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-
-
-
-
- TACTICAL v5.38
-
-
- The Starfleet Battles Simulator
-
-
- Documentation
-
-
-
-
- Documentation by Paul Broman
-
-
-
- Thanks for acquiring Tactical, the Starfleet Battles Simulator!
- I hope you enjoy the game. Tactical is based on the Original Star
- Trek TV Series and on the Star Trek Movies. Star Trek is a Trademark
- of Paramount Pictures. This game also uses starship data from FASA's
- Star Trek the RPG.
-
- HARDARE REQUIRMENTS
- ===================
-
- In order to play Tactical, you need to have at least 640k RAM,
- at least 600k of free space (it can be on multiple drives), MS-DOS 2.0
- or more recent, and Color ANSI Text in 80x25 mode.
-
- FILES YOU SHOULD HAVE
- =====================
-
- To use Tactical, you should have the following files. If you do
- not have them, then the game will not run properly. Inform the person
- or BBS from which you acquired Tactical about the missing files.
-
- Here are the files you should have:
-
- TACTICAL.EXE - Run this file to play the game
- GAMEPLAY.EXE - File used by game. DO NOT RUN!
- AI.EXE - File used by game. DO NOT RUN!
- CHAINS.EXE - File used by game. DO NOT RUN!
- FLEET.EXE - File used by game. DO NOT RUN!
- TURN.EXE - File used by game. DO NOT RUN!
- TACTICAL.DOC - This Documentation
- HISTORY.TAC - The History of Tactical (text file)
- SHIPS.DAT - Data on all ship classes
- FEDSHIPS.TXT - Listing of Federation ships
- ROMSHIPS.TXT - Listing of Romulan ships
- KLISHIPS.TXT - Listing of Klingon ships
- GORSHIPS.TXT - Listing of Gorn ships
- ORISHIPS.TXT - Listing of Orion Pirate ships
- INDSHIPS.TXT - Listing of Free Trader ships
- SHIPS.SHL - Shillouettes of all the Starships
- GAMEANSI.COM - ANSI file used by game
- PLACE.COM - ANSI file used by game
- TITLE.COM - ANSI file used by game
- BEGIN.COM - ANSI file used by game
- ENDGAME.COM - ANSI file used by game
- VTITLE.EXE - VGA screen used by game
-
- FIRST USING TACTICAL
- ====================
-
- To use Tactical, unzip all the files to the directory or drive where
- Tactical is to be run from. If you wish to not have all the files in
- one place, or you cannot have them all on the same drive due to space
- restrictions, you may break the files up and put them on several drives.
- You must have all the datafiles (Files with .COM, .TXT, .DAT, or .SHL
- extensions) in the same place, wherever that place is, and you must have
- CONFIG.EXE and TACTICAL.EXE in the same place, wherever that is. After
- placing all the files, run TACTICAL.EXE to load the game.
-
-
- THE CONFIGURATION SYSTEM
- ========================
-
- After running Tactical for the first time, you will be sent to the
- configuration system. In the configuration system you will tell Tactical
- where all the game files are located on your system. The screen will
- show what you have currently told Tactical in reguards to the locations
- of the files. To tell the computer where a file is, or to change what
- you have already told Tactical, select the number of the file whos
- locations you wish to tell Tactical. For instance, by selecting '1' you
- are altering what you have told Tactical about the location of the
- Configuration program (CONFIG.EXE). If all of the game files are going
- to be together in the same directory, you can edit the location of all
- the files with the S>et command. Also, you must specify your graphics
- capability (in this version, most of the game is still ANSI, but in
- future versions it will have special EGA displays.) After you have
- answered all the questions, hit 'Q' to exit the configuration program.
-
- THE MAIN MENU
- =============
-
- After you complete the configuration (if you were running Tactical
- for the first time) or if you were running the game after having already
- completed the configuration, you come to the main menu. From the Main
- Menu you can start gameplay, place ships/planets onto the map, select
- the nationalities of the fleets, reload a saved game, use the class
- editor (if you are registered), edit the configuration, read the
- documentation, or exit to DOS. The first thing you should do, unless
- you already know how to play, is to read the documentation. To select
- something, turn NUMLOCK on and use the arrow keys to move the cursor to
- to the item you wish to select and hit enter.
-
-
- READING THE DOCUMENTATION
- =========================
-
- Since you are reading this, you must have discovered a way to read
- the documentation. There are two ways to read this documentation. Either
- have a word processor read TACTICAL.DOC, or use the Read Documentation
- prompt at the main menu of the game. After you select Read Documentation
- at the main menu, you will be asked whether you want to read the
- instructions (this file) or the history of Tactical (HISTORY.TAC).
