Galactic Empire Standard Message File Version 3.2c LEVEL0 {} FILE01 {MBMGEMSG.MSG} Galactic Empire LEVEL3 {} Define the KEY the player must have to play GE. PLAYKEY {DEMO} S 15 Key required to play GE This defines the key required to use the special sysop commands. You can set this to something other than SYSOP and then assign that key to specific GAMEOP's or players as needed. SYSKEY {SYSOP} S 15 Key required for sysop powers This is the Registration Number specific to YOUR system. This number will be sent to you upon receipt of your registration document. Galactic Empire will function fine for a limited period without this number. After the trial period your system will continue to function properly, although GE will be temporarily suspended. When you place the valid number in this field the game will continue where it left off. REGNO {00000000} S 8 Registration Number LEVEL4 {} This Option is maintained for backward compatibility and has no effect in Version 6+ of MajorBBS. If you are using a 5.xx version set this to the descriptive name on the main menu you wish associated with GE. GEMNU {Galactic Empire} S 30 Main menu description This Option is maintained for backward compatibility and has no effect in Version 6+ of MajorBBS. If you are using a 5.xx version set this to the Selection Letter associated with GE. GESEL {The main menu selection: G} C Set this option on if you wish to enable the optional menu text page. OPTMENU {Enable the optional menu selection: YES} B This is the text of the menu description. The menu will appear as... OPTCHR ... OPTTXT or C ... Chronicles of Zygor OPTTXT {Whats New!} S 30 Text menu selection This is the menu selection character for the optional menu. OPTCHR {Optional menu character: N} C You can limit the number of players who can simultaneously play the game. You may with to set this value in order to keep your systems performance within an acceptable response. The more players in the game the more CPU resources the game consumes. MAXPLRS {The maximum players in the game at once: 30} N 1 256 This option controls if non-paying players can enter the game. Set to 1 to allow non-paying players to pay, 0 to restrict. NOTE: In release 6.0 this field has no effect. Please control this feature with the PLAYKEY field in the Level 3 Security Options. FREEBIES {If 1 non-payers can play, otherwise set to 0: 0} N 0 1 Set this value to control the number of TOP PLAYERS displayed in the roster. MAXLIST {The number of entries shown in the roster: 10} N 3 50 Set this value to control the maximum number of ships a player can have at the same. MAXSHIPS {The maximum number of ships a player can own: 8} N 1 50 Set this value to control the maximum number of planets a player can own at the same time. MAXPLNTS {Maximum planets a single player can own? 20} N 1 256 This value controls the maximum planets that will be created at one time in a sector. Reducing this number reduces the total planets in the game and the system load to create and manage them. If you are having performance problems when planets are created you should reduce this number to limit the disk I/O each time. There is no problem changing this value AFTER a game has begun. MAXPLSE {Maximum planets in a sector? 5} N 1 9 If a player tries to attack another player in the Neutral Zone they will be fired upon by the Enforcer planet. Set this to the amount of damage inflicted each time this occurs. NOTE- set SE100DAM to 101 to kill violators in 1 shot SE100DAM {The amt of damage when hostile in Neutral: 10} N 0 101 Set this option on if you wish the MajorBBS's profanity filters to be monitored during the game. PROFON {Do you want profanity checking on? YES} B This option turns on some optional logging generally used for debugging purposes. It is recommended that it remain 0 unless instructed to change it by our support staff. 0 = show minimal log messages 1 = show operational information messages 2 = show diagnostic messages 3 = show debugging messages SHOWOPT {Show on log "GE:" messages at which level? 0} N 0 5 This option turns on extended trace logging generally used for debugging purposes. It is recommended that it remain NO unless instructed to change it by our support staff. If enabled output is sent to GEOUT.LOG. Note, this file can grow quite large if this option is left on. LOGFLG {Enable extended trace logging? NO} B This option specifies the filename of the user database. It is provided to you in case you wish to store the datafiles in a seperate directory. GEUSER {MBMGEUSR.DAT} S 40 GE User Filename This option specifies the filename of the Ship database. It is provided to you in case you wish to store the datafiles in a seperate directory. GESHIP {MBMGESHP.DAT} S 40 GE Ship Filename This option specifies if GE uses the GE Mail system or the MajorBBS mail system. USEGEMSG {Use GE mail system? YES} B This option specifies the filename of the Mail database. It is provided to you in case you wish to store the datafiles in a seperate directory. GEMAIL {MBMGEMAL.DAT} S 40 GE Mail Filename This option specifies the filename of the planet database. It is provided to you in case you wish to store the datafiles in a seperate directory. GEPLNT {MBMGEPLT.DAT} S 40 GE Planet Filename This option specifies the filename of the current active ship class table. Do not change this filename in the middle of a contest. If you do change it you must reset the MBMGESHP.DAT and MBMGEUSR.DAT databases. GESHIPCL {MBMGESHP.MCV} S 28 GE Ship Class Message Filename This option controls if a player is allowed to transfer goods to a planet which they do not own. If YES a player can transfer goods to another players planets. This could give players with multiple USERID's an unfair advantage as they could transfer goods from multiple accounts to a single account giving that account an initial boost in the game. Note: If you only permit paying accounts to play the game this is of less concern. TRANSOPT {Allow goods transfers to planets not owned? YES} B This option enables the special SYSOP commands. It is STRONGLY recommended that you only turn this on when specifically needed and leave it off otherwise. SYSCMDS {Allow sysop commands? YES} B If sysop commands are enabled are they restricted to players with SYSOP class only. SYSONLY {Allow sysop only to use sysop commands? YES} B This option controls the Dynamic Planet Update Feature. The system will monitor how long it takes to process through all the planets in the galaxy and dynamically adjust the update frequency to keep the total cycle time as close to the time below as it can. Caution: Setting this value too small will cause the system to consume more CPU time than may be available. It is recommended that this value be set to 6 hours (360 minutes) which will cause four updates a day. PLANTOCK {How long to take to update all planets (minutes)? 360} N 1 32760 This value controls the odds of a sector having planets. The lower the number the more likely a sector will have planets. ** CHANGED in Rel 3.1c ** PLODDS {Frequency Factor for planets: 3} N 1 20 This value controls the odds of a sector having a wormhole. The lower the number the more likely a sector will have a wormhole. WORMODDS {Frequency Factor for wormholes: 6} N 1 100 Depending upon your CPU's performance you can have up to 256 additional Robotic Ships (Automatons) in the game. Caution: This value can DRAMATICALLY effect CPU performance. If you are not confident about your specific system please set to a lower value at first and experiment with increased values as you evaluate your CPU's performance. NUMSHIPS {The number of additional ships (robots) in game? 30} N 0 500 This value limits the number of DROID class ships insuring that there are plenty of CYBS for players. Recommended setting is half of NUMSHIPS. MAXDROID {Max droid class ships in game: 6} N 0 500 This value controls how far from the center (sector 0 0) the galaxy extends. The Galaxy is square and UNIVMAX sectors in each direction (N,S,E,W). NOTE: The size has some pretty dramatic effects on the game. You may with to try various values in each of your campaigns to determine which works best for you. DO NOT CHANGE THIS VALUE WITHOUT RESETTING ALL THE GALACTIC EMPIRE DATABASES AS UNEXPECTED PROBLEMS -WILL- OCCUR!!! UNIVMAX {The radius of the Virtual Galaxy: 300} N 10 32000 *** NEW in release 3.2c.5 *** This option controls whether the galaxy wraps or has a "bumper". If YES then it wraps around top to bottom, and side to side. UNIVWRAP {Does the Galaxy wrap around? NO} B This value controls how large the GEPLANET.DAT data file will grow to. Each time a sector is "teraformed" the GEPLANET.DAT database grows by the following formula; space added = (number planets * 512) + 512 In order to prevent your disk from filling up you can specify the maximum size that the database will grow to in Kbytes. When the maximum is reached no more planets will be created. Note: a 32,767 database will hold 65,535 planets and sectors. That should keep most players busy for awhile. MAXPLREC {Max size of GEPLANET.DAT in Kbytes: 32767} N 10 32767 This option controls the range of the Torpedo Lock-on function. It functions as a divisor to reduce the effective range down from the maximum possible range of 50,000. The specific formula for those who want to know is as follows; IF (1.2-(speed/5000))*((5-distance)/(TORFACT/10)) IS GREATER THAN .7 LOCKON SUCCESSFUL speed = opponents speed distance = opponents distance (in sectors) NOTE: Valid range is between 1 and 50. TORFACT {Torpedo Lock-on divisor: 40} N 1 50 This option sets the maximum damage % a torpedo can do. It is factored in the game later with a random multiplier between .5 and 1.0 giving each torpedo a damage factor between 50% and 100% of the value you specify here. TDAMMAX {Torpedo Damage Maximum: 35} N 1 100 This option controls the speed of a torpedo. It is the distance the torpedo goes each "tic" which is about 5 seconds. TORPSPED {Speed of torpedo: 2441} N 1 10000 This option controls the range of the Missile Lock-on function. It functions as a divisor to reduce the effective range down from the maximum possible range of 50,000. The specific formula for those who want to know is as follows; IF ((5-distance)/(MISFACT/10)) IS GREATER THAN .7 LOCKON SUCCESSFULL speed = opponents speed distance = opponents distance NOTE: Valid range is between 1 and 50. MISFACT {Missile Lock-on divisor: 21} N 1 50 This option sets the maximum damage % a missile can do. It is factored in the game later with a random multiplier between .5 and 1.0 and the power of the missile. The exact formula is... damage = (MDAMMAX/100)*(50000/missile power)* (random(.5)+.5); MDAMMAX {Missile Damage Maximum: 25} N 1 100 This option controls the speed of a missile. It is the distance the missile goes each "tic" which is about 5 seconds. MISLSPED {Speed of missile: 1212} N 1 10000 This value controls the ratio of energy imparted to a missile to the energy extracted from the flux pod. Default value is 10. A missile charge of 50000 consumes 5000 from the flux. Set to 1 to get a 1 to 1 ratio. ** NEW in rel 3.1c.5 ** MISENGFC {Missile Energy usage ratio: 100} N 1 2000 This option controls the maximum damage an Ion Cannon can do each shot. It is factored in the game by a random multiplier of .5 to 1.0 giving a maximum damage of 50% to 100% of IDAMMAX. IDAMMAX {Maximum damage from Ion Cannon: 50} N 1 100 This option specifies the maximum number of mines which can be "ticking" at the same time. CAUTION: This option can dramatically effect CPU usage. Change carefully. NUMMINES {Number of Mines "ticking": 12} N 1 200 This option specifies the maximum number of mines which a single user can lay at the same time. USRMINES {Number of Mines a user can lay: 3} N 1 200 This option controls the maximum damage a Mine can do. It is factored later in the game by the distance from the ship. MNDAMMAX {Maximum damage a Mine can do: 75} N 1 200 This option controls the odds of a decoy snagging a missile or torpedo. If the distance from the incoming object is less than 5000 then there is a one in DECODDS chance the decoy will snag it each tic (every 5 seconds) cycle. DECODDS {Odds of a decoy decoying: 11} N 1 20 This option controls the rate at which spontaneous repairs occur to a damaged ship. The value is specified in percent of damage reduced each cycle. Values above 10 are not recommended as repairs would occur so fast that it might be too difficult to kill a ship. REPAIRRT {Rate of repair in %: 6} N 1 50 This option controls the effective distance of the Hyperphasers. Decrease to extend their range, increase to shorten. HPFIRDST {Hyperphaser distance factor: 5} N 1 20 This option controls the amount of damage a hyperphaser does. Increase to cause more damage per shot, decrease to reduce. Because this is factored down by range and phaser type you can set the value to numbers greater than 100. HPDAMMAX {Hyperphaser maximum damage: 50} N 1 200 This option controls the effective distance of the Hyperphasers. Decrease to extend their range, increase to shorten. PFIRDST {Phaser distance factor: 5} N 1 20 This option controls the amount of damage a phaser does. Increase to cause more damage per shot, decrease to reduce. Because this is factored down by range and phaser type you can set the value to numbers greater than 100. PDAMMAX {Phaser maximum damage: 50} N 1 200 This option controls what class of phasers can fire from Impulse to Warp. The default is 3. To make all classes of phasers have this capability set it to 0. To make none set it to 17. ** NEW in rel 3.1c ** PHATOWRP {Phasers to Warp Minimum Type: 5} N 0 20 This option controls the duration of a jammer. It is factored in the game by the distance from the ship that launches it. JAMTIME {How long do Jammers last: 3} N 1 10 This option specifies how much energy the cloaking system draws during each tick cycle. CLENGUSE {How much does Cloak draw each tick: 7500} N 1 32000 This option controls how many days mail messages are queued before deletion. MAILDAYS {How many days to save mail: 3} N 1 7 This option sets the amount of cash each player starts with when they begin the game. It is specified in thousands. STRTCASH {How much cash does a player start with (in 1000's): 100} N 1 32000 This bonus is awarded for killing the top player in the roster. Half this for number 2, 1/3 this for number 3...etc. This gives players a huge incentive to kill the top dog. ** NEW in Rel 3.1c ** SCRBONUS {Max Bonus for killing top scoring player: 1000} N 1 32700 This factor calculates the percent of the winners award to deduct from the loser. Example: If John kills Pete, and John gets 1000 points Pete will lose 100 points given the default value of 10% ** NEW in Rel 3.1c ** SCRFACT {Factor points to deduct from loser: 35} N 1 100 This option will determine if and how much to charge a player as a fine when they lose a battle to another player. This only happens when "live" players battle. The amount is a percent to charge the loser and award to the winner. The fee is deducted from the