GETTING STARTED WITH BRIDGE CREW sw1.12e This file details a Quick Start method to get up and running with four players. If you just want to plug in one terminal or PC then you should read the file ONESTART.TXT Welcome to BRIDGE CREW and the world of co-operative computer assisted science fiction roleplaying. When configured with three or four terminals, BRIDGE CREW can provide many hours of fun for the players. The atmosphere of the bridge of a space combat vessel can be created and the roleplaying and tactical aspects of the game will flourish. We at Mithril Software hope you will take the time to learn the commands and put the effort into cabling terminals and PCs. BRIDGE CREW is lots of fun and is best enjoyed with a group of friends. Attached is a simple list of things to do to get up and running with four players using the shareware version of bridge crew. You should read each step and do them in order. If you do this, you will 'enjoy' all that this program has to offer. 1. Read this file first. Read this file, read all the steps and ensure that you have all necessary hardware, people and knowledge. If you wish to plug in only one terminal or pc then you should read ONESTART.TXT 2. You will need the following hardware: One IBM compatible 386 computer with VGA graphics, 530K of available memory, about 6 megabytes of available disk space and MSDOS 5 or MSDOS 6. This computer must have two serial ports - standard COM1 and COM2. This computer will hereafter be refered to as MM (the Main Machine). Two IBM computers of almost any type with 512K of available memory. We have used 286s and XT's in testing. These machines must each have 2 serial ports. These machines will be used to run the BCTERM terminal emulator and will hereafter be called BCTERM-A and BCTERM-B. Two dumb serial terminals OR two IBM compatible PCs able to run the VT100.EXE program supplied. These machines need about 400K of memory and one serial port. If you don't have the additional IBM compatible machines or dumb terminals, you could use two computers of almost any type running simple VT100 terminal emulators. Macintosh, Amiga and Atari-ST computers have been used. These machines will hereafter be called DUMB-A and DUMB-B. Four Null modem cables. NOTE - You must have the right plugs and sockets on them (normally DB25 or DB9 male or female) This will depend on what type of serial ports the MM, BCTERM-A, BCTERM-B, DUMB-A, and DUMB-B have. The morale here is either to obtain the cables after the terminals and PC's, or to purchase a good selection of gender benders and 9pin to 25 pin converters. FIVE People, one to act as Captain, one to act as GM and three to act as crew. 2. Now we will physically arrange the hardware Place the hardware in such a way that the operators of BCTERM-A, BCTERM-B, DUMB-A and DUMB-B can all see the VGA Display of MM. This is normally acheived by placing them round a big table with MM's display at one end of the table. The captain's chair should be placed in such a location that he/she can see the VGA display of MM and any orders he/she gives can be clearly heard by the operators of BCTERM-A, BCTERM-B, DUMB-A and DUMB-B. Your layout (around a table) could look something like this: _____________ | | | MM | | Screen | |___________| | | ___________ /MM \ / \ BCTERM-B Player 2 GM /BCTERM-A / \ / \ DUMB-B Player 3 Player 1 DUMB_A / \ /______________________\ Captain 3. Now you will do the necessary cabling 3a. Run a null modem cable from COM1 on MM to COM1 on BCTERM-A 3b. Run a null modem cable from COM2 on MM to COM1 on BCTERM-B 3c. Run a null modem cable from COM2 on BCTERM-A to DUMB-A 3d. Run a null modem cable from COM2 on BCTERM-B to DUMB-B Note, if DUMB-A and DUMB-B are IBM PCs, run the cable to COM1. In theory you have now done the cabling. 4. Now you will unzip and install the software Run PKUNZIP in the C:\ directory of MM with the -d option. This will place the files in their proper subdirectories. eg >PKUNZIP -D BCFILES.ZIP This will unzip a heap of files into two directories C:\UNIVERSE and C:\BCREW. It will also create two subdirectories below c:\bcrew. These will be DOCUMENTS and TERMINAL, where the manuals and bcterm files will be stored, respectively. 5. Now we will install BCTERM onto BCTERM-A & BCTERM-B Create a C:\BCTERM directory on BCTERM-A and BCTERM-B eg >MD BCTERM Get a spare formatted floppy disk that can be read by MM and BCTERM-A and BCTERM-B. Copy onto it; BCTERM.EXE, BCTERSET.EXE and BCTERSET.DAT from the directory C:\BCREW\TERMINAL eg >COPY BCTERM.EXE A: eg >COPY BCTERSET.EXE A: eg >COPY BCTERSET.DAT A: Copy these files into the \BCTERM directories you created on BCTERM-A and BCTERM-B . eg >COPY A:BCTER*.* C\BCTERM\*.* You can test the success of this by executing the following commands on BCTERM-A and BCTERM-B which will run the BCTERM.EXE terminal emulator. >C: >cd \BCTERM >BCTERM If sucessful you will see a screen with three areas; one labelled REPORTS, one labeled MESSAGES and one labled INPUT. To exit this program use ALT/X (press ALT key and while it's depressed press the X key). In theory you have now loaded the software for BCTERM-A and BCTERM-B. NB: It is possible to run BCTERM from a floppy disk. 7. I know it's a lot of work but it's worth it! You are doing well to have got this far, now for the last few steps to fun. 8. Now we will configure DUMB-A and DUMB-B If you are using PC's as DUMB-A and DUMB-B you must copy the file VT100.EXE (found in the TERMINAL directory) onto them. You run this with the command >VT100 COM1 If you are using Dumb serial terminals, Amiga, Atari or Macintosh PCs, configure them to emulate VT100s and ensure that they are set to 9600 Baud, No Parity and One Stop Bit. Note: BRIDGE CREW doesn't use any flow control at all. In theory you are now ready to run BRIDGE CREW. 9. You can safely ignore this step if you have done everything