The document provides a manual for a space simulation game set in the Local Group, which is a cluster of stars unable to communicate with Earth due to one-way hyperspace travel. The manual describes gameplay, spacecraft systems, and other aspects of the simulation.
The Local Group was discovered after an alien hyperspace booster was found, allowing much farther travel than previously possible and leading to the establishment of human colonies in the cluster cut off from Earth. The area contains remnants of an earlier alien civilization.
Spacecraft systems described include the bridge, cargo hold, crew quarters, defense systems like shields and weapons, mining equipment, sensors, shuttlecraft, and more.
Written & Designed By
Thomas R Carbone & William G M Leslie III
Atarl XElXL Version By Thomas R Carbone & William G M Leslie III Apple 1/ Version By Kevin G Zerber IBMlZenlth Version By Thomas R Carbone Production The Repich Group, Inc. Sample Game Text Barbara Baser Atarl 3D Graphics Subroutines Wil1iamVolk loiS-DOS Tl'lldemarlloIMieroIoft, Inc. IBMPC.IBMiXT.I8Mpe;, and I8M ... T_ T...o.I'I'IWtraoll8M Corponllicn Z-IOO Zenitl o.laSyst.n&, he. Apple 1/, roe. Ala'; 800, Atali aooXL AIiIrII200Xl, ",t.; 65XE.1WId A"; l30XE _ T 01 Alari Corp. AlariVeraicn C,..tedln panuting-..lfORTH IntemalioMl, Tue5OII,AZ. 85713USA. au.don fig-FORnt, prOided Ihrough I1.COIriwfol FortIIn",.tGroup. POBoI: 1105, s-nc.ano.. CA Ml70 DOS '-3 ;. e CXIp1righI8d pt'OQI'WII 01 Corr9.t1llr, Inc..Iicer...:I kI 0fmih0lcI So'-a. Ine. . klck..u". b we orlty in c:ambinll1ion wilt! Om'litWld. Un ........ Apple Sottw.r..t..II nIIl be oop;ed ontl anotlet (aOBpl b IIrdM lit' In kl"..!'I"IOIY u ...... panol I1.",eeuton When 1.JIW_ .... AppIeRl"""" Ihdnotbe UHd by MY 011 PfOII'WTI. DISCLAIMER FOR THE APPLE /I VERSION: -Apple CofrlJU." no eilhet apr_ fit ir!1iMld. regarding fle endoud RlIIwwa pKMge, "..,cnanlabirrty fit is 1.,_ for anr par!io,.Ilar p.,ItpOM. The .. duIlon 01 notpelTT'litwtd by _ .". The iUIoY dution nwy not.ppIr tI rou. Th;' watrafI!y you with lP'df\C:"gIII rights. There""r be ofl. righla}'OU ""r ha .... rIhic:h IIV'f Irotn alii. tlllII . - Ormitrend". UniY.,.. 11185, 1_, 1987OrmiIflllldSoftllllare. he. TABLE OF CONTENTS Introduction 1 History of the Local Group Getting Started 3 Game Warranty & Repair 5 How to Use This Manual 6 Running Universe on Your Computer Playing Universe 9 Sample Game 15 Spacecraft Systems 17 Navigation & Orbits 19 Commerce in the Local Group 21 Using Menus 22 Sound Effects & Their Meanings Construction 23 Mortgage 24 Buying a Ship 25 Creating the Player Disk Flight 27 Drive Systems 30 Weapon Systems 32 Docking Control 36 High-Definaion Scanner 37 Mining Systems 39 Trade Systems 42 Report Status 43 Program Control 44 Save Game INTRODUCTION HISTORY OF THE LOCAL GROUP History During the laner part of the First Stellar Expansion, it became evident that the technology from planets in the Home Cluster could not support the ever expanding colonization effort. The hyperdrive had opened an era of fast. economical travel between the stars. Journeys that used to consume decades could be made in a matter of days. However, the hyperdrive was nol without its problems. Its unrefueled maximum range was a major limitation. After 3 or 4 hyperjumps, the ship would be completely out 01 the inhabited regions, with nowhere to refuel. Its fuel capacity was also part of the second limitation: the so-called "Mass Limit." Stated simply, the mass limit sets a severe limit on the maximum size of a spacecraft that can enter hyperspace. Because of these limitations, the experts were predicting an end to the rapid expansion that had previously characterized Earth's emergence as an interstellar civilization. In 2105, a research ship travelling through the far reaches of the Tau Ceti starsystem discovered a huge alien artifact. Entire scientific communities came to study the artifact and, several years later, the purpose of the great machine was discovered. It was a hyperspace booster. It had the capabili ty to -push- spacecraft not tens but thousands of lightyears. Since the booster itself did not enter hyperspace, ships up to the mass limit could travel a thousand lightyears with minimal power use. Years of research continued. Why had the aliens abandonded the booster? Where had they gone? The scientists were unable to say. The booster contained a mapping system depicting mill ions of stars but very few of them had received any special mention. Finally, the control system was deciphered and test flights were made. They proved the machine to be fully functional and technician's knowledge of the control system adequate enough to anow regular use. The Second Stellar Expansion started. You are in a cluster of stars known as the Local Group. The LG is unable to communicate with Earth because travel using the booster is strictly oneway. Packages from Earth arrive every 25 days, with examples of the the latest developments in technology. They appear somewhere in orbit around Axia, your home planet and the first colony of the Local Group. Although progress has been swift during the 200 years history of the Local Group, the colonies still lag behind Earth's level of development; the packages are vital. Some of the planets in the LG haven't even progressed as far as Axia because of environmental and cultural differences. Your own planet was specially noted by the aliens who built the booster and there is evidence that there were colonists on the planet belore the humans arrived. All is not well now in the Local Group. There are many documented cases of slave trading, oppresive governments, and piracy around some 01 the less developed worlds. But far worse is the distreSSing news from Axia that for the past 80 days, not a single package has arrived from Earth. None of the previous communications had mentioned any difficulties on Earth or with the booster. Rumors about what has happended to the booster are rampant . Some suggest that the Earth was attacked by aliens, or that the booster has broken down, or the originals owners returned to take their machine. Whatever the reason may be, the Local Group is now on the verge of complete panic. INTRODUCTION 1 HISTORY OF THE LOCAL GROUP Only 15 days ago, the Axian Central Educational Institute announced that it had evidence pointing to the presence of a second hyperspace booster - somewhere in the Local Group. Your mission: locate the hyperspace booster. Your ship and crew aren't free, however, so during the course of your search, you are going to have to earn a living. 8e the first to find the second hyperspace booster and your fortune is made. Fail , and a civilization encompassing 21 inhabited planets and 20 billion people will fall. The need for a hero has never been greater. 2 INTRODUCTION GETTING STARTED GAME WARRANTY & REPAIR Technical Questions Should you experience a problem in running this software on your computer, Omnitrend Software, Inc. provides telephone assistance several times per week. You may call (203) 6586917 to find out the current assistance schedule. We regret that we cannot answer any questions regarding the play of the game or provide hints. Should you run across a bug in the program, please drop us a nole. Be sure to include the version number of the game (this can be found on the title screen after the scrolling text sequence in Construction) as well as a description of the computer you are using. All correspondence regarding the game should be mailed to: Omnitrend Software, Inc. MIS 11 P.O. 90,3 West Simsbury ,eT 06092 Limited Media Warranty Omnitrend Software, Inc. warrants all media for a period 01 ninety (90) days from the date 01 purchase. Should you experience a problem within that period. return the defective disk along with dated prool-ol-purchase. Should you have a problem out 01 warranty, Omnitrend Software, Inc. will replace a defective disk for $6.00. We regret that we will be unable to return any packing materials you use to Ship your disk. Defective disks should be returned to: Omnitrend Software, Inc. MIS 10 P.O. Box 3 West Simsbury, CT 06092 Omnitrend Software, Inc. win not be responsible for replacing free of charge media within warranty that has been subjected to misuse, damage, or excessive wear. Limited Software Warranty This software and the enclosed manual are sold As is without warranty to their performance. The entire risk as to the results and peri ormance of the program is assumed by you. The limited Software Warranty is the only warranty of any kind, either expressed or implied, including but not limited to the implied warranties of merchantability and fitness for a particular purpose that is made by Omnitrend Software, Inc. Neither Omnitrend Software, Inc. nor anyone else who has been involved in the creation, production, or delivery of this program shall be liable for any direct, indirect, consequential, or incidental damages arising out of the use, the results of use, or inability to use such product even if Omnitrend Software, Inc. has been advised of the possibility of such damages or claim. Some states do not allow the exclusion or limitation of liability for consequential or incidental damages, so the above limitation may not apply to you. GETTING STARTED 3 GAME WARRANTY & REPAIR Copyright The enclosed software is copyrighted and aU rights are reserved by Ornnitrend Software. Inc. Copying (except for one backup for those disks that provide for it), duplicating, selling, renting, or otherwise distributing this product is a violation of the law. The enclosed manual is copyrighted and all rights are reserved by Omnitrend Software, Inc. The manual may not, in whole or part, be copied, photocopied, reproduced, translated, or reduced to any electronic medium or machine- readable form. Willful violations of the Copyright Law of the United States can result In civil damages of up to $50,000 in addition to actual damages, plus criminal penalties of up to one year imprisonment andlor a$l 0,000 fine. 4 GETTING STARTED The size and complexity of Omnilrend's Universe can be quite imposing at first glance. However, it is not necessary to know many of the details in order to start the game. Much of the manual covers equipment and maneuvers which you will not need to know until much later in the game. This section of the manual deals with the material that you will need to start the game. Recommended Reading List ') Spacecraft Systems 2) Navigation and Orbits 3) The On-Board Computer 4) Commerce in the Local Group 5) Using Menus 6) Sound Effects & Their Meanings 7) Running Universe On Your Computer After you have read these sections, flip to the sample game. This will lead you through the construction of a spacecraft and a trading voyage. If you have any problem with the terms used, check the Glossary for details. The chapters Construction, Flight, and Starport explain how to run the program, while Playing Universe explains the overall theory behind the various systems on your spacecraft and how they work in concert. Use the Appendix to find a particular piece of information, such as the minimum orbit radius for Kiskismok, for example. Special Manual Notations Whenever the manual refers to a certain key on a keyboard, the following notation is used: If the Key Is the Same for All Computers - it is written like this: [a}. This means that you would press the lener '0' to perform a particular function. HOW TO USE THIS MANUAL If the Key Is Djfferen! for Each Compyter - it is written like this: [starvOiFl]. This means that if you have an Alari you would press start, if you have an Apple you would press Q, and if you have an IBM you press Fl . The key codes are always presented in the order Alan, Apple, IBM. ________________________ GEITINGSTARTED 5 RUNNING UNIVERSE ON YOUR COMPUTER Atari XElXL System Requi rements Alan BOO, Alari BOOXL, Alari 1200XL, Atarl 65XE. or Atari 130XE, , or more diSk drives. Starting Omnltrend' s Universe Omnitrencfs Universe comes on 4 disk sides: Construction, Fl ight 1, Flight 2, and Starport. During play, a fifth disk is created called the Player Disk. To start the Construction, Flight" or Starport disks, place it in drive 1 and switch your computer on. If you have an XL or XE. you must hold down the option key while turning the power on. Release the option key after 2 seconds. Using Universe With Two Drives With the Cgostruction disk - Boot the Construction disk as you normally would and begin playing. The program will ask you if you want to use 2 drives after the section where you purchase a spacecraft. Leave the Construction disk in drive 1 and put the Player disk in drive 2. Press option. When the computer asks you to insert a different disk, (ex. Please Insert the Starport Disk) use drive 1. The Player disk should always remain in drive 2. With the Flight 1 & Flight 2 disks - Put the Flight 1 disk side Into drive 1. Boot the computer. When the "Insert Player Disk and Hit Return" display appears, place the Pl ayer disk into drive 1 and the Flight 2 disk side into drive 2. Hold down the start key and at the same time, press return. Do not release the start key until the computer beeps. With the Stamort disk - Boot the starport disk. When the "Insert Player Disk and Press Return" display appears, place the Player disk in drive 1 and the Straport disk in drive 2. Hold down the ; GETTING STARTED start key and al the same time, press return. Do not release the start key until the Customs display appears. Both disks will remain in their respective drives. MakIng Backup DIsks Omnitrencfs Universe is not copy prolected. Be sure that you make copies of the disks and store the originals in a safe place. Apple /I System Requirements Applen, Applen+, Apple /lc, Apple /le, or Apple figs with at least 48K memory and 1 or more disk drives. Starting Omnltrend' s UnIverse Omnitrend's Universe comes on 4 disk sides: Construction, Flight, Flight 1, and Starport. During play, a fifth disk is created called the Player Disk. To start the Construction, Fl ight " or Starport disks, place it in drive' and switch your computer on. One and Two Drive Use Universe may be played with 1 or two drives. It is recommended that two drives be used. When you boot the Flight or Starport disks, the computer will ask you to select one or two drives. You will then be prompted to insert the correct disks at the correct time. MakIng Backup Disks Omnitrend's Universe is not copy protected. Be sure that you make copies 01 the disks and store the originals in a safe place. RUNNING UNIVERSE ON YOUR COMPUTER IBM System RequIrement s Any IBM computer or IBM compatible, 192K memory, eGA or equivalent. Starti ng Omnltrend' s Universe Omnitrend's Universe comes on 2 disks: Starport and Flight. The Starport disk contains the programs CONSTRUe and STARPORT. The Flight disk contains the FLIGHT program. Bolh disks contain several data files used throughout the game. Whenever the manual refers to booting a particular program, simple run the appropriate file. Program and data fil es must reside on the same disk, and this disk must be the PC-DOS default drive. Players with two drives will want to use drive A for the Starport and Fl ight disks and drive B for a disk containing Player files. One drive users follow the same system, except that drive B is "i maginary" . This means that one drive players will be prompted to swap the Player and Starport or Flight disks. In both single and dual drive modes, users should prefix their Player file name with "S:". Making Backup Di sks Omnitrend's Universe is not copy protected. Be sure that you make copies of the disks and store the originals in a safe place. ________________________ GETTINGSTARTED 7 PLA YING UNIVERSE This is a sample game that you can play in order to learn more about Universe. This sample game is by no means the best or only way to play and after playing it, you may want to create a new ship and start over. doing things your own way. This sample game is a step-by-step guide which covers everything from getting a loan to trading products on at another planet. Beginning the game Boot the Construction disk. Turn to the section "Running Uni verse On Your Computer" if you do not understand how to do this. The game logo will appear, some messages will scroll by, and the theme music will play. Aher the music, the copyright notice and game version will be displayed. Next, you will be ushered into the office of the Axian Central Bank and confront a loan officer who will coerce you into a loan. The only thing you need to do here is to select the number years in which you want to payoff your loan. Start high ... say' 0 years. After the red tape is out of the way. you will end up at the shipyard where you will have to select aship design. At the shipyard. you should purchase the cheapest design with the most hull space (every penny counts!). Here's how: Press the {selecVE!F2] key. The screen will clear and you will be asked for a design number. If you are playing on an Apple /I enter 2. on the the Atari and IBM you should enter 3. After typing in any numbers, you should press [retum]. After this. your ship's data will have to be stored. On the Apple /I and Atari versions. you will have to create a Player disk. Just follow the directions on the screen. The IBMlZenith version stores the data in a Player file. You will be asked to enter a name for the Player file. for example. -B:SAMOYA-. The file name must be in upper SAMPLE GAME case letters and it must not have a suffix (the program will do that for you). Now that a Player disk (or file) has been created, you can run Flight Building Your Ship Atari players should boot the Flight 1 disk. Apple /I player should boot the Fl ight disk. IBM/Zenith player should run the FLIGHT program. IBMlZenith players will be aksed to enter the name of the player file. The Apple /I and Alari players will have to swap a few disks. Just follow the instructions on the saeen. Now you are at the Main Flight Menu. The menu entry we are interested in right now is Docking Control. Use the [oplionJW!F3] key to move the arrow to Docking Control and press the [select/E!F2) key enter that section. The screen will blank out and then show you the docking maneuver. When you have safely arrived. you will be presented with a menu of three options. The first is Place Parts. This is where you will build your ship from the items in the loan package. Use the (optionJW/F3) key to move the pointer to Place Parts and press the (selecVElF2] key to enler that section. The next screen will show you your ship's skeleton and a guided tour of each of its sections. The ship you have purchased has six sections, each capable of holding a pre- determined number of hulls. To place hulls in the skeleton of your ship, first enter the section number. then the number of hulls to place in the section and then press (return] . Place all 31 hulls in section 4. WHen aJl the hulls are in place, press [starVQ/F1j to store them there permanentiy. ______________________ PLAYINGUNIVERSE9 SAMPLE GAME Placing Parts on Your Ship Notice that each part has a size. The size represents the number of hulls it takes to store that part. Thus, a part of size 5 would not fit in a ship section that only has 3 hulls installed. The parts provided in the loan package will take all 31 hulls. To place parts, enter the section number where you want the part to go and then lock it in place by pressing [selecVE!F2J. Continue in this manner until all of the parts have been stored on the ship (the last one is the Skandis Mass Storage unit). After you place the part, it will remain on the screen