

       










                                    BEGIN                                    BEGIN                                    BEGIN


                             A Tactical Starship                             A Tactical Starship                             A Tactical Starship
                                  Simulation                                  Simulation                                  Simulation










                                 Version 1.65


                           Copyright (c) 1984-1989













                              CLOCKWORK SOFTWARE
                                PO Box 610338
                              San Jose, CA 95161















       




       


       Begin - A Tactical Starship Simulation
       Copyright (c) Clockwork Software, 1984-1989

            All rights reserved by the authors. This program may be
       freely copied for private use provided this message is always
       displayed. It may be distributed on public access computer
       bulletin boards. It may not be distributed for resale.

            Begin is supplied as a user supported package. Private
       individuals are encouraged to copy and share this package with
       others. If you enjoy using this program your contributions help
       support the shareware concept which allows you to try the
       software first without obligation.

            For a $10 contribution you will receive the Advanced
       Simulations Manual for the current version. This manual covers
       many commands, hints, and internal details of Begin which are not
       included in this Basic Simulations Manual.

            For a $15 contribution you will receive the Advanced
       Simulations Manual as well as a diskette containing the most
       recent release of the program.

            Please send any comments/problems to Clockwork Software even
       if you do not wish to make a contribution. If you want a response
       also include a self addressed stamped envelope.

             Clockwork Software          The Micro Foundry BBS
             P.O. Box 610338             (408) 258-3484
             San Jose, CA 95161          1200/2400  24 Hours


       You distribution disk/file should contain the following files:
              Begin.arc    -  Contains all the following files
              Begin.exe    -  A Tactical Starship Simulation
              Begin.man    -  The Basic Simulations Manual
              Whats.new    -  New features in version 1.65
              BeginAd.txt  -  Long BBS ad for Begin
              BeginAd2.txt -  Short BBS ad for Begin 

            Unlike the previous release of Begin, this version supports
       software and hardware floating point in one program. If you have
       a math co-processor, Begin will automatically detect it's
       presence and use hardware floating point. You may override this
       auto-check and force software floating point by setting the
       environment variable 87=N at the DOS command prompt. If you are
       running on an 8088 PC we recommend a co-processor as it will
       increase the speed of play equivalent to that of a 12Mhz 80286
       without a co-processor.
                                               Tom Nelson, Mike Higgins
                                               Authors of Begin







       




       Begin                              A Tactical Starship Simulation





                               I.  INTRODUCTION                               I.  INTRODUCTION                               I.  INTRODUCTION


               Begin is actually a simulation of a simulator that tests
       your ability to command a fleet starship. For the first time, you
       will actually have the feeling that you are commanding a real
       starship, against real enemy captains.

               Unlike almost all other space games of this type, Begin
       does not employ the unrealistic "quadrant-sectors" or the "Mass
       Hoard of aliens" approach. Instead, all ships are created equal
       with intelligent enemy strategy being used to defeat the
       unsuspecting human player. For the novice player even a
       one-on-one scenario is quite a challenge.

               Begin also features four different nations, Federation,
       Klingon, Romulan and Orion, with the human player becoming the
       nation of their choice. The program also provides for numerous
       ship classes of varying design for each of the different nation.

               There are not any artificial "difficulty levels" in
       Begin. Instead if a player wishes for an easier scenario, they
       may command a fleet of up to seventeen ships against a smaller
       enemy force. For a more difficult scenario, one-on-nine is a more
       likely challenge.

               The object of Begin is (as usual) to destroy the enemy
       fleet before they destroy you. You will receive an evaluation of
       your performance at the end of the action. Your enemy is tough
       and experienced. He will do his utmost to destroy you with
       whatever fleet you give him.

               Enjoy this new level of sophistication in computer
       entertainment.



                                 II. OVERVIEW                                 II. OVERVIEW                                 II. OVERVIEW


            Begin is actually made up of five separate parts that happen
       in sequence, introduction, setup, command input, strategy, and
       movement. A more detailed explanation of each of these can be
       found in a later section.

            The first part, introduction, will happen only once. It will
       first prompt you for your name. Your name will be used as the
       prompt for all command input. Next you will be asked which nation
       you wish to ally yourself with, and the nation of your opponent.

