{"id":223,"date":"2019-07-01T21:41:18","date_gmt":"2019-07-01T21:41:18","guid":{"rendered":"https:\/\/trek73.kermitmurray.com\/?page_id=223"},"modified":"2019-07-02T00:58:53","modified_gmt":"2019-07-02T00:58:53","slug":"the-old-trek73-page","status":"publish","type":"page","link":"https:\/\/kermitmurray.com\/trek73\/the-old-trek73-page\/","title":{"rendered":"The Old TREK73 Page"},"content":{"rendered":"<p><center><font size=\"+4\" face=\"Monaco\">XEQ-$TREK<\/font><\/center><\/p>\n<p><center><font size=\"+4\" face=\"Courier\"><img loading=\"lazy\" decoding=\"async\" src=\"\/trek73\/LHS1.gif\" width=\"252\" height=\"215\" align=\"BOTTOM\" border=\"0\" naturalsizeflag=\"3\"><\/font><\/center><\/p>\n<blockquote>\n<p><center><font size=\"+4\" face=\"Monaco\">A TREK73 Page<\/font><\/center><\/p>\n<p>&nbsp;<\/p>\n<p><center><font size=\"+3\" face=\"Monaco\">New: <a href=\"http:\/\/www.kermitmurray.com\/trek73\/\">TREK73 WordPress<\/a><\/font><\/center><\/p>\n<p>&nbsp;<\/p>\n<p><b><font size=\"+1\" face=\"Monaco\">TREK73 Strategy<\/font><\/b><\/p>\n<blockquote><p><font size=\"-1\" face=\"Monaco\">New: <a href=\"http:\/\/kermitmurray.com\/blog\/?p=2357&amp;page=2\">TREK73 Strategy<\/a><\/font><\/p><\/blockquote>\n<p><b><font size=\"+1\" face=\"Monaco\">What is TREK73?<\/font><\/b><\/p>\n<blockquote><p>\n<font size=\"-1\" face=\"Monaco\">Trek73 is a computer space-battle<br \/>\nsimulation based on the original <a href=\"http:\/\/www.startrek.com\/library\/episodes_tos.asp\" target=\"_blank\" rel=\"noopener noreferrer\">Star Trek<\/a> television series. As the name<br \/>\nsuggests, it was created in 1973 by William K. Char, Perry Lee,<br \/>\nand Dan Gee. Many young Bay Area residents played the game on<br \/>\na teletype connected to the LHS DECISION computer located at<br \/>\nthe <a href=\"http:\/\/www.lhs.berkeley.edu\/\" target=\"_blank\" rel=\"noopener noreferrer\">Lawrence<br \/>\nHall of Science<\/a> in Berkeley, California. Roderick Perkins<br \/>\nwas the one who adapted the program for the LHS computer. Dave<br \/>\nPare and Chris Williams translated the BASIC into C and Jeff<br \/>\nOkamoto, Peter Yee, and others corrected and enhanced the code.<br \/>\nTREK73 was also played at Wilson High School in San Francisco and<br \/>\n<a href=\"http:\/\/highlandsun.com\/hyc\/\">Howard Chu<\/a> ported it to Turbo Pascal for MS-DOS at the University of Michigan<br \/>\nin 1985 (where the <a href=\"http:\/\/www.umich.edu\/~archive\/msdos\/un_indexed\/trek73.arc\"><br \/>\nbinary<\/a> and <a href=\"http:\/\/www.umich.edu\/~archive\/msdos\/un_indexed\/treksrc.arc\"><br \/>\nsource<\/a> still reside) and created a <a href=\"http:\/\/highlandsun.com\/hyc\/trek73c.tgz\"><br \/>\nC\/curses version<\/a> in 1990.<\/font><\/p>\n<p><font size=\"-1\" face=\"Monaco\"><br \/>\n<\/font><font size=\"-1\" face=\"Monaco\"><\/font><\/p><\/blockquote>\n<p><b><font size=\"+1\" face=\"Monaco\">TREK73 Internet Links<\/font><\/b><\/p>\n<blockquote><p><a href=\"http:\/\/www.dunnington.u-net.com\/public\/startrek\/TREK73\" target=\"_blank\" rel=\"noopener noreferrer\"><b><font face=\"Monaco\">BASIC Source<\/font><\/b><\/a><b><font face=\"Monaco\"> (at Pete Turnbull&#8217;s <a href=\"http:\/\/www.dunnington.u-net.com\/public\/startrek\/\">Star Trek<\/a> page)<\/font><\/b><\/p>\n<p><a href=\"http:\/\/www.kermitmurray.com\/trek73\/trek73.zip\" target=\"_blank\" rel=\"noopener noreferrer\"><b><font face=\"Monaco\">DOS Version<\/font><\/b><\/a><\/p>\n<p><a href=\"http:\/\/apollo.backplane.com\/FreeBSDPorts\/trek73-4.1.tar.gz\" target=\"_blank\" rel=\"noopener noreferrer\"><b><font face=\"Monaco\">Free BSD Port<\/font><\/b><\/a><\/p>\n<p><a href=\"http:\/\/www.umich.edu\/~archive\/msdos\/un_indexed\/trek73.arc\" target=\"_blank\" rel=\"noopener noreferrer\"><b><font face=\"Monaco\">Turbo Pascal DOS Binary<\/font><\/b><\/a><\/p>\n<p><a href=\"http:\/\/www.umich.edu\/~archive\/msdos\/un_indexed\/treksrc.arc\" target=\"_blank\" rel=\"noopener noreferrer\"><b><font face=\"Monaco\">Turbo Pascal Source<\/font><\/b><\/a><\/p>\n<p><a href=\"http:\/\/highlandsun.com\/hyc\/trek73c.tgz\" target=\"_blank\" rel=\"noopener noreferrer\"><b><font face=\"Monaco\">C\/Curses Version<\/font><\/b><\/a><\/p>\n<p><a href=\"http:\/\/www.starfleetproject.com\/\" target=\"_blank\" rel=\"noopener noreferrer\"><b><font face=\"Monaco\">Begin, A Tactical Starship Simulation (inspired by TREK73)<\/font><\/b><\/a><\/p>\n<p><a href=\"http:\/\/en.wikipedia.org\/wiki\/Trek73\" target=\"_blank\" rel=\"noopener noreferrer\"><b><font face=\"Monaco\">Wikipedia<\/font><\/b><\/a><\/p>\n<p><a href=\"http:\/\/en.wikipedia.org\/wiki\/Trek73\" target=\"_blank\" rel=\"noopener noreferrer\"><b><font face=\"Monaco\">Google Hits for TREK73<\/font><\/b><\/a><\/p><\/blockquote>\n<p><b><font size=\"+1\" face=\"Monaco\">TREK73 History<\/font><\/b><\/p>\n<blockquote><p>\n<b><font size=\"-1\" face=\"Monaco\">January 1973<\/font><\/b><font size=\"-1\" face=\"Monaco\"> &#8211; William K. Char begins programming<br \/>\na space battle game in BASIC on a Hewlett-Packard 2000C system.<\/font><\/p>\n<p><b><font size=\"-1\" face=\"Monaco\">May 1973<\/font><\/b><font size=\"-1\" face=\"Monaco\"> &#8211; The first version of $SPACE is introduced.<\/font><\/p>\n<p><b><font size=\"-1\" face=\"Monaco\">June 1973<\/font><\/b><font size=\"-1\" face=\"Monaco\"> &#8211; Char, Perry Lee, and Dan Gee begin<br \/>\nprogramming TREK73.<\/font><\/p>\n<p><b><font size=\"-1\" face=\"Monaco\">October 8, 1973<\/font><\/b><font size=\"-1\" face=\"Monaco\"> &#8211; Trek73 introduced.<\/font><\/p>\n<p><b><font size=\"-1\" face=\"Monaco\">1974<\/font><\/b><font size=\"-1\" face=\"Monaco\"> &#8211; Roderick Perkins adapts TREK73 for the DECISION<br \/>\ncomputer at the Lawrence Hall of Science.<\/font><\/p>\n<p><b><font size=\"-1\" face=\"Monaco\">1984<\/font><\/b><font size=\"-1\" face=\"Monaco\"> &#8211; Dave Pare and Chris Williams at the University<br \/>\nof California independently translate TREK73 into C<\/font><\/p>\n<p><b><font size=\"-1\" face=\"Monaco\">April 1985<\/font><\/b><font size=\"-1\" face=\"Monaco\"> &#8211; Jeff Okamoto and Peter Yee combine<br \/>\nthe two Pare and Williams versions into one.<\/font><\/p>\n<p><font size=\"-1\" face=\"Monaco\"><br \/>\n<\/font><font size=\"-1\" face=\"Monaco\"><\/font><\/p>\n<p><font size=\"-1\" face=\"Monaco\"><b><font size=\"-1\" face=\"Monaco\">1985<\/font><\/b><font size=\"-1\" face=\"Monaco\"> &#8211; Howard Chu creates a Turbo Pascal version of TREK73 at the University of Michigan.<\/font><\/font><\/p>\n<p><font size=\"-1\" face=\"Monaco\"><font size=\"-1\" face=\"Monaco\"><br \/>\n<\/font><\/font><font size=\"-1\" face=\"Monaco\"><font size=\"-1\" face=\"Monaco\"><\/font><\/font><\/p>\n<p><font size=\"-1\" face=\"Monaco\"><br \/>\n<b><font size=\"-1\" face=\"Monaco\">1990<\/font><\/b><font size=\"-1\" face=\"Monaco\"> &#8211; Howard Chu finishes a C\/curses version.<\/font><\/font><\/p>\n<p><font size=\"-1\" face=\"Monaco\"><font size=\"-1\" face=\"Monaco\"><br \/>\n<\/font><font size=\"-1\" face=\"Monaco\"><\/font><\/font><\/p>\n<p><font size=\"-1\" face=\"Monaco\"><br \/>\n<\/font><font size=\"-1\" face=\"Monaco\"><\/font><font size=\"-1\" face=\"Monaco\"><\/font><\/p><\/blockquote>\n<p><font size=\"-1\" face=\"Monaco\"><br \/>\n<b><font size=\"+1\" face=\"Monaco\">Reviews &amp; Reminiscences<\/font><\/b><\/font><\/p>\n<p><font size=\"-1\" face=\"Monaco\"><\/font><\/p>\n<p><font size=\"-1\" face=\"Monaco\"><\/p>\n<blockquote><p>\n<font size=\"-1\" face=\"Monaco\">When I was about 10 or 11, I<br \/>\nwould go to the Lawrence Hall of Science quite frequently. There,<br \/>\non their time-sharing system, I would sit at a <a href=\"http:\/\/www.columbia.edu\/acis\/history\/teletype.html\" target=\"_blank\" rel=\"noopener noreferrer\">Teletype Model 33<\/a> and play trek.<\/font><\/p>\n<p><font size=\"-1\" face=\"Monaco\">Sadly, LHS replaced their system<br \/>\nand trek went away. It was my intention that it should not be<br \/>\nforgotten. I had had a copy of a slightly different version of<br \/>\ntrek written in BASIC, but it was sadly unimplementable on my<br \/>\nApple computer.<\/font><\/p>\n<p><font size=\"-1\" face=\"Monaco\">When I learned of an implementation<br \/>\nof trek written in C, I jumped at the chance to bring it to the<br \/>\nsystems here at UC Berkeley. At that time, the game was mostly<br \/>\na direct translation of the original BASIC source. Many of the<br \/>\ncommands and routines were either missing or faulty. With Peter<br \/>\nYee, we worked together to fix up the program and managed to<br \/>\nget it running.<\/font><\/p>\n<p><font size=\"-1\" face=\"Monaco\">Once it was running, the time<br \/>\ncame for improvements. I admit to pulling many concepts from<br \/>\nthe game Star Fleet Battles, most notably the different races<br \/>\n(Hydrans, Lyrans, etc.) and the ship names.<\/font><\/p>\n<p><font size=\"-1\" face=\"Monaco\">This version of the game represents<br \/>\nmany hours of thinking and debugging. I hope you enjoy playing<br \/>\nit as much as I did coding it.<\/font><\/p>\n<blockquote><p>\n<font size=\"-1\" face=\"Monaco\">-Jeff Okamoto [from TREK73 Designer<br \/>\nNotes, Appendix 5]<\/font><\/p><\/blockquote>\n<p>&nbsp;<\/p>\n<p><font size=\"-1\" face=\"Monaco\">My first experience with TREK73<br \/>\nwas also at the <a href=\"http:\/\/www.lhs.berkeley.edu\/\" target=\"_blank\" rel=\"noopener noreferrer\">Lawrence<br \/>\nHall of Science<\/a>. I had been taking classes in <a href=\"http:\/\/www.digitalcentury.com\/encyclo\/update\/BASIC.html\" target=\"_blank\" rel=\"noopener noreferrer\">Time-Sharing Basic<\/a> and noticed that other<br \/>\npeople always talked about a game called $TREK that was a real<br \/>\nCPU hog and was usually turned off. Naturally I was intrigued.<br \/>\nSoon I was paying $2.00 an hour for the chance to play that game.<br \/>\nMany long hours and quite a few dollars went into playing $TREK,<br \/>\nso it was with a certain sadness that I learned that the DG Ecllipse<br \/>\non which $TREK ran was being phased out. I made several attempts<br \/>\nto obtain the source before it went away, but I was unable to<br \/>\nget it.<\/font><\/p>\n<p><font size=\"-1\" face=\"Monaco\">Fortunately for me, Dave Pare<br \/>\nat UC San Diego was also a fan of the game, and more importantly,<br \/>\nhe had an outdated copy of the source from an HP 2000. Dave had<br \/>\nstarted to implement the game in C to run under 4.2 BSD UNIX.<br \/>\nExpressing my interest to Dave, I was able to get a copy of Dave&#8217;s<br \/>\ncode and thus the TREK Project at Berkeley was started. I spent<br \/>\nendless hours tweaking with Dave&#8217;s code, implementing some of<br \/>\nthe fifteen or so commands that he had not yet translated.<\/font><\/p>\n<p><font size=\"-1\" face=\"Monaco\">At about this time, I learned<br \/>\nthat Christopher Williams, here at Berkeley, had also tried to<br \/>\nimplement the game in C. What is more, he had a copy of the source<br \/>\n(in BASIC) from Berkeley High School, and had implemented most<br \/>\nof the commands. Merging the work that Chris had done into my<br \/>\ncopy of Dave&#8217;s work led to a fairly complete version of the game.<br \/>\nThere still remained a large number of bugs, poor ideas, and<br \/>\noutright mistakes in the code, but it ran.<\/font><\/p>\n<p><font size=\"-1\" face=\"Monaco\">Jeff Okamoto, being a fan of<br \/>\nthe game and a Star Fleet Battles player, was greatly interested<br \/>\nin hacking on the game to bring up to par with the version that<br \/>\nran at LHS and to extend it even beyond that. Thus our partnership<br \/>\nwas formed and the current version of the game represents several<br \/>\nhundred hours of our joint work (and play). Also represented<br \/>\nare the suggestions, modifications and bug fixes we received<br \/>\nfrom numerous people, including (to name a few) Matt Dillon,<br \/>\nDavid Sharnoff, Joel Duisman, all at Berkeley, and Roger Noe<br \/>\nat Rockwell International.