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(3.00) STARSHIPS
Starships are built at starbases out of three basic minerals,
Tritanium, Duranium and Molybdenum. The starships travel at very
high speeds between planets performing various missions. The
funds needed to build starships is taken directly out of the
planetary economy. Starships can be used to transport cargo
money and colonists. They can also battle enemy ships.
(3.01) TECH LEVELS
There are four different tech levels at every starbase. These
four tech levels are, starship hulls, starship engines, starship
beam weapons and starship torpedoes. The tech levels range from
1 to 6 in the evaluation version of this game and 1 to 10 in the
expanded registered version. You must spend megacredits for each
leap in tech level you take. The cost of each jump in tech
levels increases as you move up in tech levels.
Your choice of starship components increases as you increase
your tech level. The cost of high-tech starship components is
far more then the basic low tech version of the same components.
Every starbase's tech levels are independent of all other
starbases. When you build a new starbase all four tech levels
normally start at level 1. Four of the native races give a
tech level 10 bonus for building a starbase. (SEE 11.00)
(3.02) NEW SHIPS
The most important part of a starship is the hull. At hull
tech level one you have a choice of only about 3 different types
of hulls. At higher tech levels you may have as many as 20
different types of hulls, depending on the race you are playing.
The hull is the spaceframe that all other starship components
are mounted on to form a ship. Hulls require anywhere from one
to as many as ten engines depending on the type. As a rule
smaller ships have only one or two engines. The amount of damage
that a ship can withstand depends on the ship's mass. The
more massive the ship the greater number of hits the ship can
take and the more powerful the ship's shields will be.
Some hulls come with fighter bays. These ships can
carry and launch fighters.
Some ships have areas that you can mount torpedo launchers.
Starships that have torpedo launchers can carry and fire
torpedoes at enemy ships. There are 10 different types of
torpedoes and torpedo launchers.
Most ships can have beam weapons. These are the main
weapons used on starships. There are 10 different types. Beam
weapons are very useful at destroying enemy fighters as well as
firing directly at the enemy ship.
From the starbase's starship building screen you are given a
chance to pick the components that you wish to put together to
form a ship. If you lack a part you can call a sub screen that
allows you to build a new part, such as an engine, a weapon or
even a starship hull. After you have selected all the parts
to put together to form a new ship your plan is submitted to the
starbase. Your new ship will be completed the following turn.
(3.03) WEAPON BANKS AND FIGHTER BAYS
There are different types of weapons systems that a ship may
have. The main weapon system is a beam type weapon ( lasers,
phasers, etc. ). A beam type weapon draws its power from the
ship's engines, so as long as an engine is working the weapon
will have energy to fire.
The auxiliary weapon systems can be torpedo launch tubes or
fighter launch bays.
A fighter takes up one kiloton in the cargo hold. In combat
the fighter is moved from the cargo hold into the fighter launch
bay to be fuel and armed. A ship with many
fighter launch bays can get more fighters
into combat sooner. Fighter bays are designed into the hull
and unlike torpedo launchers cannot be added. Some races
( such as the federation ) have very few, hull designs that
include fighter bays. A starbase has room for up to 60 fighters
to be used in defense or to be transferred to a ship with fighter
bays.
The torpedo launch tube aims and arms standard torpedoes.
Torpedoes take up one kiloton of cargo space each. In combat
the torpedo is moved from the cargo hold into the launch tube.
(3.04) FIGHTERS
For use on starbases as a long range defense against
attacking enemy starships. Starships with fighter launch bays
can carry fighters to attack enemy ships at ranges far greater
then torpedoes or beam weapons. A starbase can hold up to 60
fighters. Some larger carriers can hold over 200
fighters. All fighters fire very powerful, tightly focused energy
beams that do a good job of wearing down an opponent's shields
and can punch holes in vital parts of enemy ships. Fighters are
very good at defeating very large and heavily armored ships.
In some cases a fighter can do more damage then even the best
torpedo and if the fighter survives, it can be used again.
Fighters can be destroyed by enemy fighters that can
gain a weapons lock as the fighters passes within close range of
each other as they close in on the enemy ship.
An enemy ship can fire a beam weapon at a fighter to destroy
it. Very few ships, however, can defeat a large scale
fighter attack with beam weapons along.
