trek 73 computer program

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7/25/2019 TREK 73 Computer Program http://slidepdf.com/reader/full/trek-73-computer-program 1/54  T R E K 7 3  A Star Trek Battle Simulation 1  Trek73 is a computer-simulated battle based on the famous Star Trek  2  television series and the board game Star Fleet Battles . Via  computer terminal, you can clash with enemy battle cruisers, such as  Klingon D-7's and Romulan Sparrowhawks, and use the same strategies  that Captain Kirk has used. Like Kirk, you control a Federation vessel  similar to the Enterprise; a computer program directs the enemy.  Victory can fall into several categories:  Decisive Victory -- You completely destroy or cripple the attacking  force.  Tactical Victory -- You out-maneuver the enemy using high-speed  escapes, corbomite bluffs, `play dead' tactics; or the enemy  surrenders.  Moral Victory -- You surrender or self-destruct and destroy each  other.  All distances are measured in megameters, one million meters  (abbreviated `M'). Speed is expressed in `Warp Factors'. Each warp  3  factor equals 100M per second . All angles are expressed in common  degrees from zero to 360, measured counter-clockwise from the x- axis,  4  similar to reading a protractor. Only two dimensions are used .  Play is as follows:

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Page 1: TREK 73 Computer Program

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  T R E K 7 3

  A Star Trek Battle Simulation

1

  Trek73 is a computer-simulated battle based on the famous Star

Trek

  2

  television series and the board game Star Fleet Battles . Via  computer terminal, you can clash with enemy battle cruisers, such

as

  Klingon D-7's and Romulan Sparrowhawks, and use the same

strategies

  that Captain Kirk has used. Like Kirk, you control a Federation

vessel

  similar to the Enterprise; a computer program directs the enemy.

  Victory can fall into several categories:

  Decisive Victory -- You completely destroy or cripple the

attacking

  force.

  Tactical Victory -- You out-maneuver the enemy using high-speed

  escapes, corbomite bluffs, `play dead' tactics; or the enemy

  surrenders.

  Moral Victory -- You surrender or self-destruct and destroy each

  other.

  All distances are measured in megameters, one million meters

  (abbreviated `M'). Speed is expressed in `Warp Factors'. Each warp

  3

  factor equals 100M per second . All angles are expressed in common

  degrees from zero to 360, measured counter-clockwise from the x-

axis,

  4

  similar to reading a protractor. Only two dimensions are used .

  Play is as follows:

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  __________ 

  1. Star Trek is a registered trademark of Paramount Pictures.

  2. Star Fleet Battles is a trademark held jointly by Task Force

  Games and Amarillo Design Bureau.

  3. Although technically incorrect, it does save the player from  having to compute cube roots.

  4. This saves the player from having to work out problems in

  spherical geometry.

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  1. You issue one of a number of commands (fire phasers, change  course, launch antimatter pods, surrender, etc.) by typing the

  appropriate code number into the keyboard;

  2. The enemy, under programmed instructions, issues a similar

  command;

  3. Both your commands are executed (phasers are fired, probes are

  launched, damages are assessed, courses changed, etc.) while the

  vessels move through space;

  4. Unless certain end-game conditions are met (you destroy the

enemy,

  the enemy destroys you, your out-maneuver the enemy, you bothdestroy

  each other, or one party surrenders) the above steps are repeated.

  Appendix 1 depicts the Enterprise's power circuits.

  Appendix 2 displays certain weapon and shield angles.

  Appendix 3 lists certain weapon and vessel specifications.

  Appendix 4 lists initial deployment of resources.

  Appendix 5 contains the designer's notes.

  The following is a list of codes which can be used while in the

  command mode aboard your ship:

  CODE COMMAND

  ==== =======

  1 Fire Phasers

  2 Fire Photon Torpedos

  3 Lock Phasers Onto Target

  4 Lock Tubes Onto Target

  5 Manually Rotate Phasers

  6 Manually Rotate Tubes

  7 *Phaser Status

  8 *Tube Status

  9 Load/Unload Torpedo Tubes

  10 Launch Antimatter Probe

  11 Probe Control (Detonate, Redirect, Lock)

  12 *Position Report

  13 *Position Display

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  14 Pursue An Enemy Vessel

  15 Run From An Enemy Vessel

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  16 Manually Change Course And Speed  17 *Damage Report

  18 Scan Enemy (Damage Report Of Enemy)

  19 Alter Power Distribution

  20 Jettison Engineering

  21 Detonate Engineering

  22 Alter Torpedo And Phaser Firing Parameters

  23 Attempt Defenseless Ruse

  24 Attempt Corbomite Bluff(s)

  25 Surrender

  26 Ask Enemy to Surrender

  27 Initiate Self-Destruct Sequence

  28 Abort Self-Destruct  29 *Survivors Report

  30 *Print Version Number

  31 *Reprints Above List

  *Does Not Use A Turn

  Detailed Descriptions of Each Command

  What follows is a detailed description of each command. Each

command

  is referred to by a number from 1 to 31. After the name of the

command  is given, a synopsis of the arguments the command requires is

given,

  if any. These arguments can be entered on the command line,

separated

  by whitespace, if you wish. For instance, to fire phasers 1

through 4

  with a spread of 15, you could type '1 1234 15' on the command

line.

  It should be noted that all numbers refer to parameters for the

Heavy

  Cruiser Class ship, and that other ships have slightly different

  characteristics.

  1. Fire Phasers.

  [Phasers | all] [Spread]

  Phasers are pure energy units which emit a beam similar to lasers,

but

  of a pulsating nature which can be `phased' to interfere with the

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wave

  pattern of any molecular form. Phasers get their power from phaser

  banks, which in turn, derive their power from the ship's engines.

Each

  phaser bank is capable of holding a charge of 10 units. When

firing,

  these banks discharge, similar to batteries, to spread their  destructive power through space. After discharging, these banks

are

  then recharged by the engines. Each phaser can be set to

automatically

  track a target or can be manually rotated. Unless engineering is

  jettisoned (code 21), phasers only fire from 0-125 and 235-360

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  degrees, relative to the ship's course. In other words, eachvessel

  has a 110 degree blind side in back of it in which phasers cannot

  fire. If phasers fired into this blind side, they would destroy

the

  ship's engineering section.

