Dec 072017
 
Dueling Starships. A Simple but fun 2 player Starsip Simulation battle.
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Dueling Starships. A Simple but fun 2 player Starsip Simulation battle.
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DSS.DOC 46976 10439 deflated
DSS.EXE 70528 34689 deflated

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Contents of the DSS.DOC file















D U E L I N G S T A R S H I P S (tm)



Version A.00.00





















(C) Copyright 1984 Vince J. D'Angelo and Robert W. Dea

All Rights Reserved




























Dueling Starships (tm)


Table of Contents


GENERAL INFORMATION ........................................ 1

INTRODUCTION ............................................... 3

STARTING THE GAME .......................................... 4

SPLIT SCREEN INSTALLATION .................................. 5

SCREEN LAYOUT .............................................. 6

KEYBOARD LAYOUT ............................................ 10

BASIC COMMAND DESCRIPTIONS ................................. 12

INITIAL SETTINGS AND SPECIFICATIONS ........................ 24

LIST OF COMMANDS ........................................... 26











































Dueling Starships (tm)


GENERAL INFORMATION



DISCLAIMER

The Authors shall in no event be liable for incidental or

consequential damages resulting from the use or inability to use

these programs or documentation. Authors are not responsible for

errors or defects in the programs or documentation, even if

Authors have been notified of same. Users will use these programs

at their own risk.



PERMISSION TO COPY


The Authors grant permission for clubs and other non-profit

organizations to copy these programs and documentation subject to

the following conditions:


1. No price is to be charged for either the software or

documentation. However a distribution charge not to exceed $6

total may be imposed for covering the cost of the diskette.


2. The software and documentation are not modified in anyway, and

both are always distributed together.


3. Club members are encouraged to send donations to the Authors.










1









Dueling Starships (tm)


DONATIONS


If you find this game to be of value, your donation to the

Authors will be greatly appreciated. (Suggested donation is $15)

DO NOT SEND CASH.

Checks should be made payable to:

Robert W. Dea and Vince J. D'Angelo

and mailed to:

Robert W. Dea and Vince J. D'Angelo
Dueling Starships
P.O. Box 968
Fremont, CA 94537

Users are encouraged to copy and share this game. In situations

where a copy cannot be made from other users, a user may request

a copy from the Authors for a fee of $6 (check made payable to

Robert W. Dea and Vince J. D'Angelo).


























2









INTRODUCTION

Dueling Starships is a two-player real-time battle between

opposing starships. The computer screen and keyboard are split in

half allowing the captains of both starships to play

simultaneously. The object of the game is to destroy the enemy

starship.


The rest of this document describes how to start-up the game,

installation of the split screen barrier and provides brief

descriptions of the basic command set to give beginners enough

information to start playing.


Files on the Diskette

1. DSS.DOC Documentation describing how to play this game.

2. DSS.EXE The Dueling Starship game.





























3









STARTING THE GAME


To start the game:

1. Carefully insert the game program diskette into drive A:

with the label edge entering last.

2. Type "DSS" to run the program.

3. The program will prompt with the following question:

Configure Ships?

Respond with a "NO" (CR). This will cause both starships

to be configured identical using default values.

4. At this point, the game's split screen will be displayed.

The split screen barrier should now be installed. Follow

the instructions describing the split screen barrier.

6. You are now ready to play the game.






























4









SPLIT SCREEN INSTALLATION

Cut Out "A" (BACK)
+--------------------- (Tape Along This Line) ------------------------+
| |
| 1. Use this pattern and cut out on cardboard. |
| 2. Cut slit along area marked "A". |
| 3. Tape to top of CRT. |
| A |
| A |
| A |
+-----------------------------------A---------------------------------+
(FRONT)

Cut Out "B" (TOP)
+---------------------------------------------------------------------+
| <- (TOWARD SCREEN) (TOWARD USER) -> |
| |
BBBBBBBBBB |
| |
+---+ |
| 1. Use this pattern and cut out on cardboard. |
| 2. Slide area "B" into slit "A" in cutout "A". |
| 3. You have now installed the split screen divider. |
| |
+---+ |
| |
| |
| |
| |
|
. |
. Adjust Length To Fit Your CRT |
. |
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
+--- |
| (BOTTOM) |
+------------------------------------------------------------------+



5









SCREEN LAYOUT


The screens for both the left and right players are

identical.