            The second part, setup, will also happen only once. Two
       status displays will be drawn, one of the ally fleet and one of
       the enemy fleet. At this point you will enter commands to


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       Begin                              A Tactical Starship Simulation


       configure the number and class of ships in each of the fleets.
       Once you are satisfied with the configurations, you may start the
       simulation.

            Once the tactical displays have been drawn the program will
       be waiting for command input. You may enter commands for
       controlling your ships' weapon systems, defenses, status displays
       or for directing your ally ships. Input will allow you as much
       time as you need to decide your command. You may enter an entire
       command on one line or allow Begin to prompt you for each part.

            After the entire command has been entered, the strategy of
       all enemy and ally ships is determined. These ships follow the
       same rules for commands that you must follow. After all ships
       have determined their strategy, the real time movement is
       performed.

            Real time moves all objects according to the Begin laws of
       physics. Every item will be moved in sequence, ten times, to
       simulate simultaneous movement. Your crew will report most of the
       enemy and ally ships actions during this time, such as who is
       firing torpedoes and who has been hit. At the end of this cycle,
       before you are again asked for command input, the tactical
       displays will be updated.

            One time through the above sequence is call a cycle, and is
       the basic unit of time in Begin. All time is measured in cycles
       but may sometimes be referred to as seconds, such as three
       seconds to self destruct.



                                  III. SETUP                                  III. SETUP                                  III. SETUP


            After you have entered your name and the ally and enemy
       nations, you will need to configure the ally and enemy fleets.
       The setup screen contains two fleet status displays. The top
       display shows the make-up of the ally fleet and the bottom
       display is that of the enemy. Also displayed is the total number
       of ships allowed along with the number of ships you have not yet
       allocated to either fleet. A dash before a ship class name in the
       fleet displays indicate you have not selected any ships of that
       class.

            At this point you may enter ally and enemy configuration
       commands. With these commands you will specify the number and
       class of ships in each of the corresponding fleets (Refer to the
       Configure command in the Command Summary section). A single fleet
       may contain up to the total number of allowed ships minus one. If
       you need more details on each ship class before you configure the
       fleets, the library computer is available.

            If you have more than one class of ship in the ally fleet
       you must specify the ship class of your flagship. The flagship is
       the type of ship you will be commanding your fleet from. The


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       Begin                              A Tactical Starship Simulation


       enemy does not need a specified flagship.

            Once you are satisfied with the make-up of each fleet you
       must enter the command "Begin" to start the simulation.



                                  IV.  SHIPS                                  IV.  SHIPS                                  IV.  SHIPS


            All ships are controlled by a fixed number of attributes.
       These attributes control the ships speed, acceleration, turn
       rate, weaponry, shield strength etc. This section briefly
       explains how these attributes function.


       DISPLAYS       DISPLAYS       DISPLAYS

            The tactical displays are shown on the right side of the
       screen. The upper display is the position display. It shows the
       actual positions of all ships relative to your flagship. You may
       set the magnification of this display to allow for a finer
       resolution.

            The lower display is the ships' Systems Status display. It
       shows the condition of five ship systems. They are the Phaser
       Banks, Torpedo Tubes, Probe Launchers, Warp Drives, and Shields.

            Within the System Status display a period is used to
       indicate a system is discharged or turned off. If this symbol is
       blinking it tells you that the system has been damaged and is
       non-functional.

            The dash, equal and triple equal symbols are used by the
       Bank and Tube systems to indicated the last three cycles of their
       charge time. The small 'o' symbol is used by the Tube and
       Launcher systems to indicated a loaded and ready condition.

            The Warp Drives and Shields use the three shaded solid block
       symbols to indicated the state of these systems. For the Warp
       drive they indicated temperature, for the Shields they indicated
       strength. A blink block tells you a system is about to fail.

       Display related commands are: Scan, Range.


       HELM       HELM       HELM

            The helm controls the direction and velocity of the ship.
       The ship will not always respond instantly to helm commands.
       Response depends on the size of the ship you are commanding and
       the current helm settings. Generally, the larger the ship or the
       faster the current speed, the slower the ship will respond to
       course and speed changes. The exception to this is that all ships
       respond instantly if the current speed and the requested speed
       are both warp one or less. For specified ship class attributes,


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       Begin                              A Tactical Starship Simulation


       consult your ships' library computer.

       Helm related commands are: Helm, Pursue, Elude, Report.


       WEAPONRY       WEAPONRY       WEAPONRY

            Available to you are a three different weapon systems that
       vary from ship class to ship class. Most ships have all three
       although of few of the smaller ships do not. These weapons are
       Phasers, Torpedoes and Probes.

