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Star Control 3 Demo Manual September 13, 1996
**********************************
*** Use the UP and DOWN arrow ***
*** keys to scroll this text ***
*** file and ESC key to return ***
*** to the menu. ***
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STAR CONTROL 3 (TM) CD DEMO MANUAL
----------------------------------
For technical help, or information on installing and running
Star Control 3, please consult the README.TXT and HELP.ME files.
----------------------------------------------------------------------
TABLE OF CONTENTS
----------------------------------------------------------------------
I. Introduction
II. Quick Start
III. Captain's Mission Briefing
IV. Using Star Control 3
V. Title Screen
VI Hyper Melee
A. Hyper Melee Configuration Screen
B. Remote Play
C. Fleet Setup Screen
D. Fleet Selection Screen
E. In Melee
VII. Adventure Game
A. Quadrant Screen
B. System Screen
C. Orbit Screen
D. Colony Screen
E. Control Screen
F. Dialogue Screen
VIII. Game play tips & hints
A. Exploring
B. Interstellar Communications
C. Fuel Management
D. Example Of Play
E. General Hints
IX. Customer Service
X. Legal Mumbo Jumbo
----------------------------------------------------------------------
INTRODUCTION
----------------------------------------------------------------------
Welcome to the STAR CONTROL 3 CD DEMO. In this playable demo, you
begin your exploration of the Kessari Quadrant and meet some of
the aliens who will be your allies and enemies. The adventure in
this demo continues to first major turning point in your quest
to save the universe.
In the demo, only the first few aliens you meet will have speech
and animation. In the full game you'll have over 11 hours of
negotiations, 24 different alien races presented with full
speech, and photo-realistic alien animations. The full game also
has glorious SVGA animated introduction and cut scenes and the
complete quest to save the universe from its dire fate.
The demo also includes fast action Hyper Melee star ship combat
that can be played separately from the giant adventure game. In
the demo, you can choose from 7 distinctive star ships and play
against the computer, or against a friend on a single computer
or over a modem, serial link, or IPX network. In the full game
you will be able to choose from 25 wildly different ships in
Hyper Melee combat.
For the most up-to-date information on installation and
configuration of Star Control 3, please consult the README.TXT
file in the SC3DEMO directory of the CD.
Take Control! Get Star Control 3 and explore a whole universe of
excitement and adventure. Available September 1996 at stores
everywhere or call 1-800-245-7744 to order or for more
information.
See you in the stars!
----------------------------------------------------------------------
QUICK START
----------------------------------------------------------------------
Insert the Star Control 3 disc into the CD-ROM drive. After the CD has
been recognized, run the INSTALL program and the SETSOUND utility from
the SC3DEMO subdirectory. Go to the path you have installed the game
under and run SC3DEMO. For more detailed instructions, check out the
RUNNING STAR CONTROL 3 section of the README.TXT file.
To get help on how to use the game, press F1 from almost any screen.
To get a hint on how to proceed in the adventure game, press F5 and
ask ICOM. To find the name of an item or icon, hold the pointer over
it for a moment without pressing any buttons. For more detailed
instructions, check out the USING STAR CONTROL 3 section. Have fun!
----------------------------------------------------------------------
CAPTAIN'S MISSION BRIEFING
----------------------------------------------------------------------
SFC-TM-4165
Mission Sequence 377
Directive: Brigade Commander Vladimir Or-Kochav
PRIORITY ALPHA ONE, CAPTAIN'S MISSION BRIEFING
LEAGUE OF SENTIENT RACES EXPLORATION AND COLONIZATION MISSION TO THE
KESSARI QUADRANT
While knowledge of the Captain's mission is wide-spread, the
mission objectives have not yet been divulged to the general
public. The Captain may not discuss any component of this
document with outside sources. Acceptance of this mission implies
compliance with Star Control authority. If the Captain fails to
conform to the strictures of this mission guideline, he agrees to
return to the home quadrant, relinquish control of his Colony
ship, and accept punishment as specified in Star Control
disciplinary guidelines.
COMMAND AUTHORITY: You are in command of the exploration and
colonization mission from the League of Sentient Races to the
unexplored Kessari Quadrant. All League ships, colonies, and
resources are under your control.
BACKGROUND: Utilizing the Precursor Warp Bubble Transport system
in a one-time, supercharged mode, colonization groups from 11
League races were "thrust" from the League's home quadrant to the
Kessari Quadrant near the galactic core.
RESOURCES: You have a single Precursor colony vessel with a Warp
Bubble Transport system. This is the only League ship that can
travel between the stars. The colony vessel can transport a fleet
of up to 25 ships between the stars. If this ship is destroyed,
your mission has failed.
Your Precursor vessel is equipped with an Interconferencing and
Monitoring system known as ICOM. This system will monitor and
transmit all important League intelligence and can assist you in
planning League operations. Consult ICOM frequently.
Each of the League races has a colony group with a small number
of ships already in the Kessari Quadrant. Your colony vessel
carries Colony Landing Pods that can create additional colonies
or dig sites for excavating Precursor artifacts.
Your Tech Teams will continuously take sensor readings and
collect unusual objects, both in space and on the ground. Tech
Teams will analyze what they find and report when they have
significant findings.
Because of the great distances involved, there can be no
communications between your mission and the home quadrant. Due to
interference from Inter-Dimensional Fatigue, your star map may be
incomplete.
The Kessari Quadrant will certainly contain new alien races that
may help or hinder your mission.
PRIMARY MISSION GOALS:
(1) Find the cause of Inter-Dimensional Fatigue, and reverse it
to restore Hyper Space travel.
(2) Make sure the vision where "all sentient life in the galaxy
dies screaming" does not come to pass.