(3.05) WEAPON KILLING/DESTRUCTIVE POWER
The damage done to an enemy target is measured in two
different ways, killing power and destructive power.
Killing power is a measure of how deadly the weapon is to the
crew of an enemy ship. If a crew is killed off the ship is
rendered helpless and is easily captured.
The destructive power is a measure of how much damage can be
done to the superstructure, engines and weapon systems of an
enemy ship.
The greater the mass of the HULL of a ship the greater the
ship's resistance to the destructive power of enemy weapons.
More massive ships also have more powerful shields then less
massive ships.
(3.06) STARSHIP FIX / RECYCLE
After a starship has returned from a mission or has just been
constructed you can use the starbase to fix the ship. The fix
command will repair all the damage done to the ship in one game
turn. The star base fix mission will not upgrade the tech level
of any parts of the starship. When you fix a ship you have the
chance to load torpedoes or fighters onto the starship if it
can handle them.
Use the transporters to beam fuel and cargo onto and off the
ship. New ships begin the game with no fuel, unless the starbase
primary mission is set to refuel.
Player one (The Solar Federation) is the only race that can
upgrade the tech levels of an old starship. Their ships can
set their mission to "Super Refit".
(See 10.0 RACE ADVANTAGES)
The Starbase can also recycle old ships. When a ship is recycled,
using the recycle command, all the ship's weapons and engines are
removed and placed into storage. The hull is converted into minerals
and stored on the planets surface.
(3.07) FUEL
All starships use neutronium for fuel. Neutronium is a
superdense material found at the core of many planets. It is
also known as "neutronic" fuel. Fuel is millions of times
denser then common elements such as lead or gold. The fuel must
be stored in a very powerful inertial damping field to prevent
damage to the starship's superstructure. The amount of fuel
that a starship can carry is limited by the strength of the
inertial damping field only and not the cargo room available on
the ship.
Starships without fuel cannot attack enemy ships. Enemy ships
are not allowed to attack ships that are out of fuel, due to
the treaty of Nimbus 7. The treaty states "No ship may attack or
destroy a ship that is out of fuel. Such ships are helpless and
unable to protect themselves. Destroying helpless ships would
be a tragic and senseless loss of life."
Starships without fuel cannot cloak.
(3.08) CARGO
The cargo that a ship may carry includes supplies, colonists,
tritanium, duranium and molybdenum. If a ship has one or more
torpedo launchers the ship may carry torpedoes. If the ship has
one or more fighter bays the ship may carry fighters.
You can have the ship unload cargo onto a world that you
currently do not own. After one or more colonist clans are
unloaded onto a planet that planet then becomes yours the
following turn, unless there are enemy colonists already on the
planet, in which case a planetside war will take place.
Bad climates or amorphous natives may also kill off colonists.
Cargo can in an emergency be jettison into deep space to
make the ship lighter so the ship can travel faster or to
prevent an enemy from seizing the cargo if the ship is in
danger of being captured.
Ships can transfer cargo from and to any other ship located
at the same location in space. The command is designed mainly
for fuel tankers so they can transfer fuel to ships that are in
need of fuel.
(3.09) PRIMARY ENEMY
You can set the primary enemy of each ship. This is a
standing order to attack any ship that belongs to the primary
enemy race that is located in the same position in space.
A matching friendly code will override the primary enemy
setting as well as the kill mission.
Cloaked ships may not attack. The cloaking mission overrides the
primary enemy setting.
(3.10) SHIP MISSIONS
Each ship can perform one of eight various missions that
include exploration, lay mines, mine sweep, kill, sensor sweep,
colonize, tow and intercept. Some ships can cloak.
The exploration mission orders the ship to spy on planets to
see if any enemy colonists are living there and if they have a
starbase.
The lay mine mission reprograms the all torpedoes onboard a
starship to become deep space mines and lays them in a circle
around your current position ( if the Host has enabled the
mine field option ). (SEE MINE FIELDS 3.16)
The mine sweep mission has the ship fire its beam weapons
set on wide. The more beam weapon and the higher tech the weapons
the greater the number of mines that can be destroyed per turn.