- While reading, you will be told how to cycle through the pages.
-
-
- OPTIONS MENU
- ============
-
- The purpose of the Options Menu is to select the player's nation-
- alities, whether they are a computer or human player, and to select
- the captain for the mission game (coming soon). You should select
- the Options Menu as the first thing you do when starting a new game
- unless you plan to load a saved game. Currently, you can make a
- player control Federation, Klingon, Romulans, Gorns, Orions or Free
- Traders. You can also be a Ferengi if you are registered. To enter the
- Options Menu, select it from the main menu. Then you use the up and down
- arrow keys to change which fleet player 1 will be a part of. Hit right
- arrow to move to the next window (player 2's nationality) and you can
- hit left arrow there to move back to editing player 1's nationality.
- Or, you can hit right arrow again to go to the next window where you can
- edit the human/computer for each player. In both the player 1 and player 2
- windows, the up and down arrow keys edit the nationality. (hitting enter
- is not required to select something in these windows). In the human/
- computer editing window, hit the up and down arrow keys to move from
- player 1 to player 2, and hit left and right arrow keys to change whether
- the player is human or computer. Hit Q when done editing all this infor-
- mation to exit the options menu (Q exits from any window.)
-
-
- SETTING UP THE GALAXY
- =====================
-
- The purpose of the Setting up the Galaxy is to allow you to setup the
- game map, and it lets you add ships, planets, and stars to the battle map.
- To set up the galaxy, select Set up the Galaxy from the main menu. You will
- then be taken to the place command screen. On the righthand side of the
- screen is the map showing the battle area. On the left is a status
- screen which tells you how many ships are currently in each fleet, their
- total WDF (offensive power) rating, and the odds of each fleet winning
- the battle as based on their WDF rating. Also, the nationalities of the
- fleets are shown in the window. At the bottom of the screen is a
- lightbar with with several commands on it. Those commands are:
-
- o Place Starships - Place a Starship on the map
- o Place Planets - Place a Planet on the map
- o Place Stars - Place a Star on the map
- o Delete - Remove a Ship, Planet, or Star from the map
- o Ships/Planets - List all the ships, planets, and stars on the
- map
- o Quit - Return the the Main Menu
-
- To select something on the lightbar, turn NUMLOCK on and use the
- numberic keypad or arrow keys to move the selector across the lightbar
- and hit [ENTER] when you are over the command you wish to select.
-
- To use Place Starships, select it off the lightbar. Then Tactical
- will ask you whether this ship will belong to Player 1 or Player 2.
- After you decide who the ship will belong to, you will be asked whether
- you want to place a ship from the original or next generation Star Trek
- (to use next generation ships you must be registered). After choosing
- one, you will be shown a list of ship classes for the nationality of the
- player. You can also make your own classes if you register. Select the
- class you wish to have this ship from by entering that class' number, or
- type 'I' and then the ship number to get info on that class. The
- information you get will show you various information about the class,
- which is very similar to what the scan command tells you in actual
- gameplay (refer to the Scan command for more information.) There are
- many diffrent groups the classes fall under, these are:
-
- o Battleships - Extremely powerful ships made for combat
- o Command Ships - Moderately powerful ships which coordinate
- battles
- o Cruisers - Powerful ships designed for exploration
- and combat
- o Destoryers - Moderately powerful ships designed for
- combat
- o Escorts - Moderately powerful ships designed to
- protect weak ships
- o Frigates - Powerful ships designed for combat,
- most have a troop complement
- o Scouts - Weak ships designed for exploration
- o Couriers - Very weak ships designed for combat
- and reconnaissance
- o Privateers - Ships of varying power made for combat
- o Passenger Liners - Very weak ships which transport people
- o Freighters - Very weak ships which transport goods
- o Explorers - Very weak ships made for exploration
- o Repair Tenders, - Weak ships which can repair other ships
- Repair Facilities
- o Blockade Runners - Moderately powerful ships designed for
- combat
- o Defense Outpost - Extremely powerful stations designed to
- protect planets or regions of space, they
- are immobile
- o Assault Ships - Weak ships which carry vast numbers of
- troops
- o Spacedocks - Powerful Outposts which can repair other
- ships
- o Hospital Ships, - Weak ships which can heal the wounded
- Hospital Outposts crew and troops of other ships
- o Starbases - Extremely powerful bases mounted on planets
- o Surveillance Outposts - Weak outposts which listen to radio
- communications
- o Penal Outposts - Moderately powerful outposts which are
- large prisons
- o Research Outposts - Weak outposts which perform scientific
- research
- o Drydocks - Weak outposts which construct starships
-
-
- After you select the class you wish that ship to be, you will be
- asked what you wish to name that ship. You can name a ship anything you
- wish. Then, you will be asked what identification code you wish that
- ship to have, it can be anything, like NCC-1701, NX-2000, etc. You will
- also be asked where you wish the ship to be on the map, this can be
- any location from 1X - 1Y to 100,000X - 100,000Y. Bear in mind that
- the map is huge, it takes about 38 turns at warp 10 to get from one
- side of the map to the other. Also, do not place a ship within 2,000
- kilometers of a star or 500 kilometers of a planet or else it will be
- too close and might burn up. If you place the ship within 2,000
- kilometers of a planet, Tactical will ask you if you wish for that
- ship to be orbiting that planet it is close to when the game starts.