            All phasers banks and torpedo tubes may be locked on a
       specified ship or turned to a specified relative angle off the
       current heading (mark). The target or course of a probe is
       specified at launch time since probes are "smart" in that they
       may pursue a specified target or course and may be controlled
       after they leave the ship.

            Phasers are short range weapons that hit their target
       instantaneously. The closer you are to the target, the better the
       hit.

            Torpedoes travel at a specific velocity determined by the
       class of torpedo your ship carries although it is generally very
       fast. If the tube is locked on a target, the tube will "lead" the
       target to compensate for the target's course and velocity. Most
       classes of torpedo cannot change course once they are fired.

            Probes are very slow in comparison to torpedoes. The
       advantage of a probe is the ability to pursue a target, and it's
       relatively large warhead. Probes may also be controlled after
       they are launched. They may be set to a specific heading or
       re-locked on to a target.

            Consult your ships library computer for specifics on these
       weapons.

       Weaponry related commands are: Fire, Lock, Turn, Status, Torp,
       Phaser, Probe


       SHIELDS       SHIELDS       SHIELDS

            Shields protect the ship from being damaged by enemy (or
       ally) weapons. A shield will weaken in proportion to the
       magnitude of the hit on that shield. This type of damage is
       actually only temporary and the shield will regenerate slowly
       over time. If the hit is larger than the shield can absorb, then
       the ship will sustain damaged.

            The amount of damage will depend on the strength of the hit.
       Any of the ships systems may be damaged including the shields
       maximum strength. This damage is permanent and may only reduce
       the effectiveness of the system as in the case of reactors,
       engines or shields, or may totally destroy the system as with


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       Begin                              A Tactical Starship Simulation


       phaser banks or torpedo tubes.

       Shield related commands are: Raise, Lower, Status, Shields


       STATUS       STATUS       STATUS


            All commands will result in the ending of your "turn" except
       for commands that only display status. The status command will
       display the current state of the entire ship, phaser banks,
       torpedo tubes, probe launchers, shields or active probes. This
       also includes scanning enemy or ally vessels and ally reports.

       Status related commands are: Report, Status, Banks, Tubes,
       Launchers


       COMPUTER       COMPUTER       COMPUTER

            All ships are equipped with a library computer. The library
       computer will display information on any ship class, torpedo
       class or probe.

       Computer related commands are: Library, Computer, Help


       DAMAGE CONTROL       DAMAGE CONTROL       DAMAGE CONTROL

            All ships have a damage control crew which automatically
       makes repairs to any disabled ship system. The efficiency of
       damage control is related to the number of crew remaining. Once a
       system has been fully repaired you will receive a message
       informing you that repairs have been completed. The condition of
       your damage control is displayed on the damage report.

       Damage related commands are: Damage



                             V. ENEMIES & ALLIES                             V. ENEMIES & ALLIES                             V. ENEMIES & ALLIES


            All ally and enemy ships are given a "personality" when they
       are created. This consists of a number of attributes that control
       their bravery, aggression, fanaticism and loyalty, and is based
       on the race of that enemy or ally.


       ALLIES       ALLIES       ALLIES

            During play, your ally ships will engage the enemy at will
       although you are allowed to give them a few general orders. These
       include who to attack, what course to follow, hold fire, etc.
       They will almost always follow these orders unless they are not
       very loyal or the order is very unreasonable. In any case, they


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       Begin                              A Tactical Starship Simulation


       will give a response to that order.

            It is important to remember the orders you issued or you may
       render an ally useless. For example if you order an ally to
       follow a course, he will follow that order until you cancel it.

            If your ship sustains heavy damage (or even if it doesn't)
       you are allowed to trade ships with one of your allies.

       Ally related commands are: Tell, Order, Fleet, Beam, Transport



                             VI. COMMAND SUMMARY                             VI. COMMAND SUMMARY                             VI. COMMAND SUMMARY


            The following is a brief list of commands available to the
       starship commander. For a complete and more detailed list consult
       the Advanced Simulations Manual.

            In a number of cases there is more than one form of the same
       command. For example, "tubes" is the same command as "status
       tubes". Only the so indicated commands are valid during setup.

            Each command description gives the general form of the
       command and a description of command operation. The description
       for each command is followed by one or more examples.