  The Captain also designates a wide or narrow phaser beam: a wide

beam

  to disrupt many targets; a narrow beam to inflict maximum damage

on a

  single target. The maximum spread of phasers is 45 degrees, the

  minimum is 10 degrees. The total beam width is twice the

designated  spread.

  The firing percentage of each bank is preset to 100. In other

words,

  the bank fully discharges when firing. This can be changed,

however,

  using code 22.

  The maximum range of phasers is 1000M; the maximum hit factor is

45

  with a ten degree spread, 10 with a forty-five degree spread.

Phaser

  hit factors are calculated by the following formula:

  hit = (bankunits)(firing%)sqrt(1-range/1000)(45/spread)

  Phasers fire in .2-second intervals starting with bank one.

Phasers

  inflict heavy damage and casualties, but do not destroy shields as

  much as antimatter explosions do.

  A phaser is unable to fire if damaged, if firing into your blind

side,

  or if completely discharged.

  2. Fire Photon Torpedos.

  [Tubes | all]

  The Enterprise is equipped with six torpedo tubes, which, as

phasers,

  can be set to automatically track a target or be manually rotated.

  Unless engineering is jettisoned, tubes only fire from 0-135 and

225-

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  360 degrees. Each tube fires all its antimatter pods, which are

  temporarily held suspended in a magno-photon force field. Photon

  torpedos can be fired directly at an enemy, laid out as a mine

field,

  or scattered in an attacker's path as depth charges.

  Tubes must be loaded (code 9) prior to firing. Normally, torpedosare

  launched at warp 12 in .2-second intervals, beginning with tube

one.

  Photon torpedos have a proximity fuse of 200M. All of these values

can

  be changed by using code 22.

  Torpedos must be launched with care since the antimatter pods

which

  are fired can never be recovered. It is suggested that you not

fire

  more than four torpedos at any one time, since a certain number of

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  them do miss, or are destroyed by the enemy firing phasers atthem. It

  is also suggested that you fire them at distant targets, beyond

1100M,

  to avoid the explosion radii of your own weapons. Hit factors

  resulting from antimatter explosions are calculated as follows:

  hit = 5(#podscontained)sqrt(1-range/(50(#podscontained)))

  The maximum hit factor of an antimatter device is five times the

  number of pods contained (in the case of torpedos, 50); its

explosion

  radius is 50 time the number of pods contained (in the case of

  torpedos, 500). Antimatter explosions heavily weaken shields butdo

  not damage equipment as much as phasers do. This formula also

applies

  to vessels, engineering sections, and antimatter probe explosions.

  A photon torpedo's proximity fuse will not be activated by a

cloaked

  ship.

  Tubes are unable to fire if damaged, if firing into your blind

side,

  or if unloaded.

  3. Lock Phasers.

  [Phasers | all] [Target Name]

  Phasers locked on an enemy vessel will automatically aim towards

it.

  Although phasers may track a vessel which is in the firing blind

side,

  they will not fire unless engineering is jettisoned. To fire at

  vessels in the blind spot, simply change course at least 55

degrees.

  Once a phaser is locked, it is not disengaged until the target is

  destroyed (in which case it is then rotated to zero degrees

relative),

  relocked, manually overridden, or damaged.

  Phasers can not be locked onto cloaked enemy ships as they can not

  find the target. Phasers that were previously locked onto a non-

  cloaked ship will track the enemy's last known course and position

  when that ship cloaks.

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  4. Lock Tubes.

  [Tubes | all] [Target Name]

  Tubes lock and unlock in the same manner that phasers do. Tubes

suffer

  the same locking limitations that phasers do in reference tocloaked

  ships.

  5. Manually Rotate Phasers.

  [Phasers | all] [Bearing]

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  Manually rotating phasers disengages any previous locks andpositions

  them as directed, relative to your course. For example, if your

course

  is 30, and phasers are rotated 45 degrees, they will hit a target

  bearing 75 degrees. Rotating phasers into you blind side is

  permissible, however, they will not fire.

  6. Manually Rotate Tubes.

  [Tubes | all] [Bearing]

  Manually rotating tubes is similar to rotating phasers.

  7. Phaser Status.

  Phaser status reports the control (locks and damages), deployment,

  levels, firing percentages (normally 100), and charge/discharge

rates

  (normally +10) of all phasers. This command does not use a turn.

Cf.

  Command 22.

  8. Tube Status.

  Tube status reports the control, deployment, tube levels, launch

  speeds (normally 12), proximity delays (normally 200), and timedelays

  (normally 10) of all tubes. This command does not use a turn. Cf.

  Command 22.

  9. Load/Unload Tubes.

  [l | u] [Tubes | all]

  Each specified tube will be automatically loaded with 10 units or

  whatever remains in the engines, whichever is less. Tubes can also

be

  unloaded if the need arises.

  10. Launch Antimatter Probe.

  [Pods] [Time] [Proximity] [Target | [<CR> Course]]

  Probes are slow-moving devices equipped with internal guidance

systems

  which allow them to chase an enemy vessel. Probes consist of at

least

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  ten antimatter pods which are launched from an undamaged probe

  launcher at warp three. As with torpedos, probes are set with time

and

  proximity fuses, and use the same hit factor formula as do

torpedos.

  11. Probe Control.

  [y | [n [Probe] [y | [n [Target | [<CR> Course]]]]]]

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  Probe control allows you to detonate or redirect probes which mayhave

  missed.

  12. Position Report.

  Position reports are vital since valuable information on courses,

  bearings and ranges are given to aid the formation of good

strategy.

  Each ship is listed along with its current speed, course, and

bearing.

  Also listed is your relative bearing to that ship. A relative

bearing  of 0 means you are pointed directly at the ship, whereas a

relative

  bearing of 180 means you are pointed directly away from the ship.

Next

  is the reverse relative bearing, which gives the relative bearing

of

  you with respect to the ship listed.

  Cloaked ships show up with an asterisk (*) before the name, and

the

  information displayed is the last available information on those

  ships. If no position report has been performed prior to the enemy

  ship engages a cloaking device, no information will be availableon

  that ship. This order does not use a turn.