+----------------------+----------------+
| | 23:37:49 | <-- STAR TIME
| | |
| | SHIP PL = 100 | <-- SHIP POWER
| | SHLD F-1 = 100 | <-+
| | SHLD L-2 = 100 | | DEFLECTOR
| $ | SHLD B-3 = 100 | | SHIELDS
| | SHLD R-4 = 100 | <-+
| | DIL CRYST= 10 | <-- DILITHIUM CRYSTALS
| % | RESERVE = 50 | <-- RESERVE POWER SUPPLY
| | CLOAK OFF | <-- CLOAKING DEVICE STATUS
| | RADIUS 75000 | <-- VIEWING SCREEN RADIUS
| | COND GREEN | <-- ALERT STATUS
+----------------------+ |
| PHASERS TORPEDOES PROBES PODS | <-- WEAPON STATUS
| 100 100 25 5 |
+---------------------------------------+
| BEARING RANGE HEADING WARP |
| % 212.3 62000 24.0 16.0 | <-- NAVIGATION
| $ - - 220.0 7.0 | WINDOW
+---------------------------------------+
| | <-- STATUS
| | WINDOW
+---------------------------------------+
|YOUR ORDERS, CAPTAIN: | <-- COMMAND
| | WINDOW
| |
| |
| |
+---------------------------------------+
| | <-- ERROR MESSAGE
+---------------------------------------+ WINDOW

Figure 1-1


In the upper left is a picture showing the positions of

objects in space (such as location of the enemy, anti-matter

probes, etc.). All objects are shown relative to your own

ship. In other words, YOUR SHIP IS ALWAYS AT THE CENTER OF

THE PICTURE (represented by a "$"). Objects are mapped onto



6








the picture by their bearing and range relative to your

ship. An object's bearing is its angle from 0 to 360 degrees

plotted in two-dimensional space. An object's range is its

distance. The viewing screen has a user specifiable radius.

If the radius is set at 75000 Km (Kilometers), for example,

then an object (in Figure 1-2 denoted by a "%") bearing 45

degrees at a range of 50000 Km would be displayed as

follows:



90
+-----------------------+
| |
| % |
| |
| |
180 | $ | 0
| |
| |
| |
| |
+-----------------------+
270

Figure 1-2


Notice that degrees are incremented counter-clockwise from

the x-axis. Bearing zero degrees is to the middle right, 90

degrees is to the middle top, 45 degrees is to the upper

right corner, etc.


Positions of objects on the viewing screen are constantly

being updated. If objects (or your ship) were moving, you

would see the locations of the objects change over time.


The remainder of the screen is broken up into several

windows. The first window lies immediately to the right of



7








the viewing screen. This window is displayed in normal video

and shows your ship's status. At the very top of the window

is the current time. Below it is displayed the ship's main

power level, and the power levels of the four shields

surrounding the ship. Next is shown the number of dilithium

crystals remaining in the dilithium crystal power generator,

and the amount of power in the reserve power supply. The

status of the ship's cloaking device is then displayed,

followed by the current viewing screen radius, and the

condition alert status.


Below the viewing screen window is the weapon status window

shown in inverse video. This window displays: power in

phaser banks, power in photon torpedo banks, number of anti-

matter probes, and number of ion pods remaining.


Below the weapon status window is the navigation window

(shown in normal video). The bearing, range, heading, and

warp of the enemy and your own ship are shown. The enemy's

ship is designated by a "%", and your ship is shown as a

"$". These same characters are also used on the viewing

screen.


The next window on the screen is the status window which is

shown in inverse video. Messages regarding enemy action are

displayed in this area. For example, if the enemy fired

phasers and hit your ship, all pertinent information

regarding the attack would be shown here.


The last window on each player's screen is the command area.


8









This area is in normal video, the first line of which is the

main command prompt ("YOUR ORDERS, CAPTAIN:"). The remaining

lines beneath are used for additional prompts and data

entry.


The final line on each screen (shown in inverse video) is

the error/information line. If erroneous information is

entered to a prompt, a suitable error will be displayed

here. This line is also used by some of the commands for the

relaying of general information.






































9









KEYBOARD LAYOUT


The "SPACE BAR" toggles the sound on and off (default on).


