right now. Will you go for it?

~5 ~3<~5R~3> ~1Rob Money from this Port ~5
~5 ~d(Chancy but Profitable)~5
~5 ~3<~5S~3> ~1Steal Product from dock ~5
~5 ~d(Easiest for Novices) ~5
~5 ~3<~5Q~3> ~1Quit, nevermind ~5


~5 ~3<~5A~3> ~1Attack Planet's Fighters ~5
~5 ~3<~5I~3> ~1Information on your ship ~5
~5 ~3<~5R~3> ~6RETREAT!!!!!!!!!!!!!!!!~5

~5Class ~CM~1 - Thick Oxygen/Nitrogen atmosphere. Specific gravity within
~1 0.7 to 1.3 Earth normal. Random, but mostly manageable weather
~1 patterns, with temperatures ranging from 0 to 40 degrees
~1 Celsius. Fertile soil, excellent for Organic production.
~1 Mineral deposits, very good for Equipment production. Chemical
~1 elements good for Fuel Ore. Class M planets are excellent for
~1 human colonization and promote an excellent population growth
~1 curve as well as a very good population harmony quotient. They
~1 have an above average "habitability band". Drawbacks include
~1 overpopulation problems, political unrest and human-induced
~1 destruction of the BioSphere.

~5Class ~CU~1 - planets have very heavy ranging to very thin atmospheres
~1 consisting of various elements, mostly comprised of helium or of
~1 hydrogen. Specific gravities can range from 0.2 to 8.0 of Earth
~1 normal. Climate patterns usually extremely violent with temps
~1 ranging from -200 to 400 Celsius. Full life support required at
~1 all times. No production can sustain itself on a Class U planet.
~1 Some miners have hinted at very valuable products that they have
~1 extracted from Class U worlds but the Federation does not have
~1 them in its "Official Guide to Mining". Class U planets are not
~1 recommended for colonizations as the environment is harsher than
~1 being in space itsself.

~5Class ~CH~1 - planets have extremely thin Oxygen / Nitrogen atmospheres.
~1 Specific gravities are within 0.8 to 2.6 Earth normal. Climate
~1 patterns are violent with temperatures from 45 to 400 degrees
~1 Celcius. Full life support required for colonization. Zero
~1 workable soil and harsh conditions make Organics production
~1 impossible. Good trace elements for equip but conditions make
~1 production a gamble at best. Excellent Ore production
~1 possibilities as material is often ejected by volcanic activity
~1 and found on the surface. Very dangerous for colony growth as
~1 unstable planetary crusts often lead to the complete loss of a
~1 colony. The Federation has been known to use Class H planets for
~1 defense of key sectors due to their large Ore base.

~5Class ~CC~1 - planets have extremely thin Oxygen-Nitrogen atmospheres.
~1 Specific gravity from 0.5 to 1.7 Earth normal. Meteorologically
~1 unstable causing violent conditions. Temps range from -10 to
~1 -190 degrees Celsius. Full life support necessary for colonies
~1 and death rates are high. No workable soil base so hydroponic
~1 Organics are limited. Modest mineral and chemicals exist so
~1 production of Ore and Equipment will be below average to none.
~1 Class C planets NOT recommended for colonization, their violent
~1 condition makes it extremely hazardous. Some Class C planets
~1 have been adopted by the Federation and used as prison colonies
~1 with very effective results.

~5Class ~CL~1 - planets have a thin Oxygen/Nitrogen atmosphere. Specific
~1 gravity within 1.0 to 2.2 Earth normal. Weather patterns are wet
~1 with temperatures ranging anywhere from -30 to 50 Celsius
~1 depending on the width of the habitability band. Excellent
~1 Mineral and Ore depostits but harsh conditions only permit avg
~1 to below avg Equipment production. Soil is excellent, providing
~1 higher than normal organics production. Colonist specialization
~1 is necessary to maintain population. Good - very good population
~1 harmony quotient. Above average "habitability band" but only
~1 medium population growth. Drawbacks include hazards to equipment
~1 and occasional severe weather conditions.

~5Class ~CK~1 - planets have a thin Oxygen/Nitrogen atmosphere. Specific
~1 gravity within 0.5 to 1.5 Earth normal. Weather patterns are
~1 mostly dry and hot with temperatures ranging fron 40 to 140
~1 degrees Celsius. Little area of fertile soil, very bad for
~1 Organics. Very little precious metal making it bad for Equipment
~1 production. Common Chemical traces making it great for Fuel Ore.
~1 Class K worlds are average for humanoid colonization but an
~1 arrid and hot climate requires specialized colonists. Narrow
~1 habitability band but a generally stable political environment
~1 as the population must depend on each other to survive. Higher
~1 fatality rate than Class M worlds.