SECONDARY GOALS:
(1) Explore the Kessari Quadrant
(2) Colonize worlds in the Kessari Quadrant to maximize each
race's productivity.
(3) Contact new alien races and expand the League of Sentient
Races.
(4) Find ancient Precursor technological artifacts.
(5) Research these artifacts and utilize their technology.
FIRST STEP: Find and contact the colonies of all the League Races
in the Kessari Quadrant: Chmmr, Human, Mycon, Orz, Pkunk, Spathi,
Supox, Syreen, Ur-Quan, Utwig, Vux
OVERSIGHT: Your decisions will be subject to review by the
members of the League Steering Council and the League Ethics
Council. If your actions violate League rules, these Councils may
give you warnings, or in severe cases, render judgments against
you.
LEAGUE RULES: The Primary League Rules are:
(1) Sentients should never attack other sentients without cause.
(2) No sentient should enslave another sentient.
PERSONAL NOTE: You may have been the hero of the last war, but I
think you are in over your head this time. You're on your own, so
talk to everyone and explore every possibility. Good luck. We're
all pulling for you.
- Vlad
----------------------------------------------------------------------
USING STAR CONTROL 3
----------------------------------------------------------------------
Most choices in Star Control 3 are made with the mouse.
The icons on the right side of the screen control perform most
functions in the game.
ACTIVATE AN ITEM OR MAKE A CHOICE: Put the mouse pointer over the
item or icon and click the left mouse button. This is referred to
as "Click the item".
EXIT A FUNCTION OR CANCEL A CHOICE: Click the right mouse button
or press the Escape key. This is referred to as "Right Click the
item".
GET MORE INFORMATION ABOUT AN ITEM: Hold the mouse pointer over
the item or icon and don't click any buttons. After a moment,
information will be displayed relating to the item or icon. This
is referred to as "Scanning the item".
ADJUST A SLIDER: Put the mouse pointer over the slider, press and
hold the left mouse button and move the pointer to reposition the
slider. Release the left mouse button. Sliders are used when the
user has a range of options, and are often accompanied by a
numerical read out of the value controlled by the slider. This is
referred to as "Adjust the Slider".
USE THE KEYBOARD: The keyboard can only be used to make certain
choices. The Escape key cancels or interrupts an action. While
saving, loading, or exiting the game, the keyboard is used to
confirm your choice (Press Y for yes and N for no.) In Hyper
Melee, the keyboard may be used to control star ships in arcade
space combat or to configure the user's view of the battle. You
can get help using the game by pressing F1. You can save or load
the adventure game from most screens by pressing F2 or F3
respectively. You can access ICOM for clues from most screens
within the adventure game by pressing F5. See the Control Screen
for details on Saving and Loading games.
GET HELP: Press F1 on most game screens to get a walk-through of
the actions that can be performed from that screen.
GET A CLUE DURING THE ADVENTURE GAME: Press F5 on most adventure
game screens to speak with ICOM, your colony ship's onboard
computer. ICOM synthesizes all the information gained during your
mission and can suggest likely courses of action.
----------------------------------------------------------------------
TITLE SCREEN
----------------------------------------------------------------------
The icons on the right side of the title screen perform these
actions, in order from top to bottom:
START HYPER MELEE: Click the Hyper Melee icon to go to the Hyper
Melee Configuration Screen. Hyper Melee is fast action arcade
starship combat. Each player chooses a fleet from 7 different
starships. In the full version of Star Control 3, each player
will have 25 wildly different starships to choose from. In
battle, each player chooses a ship from his fleet and faces off
in a series of one-on-one combats, until only one fleet remains.
START ADVENTURE GAME: Click the Start New Game icon to play the
Adventure Game. The Adventure Game puts the player in command of
the League of Sentient Races' exploration and colonization
mission to the Kessari Quadrant. There, the player engages in
exploration, negotiation, and arcade space combat to decide the
fate of all sentient life in the galaxy.
LOAD SAVED ADVENTURE GAME: Click the Load A Game icon. This
option lists the description of all saved games. If there are
more saved files than will fit on one screen, move the pointer to
the top or bottom of the screen to scroll the list. Click on a
saved game to load it. Confirm the load by typing Y for yes or
exit by pressing N for no. You can load a game from many game
screens by pressing F3.
VIEW CREDITS: Click the Credits icon.
QUIT GAME: Click the Quit icon to exit the game to the operating
system.
----------------------------------------------------------------------
HYPER MELEE
----------------------------------------------------------------------
HYPER MELEE CONFIGURATION SCREEN
-------------------------------
SETUP PLAYER 1: Use top 5 icons.
SETUP PLAYER 2: Use second 5 icons.
START A BATTLE: Once all human players have picked a fleet, click the
Fight icon and go to the Fleet Selection Screen.
RETURN TO TITLE SCREEN: Click the Quit icon.
Setup Player Options:
SET HUMAN/COMPUTER PLAYER CONTROL: Click the first of five icons.
CHOOSE YOUR FLEET: Click the fifth of five icons and use the Setup
Fleet Screen.
If you choose Human Control:
KEYBOARD CONTROL: Click the Keyboard icon (second of five icons).
SETUP KEYBOARD: Click the highlighted Keyboard icon. Follow on-screen
instructions. Press keys for: Rotate Left, Rotate Right, Thrust, Fire,
and Special Ability/Secondary Weapon. Click OK to accept the new keys
or RESET to accept the default key definitions. Choose carefully to
avoid assigning multiple functions, or functions from both players,
to the same key.
JOYSTICK CONTROL: Click the Joystick icon (third of five icons).
CALIBRATE JOYSTICK: Click the highlighted Joystick icon. Follow the
on-screen instructions.
MOUSE CONTROL: Click the Mouse icon (fourth of five icons).
