LEVEL3 {} This is the activation code for Trade Wars 2002. Make sure you enter it here exactly as it appears on your installation disk. If you have trouble or questions, please call High Velocity Software, Inc. at (602)234-2207. Default: (none) ACTCODE {} S 16 Trade Wars 2002 activation code This is the activation code for TW Pro, an add-on editor for Trade Wars 2002. If you have purchased TW Pro, enter the second activation code in the field below. Note that this is strictly an add-on for Trade Wars 2002, and is not necessary to run the game. If you have trouble or questions, please call High Velocity Software, Inc. at (602)234-2207. Default: (none) PROCODE {} S 16 Trade Wars Pro activation code This is the key a user must possess to be considered a "sysop" by Trade Wars. Anyone with this key will have the ability to wreak a lot of havoc in the game! Make sure you give this key only to trusted users who will not abuse the power. Default: SYSOP TWSYSOP {SYSOP} S 16 Sysop key for Trade Wars This is the credit consumption rate while in Trade Wars 2002. Select a number higher than your normal credit rate to place a premium on Trade Wars usage or a lower number to offer time at a discount. If you enter zero, then Trade Wars will be free! Default: 60 TWCCR {Trade Wars credit consumption rate, per min: 60} N -32767 32767 This is the key required to see the logon ad from Trade Wars 2002. Users without this key will not be bothered. Default: (none) TWLADKEY {} S 16 Key required to see Trade Wars logon ad This is the key required to play Trade Wars. This key key is checked every time the main game prompt is printed, so if a user loses this key as a result of a class change, he will be ejected from the game immediately. Note that this message option should not be used in place of a key on the menu option for Trade Wars. If a player is allowed into the game without this key, he will be allowed to create a new character and will then be ejected from the game, which will likely confuse the user. Default: (none) TWPLYKEY {} S 16 Key required to play Trade Wars LEVEL4 {} This option controls the sysop log feature of the game. If this option is set to "NO", then the sysop log will not be used by the game. When this option is "YES", Trade Wars will log important user activity, such as new players and the aliases they choose to the log file HVSTW.LOG in the HVSTWDAT subdirectory. Be sure to check this file from time to time and erase it if it gets too large. Default: YES TWSYSLOG {Log important user activity to log? YES} B This is the path where all Trade Wars-related files are stored, except for the Btrieve data files (*.DAT) and the master configuration (HVSTW.CFG). All ANSI screens and help files are stored here. This path is relative to your \BBSV6 directory, but you can specify an absolute path. This path MUST have a trailing backslash to work. If you change this path, the HVSTWZAP batch file will need to be changed as well to clear the universe. Default: HVSTWDAT\ TWPATH {HVSTWDAT\} S 38 Trade Wars data path This option controls whether players have a limited number of turns per day in the game (the actual number of turns can be changed with HVSTWEDT). If this option is set to NO, then users can play the game as much as they like. This may imbalance the game somewhat, since users with more credits (and spare time!) will quickly overcome those who can't play as often. If this is YES, then a user will not be able to move once his turns are exhausted for the day. An average player will use approximately 200 turns in an hour of continuous play, although this will vary for novice and expert players. Default: YES TURNMODE {Limit gameplay by turns? YES} B This is the maximum number of players that can be in the game simultaneously. This option only applies if you own the multi-user license to Trade Wars 2002. Once this number is reached, no more users can enter the game, although they can view high scores and display the introduction. If you are experiencing severe system slowdown and suspect Trade Wars is at fault, adjust this number to a small value, such as 4 or 5. If this option is set to 0, then any number of users (up to the number of channels you have defined) can be in the game at once. Default: 0 MAXUSERS {Max users in Trade Wars: 0} N 0 255 This option is the number of "depths" to search when plotting a course between cycles. The lower this number is, the longer a course plot will take: but it will cause less of a load on your system. If your plots take too long, increase this number by a few (2 or 3). If you notice frequent system pauses when Trade Wars is in use, set this number back down to 1. Default: 1 CDELAY {Course depths per cycle: 1} N 1 100 This option controls how ship delays work in Trade Wars. By default, each time a player moves, he must wait a number of seconds equal to the turn cost of his ship. Big, slow ships, such as Colonial Transports move much slower than fast ones. Using this option, you can set Trade Wars to use that delay, double the delay, half the delay or no delay at all. Warning! Setting this option to NONE could cause unacceptable system loading. Note: setting this mode to HALF or DOUBLE will imbalance the game slightly. When set to HALF, the bigger and slower ships will be more powerful than intended. Similarly, setting this to DOUBLE will cause the bigger ships to suffer from a steeper speed penalty. Enabling turn mode will lessen this setting's impact on the game balance. Defualt: NORMAL DLYMODE {Ship delay mode: NORMAL} E NORMAL DOUBLE HALF NONE This option controls whether all global commands are allowed in Trade Wars. Certain global commands will cause problems when invoked inside Trade Wars, such as the global re-log command in DataSafe's Global Power. If you are experiencing no trouble with these commands or don't own a globals package, then set this option to YES. When this option is YES, you can choose up to 10 globals to be excluded and all others will be allowed. If you set this option to NO, then you can choose 10 globals are allowed and any others are excluded. Default: YES ALLGLOBS {Allow all globals in Trade Wars? YES} B This is a valid global command in Trade Wars. Make sure any commands you put here will not adversely affect the game, such as global chats or re-logs. If you have any questions, test the global yourself or see the technical support section in your sysop's documentation for Trade Wars. TWGLOB1 {/p} (ALLGLOBS=NO) S 10 Valid global in Trade Wars #1 This is a valid global command in Trade Wars. Make sure any commands you put here will not adversely affect the game, such as global chats or re-logs. If you have any questions, test the global yourself or see the technical support section in your sysop's documentation for Trade Wars. TWGLOB2 {/r} (ALLGLOBS=NO) S 10 Valid global in Trade Wars #2 This is a valid global command in Trade Wars. Make sure any commands you put here will not adversely affect the game, such as global chats or re-logs. If you have any questions, test the global yourself or see the technical support section in your sysop's documentation for Trade Wars. TWGLOB3 {/#} (ALLGLOBS=NO) S 10 Valid global in Trade Wars #3 This is a valid global command in Trade Wars. Make sure any commands you put here will not adversely affect the game, such as global chats or re-logs. If you have any questions, test the global yourself or see the technical support section in your sysop's documentation for Trade Wars. TWGLOB4 {=rc} (ALLGLOBS=NO) S 10 Valid global in Trade Wars #4 This is a valid global command in Trade Wars. Make sure any commands you put here will not adversely affect the game, such as global chats or re-logs. If you have any questions, test the global yourself or see the technical support section in your sysop's documentation for Trade Wars. TWGLOB5 {} (ALLGLOBS=NO) S 10 Valid global in Trade Wars #5 This is a valid global command in Trade Wars. Make sure any commands you put here will not adversely affect the game, such as global chats or re-logs. If you have any questions, test the global yourself or see the technical support section in your sysop's documentation for Trade Wars. TWGLOB6 {} (ALLGLOBS=NO) S 10 Valid global in Trade Wars #6 This is a valid global command in Trade Wars. Make sure any commands you put here will not adversely affect the game, such as global chats or re-logs. If you have any questions, test the global yourself or see the technical support section in your sysop's documentation for Trade Wars. TWGLOB7 {} (ALLGLOBS=NO) S 10 Valid global in Trade Wars #7 This is a valid global command in Trade Wars. Make sure any commands you put here will not adversely affect the game, such as global chats or re-logs. If you have any questions, test the global yourself or see the technical support section in your sysop's documentation for Trade Wars. TWGLOB8 {} (ALLGLOBS=NO) S 10 Valid global in Trade Wars #8 This is a valid global command in Trade Wars. Make sure any commands you put here will not adversely affect the game, such as global chats or re-logs. If you have any questions, test the global yourself or see the technical support section in your sysop's documentation for Trade Wars. TWGLOB9 {} (ALLGLOBS=NO) S 10 Valid global in Trade Wars #9 This is a valid global command in Trade Wars. Make sure any commands you put here will not adversely affect the game, such as global chats or re-logs. If you have any questions, test the global yourself or see the technical support section in your sysop's documentation for Trade Wars. TWGLOB0 {} (ALLGLOBS=NO) S 10 Valid global in Trade Wars #10 This is a disallowed global in Trade Wars. Any global command that starts with this sequence will not be allowed. If you have any questions, test the global yourself or see the technical support section in your sysop's documentation for Trade Wars. TWNOGLO1 {} (ALLGLOBS=YES) S 10 Invalid global in Trade Wars #1 This is a disallowed global in Trade Wars. Any global command that starts with this sequence will not be allowed. If you have any questions, test the global yourself or see the technical support section in your sysop's documentation for Trade Wars. TWNOGLO2 {} (ALLGLOBS=YES) S 10 Invalid global in Trade Wars #2 This is a disallowed global in Trade Wars. Any global command that starts with this sequence will not be allowed. If you have any questions, test the global yourself or see the technical support section in your sysop's documentation for Trade Wars. TWNOGLO3 {} (ALLGLOBS=YES) S 10 Invalid global in Trade Wars #3 This is a disallowed global in Trade Wars. Any global command that starts with this sequence will not be allowed. If you have any questions, test the global yourself or see the technical support section in your sysop's documentation for Trade Wars. TWNOGLO4 {} (ALLGLOBS=YES) S 10 Invalid global in Trade Wars #4 This is a disallowed global in Trade Wars. Any global command that starts with this sequence will not be allowed. If you have any questions, test the global yourself or see the technical support section in your sysop's documentation for Trade