Left Player Keyboard


+----+ +----+ +----+ +----+ +----+
| F1 | | F2 | |Esc | | ! | | @ |
| | | | | | | 1 | | 2 |
+----+ +----+ +----+ +----+ +----+
+----+ +----+ +------+ +----+
| F3 | | F4 | | |<-- | | Q |
| | | | | -->| | | |
+----+ +----+ +------+ +----+
+----+ +----+ +--------+ +----+
| F5 | | F6 | | Ctrl | | A |
| | | | | | | |
+----+ +----+ +--------+ +----+
+----+ +----+ +----+ +----+ +----+
| F7 | | F8 | | | | | | | Z |
| | | | | | | \ | | |
+----+ +----+ +----+ +----+ +----+
+----+ +----+ +---------+
| F9 | | F10| | Alt |
| | | | | |
+----+ +----+ +---------+



Key definitions:

= 1, = 2
= 3, = 4
= 5, = 6
= 7, = 8
= 9, = 0

+----+
|Esc | = Backspace
| |
+----+

+------+ +----+
| |<-- | = Carriage Return | Q | = Decimal Point "."
| -->| | | |
+------+ +----+

+----+ +----+
| | | = Minus Sign "-" | Z | = Cancel Key
| \ | | | (Cancel current command)
+----+ +----+


10











Right Player Keyboard


+--------+ +-------+
| <-- | | Num |
| | | Lock |
+--------+ +-------+
+-----+ +----+ +----+ +----+ +----+
| | | 7 | | 8 | | 9 | | - |
| | | | | | | | | |
| <--|| +----+ +----+ +----+ +----+
| | +----+ +----+ +----+ +----+
| | | 4 | | 5 | | 6 | | |
| | | | | | | | | |
+-----+ +----+ +----+ +----+ | |
+-----+ +----+ +----+ +----+ | |
|PrtSc| | 1 | | 2 | | 3 | | + |
| * | | | | | | | | |
+-----+ +----+ +----+ +----+ | |
+------------+ +-----------+ | |
| 0 | | . | | |
| Ins | | Del | | |
+------------+ +-----------+ +----+


Key definitions:

<1> = 1, <2> = 2
<3> = 3, <4> = 4
<5> = 5, <6> = 6
<7> = 7, <8> = 8
<9> = 9, <0> = 0

+--------+
| <-- | = Back Space
| |
+--------+

+-----+ +----------+
| | | . | = Decimal Point "."
| | | Del |
| <-- | = Carriage Return +----------+
| |
| |
| |
+-----+

+-----+ +-----+
| - | = Minus Sign "-" |PrtSc| = Cancel Key
| | | * | (Cancel current command)
+-----+ +-----+



11








BASIC COMMAND DESCRIPTIONS


Help (command # 0)

The help command is executed by pressing the return key in

response to the main command prompt. Pressing the return

key without entering data implies a zero response. The ten

basic commands and their respective numbers are then

displayed in the command area of the screen.


1:FIRE WEAPON 4:PWR->SHIP 7:NAVIGATION

2:LOCK WEAPON 5:PWR<-SHIP 8:SCAN ENEMY

3:CLOAK 6:CRYSTALS 9:SET SCREEN

10:SURRENDER



Fire Weapon (command #1)

Each starship has four weapons:

1. PHASERS -- Pulsating energy beams which cause moderate

damage to the shields, and moderate damage to the ship

if the shield is gone. Phasers derive their power from

the ship's phaser banks which can hold a maximum of 100

units of power. The firing range for this weapon is 6000

to 25000 Km (i.e. the enemy must be between 6000 and

25000 Km away in order to fire). Phasers are also

limited by a firing angle. The starship being fired at

must be between 0 to 75 and 285 to 360 degrees relative

to your ship's heading (in other words, phasers will

fire only if the enemy is in front of your ship: See

Figure 2-1 ). When phasers fire, the phaser banks

discharge according to the intensity specified when they


12









were locked (see the Lock Weapon command).






.
.
.
SHIELD # 2 (LEFT) .
. F
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX . I
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX . R
| X . 75 degree I
SHIELD # 3 XXXXXXXXXXXXXXXXXXXXXXXXXXXXX X XXXX N
(BACK) XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX X>-- SHIELD # 1 G
XXXXXXXXXXXXXXXXXXXXXXXXXXXXX X XXXX (FORWARD)
| X . A
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX .285 defree N
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX . G
. L
SHIELD # 4 (RIGHT) . E
.
.
.