  13. Position Display.

  [Radius of scan]

  Position displays, similar to radar scans, show objects which

surround

  your vessel. The Enterprise is indicated by a `+', jettisoned

  engineering sections by a `#', probes by a `*', torpedos by a `:',

and

  enemy vessels by the first letter of their names. Enemy vessels

that

  are cloaked appear as lower case letters and remain in their last

  noted absolute position.

  14. Pursue An Enemy Vessel.

  [Target Name] [Warp Factor]

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  This order instructs the ship's navigation to face an enemy vessel

  whenever possible. Obviously it is impossible to pursue a cloaked

  vessel.

  15. Run From An Enemy Vessel.

  [Target Name] [Warp Factor]

  This order, just the opposite of order #14, instructs the

navigation

  to keep the stern of the Enterprise towards an enemy vessel

whenever

  possible. Running from a cloaked vessel is not very useful.

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  16. Manually Change Course and Speed.

  [Course] [Warp Factor]

  This order instructs navigation to maintain a fixed course and

speed.

  The following information applies to the above three orders:

  Your maximum rotation rate when turning is:

  degrees per sec = 5 * (11 - current warp speed)

  Accordingly, you can turn 55 degrees at warp one, 50 at warp two,

and  so on down to 10 degrees at warp nine. In other words, the faster

your

  speed, the less maneuverable you are. You are also less

maneuverable

  if your warp drive is damaged or destroyed. Your maximum speed is

warp

  nine, the enemy's is warp eleven.

  17. Damage Report.

  This report informs you of certain equipment status. A destroyed

  computer make orders 3 (lock phasers), 4 (lock torpedos), 14

(pursue),  15 (run), 27 (initiate self-destruct), and 28 (abort self-

destruct)

  impossible to execute. You will be required to manually rotate

phasers

  and torpedos, and manually change course and speed. Destroyed

sensors

  makes orders 13 (position display) and 18 (scan) impossible. A

  destroyed probe launcher prevents you from launching probes. A

  destroyed warp drive slows your maximum speed to warp 0.99 and

severly

  limits your maneuverability. See order 20 about jettisoned

engineering

  section. When your crew of 450 dies, your vessel is as good as

dead.

  There are 350 men aboard each enemy vessel.

  All of the above systems can be partially damaged. A damaged warp

  drive (common) lowers your maximum speed and maneuverability. A

  damaged probe launcher (sometimes) may refuse to launch. Damaged

  sensors (rare) may not be able to return position displays or be

able

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  to scan an enemy. A damaged computer (very rare) will sometimes

refuse

  to lock onto targets, and in addition, when damaged, may lose some

of

  the locks held by the weapons or by the helm.

  Shield percentage is calculated by its energy drain times its  operating efficiency. Efficiency starts at 100 and declines with

each

  hit. No damages of any kind are incurred when a shield absorbs its

  first hit, no matter how great the hit. Shield one is 1.5 times as

  strong as the other three shields.

  `Efficiency' indicates the number of energy units being burned per

  warp-second. This number is initially one (.75 for enemy) and

  increases per hit.

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  `Regeneration' indicates the number of energy units being gainedper

  second. Initially set at 10, this number decreases per hit.

  `Fuel capacity' indicates the number of matter-antimatter pods a

  vessel has aboard. This number rapidly decreases with each torpedo

or

  probe fired.

  `Fuel' indicates the number of matter-antimatter pods which are

filled

  with energy. This number rapidly decreases when maintaining high

warp

  speeds or firing phasers.

  18. Scan Enemy (Damage Report of Enemy).

  [Ship Name | Probe id | #Ship Name]

  An enemy damage report is essentially the same as the

Enterprise's.

  Sensor reports can not be had for cloaked vessels.

  By giving the id number of a probe, information about it can be

  gathered. The same information can be gathered about a ship's

  (jettisoned) engineering by prepending a '#' before the ship's

name.

  19. Alter Power Distribution.

  [Shld 1 drain [* | ... Sh 4]] [Phsr 1 drain [* | ... Ph 4]]

  The synopsis of this command can be confusing. The first set of

  numbers gives the drains for each shield. All four shield drains

can

  be specified, but if a star is used immediately after a shield

drain

  (eg, 19 0.5 1*), then the remaining shields will all be given a

drain

  equal to the number preceding the '*'. (Thus, in the above

example,

  shield 1's drain is 0.5, whereas shields 2, 3, and 4 have a drain

of

  1). The same applies to the phaser drains.

  The power circuits of all vessels are illustrated in Appendix 2.

  Dilithium crystals produce energy much like generators. This power

is

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  then used to maintain warp speeds, recharge antimatter pods in the

  engine reserve, recharge phaser banks, or maintain shield power.

Your

  initial regeneration is ten, however, the shields normally drain

four

  units and the engines require one unit per each warp-second.

  Shields can be thought of as electromagnets. The more energy put

into

  them, the stronger their force field becomes. Therefore, a

shield's

  overall percentage is calculated by the following formula:

  shield percentage = (energy in)(effective %)

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  Notice that dropping power to a shield has the same effect ashaving

  it hit. Notice also that if your regeneration drops below four,

you

  may have to discharge your phaser banks to maintain full shield

power.

  Phaser banks, similar to batteries, not only discharge (when

firing),

  but also recharge. Initially, they are set to recharge fully in

one

  second (+10) so that you can continually use them. However, they

can

  discharge fully (-10) in one second to provide extra power toshields,

  warp engines, or engine reserve.

  Under most conditions, you need not concern yourself with power

  distribution unless some special need arises. Distribution, for

the

  most part, is automatic. Regeneration is calculated first; that

power

  is placed in reserve, along with any discharged phaser units.

Shield

  drain is calculated next, then the cloaking device, then phaser

and

  engine drains.

  Be concerned with wasting power by indiscriminately firing phasers

and

  torpedos, maintaining speeds over warp three, or dumping scores of

  units onto antimatter probes. Huge power losses cannot be made up

in

  battle.

  20. Jettison Engineering.

  Although this order was never executed in the television series,

it is

  quite possible according to its producer. Jettisoning engineering

has

  serious consequences, but it may be your only course of action.

  One would jettison engineering if being pursed by vessels, probes

or

  torpedos, or as a suicidal gesture.