players cash. Setting to 0 disables this option. CHGLOSER {Percent to fine a loser: 2} N 0 100 This option specifies the distance Cyb's will allow non-combative classes of ships to approach before they consider the approach an aggressive act. This value is modified in the code using the following formula on a case by case basis. distance = TOOCLOSE + random(TOOCLOSE) The range is therefore TOOCLOSE to 2*TOOCLOSE TOOCLOSE {How close do Cybs allow players to get: 2500} N 1 32000 This option specifies the upper limit of the random gold given to a Cyb each time they are created. Increase this value if you would like to put more value in shooting down cybs. CYBGOLD {Max amount of gold a cyb gets: 1200} N 0 32000 *** NEW in 3.2c.7 *** This option controls when the cybertrons invoke hyperwarp. If the player is more than HYPDST1 sectors away the cybertron will go to hyperwarp to get there faster. CAUTION: This number MUST be larger than HYPDST2. HYPDST1 {Max Cybertron Hyperwarp distance: 25} N 1 32000 *** NEW in 3.2c.7 *** This option controls when the cybertrons drop out of hyperwarp. If the player is less than HYPDST2 sectors away the cybertron will drop to normal speed. CAUTION: This number MUST be smaller than HYPDST1. HYPDST2 {Min Cybertron Hyperwarp distance: 10} N 1 32000 This option controls the bonus amount added to the team score for each member. It adds value to the score for having more players in a team. The value specified below is in 100's. TEAMBONU {Team bonus added for each plyr: 5} N 0 32000 This option specifies the maximum number of members on a given team. Keeping this number lower will prevent everyone flocking to a popular team and winning by sheer numbers alone. It also forces the existing team members to be selective on who they let join the team. TEAMMAX {Maximum members on a team: 10} N 0 32000 This option specifies the number of planets in the neutral zone (sector 0 0). Note: You need not change this unless you want more than 3 planets in the Neutral Zone. If you turn on an additional planet you MUST change this option to reflect the number of planets. The planets are only created the FIRST TIME a player scans the Neutral Zone. S00PLNUM {Number of Planets in Sector 0 0: 6} N 3 9 Is planet # 1 defined? This should be set to YES in the default version. S00P1DEF {Is planet #1 defined? YES} B This is the name of planet # 1 in the Neutral Zone. S00P1NM {Zygor} (S00P1DEF=YES) S 19 Planet #1 Name This field specifies the Owner of this planet. If desired you can specify a specific USERID and that user will be able to administer this planet. S00P1OWN {*EMPIRE*} (S00P1DEF=YES) S 30 Owner of Planet #1 Type of planet indicator. One planet in Sector 0 0 -MUST- be each of the following types; 0 = Nothing Special 1 = Base trading planet (Zygor) 2 = Population Planet (Tahanian Station) 3 = Wormhole S00P1TYP {Planet Type: 1} (S00P1DEF=YES) N 0 3 This value specifies the X coordinate of this planet. S00P1X {X Coordinate of Planet: 5000} (S00P1DEF=YES) N 100 9900 This value specifies the Y coordinate of this planet. S00P1Y {Y Coordinate of Planet: 5000} (S00P1DEF=YES) N 100 9900 This value specifies the Environment for this Planet. 0 = Poor 1 = Marginal 2 = Good 3 = Very Good S00P1ENV {Environment for planet: 3} (S00P1DEF=YES) N 0 3 This value specifies the Resources for this Planet. 0 = Poor 1 = Marginal 2 = Good 3 = Very Good S00P1RES {Resources for planet: 3} (S00P1DEF=YES) N 0 3 This is the name of planet # 2 in the Neutral Zone. Is planet # 2 defined? This should be set to YES in the default version. S00P2DEF {Is planet #2 defined? YES} B S00P2NM {Tahanian Station} (S00P2DEF=YES) S 19 Planet #2 Name This field specifies the Owner of this planet. If desired you can specify a specific USERID and that user will be able to administer this planet. S00P2OWN {*EMPIRE*} (S00P2DEF=YES) S 30 Owner of Planet #2 Type of planet indicator. One planet in Sector 0 0 -MUST- be each of the following types; 0 = Nothing Special 1 = Base trading planet (Zygor) 2 = Population Planet (Tahanian Station) 3 = Wormhole S00P2TYP {Planet Type: 2} (S00P2DEF=YES) N 0 3 This value specifies the X coordinate of this planet. S00P2X {X Coordinate of Planet: 7000} (S00P2DEF=YES) N 100 9900 This value specifies the Y coordinate of this planet. S00P2Y {Y Coordinate of Planet: 7000} (S00P2DEF=YES) N 100 9900 This value specifies the Environment for this Planet. 0 = Poor 1 = Marginal 2 = Good 3 = Very Good S00P2ENV {Environment for planet: 3} (S00P2DEF=YES) N 0 3 This value specifies the Resources for this Planet. 0 = Poor 1 = Marginal 2 = Good 3 = Very Good S00P2RES {Resources for planet: 3} (S00P2DEF=YES) N 0 3 Is planet # 3 defined? This should be set to YES in the default version. S00P3DEF {Is planet #3 defined? YES} B This is the name of planet # 3 in the Neutral Zone. S00P3NM {Enforcer Planet} (S00P3DEF=YES) S 19 Planet #3 Name This field specifies the Owner of this planet. If desired you can specify a specific USERID and that user will be able to administer this planet. S00P3OWN {*EMPIRE*} (S00P3DEF=YES) S 30 Owner of Planet #3 Type of planet indicator. One planet in Sector 0 0 -MUST- be each of the following types; 0 = Nothing Special 1 = Base trading planet (Zygor) 2 = Population Planet (Tahanian Station) 3 = Wormhole S00P3TYP {Planet Type: 0} (S00P3DEF=YES) N 0 3 This value specifies the X coordinate of this planet. S00P3X {X Coordinate of Planet: 2000} (S00P3DEF=YES) N 100 9900 This value specifies the Y coordinate of this planet. S00P3Y {Y Coordinate of Planet: 2000} (S00P3DEF=YES) N 100 9900 This value specifies the Environment for this Planet. 0 = Poor 1 = Marginal 2 = Good 3 = Very Good S00P3ENV {Environment for planet: 1} (S00P3DEF=YES) N 0 3 This value specifies the Resources for this Planet. 0 = Poor 1 = Marginal 2 = Good 3 = Very Good S00P3RES {Resources for planet: 0} (S00P3DEF=YES) N 0 3 Is planet # 4 defined? This should be set to NO in the default version. S00P4DEF {Is planet #4 defined? YES} B This is the name of planet # 4 in the Neutral Zone. S00P4NM {Kayriez Portal} (S00P4DEF=YES) S 19 Planet #4 Name This field specifies the Owner of this planet. If desired you can specify a specific USERID and that user will be able to administer this planet. S00P4OWN {*EMPIRE*} (S00P4DEF=YES) S 30 Owner of Planet #4 Type of planet indicator. One planet in Sector 0 0 -MUST- be each of the following types; 0 = Nothing Special 1 = Base trading planet (Zygor) 2 = Population Planet (Tahanian Station) 3 = Wormhole S00P4TYP {Planet Type: 3} (S00P4DEF=YES) N 0 3 This value specifies the X coordinate of this planet. S00P4X {X Coordinate of Planet: 1100} (S00P4DEF=YES) N 100 9900 This value specifies the Y coordinate of this planet. S00P4Y {Y Coordinate of Planet: 6700} (S00P4DEF=YES) N 100 9900 This value specifies the Environment for this Planet. 0 = Poor 1 = Marginal 2 = Good 3 = Very Good S00P4ENV {Environment for planet: 0} (S00P4DEF=YES) N 0 3 This value specifies the Resources for this Planet. 0 = Poor 1 = Marginal 2 = Good 3 = Very Good S00P4RES {Resources for planet: 0} (S00P4DEF=YES) N 0 3 Is planet # 5 defined? This should be set to YES in the default version. S00P5DEF {Is planet #5 defined? YES} B This is the name of planet # 5 in the Neutral Zone. S00P5NM {Lydorian Portal} (S00P5DEF=YES) S 19 Planet #5 Name This field specifies the Owner of this planet. If desired you can specify a specific USERID and that user will be able to administer this planet. S00P5OWN {*EMPIRE*} (S00P5DEF=YES) S 30 Owner of Planet #5 Type of planet indicator. One planet in Sector 0 0 -MUST- be each of the following types; 0 = Nothing Special 1 = Base trading planet (Zygor) 2 = Population Planet (Tahanian Station) 3 = Wormhole S00P5TYP {Planet Type: 3} (S00P5DEF=YES) N 0 3 This value specifies the X coordinate of this planet. S00P5X {X Coordinate of Planet: 6700} (S00P5DEF=YES) N 100 9900 This value specifies the Y coordinate of this planet. S00P5Y {Y Coordinate of Planet: 1500} (S00P5DEF=YES) N 100 9900 This value specifies the Environment for this Planet. 0 = Poor 1 = Marginal 2 = Good 3 = Very Good S00P5ENV {Environment for planet: 0} (S00P5DEF=YES) N 0 3 This value specifies the Resources for this Planet. 0 = Poor 1 = Marginal 2 = Good 3 = Very Good S00P5RES {Resources for planet: 0} (S00P5DEF=YES) N 0 3 Is planet # 6 defined? This should be set to YES in the default version. S00P6DEF {Is planet #6 defined? YES} B This is the name of planet # 6 in the Neutral Zone. S00P6NM {Tryklon Portal} (S00P6DEF=YES) S 19 Planet #6 Name This field specifies the Owner of this planet. If desired you can specify a specific USERID and that user will be able to administer this planet. S00P6OWN {*EMPIRE*} (S00P6DEF=YES) S 30 Owner of Planet #6 Type of planet indicator. One planet in Sector 0 0 -MUST- be each of the following types; 0 = Nothing Special 1 = Base trading planet (Zygor) 2 = Population Planet (Tahanian Station) 3 = Wormhole S00P6TYP {Planet Type: 3} (S00P6DEF=YES) N 0 3 This value specifies the X coordinate of this planet. S00P6X {X Coordinate of Planet: 5500} (S00P6DEF=YES) N 100 9900 This value specifies the Y coordinate of this planet. S00P6Y {Y Coordinate of Planet: 7800} (S00P6DEF=YES) N 100 9900 This value specifies the Environment for this Planet. 0 = Poor 1 = Marginal 2 = Good 3 = Very Good S00P6ENV {Environment for planet: 0} (S00P6DEF=YES) N 0 3 This value specifies the Resources for this Planet. 0 = Poor 1 = Marginal 2 = Good 3 = Very Good S00P6RES {Resources for planet: 0} (S00P6DEF=YES) N 0 3 Is planet # 7 defined? This should be set to YES in the default version. S00P7DEF {Is planet #7 defined? NO} B This is the name of planet # 7 in the Neutral Zone. S00P7NM {Planet 7} (S00P7DEF=YES) S 19 Planet #7 Name This field specifies the Owner of this planet. If desired you can specify a specific USERID and that user will be able to administer this planet. S00P7OWN {*EMPIRE*} (S00P7DEF=YES) S 30 Owner of Planet #7 Type of planet indicator. One planet in Sector 0 0 -MUST- be each of the following types; 0 = Nothing Special 1 = Base trading planet (Zygor) 2 = Population Planet (Tahanian Station) 3 = Wormhole S00P7TYP {Planet Type: 0} (S00P7DEF=YES) N 0 3 This value specifies the X coordinate of this planet. S00P7X {X Coordinate of Planet: 2050} (S00P7DEF=YES) N 100 9900 This value specifies the Y coordinate of this planet. S00P7Y {Y Coordinate of Planet: 2500} (S00P7DEF=YES) N 100 9900 This value specifies the Environment for this Planet. 0 = Poor 1 = Marginal 2 = Good 3 = Very Good S00P7ENV {Environment for planet: 1} (S00P7DEF=YES) N 0 3 This value specifies the Resources for this Planet. 0 = Poor 1 = Marginal 2 = Good 3 = Very Good S00P7RES {Resources for planet: 0} (S00P7DEF=YES) N 0 3 Is planet # 8 defined? This should be set to YES in the default version. S00P8DEF {Is planet #8 defined? NO} B This is the name of planet # 8 in the Neutral Zone. S00P8NM {Planet 8} (S00P8DEF=YES) S 19 Planet #8 Name This field specifies the Owner of this planet. If desired you can specify a specific USERID and that user will be able to administer this planet. S00P8OWN {*EMPIRE*} (S00P8DEF=YES) S 30 Owner of Planet #8 Type of planet indicator. One planet in Sector 0 0 -MUST- be each of the following types; 0 = Nothing Special 1 = Base trading planet (Zygor) 2 = Population Planet (Tahanian Station) 3 = Wormhole S00P8TYP {Planet Type: 0} (S00P8DEF=YES) N 0 3 This value specifies the X coordinate of this planet. S00P8X {X Coordinate of Planet: 2000} (S00P8DEF=YES) N 100 9900 This value specifies the Y coordinate of this planet. S00P8Y {Y Coordinate of Planet: 2000} (S00P8DEF=YES) N 100 9900 This value specifies the Environment for this Planet. 0 = Poor 1 = Marginal 2 = Good 3 = Very Good S00P8ENV {Environment for planet: 1} (S00P8DEF=YES) N 0 3 This value specifies the Resources for this Planet. 0 = Poor 1 = Marginal 2 = Good 3 = Very Good S00P8RES {Resources for planet: 0} (S00P8DEF=YES) N 0 3 Is planet # 9 defined? This should be set to YES in the default version. S00P9DEF {Is planet #9 defined? NO} B This is the name of planet # 9 in the Neutral Zone. S00P9NM {Planet 9} (S00P9DEF=YES) S 19 Planet #9 Name This field specifies the Owner of this planet. If desired you can specify a specific USERID and that user will be able to administer this planet. S00P9OWN {*EMPIRE*} (S00P9DEF=YES) S 30 Owner of Planet #9 Type of planet indicator. One planet in Sector 0 0 -MUST- be each of the following types; 0 = Nothing Special 1 = Base trading planet (Zygor) 2 = Population Planet (Tahanian Station) 3 = Wormhole S00P9TYP {Planet Type: 0} (S00P9DEF=YES) N 0 3 This value specifies the X coordinate of this planet. S00P9X {X Coordinate of Planet: 2000} (S00P9DEF=YES) N 100 9900 This value specifies the Y coordinate of this planet. S00P9Y {Y Coordinate of Planet: 2000} (S00P9DEF=YES) N 100 9900 This value specifies the Environment for this Planet. 0 = Poor 1 = Marginal 2 = Good 3 = Very Good S00P9ENV {Environment for planet: 1} (S00P9DEF=YES) N 0 3 This value specifies the Resources for this Planet. 