       Optional parts of the commands are enclosed in square brackets (
       [optional] ).


       CONFIGURE:  { Setup only }       CONFIGURE:  { Setup only }       CONFIGURE:  { Setup only }
            [Configure] Ally <number> <ship class> [Flagship] [<more ships>]
            [Configure] Enemy <number> <ship class> [<more ships>]

            The configure command is used during setup to select the
       enemy and ally fleets. You may configure up to the total number
       of allowed ships minus one in a single fleet. You may only have
       up to nine of any one ship class however. You must specify an
       ally flagship if the ally fleet is made up of more than one ship
       class. This may be done with this command or by using the
       Flagship command.

       Examples:
            Config Ally 3 Frigates Flagship
            Ally 5 Destroyers 3 Interceptors
            Enemy 6 Dreadnoughts


       FLAGSHIP:   { Setup only }       FLAGSHIP:   { Setup only }       FLAGSHIP:   { Setup only }
            Flagship <ship class>

            The flagship command allows you to specify a flagship class
       after you have finished configuring the fleets. You must specify
       a flagship if there is more than one ship class in the ally


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       Begin                              A Tactical Starship Simulation


       fleet.

       Examples:
            Flagship Destroyer


       BEGIN:      { Setup only }       BEGIN:      { Setup only }       BEGIN:      { Setup only }
            Begin

            This command informs the program that you are finished
       configuring the enemy and ally fleets and are ready to start the
       simulation.

       Examples:
            Begin


       HELM:       HELM:       HELM:
            Helm [Course] <course> [Warp] <warp>

            The helm command controls the direction and velocity of your
       ship. The course is a heading between -360 degrees and +360
       degrees. All vessels will take time to come to the new heading
       although it may sometimes seem immediate. The amount of time will
       depend on the size of your ship and the ship's current speed. The
       larger ships turning slower than smaller ships and fast speeds
       requiring more time than slower speed. All ships will seem to
       turn instantly at warp one or less.

            When turning, the ship will always turn in the direction
       that is the smallest distance to the new heading.

            The warp is the velocity you wish to maintain. The ship's
       velocity, like it's heading may require a certain amount of time
       to achieve.

       Examples:
            helm course 60 warp 6
            helm 225 3


       PURSUE:       PURSUE:       PURSUE:
       ELUDE:       ELUDE:       ELUDE:

            Please refer to the Advanced Simulations Manual for a
       detailed description of these commands.


       CHART:       CHART:       CHART:
            chart [<options>]

            Every cycle the chart from your ship will be automatically
       displayed. If the chart moves off the top of the screen, entering
       "chart" will redisplay the current chart.




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       Begin                              A Tactical Starship Simulation



                      WARP COURSE BEARING RANGE MARK CLASS
              Caspan:  4.0   305. Manual Helm 
                 Asp:  3.0   125.   305.  15035   0.  FR


            The chart displays the names of all ships with the flagship
       being the first ship. The current warp factor and course of each
       ship is displayed as is the range of each ship from the charted
       ship. The Bearing column show the bearing of each ship from the
       charted ship. The bearing is the course the charted ship must
       follow to head directly at a specific ship. The Mark column
       contains the degrees off the heading of the charted ship to a
       specific ally or enemy ship, for example, a mark of zero
       indicates the charted ship is heading directly toward a ship. The
       Class column indicates the class of each of the charted ships.

       Examples:
            chart


            Please refer to the Advanced Simulations Manual for a
       detailed description of the <options> on this command.


       REPORT:       REPORT:       REPORT:
            report

            The report command displays various information about your
       ship. You may also request a report from an ally ship with the
       "order" command.

              SHIP NAME:  Ketoi
              CLASS:      Destroyer
              SURVIVORS:  200

              CONDITION:  100% Functional
              NAVCOM:     Manual Helm
              COURSE:     270. desired    229. current
              WARP:       6.0 desired    4.5 current


       Examples:
            report


       STATUS DAMAGE:       STATUS DAMAGE:       STATUS DAMAGE:
       SCAN SHIP       SCAN SHIP       SCAN SHIP
            [Status] Damage
            Scan <ship>

            The damage status will display the overall condition of your
       ship where as the scan ship command will show the same
       information about an enemy or ally ship.