SETUP MOUSE: Click the highlighted Mouse icon. Follow on-screen
instructions. Click the Relative or Absolute controls for Thrust and
Rotation. Click OK.
If you choose Computer Control:
SET STANDARD COMPUTER PLAYER: Click the second of five icons.
SET GOOD COMPUTER PLAYER: Click the third of five icons.
SET AWESOME COMPUTER PLAYER: Click the fourth of five icons.
REMOTE PLAY:
-----------
STARTING A NETWORK GAME:
Run Star Control 3, then click on the HyperMelee icon inside the game.
From the Fight Setup menu, select REMOTE PLAYER by clicking on the
Player 2 icon until the REMOTE PLAYER symbol appears. Choose the
NETWORK PLAY icon (not MODEM or SERIAL) from the icons below the
REMOTE PLAYER icon on the screen.
STARTING A MODEM GAME:
Run Star Control 3, then click on the HyperMelee icon inside the game.
From the Fight Setup menu, select REMOTE PLAYER by clicking on the
Player 2 icon until the REMOTE PLAYER symbol appears. Choose the
MODEM PLAY icon (not NETWORK or SERIAL) from the icons below the
REMOTE PLAYER icon on the screen. Click on the same icon again to
choose the correct COM port and baud rate. If someone calls you,
using HyperMelee to connect with your modem, leave the ANSWER
radio button highlighted and click OK. If you are dialing another
number, highlight the DIAL radio button, type in the correct phone
number, and press OK. When done, <Esc> back to DOS and restart if you
want to play again.
STARTING A SERIAL GAME:
Run Star Control 3, then click on the HyperMelee icon inside the game.
From the Fight Setup menu, select REMOTE PLAYER by clicking on the
Player 2 icon until the REMOTE PLAYER symbol appears. Choose the
SERIAL PLAY icon (not NETWORK or MODEM) from the icons below the
REMOTE PLAYER icon on the screen. Click on the same icon again to
choose the correct COM port (usually COM Port 2). When done, <Esc>
back to DOS and restart if you want to play again.
FLEET SETUP SCREEN
-------------------------------
DECIDE HOW LARGE A BATTLE WILL BE: Human players mutually decide how
many points of ships to choose. Each player should watch the Fleet
Point Totals to stay within those limits.
These limits are maintained by the honor system so players can easily
handicap one player against another. If players are evenly matched,
give each player the same number of points. If one player is much
better than another, give the opponent an extra 100 points in ships
to balance out the battle.
If a single human player chooses a fleet and begins a battle, the
computer player automatically picks a fleet of approximately the same
size.
CHOOSE SHIPS: Click on one of the 7 ship icons in the Ship List.
In the full game, you can place the pointer over the up and down
arrows to scroll the list and reveal all 25 ships. Choose ships
until you have reached your mutually decided upon point limit.
REJECT SHIPS: Click on the ship picture in the Fleet Window.
COMPARE FLEET STRENGTH: Compare the point total for Player 1's fleet
with the point total for Player 2's fleet.
SAVE FLEET: Click the Save A Fleet icon. This option lists the
description of all saved fleets. Click on [New Save File], type a
description, and press ENTER to create a new saved fleet. Click on an
old saved fleet, type a description, and press ENTER to replace it
with the current fleet. If there are more saved fleets than will fit
on one screen, move the pointer to the top or bottom of the screen to
scroll the list.
LOAD FLEET: Click the Load A Fleet icon. This option lists the
description of all saved fleets. If there are more saved fleets than
will fit on one screen, move the pointer to the top or bottom of the
screen to scroll the list. Click on a saved fleet to load it.
REJECT WHOLE FLEET: Click the Reset Fleet icon.
RETURN TO HYPER MELEE SETUP SCREEN: Click the Done icon.
FLEET SELECTION SCREEN
-------------------------------
Once a battle begins, each player chooses a ship from his fleet and
faces off in a series of on-on-one combats until only one fleet
remains.
CHOOSE A SHIP: Click on a ship picture in the Fleet Window on the left
side of the screen. The opponent in the next battle, if known, is
shown as an icon on the right side of the screen.
RECONFIGURE: Click the Exit icon to go to the Hyper Melee
Configuration Screen.
IN MELEE
-------------------------------
In Hyper Melee, the controls are as simple as possible, just turning,
thrusting, and firing. But finding the right strategy for each of the
25 ships with their wildly varying weapons and abilities, is a blast.
Default Controls: Player One Player Two
Left (left arrow) C
Thrust (up arrow) V
Right (right arrow) B
Primary Weapon CTRL X
Secondary Weapon/ ALT Z
Special Ability
Player 1's race, crew, ship, and hits are displayed on the top left of
the screen.
Player 2's race, crew, ship, and hits are displayed on the top right
of the screen.
The following keyboard commands are available in Hyper Melee:
RECONFIGURE: Press the ESCAPE key to go to the Hyper Melee Setup
Screen.
NORMAL SPEED / LIGHTNING MODE: Press F4 to toggle between playing at
normal speed or in hyper-fast lightning mode.
ISOMETRIC VIEW / OVERHEAD VIEW: Press F5 to switch views.
ISOMETRIC VIEW STAR PLANE: ON / OFF: Press the F6 key to toggle the
star plane in isometric view.
OVERHEAD VIEW SCROLLING: CONTINUOUS / JUMP: Press the F7 key to toggle
scrolling in the overhead view.
ZOOMED VIEW / COMPLETE VIEW: Press the F8 key to toggle the zoom
level.
ORDER AGGRESSIVE COMPUTER ATTACK: Press the F9 key to make the
computer-controlled ships attack aggressively for a short time.
Use this to break up long fights where the computer-controlled ships
are acting too defensively.