<\/font><\/p>\n<p><font size=\"-1\" face=\"Monaco\">It is hoped that this implementation<br \/>\nof a classic game will bring joy (and perhaps fond remembrances)<br \/>\nto all who play.<\/font><\/p>\n<blockquote><p>\n<font size=\"-1\" face=\"Monaco\">Live Long and Prosper,<\/font><\/p>\n<p><font size=\"-1\" face=\"Monaco\">-Peter Yee [from TREK73 Designer<br \/>\nNotes, Appendix 5]<\/font><\/p><\/blockquote>\n<p>&nbsp;<\/p>\n<p><font size=\"-1\" face=\"Monaco\">In the late &#8217;70s my brother<br \/>\nand I would make the trip in to Berkeley to play TREK on a Teletype<br \/>\nterminal at the <a href=\"http:\/\/www.lhs.berkeley.edu\/\" target=\"_blank\" rel=\"noopener noreferrer\">Lawrence<br \/>\nHall of Science<\/a>. In the next 25 years, I never found a computer<br \/>\ngame that was as fun to play. Sure it was crude, but that made<br \/>\nit that much more intriguing. We would hunch over the terminal<br \/>\nand wait for minutes as the HP timeshare computer crunched out<br \/>\nour perfect move and finally returned with the result, &#8220;chunka,<br \/>\nchunka, cunka&#8221; line by line. &#8220;Hit 45 on Kreiger shield<br \/>\n1.&#8221; The paper would roll out of the Teletype and spill over<br \/>\nthe back and onto the floor. At the end of our day, we would<br \/>\ntear it off, roll it up and pore over it later to perfect our<br \/>\nstrategy and plan our next games.<\/font><\/p>\n<p><font size=\"-1\" face=\"Monaco\">I recently found the game residing<br \/>\non the Web and created an &#8220;Homage Page&#8221;. It doesn&#8217;t<br \/>\nseem right to see the output zoom down the screen, but playing<br \/>\nagain after all these years sure brought back some memories.<\/font><\/p>\n<blockquote><p>\n<font face=\"Monaco\">&#8211; <\/font><font size=\"-1\" face=\"Monaco\">Kermit<br \/>\nMurray, 1999<\/font><\/p><\/blockquote>\n<\/blockquote>\n<p><\/font><font size=\"-1\" face=\"Monaco\"><\/font><font size=\"-1\" face=\"Monaco\"><\/font><\/p><\/blockquote>\n<p><font size=\"-1\" face=\"Monaco\"><\/font><\/p>\n<p><font size=\"-1\" face=\"Monaco\"><\/font><\/p>\n<p><font size=\"-1\" face=\"Monaco\"><\/p>\n<hr align=\"LEFT\" noshade=\"\" size=\"1\">\n<p><center><\/p>\n<p><img decoding=\"async\" src=\"\/trek73\/trek73_A2.gif\" border=\"0\"><\/p>\n<p>Appendix 2 from the LHS TREK73 Manual<br \/>\n<\/center><\/p>\n<p><b><font size=\"+3\" face=\"Courier\"><\/font><\/b><\/p>\n<hr align=\"LEFT\" noshade=\"\" size=\"1\">\n<p><b><font face=\"Courier\">The following is adapted from TREK73.DOC (David<br \/>\nSoussan)<\/font><font size=\"+3\" face=\"Courier\"><\/font><\/b><\/p>\n<p><b><font size=\"+3\" face=\"Courier\"><\/font><\/b><\/p>\n<p><b><font size=\"+3\" face=\"Courier\"><\/p>\n<hr align=\"LEFT\" noshade=\"\" size=\"1\">\n<p><\/font><\/b><b><font size=\"+3\" face=\"Courier\"><\/font><\/b><b><font size=\"+3\" face=\"Courier\"><\/font><\/b><\/p>\n<p><center><b><font size=\"+3\" face=\"Courier\">T R E K 7 3<\/font><\/b><\/center><\/p>\n<p><center><b><font size=\"+2\" face=\"Courier\">A Star Trek Battle<br \/>\nSimulation<\/font><\/b><\/center><\/p>\n<p><a name=\"top\"><\/a><font face=\"Courier\">Trek73 is a computer-simulated<br \/>\nbattle based on the famous Star Trek<a href=\"#ref1\">[1]<\/a> television<br \/>\nseries and the board game Star Fleet Battles<a href=\"#ref2\">[2]<\/a>.<br \/>\nVia computer terminal, you can clash with enemy battle cruisers,<br \/>\nsuch as Klingon D-7&#8217;s and Romulan Sparrowhawks, and use the same<br \/>\nstrategies that <a href=\"http:\/\/www.startrek.com\/library\/individ.asp?ID=112496\" target=\"_blank\" rel=\"noopener noreferrer\">Captain Kirk<\/a> has used. Like Kirk, you control<br \/>\na Federation vessel similar to the <a href=\"http:\/\/www.startrek.com\/library\/ships.asp?ID=70377\" target=\"_blank\" rel=\"noopener noreferrer\">Enterprise<\/a>; a computer program directs the<br \/>\nenemy. Victory can fall into several categories:<\/font><\/p>\n<p><font face=\"Courier\">Decisive Victory &#8212; You completely destroy<br \/>\nor cripple the attacking force.<\/font><\/p>\n<p><font face=\"Courier\">Tactical Victory &#8212; You out-maneuver the<br \/>\nenemy using high-speed escapes, <a href=\"http:\/\/www.startrek.com\/library\/tos_episodes\/episodes_tos_detail_68666.asp\">corbomite<br \/>\nbluffs<\/a>, `play dead&#8217; tactics; or the enemy surrenders.<\/font><\/p>\n<p><font face=\"Courier\">Moral Victory &#8212; You surrender or self-destruct<br \/>\nand destroy each other.<\/font><\/p>\n<p><font face=\"Courier\">All distances are measured in megameters,<br \/>\none million meters (abbreviated `M&#8217;). Speed is expressed in `<a href=\"http:\/\/www.startrek.com\/library\/techno.asp?ID=70302\" target=\"_blank\" rel=\"noopener noreferrer\">Warp<br \/>\nFactors<\/a>&#8216;. Each warp factor equals 100M per second<a href=\"#ref3\">[3]<\/a>.<br \/>\nAll angles are expressed in common degrees from zero to 360, measured<br \/>\ncounter-clockwise from the x-axis<a href=\"#ref4\">[4]<\/a>, similar<br \/>\nto reading a protractor. Only two dimensions are used .<\/font><\/p>\n<p><font face=\"Courier\">Play is as follows:<\/font><\/p>\n<p><font face=\"Courier\">1. You issue one of a number of commands<br \/>\n(fire phasers, change course, launch antimatter pods, surrender,<br \/>\netc.) by typing the appropriate code number into the keyboard;<\/font><\/p>\n<p><font face=\"Courier\">2. The enemy, under programmed instructions,<br \/>\nissues a similar command;<\/font><\/p>\n<p><font face=\"Courier\">3. Both your commands are executed (phasers<br \/>\nare fired, probes are launched, damages are assessed, courses<br \/>\nchanged, etc.) while the vessels move through space;<\/font><\/p>\n<p><font face=\"Courier\">4. Unless certain end-game conditions<br \/>\nare met (you destroy the enemy, the enemy destroys you, your out-maneuver<br \/>\nthe enemy, you both destroy each other, or one party surrenders)<br \/>\nthe above steps are repeated.<\/font><\/p>\n<p>&nbsp;<\/p>\n<p><a href=\"#app1\"><font face=\"Courier\">Appendix 1 depicts the<br \/>\nEnterprise&#8217;s power circuits.<\/font><\/a><\/p>\n<p><a href=\"#pp2\"><font face=\"Courier\">Appendix 2 displays certain<br \/>\nweapon and shield angles.<\/font><\/a><\/p>\n<p><a href=\"#app3\"><font face=\"Courier\">Appendix 3 lists certain<br \/>\nweapon and vessel specifications.<\/font><\/a><\/p>\n<p><a href=\"#app4\"><font face=\"Courier\">Appendix 4 lists initial<br \/>\ndeployment of resources.<\/font><\/a><\/p>\n<p><a href=\"#app5\"><font face=\"Courier\">Appendix 5 contains the<br \/>\ndesigner&#8217;s notes.<\/font><\/a><\/p>\n<p>&nbsp;<\/p>\n<p><font face=\"Courier\">The following is a list of codes which<br \/>\ncan be used while in the command mode aboard your ship:<\/font><\/p>\n<pre><a name=\"command_list\"><\/a><font face=\"Courier\">     <b>CODE<\/b>        <b>COMMAND<\/b><\/font>\n<font face=\"Courier\">     <b>====<\/b>        <b>=======<\/b><\/font>\n<font face=\"Courier\">     <a href=\"#command_1\">1       Fire Phasers<\/a><\/font>\n<font face=\"Courier\">     2       Fire Photon Torpedos<\/font>\n<font face=\"Courier\">     3       Lock Phasers Onto Target<\/font>\n<font face=\"Courier\">     4       Lock Tubes Onto Target<\/font>\n<font face=\"Courier\">     5       Manually Rotate Phasers<\/font>\n<font face=\"Courier\">     6       Manually Rotate Tubes<\/font>\n<font face=\"Courier\">     7       *Phaser Status<\/font>\n<font face=\"Courier\">     8       *Tube Status<\/font>\n<font face=\"Courier\">     9       Load\/Unload Torpedo Tubes<\/font>\n<font face=\"Courier\">     <a href=\"#command_10\">10      Launch Antimatter Probe<\/a><\/font>\n<font face=\"Courier\">     11      Probe Control (Detonate, Redirect, Lock)<\/font>\n<font face=\"Courier\">     12      *Position Report<\/font>\n<font face=\"Courier\">     13      *Position Display<\/font>\n<font face=\"Courier\">     14      Pursue An Enemy Vessel<\/font>\n<font face=\"Courier\">     15      Run From An Enemy Vessel<\/font>\n<font face=\"Courier\">     16      Manually Change Course And Speed<\/font>\n<font face=\"Courier\">     17      *Damage Report<\/font>\n<font face=\"Courier\">     18      Scan Enemy (Damage Report Of Enemy)<\/font>\n<font face=\"Courier\">     19      Alter Power Distribution<\/font>\n<font face=\"Courier\">     <a href=\"#command_20\">20      Jettison Engineering<\/a><\/font>\n<font face=\"Courier\">     21      Detonate Engineering<\/font>\n<font face=\"Courier\">     22      Alter Torpedo And Phaser Firing Parameters<\/font>\n<font face=\"Courier\">     23      Attempt Defenseless Ruse<\/font>\n<font face=\"Courier\">     24      Attempt Corbomite Bluff(s)<\/font>\n<font face=\"Courier\">     25      Surrender<\/font>\n<font face=\"Courier\">     26      Ask Enemy to Surrender<\/font>\n<font face=\"Courier\">     27      Initiate Self-Destruct Sequence<\/font>\n<font face=\"Courier\">     28      Abort Self-Destruct<\/font>\n<font face=\"Courier\">     29      *Survivors Report<\/font>\n<font face=\"Courier\">     30      *Print Version Number<\/font>\n<font face=\"Courier\">     31      *Reprints Above List<\/font>\n<font face=\"Courier\">     *Does Not Use A Turn<\/font>\n\n\n<b><font size=\"+1\" face=\"Courier\">Detailed Descriptions of Each Command<\/font><\/b>\n<\/pre>\n<p><font face=\"Courier\">What follows is a detailed description<br \/>\nof each command. Each command is referred to by a number from<br \/>\n1 to 31. After the name of the command is given, a synopsis of<br \/>\nthe arguments the command requires is given, if any. These arguments<br \/>\ncan be entered on the command line, separated by whitespace, if<br \/>\nyou wish. For instance, to fire phasers 1 through 4 with a spread<br \/>\nof 15, you could type &#8216;1 1234 15&#8217; on the command line.<\/font><\/p>\n<p><font face=\"Courier\">It should be noted that all numbers refer<br \/>\nto parameters for the Heavy Cruiser Class ship, and that other<br \/>\nships have slightly different characteristics.<\/font><\/p>\n<p><a name=\"command_1\"><\/a><b><font face=\"Courier\">1. Fire Phasers.<\/font><\/b><\/p>\n<p><font face=\"Courier\">[Phasers | all] [Spread]<\/font><\/p>\n<p><a href=\"http:\/\/www.startrek.com\/library\/techno.asp?ID=70202\" target=\"_blank\" rel=\"noopener noreferrer\"><font face=\"Courier\">Phasers<\/font><\/a><font face=\"Courier\"><br \/>\nare pure energy units which emit a beam similar to lasers, but<br \/>\nof a pulsating nature which can be `phased&#8217; to interfere with<br \/>\nthe wave pattern of any molecular form. Phasers get their power<br \/>\nfrom phaser banks, which in turn, derive their power from the<br \/>\nship&#8217;s engines. Each phaser bank is capable of holding a charge<br \/>\nof 10 units. When firing, these banks discharge, similar to batteries,<br \/>\nto spread their destructive power through space. After discharging,<br \/>\nthese banks are then recharged by the engines. Each phaser can<br \/>\nbe set to automatically track a target or can be manually rotated.<br \/>\nUnless engineering is jettisoned (code 21), phasers only fire<br \/>\nfrom 0-125 and 235-360 degrees, relative to the ship&#8217;s course.<br \/>\nIn other words, each vessel has a 110 degree blind side in back<br \/>\nof it in which phasers cannot fire. If phasers fired into this<br \/>\nblind side, they would destroy the ship&#8217;s engineering section.<\/font><\/p>\n<p><font face=\"Courier\">The Captain also designates a wide or<br \/>\nnarrow phaser beam: a wide beam to disrupt many targets; a narrow<br \/>\nbeam to inflict maximum damage on a single target. The maximum<br \/>\nspread of phasers is 45 degrees, the minimum is 10 degrees. The<br \/>\ntotal beam width is twice the designated spread.<\/font><\/p>\n<p><font face=\"Courier\">The firing percentage of each bank is<br \/>\npreset to 100. In other words, the bank fully discharges when<br \/>\nfiring. This can be changed, however, using code 22.