Wars. TWNOGLO5 {} (ALLGLOBS=YES) S 10 Invalid global in Trade Wars #5 This is a disallowed global in Trade Wars. Any global command that starts with this sequence will not be allowed. If you have any questions, test the global yourself or see the technical support section in your sysop's documentation for Trade Wars. TWNOGLO6 {} (ALLGLOBS=YES) S 10 Invalid global in Trade Wars #6 This is a disallowed global in Trade Wars. Any global command that starts with this sequence will not be allowed. If you have any questions, test the global yourself or see the technical support section in your sysop's documentation for Trade Wars. TWNOGLO7 {} (ALLGLOBS=YES) S 10 Invalid global in Trade Wars #7 This is a disallowed global in Trade Wars. Any global command that starts with this sequence will not be allowed. If you have any questions, test the global yourself or see the technical support section in your sysop's documentation for Trade Wars. TWNOGLO8 {} (ALLGLOBS=YES) S 10 Invalid global in Trade Wars #8 This is a disallowed global in Trade Wars. Any global command that starts with this sequence will not be allowed. If you have any questions, test the global yourself or see the technical support section in your sysop's documentation for Trade Wars. TWNOGLO9 {} (ALLGLOBS=YES) S 10 Invalid global in Trade Wars #9 This is a disallowed global in Trade Wars. Any global command that starts with this sequence will not be allowed. If you have any questions, test the global yourself or see the technical support section in your sysop's documentation for Trade Wars. TWNOGLO0 {} (ALLGLOBS=YES) S 10 Invalid global in Trade Wars #10 LEVEL6 {} LOGONAD { Defend the space lanes from the ruthless space pirates? Or live outside the law, robbing and stealing whatever you can get away with?  Conquer the universe! Play interactive Trade Wars 2002 today! } T Trade Wars logon ad DEMOLOW { Sorry, but this demonstration copy of Trade Wars 2002 is limited to a maximum of 10,000 credits. Your account is being adjusted accordingly. } T Demo credits are low TWMAIN { ==-- Trade Wars 2002 --== T - Play Trade Wars 2002 I - Introduction & Help H - High scores X - Exit } T Trade wars menu TWMAINS { B - Change game entry blurb } T Trade wars menu (sysop stuff) TWMAINSP { ! - TW Pro editor } T Trade Wars menu (TW Pro stuff) TWPMTP { Trade Wars command? (T,I,H,B,!,X): } T Trade wars prompt (sysop, TW Pro) TWPMTS { Trade Wars command? (T,I,H,B,X): } T Trade wars prompt (sysop) TWPMT { Trade Wars command? (T,I,H,X): } T Trade wars prompt BLHANS { You notice your Federation Comm-Link beeping for your attention...ΪΔΔΔΔΔ·ΪΔΔΔΔΔ·³ΙΔ ψ ΣΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΩ ψ Δ»Ί³Ί  *** RECEIVED FROM FEDERATION HEADQUARTERS *** ΊΊ } T Blurb ansi header BLHASC { You notice your Federation Comm-Link beeping for your attention... +-----+ +-----+ |+- +-----------------------------------------------------------------+ -+| || *** RECEIVED FROM FEDERATION HEADQUARTERS *** || } T Blurb header ascii BLLANS {³  %-73s Ί } T Blurb line ansi BLLASC {| %-73s | } T Blurb line ascii BLFANS {³  *** END OF TRANSMISSION *** Ί ³ ώώώ ΙΝΝΝΝΝΝΝΝΈ    Station: GNN - Galactic News Network    ΙΝΝΝΝΝΝΝΝΈ ώώώ Ί ΤΝΝΝΝΝΌΤΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΌΤΝΝΝΝΝΌ } T Blurb footer ansi BLFASC {| *** END OF TRANSMISSION *** | | @@@ +--------+ ^ v Station: GNN - Galactic News Network < > +--------+ @@@ | +-----+ +-----------------------------------------------+ +-----+ } T Blurb foot ascii TWEXIT { ...Now leaving Trade Wars 2002 and returning to system. } T Exiting the game TWHUH { I don't recognize that command. Enter ? for a menu! } T Trade wars confusion ALRIN { Sorry, but somebody is already using the Trade Wars 2002 module! If you would like to be put on a waiting list, you will be paged when the game becomes available. Do you want to be put on the waiting list? (Y/n): } T Waiting list YOULIST { You are on the waiting list at #%u. } T Already on the list MAYBENOT { Ok, you're not on the waiting list. } T Maybe not on the list U2MANY { Sorry, but the game is currently full of players. Please try back again in a few minutes. } T Too many players in game WAITOOPS { Whoops! The user who was playing the game is all done now. Please try to enter the game again! } T User exited quick-like YOUON { Ok, you're on the waiting list at #%u. When the game is available, you will be paged. Feel free to use any other parts of the system until then! } T You're on the list now YOURTURN { *** It's your turn in Trade Wars 2002! You have two minutes *** to enter the game. } T Beckoning on waiting list YOUEJECT { Press Return to continue... } T You ejected BIGDOCS { ...To abort the listing of instructions, press Return while scrolling. For continuous output, press "N" at the pause prompt. Press Return to begin... } T Big docs are coming FILEIN { } T Going into a file display (main menu) FILEOUT {} T Exiting file display (main menu) PROFAN { Let's keep it clean now, all right? } T Profanity rebuff in game NEWPLANT { As a new player, you now have a planet to use as your base of operations! Remember to keep this sector defended if you choose to store cargo on your planet! } T New planet intro BSAVED { ...New menu blurb saved. Press to continue... } T Blurb good BABORT { ...Blurb change aborted. Press to continue... } T Blurb bad AUTOHELP { ΙΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ» Ί -=- AutoPilot Help -=- Ί Ί <Y> Yes, stop here Ί Ί <N> No, continue on Ί Ί <E> Express Non-Stop Ί Ί <I> Ship information Ί Ί <R> Port Report Ί Ί <S> Long Range Scan Ί Ί <D> Re-Display Sector Ί Ί <P> Port and Trade Ί Ί <!> AutoPilot Help Ί ΘΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΌ } T Auto-generated menu TWMENU { ΙΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ 2 0 0 2 ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ» Ί Navigation Computer Tactical Ί Ί =-=-==-=-= =-=--=-= =-=--=-= Ί Ί <D> Re-Display Sector <C> Onboard Computer <A> Attack Enemy SpaceCraft Ί Ί <P> Port and Trade <X> Transporter Pad <E> Use SubSpace EtherProbe Ί Ί <M> Move to a Sector <I> Ship Information <F> Take or Leave Fighters Ί Ί <L> Land on a Planet <T> Corporate Menu <G> Show Deployed Fighters Ί Ί <S> Long Range Scan <U> Use Genesis Torp <H> Handle Space Mines Ί Ί <R> Release Beacon <J> Jettison Cargo <K> Show Deployed Mines Ί Ί <W> Tow SpaceCraft <B> Interdict Ctrl <O> Starport Construction Ί Ί     <!> Main Menu Help     Ί Ί <`> Fed. Comm-Link <'> Sub-space radio <-> Use global commands Ί Ί <Q> Quit and Exit <Z> TradeWars DOCS <V> View Game Status Ί ΘΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ v2 ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΌ } T Auto-generated menu TWCMENU { ΙΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ 2 0 0 2 ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ» Ί -=- Navigation -=- -=- Misc -=- -=- Displays -=- Ί Ί <F> Course Plotter <A> Make Announcement <C> View Ship Catalog Ί Ί <I> Inter Sector Warps <B> Begin Self Destruct <D> Scan Daily Log Ί Ί <K> Your Known Universe <N> Personal settings <E> Evil Trader Class Ί Ί <R> Port Report <O> Change Ship Settings <G> Good Trader Class Ί Ί <U> T-warp preference <P> Fire Photon Missile <H> Alien Trader Rank Ί Ί <V> Avoid Sectors <M> Re-Read Your Mail <J> Planetary Specs Ί Ί <X> List Current Avoids <S> Send Mail <L> List Trader Rank Ί Ί <!> Computer Help <T> Current Ship Time <Y> Personal Planets Ί Ί <Q> Exit Computer <W> Use Mine Disruptor <Z> Active Ship Scan Ί ΘΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ v2 ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΌ } T Auto-generated menu CITIMAKE { This planet does not have a Citadel on it. If you wish to construct one, you must first have the raw materials on the planet to build the Citadel. Once a Citadel is built, you will then have the options of leaving your ship there overnight, storing credits in the treasury, and many other military functions that can turn your planet into a stronghold that is formidable indeed! Addition of a Combat computer will enable your Citadel's systems to control all fighters on the planet for defense. Purchase of a Quasar cannon can give your Citadel the power to attack craft in space in the sector the planet is in. Citadel construction on this type of planet requires the following: } T Auto-generated menu CONHELP {  -=-=- StarPort Construction -=-=-  Star Ports exist all over the known Universe. Traders construct these when they have sufficient wealth to finance such an undertaking. The costs involved with a project such as this is prohibitive and if you have to ask, you can't afford it. Star Ports can be designed in a number of fashions, as export centers, as balanced import/export nodes, or as import only stations. Many variations in between can also be designed. Ports can only import or export any given product, not both. Costs involved with upgrading ports reflect the supply/demand of the product in question and the current levels of trade. Building a StarPort requires the resources of a fairly productive planet to support it. The planet supports the construction stages which can last from a few days to many weeks depending on the class of port. Construction has become a viable investment for Traders since the outbreak of Port destruction brought on by the marauding Black Empire. Many areas of our Universe are in desperate need of trading centers to help them flourish. In addition, prosperous ports can become quite an asset to the builder, as the original investor will receive a "cut 'o the action". } T Auto-generated menu CORPMENU { ΙΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ 2 0 0 2 ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ» Ί <D> Display Corporations <X> Leave Your Corporation Ί Ί <J> Join a Corporation <L> List Corporate Planets Ί Ί <M> Make a New Corporation <!> Corporation Help Ί Ί <Q> QUIT Corp Menu <A> Show Corporate Assets Ί Ί -- (Corporations Only) --  & Member Locations Ί Ί <C> Credit Transfer - C.E.O.s Only - Ί Ί <F> Fighter Transfer <T> Send Corporate Memo Ί Ί <H> Mine Transfer <P> Corporate Security Ί Ί <S> Shields Transfer <R> Drop Corporate Member Ί ΘΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ v2 ΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΌ } T Auto-generated menu GENEBOOM { As you give the order, the weapons officer engages a code sequence that arms the most potent weapon the Federation has ever developed, the powerful Nuerevy Atomic Detonator. Each corbomite-encased anti- matter warhead is powerful enough to shatter a continent. When several of these disaster machines are exploded simultaneously along the fault lines of a planetary body, the resulting force is sufficient to reduce it to the interstellar dust from whence it came. A flight of your K3-A fighters takes the planet-busting bombs to the sites selected by the computer as being the most devastating. You then blast off from the planet as quickly as possible. A single laser blast from your fleet triggers the massive reaction that is truly astounding. Luckily, your crew has enough time to move the command ship out of the blast range so that you can watch the destruction and enjoy it as well! Unfortunately some of your fighters did not return from the awesome implosion. } T Auto-generated menu GENESIS {  Your science officer has detected a nebula in this sector suitable for system formation. After you register your claim with The Imperial Bureau of Expansionist Affairs for the territory, you give the order to arm and launch the Genesis device.  