- If the ship is not within 2,000 kilometers of any planet, you will be
- asked what heading you wish for that ship to face at the beginning of
- the game. If you place a starbase, which are mounted on planets, you
- will be asked which planet you wish to mount the starbase on (it must
- be, of course, your planet). Then, the starship is placed, and will
- appear on the map as the first three letters of the ship's name (except
- starbases, which are not shown). For instance, an 'Ent' on the map would
- denote the location of the Enterprise.
-
- To place a planet, select Place Planets from the lightbar. Then you
- will be asked which player this planet will belong to, or if it will
- be an 'unowned' planet. Then you will be asked for the location of the
- planet. Placing a planet is done exactly the same way you would place a
- starship, and the same restrictions apply (I.E. Don't place one within
- 500 kilometers of a starship or another planet, or within 2,000
- kilometers of a star.) After you tell Tactical where you wish to place
- the planet, you will be asked what class you wish the planet to be.
- Planet classes are as follows:
-
- CLASS DESCRIPTION
- ===== ================================================================
- A Gas Giant, Radiating Heat
- B Gas Giant, Not Radiating Heat
- C Metal Surface, Dense poisonous atmosphere, very hot
- D Metal Surface, Young, with Liquid Atmosphere
- E Metal Surface, Dense poisonous atmosphere, large molten core
- F Metal Surface, Thin poisonous atmosphere
- G Ferrosilicate Surface, Thin poison atmosphere
- H Rocky surface, poison atmosphere, seismic activty
- I Rocky surface, no atmosphere
- J Rocky surface, very thin atmosphere
- *K Rocky surface, thin oxygen atmosphere, sparse water
- *L Rocky surface, earthlike atmosphere, water
- *M Rocky surface, earthlike atmosphere, abundant water
- N Liquid surface (usually water), earthlike atmosphere
-
- NOTE: Classes with an '*' next to them are the only inhabitable types.
-
- After choosing which class you want, you will be asked what kind of
- climate the planet will have. After answering this, and, if the planet
- is class K, L, or M (inhabitable), and it is unowned you will asked what
- the dominant lifeform of the planet will be. Then, you will be asked
- what you want to name the planet (it can be anything), then you will be
- asked what the population will be of the dominant lifeform is (or the
- number of colonists if the planet is owned). You answer in millions,
- where 1 would denote 1,000,000 100 would be 100,000,000 etc. After
- answering this, if the planet is owned you will then be asked how many
- troops will be on the planet to protect it from invasion. You will then
- be asked what color you wish the planet to be from a list of possible
- colors. Select the color you wish the planet to be. Then the planet will
- be created. Planets appear as little 'o's which are colored according to
- the color you selected it to be.
-
- To place a star, select Place Stars from the lightbar. Then you
- will be asked where the star is to be placed, (do not place it within
- 2,000 kilometers of a ship, planet, or other star), and then you will
- be asked what the star's name will be (it can be anything), and you
- will be asked what class the star will be. Star classes are as follows:
-
- CLASS DESCRIPTION
- ===== ================================================================
- O Blue Supergiant
- B Blue Dwarf
- A White Dwarf
- F Blue Standard
- G Yellow (all types)
- K Red Standard
- M Red Supergiant
-
- After selecting the class you want, the star will be created. Stars
- appear as an ANSI symbol which looks a bit like an asterick in the color
- of the star class you selected.
-
- To use the Delete command, select Delete from the lightbar. You will
- then be asked whether you wish to delete a starship, planet, or star.
- After you make your choice, you will be shown a list of planets, stars,
- or starships, depending on what you are trying to delete. Select the
- number of the planet, star, or ship you wish to delete, and it will be
- deleted.
-
- To use the Ships/Planets command, select Ships/Planets from the
- lightbar. Then you will be shown a list of Player 1's ships, then
- Player 2's ships, then the planets, and then the stars. Then you will
- be returned the the lightbar.
-
- To use the Quit command, select Quit from the lightbar. You will
- then be returned to the main menu.