The mine sweep mission will not destroy mines that belong to
you, but it will give you the location and size of the nearest
mine field that you own.
(SEE MINE FIELDS 3.16)
The Sensor Sweep Mission scans planets within 400 light years for
any readings that might suggest enemy activities.
The percentage odds that an enemy planet will show up on a
scan are:
SQR( Mineral_Mines + Factories ) * 0.2 - SQR( Planetary_Defence )
For every enemy planet within 400 light years.
Any planets with 100 defence outposts cannot be picked up on
Sensor Sweeps.
The kill mission orders the ship to attack all ships of any
race other then your own that are located in the same position
in space as your ship. Ships with the kill mission will always
fight first in a battle were there are ships attacking under
order of primary enemy. A matching friendly code will override
the kill mission, as well as the primary enemy setting
The colonize mission orders the ship to disassemble the
starship when it reaches an unowned planet and to use the ships
parts to make supplies for the colonists after unloading any
colonists, cargo and fuel on the ship to the planet's surface.
Most of the time it is best not to use the colonize mission.
It is usually better to beam the colonists down to an unowned
planet using the <C> ship command. That way you can reuse the
same ship again.
(SEE COLONIZE MISSION 3.14)
The tow mission orders the ship to lock a tractor beam on a
ship that is at the same position in space. The amount of fuel
the towing ship will burn is proportional to the sum of the
masses of both ships. If the ship that is the target of the tractor
beam has a warp factor greater then the ship using the tractor
beam the target ship will break free of the tractor beam if the
waypoint setting of the ship trying to break free is set to a
range that will take more then 1 month to travel to. If both ships
are using tractor beams on each other, the ship with the higher warp
factor will tow the ship with the lower warp factor.
The intercept mission orders the ship to intercept ships by
ID number. You can use list and view commands to find the ship
ID number of the ship you wish to intercept. Your ship will
follow the intercept target ship until your ship runs out of
fuel, the target ship disappears behind a planet or cloaks. The
intercept mission does not order the ship to attack the ship it is
intercepting. It will attack the ship if the "Primary Enemy" is
set to the race of the ship that it is intercepting. You
may intercept your own ships, if you wish.
Most races have an extra mission that is all their own.
Ships must have fuel to do the extra mission.
No matter which mission a ship is on when it enters a battle,
the ship will do it's very best to win the fight. Mission in no
way affects the way in which a ship will fight.
These are the ships that have a cloaking device.
Reptile Class Destroyer
Lizard Class Cruiser
Saurian Class Light Cruiser
White Falcon Class Cruiser
Swift Heart Class Scout
Fearless Wing Cruiser
Dark Wing Class Battleship
Resolute Class Battlecruiser
Bright Heart Class Destroyer
Deth Specula Class Frigate
BR4 Gun Boat
BR5 Kaye Class Torpedo Boat
Red Wind Class Carrier
Meteor Class Blockade Runner
D3 Thorn Class Destroyer
Dwarfstar Class Transport
D7 Coldpain Class Cruiser
Cloaked ships cannot attack or be attacked.
Ships without fuel cannot cloak.
(3.11) STARSHIP NAVIGATION
Your starship can be in orbit around a planet or in deep
space between the planets. Your ships that are traveling
through deep space will show up are green dots on all your maps
and charts. Your ship will also show up as a red dot on all
enemy charts in the same way enemy ships will show up on your
maps as red dots. The navigation map shows planets as white
dots. Any planets that you own will have blue circles around
them. If you have any ships in orbit around any planets they
will show up as green circles. Cloaked enemy ships are invisible.
The WAYPOINT is a point in space that you are setting a
course to travel to. The waypoint shows up on the navigation map
as a green circle with a green line running to your current
location. Use the arrow keys or the mouse to set a new waypoint.
If you set your waypoint on an object such as a planet or a
starship the green circle will turn yellow and the name of the
new waypoint will appear under the navigation map.
Starships with more then 89% damage ( except Lizard ships )
are unable to move.
Distance is the number of light years to your
current waypoint.
The number of light years a ship will travel in a
turn increases as a square of your warp factor.