As the Genesis Torpedo leaves the torpedo bay of your ship, it begins to glow brilliantly as it accelerates it's mass to the critical point. You immediately warp out of range of the Genesis envelope, and four minutes later the nebula is transformed into a thriving planetary system with such a fantastic display of pyrotechnical special effects that it could never be depicted in a simulation like this!  You bring your ship into orbit about your new planet and make preparations to explore it. Of course, now you will need colonists to really make this planet thrive! } T Auto-generated menu HARDWARE { ΙΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ» Ί The Emporium Daily Specials: Ί Ί Ί Ί <A> Atomic Detonators Ί Ί <B> Marker Beacons Ί Ί <C> Corbomite Devices Ί Ί <D> Cloaking Devices Ί Ί <E> SubSpace Ether Probes Ί Ί <F> Planet Scanners Ί Ί <L> Limpet Tracking Mines Ί Ί <M> Space Mines Ί Ί <P> Photon Missiles Ί Ί <R> Long Range Scanners Ί Ί <S> Mine Disruptors Ί Ί <T> Genesis Torpedoes Ί Ί <W> TransWarp Drives Ί Ί <Y> Psychic Probes Ί Ί Ί Ί <!> Hardware Emporium Help Ί Ί <Q> Leave the Emporium Ί ΘΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΌ } T Auto-generated menu CORPDISP { ΙΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ» Ί TW2002 Corporate Listings: Ί Ί Ί Ί <L> List Active Corporations Ί Ί <R> Rank Corporations Ί Ί Ί ΘΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΌ } T Auto-generated menu KENTMAD { ...as your fighters deploy within Federation space, they are immediately annihilated by a VERY powerful phaser array from the Federation StarShip the Intrepid. The monstrous bulk of the cruiser fills your viewscreen and its warning message blares throughout your ship. "Try that again and you'll get the same! You should know the regulations about using arms in the Federation!" Your battle officer reports loss of 10%% of your fighters and 10%% of your holds. It seems the Intrepid was very careful in it's attack and could have done much MORE damage. } T Auto-generated menu LANDEART { It takes your very best navigational effort to avoid the multitude of "space junk" in orbit about this planet. Your computer system finally establishes a link with the Terran Traffic control system and you relax as it brings your ship down automatically onto the last major Space Port on Terra. You shut your systems down and head out to the main colonists' departure terminal, hoping to find plenty of eager people willing to risk the hazardous trip in CryoFreeze just so they can live on a clean, abundant planet. } T Auto-generated menu MAKEPORT { ΥΡΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΡΡΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΡΡΝΝΝΝΝΝΝΝΡΈ ³³ StarPort Construction ³³ Initial Construction Costs ³³ Import ³³ ΖΨΝΝΝΝΝΝΝΝΝΝΝΝΡΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ΅ΖΝΝΝΝΝΝΝΝΝΡΝΝΝΝΝΡΝΝΝΝΝΡΝΝΝΝΝΡΝΝΝΝΝΝ΅³ or ³³ ³³ Port Class ³ Ore Org Equ ³³ Credits ³ Ore ³ Org ³ Equ ³ Days ³³ Export ³³ ΖΨΝΝΝΝΝΝΝΝΝΝΝΝΨΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ΅ΖΝΝΝΝΝΝΝΝΝΨΝΝΝΝΝΨΝΝΝΝΝΨΝΝΝΝΝΨΝΝΝΝΝΝ΅ΖΝΝΝΝΝΝΝΝΨ΅ ³³ 1 ³ B B S ³³ 39,250 ³ 120 ³ 120 ³ 60 ³ 6 ³³ Import ³³ ³³ 2 ³ B S B ³³ 41,500 ³ 140 ³ 70 ³ 140 ³ 7 ³³ Import ³³ ³³ 3 ³ S B B ³³ 48,000 ³ 80 ³ 160 ³ 160 ³ 8 ³³ Import ³³ ³³ 4 ³ S S B ³³ 37,500 ³ 50 ³ 50 ³ 100 ³ 5 ³³ Export ³³ ³³ 5 ³ S B S ³³ 34,000 ³ 40 ³ 80 ³ 40 ³ 4 ³³ Export ³³ ³³ 6 ³ B S S ³³ 32,500 ³ 60 ³ 30 ³ 30 ³ 3 ³³ Export ³³ ³³ 7 ³ S S S ³³ 30,000 ³ 20 ³ 20 ³ 20 ³ 2 ³³ Export ³³ ³³ 8 ³ B B B ³³ 50,000 ³ 200 ³ 200 ³ 200 ³ 10 ³³ Import ³³ ³³ 9 ³ Not Available ³³ ------- ³ --- ³ --- ³ --- ³ ---- ³³ ------ ³³ ³³ 0 ³ Not Available ³³ ------- ³ --- ³ --- ³ --- ³ ---- ³³ ------ ³³ ΖΨΝΝΝΝΝΝΝΝΝΝΝΝΟΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΟΟΝΝΝΝΝΝΝΝΝΟΝΝΝΝΝΟΝΝΝΝΝΟΝΝΝΝΝΟΝΝΝΝΝΝΟΟΝΝΝΝΝΝΝΝΨ΅ ³³ Ports will initially produce 100 units/day in each category ³³ ΤΟΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΟΎ } T Auto-generated menu NONONO { A blaring message comes screaming across your sub-space radio: "This is Captain Zyrain, of the StarShip Intrepid, your hostile  act has been noticed and I feel that I must inform you of the dire  consequences that you are asking for. No space piracy will take place  in Federation space while I am commanding the Intrepid!  Intrepid out..." You notice the un-Godly bulk of the Intrepid looming into view and think twice about your aggressive actions. } T Auto-generated menu PLANHELP { ΙΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ» Ί <A> Take All Products Ί Ί <C> Enter Citadel Ί Ί <D> Display Planet  Ί Ί <M> Change Military Levels Ί Ί <O> Claim Ownership of Ί Ί  this planet Ί Ί <P> Change Population Lvls Ί Ί <S> Load/Unload Colonists Ί Ί <T> Take or Leave Product Ί Ί <Z> Try to Destroy Planet Ί Ί Ί Ί <!> Planetary Help  Ί Ί <Q> Leave this Planet Ί ΘΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΌ } T Auto-generated menu PLANDOCK { You shut down all ship systems and retire to your quarters in the Citadel, confident of your safety here. Yet you still check the orbital radars before heading to bed, just to make sure no enemy is lurking out there. } T Auto-generated menu CITADEL { ΙΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ» Ί <B> Transporter Control <N> Interdictor Control Ί Ί <C> Engage Ship's Computer <P> Planetary TransWarp Ί Ί <D> Display Traders Here <R> Remain here overnight Ί Ί <E> Exchange Trader Ships <S> Scan this sector Ί Ί <G> Shield Generator Control <T> Treasury Fund Transfers Ί Ί <I> Personal Info <U> Upgrade Citadel Ί Ί <L> Quasar Cannon R-Level <V> Evict the other Traders Ί Ί <M> Military Reaction Level <X> Corporation Menu Ί Ί <!> Citadel Help <Q> Leave the Citadel Ί ΘΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΌ } T Auto-generated menu PORTMUG { As you wonder about looking down dark corridors, you hear some noise behind you. You spin around to see who is approaching you, but everything goes dark as you are hit. You wake up a few hours later and find most of your money gone. } T Auto-generated menu PORTWAND { You wander about the port but find nothing but locked doors and deadends. You do notice some rather rough looking characters lurking about the place. Maybe its not such a good idea to wander about without knowing where its safe to go? } T Auto-generated menu SHIP1 { The Merchant Cruiser is the standard fare for earning a living in the universe. These craft are moderately fast, well armored and have hard points for many different accessories. Many cartels use the Merchant Cruiser as their only ship type. The Merchant is the craft by which combat specs are rated for a standard. } T Auto-generated menu SHIP2 { The Scout Marauder is currently the fastest, conventional drive ship known to mankind. This small speedster can easily outdistance even the powerful Corellian Battleships. It is not equipped for controlling many fighters or shields, but it fights at 2 to 1 odds due to its quickness and small size. This craft cannot carry mines or Genesis Torpedoes. It may be small, but this ship's speed and range make up for much. } T Auto-generated menu SHIP3 { Missile Frigates are really nothing more than a retro-fitted Merchant Cruiser. They maintain the same speed and range of the Merchant but can carry twice the firepower. Commanding a Frigate means that you cannot take advantage of much of the additional starship equipment available, but their combat advantages make up for that. The Missile Frigate is the only ship outfitted to carry the awesome Photon Missile. These weapons of destructions can turn StarPorts into space junk in short order. The Photon Missile was also used effectively in the Trantorian conflict to totally destroy the enemy's home planet. } T Auto-generated menu SHIP4 { The Corellian Battleship is a dangerous craft indeed! This ship packs the most punch of any ship in the Federation. Battleship's can carry four times the fighters of a Merchant and deliver them with a much higher degree of effectiveness due to their superior combat computers. The shield generators on Battleships are capable of shielding the ship's fighters as well. This craft is one of the more prestigious and powerful ships available today. } T Auto-generated menu SHIP5 { Few words can actually describe the sheer awe associated with a Corporate Flagship. Only available to Corp CEOs, this huge craft is the ultimate in power and capability. Not only can it carry up to 20,000 fighters at one time, this ship carries a powerful combination of options that will make any foe turn tail and run. The most impressive capability of the Flagship is the TransWarp Drive. This device enables the ship to TransWarp to any other sector in the Universe provided one of your fighters is already there emitting a locator beam. Without this, a ship can disapear into TransWarp and never be seen again. } T Auto-generated menu SHIP6 { The Colonial Transport is a massive structure that can only barely be called a ship. This huge craft is ideal for moving large amounts of products or colonists from place to place. Though it has a standard drive, this ship is rather slow due to the mass involved. Also, the combat computers are rather limited on this craft due to the excessive needs of the navigation computers. The Transport is not outfitted for carrying or deploying mines. Conflict brings the Transport's major weakness to light. Due to the size of the craft, it is very hard to defend against fighters. } T Auto-generated menu SHIP7 { The CargoTran is a large ship indeed. Though not as fast as some of its related trading cousins, this ship can move vast amounts of goods. It is typically a pacifist's ship as it does not carry much in the way of offensive capabilities but it's very large array of holds makes up for all of that. The large shield capacity of this craft makes it safe to wander hostile territory as well. This ship is considered by many to be one of the top money-makers in the Universe. } T Auto-generated menu SHIP8 { The Merchant Freighter is the ideal ship for those traders that do not want to concern themselves with political matters. It is not a very powerful ship in combat, but its strengths are many. This ship can carry a large number of shields and manages to outdistance most ships. After all, "Those who fight and run away, live to fight another day" still holds very true in the universe as we know it today. } T Auto-generated menu SHIP9 { The commercial version of a Federation StarShip is not available to just anyone. This craft is only available to those who are commissioned by the Federation to aid in their cause. StarShips are the most closely guarded technology in existence. They