0 = Poor 1 = Marginal 2 = Good 3 = Very Good S00P9RES {Resources for planet: 0} (S00P9DEF=YES) N 0 3 The maximum a well run VG VG planet can sustain. ITMPL01 {Maximum Men on a planet: 201228378} N 0 2147483647 The maximum a well run VG VG planet can sustain. ITMPL02 {Maximum Missiles on a planet: 39633} N 0 2147483647 The maximum a well run VG VG planet can sustain. ITMPL03 {Maximum Torpedos on a planet: 59833} N 0 2147483647 The maximum a well run VG VG planet can sustain. ITMPL04 {Maximum Ion Cannons on a planet: 250} N 0 2147483647 The maximum a well run VG VG planet can sustain. ITMPL05 {Maximum Flux Pods on a planet: 923} N 0 2147483647 The maximum a well run VG VG planet can sustain. ITMPL06 {Maximum Food on a planet: 187312837} N 0 2147483647 The maximum a well run VG VG planet can sustain. ITMPL07 {Maximum Fighters on a planet: 579332} N 0 2147483647 The maximum a well run VG VG planet can sustain. ITMPL08 {Maximum Decoys on a planet: 5399} N 0 2147483647 The maximum a well run VG VG planet can sustain. ITMPL09 {Maximum Troops on a planet: 201228378} N 0 2147483647 The maximum a well run VG VG planet can sustain. ITMPL10 {Maximum Zippers on a planet: 5233} N 0 2147483647 The maximum a well run VG VG planet can sustain. ITMPL11 {Maximum Jammers on a planet: 25928} N 0 2147483647 The maximum a well run VG VG planet can sustain. ITMPL12 {Maximum Mines on a planet: 25867} N 0 2147483647 The maximum a well run VG VG planet can sustain. ITMPL13 {Maximum Gold on a planet: 10000} N 0 2147483647 The maximum a well run VG VG planet can sustain. ITMPL14 {Maximum Spys on a planet: 5} N 0 2147483647 The maximum a well run VG VG planet can sustain. ITMPL15 {Reserved for expansion: 0} N 0 2147483647 The maximum a well run VG VG planet can sustain. ITMPL16 {Reserved for expansion: 0} N 0 2147483647 The maximum a well run VG VG planet can sustain. ITMPL17 {Reserved for expansion: 0} N 0 2147483647 The maximum a well run VG VG planet can sustain. ITMPL18 {Reserved for expansion: 0} N 0 2147483647 The maximum a well run VG VG planet can sustain. ITMPL19 {Reserved for expansion: 0} N 0 2147483647 The maximum a well run VG VG planet can sustain. ITMPL20 {Reserved for expansion: 0} N 0 2147483647 The maximum a well run VG VG planet can sustain. ITMPL21 {Reserved for expansion: 0} N 0 2147483647 The maximum a well run VG VG planet can sustain. ITMPL22 {Reserved for expansion: 0} N 0 2147483647 The maximum a well run VG VG planet can sustain. ITMPL23 {Reserved for expansion: 0} N 0 2147483647 The maximum a well run VG VG planet can sustain. ITMPL24 {Reserved for expansion: 0} N 0 2147483647 The maximum a well run VG VG planet can sustain. ITMPL25 {Reserved for expansion: 0} N 0 2147483647 This option controls the weight of each 100 of an item. Adjusting this value adjusts the amount all ships can carry. ITMWT01 {Weight of 100 Men: 100} N 0 2147483647 This option controls the weight of each 100 of an item. Adjusting this value adjusts the amount all ships can carry. ITMWT02 {Weight of 100 Missile: 500} N 0 2147483647 This option controls the weight of each 100 of an item. Adjusting this value adjusts the amount all ships can carry. ITMWT03 {Weight of 100 Torpedos: 300} N 0 2147483647 This option controls the weight of each 100 of an item. Adjusting this value adjusts the amount all ships can carry. ITMWT04 {Weight of 100 Ion Cannons: 25000} N 0 2147483647 This option controls the weight of each 100 of an item. Adjusting this value adjusts the amount all ships can carry. ITMWT05 {Weight of 100 Flux Pods: 2000} N 0 2147483647 This option controls the weight of each 100 of an item. Adjusting this value adjusts the amount all ships can carry. ITMWT06 {Weight of 100 Food: 200} N 0 2147483647 This option controls the weight of each 100 of an item. Adjusting this value adjusts the amount all ships can carry. ITMWT07 {Weight of 100 Fighters: 1500} N 0 2147483647 This option controls the weight of each 100 of an item. Adjusting this value adjusts the amount all ships can carry. ITMWT08 {Weight of 100 Decoys: 300} N 0 2147483647 This option controls the weight of each 100 of an item. Adjusting this value adjusts the amount all ships can carry. ITMWT09 {Weight of 100 Troops: 200} N 0 2147483647 This option controls the weight of each 100 of an item. Adjusting this value adjusts the amount all ships can carry. ITMWT10 {Weight of 100 Zippers: 500} N 0 2147483647 This option controls the weight of each 100 of an item. Adjusting this value adjusts the amount all ships can carry. ITMWT11 {Weight of 100 Jammers: 400} N 0 2147483647 This option controls the weight of each 100 of an item. Adjusting this value adjusts the amount all ships can carry. ITMWT12 {Weight of 100 Mines: 500} N 0 2147483647 This option controls the weight of each 100 of an item. Adjusting this value adjusts the amount all ships can carry. ITMWT13 {Weight of 100 Gold: 50} N 0 2147483647 This option controls the weight of each 100 of an item. Adjusting this value adjusts the amount all ships can carry. ITMWT14 {Weight of 100 Spy: 100} N 0 2147483647 This option controls the weight of each 100 of an item. Adjusting this value adjusts the amount all ships can carry. ITMWT15 {Weight of 100 Reserved: 0} N 0 2147483647 This option controls the weight of each 100 of an item. Adjusting this value adjusts the amount all ships can carry. ITMWT16 {Weight of 100 Reserved: 0} N 0 2147483647 This option controls the weight of each 100 of an item. Adjusting this value adjusts the amount all ships can carry. ITMWT17 {Weight of 100 Reserved: 0} N 0 2147483647 This option controls the weight of each 100 of an item. Adjusting this value adjusts the amount all ships can carry. ITMWT18 {Weight of 100 Reserved: 0} N 0 2147483647 This option controls the weight of each 100 of an item. Adjusting this value adjusts the amount all ships can carry. ITMWT19 {Weight of 100 Reserved: 0} N 0 2147483647 This option controls the weight of each 100 of an item. Adjusting this value adjusts the amount all ships can carry. ITMWT20 {Weight of 100 Reserved: 0} N 0 2147483647 This option controls the weight of each 100 of an item. Adjusting this value adjusts the amount all ships can carry. ITMWT21 {Weight of 100 Reserved: 0} N 0 2147483647 This option controls the weight of each 100 of an item. Adjusting this value adjusts the amount all ships can carry. ITMWT22 {Weight of 100 Reserved: 0} N 0 2147483647 This option controls the weight of each 100 of an item. Adjusting this value adjusts the amount all ships can carry. ITMWT23 {Weight of 100 Reserved: 0} N 0 2147483647 This option controls the weight of each 100 of an item. Adjusting this value adjusts the amount all ships can carry. ITMWT24 {Weight of 100 Reserved: 0} N 0 2147483647 This option controls the weight of each 100 of an item. Adjusting this value adjusts the amount all ships can carry. ITMWT25 {Weight of 100 Reserved: 0} N 0 2147483647 This option controls the point value of each multiple of PLTVDIV of an item. ITMVAL01 {Point Value of man: 10} N 0 201288837 This option controls the point value of each multiple of PLTVDIV of an item. ITMVAL02 {Point Value of missile: 0} N 0 201288837 This option controls the point value of each multiple of PLTVDIV of an item. ITMVAL03 {Point Value of torpedo: 0} N 0 201288837 This option controls the point value of each multiple of PLTVDIV of an item. ITMVAL04 {Point Value of ion cannon: 0} N 0 201288837 This option controls the point value of each multiple of PLTVDIV of an item. ITMVAL05 {Point Value of flux pod: 0} N 0 201288837 This option controls the point value of each multiple of PLTVDIV of an item. ITMVAL06 {Point Value of food: 0} N 0 201288837 This option controls the point value of each multiple of PLTVDIV of an item. ITMVAL07 {Point Value of fighter: 0} N 0 201288837 This option controls the point value of each multiple of PLTVDIV of an item. ITMVAL08 {Point Value of decoy: 0} N 0 201288837 This option controls the point value of each multiple of PLTVDIV of an item. ITMVAL09 {Point Value of troop: 0} N 0 201288837 This option controls the point value of each multiple of PLTVDIV of an item. ITMVAL10 {Point Value of zipper: 0} N 0 201288837 This option controls the point value of each multiple of PLTVDIV of an item. ITMVAL11 {Point Value of jammer: 0} N 0 201288837 This option controls the point value of each multiple of PLTVDIV of an item. ITMVAL12 {Point Value of mine: 0} N 0 201288837 This option controls the point value of each multiple of PLTVDIV of an item. ITMVAL13 {Point Value of gold: 0} N 0 201288837 This option controls the point value of each multiple of PLTVDIV of an item. ITMVAL14 {Point Value of spy: 0} N 0 201288837 This option controls the point value of each multiple of PLTVDIV of an item. ITMVAL15 {Point Value of Reserved: 0} N 0 201288837 This option controls the point value of each multiple of PLTVDIV of an item. ITMVAL16 {Point Value of Reserved: 0} N 0 201288837 This option controls the point value of each multiple of PLTVDIV of an item. ITMVAL17 {Point Value of Reserved: 0} N 0 201288837 This option controls the point value of each multiple of PLTVDIV of an item. ITMVAL18 {Point Value of Reserved: 0} N 0 201288837 This option controls the point value of each multiple of PLTVDIV of an item. ITMVAL19 {Point Value of Reserved: 0} N 0 201288837 This option controls the point value of each multiple of PLTVDIV of an item. ITMVAL20 {Point Value of Reserved: 0} N 0 201288837 This option controls the point value of each multiple of PLTVDIV of an item. ITMVAL21 {Point Value of Reserved: 0} N 0 201288837 This option controls the point value of each multiple of PLTVDIV of an item. ITMVAL22 {Point Value of Reserved: 0} N 0 201288837 This option controls the point value of each multiple of PLTVDIV of an item. ITMVAL23 {Point Value of Reserved: 0} N 0 201288837 This option controls the point value of each multiple of PLTVDIV of an item. ITMVAL24 {Point Value of Reserved: 0} N 0 201288837 This option controls the point value of each multiple of PLTVDIV of an item. ITMVAL25 {Point Value of Reserved: 0} N 0 201288837 This Value controls the amount of work in 10,000 ManWeeks required to create items on a planet. This value is not absolute as it is adjusted by many other factors effecting planet production at update time. ITMMH01 {10K ManWeeks of work creates n Men: 3500} N 0 201288837 This Value controls the amount of work in 10,000 ManWeeks required to create items on a planet. This value is not absolute as it is adjusted by many other factors effecting planet production at update time. ITMMH02 {10K ManWeeks of work creates n Missile: 300} N 0 201288837 This Value controls the amount of work in 10,000 ManWeeks required to create items on a planet. This value is not absolute as it is adjusted by many other factors effecting planet production at update time. ITMMH03 {10K ManWeeks of work creates n Torpedo: 500} N 0 201288837 This Value controls the amount of work in 10,000 ManWeeks required to create items on a planet. This value is not absolute as it is adjusted by many other factors effecting planet production at update time. ITMMH04 {10K ManWeeks of work creates n Ion Cannon: 4} N 0 201288837 This Value controls the amount of work in 10,000 ManWeeks required to create items on a planet. This value is not absolute as it is adjusted by many other factors effecting planet production at update time. ITMMH05 {10K ManWeeks of work creates n Flux Pod: 200} N 0 201288837 This Value controls the amount of work in 10,000 ManWeeks required to create items on a planet. This value is not absolute as it is adjusted by many other factors effecting planet production at update time. ITMMH06 {10K ManWeeks of work creates n Food: 8000} N 0 201288837 This Value controls the amount of work in 10,000 ManWeeks required to create items on a planet. This value is not absolute as it is adjusted by many other factors effecting planet production at update time. ITMMH07 {10K ManWeeks of work creates n Fighters: 100} N 0 201288837 This Value controls the amount of work in 10,000 ManWeeks required to create items on a planet. This value is not absolute as it is adjusted by many other factors effecting planet production at update time. ITMMH08 {10K ManWeeks of work creates n Decoys: 900} N 0 201288837 This Value controls the amount of work in 10,000 ManWeeks required to create items on a planet. This value is not absolute as it is adjusted by many other factors effecting planet production at update time. ITMMH09 {10K ManWeeks of work creates n Troops: 200} N 0 201288837 This Value controls the amount of work in 10,000 ManWeeks required to create items on a planet. This value is not absolute as it is adjusted by many other factors effecting planet production at update time. ITMMH10 {10K ManWeeks of work creates n Zippers: 100} N 0 201288837 This Value controls the amount of work in 10,000 ManWeeks required to create items on a planet. This value is not absolute as it is adjusted by many other factors effecting planet production at update time. ITMMH11 {10K ManWeeks of work creates n Jammers: 300} N 0 201288837 This Value controls the amount of work in 10,000 ManWeeks required to create items on a planet. This value is not absolute as it is adjusted by many other factors effecting planet production at update time. ITMMH12 {10K ManWeeks of work creates n Mines: 500} N 0 201288837 This Value controls the amount of work in 10,000 ManWeeks required to create items on a planet. This value is not absolute as it is adjusted by many other factors effecting planet production at update time. ITMMH13 {10K ManWeeks of work creates n Gold: 30} N 0 201288837 This Value controls the amount of work in 10,000 ManWeeks required to create items on a planet. This value is not absolute as it is adjusted by many other factors effecting planet production at update time. ITMMH14 {10K ManWeeks of work creates n Spy: 20} N 0 201288837 This Value controls the amount of work in 10,000 ManWeeks required to create items on a planet. This value is not absolute as it is adjusted by many other factors effecting planet production at update time. ITMMH15 {10K ManWeeks of work creates n Reserved: 0} N 0 201288837 This Value controls the amount of work in 10,000 ManWeeks required to create items on a planet. This value is not absolute as it is adjusted by many other factors effecting planet production at update time. ITMMH16 {10K ManWeeks of work creates n Reserved: 0} N 0 201288837 This Value controls the amount of work in 10,000 ManWeeks required to create items on a planet. This value is not absolute as it is adjusted by many other factors effecting planet production at update time. ITMMH17 {10K ManWeeks of work creates n Reserved: 0} N 0 201288837 This Value controls the amount of work in 10,000 ManWeeks required to create items on a planet. This value is not absolute as it is adjusted by many other factors effecting planet production at update time. ITMMH18 {10K ManWeeks of work creates n Reserved: 0} N 0 201288837 This Value controls the amount of work in 10,000 ManWeeks required to create items on a planet. This value is not absolute as it is adjusted by many other factors effecting planet production at update time. ITMMH19 {10K ManWeeks of work creates n Reserved: 0} N 0 201288837 This Value controls the amount of work in 10,000 ManWeeks required to create items on a planet. This value is not absolute as it is adjusted by many other factors effecting planet production at update time. ITMMH20 {10K ManWeeks of work creates n Reserved: 0} N 0 201288837 This Value controls the amount of work in 10,000 ManWeeks required to create items on a planet. This value is not absolute as it is adjusted by many other factors effecting planet production at update time. ITMMH21 {10K ManWeeks of work creates n Reserved: 0} N 0 201288837 This Value controls the amount of work in 10,000 ManWeeks required to create items on a planet. This value is not absolute as it is adjusted by many other factors effecting planet production at update time. ITMMH22 {10K ManWeeks of work creates n Reserved: 0} N 0 201288837 This Value controls the amount of work in 10,000 ManWeeks required to create items on a planet. This value is not absolute as it is adjusted by many other factors effecting planet production at update time. ITMMH23 {10K ManWeeks of work creates n Reserved: 0} N 0 201288837 This Value controls the amount of work in 10,000 ManWeeks required to create items on a planet. This value is not absolute as it is adjusted by many other factors effecting planet production at update time. ITMMH24 {10K ManWeeks of work creates n Reserved: 0} N 0 201288837 This Value controls the amount of work in 10,000 ManWeeks required to create items on a planet. This value is not absolute as it is adjusted by many other factors effecting planet production at update time. ITMMH25 {10K ManWeeks of work creates n Reserved: 0} N 0 201288837 This value is the base price of each item. ITMPR01 {Base price for men: 2} N 1 32000 This value is the base price of each item. ITMPR02 {Base price for missiles: 20} N 1 32000 This value