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       Begin                              A Tactical Starship Simulation



              SHIP NAME: Viper
              CLASS:     Frigate
              SURVIVORS: 18 

              REACTORS:   100%    5%   XX
              BATTERIES:   75    75    68    XX
              BANKS:       XX    XX    ch    ..    XX
              TUBES:       ld    XX
              LAUNCHERS:   XX    ..
              SHIELDS:     XX    70%    1%   18%   XX    XX   
              WARP:        XX
              WARP TEMP:   |9m  LIMIT: 40m

              WARP POWER:      0
              OTHER POWER:     262 
              RESIDUAL POWER:  -6


            The above scan reveals that the Klingon Frigate, Viper is
       heavily damaged. All "XX" markers show the systems that are
       completely non-functional. The Viper still has two working
       phasers, one is charged and one is discharged. One torpedo tube
       is still functional and is currently loaded and one probe
       launcher is undamaged but unloaded. Three of the six shields are
       completely destroyed, one is in good shape and two are very weak.
       The warp drive has been destroyed with it's temperature falling
       to zero. With the warp drive eliminated, there is not any warp
       power. The reactors are providing 262 units of power but the ship
       still used -6 units of battery power last cycle to keep the
       remaining shields up.

       Examples:
            damage
            status damage
            scan viper


       RANGE:       RANGE:       RANGE:
       DISPLAY:       DISPLAY:       DISPLAY:
       SCAN RANGE:       SCAN RANGE:       SCAN RANGE:
            range <range>
            display <range>
            scan <range>

            Any of these commands will set the position display range.
       The position display is always in the upper right corner of the
       screen. The display show the location of all ships by placing the
       first two letters of the ships name on the display along with any
       active torpedoes or probes.

            The range specified will control the magnification of the
       position display and only objects within this range will be
       displayed.




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       Begin                              A Tactical Starship Simulation



            Within the position display, the "<>" in the center
       indicates the location of your ship. On the monochrome monitor,
       all enemy object will be displayed "intensified" and all ally
       objects "normal". On the color monitor, all enemy objects will be
       "bright red" and all ally objects will be "Yellow".

       Examples:
            range 15000
            display 15000
            scan 15000


       FIRE PHASERS:       FIRE PHASERS:       FIRE PHASERS:
            [Fire] Phasers [SPREAD] <spread>
            Fire [ALL] Phasers [SPREAD] <spread>
            [Fire] Phasers <list> [SPREAD] <spread>

            This command is used to fire one or more of your ship's
       phasers. Phasers will hit the target instantaneously but weaken
       with distance. The spread is the width of the phaser shot. The
       wider the area, the weaker the hit but you may damage more
       objects. The spread may be from 10 to 45 degrees and the list is
       which banks are to fire.

       Examples:
            fire phasers 1 2 3 spread 10
            fire all phasers 45
            phaser all 45


       LOCK BANKS:       LOCK BANKS:       LOCK BANKS:
            Lock Banks [ON] <ship>
            Lock All Banks [ON] <ship>
            Lock Banks <list> [ON] <ship>

            When you fire your ship's phasers, they must be pointing at
       the target if you expect to hit anything. The "lock banks"
       command allows you to keep one or all of the phaser banks pointed
       at a specified target at all times.

       Examples:
            lock banks on zantha
            lock all banks on agena
            lock banks 1 2 and 3 on bismark


       STATUS BANKS:       STATUS BANKS:       STATUS BANKS:
            [Status] Banks

            This command will display the current state of the phaser
       banks. Since the phasers automatically recharge over time after
       firing, you may wish to know how long until they are full
       charged.




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       Begin                              A Tactical Starship Simulation



              BANK STATUS:
              Bank Level Control Mark Status  Target
               1    100% locked   57  charged Bluefin
               2     33% locked   57  drained Bluefin
               3     67% manual  180  drained ...
               4     ..  damaged ...   .....  ..
               5     ..  damaged ...   .....  ..


            The above tube status display is from a Klingon Frigate
       which has five phaser banks. The first two banks are locked on
       the Orion ship, Bluefin that is currently at mark 57 degrees. The
       first bank is fully charged and ready for firing once the Bluefin
       is in phaser range. Bank two is currently drained and will not be
       ready for a number of cycles as indicated by the charge level.
       The third bank is set to a fixed mark of 180 degrees which means
       it is always turned toward the rear of the ship. The last two
       tubes have both been damaged and will not be of any further use.