can carry massive assault power and through the use of the TransWarp drive, they can deliver this power almost anywhere. The Imperial StarShip is truly the most powerful ship that a private individual can command. More information about qualifying for a Federal commission is available at a Police station near you. } T Auto-generated menu SHIP10 { The Havoc Gunstar is a recently developed ship that owes its existance to new developments in micro-miniaturization. This mid-sized ship is the only one of its size to be able to house a TransWarp drive. Though it doesn't carry a large amount of holds to fuel the TransWarp, it still has a decent T-Warp range and can arrive at its destination packing a moderate fighting force in the bargain. Watch for this ship to become the favorite of the Mercenary legions in the Universe. } T Auto-generated menu SHIP11 { The StarMaster represents the latest in technological advances for star travel, meeting the needs of those who desire a ship with great speed and medium cargo capacity. Developed to counter the growing threat of space piracy, the StarMaster posesses a formidable fire control and weapons system, and a high shield capacity. The price for this state-of-art craft is not cheap, but discerning traders will find that the investment will pay for itself in the long run. } T Auto-generated menu SHIP12 { The Constellation is the direct offspring of the Correlian Battleship. While not quite as powerful as its distinguished parent, the Constellation makes its own mark with greater speed and range. Traders have dubbed it the "baby battleship", but this "infant" is one of the most powerful and maneuverable ships available in the universe today. } T Auto-generated menu SHIP13 { The T'Khasi Orion is the perfect ship for traders who want the speed and cargo capacity of the Merchant Freighter but need a bit more firepower. Offering substantially higher combat odds and fighter capacity, the T'Khasi Orion is an excellent intermediate ship. } T Auto-generated menu SHIP14 { Young corporations in need of planetary defense should consider the Sentinel. With its new planetary combat guidance system, this ship's normal combat odds of 1:1 shoot up to 4:1 when defending a corporate planet. When an enemy ship enters a sector containing a Sentinel set in defense of a corporate planet, the hostile vessel must first destroy the Sentinel and all of its fighters before it may land and attempt any action toward the planet. Remember: The Sentinel was designed primarily for Planetary defense, if used for offensive purposes its combat odds are 1:1. } T Auto-generated menu SHIP15 { "Big, slow and ugly...", seem to be the words most often overheard when someone is describing the Taurean Mule. Designed in direct competition with the CargoTran, the Mule is somewhat faster and possesses a higher cargo capacity, but it is even more vulnerable to piracy and attack than it's competitor. However, this is still a good ship for traders who have staked out "safe" trade lanes and do not have to worry about enemy attacks. } T Auto-generated menu SHIP16 { A recently designed vessel, the Interdictor Cruiser is fast becoming the great Equalizer of the Universe. It is as powerful as it is large and packs a tremendous punch in modern combat. Unfortunately it cannot use a TransWarp drive due to its size and its speed is not a great asset. The major attraction of this vessel is the Interdictor Generator that creates such a large gravity well that no other ship in its sector can warp out! When an Interdictor Cruiser arrives on the scene you had better give up all thoughts of running away. In addition this ship is not an atmospheric craft and cannot land on any planets. } T Auto-generated menu SHIPYARD { ΙΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ» Ί The Federation Shipyards: Ί Ί Ί Ί <B> Buy a New Ship Ί Ί <S> Sell extra Ships Ί Ί <E> Examine Ship Specs Ί Ί <P> Buy Class 0 Items Ί Ί <R> Change Ship Registration Ί Ί Ί Ί <!> Shipyards Help Ί Ί <Q> Leave the Shipyards Ί ΘΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΌ } T Auto-generated menu GALABANK { ΙΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ» Ί The Galactic Bank: Ί Ί Ί Ί <D> Make a Deposit Ί Ί <E> Examine Balance Ί Ί <T> Transfer Funds Ί Ί <W> Withdraw Funds Ί Ί Ί Ί <Q> Leave the Bank Ί ΘΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΌ } T Auto-generated menu LIBRARY { You have wandered into the entrance of what appears to be a Library of some kind! There is a Vid-Panel in front of you with some selections that you've never seen before. } T Auto-generated menu SINGBAR { You feel rather nervous as you enter this rather seedy establishment. But after a few drinks you begin to carouse with members of the opposite sex and you forget about your surroundings. You emerge from the place a few hours later with a nasty headache and you notice that your account on your VidCreditCard is much lower than when you entered. } T Auto-generated menu STARLAND { You bring your ship into approach for the Federation StarDock. This has to be the single, largest man-made object you've ever seen. It continues on for miles and contains the factories for all of the major brands of Space-going craft. Since the materials wars of 1998 on Earth, all ship builders relocated here. You've heard many strange stories about the people and places here, but you haven't found many of either, yet. You lose sight of the boundless reaches of space as your craft descends amongst the giant buildings onto a landing pad. "All systems secured, welcome to StarGate Alpha I", comes over your ship's intercom. } T Auto-generated menu TRICRON {  This is a game of skill and luck. You pay an entry fee to play the game. This fee goes into the Top Player Jackpot which will be detailed later in these instructions. The game will last for 10 rounds. In each round you will be dealt three Crons. Each Cron is a number from 0 to 9. You will be using these crons to form a three-digit number. To win, your three digit number must be greater than the dealers. Before he shows you the cron, the dealer will ask you which position your next cron will occupy - 1 (hundreds), 2 (tens) or 3 (ones). Psi-Filters are used to insure that Telepaths and Empaths do not get an unfair advantage over the races that lack such skills. The winning number will be added to the winner's cumulative total. The totals are compared at the end of the ten rounds and the greater of the totals will be declared the winner. If the house is the winner, the game is over and you will have to pay again if you wish to play again. If you are declared the winner, your payback is 2 to 1. If you are the Top Player you win all accumulated money in the Top Player Jackpot. } T Auto-generated menu POLICE { ΙΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ» Ί <A> Apply for a Federal Commission Ί Ί <C> Claim a Federation Reward Ί Ί <E> Examine the Ten Most Wanted List Ί Ί <P> Post a Reward on someone Ί Ί Ί Ί <!> FedPolice Help Ί Ί <Q> Leave the Police Station Ί ΘΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΌ } T Auto-generated menu STARMENU { ΙΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ» Ί Obvious places to go are: Ί Ί Ί Ί <C> The CinePlex Videon Theatres Ί Ί <G> The 2nd National Galactic Bank Ί Ί <H> The Stellar Hardware Emporium Ί Ί <P> The Federal Space Police HQ Ί Ί <S> The Federation Shipyards Ί Ί <T> The Lost Trader's Tavern Ί Ί Ί Ί <!> Stardock Help Ί Ί <Q> Return to your ship and leave Ί ΘΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΌ } T Auto-generated menu STUPID { CAPTAIN! Now you've done it! Radiation levels are exceeding the capacity of our shields. The mains have all shut down and we can't get the trans warp drive to activate... This is it Captain, we're all going to die! } T Auto-generated menu TAVERN { ΙΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ» Ί Obvious things to do are: Ί Ί Ί Ί <A> Make an Announcement Ί Ί <B> Buy something from the bar Ί Ί <C> Eavesdrop on conversations Ί Ί <E> Order some food Ί Ί <G> Try your hand at Tri-Cron Ί Ί <T> Talk to the grimy Trader in back Ί Ί <U> Use the facilities Ί Ί Ί Ί <!> Tavern Help Ί Ί <Q> Leave the Tavern Ί ΘΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΌ } T Auto-generated menu CITIUP2 { This Citadel does not have a Combat Control System. To construct one, you must first have the raw materials on the planet to build it. Once a Combat Control System is built, you will then have the ability to set the fighters on the planet surface in either defensive or offensive deployment. Traders wishing to attack you or take the products of the planet will have to fight through your fighters first. Construction of a Combat Control Computer on this type of planet requires the following: } T Auto-generated menu CITIUP3 { This Citadel does not have a Quasar Cannon. If you wish to construct one, you must first have the raw materials on the planet to build it. A properly deployed Quasar Cannon is the most powerful weapon known today. With an adequate fuel supply, a Q-Cannon can outlast even the most powerful fleet and survive with its base planet intact. A Quasar Cannon can only reach ships in the sector its base planet is in, but it reaches them with an effective firepower that only some large BattleShips can match. Construction of a Quasar Cannon on this type of planet requires the following: } T Auto-generated menu CITIUP4 { This Citadel does not have a Planetary TransWarp Drive. To construct one, you must first have the raw materials on the planet to build it. With a fully operational Planetary TransWarp drive in place, you can move your planets to any sector you defend! Your white dwarf star that provides light and heat for your planet is moved as well in the massive TransWarp field that this awesome engine creates. The amount of fuel required to generate this field is tremendous though, and you will only be able to move your planet once every 9-10 days. Planetary TransWarp construction on this type of planet requires the following: } T Auto-generated menu CITIUP5 { This Citadel does not have a Planetary Shielding System. To construct one, you must first have the raw materials on the planet to build it. With a fully operational Planetary Shielding System in place, you can rest assured that no one will easily take over your planet! Planetary Shields will prevent not only enemy ships from landing, but they will also negate the effects of the Photon Missile. Shielding Control is maintained through a series of geosynchronous satellites that you transfer shield generators to. You can build this level up to a considerable defensive power. Planetary Shielding System construction on this type of planet requires the following: } T Auto-generated menu CITIUP6 { This Citadel does not have a Planetary Interdictor Generator. To construct one you must first have the raw materials on the planet to build it. An operational Interdictor Generator is a much feared defense against intruders. The gravity well produced by such a generator prevents an opponent from generating a warp field