Speed Distance traveled in a game turn
Warp factor 1 1 light year
Warp factor 2 4 light years
Warp factor 3 9 light years
Warp factor 4 16 light years
Warp factor 5 25 light years
Warp factor 6 36 light years
Warp factor 7 49 light years
Warp factor 8 64 light years
Warp factor 9 81 light years
Your E.T.A. is your estimated time of arrival at your
waypoint in months (game turns). E.T.A. is based on your speed
and distance.
There are three ships in the game that have GRAVITONIC ACCELERATORS
These are the Meteor Class Blockade Runner, the BR4 Gun Boat and
the BR5 Kaye Class Torpedo Boat. These three ships travel at a rate
of twice that of a normal ship. At warp factor 9 these ships will
travel 162 light years in one turn.
Please note ships are moved when the Host runs HOST.EXE.
The commands that you are inputting into the ship display screens
in PLANET.EXE are just that, commands. If the ship is able it
will do it's best to carry out your orders.
(3.12) FUEL
The amount of fuel needed to reach your current waypoint is
dependent on the ship's mass, warp factor and the type of
engine that the ship has. Tech one engines (stardrive 1's) are very
poor engines and waste large amounts of fuel at speeds above
warp factor one. Tech six engines are very fuel efficient at
speeds up to warp factor 6. At speeds above warp 6 the engine
begins to waste large amounts of fuel. The engine construction
screen will show you a graph of the fuel efficiency curve of
each engine type that you have both the engine tech level
and materials to construct.
It is a very good idea to invest the best engine technology
possible. With high tech engines your ships can
travel very fast and use very little neutronium fuel. Engines
may be the most important factor in expanding your empire faster
then your enemies.
The weight of your ship is the sum mass of all parts that
make up your ship. Mass includes the hull, engines, weapons,
cargo and fuel. The amount of fuel your ship needs to burn to
move increases proportionately to your ship's mass.
The max weight is the maximum mass your ship may have when it
has a full load of cargo and a full fuel tank.
(3.13) REPAIRS IN SPACE
Starships can repair damage in space using supplies.
Five supply units will repair 1% of ship damage. To repair
a ship just load the damaged ship with supplies and the
ship will be repaired next turn.
(3.14) COLONIZE MISSION
A NEW feature of version 3.0 is the starship recycle rate.
The Host person can set the recycle rate to any thing from
0% to 100%. Default setting is 75%. The Host person can
set the recycle rate using HCONFIG.
This is the percentage of the minerals that are recovered
from a starship that colonizes a planet. The minerals that were
used to build the hull and weapon systems are transformed back
into minerals and laid out on the planet's surface. Money
spent to build a ship cannot be recovered. Fighters are
recycled.
FOR EXAMPLE: You have a very old battleship with tech 3 engines
and laser beams and mark 1 torpedoes. You feel this
ship is outdated so you set the mission to
"Colonize". The Host program will unload all the
fuel and cargo from the ship and then convert a
percentage of the minerals that were used to build
the ship back into minerals. The torpedo launchers,
laser beams, engines and hull
are all converted back to a percentage of the
original minerals.
(3.15) ALCHEMY SHIPS
The Host person may allow alchemy ships to perform their alchemy
function or you may disable the function and the ships will behave
as standard freighters. HCONFIG will configure the
HOST to allow or not allow alchemy ships.
There are two classes of alchemy ships, the Neutronic Refinery
Ship and the Merlin Class Alchemy Ship.
The NEUTRONIC REFINERY SHIP can convert minerals plus supplies
to neutronic fuel (neutronium).
Here are three alchemy reactions that a refinery ship can use:
1 * ( duranium ) + 1 * ( supply unit ) ---> 1 * ( neutronium )
1 * ( molybdenum ) + 1 * ( supply unit ) ---> 1 * ( neutronium )
1 * ( tritanium ) + 1 * ( supply unit ) ---> 1 * ( neutronium )
The neutronic refinery ship will automatically perform the
refinery function if all three of the following conditions are
met. The ship will continue to refine fuel until one or more
of the conditions are no longer met.
(A) There is at least one KT of duranium or molybdenum or
tritanium on board the ship.
(B) There is at least one KT of supplies on board the ship.
(C) There is at least room for one KT of fuel in the fuel tank.