-
-
- PLAYING THE GAME
- ================
-
- After setting up the board, you should be ready to start the
- gameplay. To do this, select Begin Game from the main menu. After some
- disk access, a screen will be displayed which will show the odds of
- each player player winning, their total WDF ratings, and how many ships
- each player has. Hit [ENTER] to proceed to gameplay.
-
- You will the be taken to the main gameplay screen. On the right is
- the map and at the bottom is the lightbar, as in the place command, but
- the lefthand display is different. On the lefthand display, the ship
- status window, there are many small displays inside of it. These windows
- are the Shield, Weapon, and Engine windows. The Shield window shows
- a shillouette of the ship you are currently controlling, and it shows
- the eight shield arcs around it. All ships have eight weapon arcs and
- eight shield arcs (Forward, Port/Forward, Port, Port/Aft, Aft,
- Starboard/Aft, Starboard, and Starboard/Forward.) Each shield arc has
- it's own generator, so it's possible for each shield arc to have a
- different strength (except in starbases, which have only one shield
- arc). Each shield arc will be displayed in one of 7 colors denoting the
- general strength of the shield arc. The colors are (from the most
- powerful to the least powerful), dark green, light green, yellow, light
- red, dark red, blinking red, and black (down, or inoperative). The
- shield window can help you determine at a glance what arcs of your ship
- need protection. The weapons window shows how many weapons are in each
- firing arc, and the destructive power of those weapons. Like shields,
- all arcs have their own weapons. The way to read the weapons display is
- to line up the arc (like, P: means port, FP: means Forward/Port, etc.)
- and see the numbers to the right of the arc. The lefthand row of numbers
- shows the beam weapon arcs. The righthand shows the Torpedo/Plasma
- weapon arcs. The numbers at the bottom of the rows show the destructive
- power of that particular weapon type. All weapons of one type, no matter
- which arc they are in, all have the same destructive power. It is,
- however, possible for the beam weapon and the torpedo/plasma weapon to
- have a different damage potential. The different possible weapons are:
-
- Phasers - Beam Weapons used by the Federation, Romulans,
- Orions, and Free Traders. They are intense laser
- beams.
- Torpedoes - These are cases of antimatter, a substance which
- explodes violently when it comes in contact with
- any substance. They detonate when they get within
- 2,000 kilometers of any ship. Torpedos are used
- by all the fleets.
- Plasma - Plasma weapons are extremely powerful bolts of
- plasma fired at an enemy ship. Their intense heat
- can vaporize the enemy hulls. However, their range
- is very limited and they cool down (lose power)
- as they travel. Plasma is used by the Klingons
- and Romulans.
- Disruptors - Disruptors are beam weapons which seperate atoms
- into their component particles, thus disintegrating
- the enemy ship's hull. Disruptors are only used by
- the Klingons.
- Blasters - Blasters are intense lasers, very similar to
- phasers. They are only used by the Gorns.
-
- The engine display screen shows the current warp speed and requested
- warp speed of the ship you are currently controlling.
-
- Other peices of information shown on the display are the ship's
- heading, shown to the right of the word 'Head:', and heading is also
- shown by a little yellow circle which is on the border of the map
- screen. When the yellow circle is at the top middle, for instance,
- you are traveling at a heading of 0. At the bottom of the map is the
- word 'Range:' which shows the current range of the map display. Also,
- by the word 'Turn:', the current turn number is shown.
-
- The commands on the lightbar of the gameplay system are as follows:
-
- o End Turn - End your turn (pass play to your opponent)
- o Trans - Transport troops onto a ship or planet
- o Fire - Fire weapons at an enemy ship
- o Scan - Scan (get information on) any ship
- o Cloak - If you have a cloaking device you can use this command
- to cloak or de-cloak your ship. (Cloaking devices
- make you invisible to the enemy.)
- o Dest - Self-Destruct your ship. Destructing you ship will
- destroy your ship, but it will damage any nearby
- ships as well.
- o Move - This command lets you change your heading or your
- warp velocity, and it also lets you pursue and elude
- other ships, and it lets you orbit planets.
- o Shields - This command lets you drop or raise your shields.
- o Select - This command allows you to change the ship you are
- currently controlling. (So you can control another ship
- in your fleet.)
- o Range - Change the range of the map
- o Ships - List all the ships, planets, and stars on the map
- o Quit - This command allows you to save the game or exit
- back to the main menu.
-
- Lightbar commands can be selected by turning NUMLOCK on and using
- the numberical keypad or arrow keys to select something off the
- lightbar.
-
- On the map, all the ships, planets, and stars within the current
- range setting will be displayed. Stars appear as ANSI symbols which
- look like an asterick. Planets are shown as 'o's and Starships are
- shown, like in the place command, as the first three letters of the
- starship's name. (Like Ent for Enterprise.) Starbases are not displayed.