<\/font><\/p>\n<p><font face=\"Courier\">The maximum range of phasers is 1000M;<br \/>\nthe maximum hit factor is 45 with a ten degree spread, 10 with<br \/>\na forty-five degree spread. Phaser hit factors are calculated<br \/>\nby the following formula:<\/font><\/p>\n<p><font face=\"Courier\">hit = (bankunits)(firing%)sqrt(1-range\/1000)(45\/spread)<\/font><\/p>\n<p><font face=\"Courier\">Phasers fire in .2-second intervals starting<br \/>\nwith bank one. Phasers inflict heavy damage and casualties, but<br \/>\ndo not destroy shields as much as antimatter explosions do.<\/font><\/p>\n<p><font face=\"Courier\">A phaser is unable to fire if damaged,<br \/>\nif firing into your blind side, or if completely discharged.<\/font><\/p>\n<p><a href=\"#command_list\"><font face=\"Courier\">[Return to Command<br \/>\nList]<\/font><\/a><\/p>\n<p><b><font face=\"Courier\">2. Fire Photon Torpedos.<\/font><\/b><\/p>\n<p><font face=\"Courier\">[Tubes | all]<\/font><\/p>\n<p><font face=\"Courier\">The Enterprise is equipped with six torpedo<br \/>\ntubes, which, as phasers, can be set to automatically track a<br \/>\ntarget or be manually rotated. Unless engineering is jettisoned,<br \/>\ntubes only fire from 0-135 and 225- 360 degrees. Each tube fires<br \/>\nall its antimatter pods, which are temporarily held suspended<br \/>\nin a magno-photon force field. Photon torpedos can be fired directly<br \/>\nat an enemy, laid out as a mine field, or scattered in an attacker&#8217;s<br \/>\npath as depth charges.<\/font><\/p>\n<p><font face=\"Courier\">Tubes must be loaded (code 9) prior to<br \/>\nfiring. Normally, torpedos are launched at warp 12 in .2-second<br \/>\nintervals, beginning with tube one. Photon torpedos have a proximity<br \/>\nfuse of 200M. All of these values can be changed by using code<br \/>\n22.<\/font><\/p>\n<p><font face=\"Courier\">Torpedos must be launched with care since<br \/>\nthe antimatter pods which are fired can never be recovered. It<br \/>\nis suggested that you not fire more than four torpedos at any<br \/>\none time, since a certain number of them do miss, or are destroyed<br \/>\nby the enemy firing phasers at them. It is also suggested that<br \/>\nyou fire them at distant targets, beyond 1100M, to avoid the explosion<br \/>\nradii of your own weapons. Hit factors resulting from antimatter<br \/>\nexplosions are calculated as follows:<\/font><\/p>\n<p><font face=\"Courier\">hit = 5(#podscontained)sqrt(1-range\/(50(#podscontained)))<\/font><\/p>\n<p><font face=\"Courier\">The maximum hit factor of an antimatter<br \/>\ndevice is five times the number of pods contained (in the case<br \/>\nof torpedos, 50); its explosion radius is 50 time the number of<br \/>\npods contained (in the case of torpedos, 500). Antimatter explosions<br \/>\nheavily weaken shields but do not damage equipment as much as<br \/>\nphasers do. This formula also applies to vessels, engineering<br \/>\nsections, and antimatter probe explosions.<\/font><\/p>\n<p><font face=\"Courier\">A photon torpedo&#8217;s proximity fuse will<br \/>\nnot be activated by a cloaked ship.<\/font><\/p>\n<p><font face=\"Courier\">Tubes are unable to fire if damaged, if<br \/>\nfiring into your blind side, or if unloaded.<\/font><\/p>\n<p><a href=\"#command_list\"><font face=\"Courier\">[Return to Command<br \/>\nList]<\/font><\/a><\/p>\n<p><b><font face=\"Courier\">3. Lock Phasers.<\/font><\/b><\/p>\n<p><font face=\"Courier\">[Phasers | all] [Target Name]<\/font><\/p>\n<p><font face=\"Courier\">Phasers locked on an enemy vessel will<br \/>\nautomatically aim towards it. Although phasers may track a vessel<br \/>\nwhich is in the firing blind side, they will not fire unless engineering<br \/>\nis jettisoned. To fire at vessels in the blind spot, simply change<br \/>\ncourse at least 55 degrees. Once a phaser is locked, it is not<br \/>\ndisengaged until the target is destroyed (in which case it is<br \/>\nthen rotated to zero degrees relative), relocked, manually overridden,<br \/>\nor damaged.<\/font><\/p>\n<p><font face=\"Courier\">Phasers can not be locked onto cloaked<br \/>\nenemy ships as they can not find the target. Phasers that were<br \/>\npreviously locked onto a non- cloaked ship will track the enemy&#8217;s<br \/>\nlast known course and position when that ship cloaks.<\/font><\/p>\n<p><a href=\"#command_list\"><font face=\"Courier\">[Return to Command<br \/>\nList]<\/font><\/a><\/p>\n<p><b><font face=\"Courier\">4. Lock Tubes.<\/font><\/b><\/p>\n<p><font face=\"Courier\">[Tubes | all] [Target Name]<\/font><\/p>\n<p><font face=\"Courier\">Tubes lock and unlock in the same manner<br \/>\nthat phasers do. Tubes suffer the same locking limitations that<br \/>\nphasers do in reference to cloaked ships.<\/font><\/p>\n<p><a href=\"#command_list\"><font face=\"Courier\">[Return to Command<br \/>\nList]<\/font><\/a><\/p>\n<p><b><font face=\"Courier\">5. Manually Rotate Phasers.<\/font><\/b><\/p>\n<p><font face=\"Courier\">[Phasers | all] [Bearing]<\/font><\/p>\n<p><font face=\"Courier\">Manually rotating phasers disengages any<br \/>\nprevious locks and positions them as directed, relative to your<br \/>\ncourse. For example, if your course is 30, and phasers are rotated<br \/>\n45 degrees, they will hit a target bearing 75 degrees. Rotating<br \/>\nphasers into you blind side is permissible, however, they will<br \/>\nnot fire.<\/font><\/p>\n<p><a href=\"#command_list\"><font face=\"Courier\">[Return to Command<br \/>\nList]<\/font><\/a><\/p>\n<p><b><font face=\"Courier\">6. Manually Rotate Tubes.<\/font><\/b><\/p>\n<p><font face=\"Courier\">[Tubes | all] [Bearing]<\/font><\/p>\n<p><font face=\"Courier\">Manually rotating tubes is similar to<br \/>\nrotating phasers.<\/font><\/p>\n<p><a href=\"#command_list\"><font face=\"Courier\">[Return to Command<br \/>\nList]<\/font><\/a><\/p>\n<p><b><font face=\"Courier\">7. Phaser Status.<\/font><\/b><\/p>\n<p><font face=\"Courier\">Phaser status reports the control (locks<br \/>\nand damages), deployment, levels, firing percentages (normally<br \/>\n100), and charge\/discharge rates (normally +10) of all phasers.<br \/>\nThis command does not use a turn. Cf. Command 22.<\/font><\/p>\n<p><a href=\"#command_list\"><font face=\"Courier\">[Return to Command<br \/>\nList]<\/font><\/a><\/p>\n<p><b><font face=\"Courier\">8. Tube Status.<\/font><\/b><\/p>\n<p><font face=\"Courier\">Tube status reports the control, deployment,<br \/>\ntube levels, launch speeds (normally 12), proximity delays (normally<br \/>\n200), and time delays (normally 10) of all tubes. This command<br \/>\ndoes not use a turn. Cf. Command 22.<\/font><\/p>\n<p><a href=\"#command_list\"><font face=\"Courier\">[Return to Command<br \/>\nList]<\/font><\/a><\/p>\n<p><b><font face=\"Courier\">9. Load\/Unload Tubes.<\/font><\/b><\/p>\n<p><font face=\"Courier\">[l | u] [Tubes | all]<\/font><\/p>\n<p><font face=\"Courier\">Each specified tube will be automatically<br \/>\nloaded with 10 units or whatever remains in the engines, whichever<br \/>\nis less. Tubes can also be unloaded if the need arises.<\/font><\/p>\n<p><a href=\"#command_list\"><font face=\"Courier\">[Return to Command<br \/>\nList]<\/font><\/a><\/p>\n<p><a name=\"command_10\"><\/a><b><font face=\"Courier\">10. Launch<br \/>\nAntimatter Probe.<\/font><\/b><\/p>\n<p><font face=\"Courier\">[Pods] [Time] [Proximity] [Target | [&lt;CR&gt;<br \/>\nCourse]]<\/font><\/p>\n<p><font face=\"Courier\">Probes are slow-moving devices equipped<br \/>\nwith internal guidance systems which allow them to chase an enemy<br \/>\nvessel. Probes consist of at least ten antimatter pods which are<br \/>\nlaunched from an undamaged probe launcher at warp three. As with<br \/>\ntorpedos, probes are set with time and proximity fuses, and use<br \/>\nthe same hit factor formula as do torpedos.<\/font><\/p>\n<p><a href=\"#command_list\"><font face=\"Courier\">[Return to Command<br \/>\nList]<\/font><\/a><\/p>\n<p><b><font face=\"Courier\">11. Probe Control.<\/font><\/b><\/p>\n<p><font face=\"Courier\">[y | [n [Probe] [y | [n [Target | [&lt;CR&gt;<br \/>\nCourse]]]]]]<\/font><\/p>\n<p><font face=\"Courier\">Probe control allows you to detonate or<br \/>\nredirect probes which may have missed.<\/font><\/p>\n<p><a href=\"#command_list\"><font face=\"Courier\">[Return to Command<br \/>\nList]<\/font><\/a><\/p>\n<p><b><font face=\"Courier\">12. Position Report<\/font><\/b><font face=\"Courier\">.<\/font><\/p>\n<p><font face=\"Courier\">Position reports are vital since valuable<br \/>\ninformation on courses, bearings and ranges are given to aid the<br \/>\nformation of good strategy.<\/font><\/p>\n<p><font face=\"Courier\">Each ship is listed along with its current<br \/>\nspeed, course, and bearing. Also listed is your relative bearing<br \/>\nto that ship. A relative bearing of 0 means you are pointed directly<br \/>\nat the ship, whereas a relative bearing of 180 means you are pointed<br \/>\ndirectly away from the ship. Next is the reverse relative bearing,<br \/>\nwhich gives the relative bearing of you with respect to the ship<br \/>\nlisted.<\/font><\/p>\n<p><font face=\"Courier\">Cloaked ships show up with an asterisk<br \/>\n(*) before the name, and the information displayed is the last<br \/>\navailable information on those ships. If no position report has<br \/>\nbeen performed prior to the enemy ship engages a cloaking device,<br \/>\nno information will be available on that ship. This order does<br \/>\nnot use a turn.<\/font><\/p>\n<p><a href=\"#command_list\"><font face=\"Courier\">[Return to Command<br \/>\nList]<\/font><\/a><\/p>\n<p><b><font face=\"Courier\">13. Position Display.<\/font><\/b><\/p>\n<p><font face=\"Courier\">[Radius of scan]<\/font><\/p>\n<p><font face=\"Courier\">Position displays, similar to radar scans,<br \/>\nshow objects which surround your vessel. The Enterprise is indicated<br \/>\nby a `+&#8217;, jettisoned engineering sections by a `#&#8217;, probes by<br \/>\na `*&#8217;, torpedos by a `:&#8217;, and enemy vessels by the first letter<br \/>\nof their names. Enemy vessels that are cloaked appear as lower<br \/>\ncase letters and remain in their last noted absolute position.<\/font><\/p>\n<p><a href=\"#command_list\"><font face=\"Courier\">[Return to Command<br \/>\nList]<\/font><\/a><\/p>\n<p><b><font face=\"Courier\">14. Pursue An Enemy Vessel.<\/font><\/b><\/p>\n<p><font face=\"Courier\">[Target Name] [Warp Factor]<\/font><\/p>\n<p><font face=\"Courier\">This order instructs the ship&#8217;s navigation<br \/>\nto face an enemy vessel whenever possible. Obviously it is impossible<br \/>\nto pursue a cloaked vessel.<\/font><\/p>\n<p><a href=\"#command_list\"><font face=\"Courier\">[Return to Command<br \/>\nList]<\/font><\/a><\/p>\n<p><b><font face=\"Courier\">15. Run From An Enemy Vessel.<\/font><\/b><\/p>\n<p><font face=\"Courier\">[Target Name] [Warp Factor]<\/font><\/p>\n<p><font face=\"Courier\">This order, just the opposite of order<br \/>\n#14, instructs the navigation to keep the stern of the Enterprise<br \/>\ntowards an enemy vessel whenever possible. Running from a cloaked<br \/>\nvessel is not very useful.<\/font><\/p>\n<p><a href=\"#command_list\"><font face=\"Courier\">[Return to Command<br \/>\nList]<\/font><\/a><\/p>\n<p><b><font face=\"Courier\">16. Manually Change Course and Speed.<\/font><\/b><\/p>\n<p><font face=\"Courier\">[Course] [Warp Factor]<\/font><\/p>\n<p><font face=\"Courier\">This order instructs navigation to maintain<br \/>\na fixed course and speed. The following information applies to<br \/>\nthe above three orders:<\/font><\/p>\n<p><font face=\"Courier\">Your maximum rotation rate when turning<br \/>\nis:<\/font><\/p>\n<p><font face=\"Courier\">degrees per sec = 5 * (11 &#8211; current warp<br \/>\nspeed)<\/font><\/p>\n<p><font face=\"Courier\">Accordingly, you can turn 55 degrees at<br \/>\nwarp one, 50 at warp two, and so on down to 10 degrees at warp<br \/>\nnine. In other words, the faster your speed, the less maneuverable<br \/>\nyou are. You are also less maneuverable if your warp drive is<br \/>\ndamaged or destroyed. Your maximum speed is warp nine, the enemy&#8217;s<br \/>\nis warp eleven.