Figure 2-1



2. PHOTON TORPEDOES -- Bundles of energy which cause minor

damage to the shields, and heavy damage to the ship if

the shield is gone. Photon Torpedoes derive their power

from the ship's photon torpedo banks which can hold a

maximum of 100 units of power. The firing range for this

weapon is 8000 to 35000 Km. Photon Torpedoes are also

limited to the same firing angle as phasers (see Figure

2-1 ). When the torpedoes are fired, the photon torpedo

banks discharge according to the intensity specified



13








when they were locked (see the Lock Weapon command).


3. ANTI-MATTER PROBES -- Masses of anti-matter which cause

heavy damage to the shields, and minor damage to the

ship if the shield is gone. When a probe is launched,

anti-matter is loaded into it from the ship's probe

supply. Each starship automatically regenerates one

probe unit every minute. The probe launcher can fire in

any direction.


Anti-matter probes have a maximum lifespan of 30 seconds

in space. If they do not reach their target within that

length of time, they dissipate and become harmless. A

probe will automatically detonate if a starship enters

its proximity radius. This radius is 4000 Km. If a

starship comes within 4000 Km of the probe, the probe

will automatically blow up.


When launching a probe, you will be prompted for

direction and speed of the probe. Direction is any angle

from 0 to 360 degrees (absolute space angles as shown in

Figure 1-2), and speed is any warp from 0 to 40. Since

probes last for a maximum of 30 seconds, the farthest a

probe can travel at warp 40 is 40,000 Km (speed will be

discussed under the Navigation command). Probes are

designated by a "*" on the ship's viewing screen.


4. ION PODS -- Space mines which cause moderate damage to

the shields, and moderate to heavy damage to the ship if

the shield is gone. Each starship is allocated 5 ion


14









pods.


Ion pods derive their power from your ship. You may

divert up to 100 units from your ship's main power level

into each pod. The pod is then transported out into

space to a location selected by you. The pod will remain

at that location until you decide to detonate it by

using this command. (For details on transporting the pod

into space, see the Lock Weapon command). Pods have an

explosion radius equivalent to 160 times the amount of

power in the pod. A pod filled with 100 units of power,

for example, would have an explosion radius of 16,000

Km. The closer an object is to the center of the

explosion, the more damage is caused. Pods are capable

of causing damage to a starship, and destroying oncoming

anti-matter probes.


An important feature of ion pods is their built-in

cloaking device. An ion pod is invisible except to the

mother ship which ejected it.


NOTE: None of the firing commands are operational when the

ship's cloaking device is in use (see the CLOAK

command).


Lock Weapon (Command #2)

Before any weapon can be used, it must first be locked.

Locking establishes an intensity to be used when the weapon

is fired, except for ion pods, which are ejected. Once your



15








phasers, photon torpedoes, and anti-matter probes are

locked, the intensity you specified remains in effect until

you decide to change it. There are four locking commands:


1. PHASERS -- Locks phasers onto the enemy and establishes

the intensity of the beam. A maximum of 50 units may be

specified. Your phaser banks will discharge by this

amount each time you fire the weapon.


2. PHOTON TORPEDOES -- Locks photon torpedoes onto the

enemy and establishes their intensity. A maximum of 50

units may be specified. Your photon torpedo banks will

discharge by this amount each time you fire the weapon.


3. ANTI-MATTER PROBES -- Locks probe launcher onto the

enemy and establishes the number of anti-matter units to

be loaded for each shot. A maximum of 10 units may be

specified. Your anti-matter probe supply will decrease

by this amount each time you launch a probe.


4. ION PODS -- Transports an ion pod into space and

establishes the amount of power to be diverted into it.

When ejecting a pod with this command, you will be

prompted for an ejection angle, an ejection range, and

for pod power. The ejection angle is any angle from 0 to

360 degrees measured in absolute space angles (refer to

Figure 1-2). The ejection range is any distance from 0

to 60,000 Km away from the ship. Pod power is any

amount up to 100 units of your ship power. Once

ejected, the pod will sit at that location in space


16









until you manually detonate it with the FIRE command.

When detonated, the pod will have an explosion radius

equal to 160 times the amount of power in the pod. Care

should be taken not to accidentally blow yourself up

with one of your own pods.


When a pod is ejected, it will be assigned a number from

1 to 5. All five of your ship's ion pods can be in


space at one time. Pods are designated on the ship's

viewing screen by their respective number. For example,

ion pod #1 will be shown as a "1" on the screen.


Cloak (Command #3)

Each starship is equipped with a cloaking device.