and subsequently traps them in your sector. (where you can deal with them at your leisure). Be aware that the generation of such a field drains a tremendous amount of Fuel from your planet's resources. Interdictor Generator System construction on this type of planet requires the following: } T Auto-generated menu MILIT { 0 would be totally defensive, 50 would use half of the fighters on the planet in an attack against an intruder landing on this planet and the remaining half would drop back to defend the Citadel, 100 would use all of the fighters in an assault on the intruder. Remember that your defensive fighters on a planet have much better odds than defensive fighters deployed in space. If a Trader tries to blast your planet with Photon Missiles (after blowing up the fighters you had in the sector) then the Combat Control Computer will send this percent of your fighters into the sector to attack. } T Auto-generated menu QUASAR { Quasar Cannon reaction level, in the Atmosphere: 0 would be totally defensive, 50 would use half of the Fuel Ore reserve on the planet (for each firing), and 100 would use all of the Fuel Ore remaining against an enemy. Remember that the Quasar Cannon is MUCH more effective against an enemy that has entered the atmosphere of the planet. } T Auto-generated menu QUASAR2 { Quasar Cannon reaction level, in the Sector: 0 would be totally defensive, 50 would use half of the Fuel Ore reserve on the planet (for each firing), and 100 would use all of the Fuel Ore remaining against an enemy. Remember that the Quasar Cannon is MUCH more effective against an enemy that has entered the atmosphere of the planet. So shooting at an enemy in the sector will not do as much damage at that range. } T Auto-generated menu TWRETHLP { ΙΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ» Ί <A> Attack Deployed Fighters Ί Ί <D> Re-Display this Sector Ί Ί <I> Information on your ship Ί Ί <P> Pay Toll (if applicable) Ί Ί <R> RETREAT!!!!!!!!!!!!!!!! Ί Ί <S> Surrender your ship Ί ΘΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΌ } T Auto-generated menu PLAUNCH {  The Photon Missile Detonation rocks your ship as the waves beat upon your shields. Your sensors fail momentarily, but then return. The Photon Wave is in effect, make ready to invade! } T Auto-generated menu ROBPORT { After docking with the port, you glance furtively about trying to estimate this chance to make some "quick" profit. The port staff are off helping a few other Traders right now. Will you go for it? } T Auto-generated menu ROBHELP { ΙΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ» Ί <R> Rob Money from this Port Ί Ί (Chancy but Profitable) Ί Ί <S> Steal Product from dock Ί Ί (Easiest for Novices)  Ί Ί <Q> Quit, nevermind Ί ΘΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΌ } T Auto-generated menu TWPAHLP { ΙΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ» Ί <A> Attack Planet's Fighters Ί Ί <I> Information on your ship Ί Ί <R> RETREAT!!!!!!!!!!!!!!!! Ί ΘΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΌ } T Auto-generated menu PLANETM { Class M - Thick Oxygen/Nitrogen atmosphere. Specific gravity within  0.7 to 1.3 Earth normal. Random, but mostly manageable weather  patterns, with temperatures ranging from 0 to 40 degrees  Celsius. Fertile soil, excellent for Organic production.  Mineral deposits, very good for Equipment production. Chemical  elements good for Fuel Ore. Class M planets are excellent for  human colonization and promote an excellent population growth  curve as well as a very good population harmony quotient. They  have an above average "habitability band". Drawbacks include  overpopulation problems, political unrest and human-induced  destruction of the BioSphere. } T Auto-generated menu PLANETK { Class K - planets have a thin Oxygen/Nitrogen atmosphere. Specific  gravity within 0.5 to 1.5 Earth normal. Weather patterns are  mostly dry and hot with temperatures ranging fron 40 to 140  degrees Celsius. Little area of fertile soil, very bad for  Organics. Very little precious metal making it bad for Equipment  production. Common Chemical traces making it great for Fuel Ore.  Class K worlds are average for humanoid colonization but an  arrid and hot climate requires specialized colonists. Narrow  habitability band but a generally stable political environment  as the population must depend on each other to survive. Higher  fatality rate than Class M worlds. } T Auto-generated menu PLANETO { Class O - planets have a dense Oxygen/Nitrogen atmosphere. Specific  gravity within 1.1 to 1.8 Earth normal. Random and occasional  violent weather current patterns, with temps ranging from 20 to  50 degrees Celsius. No land mass to speak of, making mining for  Ore more difficult. Organics production quite good, (one of the  best) but a poor environment for building Equipment. Class O  planets are more challenging to habitate, but are almost as safe  as class M. Good population growth curve and decent population  harmony. Their entire surface is habitable with proper gear with  the only drawbacks being the costs to settle and build citadels. } T Auto-generated menu PLANETL { Class L - planets have a thin Oxygen/Nitrogen atmosphere. Specific  gravity within 1.0 to 2.2 Earth normal. Weather patterns are wet  with temperatures ranging anywhere from -30 to 50 Celsius  depending on the width of the habitability band. Excellent  Mineral and Ore depostits but harsh conditions only permit avg  to below avg Equipment production. Soil is excellent, providing  higher than normal organics production. Colonist specialization  is necessary to maintain population. Good - very good population  harmony quotient. Above average "habitability band" but only  medium population growth. Drawbacks include hazards to equipment  and occasional severe weather conditions. } T Auto-generated menu PLANETC { Class C - planets have extremely thin Oxygen-Nitrogen atmospheres.  Specific gravity from 0.5 to 1.7 Earth normal. Meteorologically  unstable causing violent conditions. Temps range from -10 to  -190 degrees Celsius. Full life support necessary for colonies  and death rates are high. No workable soil base so hydroponic  Organics are limited. Modest mineral and chemicals exist so  production of Ore and Equipment will be below average to none.  Class C planets NOT recommended for colonization, their violent  condition makes it extremely hazardous. Some Class C planets  have been adopted by the Federation and used as prison colonies  with very effective results. } T Auto-generated menu PLANETH { Class H - planets have extremely thin Oxygen / Nitrogen atmospheres.  Specific gravities are within 0.8 to 2.6 Earth normal. Climate  patterns are violent with temperatures from 45 to 400 degrees  Celcius. Full life support required for colonization. Zero  workable soil and harsh conditions make Organics production  impossible. Good trace elements for equip but conditions make  production a gamble at best. Excellent Ore production  possibilities as material is often ejected by volcanic activity  and found on the surface. Very dangerous for colony growth as  unstable planetary crusts often lead to the complete loss of a  colony. The Federation has been known to use Class H planets for  defense of key sectors due to their large Ore base. } T Auto-generated menu PLANETU { Class U - planets have very heavy ranging to very thin atmospheres  consisting of various elements, mostly comprised of helium or of  hydrogen. Specific gravities can range from 0.2 to 8.0 of Earth  normal. Climate patterns usually extremely violent with temps  ranging from -200 to 400 Celsius. Full life support required at  all times. No production can sustain itself on a Class U planet.  Some miners have hinted at very valuable products that they have  extracted from Class U worlds but the Federation does not have  them in its "Official Guide to Mining". Class U planets are not  recommended for colonizations as the environment is harsher than  being in space itsself. } T Auto-generated menu DESTRUCT { You issue the command to your Ship computer to start the Corbomite self-destruct system. All of your crew jettison in escape pods, but you, the captain, remain behind with your vessel. You stand proud on the wretched remains of the bridge of your ship as the count down finishes: In a nearby sector, a Federation Patrol Ship notices a brilliant star suddenly flare and then die out in the distance...... } T Auto-generated menu UPPORT { ΙΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ» Ί Upgrade Starport Production Ί ΜΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΉ Ί 1 Fuel Ore, costs $250/unit  Ί Ί 2 Organics, costs $500/unit  Ί Ί 3 Equipment, costs $900/unit  Ί ΜΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΉ Ί Choose 1, 2, 3 or Q to quit  Ί ΘΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΌ } T Auto-generated menu PLATHELP { You may either set the Atomic Detonators and hope that the Colonists do not "accidently" set them off trying to disarm them (while you're on the planet) or you can first attack and exterminate the Colonist population to assure a safer use of the detonators. } T Auto-generated menu DESPLAN { ΙΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ» Ί <D> Use Atomic Detonators Ί Ί <A> Attack Colonists Ί Ί <Z> Help! (What do I do?) Ί Ί <Q> Never Mind  Ί ΘΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΌ } T Auto-generated menu UNDERGND { ΙΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ» Ί <C> Collect on Contract Ί Ί <H> View Hit Contracts Ί Ί <N> Get your Name Changed Ί Ί <P> Place a Contract Ί Ί <Q> Leave this place  Ί ΘΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΌ } T Auto-generated menu COMMISS { The Sergeant smiles warmly at you and ushers you into a side room that you've never been in before. Shortly a tall person with a commanding presence enters the room. "Congratulations!. We've had our eyes on you for some time now.  Welcome to the ranks of the Federation!" He then turns over to you the ship manuals for a Imperial Starship and briefs you on command of one. He also outlines what the Federation expects from you in return. "From time to time we may call on you to help eradicate some problem  Trader or help in the fight against the Ferrengi. We also expect you  to maintain and even improve the already high standard that you have  shown in the past! Do not drop below your new alignment or we will  have to ah, um, *repossess* anything you might have gained from our  help" You leave this office with a new resolve to go forth and vanquish Evil! For joining the Federation your alignment becomes 1000! } T Auto-generated menu TRANSCTL { ΙΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ» Ί Transporter Main Control: Ί Ί Ί Ί <S> Beam to another Ship Ί Ί <P> Beam to another Planet Ί Ί Ί Ί <!