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1985-10-20
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47KB
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1,849 lines
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:
<F1> = 1, <F2> = 2
<F3> = 3, <F4> = 4
<F5> = 5, <F6> = 6
<F7> = 7, <F8> = 8
<F9> = 9, <F10> = 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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