- The color of those three letters for ship identification depend on who
- they belong to. Ship Name colors are as follows:
-
- o White - The ship you are currently controlling
- o Light Green - One of your unmoved ships, but not the one you are
- currently controlling
- o Dark Green - One of your ships which you have already moved this
- turn
- o Grey - One of your ships, but it's cloaked, and you're
- not currently controlling it
- o Red - An enemy ship
- o Blinking Red - A ship which is self-destructing
-
-
- THE LIGHTBAR COMMANDS:
-
-
- The End Turn command (End on the lightbar) allows you to end your
- turn. When you are done moving all your ships you use this command to
- pass play to your opponent. After you pass play to your opponent, all
- the ships on the map are moved, all the torpedos and plasma move, and
- self-destructs and repair times count down. Also, automatic dockings
- (see move command, pursue a ship) take place during turn changes. If
- an automatic docking takes place you will be asked the same questions
- as in manual dock (see move command, manual dock). If you opponent is
- the computer, then the computer will perform his moves and pass play
- back to you. Otherwise play passes to your human opponent.
-
- The Transport command (Trans on the Lightbar) allows you to
- Transport troops onto a ship or planet. After selecting this command
- you will be asked whether you wish to transport troops onto a ship or
- planet. After you answer that question you will be given a list of
- planets or ships (depends on whether you are transporting to a planet
- or ship). You then select which ship to invade by number, or select
- which planet to invade by number. You must be within 5,000 kilometers
- of what you wish to transport troops onto and your shields must be
- down (and your opponent's shield in the arc which faces your ship
- must be down as well if you are trying to transport onto another ship)
- to transport troops. (NOTE: If you are going to transport troops or
- invade a planet with a starbase, the starbase's shields must be down
- before the invasion can take place.) If you transport troops onto a ship
- or planet which you own then you will be asked how many troops you wish
- to transfer to that planet or ship. If the ship or planet you are
- transporting troops onto does not belong to you then you will be asked
- how many troops you wish to invade the planet with. Then the invasion
- will take place. All invasions are fights to the death, and troops
- attack until they are wiped out or they win. In order to take over a
- planet all defending troops must be eliminated. To take a ship, all
- defending troops and crew must be eliminated. One crewmember has only
- half as much power as a soldier, and all defending units have a 33%
- advantage. If you take over a planet or ship, all surviving troops will
- return to your ship. (NOTE: If you take over a planet which has a
- starbase, you will have control of the starbase). If you take over a ship,
- you must send a portion of your ship's crew to control the ship which
- you took over. Ships you take over are now yours and you can control
- them in battle. The more crew you send to man the captured ship the
- better, as if all the crew on a ship is killed then the ship is
- destroyed. Transporting troops takes up a turn.
-
- The Fire command (Fire on the lightbar) allows you to fire your
- weapons at an enemy ship. After you select this command you will be
- asked which weapon you wish to fire. (Like whether you wish to fire
- phasers or torpedoes for instance.) Weapons vary from ship class to
- ship class so you may have a diffrent selection option. Refer above
- for weapon data. Different weapons have different ranges (from 1,000
- to 25,000 kilometers) so when you are asked which ship you wish to
- fire at, keep this in mind. To find the exact range of your weapons,
- use the scan command and scan your ship. Now, you will be asked which
- ship you want to fire at. If the ship you wish to fire at is out of
- weapons range, or there are no weapons capable of firing in the
- direction that ship is in relation to your heading (check the lefthand
- display to see which weapons fire in which directions), then you will
- not be allowed to fire at that ship. If the ship you wish to fire at
- is within range and you do have weapons capable of firing in the
- direction that ship is in relation to your heading, then the weapon
- will be fired. If you fired torpedos or plasma, then the torpedoes or
- plasma will be launched. They do not hit immediately, so the enemy does
- have a chance to evade them. Torpedoes (shown as a red dot on the
- display) travel at Warp 12, and plasma travels at Warp 9. If the
- torpedoes or plasma hit their target (or any ship for that matter,
- they detonate when they get within 2,000 kilometers of any ship) you
- will be informed during the turn change. If you fired phasers, blasters,
- or disruptors, they hit immediately and you will be told how many beams
- hit and what kind of damage was inflicted (you will only be given
- very general information, to get more accurate information, use the
- scan command.) The chances of a beam hitting a ship is better the
- closer you are to the enemy ship. Firing your weapons does take up
- a turn, and each fired weapon must reload (2 turns phaser, 4 torpedo/
- plasma). Firing your weapons (if you are a cloaked ship which can fire)
- will also reveal your current location to the enemy.