  The following things happen when engineering is jettisoned: A: You

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  lose all your fuel and reserve capacity; B: you lose your

  regeneration; C: you lose your warp drive; D: your lose your probe

  launcher; E: you lose your shields until you designate phasers to

  discharge; F: the engineering section itself decelerates to a

stop; G:

  a ten second time delay on it is set (hopefully, when it does

explode,  you are far from its effects); H: you lose your cloaking device;

I:

  your phasers and torpedos are now free to fire in any direction.

  21. Detonate Engineering.

  [nothing | [y | n]]

  This order, issued after the previous one, manually detonates your

  engineering section. It may also be issued without the previous

order,

  in which case you will be asked to confirm your (crazy) order.

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  22. Alter Torpedo And Phaser Firing Parameters.

  [[y [Launch Speed] [Time Delay] [Proximity Fuse]] | n] [[y [Firing

  Percentage]] | n]

  This option allows you to change the launch speeds, time and

proximity

  delays of all torpedos. At the beginning of play, torpedos are

  launched at warp twelve, have ten second time fuses, and 200M

  proximity fuses. Any vessel or engineering section which comes

within

  the proximity range will cause the torpedo to explode.

  Phaser firing percentages can also be altered. A phaser bank neednot

  fire its full charge.

  23. Defenseless Ruse.

  [e | p]

  Another name for this tactic is `playing dead'. When issued, your

  shields are dropped to zero, and power is diverted to your engines

or

  phaser banks. Hopefully, the enemy will believe you dead and come

too

  close or break off their attack. You should then be able to fireor

  run in the opposite direction.

  24. Attempt Corbomite Bluff(s).

  There were two corbomite bluffs in the television series; one was

  against a midget operating a huge space vessel the other was

against

  Romulan attackers. Both have been incorporated into this game.

  Whichever bluff issued is selected randomly.

  25. Surrender, If Possible.

  This order sends a message to the enemy, saying that you wish to

  surrender. The enemy will then decide whether or not take you

alive.

  You will have difficulty surrendering to Romulans, who have never

  accepted one.

  26. Ask Enemy To Surrender.

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  This order ends a message to the enemy demanding that they

surrender.

  Please bear in mind that Romulans and Orions are the most

suicidal.

  27. Initiate Self-Destruct.

  This order activates a twenty-second self-destruct sequence.

Because

  final destruct does not occur until ten turns after

initialization, it

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  is best to start it early, if at all. When you do explode, youhope

  that you explosive force will also destroy your attackers.

  28. Abort Self-Destruct.

  This order, issued after the previous one, halts the destruct

  sequence. Self-destruct cannot be aborted withing five seconds to

  detonation.

  29. Survivors Report

  This order prints out the number of survivors on board all the

ships.  This order does not use a turn. Cloaked ships are reported as

having

  `???' survivors.

  30. Print version number

  This command, which does not use a turn, prints the current

version of

  TREK73.

  31. Save game

  This command saves the current game into a file. It can berestarted

  later by using the command line option `-r'.

  [DAS: Not yet implemented]

  32. Reprint Above List.

  This command, which does not use a turn, lists code numbers and

  associated descriptions of each.

  33 And Up.

  Future options, currently being designed in Trek74, will include

Dr.

  Daystrom's paranoid, M5 multi-tronics computer which will take

over

  while you relax; or battle someone else who is on another

terminal; or

  battle in teams; or have a free-for-all against nine other

players.

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  Options

  In TREK73, all the names of crewmembers are taken from the Star

Trek

  series. Through the use of options, the names, as well as other

  aspects of the game, can be changed to whatever you want.

  To use the options, you must add the variable TREK73OPTS to your

  environment. A sample would be (using the C-shell): .br

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  setenv TREK73OPTS 'name=Jerk, ship=Boobyprize, terse'

  The option string is a list of comma-separated options. Options

are

  designated as either boolean or string options. Boolean options

are

  turned on by typing their name and turned off by prepending 'no'

to

  them. String options are set equal to the string which follows the

  "=".

  There follows a list of all the options, what type it is, and an

  explanation of what they mean. The default for the option is in

square  brackets following the option.

  .IP "terse BOOLEAN [noterse]" This option, when set, turns off the

  information regarding the ship's purpose in the area. It thus

reduces

  the amount of drek on the screen. If you are on a slow terminal,

this

  is a nice option to have set.

  .IP "shipname STRING [Enterprise]" This option names your ship.

  .IP "name STRING" This option names the captain of the ship. If

this  option is not set, then the program will ask for a name. The

captain

  is the one who must make all the decisions of strategy and tactics

for

  the ship.

  .IP "sex STRING" This option gives the captain a gender. If this

  option is not set, the program will ask for it's value. If you

respond

  with something that starts with other than "m" or "f", beware!

  .IP "science STRING [Spock]" This option names the science

officer,

  who is responsible for checking the parameters of the captain's

  commands. It is also this officer's duty to report damage to the

ship

  as well as scan for enemy damage.

  .IP "engineer STRING [Scott]" This option names the chief engineer

of

  the ship. It is this officer's duty to report on the status of the

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  ship, especially its energy supply and distribution of the same.

The

  officer also controls the launching of anti-matter probes.

  .IP "helmsman STRING [Sulu]" This option names the ship's

helmsman.

  This officer's duty is to control the speed of the ship and also  controls the firing of the ship's weapons.

  .IP "nav STRING [Chekov]" This option names the ship's navigator,

who

  is responsible for the navigation of the ship. This officer makes

  changes to the ship's course as directed by the captain. This

officer

  also controls any anti-matter probes after they have been

launched.

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  .IP "com STRING [Uhura]" This option names the ship'scommunications

  officer. It is the duty of this officer to handle all

communications

  between the ship and the rest of the universe.

  .IP "enemy STRING [random]" If this option is set, it tells the

  program which race you wish to fight. The available races are:

  Klingon, Romulan, Kzinti, Gorn, Orion, Hydran, Lyran, or Tholian.

If

  the option is not set, the race you will fight is chosen at

random.

  .IP "foename STRING [random]" If this option is set, it specifiesthe

  name of the commander of the enemy ship(s). If this option is not

  specified, the name is chosen at random.