----------------------------------------------------------------------
ADVENTURE GAME
----------------------------------------------------------------------
Press Escape or Right Click to completely bypass any video in the
game. Some videos have many sections. Click to bypass the current
section of video.
COMMON CONTROLS
-------------------------------
The following controls are available are in the lower right hand
corner of the icon bar on all major game screens. The game clock is
shown in the lower left hand corner of the screen.
GO TO QUADRANT SCREEN: Click the Quadrant icon.
GO TO SYSTEM SCREEN: Click the System icon.
GO TO ORBIT SCREEN: Click the Orbit icon.
GO TO COLONY SCREEN: Click the Colony icon.
GO TO CONTROL SCREEN: Click the Control icon.
ADJUST GAME SPEED: Click on the clock to reveal a slider that sets the
speed that time passes in the game. When the slider is to the left,
time passes slowly; to the right, time passes swiftly. Adjust the
slider to the desired rate. Click anywhere outside the slider to
re-engage the clock.
QUADRANT SCREEN
-------------------------------
Quadrant Activity Checklist:
+ Click on the star map to see which stars you can travel to
+ Don't make one way trips (in red) to stars that don't have fuel
depots
+ Click on a green star to warp there.
- Vlad
----------------------------------------------------------------------
This screen shows a large 3D star map on the left side, a column
of icons on the right side, and a game clock in the lower left
hand corner. The Quadrant Screen shows all the stars in the
Kessari Quadrant.
ROTATE STAR MAP ON / OFF: Click the Rotate icon.
SET STAR MAP ORIENTATION: Click the Orientation meter below
Rotate icon.
VIEW STARS BY NAME: / BY LABEL: Click the Name icon to toggle
between star names and star labels. Star labels describe the
stars based on the game information the user has discovered
there. Explored stars are displayed as "+" and unexplored stars
are displayed as a dot.
VIEW SELECTED STAR NAMES: Type star's name one letter at a time
to filter the star names displayed on the star map. Backspace to
erase the letters in the filter. For example, type HEL and only
Helios is displayed. Backspace once and Helios, Hecaton, and
Hestia are displayed. Backspace three times and all star name are
displayed.
VIEW ALL STAR NAMES: Backspace until all the letters are erased
from the name filter. Click the Display icons until they are all
grayed out. Click the Name icon until all star names are
displayed.
NAVIGATE TO ANOTHER STAR: Click within the star map to enter
Navigation Mode, move the cursor to select your destination,
click to warp there. Right click to exit Navigation Mode.
CHECK FUEL RANGE: In Navigation Mode, Green stars indicate you
have enough fuel to go there and return. Red indicates you can
make a one-way trip. Purple indicates a star is out of range.
Because the map is three dimensional, some stars inside the green
circle are coded red or purple and some stars inside the red
circle are coded purple. Note the color of the line that connects
to your destination to confirm how much fuel the trip will
require.
DISPLAY ICON CONTROLS: These displays may be mixed and matched to
view the information necessary at any time. Objects on the star
map are coded with a colored square: green = friendly, blue =
neutral, red = enemy.
VIEW KNOWN COLONIES: Click the Colony icon to toggle Colonies on
/ off.
VIEW KNOWN ARTIFACTS: Click the Artifacts icon to toggle
Artifacts on / off.
VIEW KNOWN SHIPS: Click the Ships icon to toggle Ships on / off.
VIEW KNOWN FUEL SOURCES: Click the Fuel icon to toggle Fuel
Sources on / off.
SYSTEM SCREEN
-------------------------------
System Activity Checklist:
+ Scan each planet to look for colonies or anomalies (text in yellow)
+ Go to friendly colonies and pick up fuel. At the colony:
++ Ask questions of the owners.
++ Add new ships to your fleet. Leave some ships behind to defend
the colony.
+ Check out the colony from the Orbit and Colony Screens.
+ Go to enemy fleets or colonies and deal with the aliens.
+ Go to planets with anomalies, deal with any aliens, and dig up
artifacts.
- Vlad
----------------------------------------------------------------------
This screen shows the star system containing the user's colony
fleet. The System Screen is divided into 3 windows and the icon
bar containing the common controls on the right side.
The System Window at the top of the screen shows a stylized view
of the star and all planets and moons in the system. The system
name is listed in the upper right corner of this window.
Important planets will be labeled on this display.
The System Radar in the lower left window displays an over view
of all planets and fleets in the system. These are color coded by
alignment: green = friendly, blue = neutral, and red = enemy. The
active fleet is highlighted in yellow.
The Fleet Display in the lower right hand window shows all the
ships in the active fleet, along with the crew carried by each
ship.
GET SENSOR INFORMATION: Scan a planet or moon in the System
Window to get basic sensor information. Colonies, dig sites, and
sensor anomalies representing potential dig sites are displayed
in yellow.
MOVE COLONY FLEET: Click on a planet or moon to move the colony
fleet there. When the colony fleet is in orbit about a planet,
that planet rotates. Click on rotating quasi-space portals to
travel through them.
SELECT AN ACTIVE FLEET: The active fleet is displayed in yellow.
The colony fleet is active by default. Right click in the System
Radar to de-activate all fleets. When no fleet is active, click
on any green fleet to activate it.
MOVE THE ACTIVE FLEET: Click on a planet or fleet in the system
radar to move the active fleet there.
JOIN TWO FLEETS: If you move one fleet to another fleet, the
fleets join. The maximum size of a fleet is 25 ships. If the
combined fleet would be bigger than 25 ships, some ships join and
the rest form a separate fleet.