> Transporter Help Ί Ί <Q> Leave the Transporter Ί ΘΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΌ } T Auto-generated menu // TWPro messages below. PROUSE { Sorry, %s is currently using the TW Pro facility. Please try again in a few minutes. } T TW Pro in-use rebuff PROMNU { ...TW Pro options: L => %s game Current status: %s D => Game definitions E => Game data V => Player-triggered events C => Game configuration T => Moderator tools ! => Download TW Pro manual X => Exit to Trade Wars 2002 } T TW Pro main menu PROPMT { TW Pro command? (L,D,E,V,C,T,!,X): } T TW Pro prompt PROBOG { Invalid command. Press Return to see the menu. } T TW Pro bogus command rebuff DEFMNU { ...Game definitions: C => Citadel requirements H => Ship definitions P => Planet definitions S => Stardock costs X => Exit to Trade Wars 2002 } T TW Pro game defs menu DEFPMT { Game definition command? (C,H,P,S,X): } T TW Pro game defs pmt SHWHEAD { Ch ID Sector Planet Game name User-ID -- --- ------ ------ ------------------------------ -------------------- } T TW Pro show list - header SHWLINE {%02X %-3d %-6d %-6d %-30s %-20s } T TW Pro show list - one line SHWNOHIT {(No users in Trade Wars 2002) } T TW Pro show list - no users EPDEFPMT { Edit which planet definition? (%d-%d, X=Exit): } T TW Pro edit a planet def pmt PDEFMNU { ...Planet definitions menu: E => Edit planet definitions D => Reset planet definitions from default S => Save planet definitions to disk X => Exit } T TW Pro edit planet defs menu PDEFPMT { Planet definition command? (E,D,S,X): } T TW Pro edit planet defs pmt SELSTBEG { ### %s --- ------------------------------------------------ } T TW Pro se list begin SELSTONE {%-3d %s = %s } T TW Pro se list one SELNOKEY {%-3d %s } T TW Pro se list one (no key field) GETEDINT { Edit which %s? (%d-%d): } T TW Pro get editor int BOGINT { Sorry, that is not a valid selection. Enter "X" if you want to abort. } T TW Pro get int bogus value rebuff ITMHDR { ...Editing %s #%d: } T TW Pro editing item header ITMHDR1 { ...Editing %s: } T TW Pro editing item header (one item) ITMONE { %2d %s %s } T TW Pro editing item one member RITMONE { %2d %s %s } T TW Pro editing item one member (read-only) ITMNAM {%s } T TW Pro editing an item name template EDTPMT { Edit which field? (1-%d, X=Exit): } T TW Pro edit which field prompt EDTGPMT { Edit which field? (1-%d, N=Next group, P=Prev group, X=Exit): } T TW Pro edit which field prompt (x groups) READONLY { Sorry, that field is read-only and cannot be edited. } T TW Pro field is read-only rebuff EDTRANGE { New value for %s? (%ld-%ld, X=Abort): } T TW Pro edit a ranged thing EDTCHAR { New value for %s? (One char, X=Abort): } T TW Pro edit a single character EDTSTR { New value for %s? (max %d chars, X=Abort): } T TW Pro edit a string EDTBOOL { New value for %s? (T=True, F=False, X=Abort): } T TW Pro edit a boolean BADRANGE { Sorry, that value is out of range. Acceptable values are from %ld to %ld. } T TW Pro edit ranged out of range rebuff EDTGOOD { New value for %s: %s } T TW Pro edit successful BADSAVE { ** Unable to write to file: %s! } T TW Pro unable to save data SAVEOK { Saved %s to: %s } T TW Pro saved ok BADLOAD { ** Unable to read from file: %s! } T TW Pro unable to load defaults LOADOK { Loaded defaults for %s. } T TW Pro loaded defaults ok ECDEFPMT { Edit which citadel definition? (%d-%d, X=Exit): } T TW Pro edit a citadel def pmt CDEFMNU { ...Citadel definitions menu: E => Edit citadel definitions D => Reset citadel definitions from default S => Save citadel definitions to disk X => Exit } T TW Pro edit citadel defs menu CDEFPMT { Citadel definition command? (E,D,S,X): } T TW Pro edit citadel defs pmt NOPG { There is no previous group to this list. } T TW Pro no previous group available NONG { There is no next group to this list. } T TW Pro no next group available GAMESTAT { New game status: %s } T TW Pro new game lock status LOCKHUP { Do you want the game to unlock if you hang up? (Y/n): } T TW Pro lock game hangup query GLOCKED { Sorry, the game is temporarily unavailable while it is being configured. Please try back again in a few minutes! } T TW Pro game is locked (user) rebuff BOTHERD {*** Trade Wars game is now locked. } T TW Pro bother editor notice NEEDLOK { Sorry, this setting cannot be changed without locking the game first. To lock the game, select "L" from the main TW Pro menu. } T TW Pro need to lock game first rebuff ESDEFPMT { Edit which ship definition? (%d-%d, X=Exit): } T TW Pro edit a ship def pmt SDEFMNU { ...Ship definitions menu: E => Edit ship definitions D => Reset ship definitions from default S => Save ship definitions to disk X => Exit } T TW Pro edit ship defs menu SDEFPMT { Ship definition command? (E,D,S,X): } T TW Pro edit ship defs pmt EVTMNU { ...Events menu: A => Add an event L => List events R => Remove an event X => Exit } T TW Pro events menu EVTPMT { Events command? (A,L,R,X): } T TW Pro events pmt EVTLHDR { ## Param Type Notify -- ----- -------------------- ------------------------------ } T TW Pro event list header EVTONE {%-2d %-5d %-20s %s } T TW Pro event one item EVTMT {(Event list is empty) } T TW Pro event list empty EVTFUL { Sorry, the event table is full. } T TW Pro add event table full rebuff GETEVTT { What type of event is this? (1-%d, X=Abort): } T TW Pro add evt - get type GETEVTH { The following event types are available. Each event takes a single parameter, which has a different meaning for each type. 1: Sector entry. Triggered when player survives entry into a sector (after fighters, mines, & quasars). Param = sector number. 2: Planet land. Triggered when player lands successfully on a planet. Param = planet number. 3: Planet destruction. Param = planet number. 4: Port destruction. Param = port number. 5: Ship destruction. Param = ship number. 6: Player death. Triggered when player is KILLED, not just blown up. Param = player number. } T TW pro add evt - help GETEVTP { What is the parameter for this event? (X=Abort): } T TW Pro add evt - get param GETEVTN { Who should be notified when this event goes off? (X=Abort): } T TW Pro add evt - get userid EVTADDOK { New event created. } T TW Pro add evt successful EVTREM { Remove which event? (X=Abort): } T TW Pro remove an event prompt EVTREMD { Event %d removed. } T TW Pro event removed EVTGO { A TW Pro event was triggered by %s on %s at %s. Event type: %s Parameter: %s } T TW Pro event triggered template SDOCMNU { ...Stardock costs menu: E => Edit stardock costs D => Reset stardock costs from default S => Save stardock costs to disk X => Exit } T TW Pro edit stardock costs menu SAVCFG { Do you wish to save your configuration changes? (y/n): } T TW Pro confirm cfg changes SDOCPMT { Stardock costs command? (E,D,S,X): } T TW Pro edit stardock costs pmt TOOLMNU { ...Moderator tools: P => Peek into a sector S => Find references to a sector V => Show players currently in game N => Lookup player by gameid (number) T => Lookup player by trader name U => Lookup player by userid X => Exit } T TW Pro moderator tools menu TOOLPMT { Moderator tools command? (P,S,V,N,T,U,X): } T TW Pro moderator tools pmt GETSECT { Which sector? (1-%d, X=Exit): } T TW Pro get a sector number SREFHD { Sector refs: %d ----------------- } T TW Pro sector refs header W2WAY {%5d <-> %-5d } T TW Pro two way warp display W1WAY {%5d --> %-5d } T TW Pro one way warp display (in) W1WAYO {%5d <-- %-5d } T TW Pro one way warp display (out) NOWARPS {(No warps to that sector!) } T TW Pro no warps rebuff GETBYID { Which GameID to look up? (1-%d): } T TW Pro get by GameID pmt GETBYUID { Which userid to look up? (X=Exit): } T TW Pro get by uid pmt GETBYTRD { Which trader name to look up? (X=Exit): } T TW Pro get by trader name pmt UNACQ { There is no player with that name. } T TW Pro unable to acquire rebuff NOSUCHPT { There was no match by that name. } T TW Pro no such player in the game THISGUY { ...Player info: UserID ............ %s Game name ......... %s GameID  ........... #%d } T TW Pro found player info DATAMNU { ...Game data options: L => Planets O => Ports P => Players S => Ships T => Sectors X => Exit } T TW Pro game data menu DATAPMT { Game data command? (L,O,P,S,T,X): } T TW Pro game data pmt EDTSECT { Edit which sector? (%d-%d): } T TW Pro edit which sector EDTSHIP { Edit which ship? (%d-%d): } T TW Pro edit which ship EDTPLY { Edit which player? (%d-%d): } T TW Pro edit which player EDTPORT { Edit which port? (%d-%d): } T TW Pro edit which port EDTPLNT { Edit which planet? (%d-%d): } T TW Pro edit which planet PENAME { The planet name is displayed in many places, but has no actual effect on the game player. If you wish to use a scheme similar to the default naming one, follow this template: ^[[0;35mClass ^[[1;44;37mQ^[[0;35m, ^[[1;3x;4xmYour class name Fill in the letter Q, x's and Your class name with custom stuff. } T Planet edit help - name PECLASS { The planet class is used as short-hand when displaying the planet type in sector displays and other lists. } T Planet edit help - class PECBUILD { The Ore/Org/EquColonProd fields are the numbers of colonists it takes to produce a unit of a specified resource in a day. The lower this number, the more productive the planet is in that resource. For instance, if EquColonProd is 2, then 200 colonists will make 100 units of Equipment per day. To make production impossible, set this value to 60000, which is a special value preventing production. } T Planet edit help - colonist production PEINVMAX { The Ore/Org/EquInvenMax fields control the maximum amount of a given resource that can exist on the planet. Once this level is reached, no more is produced by the colonists. Players will not be able to leave any more of the resource on the planet when it is full, also. } T Planet edit help - resource maxes PECOLMAX { The Ore/Org/EquColonPop fields are the maximum number of colonists that can be placed on the planet producing each resource. Once this limit is reached, no more colonists can be left by players and the colonists will not reproduce above this limit. } T Planet edit help - colonist maxes PEFIGPRO { FighterProd is the divisor used when calculating how many fighters the planet is producing. Fighters are produced as a side-effect of normal production. The total number of fighters produced in one day is equal to the sum of all resources produced divided by this value. For example, if this value is 1, then a fighter will be produced for each unit of ore, organics, or equipment produced. Higher numbers cause slower production of fighters. To prevent the production of fighters, set this value to 60000. } T Planet edit help - fighter divisor PEHAZLVL { The HazardLevel and Habitability govern how often colonists die on this planet type. Each time the planet produces, there is a percentage chance equal to the Habitability field that some colonists will die. When this happens, each group of colonists is reduced to a percentage equal to HazardLevel. Lower values of HazardLevel will cause more death on this occurence. } T Planet edit help - habitability/hazlvl CDRES { The LvlXOre/Org/Equ fields specify the number of each resource on the planet surface required to upgrade to the citadel level. When the planet upgrade is started, the resources are consumed immediately. } T Citadel defs help - resource values CDDAYS { The LvlXDays fields specify