  .IP "class STRING [CA]" This option specifies the kind of ship you

are

  commanding. Allowable classes are: DN, CA, CL, and DD, standing

for

  dreadnought, heavy cruiser, light cruiser, and destroyer. In

general,

  the larger the ship, the more weapons and stronger shields you

have,

  at the cost of less speed and maneuverability.

  .IP "foeclass STRING [CA]" This option specifies the kind of ship

that

  you are fighting. The different classes are explained above.

  .IP "silly BOOLEAN [nosilly]" If this option is set, an additional

  race is added to the list of possible races to fight. This race is

the

  Monty Pythons. Note that if you wish to always fight the Monty

  Python's, you merely have to set the enemy option above.

  .IP "time STRING [30]" Time is used to specify the time between

  commands. The longer this value, the more time may be used in

issuing

  a command.

  .IP "teletype BOOLEAN [noteletype]" The teletype option causes

some of

  the output to come out as it did in the original teletype version.

  .IP "savefile STRING [$HOME/trek73.save]" The savefile option

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  specifies where the data image is to be stored if the game is

saved

  during play. ``~'' is not expanded, so the path should be

explicit

  and fully expanded. 3

  Command Line Options

  In all cases, the arguments you place on the command line will

  supersede options in the environment.

  The following is a description of the command line options:

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  .IP \-t Turns on terse mode. No initial scenario description isgiven.

  This is useful for terminals running at low baud rates. This

option is

  normally off.

  .IP \-c Allows the specification of the Federation captain's name.

  .IP \-s Specify the sex of the captain of the Federation vessel.

  .IP \-S Specify the name of the Science Officer of the Federation

  vessel.

  .IP \-E Specify the name of the Chief Engineer of the Federation  vessel.

  .IP \-C Specify the name of the Communications Officer of the

  Federation vessel.

  .IP \-N Specify the name of the Navigator of the Federation

vessel.

  .IP \-H Specify the name of the Helmsman of the Federation vessel.

  .IP \-f Specify the name of the enemy commanding officer.

  .IP \-r Specify the race of the enemy. The race should be one ofthe

  following: Klingon, Romulan, Kzinti, Gorn, Hydran, Lyran, Tholian,

  Orion, or Monty Python.

  .IP \-d Set the delay time for command entry. Higher times can be

  useful for novices or for playing on very slow terminals.

  .IP \-y Silly option. Adds the Monty Pythons as a possible enemy

race.

  This option is normally off.

  .IP \-T Teletype option. Causes certain parts of the output to

come

  out as they did on the original teletype implementation. Doesn't

do

  much for the game on crts. This option is normally off.

  .IP \-n Specify the name of the Federation vessel. The default

name

  for the Federation vessel is randomly chosen from a set of names.

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  .IP \-F Specify the class of the enemy vessel(s). Allowable

classes

  are Destroyer (DD), Light Cruiser (CL), Heavy Cruiser (CA), and

  Dreadnought (DN). If the argument is none of the above, the

program

  assumes that this is the name of a file where a player-designed

ship  is stored.

  .IP \-l Specify the class of the Federation vessel. Available

classes

  are the same as the enemy's.

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  .IP \-R Restore the game from the savefile. It is assumed thatthe

  TREK73OPTS contains the name of the savefile, otherwise it is not

  possible to restart the game with the -R option. In case the

savefile

  name is not in TREK73OPTS, the game may be restored by issuing the

  command with the path to the savefile as the first argument. .bp

  Designer Ships

  A feature of TREK73 allows you to have more than just the standard

  four ship types. The program .I shipyard (6) allows new ship types

to

  be created. .I Shipyard in conjunction with the -F and/or -lcommand

  line option allows battle between, say, the Enterprise and the

Death

  Star.

  See the manual page for .I shipyard for more information about

  designer ships.

  Simple Strategy

  If you are a beginner, a simple strategy to follow is A: fight

only

  one attacker; B: pursue him (code 14) at warp factor one; C: lockon

  all phasers (code 3); D: continuously take position reports (code

12)

  and watch his range; E: when he gets within 1000M, fire all

phasers

  (code 1) and keep on firing when he is in range; F: When the enemy

is

  out of range, take damage reports and scans of the enemy (codes 17

and

  18).

  After a few trial games using the above strategy, you will want to

  become as efficient as the enemy at firing photon torpedos.

Finally,

  when you master launching antimatter probes, you can designate

more

  that one attacker. 3

  Trek73's History

  Trek73 was programmed on a Hewlett-Packard 2000C system by William

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K.

  Char, Perry Lee, and Dan Gee. In January, 1973, Mr. Char started

with

  a few ideas and five months later, in May, introduced $SPACE, his

  first version.

  Space had only 14 commands and comprised one 10K program. Responsewas

  so great that new ideas flooded in and in June, work on Trek73 was

  begun. Over 70 recordings of past shows were reviewed to

reconstruct

  dialogue and vessels. On October 8, 1973, Trek73 was introduced.

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  In 1984, Dave Pare at Univeristy of California at San Diego andChris

  Williams at the University of California at Berkeley independently

  5

  translated the BASIC code into C to run under BSD UNIX .

  In April 1985, Jeff Okamoto and Peter Yee, both at the University

of

  California at Berkeley combined the two versions into one, fixing

bugs

  and adding new commands and concepts.

  Ideas and bug reports should be sent to: .br ARPA:

  [email protected] and [email protected] .br UUCP:  ..!ucbvax!okamoto and ..!ucbvax!yee .bp

  APPENDIX 1

  .nf

  4

  Secondary Hull Primary Hull

  (engineering)

  -------

  :-----------------------------------------\\ | .5 | . . .

.

  :: N C C - 1 7 0 1 |} |0 / 1|---< . . . .

.  ::________________________________________/ | | . . . .

  warp engines ^ | .5 | . . . .

  +++ |0 / 1|---< . . . .

.

  ===== | fuel | | . . . .

  |+| + OOOOO reserve | .5 | . . . .

  |+| ---------> +++ ---> OOOOO --- +++ ---> |0 / 1|---< . . . .

.

  ------- + ***** | | . . . .

  | | ***** shield | .5 | . . . .

  ------- | \\ control |0 / 1|---< . . . .

.

  dilithium * \\ ------- . . .