MOVE SOME SHIPS IN THE ACTIVE FLEET: Click on ships in the Fleet
Window to highlight them. Click on a planet or fleet in the
System Radar to move the highlighted ships there. If no ships are
highlighted, the entire fleet moves there. Right click to un-
highlight all ships. Click and drag the mouse pointer over the
System Radar to highlight many ships at once. Click on a
highlighted ship to un-highlight it.
ORBIT SCREEN
-------------------------------
Orbit Activity Checklist:
+ At friendly colonies, transfer some crew and Resource Units to your
ship so you can make more colonies
+ If there's an anomaly, make a dig site and unearth an artifact
+ If there's nothing on the surface and the planet has lots of
resources, scan the surface and see which races would make good
colonists.
+ If one of those races is on board, make a new colony with that race.
- Vlad
----------------------------------------------------------------------
This screen shows the items, crew, and ships that are with the
colony fleet and a sensor scan of the planet the fleet is
orbiting. The Orbit Screen is divided into 4 windows and the icon
bar with the common controls on the right side.
The Inventory Window at the top of the screen is divided into 3
areas. The first three icons on the top row display the amount of
Resource Units, Fuel, and Colony Pods carried by the Colony Ship.
The rest of the icons in the top row are the objects the Colony
Ship is carrying, including ICOM, the all purpose advisor. If the
Colony Ship is carrying more than 14 objects, then a slider below
the objects is displayed. Adjust the slider to display the
desired objects.
The second row of icons in the Inventory Window displays the
various races of alien colonists that the Colony Ship can carry.
The number of crew carried is shown below each icon.
The Ship Window, below the Inventory Window, displays all the
ships orbiting the planet. The Colony Ship is always the first
icon in the top row. If the Colony Fleet is orbiting a colony
with a Star Base, then an orbiting Star Base icon is displayed
below the Colony Fleet.
Ships in the Ship Window are displayed with their current and
maximum crew. Ships in the colony fleet have a small marker
representing the colony ship in the upper right of their icon.
The Text Window, below the Ship Window, displays information
about the objects in the inventory, messages from the Colony
Ship's Tech Teams, sensor information, and other information as
appropriate.
The Sensor Scan at the bottom left of the System Screen displays
a color coded habitability scan of the planet the Colony Fleet is
orbiting.
The surface of a planet may be empty, may have an anomaly, may
have a dig site, or may have an active colony. If the Colony ship
is carrying one or more Colony Pods and an appropriate number of
crew, it can create dig sites and colonies.
Each planet may only have one colony, and each colony is
controlled by one race. A colony will be populated by crew of
that race, make that race's ships, and allow the Colony Fleet to
communicate with members of that race.
Some planets have buried artifacts of scientific value. These
register as anomalies on the sensor scan. The Colony Ship may
send down a party to dig for artifacts at the site of the anomaly.
GET ADVICE FROM ICOM: Click the ICOM inventory icon. Click Talk
To and have a dialogue with ICOM.
MANIPULATE AN INVENTORY OBJECT: Click on an inventory item to get
the options for that object. Click on the option you want to
execute or right click to cancel all options.
TRANSFER CREW: Click on an alien icon to bring up the Crew
Transfer Box. Adjust the sliders to transfer crew between the
Colony Ship on the left side and the colony, dig site, and ships
on the right side. Click outside the Crew Transfer Box to
complete the transfer.
TRANSFER RESOURCE UNITS: Click on the Resource Units icon to
bring up the Resource Units Transfer Box. Adjust the slider to
transfer Resource Units between the Colony Ship on the left side
and the colony on the right side. Click outside the Resource
Units Transfer Box to complete the transfer.
UPGRADE SHIPS: Ships can be upgraded at a friendly star base if
the user has found and researched the appropriate upgrade
artifact and has 1000 Resource Units. Click on the Star base,
then click on the ship to be upgraded. Upgraded ships can have
increased maneuverability, energy, crew, or firepower.
CHECK HABITABILITY: Scan the mouse pointer over the sensor scan
and note the colored bars below each alien race icon in the
Inventory Window. The more bars displayed, the more productive
that race's colony would be in that location. No bars is the
least productive location. Five green bars is the most productive
location.
CREATE A COLONY: The Colony Fleet may send down settlers to
create a colony on an uninhabited world. Scan the mouse pointer
over the sensor scan to find the best site for the new colony.
Click on the site of the colony. Click on the icon of the alien
race who will populate the colony. From the Create Colony Box,
adjust the sliders to transfer crew down to the new colony. Click
outside the Create Colony Box to complete the transfer.
CREATE A DIG SITE: Click on the site of the anomaly to target the
location of the dig site. Choose which alien race will crew the
dig site. From the Create Dig site Box, adjust the sliders to
transfer crew down to the dig site. Click outside the Create Dig
Site Box to complete the transfer.
Completing the dig will take some time. A completion percentage
is listed on the Dig site icon. The Colony Ship may wait in
orbit, or continue exploring and return when the dig is
completed.
When the dig is completed, the crew is transferred back to the
ship along with all the objects they uncover. Those artifacts of
immediate interest are transferred to the Inventory Window. The
ship's Tech Team or ICOM may make a report on the new artifacts.
Other objects of lesser immediate interest are not transferred to
the Inventory Window. The Tech Team will report at a later time
if they discover important information about these other objects.
COLONY SCREEN
------------------------------
Colony Activity Checklist:
+ If you don't know what finished goods you need, don't worry about
adjusting anything. By default, colonies grow on their own and will
manufacture some of everything.
+ If you know which finished goods you want most, set that slider to
maximum.
- Vlad
----------------------------------------------------------------------
This screen shows the colony on the planet the Colony Fleet is
orbiting. The screen shows the colony facilities in the window on
the left side of the screen, the output of the colony in the top
6 icons on the right side of the screen, and the common controls
in the bottom 5 icons on the right side of the screen. The three
icons at the top left of the screen display the Colony Ship
Inventory.