Activating this device makes the starship invisible. This

command is used as a toggle to activate / deactivate this

device. Issuing the command once, causes the device to turn

on. Issuing the command a second time, causes the device to

turn off. In order to activate the device, a starship must

have a minimum of 125 units of power in the ship's main

power level. If the main power level should fall below 100

units at any time, the cloaking device will automatically

turn itself off.


There are two main drawbacks to using the cloaking device:

1. A starship cannot fire its weapons when invisible.

2. The cloaking device consumes a lot of power (25 units

per minute deducted from the main power level).

These disadvantages can easily outweigh the advantages of


17









being invisible if the cloaking device remains on for an

extended period of time.


Power to Ship (Command #4)


The Power to Ship and Power from Ship commands allow the

captain of a starship to transfer energy from one part of

the ship to another. Before these commands can be discussed

in detail, the power structure and power flow within a

starship must first be explained.


The power source of each starship are its dilithium

crystals. These reside in the dilithium crystal power

generator. The generator generates one unit of power per

minute per crystal. In other words, if your starship has 10

dilithium crystals, the power generator will provide your

ship with 10 units of power per minute. This power is

placed in the reserve power supply (see Figure 2-2). The

reserve power supply can be tapped to channel power into

the ship's main power level. From there, power can be

diverted into the shields, phaser and torpedo banks, and

can be used in ejecting ion pods. Power can also be

diverted back into the main power level from the shields

and weapon banks if needed. Power cannot, however, be put

back into the reserve power supply from the main power

level.


If a starship is badly lacking in power (after a heavy

attack, for example), and there is little or no power in



18








the reserve power supply, instant power can be generated by

disintegrating some of the dilithium crystals (see the

Crystals command).



#################
#################
# #
# # Engines Ion
Pods
| |
| |
#### Reserve Main 1:4
## ----------- Power -------- Power --------- Shields
#### \ Supply / Level
\ / |
Dilithium Crystal \ / |----- Phaser Banks
Power Generator \ / |
\ / |_____ Torpedo Banks
Disintegrating
Crystals


Figure 2-2

The Power to Ship command has seven parts:

1. Diverts power from shield #1 to the main power level.

Power is expressed in shield units. A four-to-one ratio

exists between a shield power unit and a power unit for

any other part of the ship. Four shield units equal one

ship unit. (In other words, diverting four units from

the shield to the ship boost the ship by one unit.)

2. Diverts power from shield #2 to the main power level.

3. Diverts power from shield #3 to the main power level.

4. Diverts power from shield #4 to the main power level.


NOTE: Withdrawing power from a shield lowers the efficiency

of the shield.


5. Diverts power from the phaser banks to the main power


19









level. This is a one-to-one ratio.

6. Diverts power from the photon torpedo banks to the main

power level. This is a one-to-one ratio.

7. Taps the reserve power supply and channels the power

into the main power level. This is a one-to-one ratio.


NOTE: The ship's main power level can hold a maximum of 200

units.


Power from Ship (command #5)

This command is the opposite of the Power to Ship command

and has six parts:


1. Diverts power from the ship's main power level to shield

#1 on a one-to-four ratio. Power is expressed in shield

units. Boosting the shield four units will drain one

unit from the main power level.

2. Diverts power from the main power level to shield #2.

3. Diverts power from the main power level to shield #3.

4. Diverts power from the main power level to shield #4.


NOTE: Boosting a shield raises its efficiency. A shield

can hold a maximum of 125 units.


5. Diverts power from the main power level to the phaser

banks. This is a one-to-one ratio. The phaser banks can

hold a maximum of 100 units.

6. Diverts power from the main power level to the photon

torpedo banks. This is a one-to-one ratio. The photon

torpedo banks can hold a maximum of 100 units.


20










Crystals (Command #6)

This command disintegrates dilithium crystals. This option

should only be exercised when it is absolutely necessary.

Disintegrating crystals creates instant power, but

decreases the rate at which the reserve power supply builds

up. Each crystal disintegrated generates 50 units of power

which is channeled directly into the ship's main power

level (bypassing the reserve power supply).


For every crystal eliminated, one unit of power is reduced

in the reserve power regeneration rate per minute.

Dilithium crystals are the power source for each starship.

Burning up crystals needlessly could have disastrous

effects later on.