as though it didn' ~ t a k e . This is Universe's way of telling you that it's the last part. Lock all of your selections in place by pressing [starVO/F1]. You will be returned to the Drydock Menu at this point. Look at the bottom of the screen. You should see Undistributed Parts: o and Undistributed Hulls: O (Apple If and IBM versions only). If you don' see zeroes after each of the items, you haven't placed all of your hulls or parts. Select Place Parts again and the computer will show you what you forgot to place. There are 3 parts you received with your Merchanfs loan Package which are very energy inefficient. These are: the Sub-light Ion Drive, the Manx Orbital Scanner, and the Quentrix Shuttle. Since there are better parts on the market that you can afford right now, you'll want to sell these. To do this, use the [option/W/F3] key to move the pointer next to Parts Removal and press the [selecUElF2] key to enter the section. Inside Parts Removal, you'll see the names of all the items on your ship. Use the [selecVEIF2] key to move the pointer to item #1 (Ion Sub-light Drive) and press the [space bar] to change its status (at the bottom of the screen) from "maintain" to sell". Sometimes you'll get credits for the item and sometimes not. It all depends on the sophistication of the part. Do the same thing for the scanner and the shuttle. When you've changed the status of the 3 parts from "maintain" to sell", press the [start/Q/F1] key to retum to the Drydock Menu. Now use the [optioniW/F3] and [selecVElF2] keys to enter Purchase Items. On the Purchase Items display, you'll see 8 boxes with different categories of items for sale. The pointer starts off in the Parts box. Press the [selecVEIF2] key to activate this box. You are going to purchase 3 parts to replace the ones you just sold in Parts Removal. The sub-light drive you'll want is system number 1 and part number 5 so enter 1 in the System Section and 5 in the Part # section. The computer will automatically fill in the quantity and compute the price. When the price is displayed, press the [selectlE!F2] key to purchase the part. If you wish to abort a purchase, press the [optioniW/F3] key. Use the same process to purchase system 7, part 28 and system 28. part 72. Press [return] to exit the Parts box. Press [option/WIF3] to move the pointer to the are 4 box. Press [selectlEIF2] to activate the box and enter 20,000 to purchase 20,000 units of are 4 (do not use a comma) . There is a small handli ng charge on all are 4 purchase. When the price for the are 4 is displayed, press [selecVElF2j to purchase the ore and then press {return] to exit the are 4 box. Now move to the Programs box. Activate the box and purchase programs 6 and 9 (Shuttle Control and Markel). All programs cost the same amount. Remember to press [relurn] to exit the box. Every ship needs a crew, so move to and activate the Crew box. Your ship has accomodations for 40 crewmen, but you don't need that many to operate it at this point. Hire 15 (the union scale is quite steep!) . pressing (selecVE/F2] and then [return] to exit the box. 10 PLAYINGUNIVERS ----------------------- You are going to need to feed your crew, so activate the Provisions box and purchase 2000 provisions (remember, no comma). Exit the Provisions box and then press [starUQ/Fl) to exit the Purchase Items section. At the bottom of the Orydock Menu screen, you should see Undistributed Hulls: o and "Undistributed Parts: 3" (Apple /I and IBMlZenith only). That's right! You have just purchased 3 parts, so you're going to have 10 place them before you leave the drydock. Enter the Place Parts section. Place the parts as you did before (enter the section number and then press [selecVEIF2) to place them). When the last part has been placed, press (startlO!FI ] to return to the Orydock Menu. Make sure Undistributed Parts: o appears (Apple /I and IBMlZenith only). Now press [startlQ/F1] to exit the drydockand return to the Main Flight Menu. Se"lng Up Your Ship's Computer Operations Now enter the Program Control section. In Program Control, you'll see 3 columns titled "Priority", Status", and "Loading". Use the [optionlWtF3] key to move from column to column. Move to the Status column. Use the [up arrow] and {down arrow] ([I] and 1M] on older Apple Irs) to select different program names. When the pointer is at Shuttle Control (number 6), press IselectlElF2] to change its status to Run, press loptionlWtF3) to move to the Loadi ng column, and then press [select!ElF2] to change the loading status 10 Auto. Now do the same for Sub-light Navigation (number 7) and Market (number 9). Press the [starVQ/F11 key to exit Program Control and go to Save Game. Press [sel9CVElF2] to enter this section to save your game up to this point. As you've seen, getting started takes quite a while, so irs a good idea to save your game at this point. Now, if something awful happens, you won't have to go through these steps again. SAMPLE GAME Make a back-up copy of your Player disk (or Player file). Apple 11 players can use COPYA to duplicate the Player disk. Atari players can use the built-in disk duplicator in the Save Game section to copy the Player disk. IBMlZenith players can use the normal file copy command to copy the Player file (make sure that you change the file extension). Now on with the game! Changing t he Pl anetary OrbIt and launching Your Shuttl e Run Flight again. When the Main Flight Menu appears, select Drive Systems. Then select the Sub-light drive section. Press (optionIWtF3) to switch your view to Planetary Scale. Now press [sel9CVElF2] to start a planetary scan. The computer will scan the planet a generate a polar view map. In order to land a shuttle on the planet, you need to get as close to it as possible so that the shuttle doesn't run out of fuel and crash. The closest you can approach any planet is 1.05 times the planers radius. Axia has a radius of 6300 km, thus the minimum orbit radius is 6615 km (1.05 x 6300 _ 6615). You can look up a planet's minimum radius orbit in the Appendix on the PlanetUst. When the planetary scan is completed, a cursor will appear next to the "R:" (radius or rho). Enter 6615 and press [return]. Enter zeroes for the next 3 values (E. TE. and T) . You will receive the message "Manual Entry . Press [selecVEtF2] to calculate the transfer's energy/ore requirements and press {selecVEIF2j again to execute the transfer (a transfer is the process of changing the spacecraft's orbit). When Solar Scale" appears at the bottom of the screen, press IstartlQIF1) to return to the Main Flight Menu. ________________________ PLA Y/NG UN/VERSE II SAMPLE GAME Enter Trade Systems and from there select launch Orbiters. Although the launch Orbiters screen looks confusing, it's really very simple. Press [selecVE!F2J to load energy into Shuttle 1. Enter 30. This meanus that you have fueled the orbiter to 30% of its total capacity. Now press the (optionIWlF3J key to move the pointer to the crew section and press [selectlElF2] to load the shuttle crew. Pressing (optionIWIF3) again would allow you to load ore and passengers, but since you're just starting out, you've done all you can. Press (startlOlF11 to launch the shuttle. If you wish 10 abort a shuttle's descent and have it return to the ship, press the number key corresponding to the shuttle's number (ex . shuttle 3 is 3) . After the launch. your altitude will displayed at the bottom of the screen. This will decrease until you reach the surface, at which time it will change to -A: Arrived-. In addtion to youyr altitude, energy usage and shuttle damage point level will be displayed. When you arive at the starport, you will be told to proceed directly to Customs. You must now boot the Starport disk (or run the Starport file). See the section Running Universe On Your Computer if you do not understand how to do this. Once in the Starport, you will be run through Customs. Since you aren, carrying any products, it will let you proceed directly to the StarportMenu. First thi ngs fi rst. let's get some passengers. Enter the Traveler's Terminus section. This works the same way as the Flight Menu. Once you are in the Traveler's Terminus, enter [Ll to load passengers. You will be asked which orbiter to load them on and how many you wish to load. Your shuttle can only hold 5 passengers at a time, so ask for 5. When you've loaded the shuttle with passengers, press [escape] to exit. Buying Merchandise and loading It on Your Shuttle Here's where the fun starts. Enter the Buyer's Board. You will be presented with a confusing array of products, which are constantly changing. The idea is to select items you can afford and to make sure that you don't buy more items than your shuttle can carry. The shuttle you have can carry a load of up to 150 cargo units in size, so watch your cargo units, which are displayed at the bottom of the screen. Be careful not to buy something too large. If you do, you will not be able to place that item in your shuttle and itwill be lost when you leave. Buying products takes a quick eye. The products are given numbers from 0 (lOp line) to 9 (bottom line) . When you see a product you want to purchase, quickly press its corresponding number. As you purchase products, your credit total will decrease and the cargo size will increase. Walch these values carefully. Save at least 3,500 credits for emergency ore purchases. Try to buy al least one or two "big ticker products (say from 8,000 to 10,000 credits each) . These will bring you some nice profitsl When you have purchased all you want and you are sure that it will all fit on the shuttle, press (escape] . The flow of products will Slop. D..Q...o..Ql press [eSCape] again! You are now at the Portmaster'"s, where you can load cargo into your shuttle. Use the [up arrow] and (down arrow] to move the pointer. Press (LJ to load items onto your shuttle. Do this until the list is blank. po not exit Portmaster's unlit yoy have loaded all your pyrcbases If you do, you 12 PLAYING UNIVERSE ----------------------- will lose both the products and the credits paid forthem. When everything has been loaded. press (escape] to exit Portmaster's. Now enter Departures. Press [L] to launch the shuttle (you are automatically loaded onto the shuttle). After docking with you ship, you will be told to run or boot Flight. What the Heck Old I Buy? Run Fl ight again. Select Trade Systems and then select Cargo Manifest. The Mar1c:et program (which is running) will give us a breakdown 01 the cargo. Use [optionJINlF3j to move the pointer through the list of products. At the top of the screen are the type and sophistication for the currently selected product. Type is important information that will serve you well later in the game when you have enough fuel and money to travel to other starsystems. For now, only the price, name, and product sophistication are important. When you have finished looking at the cargo manifest, return to the Main Flight Menu and then enter Program Control. In Program Control , change the status of programs 6 and 9 to Halt and swilch program 8 (Hyper Navigation) to a Run and loading 10 Aulo. Press [start/Q/Fl] to exit. Now we're ready for hyperdrive. Hyperdrlve and GettIng There Enter Sub-fight Drive so that we can leave orbit. Use [optionIW/F3] to choose Planetary Scale and [selecVEIF2] to start the scan. When the scan is completed and the cursor is next to the -R:", enter 25000. Enler zeroes for the other 3 faclors. This will place you in an orbit far enough away from the planet so that hyperdrive will work. If you're too close to the planet, you may scrap SAMPLE GAME your hyperdrive. You must be at least 20,000 kilometers from the planet. Press [selectlEJF2] twice to execute the transfer. When you are back to the Solar Scale, press [startlO!Fl] to return to the Drive Systems Menu and then select Hyperdrive. On the screen will be all of the slarsyslems in the Local Group. Your current location is the Hope starsyslem (notice the -Yes in the Visiled column). Use the [down arrow] to move the pointer to Prisa and press [selecVE!F2] for the jump data. Press [selecVElF2] again 10 start the hyperdrive countdown. After the h y p e ~ u m p (whew!) you will be returned to the list of starsystems. Press [start/Q/Fl] to go back 10 the Drive Systems Menu. You have now made it to the Prisa starsyslem ... onward to the planetZeath! Sub-llght Navigation on 8 Solar Scale Since we do not know where we are in this starsystem, press [selectlEIF2] to activate the solar scan. The first object identified is ourselves. Press (optionIWIF3) to identify the other objects on the display. When you find Zeath, press [selectlE!F2) to calculate a transfer and then press [select/E/F2] again to execute it. Now you are orbiting Zeath. Press [optionlW1F3j to get the planetary scale and then press [selectlE!F2) to start the planetary scan. When a cursor appears next to the "R:", press (return] to bypass manual entry. Continue pressing [optionIW/F3) until the drydock appears. Press [selectlE!F2] twice to calculate and execute a transfer to the drydock. Go back to the Main Flight Menu and select Docking Control. Once you are inside the drydock, go 10 Purchase Items and buy alleasl3,000 units of ore IV. _______________________ PLAYING UNIVERSE 13 SAMPLE GAME Go back to Sub-light Drive. Press [optioniWIF3) and then (selecvEJF2) to get a planetary scan. In the Planet Ust (Appendix) Zeath's minimum orbit radius is listed as 6,301 km. SO after the planetary scan is complete, enter 6301 at the -R:" prompt and enter zeroes for the next three factors. Press (selectlEJF2) twice. Ooce you are back to the solar scate, press [startlOlF11 twice to return to the Main Fli ght Menu. Now enter Program Control and change the status of program 8 (Hyper Nav) to Halt and the status of program 6 (Shunls Control) to Run. Press [start/ClFl] to exit. Enter Launch Orbiters and prepare the shuttle for launch. Be sure to load at least 25% energy. You also have passengers, so toad them too. Press IstarttQ/Fl] to launch the shuttle. Unloading Passengen: Welcome to Zeathl To unload your passengers, enter the T ravelar's Terminus and note how much Zeath is offering for immigrants. Press [escape] and re-enter the Terminus several times until you see their top offer. Accept a high price and press (U] to unload the passengers. Enter the orbiter number and the number of passengers to unload. Press (escapeJ to exit. Seiling Your Cargo Now to dump, uh, sell your cargo. Enter the Seller's Board. In the Seller's Board, you place a product on the board and wait for someone to purchase it. The trick here is to set the price to an amount at which you make a nice profit and still be able to sell the product The first thing you have to do is add products to the board. 00 this by pressing (A]. You can do this until you have 10 products on the board or you have run out of products to put up. Now to price each product. Press (PJ and a cursor will appear where the product' s oldd price was. Enter your selling price. Remeber that most buyers are smart and they won't buy a product if it is outrageously priced. Once you have priced all of the products. start the bidding by pressing (SJ. The products will now be put up for sale. If you notice that some of the products are not selling, press (HI to halt the sales and then change the prices on the slow- moving products. 00 this until you have sold all of your products and then press [escape] to retum to the Starport Menu. Departing Notes Before leaving the Zeath Starport, enter the Money Exchange and exchange some of your credits for more ore IV. Be sure to leave enough credits for buying products on Axia. Now, having unloaded your passengers and sold all of your cargo, it's time to leave. Zeath, being a less sophisticated planet, has nothing to offer Axia. So enter Departures and return to your ship. Head back to Axia. At this point. you should have enough funds to purchase the more expensive (and thus more profitable) products to bring back to Zeath. In about 4 trips, you should have enough cash to buy more shuttles or to refit your ship a pirate or mining vessel. From here on, it's up to you. Just one thing ... don't forget about that banker waiting for here money at the Axia drydock! I. PLAYING UNIVERSE --------- - - ------------ This section of the manual illustrates the functions of the various components (or systems) of a spacecraft constructed circa 2330 AD. All systems have several common characteristics. They are: Damage Points (OP) - This is a measure of the amount of damage that a part can take before it is destroyed. The higher the damage point level , the more likely the partwill survive an attack. Size - The measurement of a part's bulk. The larger the part. the more room it will take to fit it in a section. Visibility - The measurement of how likely a part is to be hit during an attack. This is based upon two factors, the part'S size and the visibility modifier of the spacecraft section the part is inside. The lower a section's visibi lity, the less likely that parts inside of it will be hit during an attack. Sophistication - This is the same as the sophistication of the drydock where the part was purchased. Only the high sophistication drydocks can repair the most sophisticated parts. Typically, the high sophistication parts are the best (and costli est) . Dri ve and Energy Systems Hyperdrive - Used for interstellar travel. The only way to move from one starsystem to another is to use the hyperdrive. The hyperdrive is too inaccurate to use for moving from planet to planet. Sub-light Drive - Used 10 Iravel between planets within a starsyslem. Unable to propel your spacecraft faster than light, the sub-light drive is too slow to be used for moving between starsystems. SPACECRAFT SYSTEMS Accumulators - Stores energy units made by the converter. This system is primarily used when another system. such as the hyperdrive, requires a large amount of energy at a rate much faster than the converter can produce. Essentially a large collection of batteries. Converter - A power generator that transforms Ore IV into energy units. Inertial Compensator - Generates gravi ty for environmental and pl'otective purposes. The inertial compensator will also protect you from acceleration caused by the sub-l ight drive. Ore Storage - Holds the 4 different types of ore (I - IV). Command and Support Systems Bridge - The command center of your ship. If the bridge is destroyed, the game ends. Crew Quarters - The living quarters and oH-duty stations for your crew. Computer - The central computer for your spacecraft. It is very powerful, but not a true machine intelligence. Mass Storage- Holds program cartridges for the computer. Autodoctor - An automatic medical repair unit, used for raising you and your crew's heal th percentage. Cryogenic Vault - A cold-storage unit for transporting passengers. The process is dangerous and you should expect to lose a cert ai n percentage of the passengers upon revival. ________________________ PLAYING UNIVERSE 15 SPACECRAFT SYSTEMS Cargo Hold - Stores cargo that you purchase down at the starports or that you capture from enemy vessels. Oroital Scanner - Scans the starsystem you are in or the planet that you are currently orbiting. Otbital Shu",_ - Used to travel to and from starports, which are found on the surlace of almost all of the habitable planets. Weapon Systems High Definition Scanner - Provides a detailed scan of any spacecraft within your range. In addition, the high definition scanner functions as a radiocomm receiver, picking-up any radio messages in a starsystem. Missile Launcher - Powers and launches missiles at enemy ships. Missile Rack - The system of racks and conveyors used to store missiles and load them into the Missile launcher. Laser- An extremely destructive laser weapon. Shield Generator - Generates a sphere of disruptive gravity waves around your spacecraft. lessening the effect of laser or missile hits. Dod<ing Adapter - Used only for docking and boarding an enemy spacecraft. The adapter will adhere to the other spacecraft's hull and, if marines are deployed, bums a breach right through it Electronic Countermeasure (ECM) - A variety of jamming equipment which reduces the odds of being hit by incoming missiles. Assault CapsulB - A lander used on habitable planets with a population sophistication of 40 or greater when you wish to mine ores illegally. 16 PiA YING UNIVERSE The capsules are similar to the orbital shunles, but they carry marines, are covered with armor, have a cannon mounted on' top, and can land almost anywhere. Mining Systems Ore Procsssor - Another lander. this one greatly resembles a flying off-shore oil rig of the 20th century. Used to mine are on habitable and air1ess planets. Resource Scanner - Scans the surface of habitable or airless planets for the best available mining site. Additional Spacecraft Parts Cmw Annor - Used during boarding combat and assault capsule combat Navigation from star to star is accomplished using hyperspace. The X, y, and Z coordinates of your destination are fed to the hyperspace navigation program and the rest is handled by the computer. A hype.rspace jump, regardless of the distance, takes 6.8 days. Navigation within a solar system is accomplished using subHght engines. In order to move from planet to planet. you need to feed the sublight navigation program the current coordinates of the planet. Since planets move, their locations cannot be presented in a table. Rather, the current coordinates of a destination planet can be obtained from the solar scan In the sub light drive section. The coordinates for a planet are given In spherical coordinates, with one slight modification. Here is a diagram illustrating solar coordinates:
, + - - - + - - ~ y /"---",. I \ I '-J Where p _ distance from the star (rho) a _ angle in the plane 01 the ecliptic (theta) $., angle from the plane of the ecliptic (phi) NA VIGATION & ORBITS When arriving at a planet, you are placed into a standard orbit which is to be defined as an orbit with a radius four times the radius of the planet. All other coordinates for the orbit are zero. Changing planetary orbits is also accomplished using sublight engines. For planetary orbits, it is necessary to feed the sublight navigation program the coordinates for the new orbit. Planetary orbits are defined as follows: , ",n,,, ~ ~
y Where p _ distance from the center of the plane' (rho) a _ angle in the omit (theta) E _ inclination of the orbit (epsilon) a._ angle in the plane of the ecliptic where the inclination of the orbit is maximum (theta- epsilon) Note that p (rho) is equal to the radius of the orbit Keep in mind that this value is measured from the center of the planet and not the ________________________ PLAY/NGUN/VERSE,7 NAVIGATION & ORBITS surface. This means that if you are orbiting a planet that has a radius of 7000 kilometers, the minimum orbit you can establish is 7350. The 350 ki lometers above the 7000 is to allow for atmosphere. This amount will vary from planet to planet and can be calculated by the formula: minimum omit _ planet radius x 1.05 The Planet List section of the Appendix lists the minimum orbit radius for all of the planets in the Local Group, so it is not necessary to calculate them on your own. 18 P!AYINGUNIVERSE COMMERCE IN THE LOCAL GROUP In the Local Group, the basic currency is the credit. The credit is fi xed by the Inlerworld T (ade Commision as being equivalent in value to one unit 01 Ore IV. This frees the interstellar trader from the problems of barter and exchange difficulties usually found between currencies. Since Ore IV is a common substance but tedious to refine, it provides a stable monetary base. One of your primary goals, as an interstellar merchant. is to earn money. The four major sources of revenue available to you are: mining, trade in products, passenger transport, and piracy. Mining Mining is a fairly straightforward way of earning or actually producing money. It requires at least one ore processor, a resource scanner, a resource program for your computer, and many crewmen. In addition, depending how intent you are in your pursuit of ore, you may need a few assault capsules and their various operating paraphenalia. Once the ore has been mined and refined, you bring it to a starport money exchange where it is converted into credits. The disadvantages of mining are numerous. The success of a trip out to a mining world depends on how rich the deposits of ore are. The process of mining the ore is very dangerous and tedious. The worst disadvantage for the beginning merchant is the enormous start-up cost. The equipment required for a reasonably profitable mining expedition comes to well over 50,000 credits. Trading The object of trading is to buy an item on a world where it is commonplace and relatively inexpensive and bring it to a world with a slightly lower sophistication and run the price up 250%. Multiply that by the 80 products you can carry at a time and you can see the amount of profit involved in a successful trip. A Starport will offer products only within the range of numbers that have the same tens digi t as the port's sophistication. Example, if Grotto's starport has a sophistication of 76, it will offer products that range in sophistication from 70 10 79 (notice these all start with the same tens digi t: 7). The cost of a product is based on its sophistication and its base price (a value you will never know exactly) . If the product has a base price of 7000 and a sophistication of 73, on Grotto (sophistication 76) it would sell for approximately 6500 credits. Contrawise, il a product has a base price of 7000 and a sophistication of 79, it would sell for about 7500. Other merchants at a starport will buy products that are up to 9 sophistication points greater than the starport's sophistication. For example, if you place a product for sale on the Seller's Board that has a sophistication of 84, merchants at the Grotto starport will buy it. The best method of trading is to buy products with a sophistication stightty less than the sophistication of the starport you are at. For example, merchants on Grotto are trying to get rid of a product with a sophistication of 73, because on Grotto irs not current technology. You buy that product for a reduced pri ce and bring it to the Stowe starport (sophistication - 67) where irs suddenly the latest thing! Plan on a making a 250% profit. You must take into account a planet'S culture as well as its sophistication. On Rouvchorra (culture .. 4, Formation of Aristocratic States) , for example, many product types are illegal and will be confiscated if you try to bring them to the starport. Consult the Culture Ust to make sure ______________________ PLAYING UNIVERSE 19 COMMERCE INTHE LOCAL GROUP none of the types of products you bring down to a planet are illegal. Passenger Transport Some planets in the Local Group have a surplus of people. Other planets are rapidly expanding and need all the manpower they can get. The object of passenger transport is to take people from a planet in the former category and take them to a planet in the latter. Planets that need people will pay you for immigrants. The problem is that many cultures do not accept transportees and all of them want people who are at least 1 and no more than 10 sophistication points greater than that of the planet. Transport captains can expect over 1000 credits per passenger on a well-planned run. Piracy In orbit above many of the planets. complete anarchy is the rule. Properly armed, you can profit from this situation. To capture another spacecraft. however, is a long and dangerous process. You must carefully analyze your target and be able to outmaneuver it into a forced docking. Your troops must be stonger and better equiped than your targers to successfully capture it. Once captured, though, the ship's entire crew arB your prisoners, all their credits and ore are yours, and arl their cargo ... but only if you live. 20 PtA YfNG UNIVERSE USING MENUS The Flight and Starport disks are "menu driven". This means that all sections are accessed by selecting the section from a menu (or list) of sections on the screen. When a menu is displayed on the screen, you will see a pointer that points to one of the sections on the menu. This pointer may be moved from section to section by pressing the [option/W/F3) key. To run a section, you must first use the (oplionM'/F3) key to move the pointer to that section. Pressing the (selecVEJF2) key will enter the section. To exit a menu and return to the previous menu (if any). press the (startlO!F1J key. This procedure is used for al l menus in the game. ________________________ PLAYINGUNIVERS21 SOUND EFFECTS & THEIR MEANINGS There are two major sound effects that are used throughout Universe. They are: Ship Under Attack Every time the ship is hit by an enemy weapon, you will hear a sound that resembles an explosion. When this sound occurs, one of the parts aboard your ship may take some damage or be destroyed. Upon hearing this noise, you should either transfer to a different orbit (in an attempt to escape the attacker) or fire back. Ore Converters In Use: Whenever the ore conveners run, you will hear a whirring sound. ThiS sound will last from a few seconds to as long as a minute, depending on how much ore is being converted. A few short beeps will sound if you run oul of are IV during the conversion process. Note The IBM/Zenith version of Universe does not have sound effects when run on a Zenith Z100 series computer. 22 PLA YING UNIVERSE CONSTRUCTION Here is where the game begins. In order to purchase a ship and supplies, you need money. Since stealing is out of the question (morals are assumed here), you must take Qut a loan. The Central Bank of Axia, so you hear, is the easiest to borrow from. In fact. they don't even do a credit check! The Merchant Loan Package MORTGAGE Paying the Loan You must, of course, eventually pay back the loan. The payback period is quite flexible. You may choose any period between five and sixteen years. Payment of the loan is done entirely at the end of the period. The bank officer will tell you what year the loan is due based on your decision. If, The bank, being located at the commercial for instance, the officer informs you that the loan center of the Local Group, sees a lot of your type is due in 112, you must pay the loan between looking to buy a ship. Thus, they have devised 112.00 and 112.99. Since you aTe paying loan called the "Merchanfs Loan Package". The interest on the loan, the longer the payback total value of this package is 223,000 credits and period you select, the more credits you will includes the following: eventually have to pay. The bank officer will give ~ __________________________ ---; you the current interest rate and the amount that will be due at the end of the loan period. Part# SyS# System Name Type 0 0 hyperdrive Quantum Div 4 , sub-light drive Ion " 2 bridge Xorconn '4 3 accumulators AlkisGroup '7 4 converter Fuel cell 88 36 processor AE3504 93 37 mass storage Skandis 27 7 orbital scanner Manx 49 '3 shield generator Kotoeo 68 26 cryogenic vault Ageless Ind 7' 27 orbital shuttle Quentrix 79 33 ore storage Baynus 82 34 c r ~ quarters Kraakobinir nl a nl a fuel ora rV nl a nfa hulls standard Total Cost (if purchased separately) Package Cost The part number and system number of the items in the package are given so that you may use appendix to look up the specifics on the parts listed. Quantity 1 , 1 8 , , 1 , , 1 1 1 1 15.000 31 Cost 35,000 20,000 3,500 8,000 10,000 10,000 5,000 ' 0,000 8,000 7,000 10,000 2,000 2,000 15,000 77,500 223,000 173,000 To pay back the loan, you must visit the Axia drydock within the due yeaT. The customs agent will guide you over to a bank official and give you the opport unity to pay the loan. You will also be required to give your name and the name of your ship to the bank officer . This is recorded on your loan agreement in the event that the bank needs to locate you. You should enter your last name only. CONSTRUCTION 23 BUYING A SHIP The goods will be sent to the Axia drydock where you can later place them on your ship. When you have finished obtaining your loan, you will be ushered over to the drydock to select a ship design. Purchasing a Ship Once you have secured a loan from the bank. it is time to purchase a ship_ You may use part of the 177,000 credits remaining from your -Merchant's loan Package- to pay for the ship. You find yourself in the drydocks of Axia, talki ng with Zefrep, the sales manager. He wHllead you over to a terminal from which you can view the current selection of ten ships. It is important to remember that these ships are merely framework, and that you must fill it with hulls and parts in order to make it operational. A menu of ship names will appear on the screen. To obtain information on one of the designs, type the number corresponding to the name and then press the return key. The terminal will go blank for a few seconds while it accesses the proper information, then display the first of three screens of information on the ships. The top half of the screen will give you an angled view of the ship. The bottom half will relate the specifications of the ship. For screen one, the specifICations are defined as follows: Designation The model name for the design. Company The company who constructed the ship. Year The year construction was completed. Price Current cost of purchase. Length Overall length of the ship in meters. Beam Overall width of the ship in meters. 24 CONSTRUCTION Draught Overall height of the ship in meters. When you are finished reviewing the data on the screen, press the return key and the computer will obtain the data for the next screen. Screen two will display a top-down view of the ship, plus the following data: Mass Mass of the ship in millions of kilograms. Max. Hulls The maximum number of hulls the ship can hold. ViSibility The overall visibility of the ship (this is a number between 0 and 99, the higher the number, the more visible the ship is to other ships.). Integrity The overall structural integrity of the ship (this Is a number between 0 and 99, the higher the number, the more structurally sound the ship is.). When you are finished reviewing this data, press the return key and the computer will access the last screen of information. Screen three will display a side view of the ship in addition to a brief description of the design. When you are finished reading this screen, hit the return key and you will find yourself back at the selection menu. You may now select another design to review. You can obtain additional information on the ships from Appendix. This will list the size and visibi lities for each of the sections on the Ship. Ships are divided into a maximum of eight different sections. Each section is capable of holding a paticular number of hulls. Hulls afe the main measure of a parts size. The larger sections will be able to hold more hulls, therefore more parts. Sections also have a visibility factor. This is a measure of how visible the individual section is to CREATING THE PLAYER DISK another ship. This is a value between one and ten inclusive. The higher the value, the more visible the section is. The more visible sections have the greatest chance of being hit by enemy fire. A good strategy is therefore to place vital parts in the sections with the lower visibility factors. Once you are finished reviewing ship designs, yo you may purchase a ship by pressing IselecVElF2]. Zefrep will then ask you which ship you want to purchase. To do this, press the number corresponding to the ship you want, then press the return key. The cost of the ship will automatically be deducted from the credits you have. The ship will be moved from the storage area to the drydock area so that you will later be able to place your hulls and parts aboard your ship. Creating the Player Disk or File This section will create the player's disk for the game. This is the disk (or file) that is used throughout the game to keep track of aU the data onyourship. While Zefrep is moving your ship into the drydock area, he will ask that you assist the computer in creating the player disk. You will be asked to remove the Construction disk from the disk drive. then press [return) . (If you are playing the IBMlZenith version. please skip ahead to Player Disk or File Completion.) You will need a blank disk to use as the player disk. The computer will ask you to place this disk in the disk dri ve and press (return] to begin formatting. The format procedure wi ll take almost a minute. If the format is successful, the computer wlll ask you to replace the Construction disk. The format may fail if the disk proves to be defective. In this case, the computer will allow you to place a different disk in the drive and try again. When you get a sucessful format and have replaced the Construction disk, the computer will the begin the process of moving data onto the player disk. This process will use the Construction, player, and Starport disks. Simply follow the instructions the computer gives for inserting disks. Several disk insertions will need to be made during this process. Above all, be patient! Universe is a complex game that requires over three-quarters of the space on the player disk for data. Player Disk or File Completion Zefrep will inform you when the process is complete. At this pOint, your ship, parts, and hulls are in position and you are ready to boot the computer with the Fl ight 1 (Flight for Apple and IBM) disk. After booting the Flight' (Flight for Apple and IBM) disk, you must proceed directly to Docking Control (thi s is a selection on the Flight Menu). You must then select Place Parts (this is a section on the Docking Control Menu). This section will allow you to place the parts included in the loan onlo your Ship. Alter placing Ihe parts, you must select Purchase Items (also on the Docking Control Menu). Here, you will need to purchase at least 10 crew members (you may wish to buy at least 15 if you plan to use orbital shuttles) and enough provi sions to last them until you return to a dtydock. This procedure must be followed in the given order. If you fail 10 do so, you may find yourself sitting in your ship with no parts or crew. This will end the game rather abruptly. CONSTRUCTION 25 FLIGHT ThiS section will allow you to use the sublight and hyperspace drives to move from star to star, planet to planet, or change your planetary orbit. This section requires that the sublight navigation program be running to use the sublight engines, or the hyperspace navigation program be running to use the hyperspace engines. After selecting Drive Systems from the Flight Menu, the computer will display the Drive Systems Sub-menu. Select Sublight Drive for planet to planet or orbital transfers. or Hyperdriv8 for starlo star transfers. Hyperdrlve The computer will display a list of star names, their coordi nates. and a visit flag which displays -y- if you have visited there before, or -N- otherwise. Use the (up arrow] and [down arrow) keys to select the starsystem you wish to visit. Near the top of the