Colonies produce the materials the Colony Fleet needs to complete
its mission in the Kessari Quadrant. A colony produces four kinds
of finished goods: Crew, Resource Units, Ships, and Colony Pods.
The user can adjust the manpower priority assigned to each of the
seven facilities in a colony. No matter how big the population of
the colony, manpower and resources will be assigned according to
the priorities set by the factory sliders. Manufacturing finished
goods takes time. The colony will continue to produce finished
goods according to the priorities set by the user. The Colony
Fleet may wait in orbit, or continue exploring and return as
finished goods are completed.
COLONY FACILITIES
Colonies can be created on any planet or moon. For simplicity, we
will refer to all colonies as being on planets. The productivity
of a colony depends on where it is situated and how it is
managed.
ADJUST COLONY PRIORITIES: Adjust the sliders controlling the
manpower priorities of the facilities to control the productivity
of the colony. Move the slider to the left to reduce the
priority, move it to the right to increase the priority. The
manpower assigned to each facility is displayed above and to the
right of the slider.
If every facility could utilize an infinite amount of manpower,
and the user assigned them all maximum priority, then all would
have equal priority and get equal manpower. Also, if the user
assigned them all minimum priority then all would have equal
priority and get equal manpower.
However, if all facilities but one are set to minimum and that
one set to maximum, the minimum would get zero manpower and the
maximum would get all available manpower. Use the relative
settings of the sliders to set the colony's priorities.
Each facility has a maximum manpower capacity. When a facility is
just an empty foundation its capacity is zero. The user should
still set the facility's priority so when it's completed it will
be assigned manpower. As a facility expands, its capacity
increases. The total manpower assigned to colony facilities is
limited by the colony's population. The total manpower assigned
to all facilities may be slightly less than the total population
of the colony to reflect management and overhead.
TYPES OF FACILITIES
Fuel Refinery: This facility processes Ore Units into
Interstellar Fuel for the Colony Fleet. Star ships do not require
fuel to travel within a star system, but the range of the Colony
Fleet's Warp Bubble interstellar drive is limited by fuel. All
fuel at a friendly colony is automatically transferred to the
Colony Fleet in orbit as soon as it is produced.
Refinery: This facility processes Ore Units into Resource Units
or RUs. Resource Units are a universal currency and are required
to create facilities, ships, and colony pods. The Colony Fleet
may take RUs from a friendly colony and transfer them to another
colony, use them to upgrade ships, or give them to other races.
Mines: This facility digs up Ore Units from the planet or moon.
The productivity of the mines is based on both the manpower
assigned and the Resources of the planet. Find the Resource level
by scanning the planet in the System Window of the System Screen.
The more Resources a planet has, the faster ore will be produced.
However, if a planet has zero resources, then ore will not be
produced.
Factory: This facility processes Resource Units into new and
expanded facilities. The factory will produce facilities first
according to need. If the mines, refinery, or population is
almost full, then these will be expanded first. If none of these
facilities are close to capacity, then the facilities will be
built and expanded according to their manpower priority. When all
facilities in a colony have been built and fully expanded, the
factory manpower capacity is reduced to zero.
Star Base: This facility processes Resource Units into new Star
ships. Completed star ships are added to a fleet orbiting the
planet.
Landing Pod Factory: This facility processes Resource Units into
new Colony Pods. Each Colony Pod produced at a friendly colony is
automatically transferred to the Colony Fleet in orbit as soon as
it is produced.
Research: This facility discovers the secrets behind some of the
unusual artifacts found in the Kessari Quadrant. To research an
object, click on the object in the Inventory Window of the Orbit
Screen and click on Research. Once the research is completed,
click on the object again and click on Examine to discover its
function.
No manpower is assigned to Research until there is an object to
study. However, the user should set this slider so that when
their is an object to study, the appropriate manpower will be
assigned to complete the work swiftly.
ICONS
Population: This icon represents the race that controls the
colony. The number lists the population of the colony. The bar
beneath the icon displays how close the colony is to full
capacity. As the population increases, the Factory will build new
barracks to provide additional capacity.
Ore Units: This icon represents the Ore Units produced by the
Mine. The number lists the number of Ore Units in storage. If the
number is increasing, the colony is producing Ore Units faster
than it is consuming them. The bar beneath the icon displays how
close the colony is to full capacity. As the amount of ore in
storage increases, the Factory will build new storage to provide
additional capacity.
Resource Units: This icon represents the Resource Units produced
by the Refinery. The number lists the number of Resource Units in
storage. If the number is increasing, the colony is producing
Resource Units faster than it is consuming them. The bar beneath
the icon displays how close the colony is to full capacity. As
the amount of Resource Units in storage increases, the Factory will
build new storage to provide additional capacity.
Factory Progress: This icon represents what the factory is
building and its progress. The number and bar beneath the icon
displays the progress toward completion of the facility.
Ship Built: This icon represents what the star base is building
and its progress. The number and bar beneath the icon displays
the progress toward completion of the star ship.
Research Artifact: This icon represents what artifact is being
researched and its progress. The number and bar beneath the icon
displays the progress toward completion of the research.
CONTROL SCREEN
-------------------------------
This screen shows the options for controlling the game.
SAVE GAME: Click the Save icon. This option lists the description
of all saved games. Click on [New Save File], type a description,
and press ENTER to create a new saved game. Click on an old saved
file, type a description, and press ENTER to replace the old save
with the current game. Confirm the replacement by pressing Y for
yes or exit by pressing N for no. If there are more saved files
than will fit on one screen, move the pointer to the top or
bottom of the screen to scroll the list. You can save the game
from many game screens by pressing F2.
