



  ۻ   ۻ ۻ   ۻ        ۻ  ۻ ۻ ۻ ۻ  ۻ   ۻ
  ۻ  ۺ ۺ   ۺ        ۻɼ ͼ ͼ ۻ ۻ  ۺ
  ۻ ۺ ۺ   ۺ ۻ  ɼ     ۺ    ۻ   ɼ ۻ ۺ
  ۺۻۺ ۺ   ۺ ͼ  ۻ     ۺ    ͼ   ۻ ۺۻۺ
  ۺ ۺ ɼ        ɼ ۻ    ۺ    ۻ ۺ  ۺ ۺ ۺ
  ͼ  ͼ  ͼ         ͼ  ͼ    ͼ    ͼ ͼ  ͼ ͼ  ͼ
                     (c) 1993 - Computer Support Services
                               Version 02.03.01



                       T A B L E   O F   C O N T E N T S

OVERVIEW  2
SHAREWARE CONCEPT   2
SUPPORT   2
SETUP & CONFIGURATION    3
BANK ACCOUNT INTEREST    3
CLOAK FAILURES 4
FERRENGI HOME WORLD 4
GENERATE BULLETINS  5
KRYSTALLINE ENTITY  5
FED OFFICER PAYCHECKS    6
PORT REPLENISHMENT  6
REGISTRATION   6
SHIP EDITOR    7
UNDERGROUND HIT CONTRACTS     7

































                                       1





ͻ  NU-XTERN  was meant  to add  many features  that
          OVERVIEW           were  not included  in the  original Trade  Wars
ͼ  2002  but should have been (in my humble opinion
of course).   Such features include Variable Rate Interest at the Galactic Bank
with an optional Account Cap, Cloak Failures, allowing Ferrengal to Progress to
a Level  5 Citadel,  create a  bulletin in  any of 4 different formats at will,
have the  Krystalline Entity  attack planets and kill colonists, pay Federation
Officers based on Alignment, Experience or Both and optional force them to kill
Aliens to  collect their  pay, replenish  a specified  number of  ports to full
capacity each  day, edit  the ship  specifications  and  have  the  Underground
automatically place Hit Contracts out on Good Traders.

You need  not use  all of these features, just the ones that you feel will make
the game  more enjoyable  and interesting  to your  players.  Don't immediately
discard an option because you may think it too harsh, try setting the option to
a very low probability just to keep your traders alert!

ͻ  This program is ShareWare and you are granted a
     SHAREWARE CONCEPT       license to  use this  product for  a period  of
ͼ  thirty (30)  days without paying a registration
fee.  After the initial examination period, you are expected to either register
the program  or discontinue  it's use.   You  may copy  the ZIP  file  in  it's
entirety without  modifications or  additions to  it's contents to any computer
you wish  including public or commercial Bulletin Board Systems and this author
hopes that you do.

Remember, by  not registering  this product, you are not only stealing from the
author, but you are ultimately stealing from yourself as authors who do not get
paid for their products do not continue to make corrections and enhancements to
the product.

ͻ  As always  we like  to hear from our users.  Be
          SUPPORT            it a  complaint, a  problem or a suggestion, we
ͼ  want to  hear from  you.   There are 4 ways you
can reach us.  One is through our Customer Support BBS which is called StarPort
Omega at (609) 784-1529 and send mail to NILES BISHOP.

If you  are a  member of  the Prodigy Service and would like to reach me there,
you can send E-Mail to CNHS68A and you can send the mail to Mark Cusumano.  The
above two  ways are  the easiest  way to  get a  hold of  me for  questions and
comments as I check mail daily and can dash you off a prompt reply.

You may  also try  Ma Bell  and reach me at my office most of the time at (609)
589-1125 and  ask for Mark Cusumano (don't worry about the last name, Mark will
do fine).   If  I'm not  in and  you leave  a message  remember that  I will be
calling you back collect.  If you don't want the collect call, either  try back
later or try one of the other methods.