screen is an area for entering coordinates manually. This Is used if the distance to your desti nation is too great for your hyperdrive and you must make several jumps. Enter coordinates here by moving the starsystem pointer up to the manual entry line (use the (up arrow1 key). After positioning the starsystem pointer, you may then jump to or obtain data on that system. At the far right hand side of the screen you will see a -visited- indicator that is set to -Y- if you have been to that system before, or an -N- if you have not. If the indicator is set to -Y-, you may obtain data on the planets orbiting that star by pressing the [optionM'/F3) key. The planetary data will include the planet name, the sophistication levels of the drydock and starport (i ncluding of course whether or not the planet has a starport or drydock), and the type of planet. You may return to the starsystem list by pressing the [start'OlF1) key. You may choose a star as your destination by pressing the (select/EJF2) key. If the starsystem pointer is on the manual entry line, DRIVE SYSTEMS you will need to enter the proper coordinates. To do this, press the [optiorlJ'lAl/F3) key and a small cursor will appear after the X:-. Enter the X, Y, and Z coordinates, pressing (return) after each. Then you may press the selection key to selet those coordinates as your destination. You will now see the l ocal Group map as the hyperspace navigation program plots the appropriate coordinates. The source coordinates will be displayed on the left, while the destination is displayed on the right. The distance between the two locations is given at the center of the map, measured in light years. The amount of energy needed for the jump is displayed at the bottom of the map. To make the jump, press the [setectlElF2) key. To abort the jump, press the [optionIW/F3] key and you will return to the starsystem list. If the computer beeps when you press the [selectlElF2) key, the hyperspace navigation program has rejected the jump due to insufficient energy or an illegal jump distance. Once the hyperspace navigation program has accepted a valid jump, the computer will begin calculating, fueling, and sequencing for the jump. Don't be alarmed if you see strange patterns of light on the screen. This is simply sensory distortion due to the hyperspace effect. Providing you obeyed the orbital radius minimum for a hyperspace jump, you will find yourself at the destination. If you were too low in the orbit (less than 20,000 kilometers), you will find that you did not move. You may also have damaged your hyperdrive. To return to the drive system Menu, you must first have the starsystem list displayed on the screen. Pressing the [startlQlF1) key from this point will return you to the drive system Menu. Sublighl At the bottom of the screen is the status area. This is where the computer displays the current scale, coordinates, selected object, and status. Upon entering the Sublight Drive section, you will be in the select scale mode. Use the _________________________ FUGHT27 DRIVE SYSTEMS (optioMVlF3] key to toggle between solar and planetary scales. The (selectJElF2] key will activate that scale. The (startlQtF1) key will return you to the Drive Systems Menu. Solar Scale If you select the solar scale, the computer will begin by doing a solar scan. This scan will look for all planets and stars for your current location. The star. if present, will be displayed at the center of the display area. Planets will appear as dots, and your ship will appear as a dot with a box around it. The computer will switch to the destination select mode. To select your destination, use the [optiorvWlF3) key. One of the dots will begin to blink. indicating the CUrrent object. Information on this object can be seen at the bottom of the screen. These objects are atways planets, with the exception of the one object which is your ship_ The data on the object includes the object name and its coordinates. displayes as rho, phi, and theta respectively_ All angles are displayed in degrees. Pressing the (optionI'NIF3) key again will select the next object. Continue pressing the (optionI'NIF3) key until the destination planet you want is displayed. At this point, press the [selectlEJF2] key to choose the current object as your destination, or the (starVQ/F1) key to return to the select scale mode. After selecting your destination, the subtight navigation program will make the appropriate computations. At the bottom of the screen you will see the following Information: Time Time in minutes needed for the transfer. Ore . The amount of ore IV needed for the transfer. This may be a If your sub-light drive is of a type which only uses energy. Energy The amount of energy needed for the tranfer. 28 FLIGHT Press the [selectl8'F2] key to begin the transler, or the (startlOlF1] key to abort . If the computer beeps after you press the (selecVE!F2] key, the subl ight navigation program has rejected the transfer. This is due to either insufficient energy, ore, or the number of gravities of thrust needed for the maneuver is too great. During the transfer, time will be speeded up to approximately 500 game minutes per 1 second of real time. After the transfer, you will return to the select scale mooe. Planetary Scale If you choose the planetary scale, the computer will begin by doing an orbital scan, then a planetary scan. A polar view of the planet will appear at the center of the display. If your ship is within the range of the orbital beacon for the type of orbital scanner you have, one or more dots will appear, indicating objects In orbit. The computer will switch to the destination select mode and a cursor will appear in the ~ r h o ~ coordinate. Now the computer is waiting for you to enter the coordinates of your destination. The coordinates are as follows: rho, epSilon, theta-epsilon, and theta. To enter the coordinates, simply type in the numbers, entering all angles in degrees. A radius or angle that is too small or large will be rejected. The minimum radius will be 5% greater than the radius of the planet. For example, the minimum orbital radius around Axia would be 6616 kilometers. The minimum radius figure can be found in the Planet List" in the Appendix. The maximum radius will be around ten times the radius of the planet. Press (return] for the radius without entering a number if you do not wish to manually enter coordinates. If you have entered coordinates, you press the [selecVEIF2] key to select those as your destination. Otherwise, press [optionJWlF3] to display the coordinates of the objects in orbit. You may select an object as a destination by pressing (selecVElF2] when the object's data is at the bottom of the screen. Due to the physics of planetary orbits and the limi tations of sublight engines, you will not be able to select a destination whose orbital radius is within 500 kilometers of your ship's orbital radius. Objects other than an orbital drydock or your ship appear with the description ~ H R S # . This is a hi- resolution scanner contact number. It is usually another spacecraft in orbit. In order to determine what a contact is, you must run the hi-resolution scanner section and enter the appropriate contact number. In order to do this, the contact must be within range of the scanner, so you may wish to first transfer to the contacts location. In order for your orbital scanner to pick up other objects in orbit you must be within range of the orbital beacon. The becon is a ring of satellites surrounding the planet at an orbital radius equal to five times the radius of the planet. To be within range, the difference between your orbital radius and that of the beacon must be less than the maximum range of your orbital scanner. After selecting a desti nation, the sublight navigation program will compute the course and resources needed. The following data will be displayed: Time - Time in minutes to complete the transfer. Ore - Amount of Ore IV needed to complete the transfer. Energy - Amount of energy needed to complete the transfer. If you press the [optionI"r'V/F3] key, a "V" will appear at the end of the status line indicating that the transfer will be visual". This means that you will be able to watch the maneuver on the screen. This will be interesting to watch since the transfer uses real formulas, however it will lake considerably longer than a "non-visual" transfer. To select a non-visual transfer, press the[optionl"r'Vl F3J key again. This will turn off the DRIVE SYSTEMS "V" on the screen. At this point, you may pi"ess (selecvEIF2J to begin the transfer, or (starttOtF1} to abort the transfer. After the transfer, you will return to the select scale mode. ________________________ FLlGHT29 WEAPON SYSTEMS The Weapon Systems screen is comprised of 6 parts. They are, from top to bottom: the tactical view window and the tactical display. the strategical view window and the stategical display, the damage control display, and the text area. The tactical displays provide you with information on the ship you are attacking. The strategical displays have data on your relative position in orbit and your defense systems, and the damage control will give information on damaged sections during battle. If the message "High Definition Scan Required" is displayed upon entering Weapons, you must run your high definition scanner before entering the weapons section. If the message, weapon program not running, appears, you may have to raise the program priority in Program Control before running this section. Now you may enter acommand. If you are still in the Weapon Systems section at this point, the text area will go blank. This means that the computer is waiting for a command. The possible commands are: Select Target Press rn to begin this section. The computer will then ask you for a target. Use the -HAS #,- and set the magnification the same way you did in High Definition Scanners. The computer will then display a picture of your target in the tacticat display window (upper left-hand corner). Next, the computer will ask -Visual damage?". If you press M at this point. the computer will flash sections 01 your ship on the damage control display if they are hit. The disadvantage of this option is that it is rather slow on some computers. Type any other key to avoid this [optioIll\'V/F3). The computer will confirm your selection of visual damage by putting a smail-F- in the bottom of the strategical data area. Your target is now selected. 30 FLIGHT Important: You must select a target before firi ng a weapon. Are Laser To begin the laser firing sequence, press [l]. The computer will then ask for a lock-on confirmation. Press [C] to confirm. The laser will charge and then fire. Are Missiles To select missile firing. press [MJ . The computer will then list all your current missile loading status. Choose a missile type by pressing its corresponding number key (0-9). The computer will then ask you for the salvo size. This is the number of missiles to fire at once. Type in a number up to the maximum and press [return]. The computer will then ask lor a lock-on confi rmation and a firing confirmation. Press [C] both times. if you wish to fire. The computer will then disptay details on your salvo's fate. Emergency Systems (Overload and Rescue Pods) To use the emergency systems, press [E). The computer will then display a Menu in the text area. To overload your hyperdrive, press [OJ or to launch rescue pods, press [AJ. Docking and BoardIng To forcibly dock and board another ship, press [0]. The ship must be within 1000 kilometers and you must have destroyed the targers engines. After you have docked, the computer will ask for the number of boarders to send over. This number should not exceed the total number of armor suits you own. Now the WEAPON SYSTEMS computer will erase your ship from the damage control screen and draw the target's ship. The computer will display your current forces and the target's current forces. If your men are winning the battle, successive sections of the target ship will turn red, signifying that you have captured it. If things are not going well, press [AI to retreat. If you are able to control the entire ship, then you have captured it. The computer will then transfer the booty onto your ship. (Booty is the reason why you did this, right?). Autodoctor and Docking Adapter Both of these systems are used automaticall y in Weapon Systems. The autodoctor will repair a percentage of the battle casualties, if you have one. The docking adapter allows yOu to dock with other ships, when you are attempting to board them. Leaving Weapon Systems Press [starttOlF1 J to exit. _________________________ FLlGHT31 DOCKING CONTROL The dock system allows you to dock your ship with a drydock. then disembark and trade in parts, crew, provisions, hulls. armor, ore IV, programs, and weapons. You may also remove parts from your ship in order to sell them or to move them to another section. Parts moved from section to section are also repaired. Once you have performed an orbital transfer to a drydock, your Ship will be in position to dock. Docking with a drydock manuvers your ship into a berth and connects the airlocks. There are three sections to the drydock: Parts removal, Purchase Items, and Place Parts. At the bottom of the drydock Menu screen is a value which Indicates the number of parts you have in the holding area. These are the parts you have either purchased or removed from your ship. Upon entering the drydock. this value will always be zero. As you move from section to section in the drydock, this value may change. You should never leave the drydock Menu unless this value is zero. II you do, the parts in the holding area will be lost. The exception to this rule occurs when you have purchased more parts than your ship can hold, and you cannot place them on your ship. Paris Removal This area of the drydock Is for removing parts from your Ship. There is a charge for part removal , based on the size and value of the part to be removed. You may also sell parts in this area. The drydock personnel will determine how much the part is worth (not always to your satislation.) Removal charges include re- installation and repair costs, so that you may later place the part in another section of your ship free of charge. The parts removal screen will display all 38 shi p systems and the make (company name) of the part you currently own. A blank space will 2 FLIGHT appear after the system number for systems you do not have install ed. Below the systems 11sllhe computer will display the amount of credits you have. Below the credits is the status line. The system pointer is the small arrow which points to a system number. When you l irst enter this section, the system pointer points to system zero. To move the system pointer to the next system, press the (selecVElF2] key. To move the pointer back one system, use the (optionIW/F3] key. If you move the pointer backward from system zero, it will point to system thirty-seven. II you move the pointer forward from system thirty-seven, it will point to system zero. The pointer selects which part's status will be displayed on the status line at the bottom of the screen. To change the status of a part, move the system pointer to the part's system number. The status line at the bottom of the screen will show the current selection for the part. There are three possible selections: Maintain, Sell, and Remove. If a part has the selection "maintain", the part will not be removed from your ship. Note that this is the normal selection for all the parts when entering this section. You may change the selection for a part by pressing the space bar. Successive taps on the space bar wiU "roU' you through all three selecti ons. If you change a part's selection to "sell", the net worth value at the bottom of the screen will display the amount the drydock is willing 10 give you for the part. If you change a part's selection to "remove", the net worth value will display the charges for removing the part, repairing all damage, and re-installing the part in another section of the ship. Note that if you remove a part from your ship, you may not seU that part until after you (e install it aboard your ship. If the sophistication of the drydock is less than thai of the part you are removi ng, the drydock will be unable to repaire the part. In this case, the removal charge will not include repair costs. Once you have set the selection status for each part you wish to change, you may retum to the dock Menu by pressing the [startlQ/F1] key. No removal or sales of parts will take effect until you press this key. Purchase Items ThiS is the main trading area of the drydock. This area is where you purchase parts and other items for your ship. All products purchased here are new and have thei r full complement of damage points. The price of hulls and parts Includes the installation charge for placing the product aboard your ship. The Purchase Items screen is divided into eight trading sections. The section pointer points to the section you wish to trade in. This is a small arrow just to the left of the section name. The amount of credits you own is displayed at the top of the screen. You may move the section pointer to the next section by pressing the (optiorvWIF3] key. Once you have positioned the pointer at the section you want, press the (selectlElF2] key to activate trading. The name of the section will be highlighted to indicate that you are currently trading in that section. Here is a deatailed description of the trading in each section: PARTS: To purchase a part, you must first enter the system number of the part . Press return after entering this number. Next you must enter the part number. Both the system and the part number can be obtai ned from appendix A. If you [selecVE!F2] a system for which you already have a part, or you [selectlEIF2] a part which has a sophistication greater than the drydock's, the computer will delete you entry. When purchasing missile racks or accumulators, you must also specify the quantity. The computer will DOCKING CONTROL compute and display the cost. To purchase the part, press the [selecvElF2] key. To abort the purchase, press the loptiorvWlF3] key. To exit the parts section, press the return .key in response to the system number. ORE IV: You may purchase ore IV by entering the amount of ore you want. The computer will compute the cost (there is a small handling fee.) To purchase the ore, press the [select/ElF2) key. To abort, press Ihe (OpUOnJWJF3( key. To exit the ore IV section, press retum in response to the ore IV quantity. HULLS: To purchase hulls, enter the quanfitiy of hulls you want. 1f you enter a value that is greater than the amount of free space on your ship, the computer will reject it. Once you have entered a valid quantity, the computer will compute the cost. Hulls cost 2,500 credits each. To purchase the hUlls, press the [selectlElF2) key. To abort the purchase, press the [optiorvWIF3) key. To exit the section, press return in response to the hull quantity. PROGRAMS: You may purchase programs by entering the number of the program you want. The computer will not al low you to purchase a program you already have, or to purchase a program that will exceed the free space in your mass storage unit. Programs cost 1,500 credits each. To purchase the program, press the (selecvEIF2) key. To abort the purchase, press the (optiorvWlF31 key. To exit the section, press return in response to the program number. _________________________ FLfGHT33 DOCKING CONTROL WEAPONS: Weapons are purchased by entering the number of the weapon you wish to purchase. Following the weapon number, you will need to enter the quantity of that weapon you want. You will not be allowed to purchase weapons whose missile size units exceeds that of your missil e rack. The computer will calculate the cost and display it on the screen. To purchase the weapons, press the (selecvE1F2] key. To abort the purchase, press the (optionNJlF3J key. To exit the section I press the return key in response to the weapon number. CREW: You may purchase crew for your ship by entering the quantity of crew you wish to hire. You will not be allowed to exceed the current crew capability of your ship. The computer will display the cost for hiring. To hire the crew, press the (select/EJF2) key. To abort the transaction, press the [optionIWlF3] key. You may exit the section by pressing the return key in response to the crfNI quantity. PROVISIONS: To purchase provisions for your crew, simply enter the quantity of provisions you desire. You will not be able to purchase more than 100 provisions per Cfew accomodation. This means that if you own a Kraakobinir crew quarters (which can accomodate 40 crew) the maximum amount of provisions you can carry is 100 X 40 or 400 provisions. The computer will calculate the cost of the provisions ( 1 man-day of provisions costs 3 credits.) To purchase the provisions, press the (select/ElF2] key. To abort the purchase, press the (optionIWIF3] key. You may exit the section by pressing retum in response to the provision quantity. 