Navigation (Command #7)

Changes course (heading) and speed. Heading is expressed as

any angle from 0 to 360 degrees measured in absolute space

angles. Speed is any warp from -20 to 20. A negative speed

indicates moving in reverse (useful if firing at the enemy

while retreating). Each warp equals the velocity of 2,000

Km per minute. These speeds were adopted to make the game

easier to play. Traveling at the maximum speed of warp 20

(or -20) would result in your starship moving 40,000 Km

each minute.


When changing speed, your starship will automatically

accelerate / decelerate to the new speed from the present



21








one. The rate at which your starship can accelerate is

determined by your ship's main power level. The higher the

power level, the faster your ship can accelerate. A power

level of zero would result in no acceleration.


When traveling at speeds greater than warp 10 (or -10),

power will be drained from the reserve power supply to help

your engines maintain speed. If the reserve supply is

emptied, your ship will automatically reduce speed to warp

10 (or -10).


Scan Enemy (Command #8)

Sensor scan of the enemy starship. Causes the status of the

enemy to be displayed on your screen (replacing the values

for your ship). All values are displayed except for power

in phaser and photon torpedo banks, and number of anti-

matter probe units remaining. The sensor scan remains in

effect until you issue another command. If the enemy

starship is invisible, it cannot be scanned.


Set Screen (Command #9)

Changes the ship's viewing screen radius. The current

screen radius is always displayed on the screen. This

radius will need to be adjusted according to the distance

of the enemy starship and any other objects in space, in

order to see everything, or you can adjust it to focus in

on your immediate area.


Surrender (Command #10)

Allows you to surrender your ship to the enemy. Your enemy


22









has the option to accept your surrender or to continue

playing the game.





















































23









INITIAL SETTINGS AND SPECIFICATIONS



All weapons are initially unlocked.

Headings and speeds of each ship are set to zero.

Default # of dilithium crystals: 10

Default # of anti-matter units: 25 regeneration: 1 per minute

# of ion pods: 5 regeneration: none

Default reserve power level: 50 regeneration: 1 unit/minute/crystal


Ship power level: 100 max. possible: 200

Phaser banks: 100 max. possible: 100

Photon torpedo banks: 100 max. possible: 100

All four shields: 100 max. possible: 125


PHASERS

range: 6,000 - 25,000 Km

firing angle: 0 - 75, 285 - 360

intensity: 0 - 50

shield damage: moderate

ship damage: moderate


PHOTON TORPEDOES

range: 8,000 - 35,000 Km

firing angle: 0 - 75, 285 - 360

intensity: 0 - 50

shield damage: minor

ship damage: heavy






24










ANTI-MATTER PROBES

range: 40,000 Km max. at warp 40

maximum lifespan: 30 seconds

proximity radius: 4,000 Km

firing angle: ALL

intensity: 0 - 10

shield damage: heavy

ship damage: minor

speed: warp 0 - 40


ION PODS

ejection range: 0 - 60,000 Km

firing angle: ALL

intensity: 0 - 100

shield damage: moderate

ship damage: moderate to heavy

(damage depends on distance from pod

to target, and pod's strength)

explosion radius: 160 times pod's strength


Note: Initial settings for dilithium crystals, anti-matter units,

and reserve power supply are configurable. Figures shown

are default values.












25









LIST OF COMMANDS


0 Help

1 Fire Weapons - 1 Phasers range (6,000 - 25,000)

- 2 Photon Torpedoes range (8,000 - 35,000)

- 3 Probes angle (0 - 360), warp (0 - 40)

- 4 Pod pod # (1 - 5)

2 Lock Weapons - 1 Phasers (0 - 50)

- 2 Photon Torpedoes (0 - 50)

- 3 Probes (0 - 10)

- 4 Pod angle (0 - 360) range (0 - 60,000)

power (1 - 100)

3 Cloak

4 Power to Ship - 1 Shield #1 to ship, - 2 Shield #2 to ship

- 3 Shield #3 to ship, - 4 Shield #4 to ship

- 5 Phaser banks to ship

- 6 Torpedo banks to ship

- 7 Reserve power supply to ship

5 Power from Ship - 1 Ship to shield #1, - 2 Ship to shield #2

- 3 Ship to shield #3. - 4 Ship to shield #4

- 5 Ship to phaser banks

- 6 Ship to torpedo banks

6 Crystal 50 units / crystal

7 Navigation angle (0 - 360), warp (-20 to 20)

8 Scan Enemy

9 Set Screen (1,000 - 300,000)

10 Surrender




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 December 7, 2017  Add comments

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