Lastly we  can always  be reached  by mail  at Computer  Support Services  - 22
McIntosh Road  - Sewell,  NJ 08080-3034.   And  I will send you a reply back as
quickly as possible.  Self Addressed Stamped Envelopes always expedite a reply.









                                       2





ͻ  Setting up  the program  is a  snap.  Just copy
   SETUP & CONFIGURATION     NU-XTERN.EXE  into   the  same   directory   as
ͼ  TW2002.EXE.    Then  in  the  batch  file  that
contains you  nightly maintenance  for Trade Wars add NU-XTERN after the EXTERN
program.   For example,  an event  batch file  for PCBoard would look something
like this:

                         CD \PCB\DOOR\TRADEWAR
                         EXTERN
                         NU-XTERN
                         CD \PCB
                         BOARD

If you  wish to run the bulletin generator, it can be run one of two ways.  The
bulletins can  either be  updated after  each play or once a night.  If you are
going to  generate the  bulletin once  a night  just add  NU-XTERN /B after the
NU-XTERN line  in your  nightly maintenance  batch file.  If you want to update
the bulletin  after each  play then  add the  line after the TW2002 line in the
door batch  file.   For example  a PCBoard door batch file would look something
like this:

                         CD \PCB\DOOR\TRADEWAR
                         TW2002 -DOOR
                         NU-XTERN /B
                         CD \PCB
                         BOARD

The final  step is  to actually  configure the options for NU-XTERN and this is
done simply  by typing  NU-XTERN /C  to bring up the configuration program.  If
you are  upgrading from  a previous version, you only need to configure any new
options that were not contained in your current version.  Each of the different
options and what their settings mean is described below.

ͻ  Originally, the  only way  to make any interest
   BANK ACCOUNT INTEREST     on your  money was  to create a planet and dump
ͼ  the money  in your citadel.  This seemed unfair
to newer  players in  a developed game or players who do not feel that a planet
is for  them.   This option will allow you to set the interest rate, whether it
is fixed  or variable  and what limit you want to place on the account.  If you
use this  option, any player receiving interest on their account will be sent a
Sub-Space message  from the  Federation  telling  them  their  current  account
balance and  the  interest  rate  that  day.    Below  is  an  example  of  the
configuration screen:

                       Minimum Bank Interest [4]:
                      Maximum Bank Interest [15]:
                    Maximum Bank Value [1000000]:

If this option is not your cup of tea, just enter 0's for all of the options in
this section.   If  you want  bank interest you will have to decide whether you
want it  to be  variable or  fixed.   Fixed interests  calculates the same rate
every day while variable picks a random rate between two extremes you pick.  If
you want  a fixed rate, just make the minimum and maximum rate the same, if you
want variable, set the minimum at the lowest interest rate you want the account
to earn  and the  maximum at  the highest  interest rate  and the computer will
randomly pick a different rate between those two rates.




                                       3





Optionally, you  may want to limit the amount of credits that can accrue in any
one bank  account.   For instance,  you may  want the  account to  stop bearing
interest when the balance reaches 1,000,000 credits.  To do this you would just
enter 1000000  for the  maximum bank  value.   If you  don't care  how high the
account balance goes to, enter a 0.

ͻ  In a  well developed game, cloaking devices can
      CLOAK FAILURES         make the  game real boring as the price for one
ͼ  is only  25,000 credits,  any  reasonably  good
player will  make sure  they have  an ample supply of them on hand.  This makes
attacking them  impossible as  they are never visible for any other player.  To
undue this  advantage, and  because nothing  works 100%  in space, we added the
ability for cloaking devices to randomly fail.  When one does fail, the players
on-board computer  will in  form him.  Below is an example of the configuration
screen:

                         Cloak Failure Percentage [3]:

Of course  if you don't think cloaking devices should ever fail, simply set the
percentage to  0.   The percentage can be set from 1% to 100% in which case the
cloaking device  will always  fail.   This percentage is check for EACH cloaked
player so  that if you set the percentage a 5% and you had 100 cloaked players,
on average 5 of them will fail.