~5Class ~CO~1 - planets have a dense Oxygen/Nitrogen atmosphere. Specific
~1 gravity within 1.1 to 1.8 Earth normal. Random and occasional
~1 violent weather current patterns, with temps ranging from 20 to
~1 50 degrees Celsius. No land mass to speak of, making mining for
~1 Ore more difficult. Organics production quite good, (one of the
~1 best) but a poor environment for building Equipment. Class O
~1 planets are more challenging to habitate, but are almost as safe
~1 as class M. Good population growth curve and decent population
~1 harmony. Their entire surface is habitable with proper gear with
~1 the only drawbacks being the costs to settle and build citadels.

~5You issue the command to your Ship computer to start the Corbomite
~5self-destruct system. All of your crew jettison in escape pods, but you,
~5the captain, remain behind with your vessel. You stand proud on the
~5wretched remains of the bridge of your ship as the count down finishes:

~5In a nearby sector, a Federation Patrol Ship notices a brilliant star
~5suddenly flare and then die out in the distance......

~5 ~1Upgrade Starport Production~5
~5 ~21 ~3Fuel Ore, costs $~2250~3/unit ~5
~5 ~22 ~3Organics, costs $~2500~3/unit ~5
~5 ~23 ~3Equipment, costs $~2900~3/unit ~5
~5 ~3Choose ~21~3, ~22~3, ~23~3 or ~2Q~3 to quit ~5

~5You may either set the Atomic Detonators and hope that the Colonists do not
~5"accidently" set them off trying to disarm them (while you're on the planet)
~5or you can first attack and exterminate the Colonist population to assure a
~5safer use of the detonators.

~5 ~3<~5D~3> ~1Use Atomic Detonators ~5
~5 ~3<~5A~3> ~1Attack Colonists ~5
~5 ~3<~5Z~3> ~1Help! (What do I do?) ~5
~5 ~3<~5Q~3> ~6Never Mind ~5

~5 ~3<~5C~3> ~1Collect on Contract ~5
~5 ~3<~5H~3> ~1View Hit Contracts ~5
~5 ~3<~5N~3> ~1Get your Name Changed ~5
~5 ~3<~5P~3> ~1Place a Contract ~5
~5 ~3<~2Q~3> ~dLeave this place ~5
~5The Sergeant smiles warmly at you and ushers you into a side room
~5that you've never been in before. Shortly a tall person with a
~5commanding presence enters the room.

~2"Congratulations!. We've had our eyes on you for some time now.
~2 Welcome to the ranks of the Federation!"

~5He then turns over to you the ship manuals for a Imperial Starship
~5and briefs you on command of one. He also outlines what the Federation
~5expects from you in return.

~2"From time to time we may call on you to help eradicate some problem
~2 Trader or help in the fight against the Ferrengi. We also expect you
~2 to maintain and even improve the already high standard that you have
~2 shown in the past! Do not drop below your new alignment or we will
~2 have to ah, um, *repossess* anything you might have gained from our
~2 help"

~5You leave this office with a new resolve to go forth and vanquish Evil!

~5For joining the Federation your alignment becomes 1000!

~6 ************** ~1 W A R N I N G ~6 **************

~1 External Maintenance has NOT run recently! This program MUST be run every
~1 night for the proper operation of Trade Wars 2002. The program you must
~1 run is called ~2EXTERN.EXE ~1and is in the same place with the TW2002.EXE
~1 program. If you do not setup your system to run this program every night
~1 then unused accounts will not be cleared, the Ferrengi will not move, Ports
~1 will not get built and a few dozen other IMPORTANT things will not happen!

~1 This warning should be displayed to the SYSOP only. If you are a regular
~1 user and are seeing this, please inform the SYSOP that they need to set the
~1 Sysop_Level setting in the Editor to an appropriate level.

~5 This has been a paid, Public Service announcement from ~2Martech Software

~5 ~5Transporter Main Control~2: ~5
~5 ~5
~5 ~3<~5S~3> ~1Beam to another Ship ~5
~5 ~3<~5P~3> ~1Beam to another Planet ~5
~5 ~5
~5 ~3<~2!~3> ~dTransporter Help ~5
~5 ~3<~2Q~3> ~dLeave the Transporter ~5


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