4 FLIGHT ARMOR: To purchase armor for your crew, enter the number of the armor type you want. You will then need to enter the quantity of that type of armor you wish to purchase. You may not own more than one suit of armor per crew member, thus the limit on total armor quantity is your current complement of crew. The computer will calculate and display the cost of the armor . To make the purchase, press the [selecVEIF2] key. To abort the purchase, press the [optionIW1F3] key. You may exit the section by pressing relurn in response to the armor number. To exit the Purchase Items section, press the (starVQ/F1J key. You may only exit when you are not in an active trading section (no section name is highlighted.) Place Parts ThiS is the area of the drydock that all hulls and parts are sent to upon purchase in the main trading area. Orydock personnel will place hulls and parts aboard your Ship free of charge (the cost of placement was Included in the purchase price or the removal cost.) In this area, you will select the section number 01 the ship that parts and hulls will be placed. The top half of the screen is a three-dimensional view of your ship. If you have hulls in the holding area, proceed to -hull placemenr, otherwise proceed to -parts placement-. Hull Placement The bottom half of the screen will display the hull placement data. Here you will see a list of the sections of the ship. Immediately following the section number is the size of the section. This is the maximum number of hull units that can be contained in the section. Following that value you will see the current number of hulls that are in the section. Near the bottom of the screen you will see the quantity of hulls that are in the holding area. The computer will begin by flashing each section while the arrow in the bottom half of the screen points to the section number being flashed. This will help to familiarize you with the sections and how they are numbered. Once the computer has run through each section, you will be ready to distribute the hulls. Hulls are placed on the ship by first entering the section number you wish to place hulls in. The section you have selected will be highlighted on the top half of the screen. The computer will then request the quantity of hults you want to add to that section. You will not be able to add a quantity of hulls that exceeds the maximum number of hulls that the target section can contain. The amount you have distributed to that section will then appear on the section list following the current number of hulls value. You may "undo" a distribution by entering a negative number in response to the quantity to add to the section. Note that you will not be able to enter a negative number that is greater than the quantity of hulls you have distributed, even though there may be more hulls in the section placed during a previous drydock visit. This is due to the fact that hulls, once place, cannot be removed from the framework of the ship. When you distribute hulls, they are not actually placed on the ship until you are finished. Once all the hulls have been distributed, press the (startJQ/F1] key to exit Part Placement The bottom half of the screen will display a list of sections. Following the section number, you will see the total number of hulls currently attached to the section. Following that. you will see the number of hulls currently being used in that section. To compute the number of free hulls in DOCKING CONTROL a section, subtract the total number of hulls used from the number of hulls in the section. Near the bottom of the screen, you will see the system name, type, and size of a part in the holding area. To place a part In a section of the ship, enter the section number you wish to place the part in. The size of the part will appear in the "item" column of the section number you selected. You may then move on to the next part in the holding area by pressing the IselectlEJF2] key. When you reach the last part in the holding area, pressing the (selecVElF2] key will have no effect. You may move back to a previous part by pressing the (option/W/F3] key. The computer will display the size of the part in the "item" column for the section you placed the part into. You may change the location of the part by entering a new section number . To move a part back to the holding area (remove it from the section you have selected to place it in) , enter zero for the section number. Once you have finished placing the parts, you may exit the area by press;ng the [startKllF1] key. .. ______________________________________________________ FLIGHT35 HIGH-DEFINITION SCANNER The High Definition Scanner will create a detailed picture of an enemy vessel as well as providing data on its fighting capability and most possible configuration. It has the additional capabiti ty to receive radiocomm messages, which are relayed by the orbital beacons above any planet. High Oeflnltlon Scanning The computer will ask you for a target to scan (if any) . The target number Is based on the "HRS I" numbers which appear on the Planetary Scan in Sub-light Drive. The notation stands for High Resolution Sighting Number. For example. jf you rendezvous with HRS '1 (i n Sub-light Drive), to obtain a picture of thaI ship, select scanning targel1. Next, if the target ship you have selected is within range, the computer will ask you for a viewer magnification. This will detennins the size of the picture. The value may range from a minimum of 20% to the maximum magnification of your hidef scanner. To change the value, press [up arrow) to increase it by 100/0 or [down arrow) to decrease it by 10"10. Press [return] when you are finished. If you are fairly close to the target, as you are after a rendezvous, do not set the magnification too high or only a few of the ship's lines will appear. At the bottom, the computer will display some data on the currently targeted ship. All of the information is very accurate except for the crew size (it is difficult to determine). To continue, press (starttO!F11. The computer will ask you if you want to scan another ship. Press (V) to do so again or IN] to return to the Main Flight Menu. 36 FLIGHT Note: If you return are using the high defi nition scan prior to an attack, you must make a new scan every time you move your ship. Radlocomm Messages Your high definition scanner also operates as a long-range radiocomm message receiver. Whenever a new incoming message is detected, the computer will display it for you automaticall y. You will only receive these messages when using your high definition scanner. Important: Radiocomm messages do not occur until some time after year 105. The spacing between messages may be several years, so be patient. Some of the messages may lead you on to other clues concerning the location of the hyperspace booster. Mining Systems can provide you with a ready source of income and an inexhaustable supply of fuel. Although the intial cost of mining is great, finding a planet rich in ore can make mining the most profitable of the professions available to you. The Ore Processors resemble giant off-shore oil rigs. They have electrogravitic engines, a large crew capacity. onboard refining systems, and large payload areas. They can only be operated on relatively flat and hard surfaces, making the supply of landing sites limited on most worlds. During their descent to the surface, you will have to decide, based on readings from their radar, whether or not they will land. This can sometimes be fatal, in terms of lives and equipment, if your decisions are bad. The Assault Capsules are giant armored troop carriers, armed with two or more Voigt-effect cannons. Use them to control an area prior to mining. These have the same landing limitations as ore processors. Ore Processors The computer will scan the surface of the planet below (if possible) . The planet must not be a gaseous type. You must be within the resource scanner's range, have the program running, and have sufficient power to run the scanner. The computer will then present you with a series of possible mining sites. Use (optionIW/F3) to move between the mining sites and use [selecvEIF2) to choose one. If the sophistication of the site is above 39, the computer refers you to assault capsules and will exit the back to the Mining Systems Menu. Next, the computer will display all available or9 processors and their loading states. Press the corresponding number (1-5) to change the state of an orbiter. Example, orbiter 2 is unloaded. MINING SYSTEMS Press (2) and it changes to loaded, il there is enough energy and crew to man it. The computer may indicate that you have insufficient energy to load although ore storage is full of ore IV. This is not an error. Your accumulator's energy capacity must be equal to or greater than the energy required to fill the ore processor. Press (LI to launch or (escape) to return to the Mining Systems Menu. If you have launched, the computer will display a three-dimensional grid. On the grid, the computer will place one triangle for every lander. Then it will draw a line starting from the center of each triangle toward the top of the screen. This is your altitude indicator . It will slowly shrink (move toward the center of the triangle) as your ore processor descends. At the bottom of the screen is the ore processor status line. Each ore processor's display will be in its corresponding spot. For example, processor 5's status area is on the far right. It contains information on ship'S energy (percent), current damage level, and direction of travel . As captain, your main concern at this point is to ensure that the ore processors all land on safe sites. To gather information for your decision, you must get surface reports. To get a report from a processor. press the letter directly underneath its corresponding number key (0 . 1, W. 2, E-3, R.4, T. 5) . For example, press (01 if you have an ore processor #1 . The computer will print something like PRCSR #1 Ancient Seabed. In this case, it is a safe landing site. On the others. you are going to have to use your own judgement as to whether or not it is safe to land. Note that each ore processor will land on a different site. Reports from a single ore processor may vary. This occurs when the processor downward scanner gets a false reading. The frequency 01 false readings is directly proportional to the hostility of the landing site. Therefore, you must lake several ____________________________ FUGHT37 MINING SYSTEMS readings from each ore processor and decide whether or not each one is going to land. Mining Ore Once you have landed all your the processors that are going to land, the computer will switch you to the mining screen. The mining screen has four major parts. They are, from top to bottom, ore concentrations, mining status boxes. mining indicators, and the ore processor status displays. The ore concentrations are the concentrations for the current site, not the planet. Each ore processor that Is on the ground gets a mining status box. The box shows current ore holdings (the green horizontal line near the top is the maximum mark for each type). All are percentages. The -E- stands for current energy percentage. When it is down to the minimum needed to retum, the ore processor will automatically take-off (with all the others). The mining indicators show which ore is currently being mined. A -5- denotes the ore processor is standing idle (using no energy). The ore processor displays are the same as the descent type except that these also list the efficiency of the processor in recovering ore. To tell a particular processor what ore to mine, press [e) until the two triangles surround the single number below the status box of the proper ore processor. Press the corresponding key for each ore (1-4) and {5] to make the processor stand idle. When you wish to have the processors return to the main ship, press ILl and they will all leave at once. Assaull Capsules Now the computer will display all the available assault capsules. They are loaded in the same fashion as ore processors. Press the 38 FLIGHT corresponding number key to fill an assault capsule (1-5). Press ILJ to launch or [escape] to exit If you have pressed ILl , the computer will draw the descent grid, and place on it all the planet's ground forces (hollow orange sqaures) . Now it is your turn to decide where your assault capsules will ground. In the center of one of the grid sqaures is a dot. That dot is your positioning cursor. To move it. use the four arrow keys. You do not need to hold [shift) or [ctfl) when moving the cursor. When you have found a suitable landing site (it must be empty) , press [selecVEIF2) . This will place your ' irst assault capsule in the grid square. Your assault capsule will be represented by a hollow blue square. After you have placed all your assault capsules. the computer will start to fill in empty grid squares adjacent to the enemy units in red. Then it will fill in empty squares adjacent to yours in blue. These filled in squares represent -zones of controL- The zones give a rough approximation of the tide of the battle. During the course 01 the battle, these zones may change hands frequently. Each zone is controlled by only one base unit (a hollow square) and the same holds true for yours. As a zone is hit. the attack factor of its controlling unit is reduced. When a unit is totally destroyed, its zones are cleared olf the board too. The attack factor (-AP) of each assault capsule is indicative of its strength. When a capsule's attack factor is zero, it is destroyed and removed. It is a good idea to recall a capsule near a by pressing its corresponding number key. It will leave the battle field and return to the ship. All of its abandonded zones will disappear. If you successfully wipe out all the ground forces, you will be returned to the ship. The site where you fought is now clear for ore processors. This section allows you to view the items you currently have in the cargo hold, and to launch your orbital shuttles down to a Slarport. You will also be able 10 move products to and from your cargo hold and orbiters. Cargo Manifest The cargo manifest is a list of the products in your cargo hold. This list includes the size, name, and price paid for each item in the hold. If your computer has the market program, you may also obtain information on the type and sophistication of each item. After selecting the cargo manifest selection from the trade systems Menu, the computer will display the list of products. At the top of the screen you will see the amount of free space in each of your orbiters and the cargo hold. These values appear below the large red numerals and the word ~ H o l d respectively. Note that numerals will not appear on the screen for orbiter you do not have. Directly below the free cargo space you will see the market program status line. This line displays information on the status and readout of the market program. The status for the program will be displayed as one of the three following val ues: NA Program is not available (not in mass storage). Halt Program is in a halt state. Run Program is running. The readout of the program is the type and sophistication of the product pointed to by the row pointer (the row pointer is the small arrow just to the right of the manifest numbeL) The readout will be active only when the market program is running. TRADE SYSTEMS The row pointer may be moved up and down the display by using the [up arrow] and [down arrow] keys. You may also scroll the manifest up and down by using the [optionIWlF31 and (selecVElF2} keys respectively. By using these four keys, you may access any product in the manifest. To move a product from one place to another, you must first move the row pointer to the product you wish to move. Then, press one of the number keys from ~ 1 ~ to -5- to move the product to orbiters one through five respectively, or press -0 to move the product to the cargo hold in your ship. The computer will give you a warning signal if you try to move the product to a place where there is insufficient space. To exit the cargo manifest, press the (startfQ/F1} key. Launch Orbiters Orbiters are the only method of transportation to a starport. Orbiters may be launched when in a fairly low orbit around a planet with a starport. Just how Iowan orbit depends on the gravity of the planet, the amount of energy your orbiters can hold, and the amount of energy you fill the orbiter with. Obviously, the greater the orbital radius. the farther away you are from the starport and the greater the amount of energy you need. Planets with high gravity will force you to use more energy. Control of the descent of orbital shuttles is accomplished in this section. You will need to fuel and load your orbiters with crew, passengers, and ore. When this process has been completed for each orbiter that is to be launched, you will be allowed to board an orbiter and the countdown will begin. All orbiters will be launched simultaneously. From your orbiter you may control all others via radio communications. _________________________ FLlGHT39 TRADE SYSTEMS Before using this section. you should first make sure you are orbiting a planet that has a starport. Since orbiters can only land at starports, you will lose all orbiters that reach the surface of a planet and cannot locate a starport. Since you will be in one of these shunles. this will end your career, your Hfe, and the game. The orbiter control screen is divided into five columns, one for each orbiter aboard the ship (five is the maximum number of orbiters, you will not necessarily have all five at a given time.) The current amount of energy in the accumulators will be displayed at the lOP of the screen. The rows on the screen are defined as follows: Energy - Percent of full energy capacity (100% is a full load of energy). Crew - Status of crew unloaded" or "loaded" (there are 5 crew members per orbiter). Ore - Quantity 01 Qre types I Ihrough IV loaded on the orbiter. Pasngr- Number of passengers on the orbiter. Status - Current stabJs (this will be explained later). A - A/tibJde of the orbiter in kilometers. 