       Examples:
            status banks
            banks


       FIRE TORPEDOES:       FIRE TORPEDOES:       FIRE TORPEDOES:
            [Fire] Torpedoes <list>
            Fire [ALL] Torpedoes

            This is the command to use to fire the torpedoes. Torpedoes
       travel at a specific velocity and will not hit a target unless
       the torpedo comes within it's proximity of a ship. Locking the
       torpedo tubes on a ship does not guarantee hitting it. Also refer
       to the "load tubes" command.

       Examples:
            fire torpedo 1 2 3
            fire all torpedoes
            torp all


       LOCK TUBES:       LOCK TUBES:       LOCK TUBES:
            Lock [All] Tubes [ON] <ship>
            Lock Tubes <list> [ON] <ship>

            Like the phaser banks, the torpedo tubes must point at the
       target you are trying to hit. The "lock tubes" command allows you
       to "lock" one or all tubes on a specified target.

       Examples:
            lock tubes on eagle
            lock tubes 4 5 6 7 on talon
            lock all tubes on bluefin





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       TURN TUBES:       TURN TUBES:       TURN TUBES:
       TURN BANKS:       TURN BANKS:       TURN BANKS:

            Please refer to the Advanced Simulations Manual for a
       detailed description of these commands.


       STATUS TUBES:       STATUS TUBES:       STATUS TUBES:
            [Status] Tubes

            This command will display the current state of the torpedo
       tubes. The torpedo tubes, like the phasers, will be automatically
       reloaded after firing, although they must be charged before the
       torpedo may be loaded.

              TUBES STATUS:
              Tube Level Control Mark Content Prox Target
               1     0%  locked   95   mkvii  500  Eagle
               2   100%  locked   95   empty   ..  Eagle
               3    33%  manual  135   empty   ..  ...
               4    ...  damaged ...   .....   ..  ...


            The above tube status display is from a Federation Destroyer
       which has four torpedo tubes. The first two tubes are locked on
       the Romulan ship, Eagle that is currently at mark 95 degrees. The
       first tube contains a "mkvii" class torpedo with it's proximity
       fuse set to 500. Tube two is currently empty but the level
       indicates it will be loaded during the next cycle. The third tube
       is set to a fixed mark of 135 degrees and will not be ready to
       fire for a number of cycles since the charge level is now only 33
       percent. Tube number four has been damaged and is of no further
       use.

            Unlike the phaser banks which are ready once they reach a
       level of 100 percent, the torpedo tubes are not ready until the
       following cycle.

       Examples:
            status tubes
            tubes


       LOAD TUBES:       LOAD TUBES:       LOAD TUBES:
            Load [All] Tubes [Proximity] <prox>
            Load Tubes <list> [Proximity] <prox>

            Initially the torpedo tubes are not enabled for loading.
       This command starts the loading process or allows you to changes
       the proximity of the torpedoes loaded after issuing this order.

            The proximity is the distance the torpedo must be from a
       ship before it will detonate. The minimum and maximum proximity
       depends on the class of torpedo.


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       Examples:
            load tubes prox 500
            load tubes 1 2 3 350
            load all tubes prox 425


       UNLOAD TUBES:       UNLOAD TUBES:       UNLOAD TUBES:
            Unload All Tubes 
            Unload Tubes <list>

            This order will remove the current torpedoes, if any, from
       the tubes and allow new torpedoes to be loaded. This would allow
       a new proximity torpedo to be loaded without firing the current
       torpedoes although you would still have to wait for the tubes to
       be charged.

       Examples:
            unload tubes 1 2 3
            unload all tubes 


       DISABLE TUBES:       DISABLE TUBES:       DISABLE TUBES:
       DISABLE BANKS:       DISABLE BANKS:       DISABLE BANKS:

            Please refer to the Advanced Simulations Manual for a
       detailed description of these commands.


       ENABLE TUBES:       ENABLE TUBES:       ENABLE TUBES:
       ENABLE BANKS:       ENABLE BANKS:       ENABLE BANKS:

            Please refer to the Advanced Simulations Manual for a
       detailed description of these commands.


       FIRE PROBES:       FIRE PROBES:       FIRE PROBES:
            [Fire] Probes <list> [AT] <ship>
            [Fire] Probes <list> [Course] <course>
            Fire [All] Probes [AT] <ship>
            Fire [All] Probes [Course] <course>

            Once the probe launchers have been loaded, this command is
       how you launch your probes. Unlike torpedoes, the probes target
       or course is set when launched. Probes may also be controlled
       after they have been launched using the "lock" and "turn"
       commands, or prematurely exploded using the "destruct" command.