ͻ  Ferrengal  is   an  interesting  little  place.
    FERRENGI HOME WORLD      Unfortunately  as  you  players  get  stronger,
ͼ  Ferrengal gets  weaker.   If you owned a planet
and someone  ran into  the mines  around your planet, you'd replenish them, the
Ferrengi don't.   You'd  be rushing to get colonists and product to put on your
planet to  upgrade your citadel, the Ferrengi don't.  Some SysOps solve this by
going into  TEDIT and making Ferrengal a level 5 Citadel right off this bat and
this is  not a  bad idea,  but it would make it more interesting if players, as
they try  and take  over the  planet, find  out that it is slowly becoming more
powerful.  For instance, one day a player scans the planet and sees it has it's
normal level  3 Citadel, so they go stumping off and make plans for attack only
to find out that when they come back it now has a level 4 Citadel!  Below is an
example of the configuration screen:

                                  Mines/Day [10]:
                         Colonist Groups/Day [5]:
                        Production Units/Day [5]:
                          Citadel Wait Days [30]:
                    Ferrengal T-Warp Percent [5]:
                                 Shields/Day [5]:

Setting the Mines/Day option will allow you to replace any mines that have been
disrupted or were exploded by a trader at a certain rate.  In no event will the
total number  of mines  exceed 99.   This  will allow  Ferrengal to replace any
mines that got destroyed.  Naturally, setting this value to 0 will disable this
option.

Since upgrading  the citadel requires both population and product minimums, you
can either  wait for the normal birth/death cycle to increase the population to
its required  amount or  you can  help it  along with  this option.   For  each
colonist group  you specify, an Ore worker, an Organics worker and an Equipment
worker will  be added  to the  planet.   In no  event will  more then 1,000,000




                                       4





colonists be  working on  a given  product.   If you  want  the  population  to
increase naturally, just enter a 0 here.

Q-Cannons and  citadels require  large amounts  of product  and  naturally  the
colonists on the planet will build more, but if I had a planet and the Q-Cannon
just zapped  someone, I  wouldn't wait for my colonists, I'd ferry more product
to the  planet.   That's what  this next  option will  do.   For each  unit you
specify, 4  Ore, 2  Organics and  1 Equipment  will be added to the planet each
day.   In any  event no more than 10,000 of any given product will exist on the
planet.   Of course if you want the colonists to produce all the product, enter
a 0 here.

Naturally, you  don't want the citadel to be upgraded to quickly so this option
will allow  you to specify the minimum number of days between citadel upgrades.
This number  is a minimum since even after that number of days has elapsed, the
planet must still have the required colonists and product before the next level
citadel can  be built.   Naturally  one the  level 5  Citadel is  built no more
upgrading can be done.  If you don't want the citadel to be upgraded, enter a 0
here.   This of  course means  that the minimum days to wait must be at least 1
for citadel progression to occur.

A level  4 Citadel is great if run by a human player, but worthless to Ferrengi
since there is no option to move the planet.  Setting a percentage other than 0
for this  option will allow Ferrengal to T-Warp to a random empty sector taking
it's mines, marker beacon and fighters with it.  In the process 50% of it's ore
will be depleted.

OK, you've  got your  level 5 Citadel, big deal you have no shields.  This last
option will  allow you  to slowly  (or quickly)  start  building  up  planetary
shielding.   The planetary  shields will  never exceed 1000 so the planet isn't
totally invincible.  If you don't want shields on Ferrengal, just set this to 0

ͻ  The  bulletins   create  by   TradeWars  suffer
    GENERATE BULLETINS       several problems.   One  they  do  not  support
ͼ  PCBoard or WildCat format color codes, they are
only created if a player picks <C>omputer <L>ist and the format of the bulletin
is the  format the user picked.  Also, the corporate rankings are not shown and
you cannot  name the  bulletin only  the directory it writes to.  The bulletins
built here  take care  of this.   You  may elect to have none or all 4 bulletin
types printed.