LOAD SAVED GAME: Click the Load icon. This option lists the
description of all saved games. If there are more saved files
than will fit on one screen, move the pointer to the top or
bottom of the screen to scroll the list. Click on a saved game to
load it. Confirm the load by typing Y for yes or exit by pressing
N for no. You can load a game from many game screens by pressing
F3.
CONFIGURE SOUND: Click Configure.
Set Music Volume: Click on the Music bar to set the music volume,
full left equals music off.
Set Sound Effects Volume: Click on the Sound bar to set the sound
effects volume, full left equals sound effects off.
Set Voice Volume: Click on the Voice bar to set the voice volume,
full left equals voice off.
Set Text With Voice On / Off: Click on the option to switch the
alien dialogue text on or off.
Exit Configuration With New Settings: Click OK to go to the
Control Screen and accept the changes.
Exit Configuration With Old Settings: Click Cancel to go to the
Control Screen and ignore changes.
RETURN TO ADVENTURE GAME: Click the Continue Playing icon to go
to the last game screen.
QUIT ADVENTURE GAME: Click the Quit icon to go to Title Screen.
Confirm by pressing Y for yes or exit by pressing N for no.
DIALOGUE SCREEN
-------------------------------
Many times during the game, events will trigger a dialogue. The
captain can talk to representatives of different races, his crew, or
ICOM. The dialogue screen is divided into a large view screen with
the dialogue and responses displayed below. The ICOM screen displays
the dialogue and responses at the top of the screen.
While someone is talking, click to advance to their next statement.
When they are finished talking, the user is given a list of choices.
Click on a choice to advance the dialogue.
Greyed-out responses are ones you've chosen previously. Choose a
greyed-out response to review a previous answer or check for
additional information on a return visit.
If you are playing with "Text With Voice" set to "Off" and "Voice" set
to "On", then you will only see your choices, not the alien
statements.
----------------------------------------------------------------------
GAMEPLAY TIPS AND HINTS
----------------------------------------------------------------------
There are lots of ways to have fun while completing your mission
and winning Star Control 3. All of them are right! You're playing
the right way when you're having the most fun. You can
concentrate on exploring everything in reach or creating a web of
colonies on the most promising planets or building a massive
fleet to seek out fleets of enemy ships. Or just wing it and do
some of each.
You'll find your most important skill is finding and negotiating
with alien races. You can help them settle crises throughout the
Quadrant. In doing so, they can help you achieve your mission.
Listen for clues you get while talking to the aliens. You can
follow up on them in almost any order. The clues will show you
how you can complete your mission and win the game.
Exploring:
---------
Remember your mission goals in the Kessari Quadrant include both
exploration and colonization. Some of the time you will be
dashing back and forth between stars trying to solve crises. If
there are no immediate crises to deal with, explore new stars,
dig up buried Precursor artifacts, upgrade your ships, and create
new colonies to maximize your productivity. Stars you have
visited are displayed as a + on the Quadrant screen, un-visited
stars as a dot. New crises will come soon enough; fulfilling your
mission goals will help you be ready for them.
Interstellar Communications
-----------------
Most races have special communications systems, built with rare
Precursor technology, so they may communicate between their
colonies. Most of the time, when you communicate with a race's
colony, you are speaking to the leader of that race, even though
most leaders stay on their home worlds.
Some races can also communicate between their colonies and their
fleets. When you speak to these races' fleets, you are actually
speaking to the leader of the race. Other races do not have this
ability, so you will speak to the fleet commander. Judge
carefully who you are speaking with when communicating with a
fleet.
The League has a limited ability to send messages from the
colonies to the Precursor Colony Ship. Most League-to-Colony Ship
communications are limited to very short messages. The League has
not yet discovered how to send messages from the Colony Ship so,
the Colony Ship must physically travel to a destination to have a
two-way conversation.
Fuel Management
---------------
It is possible to warp into a system and not have enough fuel to
return to a friendly colony. This strands the player's ship. Here
are some things you can watch out for and do to help avoid and/or
solve the problem.
How To Avoid Running Out Of Fuel:
The easiest way to avoid running out of fuel is never to make
jumps to stars marked in red unless you know there is a friendly
fuel source. When you put your pointer over a star in navigation
mode, the color of the line connecting your source and
destination will be red if you only have enough fuel for a one
way trip. The destination system displays all known fuel sources
(if any) in the system; friendly fuel sources have a green
marker.
A good way to make sure you have as much fuel as possible is to
visit your allied colonies regularly. It is not sufficient to
visit the system; you must orbit the friendly colony planet to
pick up fuel. Besides, they'll be happy to see you, and may have
new questions to ask, or new information for you.
Sometimes you get caught because of changing circumstances: an
ally defects and won't give you fuel, or you accidentally choose
the wrong destination star and don't end up at a fuel source.
When you go into navigation mode there are no friendly fuel
sources within the green or red range. Now you have a problem.
How To Get Fuel:
There are two ways out of the problem; make more fuel, or jump
somewhere that has fuel (even if that fuel isn't showing now).
You make more fuel by creating a colony in your current system
and waiting for them to make some. To make a colony you need a
colony landing pod, a planet with resources, and colonists that
can work on that planet.
Scan all the planets in your system and find the one with the
most resources. Go there and check the habitability to find out
which races can work there effectively. Remember that you can
pull crew off your ships to work in your colony. If you've got a
pod, an appropriate planet, and appropriate crew, put down the
colony. Set the mine, refinery, factory, and fuel refinery to
max, and everything else to minimum until you build a fuel
refinery. Then set everything but the mine and the fuel refinery
to minimum and wait for the refinery to make enough fuel to get
you back to another friendly colony. To minimize the wait, set
the clock to maximum. Don't forget to evacuate the colonists, re-
crew your ships, and reset your clock before you leave.
