UTTREK.HLP -- HELP file for UTTREK.BAS                        April 1973

   THE GALAXY IS DIVIDED INTO 64 QUADRANTS WITH

THE FOLLOWING COORDINATES:

 Y--   1   2   3   4   5   6   7   8   '

   --------------------------------- X

 ' :   :   :   :   :   :   :   :   :  1

   --------------------------------- '

 ' :   :   :   :   :   :   :   :   :  2

   --------------------------------- '

 ' :   :   :   :   :   :   :   :   :  3

   --------------------------------- '

 ' :   :   :   :   :   :   :   :   :  4

   --------------------------------- '

 ' :   :   :   :   :   :   :   :   :  5

   --------------------------------- '

 ' :   :   :   :   :   :   :   :   :  6

   --------------------------------- '

 ' :   :   :   :   :   :   :   :   :  7

   --------------------------------- '

 ' :   :   :   :   :   :   :   :   :  8

   --------------------------------- '







EACH QUADRANT IS SIMILARLY DIVIDED INTO 64 SECTORS.




::: DEVICES :::



WARP ENGINES: 



COURSE = A REAL NUMBER FROM 1 TO 8.99999.

NUMBERS INDICATE DIRECTION STARTING AT THE RIGHT AND

GOING COUNTER CLOCKWISE:



        3

      4   2

         /

    5---*---1

       /

      6   8

        7



WARP FACTOR = A REAL NUMBER FROM 0 TO 12.

DISTANCE TRAVELED = INTEGER (WARP FACTOR) QUADRANTS:

   WARP .2 = THE ENTERPRISE TRAVELS 1 SECTOR.

        .5 =                        4 SECTORS.

         1 =                        1 QUADRANT.

         2 =                        2 QUADRANTS.





FOR EXAMPLE, IF YOU TRAVEL FROM:

QUADRANT 1 - 1, SECTOR 1 - 1, IN DIRECTION 1 AT WARP 2

YOU WOULD STOP AT

QUADRANT 1 - 3, SECTOR 1 - 1 IN THE NEXT STARDATE.



 WHEN YOU CHANGE QUADRANTS, HOWEVER, THE POSITIONS OF

ALL OBJECTS IN THE NEW QUADRANT (INCLUDING THE ENTERPRISE)

ARE RANDOMIZED TO SIMULATE 3-D TRAVEL.



*** NOTE:  EVERY USE OF THE WARP ENGINES TAKES ONE

STARDATE.  IF THE ENTERPRISE IS BLOCKED BY SOMETHING

DURING INTRA-QUADRANT TRAVEL IT WILL STOP IN FRONT

OF IT (AND WASTE A STARDATE) ***



***NOTE: THERE IS A TIME PORTAL AVAILABLE BY TRAVELLING

AT WARP 12.  YOU MAY BE CARRIED EITHER FORWARD OR

BACKWARD IN TIME, BUT THERE IS ALSO A .40 PROBABILITY

THAT YOU WILL BE DESTROYED IN A NUCLEAR IMPLOSION.

A WARP FACTOR OF 12 MAY ONLY BE USED AFTER 15 SOLAR YEARS.



***NOTE:  IF THE ENTERPRISE RAMS A KLINGON VESSEL, EITHER

DELIBERATELY OR ACCIDENTLY, THE KLINGON WILL BE

DESTROYED AND THE ENTERPRISE HEAVILY DAMAGED.




SHORT RANGE SENSORS:



   THE SHORT RANGE SENSORS OF THE ENTERPRISE DISPLAY

A DETAILED VIEW OF THE QUADRANT IT IS CURRENTLY IN.

THE ENTERPRISE LOOKS LIKE /E/ ON THE SCREEN.

KLINGON BATTLE CRUISERS LOOK LIKE /K/ ON THE SCREEN.

STARBASES LOOK LIKE /B/ AND STARS LOOK LIKE * .

THE KLINGONS MAY HAVE A POWERFUL COMMAND SHIP, /C/.



***NOTE: DOCKING IS A TWO STEP PROCEDURE--FIRST YOU

MUST MOVE ADJACENT TO THE BASE.  THEN CONDUCT A 

SHORT RANGE SCAN.

WHILE DOCKED, STARBASE SHIELDS PROTECT THE STARSHIP.



***NOTE: CONDITION YELLOW MEANS YOU ARE DANGEROUSLY

LOW ON ENERGY AND SHOULD MAKE FOR A BASE POSTHASTE.