0- Number of damage points for the olbiter. Before launching the orbiters, you must load them with energy, crew, passengers, and ore. The screen will begin with the row "energy" for orbiter one highlighted. Press (selecvE1F2j. and a cursor will appear under the row name. Enter the percent capacity of energy for the orbiter. After entering the energy. press the [optionIW/F3j key to move on to the next row for orbiter one. The row "crew will now be highlighted. The (selectiEIF2] key will toggle the status of the crew between "load" and "unload" . You must have crew loaded on the orbiter before launching. The status will not toggle if you do not have enough crew on the ship. Since you must leave al least ten crew aboard your ship, you must have at least fifteen 40 FLIGHT crew members on the ship for this vatue to toggle. The next four rows are for are types I through IV. Use the (optionIW/F3j key to move through these rows. II you wish to load a Quantity of ore aboard the orbiter, press the [optionIWlF3j key until the proper are type appears highlighted. Now press the (selecVElF2) key and a cursor will appear on the appropriate row. Enter the quantity of that type of ore you wish to load. After moving through the four ore types by using the [option/W/F3] key, the "pasngr" row will be highlighted. If you wish to load passengers into the orbiter, press the [selecVE/F2j key. A cursor will then appear under the row name. Enter the number of passengers you wish to load. If you have more than one orbiter, pressing the (optionIW/F3) key again will highlight the "energy" row for the next obiter you have. If you only have one orbiter, the "energy" row will again light up for that orbiter. Once you have finished preparing the orbiters, you may begin the countdown to launch by pressing the [startlOlFl) key. You will then board whichever orbiter has a row name highlighted (you should move the highlight onto the column lor the orbiter you want to be on prior to pressing the [startlO/F1J key .) If you wish to abort the launch before pressing the [starVOIF1] key, you may do so by pressi ng the [escape] key. Once the orbiters have launched, you will see the altitude indicator for each orbiter begin to decrease. During the descent, you will be in radio contact with the other orbiters. Depending on the atmospheric conditions, you will periodically lose contact with other orbiters. During this period of loss, you will be unable to obtain altitude and damage status from the orbiter. This is indicated by a "lOS" status. TRADE SYSTEMS If you feel that you wish to abort the descent for an orbiter (due to excessive damage or lack of sufficient fuel) you may do so by pressing the numeric key corresponding to the orbiter number. If you have temporarily losl contact with the orbiler, you will be unable to abort the orbiter unti l contact is re-established. An aborted orbiter will reverse direction and ascend to your ship. If you abort the orbiter you are in without aborting the others, they will be lost. Once you have arrived at the starport. you will be abl e to boot up the Starport disk (or run the Stafport file) and Pfoteed to customs. __________________________ FLlGHT4t REPORT STATUS Report Status allows you to examine a system's current damage level, energy usage, visibility, and its special funct ions. It also allows you to check coordinates and supplies. The Report Status screen will list all of your currently operating systems along with the miscellaneous catagory and the exit marker. The small arrow on the outer left column can be pointed at any of the functional systems by pressing the [optionJINlF31 key. To display the status of a particular system, move the arrow until it is to the left of the name and press (selecVElF2J. The computer will display the status of that system. Press [startlQ/F1 ) to return to the list of systems. The miscellaneous catagory area will display the ship's current coordinates. Press (startlOlF1 ) to continue. Next. it will display your supply status. Press [startlOlF1) again. Finally, it will list your current contractual obligations. Press [start/QlF1) to exit. When the computer displays the status of one of the systems (as opposed to the miscellaneous catagory), It will display information on the three are the values for the special features of each system. For example, in the Parts list (Appendix), a hyperdrive has only one special piece of descriptive data, its range in lightyears. Range in lightyears, therefore, would be function 1. The other functions would be nulls. Number them from left to right, starting with 1. To exit this section, move the arrow to the EXIT U area and press [selecVEIF2] . 42 FLIGHT PROGRAM CONTROL The program control section allows you to view and change the priority, status. and load state of your computer programs. The screen will display all computer programs you currently have in mass storage. In addition, al the bottom of the screen, the type 01 computer processor and the free computer space are displayed. The up and down arrows on the keyboard will move the row pointer to select the program number to change. Note that it is nol necessary to hold the shift key down when moving the pointer. The [option/W/F3] key will move the column pointer to select the value to change. Using the up, down. and [optionIWlF3j key will allow you to select any of the three values you may change for any program you currently have. To change the value pOinted to by the row and col umn pointers, use the [selectlElF2j key. In the case of status and load state, the [selectlElF2] key will toggle between haltlrun and auto/manual respectively. Note that the {selectlEIF2] key will not select a program to run if there is not enough timeshare space in the computer. In the case of priority, the [selecVElF2} key will increase the priority of the program by one. If you press (selectlElF2) when the priority is at its maximum of nine, the val ue will change to zero. To return to the flight Menu, press the [startlQJF1) key. _________________________ FUGHT43 SAVE GAME Save Game will save the current game on the Player disk so that you may restart the game from the same position at a later date. For versions that use a Player disk. this feature will also allow you to make backups of the Player disk in the event you wish to resume the game from previous positions. Select the save game selection from the Main Flight Menu. The computer will automatically save all necessary data onto the disk or file. To restart a saved game, boot the Flight 1 disk (Flight for Apple players and the Flight program for MS-OOS 2.X players) and proceed as normal. You may find It desirable to make a copy of the Player disk or file. If at a future point in the game decide you wish to return to that positi on, you can do so by usi ng the copy. This can come in handy if some catastrophic event occurs (such asdeath!). 44 FLIGHT STARPORT CUSTOMS Customs is the section of Starport where the planet's customs officers search for any illegal import items within the cargo you have brought down to the surface. It is automatically executed upon booting and may nalbe avoided. The computer will make a "chirping" sound while it is searching through the cargo in the landers you have brought to the surface. If any illegal items are found, the computer will destroy them and subtract the fine from your credits. If you do not have enough credits for the fine, the computer will randomly destroy additional legal items as a penalty. ______________________________________________ STARPORT45 BUYER'S BOARD AND PORTMASTER Each line of products is broken up into four sections: the product number. its name, price, and cargo size. To select a product, press the key that matches its product number (0-9). The elapsed time display is in the minuteS/seconds format. Your stay at the Buyer's Board will end if you press [escape] or purchase your tenth product. If you have purchased anything before pressing [escape]. you will be translered to Portmaster. At the top of the Portmaster screen is an area listing the load status for all the orbiters on the ground. Next to the one of the orbiter's identification numbers will be a black dot. This indicates the current active orbiter. Cargo, loaded by pressing [Ll, goes into the active orbiter. To change the active orbiter, press (e] and then the number of your new active orbiter. You may not choose an orbiter which is not currently on the ground. Use the (up arrow) and (down arrow] keys to select the product to be loaded into the active orbiter. Press [LJ to load the selected product into the active orbiter. Warning If you exit Portmaster without having placed all the purchased products on one or more orbiters, the unplaced products will be lost. 46 STARPORT The Seller's Board is broken into three regions. In the top region is the numbered products list. This is where your products that are currently on sale are displayed. It is broken up into the number, item name, and the asking price columns. The middle region displays the elapsed time and your current cash holdings. The bottom region is a menu of the available commands. To add items to the list, press [AJ. The computer will choose the next product which is not currently being displayed and place it on the first free tine of the product list. If there are not any products left to add to the list. the -Item Addition- display is erased and the computer is ready for another command. The computer will take products from all the landers which are loaded and at the starport. If you keep cycling through the products, you will eventually come upon products which were previously displayed. The shorter the total number of products brought down to the starport, the faster they will all be cyded. To remove an item from the list, press (R] . The computer will ask you for the number of the item to be removed. Press any number from a to 9 and the corresponding product will be erased. Note that the product is merely removed from the list, not from your possesion. To price an item, press (P] . The computer will then ask you for the number of the item to be priced. Press the corresponding number key. The computer will then erase the selected item's price and place a cursor at the beginning of column. You will now be able to enter a new asking price. Press (return] when you are finished. To begin the sales, press (S] . The computer will make a high chirping sound. If your items for sale have been priced equitably, the other buyers wilt select them and the computer will remove tham from your list and credit you with their sale. THE SELLER'S BOARD To halt sales, press {HJ. The computer will stop allowing other buyers to bid on your items. To exit this section, press [escape]. The Starport authorities will charge 1 credit for every minute of stay on the Seiler's Board and deduct a 7.5% sales tax from your sale earnings. Pricing Items If you are trying to sell a product whose sophistication is one greater than (but not more than 9 greater than) the starport's sophistication, you can charge almost 275% of the price you paid for it. If the product is of the same sophistication as the starport, you can expect sales up to 150% of you paid for it. Selling a product of a sophistcation lower than the starport will yield no more than' 00% of what you paid for it. Obviously, this is not a recommended practice. Any item, which is priced at approximately 15% of the amount you paid for it, will atso sell. While there isn't a good reason to sell a product for so little, bargain hunters are always alert. _______________________________________________ STARPORT47 THE MONEY EXCHANGE The Money Exchange is a place where you can exchange between ore and credits or transfer ore between orbiters. AI the side 01 the starport nearest your landers are the terminals for exchange. Here miners turn their ores into credits and transport captains turn their credits into Ore IV. The Money Exchange screen is broken up into four sections. The topmost section lists the surcharges for exchanging ore and translaring it between your orbiters. In the second section, information on an orbiter exchanging ore or two orbiters translating ore is displayed along with your current credit holdings. The third section is lor any entry of any additional information a function may need. The bottom section lists the some of the commands avai lible. Exchanging Ore and Credits To exchange ore or credits, press I E). The computer will then ask you which orbiter will be doing the exchange. Enter a number between 1 and 5. II the orbiter you selected is at the starport, the computer will then display the ore loading for the orbiter. Next, you will be asked whether to exchange ore-to- credits/credits-to- ore II) or ore-to-ore [2). If you have selected 1'1, the computer wilt then ask whether you wish to exchange credits-to- ore Ie] or ore-to-credits 10). If you select credits- to-ore, the computer will need the number of credits to be exchanged and the type of ore desired. If you select ore-to-credits, the computer will ask you which type of ore and how many units to be exchanged. Both creditsto- ore and ore-to-credits will store your ore and credits in their appropriate places, minus the exchange surcharge. 48 FLIGHT If you have selected [2], the computer will then ask which ore you wish to exchange. Enter a number between 1 and 4. Next. the computer will ask you which ore you want. Enter a number between 1 and 4. Next, the computer will ask for the number of units to be translered. Enter the amount. The computer will exchange your ore minus the surcharge for exchanges. Transferlng Ore Between Orbiters The computer will need to know from which orbiter you are transferring the are. Enter a number between 1 and 5. II the orbiter you have selected is valid. the computer will then display the are loading for the orbiter. Now the computer will ask for the receiving orbiter. Enter a number between 1 and 5. Next. enter the number of units to be transferred. The computer will transfer the are minus the transfer surcharge. The computer will not transfer the are if the receiving ship does not have a large enough are storage capacity. Important: When exchanging a less expensive are for a more expensive one. make sure you have at least enough of the lower cost are to make one unit of the higher priced are. For example, if you exchange 970 units of Ore IV for Ore I, the computer will credit you with 0 units Ore I and subtract the 970 units from your Ore IV holdings. THE MONEY EXCHANGE Exchange Rates At the first meeting 01 the ITC (Interworld Trade Commission). the relative values of all the ore were set and the credit was established as a universal currency in the Local Group. The following is a table of the exchange rales. Note that these exchange rates are subject to starport surcharges, etc. Ore Exchange Rates FROM Ore I Ore II Ore III T Or. I 1 10 100 0 Or. II .1 1 10 Ore III .01 .1 1 Or. IV .001 .01 .1 Ore IV 1000 100 10 1 Credrt . 1 Oro IV . 1 Ore III . 01 Ore II . 001 Oro I Note: All values are in units of ore. ____________________________ FLlGHT49 THE CONTRACT HOUSE The Contract House represents a planers Business Cooperative. Companies belonging to the Cooperative place orders for off-planet products and supplies (usually of slightly higher sophistication). The Contract House generally offers higher profits on products brought to them. The Contract House screen is divided into three sections. At the top is the current contract bonus. This is the amount of money you will make above the base price of the item. In the center of the screen is the availible contracts list. Each item in the list has a contract number, description, and due date. The last section of the screen has two functions. When you enter the Contract House, the computer will print Searching for FULFILLED and OUTDATED contracts. After the search is complete, the computer will ask you for a contract number. To select a contract, press the corresponding number key. To avoid selecting any contracts, press [escape] . The contract must be returned on or before the due and on the appropriate planet for payment. Any overdue contracts will be erased automatically at any planet. No more than sixteen contracts may be held at one time. Payment automatically occurs when a product that fulfills the contract is on the planet (in a shunte) within the due date and the user enters the Contract House. No contract is binding and failure to fulfill it does not carry any penalty. Note: The contract repayment percentage is based on the product's base price, not the price which you paid for it. This means that your profit will not be 300% 01 the price you paid for it, rather, 300% of the product's base price. So if you purchase a product for a contract and pay a premium price for it, you not realize any profit at all. ;0 STARPORT THE TRAVELER'S TERMINUS In the Traveler's Terminus you can receive and discharge passengers. The T (aveler's Terminus screen is broken up into five sections. In order, from top to bottom, they are: prefered Immigrants area, the current offering area, current orbiter loading area, carried- passenger average sophistication, and the partial command list area. When you first enter the Traveler's Terminus, you have the choice of either loading or unloading travelers. To load travelers, press {Ll . To unload travelers, press lUI. Loading Travelers After pressing ILl . the computer will need to know into which orbiter you want to load travelers. Next, you will have to enter the number of passengers desired. The computer will then add the travelers to your current load and average them in with your current average sophistication. Note: This will change the value of your current passenger loading downward, if the new travelers are of a lower sophistication than your current average. Unloading Travelers After pressing fUJ , the computer will need to know which orbiter to unload. Next, you will need to enter the number of passengers to unload. The computer will subtract the passengers and add you commision, if any. Transporting Passengers When you return to the main ship, any passengers on your shuttle will automatically be unloaded and placed into the cryogenic vault. Once you have the passengers. take them to a world that needs immigrants. Consult the Culture list and the Planel list in the Appendix to find a suitable planet. Exiting Traveler' s Terminus Press (escape] to relurn to the Starport menu. _________________________ APPENDIX 51 DEPARTURES Departures allows you to repair and refuel your shutdes and then return to the main ship in orbit above the planet. Departures is divided into two sections. The first is pre-flight. the second, ascent and docking. Pre-flight The pre flight screen is broken up into three sections. From top to bottom they are: orbiter status area, user input area, and the command list area. To repair an orbiter, press [RJ. The computer will then ask you for an orbiter. Enter a number between 1 and 5. The computer will display the orbiter's type, maximum energy, minimum energy, maximum damage, and current damage, if the lander selected is on the ground. Next, the computer will need the number of damage points to be repaired. If the port sophistication is high enough and you have enough credits, the orbiter will be repair. To fuel an orbiter, press [F]. The computer will then ask you for an orbiter. Enter a number between 1 and 5. The computer will display the orbiter's type, maximum energy, minimum energy, maximum damage, and current damage, if the lander selected is on the ground. Next, the computer will need the amount of energy to be put into the orbi ter. Enter a positive number up to the displ ayed maximum. If there is room and sufficient funds, the computer will store the energy in the orbiter. To board an orbiter, press [B} and then press the corresponding number key of the orbiter you want to board. Boarding an orbiter is necessary so that the computer knows where you are in case of an orbiter crash. II you neglect to choose an orbiter before launching, the computer will sel ect an orbiter for you automatically. 