The neutronic refinery ship is a tech 9 ship with 10 engines
and 1050 KT of cargo room. Fuel tank will hold 800 KT of
fuel. The hull is very massive, 712 KT. The ship is armed with
6 beam weapons. This ship can produce up to 525 KT of fuel per
turn. The ship hull costs 970 magacredits to build.
To refine fuel, first unload fuel or transfer fuel to other
ships. Load the ship with half supplies and half minerals (any
type or mix of). Now you just wait until next turn and the fuel
will be produced and stored in the refinery ship's fuel tank.
-----------
The MERLIN CLASS ALCHEMY SHIP can convert supply units into minerals.
Here is the chemical reaction:
9 * ( supply unit )----+---> 1 * ( duranium )
+---> 1 * ( tritanium )
+---> 1 * ( molybdenum )
9 KT units of supplies yield 1 KT of duranium and 1 KT tritanium
and 1 KT molybdenum.
The ship will continue to convert the supplies to minerals as
long as the following condition is met:
(A) There is at least 9 KT of supplies on board.
The Merlin Class Alchemy Ship is a tech 10 ship with 10 engines
and 2700 KT of cargo room. The fuel tank can hold 450 KT of fuel.
The ship's hull has a mass of 920 KT, which makes it one of the
largest ships in any fleet. The ship is armed with 8 beam weapons
and costs 840 magacredits to build. The ship can produce a maximum
of 900 KT of minerals per turn ( 300 KT duranium, 300 KT tritanium
and 300 KT molybdenum ).
To transform minerals, just load the ship with supplies and
wait till next turn. The supplies will be turned into minerals
automatically.
(3.16) MINE FIELDS
The Host person may choose to have mine fields or choose not
to have them. The Host person can use the HCONFIG program
to turn the mine fields off and on.
A mine field is a small area of space that is peppered with
warheads that track and launch themselves at passing enemy ships
that are unlucky enough to trigger one of them.
Mine fields are formed when a starship with torpedoes chooses
the mission "Lay Mines". All the ships torpedoes are taken apart
by the ships chief engineer and reprogrammed to serve as deep space
mines. High tech torpedoes are divided into several smaller
units that can cover a greater area of space.
If a ship lays mines inside an established mine field, the
new mines will become part of the existing mine field if the
mine field belongs to the ship's race.
The number of mine field units = number of mines * ( tech level )^2
The radius of a mine field = SQR( number of mine field units )
Example:
(100 tech 6 mines would yield 3600 mine units)
(the mine field would have a radius of 60 light years)
(the mine field would be 120 light years across)
An enemy ship has a 1% chance of hitting a mine for every light
year traveled. It is very likely that a ship that travels through
the above example mine field (all 120 light years of it) will
hit a mine, but there is still a slim chance that the ship won't.
The amount of damage done to a ship depends on the mass of
the ship's hull. Cargo and fuel masses will not help to
save the ship.
Damage% = 10000 / ( the hull mass )
A ship with a hull mass under 100 KT will be destroyed by a
single mine. Most battle ships are over 500 KT so they can
take 5 or more mine hits before being destroyed.
A ship that is under tow (being towed) cannot be hit by a mine.
Web mines are much smaller then normal mines, but are much more
difficult to travel through. There is a 5% chance of hitting a
web mine for every light year that you travel through. A web
mine does 10% of the damage of a normal mine but causes your
ship to become stuck in the web and your ship will be forced to
stop moving. Next turn you may set a new waypoint and warp out
of the web mine field and hope you don't hit another web mine.
Web Mines Damage% = 1000 / ( the hull mass )
Web Mine fields drain fuel from all enemy ships within the field
at a rate of 25 KT per turn, per field.
Starships with beam weapons that are inside one or more enemy
mine fields can destroy the mines using the "Mine Sweep" mission.
The ship will fire its beam weapons at random and at a wide setting
to blanket an area of space with energy that will knock out the
mine field. The mine field will shrink in size as the outer
mine units move inward so that the same level of protection is
constant throughout the mine field.
Starships must have fuel to mine sweep or lay mines.
The number of mine field units that are destroyed per turn by
a ship doing a mine sweep depends on the number of beams weapons
and their tech level.
number of units destroyed = ( number of beam banks ) * ( beam tech )^2
Examples: A Battleship with 10 heavy phasers ( tech 10 )
can destroy 1000 mine field units per turn
A Scout with 2 X-Ray Lasers ( tech 2 ) can
destroy 8 mine field units per turn
One mine field unit is destroyed per turn through natural
causes.