is the base price of each item. ITMPR03 {Base price for torpedos: 7} N 1 32000 This value is the base price of each item. ITMPR04 {Base price for ion cannons: 33} N 1 32000 This value is the base price of each item. ITMPR05 {Base price for flux pods: 200} N 1 32000 This value is the base price of each item. ITMPR06 {Base price for food: 2} N 1 32000 This value is the base price of each item. ITMPR07 {Base price for fighters: 50} N 1 32000 This value is the base price of each item. ITMPR08 {Base price for decoys: 18} N 1 32000 This value is the base price of each item. ITMPR09 {Base price for troops: 1} N 1 32000 This value is the base price of each item. ITMPR10 {Base price for zippers: 99} N 1 32000 This value is the base price of each item. ITMPR11 {Base price for mines: 21} N 1 32000 This value is the base price of each item. ITMPR12 {Base price for jammers: 16} N 1 32000 This value is the base price of each item. ITMPR13 {Base price for gold: 1000} N 1 32000 This value is the base price of each item. ITMPR14 {Base price for spies: 100} N 1 32000 This value is the base price of each item. ITMPR15 {Base price for : 1} N 1 32000 This value is the base price of each item. ITMPR16 {Base price for : 1} N 1 32000 This value is the base price of each item. ITMPR17 {Base price for : 1} N 1 32000 This value is the base price of each item. ITMPR18 {Base price for : 1} N 1 32000 This value is the base price of each item. ITMPR19 {Base price for : 1} N 1 32000 This value is the base price of each item. ITMPR20 {Base price for : 1} N 1 32000 This value is the base price of each item. ITMPR21 {Base price for : 1} N 1 32000 This value is the base price of each item. ITMPR22 {Base price for : 1} N 1 32000 This value is the base price of each item. ITMPR23 {Base price for : 1} N 1 32000 This value is the base price of each item. ITMPR24 {Base price for : 1} N 1 32000 This value is the base price of each item. ITMPR25 {Base price for : 1} N 1 32000 This value is the base price for each type of shield. SHLDPR01 {Price for Mark-1 shields: 5000} N 0 201288837 This value is the base price for each type of shield. SHLDPR02 {Price for Mark-2 shields: 10000} N 0 201288837 This value is the base price for each type of shield. SHLDPR03 {Price for Mark-3 shields: 40000} N 0 201288837 This value is the base price for each type of shield. SHLDPR04 {Price for Mark-4 shields: 100000} N 0 201288837 This value is the base price for each type of shield. SHLDPR05 {Price for Mark-5 shields: 250000} N 0 201288837 This value is the base price for each type of shield. SHLDPR06 {Price for Mark-6 shields: 500000} N 0 201288837 This value is the base price for each type of shield. SHLDPR07 {Price for Mark-7 shields: 750000} N 0 201288837 This value is the base price for each type of shield. SHLDPR08 {Price for Mark-8 shields: 1100000} N 0 201288837 This value is the base price for each type of shield. SHLDPR09 {Price for Mark-9 shields: 1500000} N 0 201288837 This value is the base price for each type of shield. SHLDPR10 {Price for Mark-10 shields: 2500000} N 0 201288837 This value is the base price for each type of shield. SHLDPR11 {Price for Mark-11 shields: 4000000} N 0 201288837 This value is the base price for each type of shield. SHLDPR12 {Price for Mark-12 shields: 6000000} N 0 201288837 This value is the base price for each type of shield. SHLDPR13 {Price for Mark-13 shields: 8000000} N 0 201288837 This value is the base price for each type of shield. SHLDPR14 {Price for Mark-14 shields: 10000000} N 0 201288837 This value is the base price for each type of shield. SHLDPR15 {Price for Mark-15 shields: 30000000} N 0 201288837 This value is the base price for each type of shield. SHLDPR16 {Price for Mark-16 shields: 50000000} N 0 201288837 This value is the base price for each type of shield. SHLDPR17 {Price for Mark-17 shields: 80000000} N 0 201288837 This value is the base price for each type of shield. SHLDPR18 {Price for Mark-18 shields: 120000000} N 0 201288837 This value is the base price for each type of shield. SHLDPR19 {Price for Mark-19 shields: 200000000} N 0 201288837 This value is the base price for each type of phaser. PHSRPR01 {Price for Mark-1 phasers: 5000} N 0 201288837 This value is the base price for each type of phaser. PHSRPR02 {Price for Mark-2 phasers: 10000} N 0 201288837 This value is the base price for each type of phaser. PHSRPR03 {Price for Mark-3 phasers: 40000} N 0 201288837 This value is the base price for each type of phaser. PHSRPR04 {Price for Mark-4 phasers: 100000} N 0 201288837 This value is the base price for each type of phaser. PHSRPR05 {Price for Mark-5 phasers: 220000} N 0 201288837 This value is the base price for each type of phaser. PHSRPR06 {Price for Mark-6 phasers: 400000} N 0 201288837 This value is the base price for each type of phaser. PHSRPR07 {Price for Mark-7 phasers: 650000} N 0 201288837 This value is the base price for each type of phaser. PHSRPR08 {Price for Mark-8 phasers: 900000} N 0 201288837 This value is the base price for each type of phaser. PHSRPR09 {Price for Mark-9 phasers: 1200000} N 0 201288837 This value is the base price for each type of phaser. PHSRPR10 {Price for Mark-10 phasers: 2000000} N 0 201288837 This value is the base price for each type of phaser. PHSRPR11 {Price for Mark-11 phasers: 3800000} N 0 201288837 This value is the base price for each type of phaser. PHSRPR12 {Price for Mark-12 phasers: 5000000} N 0 201288837 This value is the base price for each type of phaser. PHSRPR13 {Price for Mark-13 phasers: 7000000} N 0 201288837 This value is the base price for each type of phaser. PHSRPR14 {Price for Mark-14 phasers: 9000000} N 0 201288837 This value is the base price for each type of phaser. PHSRPR15 {Price for Mark-15 phasers: 15000000} N 0 201288837 This value is the base price for each type of phaser. PHSRPR16 {Price for Mark-16 phasers: 30000000} N 0 201288837 This value is the base price for each type of phaser. PHSRPR17 {Price for Mark-17 phasers: 60000000} N 0 201288837 This value is the base price for each type of phaser. PHSRPR18 {Price for Mark-18 phasers: 100000000} N 0 201288837 This value is the base price for each type of phaser. PHSRPR19 {Price for Mark-19 phasers: 200000000} N 0 201288837 This option specifies the divisor for each of the ITMVLnn options above. By adjusting the divisor you can increase or decrease the point weight of all items in the table uniformly The formula is as follows; Point = ((number items)/PLTVDIV) * ITMVLnn PLTVDIV {The divisor for each ITMVLnn : 10000} N 1 201288837 This option specifies the points to be awarded to a player for cash on a planet. Cash and Tax is added together. The formula is as follows; Points = (cash+taxes)/(1000000/PLTVCASH) PLTVCASH {The point value of each 1,000,000 : 10} N 1 201288837 This value specifies the efficiency of a planets troops in shooting down fighters during an attack. The number is used in a random function with an even spread between 5% and PLATTRF1+5%. On each attack the selected random number of the attacking ships will be killed if there are a large number of troops on a planet. PLATTRF1 {Max percent of fighters killed by troops: 18 } N 5 100 This value specifies the planets fighter kill ratio. It is the upper limit of a random function with a spread between 20% and PLATTRF2+20%. On each attack the selected random ratio of attacking ships is killed. Example: If there are 1000 fighters on the planet and 1500 attackers and the random ratio selects 80% then 800 attackers are killed. (1000 * .80) PLATTRF2 {Max ratio of attackers killed by planet: 100 } N 5 1000 This ratio specifies the effectivness of the attacking fighters. It is the upper limit of a random function with a spread between 20% and PLATTRF3+20%. On each attack the selected random ratio of planets fighters are killed. Example: if 1000 fighters attack a planet with 1500 fighters and the random ratio selects 50% then 500 (1000 * 50%) of the planets fighters are killed. PLATTRF3 {Max ratio of planet killed by attackers: 55 } N 5 1000 This value specifies the efficiency of a planets troops in killing attacking troops. The number is used in a random function with an even spread between 25% and PLATTRF1+25%. On each attack the selected random number of the attacking troops will be killed if there are a large number of troops on a planet. PLATTRT1 {Max percent of attackers killed by planet: 125 } N 5 1000 This value specifies the efficiency of the attacking troops in killing planet troops. The number is used in a random function with an even spread between 10% and PLATTRF1+10%. On each attack the selected random number of the planet troops will be killed if there are at least a 2 to 100 attacking ratio PLATTRT2 {Max percent of planets killed by attacker: 35 } N 5 1000 LEVEL6{} INTRO {  Galactic Empire (%s)  (C) Copyright 1992,93,94 M.B. Murdock & Associates All Rights Reserved } T MENUA {  Galactic Empire Menu  -----------------------------------------  P ... Play Galactic Empire G ... General Instructions R ... Top Players Roster} T MENUB1 { M ... Hyper space Messages ** Empty **} T MENUB2 { M ... Hyper space Messages ** Messages **} T MENUC { I ... Information on game ? ... To redisplay this menu X ... Exit  Enter your selection :} T REPRMT { Select P, G, R, I, X to exit, or ? for menu : } T MENUD {  Hyper space Messages  ----------------------------------------- } T MENUE1 { 1 ... Distress Messages ** None **} T MENUE2 { 1 ... Distress Messages ** Msgs **} T MENUF1 { 2 ... Production Reports ** None **} T MENUF2 { 2 ... Production Reports ** Msgs **} T MENUG { X ... Exit to Main Menu  Enter your selection :} T MENUG1 { Press N for NEXT or X to stop:} T MENUG2 { Press N for NEXT or X to stop:} T COINFO {Galactic Empire is brought to you by the folks at ...  +------------------------------------+---------------------------------------+ | M.B. Murdock & Associates | (813) 545-8050 voice | | P.O. Box 2194 | (813) 541-5876 bbs | | Pinellas Park, Fl. 34665-2194 | 2400 - 9600 baud | +------------------------------------+---------------------------------------+  If you have suggestions for improvements, questions, or general comments about this game please call our on-line system, "NetworX" at the number above. There you can also preview the latest release of GALACTIC EMPIRE and other fine products available for the MajorBBS including the latest terminal programs and Galactic Empire tips and hint. We also have available printed Galactic Empire Users Guides, Tee Shirts, and other paraphernalia. } T Please do not move or remove this definition. OPTDISP {} T Please do not move or remove this definition. OPTDISP2 {} T Please do not move or remove this definition. CHOOSESH {} T This message is a place holder to distinguish between menu messages and game messages. Please do not remove or move. FIGHTSUB {} T EXPLAIN {It is the Standard Year 3250, 975 years since man developed interplanetary space navigation, and 412 years since neutron flux warp technology was perfected by the ship builders of Zygor. They currently lead the industry with the state of the art ships and weapons systems. These are good times when a Commander with a good ship and some business sense can make himself very rich. Many of the planets in the known universe are ideal for basing industries to supply the demands of the interstellar fleet. These are also times when the less scrupulous commanders can overrun a distant settlement and claim the planet for his own. It is not a good idea to leave a distant settlement unprotected and the Galactic Command (an ad hoc legal body) recommends that commanders check up on their colonists regularly. Once you have secured your ship, it is yours to command and keep maintained. The Zygorians will outfit you with enough supplies to get you started but you will surely run out if you encounter any rogue ships. The Galactic Command recommends you find and settle some planets immediately to secure a supply source for your ship. Or you can purchase supplies from other commanders with whom you have established trade agreements. Good luck and beware the dreaded Cybertrons at all cost. } T FORLIVE { Sorry, only "Live" users can play Galactic Empire. For information on this exciting game select 2. For more information on becoming a live user contact your SYSOP. } T FORPLAY { Sorry, only authorized users can play Galactic Empire. Contact your SYSOP for more information. } T NOCANDO {You have to have credits to do that! } T GECALLS { RULE THE UNIVERSE!!! If you can....... Your ship awaits you in GALACTIC EMPIRE. P.S. Beware the dreaded Cybertrons!!! } T GECALLS2 { The CYBERTRONS are waiting for you.... Defend your property in GALACTIC EMPIRE } T EXIWAR { Exiting Galactic Empire... } T CANTEXT { Sorry..The Galactic Codes of Engagement prevent you from abandoning a battle you are involved in until a cease fire of a period of time has passed. If you hang up the phone your ship will be destroyed! } T EXIWAR2 {*** Scanners can no longer locate The %s, Sir! } T WARHUP {*** Commander %s's ship just vanished!! } T TPRCNT {Enter warp factor (0 - 100)} T HUH {Type ? for HELP } T NOSHPS {All the ships have been assigned, please check back later } T NUMOOR { Please enter a number in the range from %d to %d. } T INVCMD {Sorry Sir, I don't understand the command! } T YOURDEAD { *** WARNING! WARNING! WARNING! WARNING! Damage control reports severe structural damage in critical systems! Your private shuttle is waiting Sir! You escape safely and are picked up by a Galactic Command Freighter and transported back to their next stop, Zygor!  } T DIED { *** The %s, Commanded by %s has been destroyed!!! } T KILLEDBY { *** Commander %s's ship was destroyed by %s!!! } T PHITHIM {Sensors indicate we caused %s damage to Commander %s's ship! } T PHITYOU {*** Phaser hit from Commander %s's ship, caused %s damage, Sir! } T PDEFLECT {Sensors indicate our phasers were deflected by Commander %s's shields! } T PHITDEF {*** Phaser hit from Ship %c, Commander %s's ship, magnitude %d, was deflected by the shields, Sir! } T PHSRUP {*** Phaser banks are now at minimum fire power, Sir! } T PHSRMAX {*** Phaser banks are at full power, Sir! } T PCLOKUP {We cannot do that while the cloaking device is on, Sir! } T WARP {*** Helm reports WARP %d } T DEADSTOP {*** Helm reports we are at a dead stop, Sir. } T NOACCEL {*** Helm reports engine shutdown at warp %d, Sir! } T WARP01 {Warp Drive? On this tub? Sorry Sir! } T WARP02 {*** Now that was a silly request! Want to try again? } T WARP03 {*** If we pushed her that fast commander the warp engines would explode! } T WARP04 {*** We can push the Warp Drive that fast but it is only rated for warp %d Sir.. Damage may occur if we push it that fast for too long. } T WARPFAST {*** WARNING! Warp drives operating out of specification. Damage may result! } T WARPFST1 {*** Commander, If we keep this speed up for long the Warp Drive will be damaged. } T WARPFST2 {*** Commander, The Warp Drives are overheating...she won't hold up much longer. } T WARPFST3 {*** Commander, The Warp Drives are beginning to melt the neutron shield.. We must slow down NOW! } T WARPFST4 {*** Commander, SLOW DOWN NOW OR RISK A WARP DRIVE CONTAINMENT BREACH! } T WARPBRK {*** DANGER! DANGER! WARP ENGINE CONTAINMENT BREACH. NEUTRON CORE EJECTED!! Warp engine damaged severely! } T WARPSPD {*** The warp drives need repair Sir! I don't recommend we exceed Warp %d. } T WARPSPD2 {*** The warp drives need repair Sir! We only have impulse power left. } T SPEEDIS {*** Helm reports speed is now Warp %s, Sir! } T SPEED0 {*** Helm reports we are at a dead stop, Sir! } T NOFIREP {There is insufficient power to fire, Sir! } T NOFIRES {Sorry Sir, we cannot fire with the shields up. } T PFIRED {Phasers fired at %d percent power - focus %d } T PHREPR {*** Damage Control reports Phasers are now functional Sir! } T CANTROT {Sir, we cannot rotate while we are moving!! } T NOROTPW {Sorry Sir, we don't have enough power to rotate } T NOWTURN { Ship is now turning to %u degrees. } T NOWTHER {*** Helm reports we are now heading %d degrees. } T ENGFIRE {Helm Reports Engines Firing - Ship coming to %u degrees } T SHLDCHP {Shields energizing, Sir! } T SHLDUP {*** Shields are now fully charged, Sir! } T SHLDAT {*** Shields are at %d% percent charge, Sir! } T SHIELD0 {We don't have a shield system on this ship, Sir! } T SHNOPWR {We don't have enough power to raise the shields, Sir! } T SHNORPR {Damage Control is repairing the shields, Sir! } T SHLDDN {Shields are now down, Sir! } T SHDNNOP {*** Shields have come down due to lack of power, Sir!!! } T SHDAMAG {*** The last hit damaged the shields Sir!! Damage Control notified. } T SHKNKDN {*** The last hit knocked the shields down Sir, restoring them now. } T SHREPR {*** Damage Control reports the shields have been repaired, Sir. } T SHLD1 {Shields are not functional in Hyper space, Sir! } T SHLD2 {We don't have any shields on this tub, Sir! } T CLOK01 {HAHA! A cloaking system on this tub? Sorry Sir! } T *** NEW in release 3.2c.6 *** CLOKCOM {The Cloaking Device is already activated Sir! } T *** NEW in release 3.2c.6 *** CLOKDWN {The Cloaking Device is already down, Sir! } T *** CHANGED in release 3.2c.6 *** CLOKUP {*** We are now completely invisible, Sir! } T *** CHANGED in release 3.2c.6 *** CLOKON {Cloaking device is now activating, Sir! } T CLOKOFF {Cloaking device is now off, Sir! } T CLOKDAM {The Cloaking device is damaged and not functional Sir! } T CLREPR {*** Damage Control reports that the Cloaking Device is now functional, Sir! } T CLOKPWR {We don't have enough power for cloaking, Sir! } T CLOKNOP {*** Cloaking device has shut down due to lack of power, Sir!!! } T CLOK1 {We cannot operate the Cloaking device in hyperspace Sir! } T CLOK2 {*** Sensors indicate a ship de-cloaking nearby Sir! } T *** NEW IN REL 3.2c.5 *** CLOK3 {*** Sensors indicate some background ion field displacement bearing %d, Sir! } T RNDSHLD { *** The shields are no longer functioning, Sir!! Damage Control notified! } T RNDPHSR {*** The phaser systems appear to be damaged, Sir!! Damage Control notified! } T RNDCLOK {*** The cloaking system appears to be damaged, Sir!! Damage Control notified! } T RNDTACT {*** The Tactical Display has been damaged Sir!! Damage Control notified! } T RNDNAVG {*** The Helm Navigational systems have been damaged Sir!! Damage Control notified! } T RNDFCNT {*** The Fire Control Systems have been damaged Sir!! Damage Control notified! } T RNDXX1 {*** Some of the crew have abandoned ship after that last hit, Sir! } T RNDXX2 {*** That one shook us pretty good. We cannot take much more of this pounding! } T RNDXX3 {*** Damage control reports the head was damaged in the last strike, Sir! } T RNDXX4 {*** If this keeps up, I may have to update my Will, and quick! } T TAREPR {*** Damage Control reports the Tactical Display is again functioning Sir! } T HLREPR {*** Damage Control reports the Helm Navigational Controls are functioning Sir! } T TABROKE {Sorry Sir, the scanners are not functioning, Damage control is working on it. } T HLBROKE {Sorry Sir, The Helm is still not functional, Damage Control is working on it. } T FCBROKE {Sorry Sir, Fire Control Systems are not functioning, Damage control is working on it. } T FCREPR {*** Damage Control reports Fire Control Systems are now functioning Sir! } T FCNONO {*** The Fire Control System won't lock on a ship in the Neutral Zone, Sir! } T HYPERIN {*** HELM reports we are entering HYPERSPACE now, Sir! } T HYPERIN2 {*** Sensors indicate The %s has gone to Hyper Space, Sir! } T HYPEROUT {*** HELM reports we are leaving HYPERSPACE now, Sir! } T HYPEROU2 {*** Scanners detect the %s coming out of Hyper Space. } T NOTORPS {Sorry Sir, we have no more torpedoes. } T NOSHIP {Sorry Sir, the tactical scanners cannot locate that ship. } T TFIRE1 { Torpedoes fired sir! } T TFIRE2 { WARNING! WARNING! Incoming torpedo from ship %c. } T TORMANY {Sorry Sir! But the torpedo launchers are overheated, it will be a few more seconds. } T TORP2 {That would simply waste a torpedo in hyperspace Sir! } T TORP3 {We don't have a torpedo system on this tub, Sir! } T NOMISSL {Sorry Sir, we have no more hyper-missiles! } T MFIRE1 { Missile fired sir! } T MFIRE2 { WARNING! WARNING! Incoming missile from ship %c. } T MISMANY {Sorry Sir! But the missile launchers are overheated, it will be a few more seconds. } T MISS01 {We don't have a missile system on this tub, Sir! } T LOCK1 {Fire control has lock on ship %c, Sir! } T LOCK2 {***  WARNING! WARNING! Ship %c has a fire control scanner locked on us! } T LOCK3 {Fire control scanners cannot get a positive lock on ship %c, Sir! } T LOCK4 {***  WARNING! WARNING! Ship %c is attempting to lock fire control scanners on us. } T LOCK5 {Fire control scanners cannot find ship %c, Sir! } T THIT1 {*** We have taken a hit from a torpedo, shields deflected some of the blast! } T THIT2 {*** We have taken a hit from a torpedo, Sir! Damage control has been notified. } T MHIT1 {*** We have been hit by a hyper-missile carrying a %s charge, Sir!. Shields deflected most of the blast. } T MHIT2 {*** We have been hit by a hyper-missile carrying a %s charge, Sir!. } T MTACC1 {*** Sensors indicate our torpedo has hit ship %c, The %s. } T MTACC2 {*** Sensors indicate our hyper-missile has hit ship %c, The %s. } T TORP1 {*** RED ALERT! Tracking incoming torpedo. } T MISSL1 {*** RED ALERT! Sensors tracking incoming missile! } T MISSL2 {*** The missile tracking us has lost lockon and self destructed Sir! } T NOSCANS {Sorry Sir! Sector scans are impossible in Hyperspace. } T NOSCANH {Sorry Sir! The Hyper Scanners only work when we are in Hyperspace. } T NOSCANL {Sorry Sir! The Long Range Scanners only work when we are in Hyperspace. } T HYSHDN {*** Shields shut down, Sir. } T HYCLDN {*** Cloaking off, Sir. } T SCAN1 {*** Sir! We are being scanned by Ship %c, The %s. } T SCAN2 {*** Sir! We are being scanned by an unknown source beyond our range bearing %d. } T SCAN3 {*** Sir! We are being scanned by an unknown source bearing %d. } T ENTWAR {*** A %s The %s just appeared in this star system! } T FIRSTIME { Since you are just an Ensign and still wet behind the ears we are going to assign you to this lovely ship for your command. Take care of her well. } T ENTSHP { You are being transported to your waiting ship, Commander %s } T NEWSHP1 { WHAT!!!! You lost your last ship! Giving you another ship is against my better judgment. But since you insist.... } T NEWSHP2 { I am very sorry, but the Galactic Monetary Reserve Bank has marked you a credit risk due to your outstanding debt, and has reduced the cash advance you are permitted.  } T WELBACK { Welcome back Commander %s, the con is yours...Type ? if you need assistance.  } T WELCOM { Welcome aboard Commander %s, the con is yours. Type ? if you need assistance.  } T ANNOUN {*** Hyperspace Transmission: The %s, The %s has been detected cruising the galaxy.  } T FOOLISH {That would be foolish Sir! } T NODECOYS {Sorry Sir! We have no more decoy ships. } T DECGONE {*** Our decoy ship self destructed Sir! } T DECFIRE {Decoy ship launched per your orders Sir! } T DECMANY {We already have 10 decoy ships out Sir! } T DECOY0 {We don't have a decoy system on this tub, Sir! } T DECOY1 {We would simply waste the decoy while in hyperspace Sir! } T TORDEST {The torpedo locked on to the decoy Sir! It has exploded destroying both! } T MISDEST {The missile locked on to the decoy Sir! It has exploded destroying both! } T NOFLUX {We are out of Flux Pods Sir!, we will have to "limp" to a base on minimal power only! } T LASTFLUX {That was our last Flux Pod Sir!. I suggest we find a base soon. } T FLUXLOAD {*** Flux Pod loaded sir, Neutron Flux levels back to normal. } T LOWFOOD {*** The ships Quartermaster reports our food reserves are getting low, Sir! } T OUTFOOD {*** The galley reports we are out of food Sir! The men are fighting over what little supplies are left. We must replenish our supplies soon! } T RADSET1 {Communications confirms that com channel %c is set to the general hailing frequency. } T RADSET2 {Communications confirms that com channel %c is set to frequency %u. } T RADSET3 {Communications confirms that com channel %c is set to hyperspace packet code %u. } T MSGSNT1 {*** Hailing message from The %s (ch:%c) < %s > } T MSGSNT2 {Message sent on all hailing channels, Sir! } T MSGSNT3 {*** Message from The %s (ch:%c) < %s > } T MSGSNT4 {Message sent to all ships in this star system on com freq %u, Sir! } T MSGSNT5 {*** Hyperspace message from The %s (ch:%c) < %s > } T MSGSNT6 {Hyperspace message encoded %u and sent Sir! } T BADCOM {Please specify com channel A, B, or C. } T DASHES {-------------------------------------- } T ORBIT0 {You can't do that to a wormhole!!! } T Orbit wormhole message ORBIT1 {We are now in stationary orbit around planet %d %s SIR!. } T ORBIT2 {We must be much closer to establish an orbit Sir! } T ORBIT3 {We are already in orbit, Sir! } T ORBIT4 {We cannot obtain an orbit from hyperspace Sir! } T GRAVITY1 {***  In gravity pull of planet %d, Helm compensating, Sir! } T GRAVITY2 {*** WARNING! Gravity pull increasing, we are dangerously close to the escape horizon of planet %d, Sir!! } T GRAVITY3 {***  WARNING! WARNING! WARNING! We are being pulled into Planet %d... } T GRAVWRM1 {***  Within gravity pull of Wormhole %d, prepare for impact Sir! } T GRAVWRM2 {*** WARNING! Gravity pull high, we are dangerously close to the escape horizon of Wormhole %d, Sir!! } T GRAVWRM3 {***  WARNING! WARNING! WARNING! We are being pulled into Wormhole %d... } T IMPULSE1 {Sorry Sir! Impulse drives would be useless in Hyperspace! } T LEAVEORB {Leaving orbit Sir! } T TRANSFR0 {You can't do that to a wormhole!!! } T Transfer to wormhole message TRANSFR1 {Sorry Sir! We don't have that many available. } T TRANSFR2 {Sorry Sir! I didn't understand the command. } T TRANSFR3 {Sorry Sir! We are not in orbit. } T TRANSFR4 {Sorry Sir! We don't own this planet. } T TRANSFR5 {%s %s have been transferred to the planet Sir! } T TRANSUP1 {Sorry Sir! They don't have that many available. } T TRANSUP2 {Sorry Sir! I didn't understand the command. } T TRANSUP3 {Sorry Sir! We are not in orbit. } T TRANSUP4 {Sorry Sir! We don't own this planet. } T TRANSUP5 {%s %s have been transferred from the planet Sir! } T TRANSUP6 {Sorry Sir! We can't hold that much. } T ABAN01 {Sorry Sir! We are not in orbit. } T ABAN02 {Confirmed! The planet is now un-claimed. } T ABAN03 {Sorry Sir! We do not own this planet. } T ADMIN1 {Sorry Sir! We are not in orbit. } T ADMIN2 {Sorry Sir! We do not own this planet. } T ADMIN2A {We can't own a Wormhole!!! } T Own Wormhole Message ADMIN3 {Returning to command mode... } T ADMIN4 {Sorry Sir! We have already claimed the maximum planets permited by law. } T ADMENU1 { Do you wish to settle this planet, Sir! (y/n)?---} T ADMENU1A { The Protocol Officer requests an appropriate name for the planet Sir, (20 characters max) ---} T ADMENU1B { We hereby declare planet %d to be named %s and added to the empire of %s the Great, Commander of The %s.} T ADMENU2 {  Planet Administration Menu -----------------------------------  1 - Get accounting report  2 - Collect taxes ($)  3 - Alter work assignments and adjust trade policy/pricing  4 - Rename planet  5 - Adjust Tax Rate  6 - Set Trade Password  7 - Set Beacon Message  x - Exit to command mode Please Select (1 - 6) ---} T ADMENU2B {Transfer how much tax from the Planetary Bank to your ship ---} T ADMENU2C {%s collected in taxes, Sir! } T ADMENU2D {There isn't that much tax revenue in the Planetary Bank, Sir! } T ADMENU2E { Select the item to adjust ---------------------------- men = adjust men mis = adjust missiles tor = adjust torpedoes ion = adjust ion cannons flu = adjust flux pods foo = adjust food fig = adjust fighters dec = adjust decoys tro = adjust troops zip = adjust zippers jam = adjust jammers min = adjust mines gol = adjust gold spy = adjust spies ----------------------------  Select now --} T ADMEN2F1 {Select the percentage of effort toward %s. ---} T ADMEN2F2 {Charge how much for each %s. ---} T ADMEN2F3 {Sell %s to other ships? (y/n) ---} T ADMEN2F4 {Reserve how many %s for stock piling ---} T ADMEN2FA {Total percentage exceeds 100 percent. Percentage of effort toward %s adjusted to %d. } T ADMEN2FB {Still have %d percent effort un-assigned. } T ADMENU2G {Enter the new name ---} T ADMENU2H {Enter the new TAX rate (0 - 100) ---} T ADMENU2I {Enter the new password, "team", or "none" ---} T ADMEN2I1 {The new password is "%s". } T ADMEN2I2 {There is no trade password required. } T ADMEN2I3 {Team Members can all trade with your planet now! } T *** NEW in 3.2c.6 *** ADMEN2I4 {Ignored! You are not a member of a team. } T ADMENU2J { Enter the Beacon Message (75 characters max - enter to erase) Max------v } T ADMEN2J1 {*** No Beacon Message entered - none set. } T ADMEN2J2 {*** The beacon message has been set. Approaching ships will be notified. } T PRESSKEY {Press ENTER to continue ---} T ATTACK0 {Why would you wish to attack your own planet Sir? } T ATTACK0A {Sorry Sir, this ship is not equipped to launch a planetary attack } T ATTACK0B {We can't attack a wormhole!!! } T Attack Wormhole Message ATTACK1 {Sorry Sir! We are not in orbit. } T ATTACKM0 {We don't have that many troops, Sir! } T ATTACKM1 {Transporting %s troops to the planet Sir! } T ATTACKM2 {In the attack our troops killed %s, and suffered losses of %s, Sir! } T ATTACKM3 {The remaining %s of the planetary forces have surrendered, Sir! } T ATTACKM4 {The remaining %s of our forces have surrendered, Sir! } T ATTACKM5 {%s of their %s were also destroyed! } T ATTACKM6 {%s troops have returned to the ship, Sir. } T ATTACKM7 {Their fighters are counter-attacking our forces, Sir! } T ATTACKM8 {Their fighters have killed %s of our troops, Sir! } T ATTACKF0 {We don't have that many fighters, Sir! } T ATTACKF1 {Launching %s fighters to the planet Sir! } T ATTACKF2 {In the attack our fighters destroyed  %s fighters, and we lost  %s, Sir! } T ATTACKF5 {Our fighters also destroyed %s %s in the attack, Sir! } T ATTACKF6 {%s