<\/font><\/p>\n<p><a href=\"#command_list\"><font face=\"Courier\">[Return to Command<br \/>\nList]<\/font><\/a><\/p>\n<p><b><font face=\"Courier\">17. Damage Report.<\/font><\/b><\/p>\n<p><font face=\"Courier\">This report informs you of certain equipment<br \/>\nstatus. A destroyed computer make orders 3 (lock phasers), 4 (lock<br \/>\ntorpedos), 14 (pursue), 15 (run), 27 (initiate self-destruct),<br \/>\nand 28 (abort self-destruct) impossible to execute. You will be<br \/>\nrequired to manually rotate phasers and torpedos, and manually<br \/>\nchange course and speed. Destroyed sensors makes orders 13 (position<br \/>\ndisplay) and 18 (scan) impossible. A destroyed probe launcher<br \/>\nprevents you from launching probes. A destroyed warp drive slows<br \/>\nyour maximum speed to warp 0.99 and severly limits your maneuverability.<br \/>\nSee order 20 about jettisoned engineering section. When your crew<br \/>\nof 450 dies, your vessel is as good as dead. There are 350 men<br \/>\naboard each enemy vessel.<\/font><\/p>\n<p><font face=\"Courier\">All of the above systems can be partially<br \/>\ndamaged. A damaged warp drive (common) lowers your maximum speed<br \/>\nand maneuverability. A damaged probe launcher (sometimes) may<br \/>\nrefuse to launch. Damaged sensors (rare) may not be able to return<br \/>\nposition displays or be able to scan an enemy. A damaged computer<br \/>\n(very rare) will sometimes refuse to lock onto targets, and in<br \/>\naddition, when damaged, may lose some of the locks held by the<br \/>\nweapons or by the helm.<\/font><\/p>\n<p><font face=\"Courier\">Shield percentage is calculated by its<br \/>\nenergy drain times its operating efficiency. Efficiency starts<br \/>\nat 100 and declines with each hit. No damages of any kind are<br \/>\nincurred when a shield absorbs its first hit, no matter how great<br \/>\nthe hit. Shield one is 1.5 times as strong as the other three<br \/>\nshields.<\/font><\/p>\n<p><font face=\"Courier\">`Efficiency&#8217; indicates the number of energy<br \/>\nunits being burned per warp-second. This number is initially one<br \/>\n(.75 for enemy) and increases per hit.<\/font><\/p>\n<p><font face=\"Courier\">`Regeneration&#8217; indicates the number of<br \/>\nenergy units being gained per second. Initially set at 10, this<br \/>\nnumber decreases per hit.<\/font><\/p>\n<p><font face=\"Courier\">`Fuel capacity&#8217; indicates the number of<br \/>\nmatter-antimatter pods a vessel has aboard. This number rapidly<br \/>\ndecreases with each torpedo or probe fired.<\/font><\/p>\n<p><font face=\"Courier\">`Fuel&#8217; indicates the number of matter-antimatter<br \/>\npods which are filled with energy. This number rapidly decreases<br \/>\nwhen maintaining high warp speeds or firing phasers.<\/font><\/p>\n<p><a href=\"#command_list\"><font face=\"Courier\">[Return to Command<br \/>\nList]<\/font><\/a><\/p>\n<p><b><font face=\"Courier\">18. Scan Enemy (Damage Report of Enemy).<\/font><\/b><\/p>\n<p><font face=\"Courier\">[Ship Name | Probe id | #Ship Name]<\/font><\/p>\n<p><font face=\"Courier\">An enemy damage report is essentially<br \/>\nthe same as the Enterprise&#8217;s. Sensor reports can not be had for<br \/>\ncloaked vessels.<\/font><\/p>\n<p><font face=\"Courier\">By giving the id number of a probe, information<br \/>\nabout it can be gathered. The same information can be gathered<br \/>\nabout a ship&#8217;s (jettisoned) engineering by prepending a &#8216;#&#8217; before<br \/>\nthe ship&#8217;s name.<\/font><\/p>\n<p><a href=\"#command_list\"><font face=\"Courier\">[Return to Command<br \/>\nList]<\/font><\/a><\/p>\n<p><b><font face=\"Courier\">19. Alter Power Distribution.<\/font><\/b><\/p>\n<p><font face=\"Courier\">[Shld 1 drain [* | &#8230; Sh 4]] [Phsr 1<br \/>\ndrain [* | &#8230; Ph 4]]<\/font><\/p>\n<p><font face=\"Courier\">The synopsis of this command can be confusing.<br \/>\nThe first set of numbers gives the drains for each shield. All<br \/>\nfour shield drains can be specified, but if a star is used immediately<br \/>\nafter a shield drain (eg, 19 0.5 1*), then the remaining shields<br \/>\nwill all be given a drain equal to the number preceding the &#8216;*&#8217;.<br \/>\n(Thus, in the above example, shield 1&#8217;s drain is 0.5, whereas<br \/>\nshields 2, 3, and 4 have a drain of 1). The same applies to the<br \/>\nphaser drains.<\/font><\/p>\n<p><font face=\"Courier\">The power circuits of all vessels are<br \/>\nillustrated in Appendix 2. Dilithium crystals produce energy much<br \/>\nlike generators. This power is then used to maintain warp speeds,<br \/>\nrecharge antimatter pods in the engine reserve, recharge phaser<br \/>\nbanks, or maintain shield power. Your initial regeneration is<br \/>\nten, however, the shields normally drain four units and the engines<br \/>\nrequire one unit per each warp-second.<\/font><\/p>\n<p><font face=\"Courier\">Shields can be thought of as electromagnets.<br \/>\nThe more energy put into them, the stronger their force field<br \/>\nbecomes. Therefore, a shield&#8217;s overall percentage is calculated<br \/>\nby the following formula:<\/font><\/p>\n<p><font face=\"Courier\">shield percentage = (energy in)(effective<br \/>\n%)<\/font><\/p>\n<p><font face=\"Courier\">Notice that dropping power to a shield<br \/>\nhas the same effect as having it hit. Notice also that if your<br \/>\nregeneration drops below four, you may have to discharge your<br \/>\nphaser banks to maintain full shield power.<\/font><\/p>\n<p><font face=\"Courier\">Phaser banks, similar to batteries, not<br \/>\nonly discharge (when firing), but also recharge. Initially, they<br \/>\nare set to recharge fully in one second (+10) so that you can<br \/>\ncontinually use them. However, they can discharge fully (-10)<br \/>\nin one second to provide extra power to shields, warp engines,<br \/>\nor engine reserve.<\/font><\/p>\n<p><font face=\"Courier\">Under most conditions, you need not concern<br \/>\nyourself with power distribution unless some special need arises.<br \/>\nDistribution, for the most part, is automatic. Regeneration is<br \/>\ncalculated first; that power is placed in reserve, along with<br \/>\nany discharged phaser units. Shield drain is calculated next,<br \/>\nthen the cloaking device, then phaser and engine drains.<\/font><\/p>\n<p><font face=\"Courier\">Be concerned with wasting power by indiscriminately<br \/>\nfiring phasers and torpedos, maintaining speeds over warp three,<br \/>\nor dumping scores of units onto antimatter probes. Huge power<br \/>\nlosses cannot be made up in battle.<\/font><\/p>\n<p><a href=\"#command_list\"><font face=\"Courier\">[Return to Command<br \/>\nList]<\/font><\/a><\/p>\n<p><a name=\"command_20\"><\/a><b><font face=\"Courier\">20. Jettison<br \/>\nEngineering.<\/font><\/b><\/p>\n<p><font face=\"Courier\">Although this order was never executed<br \/>\nin the television series, it is quite possible according to its<br \/>\nproducer. Jettisoning engineering has serious consequences, but<br \/>\nit may be your only course of action.<\/font><\/p>\n<p><font face=\"Courier\">One would jettison engineering if being<br \/>\npursed by vessels, probes or torpedos, or as a suicidal gesture.<\/font><\/p>\n<p><font face=\"Courier\">The following things happen when engineering<br \/>\nis jettisoned: A: You lose all your fuel and reserve capacity;<br \/>\nB: you lose your regeneration; C: you lose your warp drive; D:<br \/>\nyour lose your probe launcher; E: you lose your shields until<br \/>\nyou designate phasers to discharge; F: the engineering section<br \/>\nitself decelerates to a stop; G: a ten second time delay on it<br \/>\nis set (hopefully, when it does explode, you are far from its<br \/>\neffects); H: you lose your cloaking device; I: your phasers and<br \/>\ntorpedos are now free to fire in any direction.<\/font><\/p>\n<p><a href=\"#command_list\"><font face=\"Courier\">[Return to Command<br \/>\nList]<\/font><\/a><\/p>\n<p><b><font face=\"Courier\">21. Detonate Engineering.<\/font><\/b><\/p>\n<p><font face=\"Courier\">[nothing | [y | n]]<\/font><\/p>\n<p><font face=\"Courier\">This order, issued after the previous<br \/>\none, manually detonates your engineering section. It may also<br \/>\nbe issued without the previous order, in which case you will be<br \/>\nasked to confirm your (crazy) order.<\/font><\/p>\n<p><a href=\"#command_list\"><font face=\"Courier\">[Return to Command<br \/>\nList]<\/font><\/a><\/p>\n<p><b><font face=\"Courier\">22. Alter Torpedo And Phaser Firing<br \/>\nParameters.<\/font><\/b><\/p>\n<p><font face=\"Courier\">[[y [Launch Speed] [Time Delay] [Proximity<br \/>\nFuse]] | n] [[y [Firing Percentage]] | n]<\/font><\/p>\n<p><font face=\"Courier\">This option allows you to change the launch<br \/>\nspeeds, time and proximity delays of all torpedos. At the beginning<br \/>\nof play, torpedos are launched at warp twelve, have ten second<br \/>\ntime fuses, and 200M proximity fuses. Any vessel or engineering<br \/>\nsection which comes within the proximity range will cause the<br \/>\ntorpedo to explode.<\/font><\/p>\n<p><font face=\"Courier\">Phaser firing percentages can also be<br \/>\naltered. A phaser bank need not fire its full charge.<\/font><\/p>\n<p><a href=\"#command_list\"><font face=\"Courier\">[Return to Command<br \/>\nList]<\/font><\/a><\/p>\n<p><b><font face=\"Courier\">23. Defenseless Ruse.<\/font><\/b><\/p>\n<p><font face=\"Courier\">[e | p]<\/font><\/p>\n<p><font face=\"Courier\">Another name for this tactic is `playing<br \/>\ndead&#8217;. When issued, your shields are dropped to zero, and power<br \/>\nis diverted to your engines or phaser banks. Hopefully, the enemy<br \/>\nwill believe you dead and come too close or break off their attack.<br \/>\nYou should then be able to fire or run in the opposite direction.<\/font><\/p>\n<p><a href=\"#command_list\"><font face=\"Courier\">[Return to Command<br \/>\nList]<\/font><\/a><\/p>\n<p><b><font face=\"Courier\">24. Attempt Corbomite Bluff(s).<\/font><\/b><\/p>\n<p><font face=\"Courier\">There were two corbomite bluffs in the<br \/>\ntelevision series; one was against a midget operating a huge space<br \/>\nvessel the other was against Romulan attackers. Both have been<br \/>\nincorporated into this game. Whichever bluff issued is selected<br \/>\nrandomly.<\/font><\/p>\n<p><a href=\"#command_list\"><font face=\"Courier\">[Return to Command<br \/>\nList]<\/font><\/a><\/p>\n<p><b><font face=\"Courier\">25. Surrender, If Possible.<\/font><\/b><\/p>\n<p><font face=\"Courier\">This order sends a message to the enemy,<br \/>\nsaying that you wish to surrender. The enemy will then decide<br \/>\nwhether or not take you alive. You will have difficulty surrendering<br \/>\nto Romulans, who have never accepted one.<\/font><\/p>\n<p><a href=\"#command_list\"><font face=\"Courier\">[Return to Command<br \/>\nList]<\/font><\/a><\/p>\n<p><b><font face=\"Courier\">26. Ask Enemy To Surrender.<\/font><\/b><\/p>\n<p><font face=\"Courier\">This order ends a message to the enemy<br \/>\ndemanding that they surrender. Please bear in mind that Romulans<br \/>\nand Orions are the most suicidal.<\/font><\/p>\n<p><a href=\"#command_list\"><font face=\"Courier\">[Return to Command<br \/>\nList]<\/font><\/a><\/p>\n<p><b><font face=\"Courier\">27. Initiate Self-Destruct.<\/font><\/b><\/p>\n<p><font face=\"Courier\">This order activates a twenty-second self-destruct<br \/>\nsequence. Because final destruct does not occur until ten turns<br \/>\nafter initialization, it is best to start it early, if at all.<br \/>\nWhen you do explode, you hope that you explosive force will also<br \/>\ndestroy your attackers.<\/font><\/p>\n<p><a href=\"#command_list\"><font face=\"Courier\">[Return to Command<br \/>\nList]<\/font><\/a><\/p>\n<p><b><font face=\"Courier\">28. Abort Self-Destruct.