.

  crystal *** +++ shields

  generator * \\phaser control

  | -------- : : :

  | |-10/10|-OOOO>. . : : : | : :

  <***: <[=====| <---+ |-10/10|-**OO>. . : : : :

  probe launcher | |-10/10|-****>

  V |-10/10|-****>

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  =*******= -------- phaser banks

  photon =*******=

  torpedo ===*******

  tubes =======*******

  __________ 

  5. UNIX is a registered trademark of Bell Laboratories.

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  ========= *******  ========= *******

  + Energy unit

  O Matter-anti-matter pod

  * Filled matter-anti-matter pod

  ---+++---> Energy transfer

  ---***---> Pod transfer

  .fi

  .bp

  APPENDIX 2

  Heavy Cruiser  .nf

  7

  Shield 2

  |

  135 90

  \\\\,,,,,,,,''-``,,,,,,,,

  ,,''\\ .Phaser.Firing An``,, 45

  ,' \\ \\125 gles`,/

  ,' \\. . Torpedo. . `,

  :------------------------\\ \\135_-----_ Fir . ,

  :________________________/ _- 1 -_ ing . `

  | || / 0 \\ Angles . |

  Shield | ,_^^_____/| _ 7 | . . | Shield  -180| [ { (o) 1 } . . |0-

  3 | `-vv-----\\| - C | . . | 1

  | || \\ C / . . |

  :-----------------------\\ -_ N _- . . ,

  :_______________________/ -_____- . . '

  `, /225. . . . . . . ,'

  `, / . ,' \\

  ``,/ /235. . . . . . . . ,,'' 315

  /`````````,,_,,''''''''

  225 270

  |

  Shield 4

  .fi

  .bp

  APPENDIX 3

  2

  Weapon And Vessel Specifications

  Destroyer Class Vessel

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  Enemy exceptions are enclosed within [brackets]

  .DS

  .ta 2.8iR 3.3i

  Phasers

  Number of banks 2

  Max range 1000 megameters

  Max spread 90 degrees (45+45)

  Min spread 20 degrees (10+10)

  Max hit with 45 degree spread 10

  Max hit with 10 degree spread 45

  Loss of shield 1 per hit hit/3

  Loss of shields 2-3-4 per hit hit/2  Firing angles with engineering 0-150, 210-360 degrees

  Max charge per bank 10 units

  Min charge or discharge time 1 sec

  Tubes

  Number of tubes 4

  Max range 12,000 megameters

  max launch speed warp 12

  Max time delay 10 seconds

  Max proximity delay 500M

  Max explosion radius 500M

  Max number of pods launched 10  Max hit factor 50

  Loss of shield 1 per hit hit/2.25

  Loss of shields 2-3-4 per hit hit/1.5

  Firing angles with engineering 0-160, 200-360 degrees

  Probes

  Number of probe launchers 1

  Max range 3000M

  Max launch speed 2

  Max time delay 15 sec

  Max proximity delay any

  Max explosion radius 50 times number of pods

  Max pods launched fuel available

  Max hit factor 10 times number of pods

  Loss of shields per hit same as torpedos

  Firing angles with engineering all

  Vessels

  Max turning rate 120 degrees

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  Max explosion radius 50 times number of pods  Max pods launched fuel available

  Max hit factor 10 times number of pods

  Loss of shields per hit same as torpedos

  Firing angles with engineering all

  Vessels

  Max turning rate 77 degrees

  Max speed warp 9 [11]

  Min units burned per warp-second .75 [.5]

  Crew 350 [250]

  .DE

  Weapon And Vessel Specifications

  Heavy Cruiser Class

  Enemy exceptions are enclosed within [brackets]

  .DS

  .ta 2.8iR 3.3i

  Phasers

  Number of banks 4

  Max range 1000 megameters  Max spread 90 degrees (45+45)

  Min spread 20 degrees (10+10)

  Max hit with 45 degree spread 10

  Max hit with 10 degree spread 45

  Loss of shield 1 per hit hit/4.5

  Loss of shields 2-3-4 per hit hit/3

  Firing angles with engineering 0-125, 235-360 degrees

  Max charge per bank 10 units

  Min charge or discharge time 1 sec

  Tubes

  Number of tubes 6

  Max range 12,000 megameters

  max launch speed warp 12

  Max time delay 10 seconds

  Max proximity delay 500M

  Max explosion radius 500M

  Max number of pods launched 10

  Max hit factor 50

  Loss of shield 1 per hit hit/3

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  Loss of shields 2-3-4 per hit hit/2  Firing angles with engineering 0-135, 225-360 degrees

  Probes

  Number of probe launchers 1

  Max range 3000M

  Max launch speed 2

  Max time delay 15 sec

  Max proximity delay any

  Max explosion radius 50 times number of pods

  Max pods launched fuel available

  Max hit factor 10 times number of pods

  Loss of shields per hit same as torpedos  Firing angles with engineering all

  Vessels

  Max turning rate 55 degrees

  Max speed warp 9 [11]

  Min units burned per warp-second 1 [.75]

  Crew 450 [350]

  .DE

  Weapon And Vessel Specifications

  Dreadnought Class

  Enemy exceptions are enclosed within [brackets]

  .DS

  .ta 2.8iR 3.3i

  Phasers

  Number of banks 6

  Max range 1000 megameters

  Max spread 90 degrees (45+45)

  Min spread 20 degrees (10+10)

  Max hit with 45 degree spread 10

  Max hit with 10 degree spread 45

  Loss of shield 1 per hit hit/7.5

  Loss of shields 2-3-4 per hit hit/5

  Firing angles with engineering 0-125, 235-360 degrees

  Max charge per bank 10 units

  Min charge or discharge time 1 sec

  Tubes

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  Number of tubes 8  Max range 12,000 megameters

  max launch speed warp 12

  Max time delay 10 seconds

  Max proximity delay 500M

  Max explosion radius 500M

  Max number of pods launched 10

  Max hit factor 50

  Loss of shield 1 per hit hit/6

  Loss of shields 2-3-4 per hit hit/4

  Firing angles with engineering 0-135, 225-360 degrees

  Probes  Number of probe launchers 1

  Max range 3000M

  Max launch speed 2

  Max time delay 15 sec

  Max proximity delay any

  Max explosion radius 50 times number of pods

  Max pods launched fuel available

  Max hit factor 10 times number of pods

  Loss of shields per hit same as torpedos

  Firing angles with engineering all

  Vessels  Max turning rate 30 degrees

  Max speed warp 8 [10]