-
- Special note about torpedoes: Torpedoes can now be fired off in
- directions without a lockon in order to try to hit cloaked ships. When
- firing, you will be asked if you wish to fire manually, Fire at a last
- known location (see next paragraph) or fire locked (see above). If you
- are going to fire manually, enter the heading you wish to fire the weapon
- in. If not, enter the ship name to fire at. Also, torpedoes can be
- "dispursed", that is, you can select a dispersion factor, and the torpedoes
- will all be fired on slightly diffrent courses to hit over a wider range
- and have a better chance of hitting. You will be asked what dispersion
- factor you wish to use when firing torpedoes or plasma. (select 0
- dispersion to fire all torpedoes on one heading.) Dispersion is available
- during all types of torpedo firing.
-
- Last Known firing for torpedoes refers to firing torpedoes at the last
- known location of a cloaked ship. When a cloaked ship uncloaks or is
- spotted, or when a cloaked ship which can fire fires a weapon, it's
- location is revealed. You can then fire torpedoes twoards that location.
- Information may not be accurate in the last known firing system, if the
- cloaked ship has moved since the last time it revealed it's location,
- the torpedoes will hit dead space.
-
- The Scan command (Scan on the lightbar) allows you to scan, or get
- information on, any ship or planet on the map. After selecting this
- command you will be asked whether you wish to scan a ship or a planet.
- If you decide to scan a ship, you will be asked which ship you want to
- scan. (it can be yours or your opponents.) Likewise, is you decide to
- scan a planet, you will be asked which planet you want to scan. If you
- select to scan a ship, you will be given all the information about the
- ship you wish to scan. Here is what you will find on each page:
-
- Page 1:
-
- Superstructure Points (If superstructure drops to 0 that ship
- is destroyed)
- Crew Complement (If crew drops to 0 that ship is dead)
- Troop Complement
- Total Power Available (If total power drops to 0 that ship's
- life support will fail)
- Power Generated by Warp
- Power Generated by Impulse
- Distance you are away
- Power Required to use cloak (if any, and if cloak is damaged it will
- say so here)
-
- Page 2:
-
- Maximum Safe Cruising Speed
- Maximum Emergency Speed
- Manuverability
- Current Warp Velocity
- Requested Warp Velocity
- Current Heading
- Requested Heading
- Transport Status (operational or inoperative)
-
- Page 3:
-
- Beam Weapon Data (firing arcs, power, range)
- Torpedo/Plasma Weapon Data (firing arcs, power, range)
-
- Page 4:
-
- Shield Data (all arcs), and whether shields are up or down
-
-
- If you selected to scan a planet, you would be given all the
- information about the planet you wish to scan. Here is what you will
- find on each page:
-
- Page 1:
-
- Class of Planet
- Atmosphere of Planet
- Climate of Planet
- Lifeforms on Planet
- Population of Planet
- Troops Defending Planet
- whether the planet has a starbase
-
- Page 2:
-
- All ships in orbit around the planet
-
- Using the Scan command does not take up a turn.
-
- The Cloak Command (Cloak on the Lightbar) allows ships which have
- cloaking devices to cloak or de-cloak. When a ship is cloaked it is
- invisible to the enemy, and the ship cannot be fired upon, scanned,
- or be invaded by the enemy. However, you cannot fire while cloaked,
- unless you are a special cloaked ship which can fire. Cloaking is not
- a certain method to avoid detection, it is possible for the cloaking
- device to fail and for you to be exposed (there is a 1 in 50 chance of
- this happening every turn.) Also, firing (if you can while cloaked) will
- reveal your current location and you could be fired upon if you stay
- in the same place from which you fired your weapons. In addition, it
- usually takes vast amounts of power to use the cloaking device
- (power requirement varies from class to class, use the scan command
- to find out how much is needed in your class.) If you select Cloak
- off the lightbar and you are not cloaked when you select to cloak,
- then you will be asked if you wish to cloak. If you are already cloaked
- when you use this command then you will will be asked if you wish to
- uncloak. Cloaking or de-cloaking does take up a turn.
-
- The Self-Destruct command (Dest on the lightbar) allows ships to
- self-destruct, or blow themselves up in a violent explosion hoping
- to do damage to nearby ships. Ships within 1,000 kilometers of the
- destructing ship are almost certainly dead, and only very powerful
- ships can withstand the blast at 2,000 kilometers. All ships within
- the blast radius are affected, even your own ships, so use the
- destruct with caution. After you select this command, you will be
- asked if you really want to self-destruct. If you do, the destruct will
- begin. 5 turns later, your ship will explode. Enemy ships will have
- that long to try to escape. If you are already counting down to a
- destruct and you select this command, you will be asked if you wish
- to abort the self-destruct. Either self-destructing or aborting a
- self-destruct takes up a turn.