<\/font><\/b><\/p>\n<p><font face=\"Courier\">This order, issued after the previous<br \/>\none, halts the destruct sequence. Self-destruct cannot be aborted<br \/>\nwithing five seconds to detonation.<\/font><\/p>\n<p><a href=\"#command_list\"><font face=\"Courier\">[Return to Command<br \/>\nList]<\/font><\/a><\/p>\n<p><b><font face=\"Courier\">29. Survivors Report.<\/font><\/b><\/p>\n<p><font face=\"Courier\">This order prints out the number of survivors<br \/>\non board all the ships. This order does not use a turn. Cloaked<br \/>\nships are reported as having `???&#8217; survivors.<\/font><\/p>\n<p><a href=\"#command_list\"><font face=\"Courier\">[Return to Command<br \/>\nList]<\/font><\/a><\/p>\n<p><a name=\"command_30\"><\/a><b><font face=\"Courier\">30. Print<br \/>\nversion number<\/font><\/b><\/p>\n<p><font face=\"Courier\">This command, which does not use a turn,<br \/>\nprints the current version of TREK73.<\/font><\/p>\n<p><a href=\"#command_list\"><font face=\"Courier\">[Return to Command<br \/>\nList]<\/font><\/a><\/p>\n<p><b><font face=\"Courier\">31. Save game<\/font><\/b><\/p>\n<p><font face=\"Courier\">This command saves the current game into<br \/>\na file. It can be restarted later by using the command line option<br \/>\n`-r&#8217;.<\/font><\/p>\n<p><font face=\"Courier\">[DAS: Not yet implemented]<\/font><\/p>\n<p><a href=\"#command_list\"><font face=\"Courier\">[Return to Command<br \/>\nList]<\/font><\/a><\/p>\n<p><b><font face=\"Courier\">32. Reprint Above List.<\/font><\/b><\/p>\n<p><font face=\"Courier\">This command, which does not use a turn,<br \/>\nlists code numbers and associated descriptions of each.<\/font><\/p>\n<p><a href=\"#command_list\"><font face=\"Courier\">[Return to Command<br \/>\nList]<\/font><\/a><\/p>\n<p><b><font face=\"Courier\">33 And Up.<\/font><\/b><\/p>\n<p><font face=\"Courier\">Future options, currently being designed<br \/>\nin Trek74, will include Dr. Daystrom&#8217;s paranoid, M5 multi-tronics<br \/>\ncomputer which will take over while you relax; or battle someone<br \/>\nelse who is on another terminal; or battle in teams; or have a<br \/>\nfree-for-all against nine other players.<\/font><\/p>\n<p><a href=\"#command_list\"><font face=\"Courier\">[Return to Command<br \/>\nList]<\/font><\/a><\/p>\n<p><font face=\"Courier\">Options<\/font><\/p>\n<p><font face=\"Courier\">In TREK73, all the names of crewmembers<br \/>\nare taken from the Star Trek series. Through the use of options,<br \/>\nthe names, as well as other aspects of the game, can be changed<br \/>\nto whatever you want.<\/font><\/p>\n<p><font face=\"Courier\">To use the options, you must add the variable<br \/>\nTREK73OPTS to your environment. A sample would be (using the C-shell):<br \/>\n.br<\/font><\/p>\n<p><font face=\"Courier\">setenv TREK73OPTS &#8216;name=Jerk, ship=Boobyprize,<br \/>\nterse&#8217;<\/font><\/p>\n<p><font face=\"Courier\">The option string is a list of comma-separated<br \/>\noptions. Options are designated as either boolean or string options.<br \/>\nBoolean options are turned on by typing their name and turned<br \/>\noff by prepending &#8216;no&#8217; to them. String options are set equal to<br \/>\nthe string which follows the &#8220;=&#8221;.<\/font><\/p>\n<p><font face=\"Courier\">There follows a list of all the options,<br \/>\nwhat type it is, and an explanation of what they mean. The default<br \/>\nfor the option is in square brackets following the option.<\/font><\/p>\n<p><font face=\"Courier\">.IP &#8220;terse BOOLEAN [noterse]&#8221;<br \/>\nThis option, when set, turns off the information regarding the<br \/>\nship&#8217;s purpose in the area. It thus reduces the amount of drek<br \/>\non the screen. If you are on a slow terminal, this is a nice option<br \/>\nto have set.<\/font><\/p>\n<p><font face=\"Courier\">.IP &#8220;shipname STRING [Enterprise]&#8221;<br \/>\nThis option names your ship.<\/font><\/p>\n<p><font face=\"Courier\">.IP &#8220;name STRING&#8221; This option<br \/>\nnames the captain of the ship. If this option is not set, then<br \/>\nthe program will ask for a name. The captain is the one who must<br \/>\nmake all the decisions of strategy and tactics for the ship.<\/font><\/p>\n<p><font face=\"Courier\">.IP &#8220;sex STRING&#8221; This option<br \/>\ngives the captain a gender. If this option is not set, the program<br \/>\nwill ask for it&#8217;s value. If you respond with something that starts<br \/>\nwith other than &#8220;m&#8221; or &#8220;f&#8221;, beware!<\/font><\/p>\n<p><font face=\"Courier\">.IP &#8220;science STRING [Spock]&#8221;<br \/>\nThis option names the science officer, who is responsible for<br \/>\nchecking the parameters of the captain&#8217;s commands. It is also<br \/>\nthis officer&#8217;s duty to report damage to the ship as well as scan<br \/>\nfor enemy damage.<\/font><\/p>\n<p><font face=\"Courier\">.IP &#8220;engineer STRING [Scott]&#8221;<br \/>\nThis option names the chief engineer of the ship. It is this officer&#8217;s<br \/>\nduty to report on the status of the ship, especially its energy<br \/>\nsupply and distribution of the same. The officer also controls<br \/>\nthe launching of anti-matter probes.<\/font><\/p>\n<p><font face=\"Courier\">.IP &#8220;helmsman STRING [Sulu]&#8221;<br \/>\nThis option names the ship&#8217;s helmsman. This officer&#8217;s duty is<br \/>\nto control the speed of the ship and also controls the firing<br \/>\nof the ship&#8217;s weapons.<\/font><\/p>\n<p><font face=\"Courier\">.IP &#8220;nav STRING [Chekov]&#8221; This<br \/>\noption names the ship&#8217;s navigator, who is responsible for the<br \/>\nnavigation of the ship. This officer makes changes to the ship&#8217;s<br \/>\ncourse as directed by the captain. This officer also controls<br \/>\nany anti-matter probes after they have been launched.<\/font><\/p>\n<p><font face=\"Courier\">.IP &#8220;com STRING [Uhura]&#8221; This<br \/>\noption names the ship&#8217;s communications officer. It is the duty<br \/>\nof this officer to handle all communications between the ship<br \/>\nand the rest of the universe.<\/font><\/p>\n<p><font face=\"Courier\">.IP &#8220;enemy STRING [random]&#8221;<br \/>\nIf this option is set, it tells the program which race you wish<br \/>\nto fight. The available races are: Klingon, Romulan, Kzinti, Gorn,<br \/>\nOrion, Hydran, Lyran, or Tholian. If the option is not set, the<br \/>\nrace you will fight is chosen at random.<\/font><\/p>\n<p><font face=\"Courier\">.IP &#8220;foename STRING [random]&#8221;<br \/>\nIf this option is set, it specifies the name of the commander<br \/>\nof the enemy ship(s). If this option is not specified, the name<br \/>\nis chosen at random.<\/font><\/p>\n<p><font face=\"Courier\">.IP &#8220;class STRING [CA]&#8221; This<br \/>\noption specifies the kind of ship you are commanding. Allowable<br \/>\nclasses are: DN, CA, CL, and DD, standing for dreadnought, heavy<br \/>\ncruiser, light cruiser, and destroyer. In general, the larger<br \/>\nthe ship, the more weapons and stronger shields you have, at the<br \/>\ncost of less speed and maneuverability.<\/font><\/p>\n<p><font face=\"Courier\">.IP &#8220;foeclass STRING [CA]&#8221; This<br \/>\noption specifies the kind of ship that you are fighting. The different<br \/>\nclasses are explained above.<\/font><\/p>\n<p><font face=\"Courier\">.IP &#8220;silly BOOLEAN [nosilly]&#8221;<br \/>\nIf this option is set, an additional race is added to the list<br \/>\nof possible races to fight. This race is the Monty Pythons. Note<br \/>\nthat if you wish to always fight the Monty Python&#8217;s, you merely<br \/>\nhave to set the enemy option above.<\/font><\/p>\n<p><font face=\"Courier\">.IP &#8220;time STRING [30]&#8221; Time<br \/>\nis used to specify the time between commands. The longer this<br \/>\nvalue, the more time may be used in issuing a command.<\/font><\/p>\n<p><font face=\"Courier\">.IP &#8220;teletype BOOLEAN [noteletype]&#8221;<br \/>\nThe teletype option causes some of the output to come out as it<br \/>\ndid in the original teletype version.<\/font><\/p>\n<p><font face=\"Courier\">.IP &#8220;savefile STRING [$HOME\/trek73.save]&#8221;<br \/>\nThe savefile option specifies where the data image is to be stored<br \/>\nif the game is saved during play. &#8220;~&#8221; is not expanded, so the<br \/>\npath should be explicit and fully expanded. 3<\/font><\/p>\n<p><b><font face=\"Courier\">Command Line Options<\/font><\/b><\/p>\n<p><font face=\"Courier\">In all cases, the arguments you place<br \/>\non the command line will supersede options in the environment.<\/font><\/p>\n<p><font face=\"Courier\">The following is a description of the<br \/>\ncommand line options:<\/font><\/p>\n<p><font face=\"Courier\">.IP \\-t Turns on terse mode. No initial<br \/>\nscenario description is given. This is useful for terminals running<br \/>\nat low baud rates. This option is normally off.<\/font><\/p>\n<p><font face=\"Courier\">.IP \\-c Allows the specification of the<br \/>\nFederation captain&#8217;s name.<\/font><\/p>\n<p><font face=\"Courier\">.IP \\-s Specify the sex of the captain<br \/>\nof the Federation vessel.<\/font><\/p>\n<p><font face=\"Courier\">.IP \\-S Specify the name of the Science<br \/>\nOfficer of the Federation vessel.<\/font><\/p>\n<p><font face=\"Courier\">.IP \\-E Specify the name of the Chief<br \/>\nEngineer of the Federation vessel.<\/font><\/p>\n<p><font face=\"Courier\">.IP \\-C Specify the name of the Communications<br \/>\nOfficer of the Federation vessel.<\/font><\/p>\n<p><font face=\"Courier\">.IP \\-N Specify the name of the Navigator<br \/>\nof the Federation vessel.<\/font><\/p>\n<p><font face=\"Courier\">.IP \\-H Specify the name of the Helmsman<br \/>\nof the Federation vessel.<\/font><\/p>\n<p><font face=\"Courier\">.IP \\-f Specify the name of the enemy<br \/>\ncommanding officer.<\/font><\/p>\n<p><font face=\"Courier\">.IP \\-r Specify the race of the enemy.<br \/>\nThe race should be one of the following: Klingon, Romulan, Kzinti,<br \/>\nGorn, Hydran, Lyran, Tholian, Orion, or Monty Python.<\/font><\/p>\n<p><font face=\"Courier\">.IP \\-d Set the delay time for command<br \/>\nentry. Higher times can be useful for novices or for playing on<br \/>\nvery slow terminals.<\/font><\/p>\n<p><font face=\"Courier\">.IP \\-y Silly option. Adds the Monty Pythons<br \/>\nas a possible enemy race. This option is normally off.<\/font><\/p>\n<p><font face=\"Courier\">.IP \\-T Teletype option. Causes certain<br \/>\nparts of the output to come out as they did on the original teletype<br \/>\nimplementation. Doesn&#8217;t do much for the game on crts. This option<br \/>\nis normally off.<\/font><\/p>\n<p><font face=\"Courier\">.IP \\-n Specify the name of the Federation<br \/>\nvessel. The default name for the Federation vessel is randomly<br \/>\nchosen from a set of names.<\/font><\/p>\n<p><font face=\"Courier\">.IP \\-F Specify the class of the enemy<br \/>\nvessel(s). Allowable classes are Destroyer (DD), Light Cruiser<br \/>\n(CL), Heavy Cruiser (CA), and Dreadnought (DN). If the argument<br \/>\nis none of the above, the program assumes that this is the name<br \/>\nof a file where a player-designed ship is stored.<\/font><\/p>\n<p><font face=\"Courier\">.IP \\-l Specify the class of the Federation<br \/>\nvessel. Available classes are the same as the enemy&#8217;s.<\/font><\/p>\n<p><font face=\"Courier\">.IP \\-R Restore the game from the savefile.<br \/>\nIt is assumed that the TREK73OPTS contains the name of the savefile,<br \/>\notherwise it is not possible to restart the game with the -R option.<br \/>\nIn case the savefile name is not in TREK73OPTS, the game may be<br \/>\nrestored by issuing the command with the path to the savefile<br \/>\nas the first argument. .bp<\/font><\/p>\n<p><a name=\"shipyard\"><\/a><b><font face=\"Courier\">Designer Ships<\/font><\/b><\/p>\n<p><font face=\"Courier\">A feature of TREK73 allows you to have<br \/>\nmore than just the standard four ship types. The program .I shipyard<br \/>\n(6) allows new ship types to be created. .I Shipyard in conjunction<br \/>\nwith the -F and\/or -l command line option allows battle between,<br \/>\nsay, the Enterprise and the Death Star.