To generate a bulletin of a specific type, just type in the full qualified path
name for  the bulletin.   To remove a bulletin type just enter a '-'.  To leave
the bulletin the way it was previously configured.

ͻ  Just to make life a little more interesting,
    KRYSTALLINE ENTITY       you can unleash this little devil on the
ͼ  universe.  The Krystalline Entity will randomly
pick a number of sectors to invade.  If there is a planet in the sector it will
suck up a percentage of the colonists and half that percentage of organics.  It
will also transform the planet into a class K planet (Desert Wasteland) and
post messages to the daily log and the owners of the planet.  The configuration
screen looks like this:

                    Number of Sectors to Hit per Day [20]:
                    Percentage of Population to Kill [50]:




                                       5





If you  wish to  disable the  Krystalline entity,  just enter  0's for  all the
options.  Otherwise the Krystalline will choose the specified number of sectors
each day  and if  a planet  is there, it will attack doing damage in the amount
specified in the second option.

ͻ  As a Federation Commissioned Officer you should
   FED OFFICER PAYCHECKS     be entitled  to additional  compensation.    Of
ͼ  course the  Federation has  the right to expect
you to elevate the galaxy of evil also.  This option will allow you to set up a
pay incentive  for officers  and assign them work.  The options for this are as
follows:

                            Credits/Alignment [0]:
                         Credits/Experience [100]:
                    Interval between Raises [500]:
                       Days between Paychecks [7]:
                     Required Number of Kills [2]:

You can  pay Federation  Officers based on their alignment, experience or both.
Normally you  would pick  one or  the other,  but you  can use both.  The third
option is a little more difficult to explain.  If the interval is set as in the
example at  500, then  the pay  will be  based only  on experience or alignment
levels of 500,1000,1500, etc.  A player with a 1657 alignment would get paid as
though he  had a  1500 alignment.   Of course no payments will be made unless a
character has  at least  a 1000  alignment (which  is needed  for a  Federation
Commission).   The fourth  option will  let you  determine how often Federation
Paychecks are  issued.   Naturally if  this is  set to  0, no paychecks will be
issued.   You can  also set the number of ships that must be killed by a player
per pay  period before  they can  collect their money.  If they do not make the
required kills they will be given a message as to why they were not paid.

ͻ  In a game with many developed players and large
    PORT REPLENISHMENT       capacity  ships,   ports  can   quickly  become
ͼ  depleted and  the built in replenishment of 10%
per day  just doesn't cut it.  For this reason you need to send in the StarPort
Replenishment Freighter.   The  freighter will  pick a selected number of ports
and replenish them full up.  It can also take money from the port (leaving less
for evil payers to steal).  The configurable options are as follows:

                     Number of Ports to Replenish [20]:
                    Percentage of Credits to Take [50]:

The Number of Ports to Replenish will determine the number of ports per day the
StarPort Replenishment Freighter will hit.  It does not remember which ports it
hit so it may hit the same port more than one in a day or even the next day.
The Percentage of Credits to Take will determine what amount of credits are to
be taken from the port leaving less for evil players to rob.  You can disable
either option by enter a 0 for either.

ͻ  In order to register this program you will need
       REGISTRATION          your TradeWars  Registration code  that you got
ͼ  when you  registered TradeWars.  You can either
run TEDIT  and get  it or  if you  prefer, our  registration option  will  also
display the  Registration Code.  When you receive our registration code, simply
enter the  registration option  and enter  the code  we have  provided.  If you
typed it  in correctly,  the registration option will disappear and the program
will be fully registered.