fighters have returned to the ship, Sir. } T ATTACKF7 {Our fighters have crushed their defenses Sir! } T ATTACKF8 {Our fighters are being fired upon Sir! } T ATTACKF9 {We have lost %s fighter(s) Sir! } T ATTACK6 {*** There is a distress message from %s in Star System %d %d, Sir! They are under attack from Commander %s in The %s and are requesting our immediate help!! } T ATTACK6A {***  GALACTIC EMPIRE ALERT! *** Planet under attack... Check GE Mail for details. } T Ge Alert message to players not in game ATTACK7 {The planet is sending a distress signal, Sir! } T ATTACK8 {YAAAAA!! (sorry Sir) Our forces have won, this planet is yours! } T ATTACK9 {The planetary forces continue to put up a valiant resistance Sir! } T IHIT1 {We have been hit with a Ion Cannon Burst Sir, the shield deflected some of the blast! } T IHIT2 {We have been hit hard by an Ion Cannon Burst from the surface Sir! } T TOPTEN1 {Uh oh! You have slipped to the #%d position in the Top Ten Players list. } T TOPTEN2 {Congratulations!! You are now #%d in the Top Ten Players list. } T ROSTER1 { Top %d Roster List --------------------------------------- Player................................. ...............Score Kills Pl Empire Sz } T ROSTER2 { Top %d Roster List ----------------------------------------------------------- Player Score Kills Pl Empire Sz } T RESET { **** Hi score totals Reset **** } T BUYPAS1 {They are asking for the correct Trade Password Sir! } T BUYPAS2 {They are not accepting that Trade Password Sir! } T BUYPAS3 {This is a Team Planet - No trading allowed! } T BUYPAS4 {You are trading with a Team Planet! } T BUY1 {Sorry Sir, we are not in orbit! } T BUY2 {They want %s C's for the %s %s, we don't have that much cash. } T BUY3 {They only have %s %s available for sale, Sir! } T BUY4 {They are not selling their %s, Sir! } T BUY5 {Sorry Sir, I don't understand the command. } T BUY7 {This planet is un-settled Sir! } T BUY8 {Sorry Sir! That would put us overweight. } T BUY9 {%s %s purchased at the price of %u each for a total of %s, Sir. } T PRICE1 {%s %s are going to cost %u each for a total of %s, Sir. } T FORHELP {For assistance type HELP. } T PHANONE {There is insufficient phaser power to fire sir! } T PHA01 {We have no Phasers on this tub, Sir! } T REP01 { %s: The %s } T REP02 {Nav Hyperspace (SS# %d %d) } T REP03 {Speed..................Warp %s } T REP04 {Heading.................... %d } T REP05 {Navigating SS# %d %d } T REP06 {Speed..................Warp %s } T REP07 {Galactic Heading....... %u } T REP08 {Orbiting Planet........ %d SS# %d %d } T REP09 {Neutron Flux............ %u } T REP10 {Shields (Mark-%d)...... UP } T REP11 {Shields (Mark-%d)...... DOWN } T REP11B {Shield Bank Charge .... %d } T REP12 {Cloak..................ON } T REP13 {Cloak.................. OFF } T REP14 {DCO reports............ %s damage } T REP15 { Shields out } T REP16 { Helm damaged } T REP17 { Cloaking system out } T REP18 { Tactical scanners damaged } T REP18A { Maintenance status - %d Centocks } T REP19 {Torpedoes.. %s Missiles. %s } T REP20 {Flux pods.. %s Food..... %s } T REP20A {Jammers.... %s Mines.... %s } T REP21 {Decoys..... %s Fighters. %s } T REP22 {Men........ %s Ion Can.. %s } T REP22A {Troops..... %s Zippers.. %s } T REP22B {Gold....... %s } T REP23 {Phasers (Mark-%d)   } T REP24 {Phasers (Mark-%d)   } T REP24A {Comm: A:%u B:%u C:%u } T REP25 {Accounting Division report } T REP26 { No planets established } T REP27 { %d planets established } T REP28 { Cash on hand......... %s } T REP29 { Debt................. %s } T REP30 { Score................ %s } T REP31 { Kills................ %d } T REP31A { Team: %s } T REP32 {Galactic Pos. Xsect:%d Ysect:%d Sector Pos. X:%d Y:%d } T REP35 {Navigational Report } T REP36 {Systems Report } T REP37 {Total Cargo Weight... %s Tons } T REP38 {Inventory Report } T REP40 {Cyborg: %d, Cybmine: %d, Cybskill: %d, Cybupdate: %d } T SCAN01 {Scanning The %s } T SCAN01A {Ship Class: %s } T SCAN02 {Commanded by: %s } T SCAN02A {Alliance: %s } T SCAN03 {Bearing: %d Heading: %d Dist: %s } T SCAN03A {Galactic Heading: %d Sect: %d %d } T SCAN04 {Speed: Warp %s } T SCAN04A {Size: %sm long by %sm wide } T SCAN05 {Damage: %s damage } T SCAN06 {Shields: UP } T SCAN07 {Shields: DOWN } T SCAN07A {Registered Kills: %d } T SCAN08 { Scanning Planet %d %s } T SCAN09 {Commanded by: %s } T SCAN10 {Bearing: %d Dist: %s } T SCAN10A {Type: %d } T SCAN11 {Environment:} T SCAN12 {Poor } T SCAN13 {Marginal } T SCAN14 {Good } T SCAN15 {Very Good } T SCAN16 {Resources:} T SCAN17 {Civilian Population... %u } T SCAN17A {Troops................ %u } T SCAN18 {Missiles............... %u } T SCAN19 {Torpedoes.............. %u } T SCAN20 {Ion Cannons........... %u } T SCAN21 {Fighters.............. %u } T SCAN22 {Neutron Flux Pods...... %u } T SCAN23 {Food Lots............. %u } T SCAN24 { Range Scan Dist:%s (s:%d %d) } T SCAN25 { Sector Scan mag:1x (s:%d %d) } T SCAN26 { Hyperspace Scan (s:%d %d) } T SCAN27 {Sorry Sir! The scanners cannot show planet detail from hyperspace. } T SCAN28 {%s Populated } T SCAN29 {%s stockpile of missiles } T SCAN30 {%s stockpile of torpedoes. } T SCAN31 {No sign of fighters anywhere. } T SCAN32 {There are indications of fighters. } T SCAN33 {%s stockpile of fluxpods. } T SCAN34 {%s stockpile of food. } T SCAN35 {Sorry Sir! The scanners cannot show ship detail from hyperspace. } T SCAN36 { Long Range Scan (s:%d) } T SCANWRM { Object Class: Wormhole } T SCANWRM1 { Named: %s } T PLUSDASH {  +------------------------------+  } T PLUSFULL {  +------------------------------+  Shp Distance Bearing Heading Speed } T USER01 {USER-ID ...... OPTION SELECTED } T USER02 {(line %02d) ... (log-on) } T USER03 {(line %02d) ... (sign-up) } T USER04 {%-11s... %s } T ADMIN01 {Planet Accounting report for %s } T ADMIN02 {Item Rate Qty Price Resv S Sold } T ADMIN03 {%-11s %5u %5u %5u %5u %1c %4u %4u } T ADMIN04 {Cash in Planetary Bank ..... %s } T ADMIN04A {Tax Revenue ................ %s } T ADMIN04B {Tax Rate ................... %d } T ADMIN05 {Warnings to intruders....... %c } T ADMIN06 {Trade password.............. %s } T MISSHRT {Sorry Sir! There is not that much energy in our neutron flux pile. } T KILLGOT1 {*** We have destroyed The %s. Our crew have collected any usable flotsam. We have retrieved} T KILLPNTS { You got %s points for The %s. } T KILLBON { You also got %s bonus points for killing a top player. } T CHGLSR1 {*** According to Galactic Treaty you have been ordered to pay to the winner the amount of %s as reparations and fines. Next time don't lose! } T CHGLSR2 {*** According to Galactic Treaty you are awarded the sum of %s as reparations and fines from Commander %s. Congratulations! } T PHASER0 {We don't have a lousy Phaser system on this tub, SIR!! } T HPFIRED {Hyper-Phaser fired at bearing %d, Sir! } T HPHITM {Our Hyper-Phaser caused %s damage to Commander %s's ship! } T HPHITU {*** Hyper-Phaser hit from Commander %s's ship, caused %s damage, Sir! } T HNOFIRP {There is insufficient power in the Neutron Flux to fire, Sir! } T HPWAIT {The Hyper-Phasers need a few more seconds to cool before firing again. } T MOVE1 {*** Helm reports leaving Sector %d %d and entering Sector %d %d } T MOVE2 {*** Scanners indicate The %s has left this sector. } T MOVE3 {*** Scanners detect The %s has entered this sector. } T MOVE4 {*** Neutron Flux levels are too low. Engines shut down! } T ZAPHIM1 {*** Sssssssssss.... ZAPP!!!!! You are instantly blinded by an intense beam from the Enforcer Planet. } T ZAPHIM2 {*** Hailing message from the Enforcer Planet  } T PLAMSG1 {Planet Name sector planet } T PLAMSG2 {Sorry Sir! No planets have been established! } T MAINT1 {Sorry Sir, we are not in orbit around any planet. } T MAINT2 {They are requesting a trade Password before commencing repairs Sir! } T MAINT3 {They say our password is not correct Sir! } T MAINT4 {The Enforcer Planet does not have a repair depot Sir! } T MAINT5 {They are commencing the maintenance and repairs and should be completed in %d centocks Sir! } T MAINT6 {We don't have enough cash to pay for a maintenance team Sir! } T MAINT7 {*** Repairs and general maintenance have been completed Sir! } T MAINT8 {Sorry this planet has not established a repair facility. } T MAINT9 {The Maintenance Team reports that under the conventions of their union contract they are not permitted to perform services on ships engaged in acts of war or in hostile situations. Sorry! } T MAINT10 {The Maintenance Team reports that they have ceased work under the conventions of their union contract preventing them from performing services on ships engaged in acts of war. } T JAMMER0 {We don't have a Jammer System on this ship, Sir! } T JAMMER1 {We have no Jammers on-board } T JAMMER2 {Jammer Fired! } T JAMMER3 {*** Our scanners are being jammed Sir! } T JAMMER4 {*** Sorry Sir, All scanners systems are being jammed! } T JAMMER5 {*** The jamming has stopped Sir! } T ZIPPER0 {Sorry Sir! We don't have a Zipper Launcher on this ship } T ZIPPER1 {We have no Zippers on-board, Sir! } T ZIPPER2 {Zipper Fired! } T ZIPPER3 {*** Scanners detect The %s just launched a Zipper. } T NEW1 {Sorry Sir, we must go to Zygor to get a new ship. } T NEW2 {Type HELP CLASS for a list of ship class types. } T NEW3 {You are now the proud owner of a %s. } T NEW4 {Sorry Sir, we don't have enough cash for a %s. } T NEW5 {Sir, we must be in orbit around Zygor in Sector 0 0 to get new equipment. } T NEW6 {Sir, this ship cannot be equipped with a Mark-%d Shield } T NEW7 {*** The Yardmaster Reports: For the meager sum of %s your ship now has a Mark-%d Shield defense system. } T NEW8 {Sorry Sir, We don't have enough cash for a Mark-%d Shield. } T NEW9 {Sir, this ship cannot be equipped with a Mark-%d Phaser. } T NEW10 {*** The Yardmaster Reports: For the meager sum of %s your ship now has a Mark-%d Phaser System. } T NEW11 {Sorry Sir, We don't have enough cash for a Mark-%d Phaser. } T NEW12 {There is no such item. } T NEW15 {Type HELP NEW for proper usage. } T NEW16 {You already have %d ships, the maximum permitted! } T NEW17 {The minimum charge of 1000 C's will be charged for installation, Sir! } T NEW18 {There is no charge for the new shield and after deducting a transaction fee of %s C's %s has been deposited to your account, Sir. } T NEW19 {They will credit us %s for our existing used shield, Sir! } T NEW27 {The minimum charge of 1000 C's will be charged for installation, Sir! } T NEW28 {There is no charge for the new phaser and after deducting a transaction fee of %s C's %s has been deposited to your account, Sir. } T NEW29 {They will credit us %s for our existing used phaser, Sir! } T SELL1 {Sorry Sir! We are not in orbit around Zygor in Sector 0 0. } T SELL2 {After the Transfer Tax of %s we have netted %s C's for our %s %s, Sir! } T SELL3 {We don't have that many %s Sir! } T MAIL1 { You have no messages waiting... } T MAIL1A { No Information on this subject available. } T MAIL2 { } T MAIL3 { The message was garbled beyond reconstruction / type - %d } T MESG02 { Distress message from %s in Sector %d %d, they were attacked by Commander %s in The %s with %s troops. They successfully defended the planet. } T MESG03 { Distress message from %s in Sector %d %d, they were attacked by Commander %s in The %s with %s troops. They have surrendered the planet. } T MESG04 { Distress message from %s in Sector %d %d, they were attacked by Commander %s in The %s with %s fighters. They successfully defended the planet. } T MESG05 { Distress message from %s in Sector %d %d, they were attacked by Commander %s in The %s with %s fighters. They have surrendered the planet. } T MESG06 { Distress message from %s in Sector %d %d, The food supply is extremely low and %s troops have starved to death. } T MESG07 { Distress message from %s in Sector %d %d, The food supply is extremely low and %s civilians have starved to death. } T MESG08 { Message from %s in Sector %d %d, The population has reached the maximum sustainable on this planet. Implementing birth control procedures. Population now %s. } T MESG09 { Message from %s in Sector %d %d, There are no more facilities for storing missiles, the missile production has been suspended at %s. } T MESG10 { Message from %s in Sector %d %d, There are no more facilities for storing torpedoes, the torpedo production has been suspended at %s. } T MESG11 { Message from %s in Sector %d %d, There are no more facilities for storing ion cannons, the production has been suspended at %s. } T MESG12 { Message from %s in Sector %d %d, There are no more facilities for storing flux pods, the production has been suspended at %s. } T MESG13 { Message from %s in Sector %d %d, There are no more facilities for stockpiling food supplies. The production has been suspended at %s. } T MESG14 { Message from %s in Sector %d %d, There are no more support facilities for fighters, the production has been suspended at %s. } T MESG15 { Message from %s in Sector %d %d, There are no more facilities for storing decoys, the production has been suspended at %s. } T MESG16 { Message from %s in Sector %d %d, There are no more facilities for housing troops, the training has been suspended at %s troops in active duty. } T MESG17 { Message from %s in Sector %d %d, There are no more storage facilities for zippers, the production has been suspended at %s. } T MESG18 { Message from %s in Sector %d %d, There are no more storage facilities for jammers, the production has been suspended at %s. } T MESG19 { Message from %s in Sector %d %d, There are no more storage facilities for mines, the production has been suspended at %s. } T MESG19A { Message from %s in Sector %d %d, There are no more storage facilities for gold, the production has been suspended at %s. } T *** CHANGED in release 3.2c.5 *** MESG19B { Message from %s in Sector %d %d, The PIA (Planetary Intelligence Agency) has closed enrollment for its operative training facility at %s agents. } T *** CHANGED in 3.2c.6 *** MESG20 { Production Report from %s in Sector %d %d } T MESG30 { Distress message from %s in Sector %d %d, The local population has revolted and overpowered our troops. %s troops were slaughtered in the war, the rest have joined the revolt. } T CAPTDOC {*** Our intelligence team has captured a secret document, it reads...  