<\/font><\/p>\n<p><font face=\"Courier\">See the manual page for .I shipyard for<br \/>\nmore information about designer ships.<\/font><\/p>\n<p><b><font face=\"Courier\">Simple Strategy<\/font><\/b><\/p>\n<p><font face=\"Courier\">If you are a beginner, a simple strategy<br \/>\nto follow is A: fight only one attacker; B: pursue him (code 14)<br \/>\nat warp factor one; C: lock on all phasers (code 3); D: continuously<br \/>\ntake position reports (code 12) and watch his range; E: when he<br \/>\ngets within 1000M, fire all phasers (code 1) and keep on firing<br \/>\nwhen he is in range; F: When the enemy is out of range, take damage<br \/>\nreports and scans of the enemy (codes 17 and 18).<\/font><\/p>\n<p><font face=\"Courier\">After a few trial games using the above<br \/>\nstrategy, you will want to become as efficient as the enemy at<br \/>\nfiring photon torpedos. Finally, when you master launching antimatter<br \/>\nprobes, you can designate more that one attacker. 3<\/font><\/p>\n<p><b><font face=\"Courier\">Trek73&#8217;s History<\/font><\/b><\/p>\n<p><font face=\"Courier\">Trek73 was programmed on a Hewlett-Packard<br \/>\n2000C system by William K. Char, Perry Lee, and Dan Gee. In January,<br \/>\n1973, Mr. Char started with a few ideas and five months later,<br \/>\nin May, introduced $SPACE, his first version.<\/font><\/p>\n<p><font face=\"Courier\">Space had only 14 commands and comprised<br \/>\none 10K program. Response was so great that new ideas flooded<br \/>\nin and in June, work on Trek73 was begun. Over 70 recordings of<br \/>\npast shows were reviewed to reconstruct dialogue and vessels.<br \/>\nOn October 8, 1973, Trek73 was introduced.<\/font><\/p>\n<p><font face=\"Courier\">In 1984, Dave Pare at Univeristy of California<br \/>\nat San Diego and Chris Williams at the University of California<br \/>\nat Berkeley independently translated the BASIC code into C to<br \/>\nrun under BSD UNIX<a href=\"#ref5\">[5]<\/a>.<\/font><\/p>\n<p><font face=\"Courier\">In April 1985, Jeff Okamoto and Peter<br \/>\nYee, both at the University of California at Berkeley combined<br \/>\nthe two versions into one, fixing bugs and adding new commands<br \/>\nand concepts.<\/font><\/p>\n<p><font face=\"Courier\">Ideas and bug reports should be sent to:<br \/>\n.br ARPA: okamoto@ucbvax.berkeley.edu and yee@ucbvaxberkeley.edu<br \/>\n.br UUCP: ..!ucbvax!okamoto and ..!ucbvax!yee .bp<\/font><\/p>\n<p>&nbsp;<\/p>\n<pre><font face=\"Courier\">                                   <\/font><a name=\"app1\"><\/a><b><font face=\"Courier\">APPENDIX 1<\/font><\/b>\n<font face=\"Courier\">     .nf<\/font>\n<font face=\"Courier\">      4<\/font>\n<font face=\"Courier\">                  Secondary Hull                        Primary Hull<\/font>\n<font face=\"Courier\">                   (engineering)<\/font>\n<font face=\"Courier\">                                                   -------<\/font>\n<font face=\"Courier\">     :-----------------------------------------\\\\   | .5  |      . . . .<\/font>\n<font face=\"Courier\">     ::           N C C - 1 7 0 1              |}  |0 \/ 1|---&lt; . . . . .<\/font>\n<font face=\"Courier\">     ::________________________________________\/   |     |      . . . .<\/font>\n<font face=\"Courier\">                 warp engines     ^                | .5  |      . . . .<\/font>\n<font face=\"Courier\">                                 +++               |0 \/ 1|---&lt; . . . . .<\/font>\n<font face=\"Courier\">       =====                      | fuel           |     |      . . . .<\/font>\n<font face=\"Courier\">        |+|             +       OOOOO reserve      | .5  |      . . . .<\/font>\n<font face=\"Courier\">        |+| ---------&gt; +++ ---&gt; OOOOO --- +++ ---&gt; |0 \/ 1|---&lt; . . . . .<\/font>\n<font face=\"Courier\">      -------           +       *****              |     |      . . . .<\/font>\n<font face=\"Courier\">      |     |                   *****       shield | .5  |      . . . .<\/font>\n<font face=\"Courier\">      -------                     |  \\\\     control |0 \/ 1|---&lt; . . . . .<\/font>\n<font face=\"Courier\">     dilithium                    *   \\\\            -------      . . . .<\/font>\n<font face=\"Courier\">     crystal                     ***  +++                       shields<\/font>\n<font face=\"Courier\">     generator                    *     \\\\phaser control<\/font>\n<font face=\"Courier\">                                  |      --------                 : : :<\/font>\n<font face=\"Courier\">                                  |      |-10\/10|-OOOO&gt;. . : : : | : :<\/font>\n<font face=\"Courier\">             &lt;***:   &lt;[=====| &lt;---+      |-10\/10|-**OO&gt;. . :      : : :<\/font>\n<font face=\"Courier\">             probe   launcher     |      |-10\/10|-****&gt;<\/font>\n<font face=\"Courier\">                                  V      |-10\/10|-****&gt;<\/font>\n<font face=\"Courier\">                            =*******=    -------- phaser banks<\/font>\n<font face=\"Courier\">                    photon  =*******=<\/font>\n<font face=\"Courier\">                   torpedo  ===*******<\/font>\n<font face=\"Courier\">                     tubes  =======*****<\/font>\n<font face=\"Courier\">                            =========  *******<\/font>\n<font face=\"Courier\">                            =========      *******<\/font>\n<font face=\"Courier\">     + Energy unit<\/font>\n<font face=\"Courier\">     O Matter-anti-matter pod<\/font>\n<font face=\"Courier\">     * Filled matter-anti-matter pod<\/font>\n<font face=\"Courier\">     ---+++---&gt; Energy transfer<\/font>\n<font face=\"Courier\">     ---***---&gt; Pod transfer<\/font>\n<font face=\"Courier\">     .fi<\/font>\n<font face=\"Courier\">     .bp<\/font><\/pre>\n<p><a name=\"app2\"><\/a><b><font face=\"Courier\">APPENDIX 2<\/font><\/b><\/p>\n<p>&nbsp;<\/p>\n<pre><font face=\"Courier\">                                 <b>Heavy Cruiser<\/b><\/font>\n<font face=\"Courier\">     .nf<\/font>\n<font face=\"Courier\">      7<\/font>\n<font face=\"Courier\">                                       Shield 2<\/font>\n<font face=\"Courier\">                                          |<\/font>\n<font face=\"Courier\">                             135            90<\/font>\n<font face=\"Courier\">                               \\\\\\\\,,,,,,,,''-``,,,,,,,,<\/font>\n<font face=\"Courier\">                            ,,''\\\\   .Phaser.Firing An``,,  45<\/font>\n<font face=\"Courier\">                          ,'     \\\\ \\\\125              gles`,\/<\/font>\n<font face=\"Courier\">                        ,'        \\\\. . Torpedo.          . `,<\/font>\n<font face=\"Courier\">        :------------------------\\\\ \\\\135_-----_ Fir        .  ,<\/font>\n<font face=\"Courier\">        :________________________\/   _-     1 -_ ing       .  `<\/font>\n<font face=\"Courier\">                      |    ||       \/        0  \\\\ Angles   .  |<\/font>\n<font face=\"Courier\">               Shield |  ,_^^_____\/|      _   7  | .       .  | Shield<\/font>\n<font face=\"Courier\">                  -180| [          {     (o)   1 } .       .  |0-<\/font>\n<font face=\"Courier\">                 3    |  `-vv-----\\\\|      -   C  | .       .  |   1<\/font>\n<font face=\"Courier\">                      |    ||       \\\\        C  \/  .       .  |<\/font>\n<font face=\"Courier\">        :-----------------------\\\\    -_     N _-  .        .  ,<\/font>\n<font face=\"Courier\">        :_______________________\/      -_____-   .       .   '<\/font>\n<font face=\"Courier\">                        `,       \/225. . . . . .       .   ,'<\/font>\n<font face=\"Courier\">                          `,    \/                    .   ,' \\\\<\/font>\n<font face=\"Courier\">                            ``,\/ \/235. . . . . . . . ,,''   315<\/font>\n<font face=\"Courier\">                              \/`````````,,_,,''''''''<\/font>\n<font face=\"Courier\">                             225            270<\/font>\n<font face=\"Courier\">                                          |<\/font>\n<font face=\"Courier\">                                               Shield 4<\/font>\n<font face=\"Courier\">     .fi<\/font>\n<font face=\"Courier\">     .bp<\/font><\/pre>\n<p><a name=\"app3\"><\/a><b><font face=\"Courier\">APPENDIX 3<\/font><\/b><font face=\"Courier\"><\/font><\/p>\n<p><font face=\"Courier\"><br \/>\n<\/font><font face=\"Courier\">2<\/font><\/p>\n<p><b><font face=\"Courier\">Weapon And Vessel Specifications<\/font><\/b><\/p>\n<p><b><font face=\"Courier\">Destroyer Class Vessel<\/font><\/b><\/p>\n<p><b><font face=\"Courier\"><br \/>\n<\/font><\/b><b><font face=\"Courier\"><\/font><\/b><\/p>\n<p><font face=\"Courier\">Enemy exceptions are enclosed within [brackets]<\/font><\/p>\n<p><font face=\"Courier\">.DS<\/font><\/p>\n<p><font face=\"Courier\"><br \/>\n<\/font><font face=\"Courier\">.ta 2.8iR 3.3i<\/font><\/p>\n<p><b><font face=\"Courier\">Phasers<\/font><\/b><font face=\"Courier\"><\/font><\/p>\n<p><font face=\"Courier\">Number of banks 2<\/font><\/p>\n<p><font face=\"Courier\">Max range 1000 megameters<\/p>\n<p>Max spread 90 degrees (45+45)<\/p>\n<p>Min spread 20 degrees (10+10)<\/p>\n<p>Max hit with 45 degree spread 10<\/p>\n<p>Max hit with 10 degree spread 45<\/p>\n<p>Loss of shield 1 per hit hit\/3<\/p>\n<p>Loss of shields 2-3-4 per hit hit\/2<\/p>\n<p>Firing angles with engineering 0-150, 210-360 degrees<\/p>\n<p>Max charge per bank 10 units<\/p>\n<p><\/font><font face=\"Courier\"><\/font><font face=\"Courier\">Min charge or discharge time 1 sec<\/font><\/p>\n<p>&nbsp;<\/p>\n<p><b><font face=\"Courier\">Tubes<\/font><\/b><font face=\"Courier\"><\/font><\/p>\n<p><font face=\"Courier\">Number of tubes 4<\/font><\/p>\n<p><font face=\"Courier\">Max range 12,000 megameters<\/p>\n<p>max launch speed warp 12<\/p>\n<p>Max time delay 10 seconds<\/p>\n<p>Max proximity delay 500M<\/p>\n<p>Max explosion radius 500M<\/p>\n<p>Max number of pods launched 10<\/p>\n<p>Max hit factor 50<\/p>\n<p>Loss of shield 1 per hit hit\/2.25<\/p>\n<p>Loss of shields 2-3-4 per hit hit\/1.5<\/p>\n<p><\/font><font face=\"Courier\"><\/font><font face=\"Courier\">Firing angles with engineering 0-160, 200-360 degrees<\/font><\/p>\n<p>&nbsp;<\/p>\n<p><b><font face=\"Courier\">Probes<\/font><\/b><font face=\"Courier\"><\/font><\/p>\n<p><font face=\"Courier\">Number of probe launchers 1<\/font><\/p>\n<p><font face=\"Courier\">Max range 3000M<\/p>\n<p>Max launch speed 2<\/p>\n<p>Max time delay 15 sec<\/p>\n<p>Max proximity delay any<\/p>\n<p>Max explosion radius 50 times number of pods<\/p>\n<p>Max pods launched fuel available<\/p>\n<p>Max hit factor 10 times number of pods<\/p>\n<p>Loss of shields per hit same as torpedos<\/p>\n<p><\/font><font face=\"Courier\"><\/font><font face=\"Courier\">Firing angles with engineering all<\/font><\/p>\n<p>&nbsp;<\/p>\n<p><b><font face=\"Courier\">Vessels<\/font><\/b><font face=\"Courier\"><\/font><\/p>\n<p><font face=\"Courier\">Max turning rate 120 degrees<\/font><\/p>\n<p><font face=\"Courier\">Max speed warp 10 [12]<\/p>\n<p>Min units burned per warp-second .5 [.5]<\/p>\n<p>Crew 200 [150]<\/p>\n<p><\/font><font face=\"Courier\"><\/font><font face=\"Courier\">.DE<\/font><\/p>\n<p><b><font face=\"Courier\">Weapon And Vessel Specifications<\/font><\/b><\/p>\n<p><b><font face=\"Courier\">Light Cruiser Class<\/font><\/b><\/p>\n<p><font face=\"Courier\">Enemy exceptions are enclosed within [brackets]<\/font><\/p>\n<p><font face=\"Courier\">.DS<\/font><\/p>\n<p><font face=\"Courier\">.ta 2.8iR 3.3i<\/font><\/p>\n<p><font face=\"Courier\">.ce<\/p>\n<p><b>Phasers<\/b><\/p>\n<p>Number of banks 4<\/p>\n<p>Max range 1000 megameters<\/p>\n<p>Max spread 90 degrees (45+45)<\/p>\n<p>Min spread 20 degrees (10+10)<\/p>\n<p>Max hit with 45 degree spread 10<\/p>\n<p>Max hit with 10 degree spread 45<\/p>\n<p>Loss of shield 1 per hit hit\/4.5<\/p>\n<p>Loss of shields 2-3-4 per hit hit\/3<\/p>\n<p>Firing angles with engineering 0-140, 220-360 degrees<\/p>\n<p>Max charge per bank 10 units<\/p>\n<p><\/font><font face=\"Courier\"><\/font><font face=\"Courier\">Min charge or discharge time 1 sec<\/font><\/p>\n<p>&nbsp;<\/p>\n<p><b><font face=\"Courier\">Tubes<\/font><\/b><font face=\"Courier\"><\/font><\/p>\n<p><font face=\"Courier\">Number of tubes 4<\/font><\/p>\n<p><font face=\"Courier\">Max range 12,000 megameters<\/p>\n<p>max launch speed warp 12<\/p>\n<p>Max time delay 10 seconds<\/p>\n<p>Max proximity delay 500M<\/p>\n<p>Max explosion radius 500M<\/p>\n<p>Max number of pods launched 10<\/p>\n<p>Max hit factor 50<\/p>\n<p>Loss of shield 1 per hit hit\/3<\/p>\n<p>Loss of shields 2-3-4 per hit hit\/2<\/p>\n<p><\/font><font face=\"Courier\"><\/font><font face=\"Courier\">Firing angles with engineering 0-150, 210-360 degrees<\/font><\/p>\n<p>&nbsp;<\/p>\n<p><b><font face=\"Courier\">Probes<\/font><\/b><font face=\"Courier\"><\/font><\/p>\n<p><font face=\"Courier\">Number of probe launchers 1<\/font><\/p>\n<p><font face=\"Courier\">Max range 3000M<\/p>\n<p>Max launch speed 2<\/p>\n<p>Max time delay 15 sec<\/p>\n<p>Max proximity delay any<\/p>\n<p>Max explosion radius 50 times number of pods<\/p>\n<p>Max pods launched fuel available<\/p>\n<p>Max hit factor 10 times number of pods<\/p>\n<p>Loss of shields per hit same as torpedos<\/p>\n<p><\/font><font face=\"Courier\"><\/font><font face=\"Courier\">Firing angles with engineering all<\/font><\/p>\n<p>&nbsp;<\/p>\n<p><b><font face=\"Courier\">Vessels<\/font><\/b><font face=\"Courier\"><\/font><\/p>\n<p><font face=\"Courier\">Max turning rate 77 degrees<\/font><\/p>\n<p><font face=\"Courier\">Max speed warp 9 [11]<\/p>\n<p>Min units burned per warp-second .75 [.5]<\/p>\n<p>Crew 350 [250]<\/p>\n<p><\/font><font face=\"Courier\"><\/font><font face=\"Courier\">.DE<\/font><\/p>\n<p>&nbsp;<\/p>\n<p><b><font face=\"Courier\">Weapon And Vessel Specifications<\/font><\/b><\/p>\n<p><b><font face=\"Courier\">Heavy Cruiser Class<\/font><\/b><\/p>\n<p><font face=\"Courier\">Enemy exceptions are enclosed within [brackets]<\/font><\/p>\n<p><font face=\"Courier\">.DS<\/font><\/p>\n<p><font face=\"Courier\"><br \/>\n<\/font><font face=\"Courier\">.ta 2.8iR 3.3i<\/font><\/p>\n<p><b><font face=\"Courier\">Phasers<\/font><\/b><font face=\"Courier\"><\/font><\/p>\n<p><font face=\"Courier\">Number of banks 4<\/font><\/p>\n<p><font face=\"Courier\">Max range 1000 megameters<\/p>\n<p>Max spread 90 degrees (45+45)<\/p>\n<p>Min spread 20 degrees (10+10)<\/p>\n<p>Max hit with 45 degree spread 10<\/p>\n<p>Max hit with 10 degree spread 45<\/p>\n<p>Loss of shield 1 per hit hit\/4.5<\/p>\n<p>Loss of shields 2-3-4 per hit hit\/3<\/p>\n<p>Firing angles with engineering 0-125, 235-360 degrees<\/p>\n<p>Max charge per bank 10 units<\/p>\n<p><\/font><font face=\"Courier\"><\/font><font face=\"Courier\">Min charge or discharge time 1 sec<\/font><\/p>\n<p>&nbsp;<\/p>\n<p><b><font face=\"Courier\">Tubes<\/font><\/b><font face=\"Courier\"><\/font><\/p>\n<p><font face=\"Courier\">Number of tubes 6<\/font><\/p>\n<p><font face=\"Courier\">Max range 12,000 megameters<\/p>\n<p>max launch speed warp 12<\/p>\n<p>Max time delay 10 seconds<\/p>\n<p>Max proximity delay 500M<\/p>\n<p>Max explosion radius 500M<\/p>\n<p>Max number of pods launched 10<\/p>\n<p>Max hit factor 50<\/p>\n<p>Loss of shield 1 per hit hit\/3<\/p>\n<p>Loss of shields 2-3-4 per hit hit\/2<\/p>\n<p><\/font><font face=\"Courier\"><\/font><font face=\"Courier\">Firing angles with engineering 0-135, 225-360 degrees<\/font><\/p>\n<p>&nbsp;<\/p>\n<p><b><font face=\"Courier\">Probes<\/font><\/b><font face=\"Courier\"><\/font><\/p>\n<p><font face=\"Courier\">Number of probe launchers 1<\/font><\/p>\n<p><font face=\"Courier\">Max range 3000M<\/p>\n<p>Max launch speed 2<\/p>\n<p>Max time delay 15 sec<\/p>\n<p>Max proximity delay any<\/p>\n<p>Max explosion radius 50 times number of pods<\/p>\n<p>Max pods launched fuel available<\/p>\n<p>Max hit factor 10 times number of pods<\/p>\n<p>Loss of shields per hit same as torpedos<\/p>\n<p><\/font><font face=\"Courier\"><\/font><font face=\"Courier\">Firing angles with engineering all<\/font><\/p>\n<p>&nbsp;<\/p>\n<p><b><font face=\"Courier\">Vessels<\/font><\/b><font face=\"Courier\"><\/font><\/p>\n<p><font face=\"Courier\">Max turning rate 55 degrees<\/font><\/p>\n<p><font face=\"Courier\">Max speed warp 9 [11]<\/p>\n<p>Min units burned per warp-second 1 [.75]<\/p>\n<p>Crew 450 [350]<\/p>\n<p><\/font><font face=\"Courier\"><\/font><font face=\"Courier\">.DE<\/font><\/p>\n<p><b><font face=\"Courier\">Weapon And Vessel Specifications<\/font><\/b><\/p>\n<p><b><font face=\"Courier\">Dreadnought Class<\/font><\/b><\/p>\n<p><font face=\"Courier\">Enemy exceptions are enclosed within [brackets]<\/font><\/p>\n<p><font face=\"Courier\">.DS<\/font><\/p>\n<p><font face=\"Courier\"><br \/>\n<\/font><font face=\"Courier\">.ta 2.8iR 3.3i<\/font><\/p>\n<p><b><font face=\"Courier\">Phasers<\/font><\/b><font face=\"Courier\"><\/font><\/p>\n<p><font face=\"Courier\">Number of banks 6<\/font><\/p>\n<p><font face=\"Courier\">Max range 1000 megameters<\/p>\n<p>Max spread 90 degrees (45+45)<\/p>\n<p>Min spread 20 degrees (10+10)<\/p>\n<p>Max hit with 45 degree spread 10<\/p>\n<p>Max hit with 10 degree spread 45<\/p>\n<p>Loss of shield 1 per hit hit\/7.5<\/p>\n<p>Loss of shields 2-3-4 per hit hit\/5<\/p>\n<p>Firing angles with engineering 0-125, 235-360 degrees<\/p>\n<p>Max charge per bank 10 units<\/p>\n<p><\/font><font face=\"Courier\"><\/font><font face=\"Courier\">Min charge or discharge time 1 sec<\/font><\/p>\n<p>&nbsp;<\/p>\n<p><b><font face=\"Courier\">Tubes<\/font><\/b><font face=\"Courier\"><\/font><\/p>\n<p><font face=\"Courier\">Number of tubes 8<\/font><\/p>\n<p><font face=\"Courier\">Max range 12,000 megameters<\/p>\n<p>max launch speed warp 12<\/p>\n<p>Max time delay 10 seconds<\/p>\n<p>Max proximity delay 500M<\/p>\n<p>Max explosion radius 500M<\/p>\n<p>Max number of pods launched 10<\/p>\n<p>Max hit factor 50<\/p>\n<p>Loss of shield 1 per hit hit\/6<\/p>\n<p>Loss of shields 2-3-4 per hit hit\/4<\/p>\n<p><\/font><font face=\"Courier\"><\/font><font face=\"Courier\">Firing angles with engineering 0-135, 225-360 degrees<\/font><\/p>\n<p>&nbsp;<\/p>\n<p><b><font face=\"Courier\">Probes<\/font><\/b><font face=\"Courier\"><\/font><\/p>\n<p><font face=\"Courier\">Number of probe launchers 1<\/font><\/p>\n<p><font face=\"Courier\">Max range 3000M<\/p>\n<p>Max launch speed 2<\/p>\n<p>Max time delay 15 sec<\/p>\n<p>Max proximity delay any<\/p>\n<p>Max explosion radius 50 times number of pods<\/p>\n<p>Max pods launched fuel available<\/p>\n<p>Max hit factor 10 times number of pods<\/p>\n<p>Loss of shields per hit same as torpedos<\/p>\n<p><\/font><font face=\"Courier\"><\/font><font face=\"Courier\">Firing angles with engineering all<\/font><\/p>\n<p>&nbsp;<\/p>\n<p><b><font face=\"Courier\">Vessels<\/font><\/b><font face=\"Courier\"><\/font><\/p>\n<p><font face=\"Courier\">Max turning rate 30 degrees<\/font><\/p>\n<p><font face=\"Courier\">Max speed warp 8 [10]<\/p>\n<p>Min units burned per warp-second 2 [1.5]<\/p>\n<p>Crew 600 [450]<\/p>\n<p><\/font><font face=\"Courier\"><\/font><font face=\"Courier\">.DE<\/font><\/p>\n<p><a name=\"app4\"><\/a><b><font face=\"Courier\">APPENDIX 4<\/font><\/b><font face=\"Courier\"><\/font><\/p>\n<p><font face=\"Courier\"><br \/>\n<\/font><font face=\"Courier\">2<\/font><\/p>\n<p><b><font face=\"Courier\">Initial Settings<\/font><\/b><\/p>\n<p><b><font face=\"Courier\">Destroyer class<\/font><\/b><font face=\"Courier\"><\/font><\/p>\n<p><font face=\"Courier\"><br \/>\n<\/font><font face=\"Courier\">1<\/font><\/p>\n<p><font face=\"Courier\">Enemy exceptions are enclosed within [brackets]<\/font><\/p>\n<p><font face=\"Courier\">.DS<\/font><\/p>\n<p><font face=\"Courier\">.ta 2.8iR 3.3i<\/font><\/p>\n<p><font face=\"Courier\">Crew 200 [150]<\/p>\n<p>Speed Warp 1<\/p>\n<p>Course 0 [0-360] degrees<\/p>\n<p>Engine Efficiency .5 [.5]<\/p>\n<p>Fuel Level 100<\/p>\n<p>Fuel Capacity 150<\/p>\n<p>Regeneration Rate per Second 8.0<\/p>\n<p>Helm Lock None [None]<\/p>\n<p>Phaser Deployment 0, 0<\/p>\n<p>Phaser Bank Levels 2 x 10 units<\/p>\n<p>Phaser Charge\/Discharge Rates 2 x 10 units<\/p>\n<p>Shield Drain 2 x 1 units<\/p>\n<p>Shield Percentage 2 x 100<\/p>\n<p>Torpedo Deployment 60, 0, 0, 300<\/p>\n<p>Tube Levels 4 x Zero<\/p>\n<p><\/font><font face=\"Courier\"><\/font><font face=\"Courier\">Total Charged Pods Available 190<\/font><\/p>\n<p><font face=\"Courier\">.DE<\/font><\/p>\n<p><b><font face=\"Courier\">Initial Settings<\/font><\/b><\/p>\n<p><b><font face=\"Courier\">Light Cruiser Class<\/font><\/b><\/p>\n<p><font face=\"Courier\">Enemy exceptions are enclosed within [brackets]<\/font><\/p>\n<p><font face=\"Courier\">.DS<\/font><\/p>\n<p><font face=\"Courier\">.ta 2.8iR 3.3i<\/font><\/p>\n<p><font face=\"Courier\">Crew 350 [250]<\/p>\n<p>Speed Warp 1<\/p>\n<p>Course 0 [0-360] degrees<\/p>\n<p>Engine Efficiency .75 [.5]<\/p>\n<p>Fuel Level 125<\/p>\n<p>Fuel Capacity 175<\/p>\n<p>Regeneration Rate per Second 10<\/p>\n<p>Helm Lock None [None]<\/p>\n<p>Phaser Deployment 90, 0, 0, 270<\/p>\n<p>Phaser Bank Levels 4 x 10 units<\/p>\n<p>Phaser Charge\/Discharge Rates 4 x 10 units<\/p>\n<p>Shield Drain 4 x 1 units<\/p>\n<p>Shield Percentage 4 x 100<\/p>\n<p>Torpedo Deployment 60, 0, 0, 300<\/p>\n<p>Tube Levels 4 x Zero<\/p>\n<p><\/font><font face=\"Courier\"><\/font><font face=\"Courier\">Total Charged Pods Available 190<\/font><\/p>\n<p><font face=\"Courier\">.DE<\/font><\/p>\n<p><b><font face=\"Courier\">Initial Settings<\/font><\/b><\/p>\n<p><b><font face=\"Courier\">Heavy Cruiser Class<\/font><\/b><\/p>\n<p><font face=\"Courier\">Enemy exceptions are enclosed within [brackets]<\/font><\/p>\n<p><font face=\"Courier\"><br \/>\n<\/font><font face=\"Courier\"><\/font><\/p>\n<p><font face=\"Courier\">.DS<\/font><\/p>\n<p><font face=\"Courier\">.ta 2.8iR 3.3i<\/font><\/p>\n<p><font face=\"Courier\">Crew 450 [350]<\/p>\n<p>Speed Warp 1<\/p>\n<p>Course 0 [0-360] degrees<\/p>\n<p>Engine Efficiency 1 [.75]<\/p>\n<p>Fuel Level 150<\/p>\n<p>Fuel Capacity 200<\/p>\n<p>Regeneration Rate per Second 10<\/p>\n<p>Helm Lock None [None]<\/p>\n<p>Phaser Deployment 90, 0, 0, 270<\/p>\n<p>Phaser Bank Levels 4 x 10 units<\/p>\n<p>Phaser Charge\/Discharge Rates 4 x 10 units<\/p>\n<p>Shield Drain 4 x 1 units<\/p>\n<p>Shield Percentage 4 x 100<\/p>\n<p>Torpedo Deployment 120, 60, 0, 0, 300, 240<\/p>\n<p>Tube Levels 6 x Zero<\/p>\n<p><\/font><font face=\"Courier\"><\/font><font face=\"Courier\">Total Charged Pods Available 190<\/font><\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p><b><font face=\"Courier\">Initial Settings<\/font><\/b><\/p>\n<p><b><font face=\"Courier\">Dreadnought Class<\/font><\/b><\/p>\n<p><font face=\"Courier\">Enemy exceptions are enclosed within [brackets]<\/font><\/p>\n<p><font face=\"Courier\">.DS<\/font><\/p>\n<p><font face=\"Courier\">.ta 2.8iR 3.3i<\/font><\/p>\n<p><font face=\"Courier\">Crew 600 [450]<\/p>\n<p>Speed Warp 1<\/p>\n<p>Course 0 [0-360] degrees<\/p>\n<p>Engine Efficiency 2 [1.5]<\/p>\n<p>Fuel Level 200<\/p>\n<p>Fuel Capacity 200<\/p>\n<p>Regeneration Rate per Second 15<\/p>\n<p>Helm Lock None [None]<\/p>\n<p>Phaser Deployment 90, 90, 0, 0, 270, 270<\/p>\n<p>Phaser Bank Levels 6 x 10 units<\/p>\n<p>Phaser Charge\/Discharge Rates 6 x 10 units<\/p>\n<p>Shield Drain 4 x 1 units<\/p>\n<p>Shield Percentage 4 x 100<\/p>\n<p>Torpedo Deployment 120, 60, 60, 0, 0, 300, 300, 240<\/p>\n<p>Tube Levels 8 x Zero<\/p>\n<p>Total Charged Pods Available 190<\/p>\n<p><\/font><font face=\"Courier\"><\/font><font face=\"Courier\"><\/font><\/p>\n<p><a name=\"app5\"><\/a><b><font face=\"Courier\">APPENDIX 5<\/font><\/b><\/p>\n<p><b><font face=\"Courier\">Designer&#8217;s Notes<\/font><\/b><\/p>\n<p><font face=\"Courier\">When I was about 10 or 11, I would go<br \/>\nto the <a href=\"http:\/\/www.lhs.berkeley.edu\/\" target=\"_blank\" rel=\"noopener noreferrer\">Lawrence<br \/>\nHall of Science<\/a> quite frequently. There, on their time-sharing<br \/>\nsystem, I would sit at a Teletype Model 33 and play trek.