EXPERIMENTAL DEATH RAY



   THE EXPERIMENTAL DEATH RAY, AS ITS NAME IMPLIES,

IS UNPREDICTABLE.  HOWEVER, ONE CAN CERTAINLY PREDICT

THAT, IN A GIVEN SITUATION, IT WILL DO WHATEVER IT

DAMN WELL PLEASES.  THERE IS A GOOD PROBABILITY THAT IT

WILL DESTROY MANY KLINGONS, BUT THERE COULD BE SOME

INTERESTING SIDE EFFECTS.  IT CAN PROBABLY ONLY BE

FIRED ONCE, BUT YOU NEVER KNOW.  IT CANNOT BE USED UNTIL

18 SOLAR YEARS HAVE PASSED.






LONG RANGE SENSORS:



   THE LONG RANGE SENSORS OF THE ENTERPRISE DISPLAY

THE NUMBER OF OBJECTS IN THE 9 CLOSEST QUADRANTS,

WITH THE ENTERPRISE IN THE CENTRAL ONE.

EACH DIGIT OF THE NUMBER IN EACH BOX MEANS SOMETHING:

   THE ONES DIGIT REPRESENTS THE NUMBER OF STARS.

       TENS                                STARBASES.

      HUNDREDS                             KLINGONS.

      THOUSANDS                            SUPERNOVA.

FOR EXAMPLE:

319 MEANS  3 KLINGONS, 1 STARBASE, AND 9 STARS.

206 MEANS 2 KLINGONS, 0 STARBASES, AND 6 STARS.

7 MEANS 0 KLINGONS, 0 STARBASES, AND 7 STARS.






ENERGY SHIELDS:



   WHILE THE ENERGY SHIELDS OF A STARSHIP ARE ACTIVATED,

KLINGON ATTACKS ARE NULLIFIED.  EVERY TIME YOU MOVE WITH

YOUR SHIELDS UP, 200 UNITS OF ENERGY ARE USED.

ALSO, SHIELD ACTIVATION ITSELF REQUIRES 200 UNITS.

NOTE: YOU MUST LOWER YOUR SHIELDS TO ATTACK.






PHASERS:



   ANY PORTION OF THE ENERGY AVAILABLE CAN BE FIRED.

THE BATTLE COMPUTER DIVIDES THIS AMOUNT AMONG THE

KLINGON CRUISERS IN THE QUADRANT AND DETERMINES

THE VARIOUS DIRECTIONS OF FIRE.  THE EFFECTIVENESS

OF A HIT DEPENDS MOSTLY ON THE DISTANCE TO THE

TARGET.  A KLINGON BATTLE CRUISER STARTS WITHS9

UNITS OF ENERGY.  IT CAN FIRE AN AMOUNT EQUAL TO

WHATEVER ENERGY IT HAS LEFT.





PHOTON TORPEDOES:



   INITIALLY THE ENTERPRISE HASP0PHOTON TORPEDOES.

ONE TORPEDO DESTROYS WHATEVER IT HITS.  THE RANGE

OF PHOTON TORPEDOES (LIKE PHASERS) IS LIMITED TO

THE CURRENT QUADRANT.  THE COURSE OF A PHOTON TORPEDO

IS SET THE SAME WAY AS THAT OF THE ENTERPRISE.

YOU MAY, IF YOU WISH, FIRE A SPREAD OF THREE TORPEDOES

AT ONCE.  THERE IS A TIME LAG IN LAUNCHING THEM, THE ONE

WITH THE LOWEST NUMERICAL COURSE BEING FIRED FIRST.

FOR EXAMPLE, A TORPEDO COURSE OF 3.49 WITH A SPREAD

ANGLE OF 0.24 WOULD FIRE TORPEDOES AT DIRECTIONS

3.25, 3.49, AND 3.73 .






DAMAGE CONTROL REPORT:

   THE DAMAGE CONTROL REPORT LISTS THE MAIN DEVICES AND

THEIR STATE OF REPAIR.  A NEGATIVE STATE OF REPAIR

INDICATES A DISABLES DEVICE.  DEVICES CAN BE DAMAGED OR

REPAIRED BY A SPACE STORM OR TRUCE, RESPECTIVELY.

ALSO, DAMAGED DEVICES ARE REPAIRED 2 UNITS EVERY STARDATE.






COMMANDS:



   0 = SET COURSE

   1 = SHORT RANGE SENSOR SCAN

   2 = LONG RANGE SENSOR SCAN

   3 = FIRE PHASERS

   4 = FIRE PHOTON TORPEDOES

   5 = DAMAGE CONTROL REPORT

   6 = SELF-DESTRUCT

   7 = ABANDON SHIP

   8 = ACTIVATE ENERGY SHIELDS

   9 = DEACTIVATE ENERGY SHIELDS

   10 = FIRE EXPERIMENTAL DEATH RAY