Planet Name sector planet } T FLEET1 {You currently have in your fleet... } T FLEET2 {You are being transported to your %s The %s... } T FLEET3 {Which ship do you wish to command this mission, Sir ---} T FLEET4 {Be real.... Pick one from the list } T RENAME1 {Your ship is now named The %s. } T RENAME3 {Type HELP RENAME for the correct usage. } T SELFD1 {Self Destruct Countdown Begun, Type ABORT to stop! } T SELFD1A {Sorry Sir! Thats not permitted in the Neutral Zone! } T SELFD2 {*** Self Destruct in %d. } T SELFD2A {*** Sensors detect a large Neutron Flux buildup in The %s. } T SELFD2B {*** Dangerous Neutron Flux overload condition in The %s. } T SELFD2C {*** Critical Neutron Flux overload condition in The %s. } T SELFD3 {*** Kaaaaaaa BOOOOOMMMM!!!!!! } T SELFD3A {*** Kaaaaaa Booooooom! The %s just exploded with a massive neutron implosion. Shock wave eminent! } T SELFD4 {Self destruct sequence aborted! } T SELFD4A {*** The Neutron Flux overload on The %s appears to have been resolved, Sir! } T SELFD5 {The Self Destruct sequence has not been started! } T SELFD6 {*** Shields deflected some of the blast! Damage Control reports %s damage. } T SELFD7 {*** The shock wave caused %s damage Sir! } T CYBNEW {*** Sir! The scanners indicate a huge energy burst bearing %d. } T DROIDNEW {*** Sir! We have detected some low frequency energy fluxation bearing %d. } T ********************************************************************** CYBBASEM {} T This is the BASE message - do not remove The following are sets of annoyance messages for each class of Cybertron. There are 16 messages per class. ********************************************************************** The following TABLE of messages MUST be copied to provide additional Messages should you add more than TWO additional Cybertron classes. ********************************************************************** Cybertron Scout The first four messages are general messages displayed when the cybertron approaches another player from a distance. CYB1M1 {*** Hailing message from The %s < Humans are the scum of the universe, not fit to survive! > } T CYB1M2 {*** Hailing message from The %s < Cybertrons shall rule the universe! > } T CYB1M3 {*** Hailing message from The %s < You are not worth wasting a single torpedo on! > } T CYB1M4 {*** Hailing message from The %s < By Cyborg Decree, all humans are doomed to destruction! > } T The next four messages are general messages displayed when the cybertron begins to brake to engage a player. CYB1M5 {*** Hailing message from The %s < You had better run if you know whats good for you! > } T CYB1M6 {*** Hailing message from The %s < I could kill you right now if it weren't so un-sportsmen like! > } T CYB1M7 {*** Hailing message from The %s < You are so dumb you make a Toranian pig look like intelligent life. > } T CYB1M8 {*** Hailing message from The %s < Are you just going to sit there and let me kill you without a fight? > } T The next four messages are displayed when a player is to a cybertron but the cyb chooses not to attack for any number of reasons. CYB1M9 {*** Hailing message from The %s < You are no match for a Cybertron! > } T CYB1M10 {*** Hailing message from The %s < I will destroy you, human vermin! > } T CYB1M11 {*** Hailing message from The %s < Extermination is the only way to deal with human scum! > } T CYB1M12 {*** Hailing message from The %s < You are mine human. Mine to toy with, mine to slay! > } T The next four messages are displayed when a cybertron attacks another player. CYB1M13 {*** Hailing message from The %s < Eat this! You Biological Misfit! > } T CYB1M14 {*** Hailing message from The %s < Suck on this torpedo you Gloxanian Slugworm! > } T CYB1M15 {*** Hailing message from The %s < You can't dodge torpedoes forever you Mongonian Mudmole! > } T CYB1M16 {*** Hailing message from The %s < Give it up Human. I can keep this up for hours! > } T ********************************************************************** Cyber Battle Cruiser The first four messages are general messages displayed when the cybertron approaches another player from a distance. CYB2M1 {*** Hailing message from The %s < Your puny race shall not survive! > } T CYB2M2 {*** Hailing message from The %s < Cybertrons are your masters. Submit! > } T CYB2M3 {*** Hailing message from The %s < Your ship shall be mine! > } T CYB2M4 {*** Hailing message from The %s < Resistance is Futile. Submit! > } T The next four messages are general messages displayed when the cybertron begins to brake to engage a player. CYB2M5 {*** Hailing message from The %s < This is you last warning. I WILL destroy you! > } T CYB2M6 {*** Hailing message from The %s < Your ship is no match for the Cybertron Battle Cruiser! > } T CYB2M7 {*** Hailing message from The %s < Humans computational abilities are inferior to Cybertrons.> } T CYB2M8 {*** Hailing message from The %s < Your inaction resembles an small earth-fowl. > } T The next four messages are displayed when a player is to a cybertron but the cyb chooses not to attack for any number of reasons. CYB2M9 {*** Hailing message from The %s < You are no match for a Cybertron! Submit or Die! > } T CYB2M10 {*** Hailing message from The %s < We will destroy you, human vermin! > } T CYB2M11 {*** Hailing message from The %s < Your extermination is a certainty! > } T CYB2M12 {*** Hailing message from The %s < Cybertrons shall purge your race from the Universe! > } T The next four messages are displayed when a cybertron attacks another player. CYB2M13 {*** Hailing message from The %s < Prepare to Die Human! > } T CYB2M14 {*** Hailing message from The %s < Resistance is futile! > } T CYB2M15 {*** Hailing message from The %s < Die Earth Scum! > } T CYB2M16 {*** Hailing message from The %s < We shal prevail. You cannot survive! > } T ********************************************************************** Cybertron Base Star The first four messages are general messages displayed when the cybertron approaches another player from a distance. CYB3M1 {*** Hailing message from The %s < Halt your approach and prepare to be destroyed. > } T CYB3M2 {*** Hailing message from The %s < This Sector is off limits to humans > } T CYB3M3 {*** Hailing message from The %s < Human encroachment in this sector shall be repelled > } T CYB3M4 {*** Hailing message from The %s < By Cyborg Decree, all humans are doomed to destruction! > } T The next four messages are general messages displayed when the cybertron begins to brake to engage a player. CYB3M5 {*** Hailing message from The %s < Resistance is Futile! > } T CYB3M6 {*** Hailing message from The %s < Exterminate all Humans > } T CYB3M7 {*** Hailing message from The %s < Halt and submit > } T CYB3M8 {*** Hailing message from The %s < Halt and prepare to die > } T The next four messages are displayed when a player is to a cybertron but the cyb chooses not to attack for any number of reasons. CYB3M9 {*** Hailing message from The %s < Your death is certain > } T CYB3M10 {*** Hailing message from The %s < Resistance is futile Human! > } T CYB3M11 {*** Hailing message from The %s < Extermination is the only way to deal with human scum! > } T CYB3M12 {*** Hailing message from The %s < Your race shall be purged forever! > } T The next four messages are displayed when a cybertron attacks another player. CYB3M13 {*** Hailing message from The %s < You have been targeted Human > } T CYB3M14 {*** Hailing message from The %s < Prepare to Die Human! > } T CYB3M15 {*** Hailing message from The %s < This Base Star is invincible > } T CYB3M16 {*** Hailing message from The %s < Its time for your Human custom of praying to your maker > } T ********************************************************************** Sarten Attack Drone The first four messages are general messages displayed when the cybertron approaches another player from a distance. CYB4M1 {*** Hailing message from The %s < The Sarten Empire demands you pay for passage through this sector > } T CYB4M2 {*** Hailing message from The %s < An Obliterator has been summoned. > } T CYB4M3 {*** Hailing message from The %s < The Sarten Empire has no Treaty with you race! > } T CYB4M4 {*** Hailing message from The %s < Your approach shall be considered an act of hostility > } T The next four messages are general messages displayed when the cybertron begins to brake to engage a player. CYB4M5 {*** Hailing message from The %s < This Sarten Vessel is acting in the defense of the Sarten Empire > } T CYB4M6 {*** Hailing message from The %s < Your Race MUST retract from this sector immediately! > } T CYB4M7 {*** Hailing message from The %s < You have been warned - Leave now! > } T CYB4M8 {*** Hailing message from The %s < Final Warning - Retreat or you will be attacked > } T The next four messages are displayed when a player is to a cybertron but the cyb chooses not to attack for any number of reasons. CYB4M9 {*** Hailing message from The %s < You must retreat now > } T CYB4M10 {*** Hailing message from The %s < A Sarten Obliterator has been summoned. > } T CYB4M11 {*** Hailing message from The %s < The Sarten Empire shall not take this agression lightly > } T CYB4M12 {*** Hailing message from The %s < Your race has been designated UV (Universal Vermin). } T The next four messages are displayed when a cybertron attacks another player. CYB4M13 {*** Hailing message from The %s < Your actions leave us no recourse. > } T CYB4M14 {*** Hailing message from The %s < Your hostile actions will not be tolerated > } T CYB4M15 {*** Hailing message from The %s < You have sealed your own destruction Human. > } T CYB4M16 {*** Hailing message from The %s < The Sarton Obterator shall be here soon. > } T ********************************************************************** Sarten Obliterator The first four messages are general messages displayed when the cybertron approaches another player from a distance. CYB5M1 {*** Hailing message from The %s < The Sarton Empire lays claim to this sector - Retreat or Die! > } T CYB5M2 {*** Hailing message from The %s < You shall retreat or be destroyed > } T CYB5M3 {*** Hailing message from The %s < You obviously are not familiar with the fire power of this vessel > } T CYB5M4 {*** Hailing message from The %s < If you take any hostile action we will destroy your ship. } T The next four messages are general messages displayed when the cybertron begins to brake to engage a player. CYB5M5 {*** Hailing message from The %s < Submit or Die! You have been warned! > } T CYB5M6 {*** Hailing message from The %s < The Sarton Empire has been informed of your actions! > } T CYB5M7 {*** Hailing message from The %s < It is my duty to inform you Captain that I shall destry your ship. > } T CYB5M8 {*** Hailing message from The %s < Your actions have sealed your fate, Captain > } T The next four messages are displayed when a player is to a cybertron but the cyb chooses not to attack for any number of reasons. CYB5M9 {*** Hailing message from The %s < You shall be destroyed Earthling > } T CYB5M10 {*** Hailing message from The %s < The Sarten Empire shall defend its interests. Remove yourself now! > } T CYB5M11 {*** Hailing message from The %s < Your race always chooses aggression first. We shall prevail > } T CYB5M12 {*** Hailing message from The %s < Death is too easy for Traxlyn Scurge like you. } T The next four messages are displayed when a cybertron attacks another player. CYB5M13 {*** Hailing message from The %s < You have sealed your fate Captain! > } T CYB5M14 {*** Hailing message from The %s < The Sarten Empire claims your ship - Prepare to die! > } T CYB5M15 {*** Hailing message from The %s < Retreat or be destroyed! > } T CYB5M16 {*** Hailing message from The %s < You have offended the Sarten Empire - Your death is required! > } T ********************************************************************** The first four messages are general messages displayed when the cybertron approaches another player from a distance. CYB6M1 {*** Hailing message from The %s } T CYB6M2 {*** Hailing message from The %s } T CYB6M3 {*** Hailing message from The %s } T CYB6M4 {*** Hailing message from The %s } T The next four messages are general messages displayed when the cybertron begins to brake to engage a player. CYB6M5 {*** Hailing message from The %s } T CYB6M6 {*** Hailing message from The %s } T CYB6M7 {*** Hailing message from The %s } T CYB6M8 {*** Hailing message from The %s } T The next four messages are displayed when a player is to a cybertron but the cyb chooses not to attack for any number of reasons. CYB6M9 {*** Hailing message from The %s } T CYB6M10 {*** Hailing message from The %s } T CYB6M11 {*** Hailing message from The %s } T CYB6M12 {*** Hailing message from The %s } T The next four messages are displayed when a cybertron attacks another player. CYB6M13 {*** Hailing message from The %s } T CYB6M14 {*** Hailing message from The %s } T CYB6M15 {*** Hailing message from The %s } T CYB6M16 {*** Hailing message from The %s } T ********************************************************************** The first four messages are general messages displayed when the cybertron approaches another player from a distance. CYB7M1 {*** Hailing message from The %s } T CYB7M2 {*** Hailing message from The %s } T CYB7M3 {*** Hailing message from The %s } T CYB7M4 {*** Hailing message from The %s } T The next four messages are general messages displayed when the cybertron begins to brake to engage a player. CYB7M5 {*** Hailing message from The %s } T CYB7M6 {*** Hailing message from The %s } T CYB7M7 {*** Hailing message from The %s } T CYB7M8 {*** Hailing message from The %s } T The next four messages are displayed when a player is to a cybertron but the cyb chooses not to attack for any number of reasons. CYB7M9 {*** Hailing message from The %s } T CYB7M10 {*** Hailing message from The %s } T CYB7M11 {*** Hailing message from The %s } T CYB7M12 {*** Hailing message from The %s } T The next four messages are displayed when a cybertron attacks another player. CYB7M13 {*** Hailing message from The %s } T CYB7M14 {*** Hailing message from The %s } T CYB7M15 {*** Hailing message from The %s } T CYB7M16 {*** Hailing message from The %s } T ********************************************************************** The first four messages are general messages displayed when the cybertron approaches another player from a distance. CYB8M1 {*** Hailing message from The %s } T CYB8M2 {*** Hailing message from The %s } T CYB8M3 {*** Hailing message from The %s } T CYB8M4 {*** Hailing message from The %s } T The next four messages are general messages displayed when the cybertron begins to brake to engage a player. CYB8M5 {*** Hailing message from The %s } T CYB8M6 {*** Hailing message from The %s } T CYB8M7 {*** Hailing message from The %s } T CYB8M8 {*** Hailing message from The %s } T The next four messages are displayed when a player is to a cybertron but the cyb chooses not to attack for any number of reasons. CYB8M9 {*** Hailing message from The %s } T CYB8M10 {*** Hailing message from The %s } T CYB8M11 {*** Hailing message from The %s } T CYB8M12 {*** Hailing message from The %s } T The next four messages are displayed when a cybertron attacks another player. CYB8M13 {*** Hailing message from The %s } T CYB8M14 {*** Hailing message from The %s } T CYB8M15 {*** Hailing message from The %s } T CYB8M16 {*** Hailing message from The %s } T ********************************************************************** The first four messages are general messages displayed when the cybertron approaches another player from a distance. CYB9M1 {*** Hailing message from The %s } T CYB9M2 {*** Hailing message from The %s } T CYB9M3 {*** Hailing message from The %s } T CYB9M4 {*** Hailing message from The %s } T The next four messages are general messages displayed when the cybertron begins to brake to engage