       Examples:
            fire probes 1 2 course 180
            probe all at agena
            probe all course 180






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       Begin                              A Tactical Starship Simulation




       TURN PROBES:       TURN PROBES:       TURN PROBES:
       LOCK PROBES:       LOCK PROBES:       LOCK PROBES:

            Please refer to the Advanced Simulations Manual for a
       detailed description of these commands.


       LOAD PROBES:       LOAD PROBES:       LOAD PROBES:
       LOAD LAUNCHERS:       LOAD LAUNCHERS:       LOAD LAUNCHERS:
            Load Launchers <list> [Proximity] <prox> [Time] <time>
            Load [All] Launchers [Proximity] <prox> [Time] <time>

            Unlike the torpedo tubes, the probe launchers will not load
       automatically, they must be loaded manually with this command.
       Probes do not require any energy to load or launch, the only
       requirement is that the launcher must not be damaged.

            At load time, all probes are assigned a control code which
       must be used to control a probe after it is launched.

       Examples:
            load launchers 4 5 6 prox 500 time 20
            load all launchers 450 15
            load probes 200 10


       UNLOAD PROBES:       UNLOAD PROBES:       UNLOAD PROBES:
       UNLOAD LAUNCHERS:       UNLOAD LAUNCHERS:       UNLOAD LAUNCHERS:
            Unload Launchers <list>
            Unload All Launchers

            This command will unload the probes from all of the
       specified launchers.

       Examples:
            unload all launchers
            unload launchers 2 4


       DETONATE PROBES:       DETONATE PROBES:       DETONATE PROBES:

            Please refer to the Advanced Simulations Manual for a
       detailed description of this command.


       STATUS PROBES:       STATUS PROBES:       STATUS PROBES:
            Status Probes

            This command will display the status of all probes launched
       by your ship. The display will look like the following:






                                    - 14 -




       Begin                              A Tactical Starship Simulation



              PROBE STATUS:
              Code  Course Bearing Range Time Range/Target
              ya101   345    165    1200  12    853 Zantha        
              zi102   120    300    2525  17   ....


            In the above display, the probe "ya101" is currently
       following course 345 degrees with a bearing from our ship of 165
       degrees. It's current range from us is 1200 and has 12 cycles
       until destruct. It is locked on the Zantha and has a distance of
       853 from the Zantha. Probe "zi102" is not locked on any target,
       but is following a manual course of 120 degrees.

       Examples:
            status probes


       STATUS LAUNCHERS:       STATUS LAUNCHERS:       STATUS LAUNCHERS:
            [Status] Launchers

            This status command will display the current state of all
       probe launchers. The following is a sample status display:

              LAUNCHER STATUS:
              Launcher Status  Contents Prox Time Code
                 1     Ready     Pxii    500  20  dg350
                 2     Damaged   ....    ...  ..  ....
                 3     Ready     empty   ...  ..  ....


            This display shows that launcher one contains a "Pxii" class
       probe with a proximity fuse set a range of 500, and a time fuse
       set to 20 cycles. The control code for this probe will be
       "dg350". Launcher two is damaged and is not functional but
       launcher three is ready to be loaded.

       Examples:
            status launchers
            launchers


       RAISE SHIELDS:       RAISE SHIELDS:       RAISE SHIELDS:
       LOWER SHIELDS:       LOWER SHIELDS:       LOWER SHIELDS:

               By default shields are always raised. These commands
       allow you to manually control your shields when you are short on
       power.

            Please refer to the Advanced Simulations Manual for a
       detailed description of these commands.







                                    - 15 -




       Begin                              A Tactical Starship Simulation




       STATUS SHIELDS:       STATUS SHIELDS:       STATUS SHIELDS:
            [Status] Shields

            The shields status command will show you the current state
       of all the ship's shields.