                                       6






ͻ  This feature  will  allow  you  to  change  the
        SHIP EDITOR          specifications of  the  ships  that  come  with
ͼ  Trade Wars  2002.   You will  be able to change
everything about  the ship  including the  ship name  (Note: The  names will be
garbled and  you will  not be  able to change them unless you are running Trade
Wars 2002  v 1.03d).    Be  very  careful  with  this  program  as  it  changes
TW2002.EXE.  If you are running any anti-virus software that detects any change
in an  executable file,  then changing  the ship  name will  trigger it.    For
instance, if  you are  running Norton  Anti-Virus and  have it  set  to  detect
unknown viruses  then if  you change  a ship  name and later run TW2002, Norton
will pop  up and  tell you  that TW2002  may have  an unknown virus.  So, after
changing a ship name run TW2002 locally by typing:

                                   TW2002 -locl

and see  if your  anti-virus software  sets off  alarms.  If it does, it should
have some  sort of  option to  update it's CRC list.  If you don't do this then
when a  user goes  to run  Trade Wars, your anti-virus software will pop-up and
lock your  board up.   Below are the following items that you can change on the
ship and what they do.  No numeric field may exceed 32767.

         Ship Name: This field is 18 characters in length although you may type
                    in a longer name it will get truncated.
         Hold Cost: This is  the cost  for the initial holds the ship has, this
                    value along with the next 3 make up the cost of the ship.
   Main Drive Cost: This is the cost of the ships main drive.  This value along
                    with the other 3 make up the cost of the ship.
     Computer Cost: This is  the cost  of the  on-board computer  for the ship.
                    This value and the other 3 make up the cost of the ship.
         Hull Cost: This is  the cost  of the  outer shell.  This value and the
                    value of the other 3 make up the cost of the ship.
     Maximum Holds: This is the maximum number of holds that the ship can have.
     Initial Holds: This is the number of holds you get when you buy the ship
     Moves per Day: This is  the number  of turns a player gets per day if they
                    are using this ship
  Maximum Fighters: This is the total number of fighters the ship can support.
   Maximum Shields: This is the total number of shields the ship can support.
  Combat Odds x 10: This is  the fighting  odds times  ten.   For instance if a
                    ship fights at 1.5 to 1 than this number would be 15
     Maximum Mines: This is the total number of mines the ship can carry.
   Maximum Beacons: This is the total number of beacons the ship can carry.
  Max Genesis Torp: This is  the total number of genesis torpedoes the ship can
                    carry.
    Sector Scanner: Can this ship carry a sector Scanner?
   TransWarp Drive: Can this ship carry a TransWarp Drive?
    Planet Scanner: Can this ship carry a Planetary Scanner?
  Max Photon Missl: This is  the total  number of  Photon Missiles the ship can
                    carry.
   Fighters/Attack: This is the maximum number of fighters that can attack at a
                    time.

ͻ  Good players get to collect those neat bounties
 UNDERGROUND HIT CONTRACTS   placed by  the federation  on evil  players but
ͼ  evil  players   must  place   their   own   hit
contracts.   You can  change this  by having the underground automatically post
hit contracts  on good  players.   You can  find out about new hit contracts by



                                       7





going to  the tavern  and listening  in on  the conversation.   Kal  Durak will
announce all new Hit Contracts.  The options for Hit Contracts are as follows:

                         Credit/Alignment Point [100]:
               Alignment Points Between Updates [500]:
                      Minimum Alignment Needed [1000]:

Credits/Alignment Point  will determine  the value  of the  contract placed.  A
good player  with an  alignment of 500 with a 10 credit/alignment setting would
post a  hit contract  of 5000 credits on that player.  Since peoples alignments
change daily,  you don't  want contracts  updated  daily,  you  should  set  an
increment.   For instance  if you  set Alignment  Points Between Updates to 100
then hit contracts would only be placed at the 100, 200, 300, etc. levels.  You
can also  specify the minimum Alignment needed for a contract to be placed.  To
disable this  option, all  the values to 0.  To disable the last option, set it
to 0.












































                                       8