  Min units burned per warp-second 2 [1.5]

  Crew 600 [450]

  .DE

  APPENDIX 4

  2

  Initial Settings

  Destroyer class

  1

  Enemy exceptions are enclosed within [brackets]

  .DS

  .ta 2.8iR 3.3i

  Crew 200 [150]

  Speed Warp 1

  Course 0 [0-360] degrees

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  Engine Efficiency .5 [.5]  Fuel Level 100

  Fuel Capacity 150

  Regeneration Rate per Second 8.0

  Helm Lock None [None]

  Phaser Deployment 0, 0

  Phaser Bank Levels 2 x 10 units

  Phaser Charge/Discharge Rates 2 x 10 units

  Shield Drain 2 x 1 units

  Shield Percentage 2 x 100

  Torpedo Deployment 60, 0, 0, 300

  Tube Levels 4 x Zero

  Total Charged Pods Available 190

  .DE

  Initial Settings

  Light Cruiser Class

  Enemy exceptions are enclosed within [brackets]

  .DS

  .ta 2.8iR 3.3i

  Crew 350 [250]

  Speed Warp 1

  Course 0 [0-360] degrees  Engine Efficiency .75 [.5]

  Fuel Level 125

  Fuel Capacity 175

  Regeneration Rate per Second 10

  Helm Lock None [None]

  Phaser Deployment 90, 0, 0, 270

  Phaser Bank Levels 4 x 10 units

  Phaser Charge/Discharge Rates 4 x 10 units

  Shield Drain 4 x 1 units

  Shield Percentage 4 x 100

  Torpedo Deployment 60, 0, 0, 300

  Tube Levels 4 x Zero

  Total Charged Pods Available 190

  .DE

  Initial Settings

  Heavy Cruiser Class

  Enemy exceptions are enclosed within [brackets]

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  .DS  .ta 2.8iR 3.3i

  Crew 450 [350]

  Speed Warp 1

  Course 0 [0-360] degrees

  Engine Efficiency 1 [.75]

  Fuel Level 150

  Fuel Capacity 200

  Regeneration Rate per Second 10

  Helm Lock None [None]

  Phaser Deployment 90, 0, 0, 270

  Phaser Bank Levels 4 x 10 units

  Phaser Charge/Discharge Rates 4 x 10 units

  Shield Drain 4 x 1 units  Shield Percentage 4 x 100

  Torpedo Deployment 120, 60, 0, 0, 300, 240

  Tube Levels 6 x Zero

  Total Charged Pods Available 190

  Initial Settings

  Dreadnought Class

  Enemy exceptions are enclosed within [brackets]

  .DS

  .ta 2.8iR 3.3i

  Crew 600 [450]

  Speed Warp 1

  Course 0 [0-360] degrees

  Engine Efficiency 2 [1.5]

  Fuel Level 200

  Fuel Capacity 200

  Regeneration Rate per Second 15

  Helm Lock None [None]

  Phaser Deployment 90, 90, 0, 0, 270, 270

  Phaser Bank Levels 6 x 10 units

  Phaser Charge/Discharge Rates 6 x 10 units

  Shield Drain 4 x 1 units

  Shield Percentage 4 x 100

  Torpedo Deployment 120, 60, 60, 0, 0, 300, 300, 240

  Tube Levels 8 x Zero

  Total Charged Pods Available 190

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  APPENDIX 5

  Designer's Notes

  When I was about 10 or 11, I would go to the Lawrence Hall of

Science

  quite frequently. There, on their time-sharing system, I would sit

at

  a Teletype Model 33 and play trek.

  Sadly, LHS replaced their system and trek went away. It was my

  intention that it should not be forgotten. I had had a copy of a

  slightly different version of trek written in BASIC, but it was

sadly  unimplementable on my Apple computer.

  When I learned of an implementation of trek written in C, I jumped

at

  the chance to bring it to the systems here at UC Berkeley. At that

  time, the game was mostly a direct translation of the original

BASIC

  source. Many of the commands and routines were either missing or

  faulty. With Peter Yee, we worked together to fix up the program

and

  managed to get it running.

  Once it was running, the time came for improvements. I admit to  pulling many concepts from the game Star Fleet Battles, most

notably

  the different races (Hydrans, Lyrans, etc.) and the ship names.

  This version of the game represents many hours of thinking and

  debugging. I hope you enjoy playing it as much as I did coding it.

  -Jeff Okamoto

  My first experience with TREK73 was also at the Lawrence Hall of

  Science. I had been taking classes in Time-Sharing Basic and

noticed

  that other people always talked about a game called $TREK that was

a

  real CPU hog and was usually turned off. Naturally I was

intrigued.

  Soon I was paying $2.00 an hour for the chance to play that game.

Many

  long hours and quite a few dollars went into playing $TREK, so it

was

  with a certain sadness that I learned that the DG Ecllipse on

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which

  $TREK ran was being phased out. I made several attempts to obtain

the

  source before it went away, but I was unable to get it.

  Fortunately for me, Dave Pare at UC San Diego was also a fan of

the  game, and more importantly, he had an outdated copy of the source

from

  an HP 2000. Dave had started to implement the game in C to run

under

  4.2 BSD UNIX. Expressing my interest to Dave, I was able to get a

copy

  of Dave's code and thus the TREK Project at Berkeley was started.

I

  spent endless hours tweaking with Dave's code, implementing some

of

  the fifteen or so commands that he had not yet translated.

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  At about this time, I learned that Christopher Williams, here at  Berkeley, had also tried to implement the game in C. What is more,

he

  had a copy of the source (in BASIC) from Berkeley High School, and

had

  implemented most of the commands. Merging the work that Chris had

done

  into my copy of Dave's work led to a fairly complete version of

the

  game. There still remained a large number of bugs, poor ideas, and

  outright mistakes in the code, but it ran.

  Jeff Okamoto, being a fan of the game and a Star Fleet Battles

player,  was greatly interested in hacking on the game to bring up to par

with

  the version that ran at LHS and to extend it even beyond that.