           SHIELDS STATUS:
           Shield Field Status  Functional  Effective  Regen.
             1      0.    UP    225eu 100%  225eu 100%  0.90%  (front)
             2     60.   DOWN   225eu 100%    0eu   0%  0.00%  (front right)
             3    300    DOWN   225eu 100%    0eu   0%  0.00%  (front left)
             4    120     UP    225eu 100%  175eu  71%  0.64%  (rear right)
             5    240     UP    112eu  50%   56eu  25%  0.23%  (rear left)
             6    180   damaged  ...  ...    ...  ...   ...    (rear)


            The above shield status display is from a Federation Heavy
       Cruise. All ships have six shields, each shield protecting a
       specific portion of the ship called the shield's "field". Each
       field covers an area 60 degrees wide or 30 degrees to each side
       of the field values in the display. The status column of the
       display shows if the shield is UP, DOWN or 100 percent damaged.
       The column labeled "Functional" shows the maximum possible
       strength the shield may reach and the "Effective" column shows
       the current strength of each shield. The "Regen" column shows the
       rate at which the effective strength of each shield will
       regenerate or "grow" every cycle. Both the functional and
       effective columns contain two values. The first is the hit that
       the shield will protect the ship from. The second number is the
       percent of maximum strength for that shield.

            In the shield status display, shield one is up and is 100
       percent functional and 100 percent effective. Once a shield's
       effective strength reaches the functional strength, it will stop
       regenerating. Shields two and three are 100 percent function but
       have been lowered to conserve power making the effective strength
       zero. Shield four is 100 percent functional but only 71 percent
       effective due to hits on that shield. The fifth shield is only 50
       percent effective due to damage inflicted when hits reached the
       ship's hull through shield six. Shield number six is no longer
       functional and will no longer regenerate or consume power.

       Examples:
            status shields
            shields


       TRANSPORT:       TRANSPORT:       TRANSPORT:
       BEAM:       BEAM:       BEAM:

            Please refer to the Advanced Simulations Manual for a
       detailed description of these commands.




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       Begin                              A Tactical Starship Simulation




       SELF DESTRUCT:       SELF DESTRUCT:       SELF DESTRUCT:
       ABORT DESTRUCT:       ABORT DESTRUCT:       ABORT DESTRUCT:

            Please refer to the Advanced Simulations Manual for a
       detailed description of these commands.


       LIBRARY COMPUTER:  { Setup or Play }       LIBRARY COMPUTER:  { Setup or Play }       LIBRARY COMPUTER:  { Setup or Play }
            Computer Ship <nation> <ship class>
            Computer Torpedo <torpedo class>
            Computer Probe <probe class>

            The library computer will display all specific information
       on any ship, torpedo or probe. You may enter only a partial
       computer command for a brief information display.

       Examples:
            computer ship klingon frigate
            computer torpedo
            computer torpedo mkvii
            computer probe pxii


       HELP:   { Setup or Play }       HELP:   { Setup or Play }       HELP:   { Setup or Play }
            Help

            The help command will display a brief list of all valid
       commands. It will not show you the format of any of the commands
       but will refer you to the manual.

       Examples:
            help


       QUIT:       QUIT:       QUIT:
            Quit

            This command will abort the simulation at the end of the
       current cycle. Issuing this command is the only way to terminate
       the simulation if any enemy ships still have survivors or if your
       ship has not been destroyed.

       Examples:
            quit


       ORDER ALLY:       ORDER ALLY:       ORDER ALLY:
       TELL ALLY:       TELL ALLY:       TELL ALLY:
            Tell <ally list> <order> <options>

               You may command the ally ships in your fleet to perform
       specific commands. The current ally commands are Attack, Target,
       Disengage, Escort, Cancel, Course, Hold fire, Open fire, Retreat,
       Report, Probe, Phaser, Torpedo, and Withdraw.


                                    - 17 -




       Begin                              A Tactical Starship Simulation



       Examples:
            tell the agena to attack the derango
            order washington course 90
            order enterprise retreat

            Please refer to the Advanced Simulations Manual for a
       detailed description of these commands.


       STATUS FLEET:       STATUS FLEET:       STATUS FLEET:
            [Status] Fleet [<options>]

            The fleet status command will display the current orders of
       each of you ally ships.

                ALLY  TARGET             MISSION
              Caspan: Zantha             ..
                 Asp:(Bismark)           Retreat


               The Target column displays which enemy ship the ally ship
       is currently engaged with. If the target ship name is in
       parenthesis it indicates the ally was ordered to target that
       enemy ship. The Mission column displays the mission the ally was
       ordered to perform such as retreat.

            Please refer to the Advanced Simulations Manual for a
       detailed description of this command.





























                                    - 18 -