<\/font><\/p>\n<p><font face=\"Courier\">Sadly, LHS replaced their system and trek<br \/>\nwent away. It was my intention that it should not be forgotten.<br \/>\nI had had a copy of a slightly different version of trek written<br \/>\nin BASIC, but it was sadly unimplementable on my Apple computer.<\/font><\/p>\n<p><font face=\"Courier\">When I learned of an implementation of<br \/>\ntrek written in C, I jumped at the chance to bring it to the systems<br \/>\nhere at UC Berkeley. At that time, the game was mostly a direct<br \/>\ntranslation of the original BASIC source. Many of the commands<br \/>\nand routines were either missing or faulty. With Peter Yee, we<br \/>\nworked together to fix up the program and managed to get it running.<\/font><\/p>\n<p><font face=\"Courier\">Once it was running, the time came for<br \/>\nimprovements. I admit to pulling many concepts from the game Star<br \/>\nFleet Battles, most notably the different races (Hydrans, Lyrans,<br \/>\netc.) and the ship names.<\/font><\/p>\n<p><font face=\"Courier\">This version of the game represents many<br \/>\nhours of thinking and debugging. I hope you enjoy playing it as<br \/>\nmuch as I did coding it.<\/font><\/p>\n<p><font face=\"Courier\">-Jeff Okamoto<\/font><\/p>\n<p><font face=\"Courier\">My first experience with TREK73 was also<br \/>\nat the Lawrence Hall of Science. I had been taking classes in<br \/>\nTime-Sharing Basic and noticed that other people always talked<br \/>\nabout a game called $TREK that was a real CPU hog and was usually<br \/>\nturned off. Naturally I was intrigued. Soon I was paying $2.00<br \/>\nan hour for the chance to play that game. Many long hours and<br \/>\nquite a few dollars went into playing $TREK, so it was with a<br \/>\ncertain sadness that I learned that the DG Ecllipse on which $TREK<br \/>\nran was being phased out. I made several attempts to obtain the<br \/>\nsource before it went away, but I was unable to get it.<\/font><\/p>\n<p><font face=\"Courier\">Fortunately for me, Dave Pare at UC San<br \/>\nDiego was also a fan of the game, and more importantly, he had<br \/>\nan outdated copy of the source from an HP 2000. Dave had started<br \/>\nto implement the game in C to run under 4.2 BSD UNIX. Expressing<br \/>\nmy interest to Dave, I was able to get a copy of Dave&#8217;s code and<br \/>\nthus the TREK Project at Berkeley was started. I spent endless<br \/>\nhours tweaking with Dave&#8217;s code, implementing some of the fifteen<br \/>\nor so commands that he had not yet translated.<\/font><\/p>\n<p><font face=\"Courier\">At about this time, I learned that Christopher<br \/>\nWilliams, here at Berkeley, had also tried to implement the game<br \/>\nin C. What is more, he had a copy of the source (in BASIC) from<br \/>\nBerkeley High School, and had implemented most of the commands.<br \/>\nMerging the work that Chris had done into my copy of Dave&#8217;s work<br \/>\nled to a fairly complete version of the game. There still remained<br \/>\na large number of bugs, poor ideas, and outright mistakes in the<br \/>\ncode, but it ran.<\/font><\/p>\n<p><font face=\"Courier\">Jeff Okamoto, being a fan of the game<br \/>\nand a Star Fleet Battles player, was greatly interested in hacking<br \/>\non the game to bring up to par with the version that ran at LHS<br \/>\nand to extend it even beyond that. Thus our partnership was formed<br \/>\nand the current version of the game represents several hundred<br \/>\nhours of our joint work (and play). Also represented are the suggestions,<br \/>\nmodifications and bug fixes we received from numerous people,<br \/>\nincluding (to name a few) Matt Dillon, David Sharnoff, Joel Duisman,<br \/>\nall at Berkeley, and Roger Noe at Rockwell International.<\/font><\/p>\n<p><font face=\"Courier\">It is hoped that this implementation of<br \/>\na classic game will bring joy (and perhaps fond remembrances)<br \/>\nto all who play.<\/font><\/p>\n<p><font face=\"Courier\">Live Long and Prosper, -Peter Yee<\/font><\/p>\n<p><font face=\"Courier\">[DAS]<\/font><\/p>\n<p><font face=\"Courier\">I never knew any of the people mentioned<br \/>\nabove. I used to play Trek73 from 1977-1981 when I was in high<br \/>\nschool on our HP2000-F system. I always wanted a version I could<br \/>\nrun on my own computer, and when I got my first Apple back in<br \/>\n1980 I started converting the program from HP Basic to Applesoft.<br \/>\nThe Apple version ran so slowly it wasn&#8217;t worth playing, and I<br \/>\nstopped my conversion work.<\/font><\/p>\n<p><font face=\"Courier\">My brother, who for the two years before<br \/>\nI entered high school used to play Trek73, called me up one day<br \/>\nand told me that a version written in C had come across the unix<br \/>\nnetwork where he worked, which was Bell Laboratories in Naperville,<br \/>\nIL.<\/font><\/p>\n<p><font face=\"Courier\">A week later I stopped in and downloaded<br \/>\nall the files to a PC that was sitting around. There were quite<br \/>\na few differences between the version of C that ran under unix<br \/>\nand the Lattice C compiler which I had for my PC.<\/font><\/p>\n<p><font face=\"Courier\">After much work and some cursing, what<br \/>\nyou see before you had been completed &#8212; Trek73 which ran on the<br \/>\nIBM PC as well as the clones.<\/font><\/p>\n<p><font face=\"Courier\">There are still some problems. The save<br \/>\ngame feature has not yet been converted, as the unix file calls<br \/>\nwere different from the calls I had under Lattice. The timer for<br \/>\nyour inputs has not been set up. Due to the fact that an integer<br \/>\nunder Lattice is 16 bits wide, it was possible to run off the<br \/>\nedge of the universe. This has recently been updated to longer<br \/>\nintegers and should no longer be an issue. These problems will<br \/>\nbe cured as I find the time to cure them.<\/font><\/p>\n<p><font face=\"Courier\">There are still some references to Unix<br \/>\nunique things in both the program and in this .DOC file. I released<br \/>\nthis in its current form to get people to start playing the game<br \/>\nand giving some feedback. I will be making changes constantly,<br \/>\nso the more feedback I get the better the game will become.<\/font><\/p>\n<p><font face=\"Courier\">In the original game, there was only one<br \/>\nclass of ship. This is the ship you will fly or fight if you do<br \/>\nnot specify any command line options. I suggest you play and master<br \/>\nthe original before you start experimenting with the options (especially<br \/>\nI just finished converting the option parsing routines and haven&#8217;t<br \/>\nfully tested them yet).<\/font><\/p>\n<p><font face=\"Courier\">Please send any bugs, comments, donations,<br \/>\nsuggestions, etc. to me. If accompanied by a contribution ($20<br \/>\nsuggested, but never required) I&#8217;ll give it more attention than<br \/>\nif it isn&#8217;t \ud83d\ude09 If the bug appears to exist in the original Unix<br \/>\ncode, I will forward the information to the original authors.<\/font><\/p>\n<p><font face=\"Courier\">I can be reached at the following address:<\/font><\/p>\n<p><font face=\"Courier\">David A. Soussan<\/font><\/p>\n<p><font face=\"Courier\">368 Rimini Ct.<\/font><\/p>\n<p><font face=\"Courier\">Palatine, IL 60067<\/p>\n<p>(708) 934-0905 &#8211; leave a message.<\/p>\n<p><\/font><font face=\"Courier\"><\/font><font face=\"Courier\">davids[&#8220;at&#8221;]comm.mot.com<\/font><\/p>\n<p><font face=\"Courier\">I hope you enjoy this game as much as<br \/>\nI did (and still do!)<\/font><\/p>\n<p><font face=\"Courier\">-David<\/font><\/p>\n<p><font face=\"Courier\"><\/font><\/p>\n<hr align=\"LEFT\" noshade=\"\" width=\"15%\" size=\"1\">\n<p><a name=\"ref1\"><\/a><font size=\"-1\" face=\"Courier\">1. <a href=\"http:\/\/www.startrek.com\/\">Star<br \/>\nTrek<\/a> is a registered trademark of <a href=\"http:\/\/www.paramount.com\/\">Paramount<br \/>\nPictures<\/a>.<\/font><\/p>\n<p><font size=\"-1\" face=\"Courier\"><br \/>\n<\/font><font size=\"-1\" face=\"Courier\"><\/font><a name=\"ref2\"><\/a><font size=\"-1\" face=\"Courier\">2. Star<br \/>\nFleet Battles is a trademark held jointly by Task Force Games<br \/>\nand Amarillo Design Bureau.[see <a href=\"http:\/\/www-e815.fnal.gov\/~jhkim\/fun\/sfb.html\" target=\"_blank\" rel=\"noopener noreferrer\">the Unofficial SFB Home Page<\/a>]<\/font><\/p>\n<p><font size=\"-1\" face=\"Courier\"><br \/>\n<\/font><font size=\"-1\" face=\"Courier\"><\/font><a name=\"ref3\"><\/a><font size=\"-1\" face=\"Courier\">3. Although<br \/>\ntechnically incorrect, it does save the player from having to<br \/>\ncompute cube roots.<\/font><\/p>\n<p><font size=\"-1\" face=\"Courier\"><br \/>\n<\/font><font size=\"-1\" face=\"Courier\"><\/font><a name=\"ref4\"><\/a><font size=\"-1\" face=\"Courier\">4. This<br \/>\nsaves the player from having to work out problems in spherical<br \/>\ngeometry.<\/font><\/p>\n<p><font size=\"-1\" face=\"Courier\"><br \/>\n<\/font><font size=\"-1\" face=\"Courier\"><\/font><a name=\"ref5\"><\/a><font size=\"-1\" face=\"Courier\">5. UNIX<br \/>\nis a registered trademark of Bell Laboratories.<\/font><\/p>\n<p><a href=\"#top\"><b><font size=\"-1\" face=\"Courier\">RETURN TO<br \/>\nTOP<\/font><\/b><\/a><\/p>\n<p><b><font size=\"+3\" face=\"Courier\"><\/font><\/b><\/p>\n<hr align=\"LEFT\" noshade=\"\" size=\"1\">\n<p><b><font size=\"+3\" face=\"Courier\"><\/font><\/b><\/p>\n<p><b><font size=\"+3\" face=\"Courier\"><br \/>\n<\/font><\/b><b><font size=\"+3\" face=\"Courier\"><\/font><font face=\"Courier\">A page from the &#8220;Rulebook for<br \/>\nthe Computer Simulation TREK As Implemented on the DECISION Computer&#8221;<br \/>\nby Roderick Perkins.<\/font><\/b><\/p>\n<p><b><font size=\"+3\" face=\"Courier\"><img loading=\"lazy\" decoding=\"async\" src=\"\/trek73\/LHS2.jpg\" width=\"481\" height=\"647\" align=\"BOTTOM\" border=\"0\" naturalsizeflag=\"3\"><\/font><\/b><\/p>\n<p>&nbsp;<\/p>\n<p><\/font><font size=\"-1\" face=\"Monaco\"><\/font><font size=\"-1\" face=\"Monaco\"><\/font><\/p>\n","protected":false},"excerpt":{"rendered":"<p>XEQ-$TREK A TREK73 Page &nbsp; New: TREK73 WordPress &nbsp; TREK73 Strategy New: TREK73 Strategy What is TREK73? Trek73 is a computer space-battle simulation based on the original Star Trek television series. As the name suggests, it was created in 1973 by William K. Char, Perry Lee, and Dan Gee. Many young Bay Area residents played &hellip; <a href=\"https:\/\/kermitmurray.com\/trek73\/the-old-trek73-page\/\" class=\"more-link\">Continue reading <span class=\"screen-reader-text\">The Old TREK73 Page<\/span> <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"parent":0,"menu_order":0,"comment_status":"closed","ping_status":"closed","template":"","meta":{"footnotes":""},"class_list":["post-223","page","type-page","status-publish","hentry"],"_links":{"self":[{"href":"https:\/\/kermitmurray.com\/trek73\/wp-json\/wp\/v2\/pages\/223","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/kermitmurray.com\/trek73\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/kermitmurray.com\/trek73\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/kermitmurray.com\/trek73\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/kermitmurray.com\/trek73\/wp-json\/wp\/v2\/comments?post=223"}],"version-history":[{"count":4,"href":"https:\/\/kermitmurray.com\/trek73\/wp-json\/wp\/v2\/pages\/223\/revisions"}],"predecessor-version":[{"id":231,"href":"https:\/\/kermitmurray.com\/trek73\/wp-json\/wp\/v2\/pages\/223\/revisions\/231"}],"wp:attachment":[{"href":"https:\/\/kermitmurray.com\/trek73\/wp-json\/wp\/v2\/media?parent=223"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}