52 STARPORT To exit back to the Starport Menu, press (escape(. To launch the orbiters, press fl]. Important 00 not try to refuel an orbiter until you are ready to leave. Starport regulations prohibit fully-fueled spacecraft that are nol immediately ascending to orbit. If you do purchase fuel and then exit Departures, you will be charged but the fuel will not be placed on any of the orbiters. Ascent To Orbit After [L] is pressed, the computer switches screens and begins the automatic countdown. The countdown may not be aborted. After the countdown and launch, the screen will clear and up to 'ive areas will fill in with data on each of the orbiters. Each section of the screen will have data on: orbiter number, current altitude, target altitude (docking altitude) , current damage, and fuel. The fuel supply is represented by a horizontal bar beneath each 01 the active orbiter displays. The last 25% of the bar is red, as a low fuel warning. The bar will slowly shrink as fuel is consumed. An orbiter status can be changed by pressing the corresponding the number key. For example, if orbiter #4 has an "ascending" status, pressing [4} will change it to "aborted," (descending). Pressing [4] again would change the status back to "ascending: Once a ship has landed or docked, its status may not be changed. DEPARTURES If an orbiter's status changes to "lOS, this means that you have losl contact with that orbiter. During an "LOS status, you are unable to send commands or receive data from that particular orbiter. Your own orbiter will not go to "LOS status, as you are on it and able to give commands in person. The frequency of "LOS occuring is directly proportional to a planet's hostili ty. _________________________ STARPORT 53 APPENDIX STARSYSTEM LIST Starsystem Hyperdrl ve Coords Name Star Type X Y Z Ce Ente Calad Giant -2 13 -10 Giant 8 -7 -3 Deimos -10 18 -5 Douglas-Ouyang Main Sequence 4 21 13 Eros Main Sequence -29 -9 13 Evrytion Giant 1 -10 -11 Godel Main Sequence 12 4 -7 Hope Main Sequence 0 0 0 IchaIT Main Sequence 4 5 4 Kochab Main Sequence -6 0 0 Nilock Main Sequence -1 -9 9 Phobos Main Sequence -11 19 -4 Prisa Main Sequence 2 -1 -3 Pyxis Main Sequence -1 5 -3 RCJ23366 Giant 2 -5 8 Toascella Main Sequence -7 -2 -1 0 Twain Main Sequence 8 -7 3 Vromus Main Sequence 9 -4 -7 Zhisou Main Sequence 16 7 13 Zworzkyn's Star Dwarf 1 2 -18 ------------------------- APPENDIX 55 PLANET LIST Habitable Planets Planet Name Starsystem Radius Min Radius Soph Culture Starport Orydock Arbest Eros 5,800 6,091 99 7 Yes Yes Aurei lsa DouglasOuyang 5,800 6,091 24 1 No No Axia Hope 6,300 6,616 88 7 Yes Yes Bahnir Pyxis 5,100 5,356 65 8 Yes Yes Baliolsol Nilock 4,800 5,041 60 5 No No Benison Zhisou 6,500 6,826 66 6 Yes Yes Beum Icharr 4,500 4.726 49 9 Yes No Cetus Amicus Icharrt 4,800 5.041 85 7 Yes Yes Fewel Pyxis 6,400 6,721 74 7 Yes No Grotto P y x ~ 5,000 5,251 79 6 Yes No lvirose Prisa 5,100 5,356 31 1 Yes No MigaKambut DouglasOuyang 6,950 7,299 56 8 Yes No MiJokarr ToasceUa 6,800 7.141 56 9 Yes No Myl P y x ~ 4,100 4,306 37 3 Yes No Rouvchorra Toascella 5,000 5,251 31 4 Yes No Schrelos Phobos 4,100 4,306 29 4 Yes No Serendip Kochab 6,200 6,511 70 7 Yes Yes Sinia! OouglasOuyang 4.300 4,516 64 3 Yes No Stowe Twain 6,400 6,721 72 2 Yes No Vromus Prime Vromus 6,700 7,036 91 7 Yes Yes Zeath Prisa 6,000 6,301 84 7 Yes Yes 56 APPENDIX PLANET LIST Gaseous and Airless Planets Planet Name Starsysem Type Radius Min Radius Aquiesca Evrytion Gaseous 65,000 68,251 Au Cassaba C. Ent. CaJad Gaseous 24,000 25,201 Austiberg God.1 AiOess 7,100 7.456 Baines Nilock Gaseous 65,000 68,251 Clyd. RCJ2336B Airless 5,100 5,356 Diftalpa Delmas Airless 9,900 10,396 Echawwa Nilock Gaseous 16,900 17,746 Feredkor Douglas-Quyang Airless 5,200 5,461 Gialia Hope Airless 12,000 12,601 Hsiang Bao' Toascella Airless 8,700 9,136 JembamTouk Toascella Airless 12,000 12,601 Kiskismok Vromus Gaseous 50,000 52,501 Maelstrom Phobos Airless 9,100 9,556 Miunbieter Vromus Gaseous 9,800 10,291 Oba Auruahn Phobos Gaseous 12,560 13,189 Pelador Ce Ente CaJad Gaseous 9,200 9,661 Pechallia Eros Air1ess 8,900 9,346 Philos Hope Airless 7,800 8,191 RayaAIba Hope Gaseous 9,900 10,396 Schnorr Vromus Gaseous 64,500 67,726 5elpichuk Eros Airless 13,500 14,176 S'romoka God.1 Airless 9,000 9,451 Temblon Twain Airless 6,000 6,301 Thor Godel Gaseous 6,500 6,826 Trygieve Kochab Gaseous 6,900 7,246 ________________________ APPENDIX 57 PART LIST Hyperdrive System 0 Damage EU R""ge # Type Points Size perLY Visibility inLY Soph Cost 0 Ouantum Oivsn 15 5 10,000 8 7 70 35,000 1 CeeSquared 15 6 30,000 9 9 80 40,000 2 Interspace Prod 16 6 45,000 9 " 85 45,000 3 Jonisiodal 02 17 7 50,000 10 14 85 55,000 EU per l Y - Energy units used per lightyear. Range in L Y - Hyperdrive range in lightyears. Sub-light Drive System 1 Damage EUper Gravs Ore IV # Type Points Size Grav/Min Visibility Max per Min Soph Cost 4 Ion 15 5 .200 7 2 1 45 20,000 5 Aynox Disprsmnt 15 5 .274 6 5 0 60 20,000 6 FISsion 12 4 .326 7 30 4 50 24,000 7 Fusion 16 5 .350 4 100 2 65 29,000 8 Induced Gravity 20 2 .500 10 300 0 60 36,000 9 Thruster 18 8 .600 12 500 0 90 38,000 10 Picametric 20 10 1.300 8 1000 0 95 48,000 EU per GravlMin - Energy units per gravity or acceleration per minute. Gravs Max - Gravities of acceleration maximum. Ore IV per Min - Units of Ore IV consumed per minute of acx:e1eration. Bridge System 2 Damage # Type Points Size Visibility Soph Cost " Xorconn 4 4 4 60 3,000 12 Blathchzeck 5 4 4 65 5,000 13 TrentiflCus 9 6 5 75 9,000 58 APPENDIX PART LIST Accumulators System 3 Damage EUper Modules! # Type Poi nts Size Module Visibility Hull Soph Cost 14 AlkisGroup 5 , 10,000 1 8 45 1,000 15 Zeus Storage 7 1 20,000 1 6 50 1,500 16 Voltac Group 10 45,000 2 3 80 1,800 EU per Module - Energy stored per accumulator module. Note: No more than 24 modules of any type may be carried on board your ship. Converter System 4 Damage EUper # Type Points Size Second Visibility 17 Fuel Cell 8 2 5,000 1 '8 Fission 10 4 9,000 3 19 FUSion '2 5 12,000 4 20 Mass Conversion 16 8 25,000 8 EU per Second - Energy units produced per second. EU per Pre IV - Energy units produced perunitof Ore IV. Docking Adapter System 5 Damage # Type Points Size VISibility Soph Cost 21 TolooUo 8 22 Koto Company 10 4 4 7 7 55 2,500 60 3,000 EUper CrelV 3 4 8 17 Soph 55 45 60 95 Cost 10,000 8.000 15,000 35,000 ____________________________ APPENDIX 59 PART LIST Inertial Compensator System 6 Damage EUper Gravs # Type Points Size GravlSe<: Visibility Max Soph Cost 23 Franklin Lab 1 3 10 1 5 70 17,500 24 Gelt Industries 2 3 60 2 10 80 19,000 25 Vromus 5 6 100 2 300 80 22,000 26 Athik Technical 4 4 300 5 1000 90 30,000 EU per GraV/'Sec - Energy units used per gravity of acceleration per second. Gravs Max - Gravities of acceleration maximum. Orbital Scanner System 7 Damage EUper , Type Points Size Scan Visibility Range Soph Cost 27 Manx 3 2 1,500 4 30,000 55 10,000 28 Ha.i'Systems 4 2 750 4 65,000 70 13,000 29 Psion 7 3 1,000 3 100,000 85 18,000 EU per Scan - Energy units used per scan. Range - Scanner range in kilometers. Resource Scanner System 8 Damage EUper , Type Points Size Scan Visibility Range Scan Error Soph 30 Petroscan 1 1 2,000 2 500 20% 55 31 NOT Inc. 3 2 2,000 3 1,000 25% 65 32 Rosisnski 3 2 2,500 3 5,000 20% 70 33 Agean Technical 4 2 1,500 4 5,000 15% 80 34 Axian Corprate 6 3 1,000 3 10,000 15% 85 35 Psion 9 5 2,000 5 10,000 5% 90 EU per Scan -Energy units used per scan. Range - Scanner range in kilometers. Scan Error - Percentage error in concentrations as reported by scanner. 60 APPENDIX Cost 12,000 13,000 16,000 18,000 20,000 23,000 PART LIST High Definition Scanner System 9 Damage EUper Max # Type Points Size Scan Visibility Range Mag Soph Cost 36 Rosisnski 2 3 2.000 5 10.000 250% 70 17.000 37 Axian Corprate 3 2 1.500 4 15.000 380% 75 17,000 38 Psion 1 1 1.500 2 28.900 510% 85 20.000 EU per Scan - Energy units used per scan. Range - Range in kilometers. Max Mag - Maximum image magnification. Missile Rack System 10 Damage # Type Points Size V ~ i b i l i t y MSUJRack Max Racks Soph Cost 39 Standard 5 1 2 20 20 55 5.000 MSUlRack - Missite size units held per rack. Max Racks - Maximum number of racks that can be placed in the ship. Missile Launcher System 11 Damage EUper Missil es # Type Points Size Salvo VISibility PerSafvo Soph Cost 40 WodenArma 5 1 100 5 2 55 11 ,000 41 Woden II 7 1 125 5 4 60 12,500 42 Giaperelli 10 2 400 9 8 70 21.000 EU per Salvo-Energy units to launch a salvo. Missiles per Salvo - Maximum number of missil es per sal vo. -------------------------APPENDIX61 PART LIST Laser Projector System 12 Damage EUper P u ~ e , Type Points Size Pulse Visibility Range Delay Damage Soph Cost 43 Zeus 10 4 15,000 8 5,000 20 4 60 , 1 ,000 44 Woden 80ltfire 12 4 17,500 8 5,000 18 8 65 13,000 45 Sunstonn 8 5 20,000 10 10,000 7 10 70 14,000 46 Frankli n IV 10 5 25,000 10 5,000 3 20 75 17.000 47 Sunslorm HF 11 6 31,500 12 10,000 6 2S 85 19,000 48 Franklin VI 13 7 30,000 13 15,000 10 35 90 24,000 EU per Pulse - Energy units required to fire laser. Range- Laser range in kilometers. Pulse Delay - Recharge delay between firings in seconds. Oamage- Damage inflicted by laser. Shield Generator System 13 Damage EUper MaxDP , Type Points Size DPBlocked Visibili ty Blocked Soph Cost 49 KOIO Co 10 2 1,000 1 3 65 8,000 50 Hai' Systems 14 2 1.200 1 4 70 9,500 51 Repellent 11 3 1,800 2 8 75 18,000 52 Axian Corprate 20 4 1,700 3 t4 85 20,000 53 Vottac Group t5 4 2,000 2 14 80 18,000 54 Woden Plata 25 5 1.900 4 20 90 23,000 EU per DP 81ocked- Energy units per damage point blocked. Max DP Blocked - Maximum number of damage points blocked. 62 APPENDIX PART LIST Eleclronlc Countermeasure (ECM) System 14 Damage EU per # Type Points Size Missile VISibility Effective Soph Cost 55 Voltac Group 2 1 2,000 1 5% 56 Entrohaad 3 1 1,500 1 11& 57 Woden Confusior 5 2 6,000 2 18% EU per Missile - Energy units used per missile in attempted blocking. Effective - Percentage of effective jamming attempts. Assault Capsule Systems 1S-19 Damage EUfer # Type Points Si ze Launch Visibility SAF 58 Woden I 20 1 100,000 5 175 59 Koto Conqrer 27 1 175,000 5 250 60 Woden II 30 1 270,000 6 290 61 Voltac Group 42 1 400,000 7 315 62 Woden Assault+ 60 1 1,000,000 9 400 EU for Launch - Energy units required for launching. SAF -Surlace attack factor. ereN - Crew required for launching. Ore Processor Syslems 20-24 Damage EU fcr Ore # Type Points Si ze launch Visibility Capacity 63 Columni 10 1 75,000 5 25,000 64 Datar Grubber 15 1 100,000 6 75,000 65 Voltac Group 20 1 150,000 8 135,000 66 Dirtmaster 30 1 240,000 9 200,000 EU lor launch - Energy units required for launching. Ore Capacity - Total ore capadty. Effici - Ore recovery efficiency. 65 7,000 70 13,000 85 19,000 Crew Soph Cost 6 65 11 ,000 11 70 17,000 18 75 20,000 17 80 28,000 24 90 30,000 Crew Effiei Soph Cost 20 27% 70 16,000 23 36% 75 22,000 18 71% 85 24,000 8 93% 90 29,000 APPENDIX 63 PART LIST Cargo Hold System 25 Damage , Type Points Size Visibility Soph Cost 67 Standard 5 CryogenIc Vault System 26 Damage 2 2 50 5,000 Revival , Type Points Size Energy Visibility Capacity Loss Soph Cost 68 Ageless Ind. 3 1 250 1 100 69 Proxima 2 1 325 1 250 70 Kintopir1em 5 200 1 270 Revival Energy - Energy required to revive one passenger. Capacity - Maximum passenger capadty. loss - Percentage of passengers who survive the revival process. Orbital Shuttle Systems 27-31 Damage EUfor # Type Points Size launch Visibility 71 Ouentrix 20 1 10,000
72 Columni 25 1 25,000 5 73 Datar 30 1 30,000 7 7. Icarus 30 1 37,000 7 75 Axian Corprate 35 1 48,000 8 EU for Launch - Energy units required for launching. Max Passenger- Maximum passenger capacity. Max Cargo - Maximum cargo size units capacity. Max Ore - Maximum orB capacity. 64 APPENDIX Max Passenger 3 5 11 20 56 77% 60 7,000 89% 65 9,000 98% 75 14,000 Max Cargo MaxOre Soph 100 180,000 65 150 360,000 70 200 600,000 70 230 750,000 75 300 1,000,000 85 Cost 10,000 15,000 17,000 20,000 25,000 Autodoctor System 32 Damage EUper Cure # Type Points Size Healing VISibility Rate Soph 76 Salven 2 1 1,000 1 65% 60 77 Primile 3 1 1,400 1 75% 70 78 Trithens 1 2 9,000 2 90% 90 EU per Healing - Energy units used per attempted healing. Cure Rate - Percentage of successful healing. Ore Storage System 33 # Type 79 Baynus 80 Datar Damage Points Size 5 5 5 7 81 Voltae Group 8 9 Max Ore Visibility Capacity 5 900,000 7 1,250,000 9 2,000,000 Max Ore Capacity - Maximum ore storage capacity. Crew Quarters System 34 Damage # Type Points 82 Kraakobinir 2 83 Vromus 4 84 Pulienmot 7 85 Axian Corprate 9 Size VlSibilty 1 1 2 2 3 3 3 4 Max Accom - Maximum crew accornodated. Max Aocom 40 65 128 213 Soph 40 45 50 Soph 50 55 55 65 PART LIST Cost 6,000 9,000 13,000 Cost 2,000 4,000 7,000 Cost 2,000 4,000 5,000 7,000 ___________________________ APPENDIX 65 PART LIST Rescue Pod System 35 Damage EUfor Max Crew
Type Points Size Launch Visibility per Pod SOph 86 Colli 8 1 10,000 3 50 SS 87 8aynus 4 2 30,000 5 200 70 EU for Launch - Energy units required for launching. Max Crew per Pod - Maximum crew per rescue pod. Computer System 36 Damage Program
Type Points Size Visibility Capacity Soph Cost 88 AE3504 1 1 1 10 65 10,000 89 A l k ~ 2 1 1 1 12 75 12,000 90 AF2198 2 1 1 15 85 13,000 91 CA6605 2 2 2 17 90 17,000 92 GF8738 3 2 2 22 95 20,000 Program Capacity - Maximum program capacity. Mass Storage System 37 Damage Timeshare
Type Points Size VlSibitity Capacity Soph Cost 93 $kandis 2 1 1 25 60 5,000 94 Datar 3 1 1 35 65 6.000 95 Didonna 5 1 1 40 75 8,000 Timeshare Capacity - Maximum capacity in timeshare units. 66 APPENDIX Cost 1,500 2.000 PROGRAM LIST Program Timeshare , Name Units Description 0 Weapon 5 Weapons tracking and lauch control , Autofire 2 (Not implemented) 2 Ground Assault 4 Controls assault capsule attacks 3 Defense 5 Reduces incoming missile accuracy by 6% 4 Resource 2 Scans planets for ore 5 Docking 4 Controls ship to ship docking 6 Shuttle , Controls ascent and descent of orbital shuttles 7 Sub-C Nav 5 Controls sub-light navigation 8 HyperNav 5 Contrels hyperspace navigation 9 Mar\<e, 4 Product analysis Notes: All computer software costs 1 ,SOO credits per program . The autolire program does not perlorm any functions. _______________________ APPENDIX 67 WEAPON LIST Missiles
Type MSU Range Aceu Damage Soph Cost Effect 0 ONT 1 15,000 97% 5 50 1,000 Generaldamage 1 Fission 3 15,000 96% 10 SO 1,SOO General damage 2 Fusion 4 15,000 96% 20 55 2,000 General damage 3 Neutron 3 10,000 92"10 5 55 2,000 Mostly anti-personnel 4 Field Effect 8 10,000 90% 0 70 2,700 Only anti-personnel 5 Proton 10 7,500 93% SO 65 3,000 Generaldamage 6 Empulse 13 10,000 73% 0 85 5,000 Burns out computers 7 Ptarki 6 7,500 68% 10 85 5,000 Avoids shield/general damage 8 Stealth 5 10,000 85% 30 80 5,000 Negates enemy ECM effects 9 Nova 20 7,500 47% 150 95 20,000 General damage MSU - Missile size units. Range - Range in kilometers. Accu - Base missile accuracy percentage. Damage - Damage points of damage inflicted. Armor Attack
Type Factor Soph Cost 0 Pan'tra 2 58 100 1 Kevex 3 67 200 2 Woden GyfaJ 5 79 300 68 APPENDIX PRODUCT LI ST Product Type CSiZ8 Soph Descri ption o..oentwir .... " 20 . 0...- M "; 255 20 Favorite wood lor eontaineta (hI! ilaYar !heir mn'llnl&. "',,"00 ..
20 A noisy, hyperac:v.., lem.Ir-type lIflirraJ. ChiP6 25 20 KatlfOC $lOne ...... Y&r/ldQcdyl. " '"'" 20 20 HoIo'Md gourd used lor fJJmiture. Ps5htOOOti .... 2 20 A rr.Ion with .... ry high in"'ma1 T ryperian ConllV"all
- 2 " All um lor alDring embers. ..... """ - 2 " A WgllIIbIe oil Kunkuuko mod 2 " A .... ry.kIIy 1Ub5anc. used lor Maling woundil. """'" "', , " MoIdI uMd lor pol!ely malIng. V ... "m
22 Stifl..back chait' rradI 01 de,.. veglltable """"" M"; ., 22 An alloy of ar. M and tW. - '" 2 " Min .. "", hand iMtru!Tent e.1'dUzoo ..
" Fruit plMt, D'O'M 6 1-kilogram lruilli. IT'CflIh. """. " A homety yelam..oIing O'e'bJre. qui" W'Ite11igent. ....
, " AppM.rt;.-..y ..,.. .... ID I'IIbbit Go __ .... 20 " v.er..nt podJ i'om!he Ga.-.o 1k.CI, _ling. ... - .. " ,. A IpOtIge-lke."irNJ IIeluCfe1M 1Wglll' Upp-ynW .... ....
,. II COI1lIIe_ c:oledion 0 Icook'Mre. Hom." ...... ..
,. T tITif)W'Ig 1WIirntJ, UMd In riwl 0.. .. 2 ,. thatia mD6l1ylnlrosparenl --
2 ,. A m.o.icel"tn.oment made 01 kipperMxId. $e$l.ak' Proofs
" A ,.._ b< geometry, SiN. .... " ,. A wooden airrilar tl fie antiwIt Egyptian. CO'm "m , ,. low table, kif _ling. n-...ch tabIea. Hich_ .... " " A flido; pasllncie 01 eNsiled Gawo pOOr; and wine. s..m.
2 ,. Slows dIMn arnaptic hnsler apeeds. GhanEQgJ ..... , 25 Edible depilatlry, last)'. WenlIIan', T I8IT1I "" 25 Inl7ica1llfy ,II-'ed helldpleee. .. 25 A ".p, lot Imponant social ..,,,,,1$. APPENDIX 69 PRODUCT LIST Product Type Csize Soph Description
" Folded WIIOda'l chai, wilh ........... ppotI .a'ipe. t.Iizali .... , Ooekit ... , .. A IIe5h MnpII' populelized by Dot,. . Nifri.ir ..., 2 .. l.gw in"'nc:e, can CMrf ar-I "ftighton *"- _ ... .. 5 " lJMd 10 rooklut ...... 1I'ine s-MVn. """ " AidaII in 1IfI..-.g petllGiic inlKtiGn. 1lHtd,. A FiNI " A bcM"Id book by ../Kinlh Ju.trw. phliloieIII. ............ - , " ACOi.ip_do-<*t .... chtf. 72 APPENDIX PRODUCT LIST Product Type Csize Soph Description GIOIITnu:tor '" " " 1.4u1i-use InICtIf lor dift laming. Cryuus'Auk " " Increa-:l \'i5uaJ iWIIiwiry. Ciella, Cal Fay '" " " legged wiltl, poor cispo&ilion. ....
3 " "fWmwi\tl rr.ny tiny b,nutillched . De,,, Knid 3 " II n"LI5icIII inswment played wilh one"S fingers. 7 Great CyclM:Bookl
" The 6ety 01 O'I-tIajadI:k Ihe Smiter. ..... .. 3 " Acid-etdled po""., . Hori. .- " " pelion, _lc;On"" .... d hot. , .. 10 .... , " Ruorlged hurlto.&ds, c:ut from. wri$t sII'Ig. Cutis Typannus Bela ,. , " The c:apebIe of imitating anytoVnd. v.."". .... " NTmo ,0dI in crystaline coatir>gs. -- "'" , " lJ&&d for refT'ID'oioIg belundi Ilec:lletll!lS.
... ., ., Gem symbolic: 01 "',,<10m on "'''Y' plane v_. d. ., II dree& c:oIofed with 8IT'8Bf'8d 0 . ed-Writain .... '" ., A Y8pIItOU& aMlant """'" .... 3 ., C'-rTede from'" underfat 01. Helldlet !Tee. OyjO "" , " Keptinawgge&tible s with
,.. .. A IT'8Chaniell ...... , ehtonowaPh, k7w accuracy. Adrollet .... ,. .. Troagarbandywine. The 7f1,nd Last bog, , .. Pirate 01 last of tho Book of Cycle& ,.,"'''
, " hoenMlTW.dII from wood (depres&anl). .. .. 230 " Ire. lot refore&tllion. ",,'ro., no "'" " Electically n:yde.
..., 50 " Semi..,telf9lnt O' .. IIJ .. UMod u. NY . "" .. .... , " Small WlmaHlhaped atlrage box .. SMy.011h8ZS121 " 10 " " A prirriwe.-c:M.nical tabulatlt. lxoitop .... , " Soup"";lh Ixoilop noo..le$. Ei'ibot .... '" " Wood wit! de,.. calcium corw. Fin-.o Membrane ..
" Carilll ODOred itreges when placed in whi. Wght Writ eYe! Uevo
" The 01 LiIMI WlOOding "Svngiril. Odr\II' Aona .... " A rrultifllnc1ion knile ""th ca/borlslDel part&. Zetaler ,. , " Unicelktd 1lIirreI, gro'II$ up to 10 em in length. lja ailo Jose CApy .... , " Smoked treeli$h" dI_sil.nd DJtlllr. "'" .... " A llec:l\c)Ming wl>i611e. Aejaze .... , " poi&onouail ... n sl!JWlld. .. ,., ....