(3.17) ORDER OF COMBAT
All ships with "kill" missions will fight first.
In the sub order
Ships that have a great number of weapons
Ships that have any weapons at all
Armed ships and unarmed ships
Alchemy ships
Ships with the "primary enemy" set fight second.
In the sub order
Ships that have a great number of weapons
Ships that have any weapons at all
Armed ships and unarmed ships
Alchemy ships
Ships with the same friendly code WILL NOT FIGHT.
Matching friendly codes override the primary enemy setting and
the kill mission.
(3.18) COMBAT LAWS/RULES
1. Amount of damage done to a ship decreases as the
mass of the ships hull increases.
2. Fighters are launched first.
Torpedoes are armed second.
Beam weapons fire last.
3. Ship shield strength is carried over from the last battle
during the same turn.
4. Beam weapon banks with more then 60% energy will fire at
enemy fighters.
5. When a ship's crew is dead the ship is captured.
6. Fighters tend to do more damage to larger ships then
torpedoes.
7. Torpedoes and beam weapons tend to do more damage to smaller
ships then fighters.
8. Ships with the same friendly code WILL NOT FIGHT.
Matching friendly codes overrides the kill mission and primary
enemy settings.
9. Ships without fuel cannot attack enemy ships.
10. Ships without fuel cannot be attacked.
11. The more massive a ship the stronger the shields are.
------------------------------------------------------------------------------
(4.0) STARBASES
Starbases perform many important functions. They can construct
one new starship per turn if they are ordered to do so and they
add to the planets defenses by being a fighter base and defense
platform.
(4.1) DEFENSE AND FIGHTERS
You may add to the starbase's defense strength through the
use of duranium and megacredits. The higher the defense strength
of a base, the better able the base is to adsorb damage from
attacking enemy ships.
You may build and store up to 60 fighters in a starbase and
you may put fighters on board any starship equipped with fighter
bays. The fighters onboard a starbase will be used to defend
the base and planet against attacks from enemy starships.
If a planet comes under attack the fighters on a starbase and
the fighters on the planet's surface are launched against the
attacking ship. Defense posts on the planet's surface and the
defense weapons on the starbase will be fired against the
attacking ship. The higher the defense strength of both the
planet and the starbase, the greater number and power of the
planetary beam weapons.
The defense_factor = 100 + starbase_defense + planet_defense
You can compare this defense factor with starship defense
factors, which are equal to the empty hall mass of the ship.
Defense factor is the resistance to enemy fire,
in both shield strength and damage resistance after the shields
are down.
The number of beam weapons that a planet/starbase has equals
the square root of one third the defense factor.
number_of_beams = SQR( defense_factor / 3 )
The tech level of the beam weapons is the square root of one
half the defense factor or the beam tech level of the starbase, which
ever is higher.
tech_of_beams = SQR( defense_factor / 2 )
(4.2) A BASE'S ROLE IN SHIP BUILDING AND ARMING
Each starbase has four independent tech levels. The four
areas of technology are starship hulls, starship engines,
starship beam weapon and torpedo launcher construction.
The starbase can fix one damaged ship per turn that
is in orbit around the same planet as the starbase. Starbases
may also recycle one ship per turn. When a ship is recycled the
engines and weapons are placed in storage and the hull is
converted to minerals.
Starbases can build both torpedoes and fighters. The
starbase can load torpedoes and fighters onto ships that
are equipped to handle them by using the "fix" starbase command.
When you build torpedoes remember to build only the torpedo type
that matches the launcher types that you are using on your ships,
otherwise the torpedoes will remain in storage.
Starbases can construct one starship per turn from starship
components in storage. You can also construct and store new
starship components such as hulls, engines and weapons for use
at a later time.
(4.3) STARBASE ORDERS
You can give a starbase a primary mission order.
The primary base order instructs the base to take one of
five automatic actions.
1. Refuel: The base will load neutronium onto any
ship at the bases location that is of
your race or has the same friendly code
as the planet.