-
- The move command (Move on the lightbar) allows you to change your
- heading, change your warp velocity, pursue a ship, orbit a planet,
- manually dock, or undock. After selecting the move command, you will be
- taken to a submenu with those 7 options on it. After selecting one, you
- will be brought to the prompts for each command.
-
- Changing your Heading:
-
- If you wish to 'manually' change your heading, select Change your
- Heading from the move command menu. After selecting this command you
- will be asked what heading you wish to change to. Your heading does
- not change immediately, however, the ship comes onto course gradually
- each turn. The rate at which you come onto course is determined by your
- manuverability. Changing your heading does not take up a turn.
-
- Pursuing another Ship:
-
- If you wish to pursue (more directly twoards) another ship, select
- pursue a ship from the move command menu. After selecting this command
- you will be asked which ship you want to pursue. After selecting the
- ship, your couse will be automatically set to pursue the ship, and your
- course will be automatically changed each turn to keep you on course
- with the other ship no matter whether it changes direction or speed.
- Like manual heading changes your ship comes onto course gradually. Also
- if you selected to pursue a repair tender, spacedock, hospital ship or
- outpost, or any ship which you are capable of docking up to, you will
- be asked if you wish to dock up with that ship on arrival. Like manually
- changing your heading, pursuing a ship does not take up a turn.
-
- NOTE: If you choose to pursue a ship which is cloaked, and there is
- information reguarding the last known location of that cloaked ship, you
- can pursue the last known location of the ship. If the ship has moved
- since it last revealed it's position, then you will be chasing dead
- space.
-
- Eluding another Ship:
-
- If you wish to elude (move directly away from) another ship, select
- elude a ship from the move command menu. You will then select the ship
- you wish to elude, like the pursue command, and also like the pursue
- command your course will automatically be adjusted so you will always
- remain travelling directly away from the enemy ship. Also liker pursuing
- a ship, your ship comes onto course gradually, and eluding a ship does
- not take up a turn.
-
- NOTE: Like pursuits, If you choose to elude a ship which is cloaked,
- and there is information reguarding the last known location of that
- cloaked ship, you can pursue the last known location of the ship. If the
- ship has moved since it last revealed it's position, then you will be
- evading dead space.
-
- Changing Warp Velocity:
-
- If you wish to change your warp velocity, select change warp speed
- from the move command menu. You will then be shown your ship's maximum
- safe cruising speed and maximum emergency velocity, and you will be asked
- what you want your ship's new velocity to be. (Note about emergency
- speed: if you make your ship move at maximum velocity, or any velocity
- above cruising speed, your ship may take stress damage.) After selecting
- your new velocity, the ship will gradually increase velocity until it
- reaches the desired velocity (unless that new velocity is slower than
- the current ship's velocity, then the new velocity will be attained next
- turn.) Unlike heading changes, changing your velocity does take up a
- turn.
-
- Orbiting a Planet:
-
- If you wish to orbit a planet, select orbit a planet from the move
- command menu. You will then be asked which planet you want to orbit.
- After selecting the planet you wish to orbit, you will either begin the
- orbit (if you are within 2,000 kilometers of the planet) or you will
- have your course set twoards the planet if you are too far away to begin
- an orbit. (Once you get within 2,000 kilometers of the planet the orbit
- will automatically begin.) Orbiting a planet does not take up a turn.
-
- Manual Docks:
-
- If you wish to dock up with a ship which you can dock up to, select
- Manual Dock from the command menu. You must be within 2,000 kilometers
- to dock with a ship. If you are not within that distance, select pursue
- a ship, pursue the dock you wish to dock up to, and say yes when they
- ask you if you wish to dock up on arrival. If you are within that
- distance, you will be docked. Once docked, (like in an automatic dock)
- you will be asked if you wish to be repaired (at spacedocks & repair
- tenders) or you just want to stay inside for the protection. Manual
- docks do take up a turn, and while docked, you cannot fire any weapons.
-
- Undock:
-
- If you are docked and you wish to exit the dock, select Undock from
- the move command menu. You will then exit the dock you are in. Undocking
- does take up a turn.
-
-
- The Shields command (Shields on the lightbar) allows you to raise
- or lower your shields. Lowering your shields is necessary in order to
- transport troops onto another ship. If your shields are up when you
- select this command, then your shields will be lowered. If your shields
- are down when you select this command, your shields will go back up.
- The shield command cannot raise any shields which have been lowered
- by enemy attacks. Raising or lowering shields does take up a turn.