" Thinsheelllolere IlandOr.rv alloy, Loflui lr'6piraoonai "" .. " A depicting the 01 Loflui el SII'IIIIr. Pinlilo .. " , " Fat basic: sllills in the 3 R'. (case 01 1 00 booIIs). W'" .- , .. Ascenadcanch,lumlllh_ anti&eplic qua)iMs.. .. , .. A knile, UMd lot nipping ""re . K_ .. .. "
.. Achalkboeni . Aonuoru's Bo..- ,," , .. A rrechatlical sequential cfllerential calculebr , APPENDIX 73 PRODUCT LIST Product Type Csize Soph Description ninin zel "*' .. ...... in flQhting *""* infockln . H.aJ1a Pidde5 ...
.. Soured CIIaInCerI in HtosaJII Mil<. -- ...,; 3 ., II rrintnl t.se br mill)' Tmltuu '" 21 ., Re&O$'I8Il [ aysrals till play. prHIIIllune . .- Ito ., S;....., 10 porcupine 0IIp! qui" can be shot S ....... d.
., Aun'" Yery drt.b. &.goer. TlnllJno;kI .. ...' ., Suppo&edy rei ...... any IInetL ..... ' Auluple .. " .. Ught KUIpfuNI; named Iller the articI. _. M' 3 .. A til ... acalIo harmonia. , .... - '" 25 .. All elurrinum fraJred bcMol V_ M' 7 .. td1ninged ... "" .... l '-v,.. - 3 .. II wr-.II rockeHeundler ...... PIQOMei. Dir'loIHn. - ,. .. Oil 01 Ophick ... ' " .. A pet'la0lla. P,.IIitE.pidQr ,,, ,. .. A ""'-led road lranspon. ruel. T_. -- .. .. II ntllnI pIuIK t-. hIded from Donrir plant K ...... M' .. T'Iw ... " ..... OukMC&oIIIII ... 35 .. A vehicle ,.ir kit - om ,.. .. A pe1rOleum-fuel&dhome _ling '1"I1IIm. Col. Ctrde's NIIlIlI ... 2 .. VergII lallY. "*' ., A valuable heM Ilin'Uanl ObIirrili .... " ., Fi:Iorou$ COfI(ftI" . .,.,....,. setting. """"" ."" n_ ,. .,
Proxyei5tine ..... ., nllrrent Fwh'n PieCI M .... " ., MociJIar .... ,* pertl. [>do. "" 3 ., A rroItillUrpoM ullibml. GrolOg BrilllOllroB .- 3 ., II poflllble thell!'Clpowered ligll_ nII. I..lchtenW."d .- 3 ., A porl&ble raOOpowered Pan"" KaWrwtna ... " ., II portable 1IIescope. w..n& T..,,; ...
.. . ..... - ... " .. tank. ...-- ... , so PopIMr juice '-'Y br ned dink&. '_Comm ". .. dWIoe . The ....... " "'" .. .. aided 1!'dI.m. """'" ... , so .. ooIorino kit _ .. - .,.
..
- .., 80
""' ". .. . - ..
80 All cirNli hand protKtion . T ...... ' .. , .. SUperior t.>chId """"111'. Tho'"'"'" ". , .. Haboid /Nfl of in .... looJt Gtoup. c.. ... _ ""' , so """'" """""
'" Guide Abbrevlallons CsizS- Cargo size units. Soph- Product sophistication. Food- Foodstuffs. Arti- Art or artifacts. Semi- Semi-finished products. Life- Ufeform. Narc- Narcotic. Fum- Furniture. Med- Medical supplies. PRODUCT LIST Soph Description ,. Gravitf' IIId .. . ,. An .. robot. Yflf'l1IOO$}' " bued on grav.1IC displecerrent !"'lope. " mo6Icullf II'I8I'I'OIY corrp.Iter wl in ... k. " Gravik _1'1 COfI"4)M$ II MY LG. " GrrIiIloIionally " wI-.etlatging eIec1'ic coil&. " Conruo.d quarIIo.tNdion. " EI*0' c:ou:h,' ptOjeellKl fi-'d volume. " It ..-l lJ&lIIr .. fltctcorrp.l* mtde bjI u.ter. " Mullipiot ..- In_link "
" A conn Ninteg'alion ltirrullb'. "
" c._ air wi thin vol_II tiled " A.,1id grey rr-.lhat dlangM COl'l$Wltty. " unit. "
" ar.vu. We ga'*1IlOr. " Fluible highkwt! "","".1Iona1 c:orrp.I .... " MY body "*_Iin " An Q9IicaIIwmri: nt.iaion 1A'Iit. " E*-'cIKI in"-dNg, .,.,.,-.g.-. " PI'OGIoM ,.Oooeoope bIKk IdM. .. ProckIoI$ uH .... _int grWiK 'IOIioM. .. c.-rapid I)'OIOn ... , wi1hin 100 m,.... .. In*-".."rillI; bf IT'OIec:uI.- ..-ganiutiott. " Skir'I.w.. t.MIl9ltWound . " It 000IIKI0r lor 1I...mie " u.. UUrIO' ...... IO .... yL Jewf - Jewelry. Info- Information products. C/th- Clothing Pers - Personal products. Tool- Machine tools. Weap - Weapons. Tran- Transportation. Misc- Miscellaneous products. Bogu- Bogus or nonfunctioning products. Entr- Entertainment products. Ecluc- Educational products. Slav- Slaves. _______________________ APPENDIX 83 CULTURE LIST All cultures go through a distinct evolution. This evolution can be broken up into 9 parts or culture types. They are: Culture Type 1 Pre-Cultural - Clans and tribes. No universal political authority. No organized Art, Religion or Science. Culture Type 2 Fuedafism - Warriors and the Priesthood in power. Art as a response to Nature. Culture Type 3 Breakdown of FuedaJism - The Reformation. Early types of art disappear. Culture Type 4 Formation of Aristocratic States - Growing political absolutism. Art begins to mature along with Philosophy. The rise of puritanical religions to oppose the new absolutism. Culture Type 5 Absolutism - The Aristocracy is controlled by the King and the Middle Class. Art becomes intellectual. The great conclusive Philosophies. The zenith of Mathematical thought. Illegal Imports By Culture Culture Immigrants Legal? Illegal ProductTypes: Yes (None) Culture Type 6 Revolution and Napoleonism - The Middle Class combats alli ance of the Aristocracy and King. The victory of Money over Blood. Exhaustion of Art forms. Culture Type 7 Contending States - Dominance of Money. Rational social ethics replace Religion. Conceptual Art. Final Thought in Mathematics. Culture Type 8 Caesarism - The victory of Force Politics. Nations decay into a formless mass, soon to be forged into an Imperium of graduall y increasing despotism. Archaic, exotic Art. Culture Type 9 The Final Political Form - The world as a Spoil. Barbarians at the borders. Pol itical control falls into a permanent rut of ineffectual leaders. Primitive human conditions thrusting up into the highly civilized way of living. 1 2 3 4 No Art/Artifact Educational, Information 5 6 7 8 9 84 APPENDIX Yes Art/Artifact, Narcotics, Jewelry, Entertai nment, Personal No ArVArtifact, Educational, Narcotic, Clothing, Personal, Furnishings, Food Yes Weapons No Educational, Weapons, Transport, Information Yes Narcotic, Slave, Bogus No Educational, Weapon, Bogus No (None) SHIP DESIGN DATA ZM-110 rul Edur Section Hull Capacity VISibility Factor Section Hull Capacity VISibility Factor 1 3 6 1 24 10 2 6 7 2 7 1 3 96 10 3 2 3 4 6 2 4 2 3 5 12 4 5 6 8 6 6 2 6 6 8 7 16 6 7 15 3 8 3 7 Explorer 6A ON3OD Section Hull Capacity VISibility Factor Section Hull Capacity Visibility Factor 1 108 7 2 96 4 1 4 8 3 108 7 2 6 6 4 16 4 3 16 6 5 48 6 4 6 4 5 36 7 6 2 6 Ignis Section Hull Capacity Visibility Factor ON310 1 25 10 Section Hull Capacity VISibility Factor 2 21 1 3 21 5 1 9 6 4 21 5 2 48 7 5 12 4 3 52 3 6 16 7 4 52 7 5 52 7 6 22 5 AI Vexan Section Hull Capacity Visibility Factor 1 6 7 2 3 4 3 4 5 4 32 8 ___________________________ APPENDIX 85 SHIP DESIGN DATA Horizon II Section Hull Capacity VISibility Factor 1 5 5 2 60 8 3 5 3 4 31 5 5 4 5 Kosygln Section Hull Capacity Visibility Factor 1 31 7 2 24 5 3 8 5 4 9 3 Radpo'ol Section Hull Capacity VISibility Factor 1 18 8 2 6 1 3 24 3 4 17 7 5 17 7 6 4 6 86 APPENDIX Schrelos (41295) KEY: Starsystem ~ 8ahnir (81S7sd) Fewel (7n4S) Grotto (61765) My! (31365) TOASCELLA FW Milokarr (91555) KOCHAB Serendipity (7/6:)sQ Ha"''''. Planol 7 77 Name Culture Type Sophistication LOCAL GROUP DIAGRAM \ \ Planet Has Dfydock Planel Has Slarport i I ~ OOUGLASQUYANG Aurai IS8 (1124) Miga Kambu1 (8I54S) Sirria! (31605) MainSequenc8 SI>< \ Giant Star -G "- Owarl SI>< /" I Neutron Star APPENDIX 87 GLOSSARY Accumulator - Stores energy, essentially a large battery. Accumulators are necessary because a converter does not release energy at a high enough rate of speed for hyperspace jumps. Altless - A planet which lacks a breathable atmosphere. Armor - The self-powered suits crew members use on assault capsule missions and boaJdings. They enhance the wearer's senses and give increased mobility and strength. Assaull Capsule - A shuttle-type troop carrier with small attack capabilites of its own. Usually used to clear a hostile area prior to deployment of ore processors. Autodoctor - An automated surgeon able to diagnose and treat simple illnesses and injuries. Bridge - The command area of the spacecraft Cargo Hold - The area 01 the ship where cargo is stored. A cargo hold may not have more than 80 different items In it. Converter - Transforms Ore IVinlc energy. Crew Quarters - A section of the spacecraft which contains sleeping, food preparation, recreation, and sanitary facilities for the crew. Cryogenic Vault - Low temperature storage for passengers. Crystal Fax - Information burned into a crystal, used as a lasting storage medium. DlmenslonSet - Any object in norma/space occupies three physical and one time dimension. These lour defining dimensions are called a dimension-set. 88 APPENDIX Docking Adapter - Attached to the exterior of the ship, it seals around the outside of another ship's airlock. With a docking adapter. transfer of goods and personnel can be conducted without using breathing equipment. A docking adapter is not necessary to dock with a drydod<. Drydock - A huge spacestation orbiting above many of the more sophisticated planets in the Local Group. A drydock houses tens of thousands of people. It is a place where spacecraft can be repaired and crew hired. Ecliptic - Imaginary plane on which all of the planets in a starsystem ride. ECM - See Electronic Countermeasure. Electronic Countermeasure - The process of interfering with missile guidance and detection systems. Use of an ECM greatly reduces the odds of being hit by an enemy missile during a battle. FaxSheet - Any hardcopy from a computer. A facsimil e. Franklin labor-atorfes - A major industrial force behind the space effort. FL holds all of the major patents for the hyperdrive any many other essential spaceflight components. Its virtual monopoly during opening years of starflight enabled it to a gain a hold in every aspect of the spacing industry. Gaseous - A planet whose atmosphere is much too dense/poisonous to breathe. They typically lack a stable surface, due to extensive amounts of ice and gravity. Uninhabitable. Habitable - A planet which can support human life without breathing gear. Habitable Zone - Theoretical band around a star where planets which can support human life are found. High Definition Scanner - Creates a detail ed picture of the object being scanned. Usually used for spacecraft identifICation. Hyperdrlve - Propulsion system that allows atrayel at faster-than!ight speeds by -kicking- the spacecraft into a new dimension-set called hyperspace. Once in hyperspace, the spacecraft can reenter a point in normalspace many lightyears away in just 6.8 days. Hyperspace - A space that co-exsists with norma/space. Access is possible only through the expenditure of enormous amounts of energy. Hyperspace is believed to be completely empty except when spacecraft are "kicked- into it. No matter/energy artifacts have ever been found there. not even debris left over from hyperdrive propelled-spacecraft. Hyperspace Booster - Discovered near the end of the First Stellar Expansion. the hyperspace booster increases the range of mankind's exploration because of its ability to add to the hyperspace entry energy of a spacecraft, allowing greater than normal distances to be traversed. One of the chief disadvantages of the booster is that booster- assisted travel in strictly one-way. Inertial Compensator - Creates a localized gravity field, which isolates the oo:upants of a spacecraft from the effects of acceleration. Kleptnlr - The ancient Dormir (Xirae) phrase meaning "awaiting your retum.- Farewell, goodbye. See "Old Xirae" in Ruetter's, ~ Dialogues With the past. Lander - Generic term referring to any type of vehicle used for transport between a planet's surface and low orbit. Mass LImit - Anything above a certain mass cannot enter hyperspace: mass limit refers to this value. GLOSSARY Mass Storage - A peripheral device for the computer which stores programs. Missile Launcher - The device which releases the missile and provides the intial course guidance. Missile Rack - The system of racks, conveyors, and lifts used to bring the missile from the storage area into firing position. Nonnalspace - An abbreviation for normal spaceltime, which is the space of everyday experience. Einsteinian space. Orbital Scanner - A sophisticated scanning system which creates an image of the solar system and planet the spacecraft is orbiting. Orbital Shuttle - Used to transport personnel and cargo to and from the surface of habitable planets. Commonly referred to as an orbiter or lander. Or. Processor - A small mining ship which can land on the surface of habitable and airless worlds. It has little defense capability and the site on which it mines must be relatively flat and hard. Ore Storage - The area in the ship where are is stored. Part - A device which is used aboard a spacecraft. A system. Processor - Same as computer. Product - Any of the items available for purchase on a Buyer's Board. An item from the Buyer's Board. Rescue Pod - A large plastiC bubble with a 2 hour air supply for up to 20 people. Used by pirates to transfer personnel from a disabled ship without docking. _____________________________________________________ APPENDIX89 GLOSSARY Resource Scanner - Used to scan planet surfaces in search 01 valuable mining sites. Shield Generator - Has limited capability to repel matter and energy. Used to protect a ship from attack orother hazards. Size - The bulk of a particular part. the number of hulls il takes to place the part on the ship. Starport - A giant landing field and trading post. A starport is usually the economic center of a planet. Many services are available at a starport. ranging from trade to orbiter maintenance and refuelling . The only place where an orbital shuttle may safely land. Starsystem - The total collection of planets orbiting a star. The volume 01 space defined by the orbit of the outermost planet ClIound a star. Sub-c - See SutrUght. Sub-LIght - Below the speed of light. Usually refers to travel between planets in the same starsystem. Sub-Light Drive - The engines a spacecraft uses to travel in norma/space. A sublight drive cannot propel a spaceaaft fasterthanlighl In this age, they are used soley for maneuvering inside starsystems. System - A device which is used aboard a spacecraft. A part. Visibility - The measurement 01 relative size. A system may take up 5 hulls (size 5) but because it is in a section of the ship which is surrrounded by other sections (which means the section itself has a visibility lower than 5) it is very difficult for a theoretical outside observer to see. A lower visibili ty means apart will stand less of a chance of being hit by enemy fire. 90 APPENDIX Xlrae - Native inhabitants of the planet Baliolsol. They are the only native sapient race in the local Group. The Xirae are an ancient race. whose past high culture was destroyed by unknown forces over 100,000 years ago. Xlraen - Of or pertaining to Xirae. Accumulator 15, 37, 59 Amphibious Assault 3739 Armor 16,3032,34, 68 Assault Capsule 16.37-39,63 Autodoctor 15, 31, 65 Boarding 30-31 Bridge 15, 58 Cargo Hold 16,64 Illegal 19-22, 45 Computer Program 43,67 System 15.66 Converter , 5, 22, 59 Coordinates Galactic 17.27 Planetary 17.2829 SOlar 17, 28 Credit 19 Crew 30-31,34,37-38,39-40, Crew Quarters 15, 65 CryogenicVautt 15, 64 Defense Program 67 Docking Adapter 16,31 Program 67 with a Orydock 32 with an Enemy Vessel 3031 Electronic Countenneasure (ECM) 16, 63 Exchange Rates 47 HRS# 29,36 High Definition Scanner 16,30,36,61 Hull 33-35,85-86 Hyper Navigation Program 67 Hyperdrive Normal Use 15, 17,27 Overload 30 Immigrants 20, 51 Inertial Compensator 15 Laser 16, 30 Loan 2324 Market Program 39,67 Mass Storage 15, 66 Missile Launcher 16, 61 Rack 16, 30, 61 Orbital Scanner 16,28, 60 Orbital Shuttle 16, 39-41 .52. 64 Ore Processor 16. 37-38, 63 Ore Storage, 5, 40, 48, 65 Part Purchase 3334 Removal 32 Repair 32 Visibility 15 Passengers 20,51 Priority 43 Product. illegal 45, 84 Programs List 67 Timeshare 43 Use of 43 Provisions 34 Rescue Pods 30,66 Resource Program 67 Scanner 16, 3738, 60 Shield Generator 16, 62 Sophistication Drydock 15 Part 15 Planetary 37,47,50-51 , 56 Product 39,4647,50 Sub-lightDrive 15, 17, 2729, 58 Timeshare 43,67 Visibility 15 INDEX _________________________ APPENDIX 91
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