Thus

  our partnership was formed and the current version of the game

  represents several hundred hours of our joint work (and play).

Also

  represented are the suggestions, modifications and bug fixes we

  received from numerous people, including (to name a few) Matt

Dillon,

  David Sharnoff, Joel Duisman, all at Berkeley, and Roger Noe at

  Rockwell International.

  It is hoped that this implementation of a classic game will bring

joy

  (and perhaps fond remembrances) to all who play.

  Live Long and Prosper,

  -Peter Yee

  [DAS]

  I never knew any of the people mentioned above. I used to play

Trek73

  from 1977-1981 when I was in high school on our HP2000-F system.

I

  always wanted a version I could run on my own computer, and when I

got

  my first Apple back in 1980 I started converting the program from

HP

  Basic to Applesoft. The Apple version ran so slowly it wasn't

worth

  playing, and I stopped my conversion work.

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  My brother, who for the two years before I entered high school

used to

  play Trek73, called me up one day and told me that a version

written

  in C had come across the unix network where he worked, which was

Bell

  Laboratories in Naperville, IL.

  A week later I stopped in and downloaded all the files to a PC

that

  was sitting around. There were quite a few differences between

the

  version of C that ran under unix and the Lattice C compiler which

I

  had for my PC.

  After much work and some cursing, what you see before you had been

  completed -- Trek73 which ran on the IBM PC as well as the clones.

  There are still some problems. The save game feature has not yetbeen

  converted, as the unix file calls were different from the calls I

had

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  under Lattice. The timer for your inputs has not been set up.Due to

  the fact that an integer under Lattice is 16 bits wide, it was

possible

  to run off the edge of the universe. This has recently been

  updated to longer integers and should no longer be an issue.

These

  problems will be cured as I find the time to cure them.

  There are still some references to Unix unique things in both the

  program and in this .DOC file. I released this in its current

form to

  get people to start playing the game and giving some feedback. I

will  be making changes constantly, so the more feedback I get the

better

  the game will become.

  In the original game, there was only one class of ship. This is

the

  ship you will fly or fight if you do not specify any command line

  options. I suggest you play and master the original before you

start

  experimenting with the options (especially I just finished

converting

  the option parsing routines and haven't fully tested them yet).

  Please send any bugs, comments, donations, suggestions, etc. to

me.

  If accompanied by a contribution ($20 suggested, but never

required)

  I'll give it more attention than if it isn't ;)

  If the bug appears to exist in the original Unix code, I will

forward

  the information to the original authors.

  I can be reached at the following address:

  David A. Soussan

  368 Rimini Ct.

  Palatine, IL 60067

  (708) 934-0905 - leave a message.

  [email protected]

  I hope you enjoy this game as much as I did (and still do!)

  -David

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  TREK73 6 "04 Mar 1986"

  trek73 - A Star Trek simulation

  SYNOPSIS: trek73 [-tcsSECNHfrdyTnFl]

  DESCRIPTION

  Trek73 is one of many Star Trek simulations now available. In its

  time, it was considered one of the best.

  The player takes on the role of a starship commander who is

involved

  in a battle against enemy alien ships.

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  Your starship can be one of four classes, or it can even be a shipof

  your own design -- see shipyard(6).

  At your control are the ships' massive warp engines, its main

weapons,

  the phaser banks and photon torpedos, and its defensive set of

  shields. Using these and your own ingenuity, you must form and

  implement a strategy that will lead you to victory.

  Also at your disposal are such tactics as the defenseless ruse,

and

  the corbomite bluff.

  Reminiscent of

  .I ls

  (1),

  .I trek73

  has a large number of options:

  .TP

  .B \-t

  Turns on terse mode.

  No initial scenario description is given.

  This is useful for terminals running at low baud rates.

  This option is normally off.

  .TP

  .B \-c  Allows the specification of the Federation captain's name.

  .TP

  .B \-s

  Specify the sex of the captain of the Federation vessel.

  .TP

  .B \-S

  Specify the name of the Science Officer of the Federation vessel.

  By default the Science Officer is Mr. Spock.

  .TP

  .B \-E

  Specify the name of the Chief Engineer of the Federation vessel.

  By default the Chief Engineer is Mr. Scott.

  .TP

  .B \-C

  Specify the name of the Communications Officer of the Federation

  vessel.

  By default the Communications Officer is Lieutenant Uhura.

  .TP

  .B \-N

  Specify the name of the Navigator of the Federation vessel.

  By default the Navigator is Ensign Chekov.

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  .TP

  .B \-H

  Specify the name of the Helmsman of the Federation vessel.

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  By default the Helmsman is Lieutenant Sulu.  .TP

  .B \-f

  Specify the name of the enemy commanding officer.

  .TP

  .B \-r

  Specify the race of the enemy.

  The race should be one of the following:

  Klingon, Romulan, Kzinti, Gorn, Hydran, Lyran, Tholian, Orion,

  or Monty Python.

  .TP

  .B \-d

  Set the delay time for command entry.

  Higher times can be useful for novices or for playing on very slow  terminals.

  .TP

  .B \-y

  Silly option.

  Adds the Monty Pythons as a possible enemy race.

  This option is normally off.

  .TP

  .B \-T

  Teletype option.

  Causes certain parts of the output to come out as they did on the

  original teletype implementation.

  Doesn't do much for the game on crts.

  This option is normally off.  .TP

  .B \-n

  Specify the name of the Federation vessel.

  The default name for the Federation vessel is randomly chosen from

a

  set of names.

  .TP

  .B \-F

  Specify the class of the enemy vessel(s).

  Allowable classes are Destroyer (DD), Light Cruiser (CL),

  Heavy Cruiser (CA), and Dreadnought (DN).

  If the argument is none of the above, the program assumes that

this is

  the name of a file where a player-designed ship is stored.

  .TP

  .B \-l

  Specify the class of the Federation vessel.

  Classes available are the same as the enemy's.

  .SH AUTHORS

  William K. Char, Perry Lee, and Dan Gee

  wrote the initial TREK73 in BASIC.

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  .SH SEE ALSO  Jeff Okamoto,

  .I "The Star Trek Battle Manual"

  .SH BUGS

  Hopefully none.

  Bug reports should be sent to: ..!ucbvax!okamoto and

..!ucbvax!yee.

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