2. Max defense: The base will automatically build
up starbase defense strength to max.
3. Load Torpedoes: The base will automatically load
torpedoes of the proper type onto all
ships that have torpedo launchers at
the base location that is of your race
or have the same friendly code as the
planet.
4. Unload Freighters: The base will automatically
unload all cargo from ships at the
base location that are of your race
or have the same friendly code as the
planet.
5. Repair Base: The base will repair damage done
to the base by enemy ships.
6. Force a Surrender: This will force any enemy starship at
the starbase's location to surrender to
the starbase's race if the friendly code of
the enemy ship and the planet match.
The base will also force a surrender of ships
that have no fuel. Lack of fuel overrides friendly
codes that don't match.
(4.4) PLANETARY / STARSHIP FRIENDLY CODE
The friendly code is used when your ship is in orbit
around an 'enemy' planet with a matching planetary friendly
code and a starbase that has it's primary mission orders set to
refuel, load torpedoes or unload all freighter cargo.
Ships with the same friendly codes will NOT attack each other.
Ships with the same friendly code as the planet will NOT
attack the planet.
A starbase with the primary mission orders set to refuel
acts as an automatic refueling station to all ships that stop
there that have the same friendly code as the planet. This is so
different races can share fuel and torpedoes in the event they
form an alliance against a common enemy.
A planet side transporter cannot transport cargo to an "enemy"
ship. A ship's transporter can transfer cargo to an "enemy" ship.
Starships may choose a "gather" mission. If the friendly code
of the ship and the planet match or you own the planet the ship
will search the surface of the planet for a mineral and beam the
mineral back aboard the ship until the ship is out of cargo room.
You may gather (beam up) neutronium, duranium, tritanium,
molybdenum and supplies. Ships will lock onto and beam up only
one mineral type per turn.
The gather missions are meant mainly for trading. A freighter
can fly up to an enemy planet with the same friendly code and
drop off a full load of one type of mineral and pick up a full
load of another in a single turn.
(4.5) STARBASE SCANNER
The starbase scanner is the same as the planetary scanner.
You can move the scanner beam around with the arrow keys or a
mouse. You can use the beam to view or list enemy and friendly
ships traveling through open space or in orbit around any of
your planets. The circle at the end of the beam is green, but
when you move the beam locks onto a planet or ship it turns
yellow. Enemy ships show up as red dots and friendly ships show
up as green dots. Planets with blue rings are ones that you
own. Planets with green rings have one of your ships in orbit
around them. Enemy ships can hide behind planets that you do not
own and do not have a ship orbiting.
After locking onto a planet that you own you may hit the
<X> key to jump to the other planet.
(4.6) STARBASE FIX COMMAND
Will repair all damage to the one starship. The repairs
will be finished next turn. If the ship has torpedo launchers or
fighter bays and cargo room, you may load torpedoes or fighters onto
the ship. You may load torpedoes and fighters onto as many ships
per turn as you wish, but you may only repair the damage of one
ship per turn. Refit will NOT upgrade the engine or weapon
systems of a starship.
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(5.0) THE STARCHART
The planets always have the same names and positions in space,
only their stats are different in every game.
The starchart map shows planets as white dots, your ships as
green dot and enemy ships as red dots. Any planets that you own
will have blue circles around them. If you have any ships in
orbit around any planets they will show up as green circles.
Use the arrow keys or the mouse to move around the
starchart. When you move the red cross in the middle of the
screen on top of a planet or a starship, a pair of arrows from
the sides of the screen will indicate a lock on that object. The
name of the object will appear in the information box.
If you press the left mouse button you will lock onto the
nearest planet. If you are very near a ship in deep space the
right button will lock onto that ship.
When the object you have locked onto is one of your ship's you
may press the <F1> button to switch to that ship's control
screen.
If the object is a planet that you own you may press the
<F5> to see a mineral / native life survey or you may press the
<F2> button to switch to the planetary control screen.
If you have a ship in orbit around an enemy or uncontrolled
planet you also use the <F5> button to see the mining survey.
The <S>earch command allows you to search for any planet by
ID number (1-500). After giving an ID number from 1 to 500 the
starchart will lock onto that planet.
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[ Continued... SEE PLANETS3.DOC ]