-
- The Select command (Select on the lightbar) allows you to select a
- new ship to control. Using this command you can control all the ships in
- your fleet. For instance, let's say you completed the Enterprise's turn
- for turn 12. Now you want to control the Excelsior, which is also in
- your fleet. You use the select command to select the ship you wish to
- control. After selecting the command, you will be asked which ship you
- want to control. After you select the ship you wish to control, you
- will be returned to the lightbar, but you will now be in control of the
- other ship. Selecting a ship does not take up a turn.
-
- The Range command (Range on the lightbar) allows you to change the
- range of the map display. You may notice that the map display may become
- cluttered and you may just want to see a certain area in more detail.
- Using the range command, you can zoom in on the area around the ship
- you are currently controlling. For instance, when range is set to 10,000
- only ships which are 10,000 kilometers away or less are shown on the
- map. If it's set to 5,000, only ships 5,000 kilometers away or less are
- shown on the map. Changing the map range does not take up a turn.
-
- The Ships command (Ships on the lightbar) gives you a list of all
- the starships, planets, and stars on the game map. In addition, it will
- show the destinations of all the ships in the game. To see this list,
- select this from the lightbar. You will then be shown the list and be
- returned to the lightbar.
-
- The Quit command (Quit on the lightbar) allows you to either save
- the game or quit back to the main menu. When you select this command you
- will be asked whether you want to quit or save the game. If you select
- to quit, you will be returned to the main menu. If you select to save
- the game, you will be asked what filename (without an extension) you
- wish the game to be saved as. After entering this filename, the game
- will be saved and you will be returned to the lightbar.
-
-
- OTHER COMMANDS AT THE MAIN MENU
- ===============================
-
-
- Other commands at the main menu include Loading a Saved Game, Using
- the Class Editor, and Quit. Here is what each does:
-
- Loading a Saved Game allows you to load a previously saved game from
- disk. Enter the filename of the saved game (without extension) after
- selecting Load a Saved Game from the main menu. After the game is
- loaded, you will be returned to the main menu. Select Begin the
- Simulation from the main menu in order to resume play where you left
- off.
-
- Using the Class Editor/Designer allows you to make your own ship
- classes, or create your own. However, you must be registered to use
- this option. If you wish to make your own ship classes and test them
- in combat, send $25 to the address below:
-
- Paul Broman
- PO Box 26190
- Jacksonville, FL 32226
-
- And then you will recieve the class editor as well as the Next
- Generation ships and the latest beta test version of Tactical.
-
- The Quit command at the main menu returns you to DOS. When you
- select it, you are returned to DOS.
-
-
- THE FUTURE OF TACTICAL
- ======================
-
-
- Here are some new features of Tactical which will be in future
- versions of Tactical:
-
- o Enhanced Planets - In a future version, planets will be much
- more complicated and will have lots of extra
- features like terrain, and more realistic
- battles, and more! Look for it!
- o Mission Games - In a future version, you will be able to
- command starships on missions, which will add
- to your rank on the list of starship commanders
- in a future version!
- o Power Distribution - In a future version, you will have to delegate
- power to your ship's systems, thus making a
- loss of power a serious problem!
- o Modem Play - In a future version, you will be able to play
- against opponents over the modem (if you have
- one.)
- O EGA Graphics - Coming very soon, EGA graphics will be used for
- realistic displays, miniature ships on battle
- displays, explosions, and more!
-
-
-
- CREDITS
- =======
-
-
- I'd like to thank the following people for their contribution to
- Tactical.
-
- Paul Broman (myself)............Concept and Programming
- Stephen Lobrano.................Beta Tester, Ideas
- Benjamin Adams..................Beta Tester, Ideas, Technical Support
- Jason Dittmer...................Beta Tester, Ideas
- Andrew Palmer...................Beta Tester
- Paul Lim........................Beta Tester
- Timothy O'Brien.................Beta Tester
- Eddie Brown.....................Beta Tester
- Charles McCoy...................Beta Tester
- James Abbot.....................Beta Tester
- Paul Taylor.....................Beta Tester
- Scott Christen..................Beta Tester
- Richard Peterson................Beta Tester
-
-
-
-
- ENJOY!
-
-
-
- REGISTERING
- ===========
-
- Registering Tactical will entitle you to the Class Editor/Designer.
- Using the Class Editor/Designer allows you to make your own ship classes,
- or create your own. However, you must be registered to use this option.
- If you wish to make your own ship classes and test them in combat, send
- $25 to the address below:
-
- Paul Broman
- PO Box 26190
- Jacksonville, FL 32226
-
- And then you will recieve the class editor as well as the Next
- Generation ships and the latest beta test version of Tactical.
-
-
- For the latest version of Tactical, call ShadowRift BBS:
-
- (904) 696-9238 or (904) 696-9322
-