a player. CYB9M5 {*** Hailing message from The %s } T CYB9M6 {*** Hailing message from The %s } T CYB9M7 {*** Hailing message from The %s } T CYB9M8 {*** Hailing message from The %s } T The next four messages are displayed when a player is to a cybertron but the cyb chooses not to attack for any number of reasons. CYB9M9 {*** Hailing message from The %s } T CYB9M10 {*** Hailing message from The %s } T CYB9M11 {*** Hailing message from The %s } T CYB9M12 {*** Hailing message from The %s } T The next four messages are displayed when a cybertron attacks another player. CYB9M13 {*** Hailing message from The %s } T CYB9M14 {*** Hailing message from The %s } T CYB9M15 {*** Hailing message from The %s } T CYB9M16 {*** Hailing message from The %s } T ********************************************************************** The first four messages are general messages displayed when the cybertron approaches another player from a distance. CYBAM1 {*** Hailing message from The %s } T CYBAM2 {*** Hailing message from The %s } T CYBAM3 {*** Hailing message from The %s } T CYBAM4 {*** Hailing message from The %s } T The next four messages are general messages displayed when the cybertron begins to brake to engage a player. CYBAM5 {*** Hailing message from The %s } T CYBAM6 {*** Hailing message from The %s } T CYBAM7 {*** Hailing message from The %s } T CYBAM8 {*** Hailing message from The %s } T The next four messages are displayed when a player is to a cybertron but the cyb chooses not to attack for any number of reasons. CYBAM9 {*** Hailing message from The %s } T CYBAM10 {*** Hailing message from The %s } T CYBAM11 {*** Hailing message from The %s } T CYBAM12 {*** Hailing message from The %s } T The next four messages are displayed when a cybertron attacks another player. CYBAM13 {*** Hailing message from The %s } T CYBAM14 {*** Hailing message from The %s } T CYBAM15 {*** Hailing message from The %s } T CYBAM16 {*** Hailing message from The %s } T ********************************************************************** The first four messages are general messages displayed when the cybertron approaches another player from a distance. CYBBM1 {*** Hailing message from The %s } T CYBBM2 {*** Hailing message from The %s } T CYBBM3 {*** Hailing message from The %s } T CYBBM4 {*** Hailing message from The %s } T The next four messages are general messages displayed when the cybertron begins to brake to engage a player. CYBBM5 {*** Hailing message from The %s } T CYBBM6 {*** Hailing message from The %s } T CYBBM7 {*** Hailing message from The %s } T CYBBM8 {*** Hailing message from The %s } T The next four messages are displayed when a player is to a cybertron but the cyb chooses not to attack for any number of reasons. CYBBM9 {*** Hailing message from The %s } T CYBBM10 {*** Hailing message from The %s } T CYBBM11 {*** Hailing message from The %s } T CYBBM12 {*** Hailing message from The %s } T The next four messages are displayed when a cybertron attacks another player. CYBBM13 {*** Hailing message from The %s } T CYBBM14 {*** Hailing message from The %s } T CYBBM15 {*** Hailing message from The %s } T CYBBM16 {*** Hailing message from The %s } T ********************************************************************** The first four messages are general messages displayed when the cybertron approaches another player from a distance. CYBCM1 {*** Hailing message from The %s } T CYBCM2 {*** Hailing message from The %s } T CYBCM3 {*** Hailing message from The %s } T CYBCM4 {*** Hailing message from The %s } T The next four messages are general messages displayed when the cybertron begins to brake to engage a player. CYBCM5 {*** Hailing message from The %s } T CYBCM6 {*** Hailing message from The %s } T CYBCM7 {*** Hailing message from The %s } T CYBCM8 {*** Hailing message from The %s } T The next four messages are displayed when a player is to a cybertron but the cyb chooses not to attack for any number of reasons. CYBCM9 {*** Hailing message from The %s } T CYBCM10 {*** Hailing message from The %s } T CYBCM11 {*** Hailing message from The %s } T CYBCM12 {*** Hailing message from The %s } T The next four messages are displayed when a cybertron attacks another player. CYBCM13 {*** Hailing message from The %s } T CYBCM14 {*** Hailing message from The %s } T CYBCM15 {*** Hailing message from The %s } T CYBCM16 {*** Hailing message from The %s } T ********************************************************************** The first four messages are general messages displayed when the cybertron approaches another player from a distance. CYBDM1 {*** Hailing message from The %s } T CYBDM2 {*** Hailing message from The %s } T CYBDM3 {*** Hailing message from The %s } T CYBDM4 {*** Hailing message from The %s } T The next four messages are general messages displayed when the cybertron begins to brake to engage a player. CYBDM5 {*** Hailing message from The %s } T CYBDM6 {*** Hailing message from The %s } T CYBDM7 {*** Hailing message from The %s } T CYBDM8 {*** Hailing message from The %s } T The next four messages are displayed when a player is to a cybertron but the cyb chooses not to attack for any number of reasons. CYBDM9 {*** Hailing message from The %s } T CYBDM10 {*** Hailing message from The %s } T CYBDM11 {*** Hailing message from The %s } T CYBDM12 {*** Hailing message from The %s } T The next four messages are displayed when a cybertron attacks another player. CYBDM13 {*** Hailing message from The %s } T CYBDM14 {*** Hailing message from The %s } T CYBDM15 {*** Hailing message from The %s } T CYBDM16 {*** Hailing message from The %s } T ********************************************************************** ********************************************************************** CYBWOOP1 {*** Hailing message from The %s < Cyborgs are perfect per per perfzzzzztt perfzzzzztt perfzzzzztt. > } T CYBWOOP2 {*** Hailing message from The %s < Kill! Kill! Kill! > } T CYBWOOP3 {*** Hailing message from The %s < Cyborgs are are are are > } T CYBWOOP4 {*** Hailing message from The %s < Prepare to die human! > } T CYBTERM {*** Hailing message from The %s < Cybertrons are superior beings!! > } T CYBLUCK {*** Hailing message from The %s < I shall be back for you later, human vermin!! > } T DRDMSG1 {*** Beacon Message from The %s < This Survey Ship is protected under Galactic Treaty Gt05-66A6-5532 > } T DRDMSG2 {*** Beacon Message from The %s < Disturbing this Survey Ship is punishable under Galactic Law > } T DRDMSG3 {*** Beacon Message from The %s < Maintain standard approach clearance regulations Gr06-25K5-29D2 > } T DRDMSG4 {*** Beacon Message from The %s < Caution! Auto Defense Systems Activated > } T DRDMSG5 {*** Beacon Message from The %s < Warning! This Vessel equiped with Auto Defense Systems! > } T DRDHLP1 {*** Hailing Message from The %s < Your Actions are in violation of Galactic Treaty! Cease and Desist! > } T DRDHLP2 {*** Hailing Message from The %s < Auto Defense systems activated. Cease and Desist this attack! > } T DRDHLP3 {*** Distress Call from The %s < This vessel under an illegal attack. Request assistance! > } T DRDHLP4 {*** Distress call from The %s < Under attack. Requesting assistance from any Vessel.> } T DRDHLP5 {*** Hailing Message from The %s < The Vakory High Command has been informed of you illegal agression > } T DRDMSG6 {*** Beacon Message from The %s < CAUTION! This Vessel Transports Hazardous Material > } T DRDMSG7 {*** Beacon Message from The %s < This Vessel is protected under Galactic Treaty Gt05-66A6-5532 > } T DRDMSG8 {*** Beacon Message from The %s < Disturbing this Vessel is punishable under Galactic Law > } T DRDMSG9 {*** Beacon Message from The %s < Maintain standard approach clearance regulations Gr06-25K5-29D2 > } T DRDMSG10 {*** Beacon Message from The %s < CAUTION! Avoid contamination! Maintain Clearance > } T DRDMSG11 {*** Hailing Message from The %s < Warning! This Ship is tranporting goods under Murdonian Imperial Authority > } T DRDMSG12 {*** Hailing Message from The %s < Warning! Interfering with this vessel in punishable by Murdonian Law > } T DRDMSG13 {*** Hailing Message from The %s < Warning! Approaching this vessel will be considered an act of agression > } T DRDMSG14 {*** Hailing Message from The %s < Warning! This vessel tranporting goods under Galactic Treaty > } T DRDMSG15 {*** Hailing Message from The %s < Warning! Maintain clearance from this vessel > } T DRDHLP11 {*** Hailing Message from The %s < Your Actions will be reported to the Murdonian Imperial Defense Command > } T DRDHLP12 {*** Hailing Message from The %s < This is a peacefull transport ship. Your actions are reprehensable! } T DRDHLP13 {*** Distress Call from The %s < This vessel under an illegal aggression. Request assistance! > } T DRDHLP14 {*** Distress call from The %s < Under attack. Requesting assistance from any Vessel.> } T DRDHLP15 {*** Hailing Message from The %s < The Murdonian Imperial Defense has been informed of you illegal agression > } T **************************************************************************** This is the end of the Variable Cybertron and Droid annoyance messages **************************************************************************** CYBLASTM {DO NOT REMOVE THIS MESSAGE!!!!!!} T TELEPORT {*** WARNING! Navagation beyond the Galactic Perimeter is not permitted. Engines shut down under emergency procedures. *** Damage control reports light damage to all sections due to kenetic shock. } T MINE0 {We don't have a mine launching system Sir! } T MINE1 {We don't have any neutron mines, Sir! } T MINE3 {Neutron Mine launched. Detonation in %u centocks! } T MINE2 {The mine launcher is temporarly jammed, Sir! } T MINE4 {*** ZZzzzzzsssssssssttttt! BOOOOOOM! A neutron mine exploded bearing %d, distance %u, causing %s damage! } T MINE5 {*** Sensors indicate a large neutron explosion bearing %d, Sir! } T MINE6 {*** WARNING! WARNING! Sensors indicate a neutron mine bearing %d, distance %u. } T MINE7 {Sorry, no mining is permitted in sector 0 0! } T LOCK01 {*** Fire control Lock removed! } T LOCK02 {*** Fire control locked on %s commanded by %s. } T NOLOCK {*** Fire Control has no lock set. } T NAV01 {*** Sector %d %d is bearing %d, distance %s. } T TOOMANY {*** There are already a maximum of %d teams declared. } T TEAMEXST {*** That team name or team code already exists...choose another. } T TEAMCRT {*** -- Team Created -- Name: %s Id #..............: %s Team Password.....: %s Founder Password..: %s Please write down the Founder Password as you will not be able to change it or display it again. } T TEAMBAD {*** That team code is not valid! } T TEAMBIG {*** That team is full. You cannot join at this time. } T TEAMBADP {*** That is not the password. Please contact the team leader for the correct one. } T TEAMJOIN {*** You are now a member of The %s team. } T TEAMUNJN {*** You are no longer a member of The %s team. } T TEAMHDR {*** Code Team Name Members Score ------------------------------------------------------ } T TEAMTLR { } T TEAMBDSC {*** Sorry, that is not the valid Founders Password. } T TEAMNOT {*** You don't seem to currently be a member of a valid team, Sorry! } T TEAMNFND {*** That Userid does not seem to be currently in the game. } T TEAMNTM {*** That Userid is not currently on your team. } T TEAMKYOU {Your membership in the Galactic Empire Team %s has been revoked by %s. } T TEAMKICK {*** As you requested %s has been removed from the team and sent an email message notifying him/her of this action. } T TEAMBPSS {*** That password is loo long - please shorten it to 10 characters or less. } T TEAMNPSS {*** The team password has been changed to "%s". } T TEAMBNAM {*** The team name must be at least 5 characters long. } T TEAMNNAM {*** The new team name is now "%s". } T TEAMMHDR {*** The members of your team are... } T BEAC01 {*** Beacon Message from Planet # %d %s } T SPY0 {Why would you wish to spy on your own planet Sir? } T SPY0A {Sorry Sir, this ship is not equipped to launch a planetary attack } T SPY0B {We can't spy on a wormhole!!! } T spy Wormhole Message SPY0C {Spying on the Galactic Command is a Capital Offense... request refused! } T SPY1 {Sorry Sir! We are not in orbit. } T SPYM0 {We don't have any spy's Sir! } T SPYM1 {Transporting a spy to the planet Sir! } T SPYC1 { The Government of the planet %s in sector %d %d has arrested and executed a spy believed to be in your employ. They have lodged an official protest with the Galactic Command and are demanding a formal apology. } T SPYC2 { The local Government on your planet %s in Sector %d %d have captured and executed a spy believed to be in the employment of %s. They have already sent notice to %s demanding an apology. } T SPYM2 { Classification: TOP SECRET/EYES ONLY Our operative on %s in sector %d %d has acquired the following intellegence from his local operatives. The information is from questionable source but has a %d% confidence rating. -------------------------------------------------------------------------- Planatary Reserves of %s - %s -------------------------------------------------------------------------- End Report } T SPYM3 { Classification: TOP SECRET Our operative on %s in sector %d %d reports that hostile forces commanded by %s have toppled the defenses and taken over the planet. End Report } T SPYM4 { Classification: TOP SECRET Our operative on %s in sector %d %d reports that hostile forces commanded by %s launched an attack on this planet. The outcome was unclear as of this report. End Report } T JETT1 {Sorry Sir! We don't have that many available. } T JETT2 {Sorry Sir! I didn't understand the command. } T JETT3 {%s %s have been jettisoned, Sir! } T NAVFMT {Type HELP NAVIGATE for the correct usage. } T SETFMT {Type HELP SET for the correct usage. } T WARPFMT {Type HELP WARP for the correct usage. } T IMPFMT {Type HELP IMPULSE for the correct usage. } T ROTFMT {Type HELP ROTATE for the correct usage. } T PHAFMT {Type HELP PHASER for the correct usage } T SNDFMT {Type HELP SEND for the correct usage. } T SCANFMT {Type HELP SCAN for the correct usage. } T ORBFMT {Type HELP ORBIT for the correct usage. } T REPFMT {Type HELP REPORT for the correct usage. } T TRANSFMT {Type HELP TRANSFER for the correct usage. } T ATTFMT {Type HELP ATTACK for the correct usage. } T BUYFMT {Type HELP BUY for the correct usage. } T PRICEFMT {Type HELP PRICE for the correct usage. } T MISFMT {Type HELP MISSILE for the correct usage. } T HPHAFMT {Type HELP HYPER for the correct usage. } T NEWFMT {Type HELP NEW for the correct usage. } T SELLFMT {Type HELP SELL for the correct usage. } T MINFMT {Type HELP MINE for the correct usage. } T SHLDFMT {Type HELP SHIELD for the correct usage. } T FREQFMT {Type HELP FREQ for the correct usage. } T MSGPRF {*** Sorry Sir.... I won't transmit that! } T TEAMFMT {Type HELP TEAM for the correct usage. } T SPYFMT {Type HELP SPY for the correct usage. } T JETTFMT {Type HELP JETTISON for the correct usage. } T *** NEW in 3.2c.6 *** CLOFMT {Type HELP CLOAK for the correct usage. } T ENDMARK {ENDMARK} T Endmark - do not remove