how long a citadel upgrade will take. Once the citadel upgrade is started, this number of days must pass before the upgrade is complete. To prevent construction of a citadel, increase this number to an extremely high amount, such as 32000. } T Citadel defs help - days to upgrade CDCOL { The LvlXColonist fields specify the number of colonists that must be present in order to upgrade the citadel. This is the sum of all colonists on each resource. After the upgrade is started, the colonists can be removed from the planet. } T Citadel defs help - colonist values SDCLASS { The ShipClass is used when display the ship type in various places, but has no actual bearing on game play. Most ship classes include an ANSI sequence to make the class appear different from other classes. You can insert an ANSI sequence by using normal control codes. For example, to make a ShipClass appear red on blue: ^[[1;31;44mRedOnBlue Ship For more information on ANSI sequences, check your Worldgroup or Major BBS sysop manual. } T Ship def help - ship class SDVALUES { The BHoldVal, DriveValue, CompValue, and HullValue are all combined when evaluating the value of the ship. Together, they comprise the purchase price of the ship. These values are separated solely to add color to the ship statistics and have no individual value. } T Ship def help - values SDHOLDMX { HoldMax is the maximum number of holds the ship can be upgraded to carry. Holds are a primary mechanism for controlling the balance of ships, so take care when granting large number of holds, especially to fast ships (those that have a lot TurnsPerWarp). } T Ship def help - hold max SDHOLDST { HoldStart is the initial number of holds the ship starts with when it is purchased. Raising this value significantly increases the value of the ship, so be sure to reflect the extra value in BHoldVal or one of the other values. } T Ship def help - hold start SDTURNS { TurnsPerWarp controls how many turns are used up by the ship each time it warps (or transwarps) to another sector. Lower values will create faster ships, as this value is also used to calculate the ship delay between moves. Take care when changing this value, as fast ships are extremely powerful, particularly when combined with large numbers of holds or fighters. } T Ship def help - turnsperwarp SDFMAX { FightMax is the maximum number of fighters the ship can carry at a time. This is a primary factory for governing the balance between ships, so take care not to create a ship which can carry too many fighters for its cost/speed/holds. } T Ship def help - fightmax SDSMAX { ShieldMax is the maximum number of shields the ship can carry at a time. This is a factor for governing the balance between ships, so take care not to create a ship which can carry too many shields for its cost/speed/holds. This value is not as important as FightMax when determining the military capability of a ship, however. } T Ship def help - shieldmax SDCODD { The ship's CombatOdds control how effective the ship's fighters and shields are when engaged in combat versus another ship. This value does not affect the ship's resistance to mines, navhaz, or other non-combat damage. The CombatOdds value is a ratio times ten to 1. For example, to create a ship with 1:1 combat odds, the CombatOdds should be set to 10. To create a ship with weaker combat odds, say .7:1, set the CombatOdds to 7. CombatOdds have a very serious effect on the ship's value, so be careful about combining good combat odds with high FightMax or ShieldMax values. } T Ship def help - combat odds SDMMAX { MineMax is the maximum number of mines the ship can carry. A ship can carry this amount in both the standard and limpet category. Hence, a ship with a MineMax of 200 can tote a real total of 400 mines: 200 standard and 200 limpet. } T Ship def help - mine max SDBMAX { BeaconMax is the maximum number of marker beacons the ship can carry. Marker beacons have almost no effect on gameplay directly, so unusual values for this field will not improperly weaken or strengthen ships. } T Ship def help - beacon max SDGMAX { GenesisMax is the maxmimum number of genesis torpedoes the ship can carry. Each genesis torpedo is used to create a new planet. } T Ship def help - genesis max SDLRSC { LRScan is a flag controlling whether the ship can be equipped with a holoscanner. Every ship can be equipped with a density scanner, but only ships with this flag set to True can be equipped with the better scans. } T Ship def help - long range scan SDHDRV { HyperDrive is a flag controlling whether the ship can be equipped with a transwarp drive. A transwarp drive allows a ship to bypass sectors when warping in many situations. This is an extremely powerful feature and care should be exercised when creating ships with transwarp capability to ensure they don't have too many holds or max fighters. } T Ship def help - hyperdrive SDPSCN { PlanetScan is a flag controlling whether the ship can be equipped with a planet scanner. A planet scanner allows a ship to examine the resources and military on a planet before invading. } T Ship def help - planet scanner SDINTR { Interdictor is a flag indicating if the ship is equipped with an interdictor generator. Ships such equipped can prevent other ships from warping out of the same sector, enabling them to "catch" players. These devices only function when the pilot of the interdictor is on the ship and in the game. } T Ship def help - interdictor generator SDPMAX { PhotonMax is the maximum number of photon missiles a ship can carry. Photon missiles are extremely powerful, so very few ships should be capable of carrying them. } T Ship def help - photon max SDMXATT { MaxAttack is the maximum number of fighters the ship can launch in one wave when attacking. Higher numbers will make ships more offensive in combat, and take a lesser loss when invading planets. } T Ship def help - max fighters per attack SDTRANG { TransportRange is the maximum number of sectors the ship can transport its pilot. A ship with a high TransportRange is very powerful, as the pilot can easily escape many situations by transporting out of the ship. } T Ship def help - transport range SDNOLAND { The NoLand flag prevents a ship from landing on a planet. Ships with the NoLand flag set to True will be unable to land on a planet surface. Such ships can still invade planets, but once the invasion is complete, they will return to orbit. } T Ship def help - no land flag SDCOMSC { The CombatScanner flag controls whether a ship can detect another ship's shield level in combat. Ships such equipped can view the shield level expressed as a percentage. This is a powerful feature and should only be enabled on a few ships. } T Ship def help - combat scanner SDBUYABL { The Buyable flag controls whether the ship can be purchased at the Stardock, so the only way a player can obtain one of these is to be edited by you. This also controls whether the ship's statistics can be viewed in the computer ship statistics feature. The ship stats are, however, viewable buy a player who is piloting one of these ships. WARNING! When new aliens are created, they are randomly granted one of the following ship types. If you edit all of these ship types to be non-buyable, then the game will not be able to create any more aliens. Merchant Cruiser, Scout Marauder, Missile Frigate, Battleship, Colonial Transport, CargoTran, Merchant Freighter } T Ship def help - buyable SCPAG1 { GenesisTorp is the cost of genesis torpedoes, each of which can be used to create a new planet. Armid and Limpet are the costs of the standard and Limpet mines, respectively. Limpet mines provide location information when they attach to enemy ships, so they should be priced more than Armids. Beacon is the cost of the standard marker beacon. Twarp is the cost of the transwarp drive. Note that players can only equip certain ship types with these drives, as specified in the HyperDrive flag in the ship def. TWarpUpgrade is the cost of the more expensive t-warp drive that allows a player to tow another ship through transwarp. When buying a new t-warp drive, players can buy the new drive for the cost of Twarp + this value. If upgrading an old drive, a player must pay this value + 10,000 credits. } T Stardock costs - page 1 SCPAG2 { PsyProbe is the cost of the psychic probe, which players can use to gauge their trading effectiveness. PlanetScan is the cost of the planet scanner. Note that players can only equip certain ship types with these scanners, as specifed in the PlanetScan flag in the ship def. AtomicD is the cost of an atomic detonator, which is used to destroy a planet. These devices can only be used from the surface, so player's must successfully invade any planets they wish to destroy. Corbomite is the cost of one unit of corbomite. When a ship is destroyed, each unit of corbomite explodes and does a certain amount of damage to the destroyer. Ships can carry large quantities of corbomite. EtherProbe is the cost of a single ether probe, a device players can launch into space to gain information about the layout of the universe. } T Stardock costs - page 2 SCPAG3 { Photon is the cost of a single photon missile, an extremely powerful weapon that temporarily paralyzes enemy ships, fighters, etc. Only certain ships can be equipped with photon missiles, as specified in the PhotonMax flag in the ship def. Cloak is the cost of a cloaking device, used to hide a player's ship while he is not playing. MineDis is the cost of a mine disruptor, which can be used to disrupt both Armid and Limpet mines. Each mine disruptor is good for a few mines and is usable just once. HoloScan is the cost of the holographic scanner, which allows players to "see" into adjacent sectors. Only certain ships can be equipped with holo scanners, as specified in the LRScan flag in the ship def. DenseScan is the cost of the density scanner, which gives player some information about adjacent sectors, but is generally inferior to the holographic scanner. Every ship can be equipped with these. } T Stardock costs - page 3 CFTURNB { TurnBase is the number of turns each player receives per day. New players are granted this many turns immediately, and existing players will receive 1/24th of this amount every hour. This fraction is re-calculated each time a player enters the game. } T Config - turnbase CFINITS { InitialFigs is the number of fighters new players are granted when they enter the game. Existing players also receive this many fighters when they are killed and start in a new ship. InitialCreds is the number of credits new players are granted when they enter the game. Existing players also receive this amount when they start up again, so be careful this number is not too high or it will become profitable to die. InitialHolds is the number of holds new players receive on their first ship. Existing players that are killed receive 10 holds on their ships when they start new ships. } T Config - initial values CFDELDAY { DaysTilDeletion is how many days a player can go without entering Trade Wars before he is deleted. When this