The other way out of your dilemma is to jump to a star and hope
there is an undiscovered League colony there. Check with ICOM to
see if there are any transmissions from League colonies to follow
up on. If not, save your game, and trust your luck.
If you can't make a colony, and there are no undiscovered League
colonies within range, you may be stranded. You'll have to reload
your last save and watch your fuel more closely next time.
Example Of Play:
---------------
Check out Helios, the system you start in. Fly to the colony on
Helios 3. Talk to the commander and join up with the cruisers.
Check out the alien ship orbiting Helios 4 and defend yourself if
necessary. There's also an anomaly on the surface; dig it up and
see what's there. Return to Helios 3 to get fuel. When the colony
fuel refinery is on-line, check out how far you can warp on the
quadrant map. When you've got the fuel for a round trip, warp to
Goshen, the nearest star. Check out everything in Goshen, then
continue your exploration of the Kessari Quadrant from there.
General Hints:
-------------
When you start at Helios, go to the System Screen and talk to the
colony. For your first few trips between the stars, follow the
Checklist in the manual for each game screen.
Experiment! Click on planets and stars and items to see what they
do. Anytime you're unsure what could happen next, press F2 and
save your game first.
Use descriptive save names to chronicle your journey.
If you're not sure what to do next, press F5 and ask ICOM for a
hint.
Only fight with the colony ship if you're certain you'll win the
battle.
You can only meet your primary mission goals by meeting
and interacting with lots of different aliens.
In the beginning, don't worry too much about the passage of time.
If you're not comfortable with how fast time is passing, adjust
the speed of the game clock.
You are the Leader of the expedition, trust your computerized staff:
* Your Tech Teams will call when they find important information.
* ICOM remembers everything important that happens.
* Your colonies develop on their own and manufacture some of
everything you might need.
* The computer can even fight your star ship battles for you.
You have lots of different resources, don't be afraid to use them to
fulfill your objectives:
* Early on, you'll need as much fuel and raw ore as your colonies can
make.
* Use surplus Resource Units from established colonies to make new
colonies grow faster.
* Like fuel or colony pods, ships are an expendable resource.
* Don't waste colony landing pods on inhospitable planets with 0
resources.
----------------------------------------------------------------------
CUSTOMER SERVICE
----------------------------------------------------------------------
The latest technical support issues are listed in the HELP.ME file.
Consult that document for the most up-to-date information on
installation and known problems with the program. Please refer to the
README.TXT file for the most up-to-date addenda to the manual.
On-line Support:
Accolade gives customer service, news, demos, technical support, and other
information on the following on-line services:
America On-line: Industry Connection, keyword: Accolade
Compuserve: Game Publishers' A Forum, GO GAMAPUB
Internet: techelp@accolade.com
WWW: http://www.accolade.com
Contact Us Directly:
Accolade provides help by telephone Monday through Friday, 8am to 5pm
Pacific Standard Time. Call 1-408-296-8400 (voice) or 1-408-246-0231
(FAX). You may also write us at the following postal address:
Customer Service
Accolade, Inc.
5300 Stevens Creek Blvd., Suite 500
San Jose, CA 95129
----------------------------------------------------------------------
LEGAL MUMBO JUMBO
----------------------------------------------------------------------
Star Control 3 and ACCOLADE are trademarks of Accolade, Inc. (c)
1996 Accolade, Inc. All rights reserved. Star Control 3 is based
upon characters created and used under license from Paul Reiche
III and Fred Ford.
DOS 4GW Professional used under license agreement with Tenberry
Software, Inc. Acrobat and the Acrobat logo are trademarks of
Adobe Systems Incorporated which may be registered in certain
jurisdictions. Windows and Windows 95 are registered trademarks
of Microsoft in the United States and/or other countries. WATCOM
C++ used under license agreement with WATCOM, Inc. AIL 3.5
portions of the game code used under license agreement with Miles
Design, Inc.
General MIDI timbres for Yamaha OPL-2- and OPL-3-based sound
cards were produced by The Fat Man TM and developed by K. Weston
Phelan and George Alistair Sanger. (c) 1993, The Fat Man TM.
90 DAY WARRANTY
Accolade, Inc. warrants for a period of 90 days from the date of
purchase by the original purchaser of the Software that the
recording medium on which it is recorded will be free from
defects in materials and workmanship. Defective media which has
not been subjected to misuse, excessive wear or damage due to
carelessness may be returned during the 90-day period without
charge.
After the 90-day period, defective media may be replaced in the
United States for $10 (U.S. dollars, plus 8.25% sales tax if the
purchaser resides in California). Make checks payable to
Accolade, Inc. and return to Accolade, Inc., Attn: Customer
Service, 5300 Stevens Creek Blvd., Suite 500, San Jose, CA 95129.
(To speed up processing, return only your CD-ROM. Please do not
return collateral materials.
LICENSE AGREEMENT
This computer software product (the Software) and user manual is
provided to the Customer under license from Accolade, Inc. and is
subject to the following terms and conditions, to which the
Customer agrees by opening the package of the Software, user
manual and/or using the Software. Granting of this license does
not transfer any right, title or interest in the Software, or
user manual to the Customer except as expressly set forth in this
License Agreement. The Software and user manuals may not be
copied for any reason. The Customer may not transfer or resell
the Software or user manual. The remedies provided above are the
Customer's sole and exclusive remedies.
In no event shall Accolade, Inc. be liable for any direct,
indirect, special, incidental or consequential damages with
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above, Accolade makes no warranties, either express or implied,
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disclaims all implied warranties, including, without limitation,
the warranty of merchantability and of fitness for a particular
purpose.
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