happens, all resources the player owns are destroy or marked as owned by Space Pirates. } T Config - days til deletion CFFERREG { FerrRegenRate is the percentage of fighters in the Ferrengi home sector that "regenerate" each day. If this value is 100, the number of fighters will double. Keep in mind that as the number of fighters around Ferrengal reach high values, this number can cause enormous growth if set too high. } T Config - Ferrengi regen CFCOLREP { ColonistRepoRate is the number of new colonists placed on Terra per day. 1/24th of this number is added each hour onto the planet. } T Config - colonist repo rate CFLOGLIM { DailyLogLimit is the maximum size of the daily log. At cleanup, the game will trim the log file down to this size if necessary. } T Config - daily log limit CFFEDL { CIntprepidLocation, CValiantLocation, and CLexingtonLocation are the locations of the "feds", computer players who patrol the universe in Federation StarShips. } T Config - feds locations CFMAXPLS { MaxPlanetSect is the number of planets that can safely co-exist in a single sector. When this limit is exceeded, there is a percentage chance each cleanup that two of the planets will collide. Players will be warned when deploying genesis torpedoes in violation of this amount. } T Config - max planets/sector CFMAXTM { MaxCorpMembers is the max number of team members per corporation, including the CEO. Once this limit is reached, nobody else can join the corporation. } T Config - max members/team CFUGPW { UGPassword is the secret password needed to enter the "underground" on the Stardock. Players can obtain this password by paying some money to the grimy trader in the tavern. } T Config - underground password CFTRIC { TriCronChampID is the gameid of the last player to win the TriCron jackpot. If nobody has won, this value is 0. TriCronHiscore is the highest score played in the TriCron game. In order to win the jackpot, a player must exceed this score. TriCronJackpot is the ever-growing jackpot of the TriCron game, which gets bigger each time a player loses. When a player wins, he only wins the jackpot if he beats the TriCronHiscore as well. } T Config - tricron stuff CFFERRB { FerrengiHomeBase is the home sector of the Ferrengi race. This value is only used when creating new Ferrengi ships. New Ferrengi ships are created from the pool of fighters in this sector which belong to the Ferrengi. If there are no fighters (or not enough) which belong to the Ferrengi in this sector, no Ferrengi ships are created. If you change this value, you should edit some fighters into the new sector owned by the Ferrengi as well. Although non-essential, you should also do the following: 1) Clear the nebula in the old home sector and set the new one to 2. 2) Move planet #2 (Ferrengal) to the new sector in the planet editor. 3) Clear out the fighters in the old home sector. } T Config - ferrengi home base CFSDOCK { StarDockSector is the home sector of the Federation StarDock, center of the game's commerce and military. To move the StarDock, follow these steps: 1) First, find a new sector with a PortID of 0. 2) Note the current value of StarDockSector. 3) Edit StarDockSector to the new sector. 4) Edit the new sector's PortID to 4 (Stardock port). 5) Edit the new sector's nebula to 1 (FedSpace). 6) Edit the old sector's PortID to 0 (no port). 7) Edit the old sector's nebula to 0 (no nebula). 8) In the port editor, change port 4's location to the new sector. } T Config - stardock CFPORT0 { The PortZeroLocationX values are the locations of the other three ports, aside from the StarDock. The plots between these three ports and the StarDock comprise the "major space lanes", where citadels and various other debris are automatically cleaned up the feds at night. To move one of the class zero ports, follow these steps: 1) First, find a new sector with a PortID of 0. 2) Note current value of the PortZeroLocation you wish to change. 3) Edit the old sector's PortID to 0. 4) Edit the new sector's PortID to 1, 2, or 3, depending on which PortZeroLocation you are editing. 5) In the port editor, change port 1, 2, or 3's location to the new sector. It is highly recommended that you do not move the location of Sol, as many game functions depend on it being in sector 1. } T Config - port zero locations CFMOVEC { FerrengiMoveChance and AlienMoveChance are the odds that a given Ferrengi or alien will move per minute. Lesser values make the computer characters move less often, but cause less slowdown on the system. If this value is 1, then every Ferrengi (or alien) will move every minute. If this value is 2, then every other one will move every minute, and so forth. } T Config - Ferrengi/alien move chances CFALIAS { AllowAlias controls whether to allow players to choose aliases for themselves. If this is False, new players will be forced to use their userids when creating Trade Wars traders. } T Config - allow aliases CFSHOWSD { ShowStardock controls whether the location of the StarDock is shown in the 'V' stats command. If this is False, players will have to find the StarDock for themselves, which can add an interesting element to the game. } T Config - show stardock CFFEDLM { FedspaceShipLimit is the maximum number of ships that can be parked in FedSpace (sectors 1-10, plus the StarDock) over night. If more than this many ships are in a FedSpace sector, ships will be randomly towed away until the limit is reached. } T Config - fedspace ship limit CFDDEL { DeathDelay is the number of days a player must wait after being killed before re-entering the game. If a player's ship is blown up, the player is only killed if he was piloting an Escape Pod. This delay is to prevent abuse by dying repeatedly and hoarding the initial fighters and credits. It is strongly suggested you do not lower this value to zero. } T Config - death delay CFPMDUR { PMissileDuration is the number of seconds a photon missile lasts when detonated. During this time, fighters and mines in the sector being attacked will be inactive, and planetary defenses on planets with citadels less than level 5 (or out of planetary shields) will be shut down as well. Any players in the sector when the missile is detonated will be uncloaked and have their turns set to zero. To prevent use of photon missiles altogether, set this value to zero. } T Config - photon missile duration CFCLOAKF { CloakFailPercent is the percentage chance each night that a given player's cloaking device will fail and reveal the player's ship. This percentage is checked per player, each night at cleanup. } T Config - cloaking device fail pct CFASTDEC { AsteroidDecay is the percentage of NavHaz debris cleaned out of each sector at cleanup. If this value is zero, asteroids will never disperse. } T Config - navhaz cleanup CFNEWPLP { NewPlayerPlanets is a flag controlling whether new players in the game are granted planets on entry. Each player is only granted a planet once, even if he dies and re-enters the game. } T Config - new player planets CFTMAXK { T.MaxKills is a tournament option indicating how many times a player can be killed before he will not be allowed into the game again. If this value is set to zero, then players can die an infinite number of times and never be denied access to the game. } T Config - tournament max kills CFDAYFIL { DaysToFill is the number of days it takes to restock a port completely. The lower this value, the faster ports will regenerate their wares. } T Config - days to fill CFTDYO { T.DaysOpen is the number of days to accept new players into the tournament. After the game reaches this age, no new players will be allowed into the game. } T Config - tournament days open CFGAMEAG { GameAge controls a number of parts of the game, such as Ferrengi and alien counts. In general, the older the game is, the more powerful the computer players will be, and more expensive various services on the StarDock will be. } T Config - game age TENEB { Nebula is the descriptive text of the nebula for this sector. These are numbered sequentially from 0 to 61. 0 through 2 are special values and display the following text: 0: (uncharted space) 1: The Federation 2: The Ferrengi Empire The Nebula value only controls the descriptive text of the sector. It does not directly control Ferrengi behavior or Federation protection. } T Sector edit - nebula TEBEACN { Beacon is the beacon marker text for the sector. Players can modify this text by deploying beacons purchased from the StarDock. } T Sector edit - beacon TEWARP { Each warp links to another sector, possibly in only one direction. When displaying a sector, the game stops displaying warps once a link to 0 is found, so make sure you add new links in order. To remove a link, simply set the warp value to zero. } T Sector edit - warps TEPORTID { The PortID field controls which port players can access in this sector. This is a single number, with some special values: 1 - Sol, Class 0 port which should always be in sector 1 2 - Alpha Centauri, Class 0 port 3 - Rylos, Class 0 port 4 - Federation StarDock When editing this field, be sure to change the port's location in the port editor as well. When editing any of the listed 4 ports above, edit the game configuration first under StarDock and PortZeroLocation. } T Sector edit - port id TEASTER { Asteroids is the percentage of NavHaz debris floating around in the sector. This is also the percentage chance the player will bump into it, causing damage for each point of NavHaz. This value can be more than 100 - values over 100 simply guarantee collision with more damage. } T Sector edit - asteroids TEFIGS { Fighters is the number of fighters deployed in this sector. If there are any fighters, they need an owner ID. FightOwnerID is the gameid of the player who owns the fighters in this sector. This value can be a corporation or special game value, as documented in the manual under GAMEIDS. FighterMode is the disposition of the fighter, as specified by the owner when they were deployed. It has three values: 0 -> Defensive. Do not attack players, but all fighters must be destroyed before players can enter. Players can retreat from these fighters. 1 -> Toll. Same as defensive, but fighters accept a 5 credit toll per fighter of anyone passing through. Players who pay the toll may enter the sector safely. 2 -> Offensive. Fighters will actively attack anyone who enters the sector by guessing how many fighters are needed to destroy the ship. If the trespasser possesses a large number of shields or there are insufficient fighters, he will probably survive. } T Sector edit - fighters TEMINES { Mines(Armid) and Mines(Limpet) control the number of each type of space mine in the sector. MineOwnerID is the gameid of the player who owns the mines. This value can be a corporation or special game value, as documented in the manual under GAMEIDS. } T Sector edit - mines TEFIGT { TollCollected is the sum value of the toll collected by toll fighters. The owner of the fighters may pick up the toll at any time by entering the sector and picking up the fighters. } T Sector edit - toll collected