exactly as above. Now you may wish to vary the setup from the standard. This is realy for hackers and should be avoided by the novice. By Running BCREWSET (on MM) you can configure more or different terminals or run them on different ports. (or use a multi port card - see the other documentation for this). By Running BCTERSET (on BCTERM-A) you can change the BCTERM layout and function keys. (or com ports) To enable sound effects on BCTERM-A, print and follow the documantation in SOUND.TXT 10. Running Bridge Crew The GM should go to the keyboard of MM and type >C: >cd \BCREW >SW112 PUB1.SSW He or she will then see a copyright message. Press return to get past it. If all went well, a message starting with the phrase 'Macros have been loaded' should appear on DUMB-A, DUMB- B, BCTERM-A and BCTERM-B. In addition, the main display of MM should go black and show a silhouette of a starship labled F0 in the center. At the left of the screen is a text status area. All of the terminals (BCTERM-A, BCTERM-B, DUMB-A and DUMB-B) should now respond to a WHO command (type WHO and then press Enter). The Response to the WHO command will tell you the terminal number. This should be noted by the operator who will need to tell the security officer later (so that his or her bridge position can be assigned). One of the ports will be identifiable as the GM by the message, 'You are the primary GM'. This is the GM's terminal. (normally this will be BCTERM-A). The GM can now allocate the security of the ship to the security officer by the command SECUR ptnum, where ptnum is the number (from the WHO command) of the security officer's terminal. eg SECUR 2 would allocate security to the officer on port 2. The GM can start play with the command UNFREEZE which will allow the starship K1 to attack the players SHIP F0 The security officer can use the GIVE command to allocate bridge positions to the crew. All crew can use the RECON command to list objects on the sensors (initialy nothing will show on sensors). All crew can use the THINGS command to list all objects that they know about in this universe (initially K1 and F0) All crew can use the REPORT FUNCTIONS command to list the status of the ship's functions (initially all functions are at 100%) All crew can use the REPORT SHIP command to list the general status of the ship (should be ok initially) Once the security officer has given out the bridge positions (using the GIVE command 'eg GIVE HELM 3') the officers concerned can do as follows: The BEAM officer can use the CHARGE, BLOCK, REPORT BEAM and BFIRE commands to shoot at the hostile ship K1 (on the captain's orders of course). The MISSILE officer can use the LOAD, MLOCK, PROXIMITY, REPORT MISSILE and MFIRE commands to shoot at the hostile ship K1 (on the captain's orders of course). The HELM officer can use the COURSE and SPEED commands to control the ship. Also the MODE and SCALE commands can be used to change the main display. Oh yes, and the VIEW command will be needed to keep F0 in the center of the screen!, TRACK is usefull to. The Other officers are not essential and can be learned at the crew's leisure (science and damage control are pretty useful). To really get a handle on these commands you should print a copy of the document PLAYER.TXT. All players could also use a copy of the ready reference sheets PLREF.TXT. The GM should read GM.TXT and print a copy of GMREF.TXT. The gm should be familiar with the comands LOCATE,KNOW,ACTIVATE XMIT, MISSION, SIDE, GIVE, SECUR, MOVE, RMOVE and DMOVE as a minimum NOTE for non ansi terminals the commands >TERM BS ON and >TERM BS OFF can be used by players on DUMB-A and DUMB-B to use an ascii backspace rather than an ansi backspace (unfortunately this has to be done each time Bridge Crew is re-run). NOTE the HELP (and XHELP for GMs) command is designed only to assist with Syntax, not to be an instruction on how to play the game. I strongly suggest printing and reading manuals. NOTE to stop the game press # on the MM's keyboard. NOTE & is used to clear pause and helm hit messages. ---------------------------------------------------------------------- SUPPORT While there is no official support for BRIDGE CREW version sw1.12e You can contact David Readman on the internet and if he has time he may answer your query his address is JAGUAR@WERPLE.MIRA.NET.AU ----------------------------------------------------------------- Example of play with example commands beside it: ----------------------------------------------------------------- The Cast of Players: GM Game Master (port 0) WHERIT, Ensign Wassa Helm Officer and Science officer (Port 1) RAMBO, Officer Sir Missile Officer and security officer (port 2) GUNS, Boans Macoy Beam Officer (port 3) SKIPPY, Captain Skua Captain (no terminal, he just stares at MM Display) Person Action - "Spoken" Command Typed ----------------------------------------------------- GM "You are running." at dos >sw112 pub1.ssw ----------------------------------------------------- GM Deciding to put k3 in (on GM's terminal) rather than k1. LOCATE DEACT k1 ACTIVATE K3 ----------------------------------------------------- GM "Who's on security?" ----------------------------------------------------- RAMBO "Me on port 2." WHO ----------------------------------------------------- GM "You have security." SECUR 2 ----------------------------------------------------- RAMBO "Who wants what?" ----------------------------------------------------- WHERIT "Helm and Science to port WHO one please." ----------------------------------------------------- RAMBO GIVE HELM 1 GIVE SCI 1 ----------------------------------------------------- RAMBO "Done, Next?" ----------------------------------------------------- GUNS "Beam to 3." WHO ----------------------------------------------------- RAMBO GIVE BEAM 3 ----------------------------------------------------- SKIPPY "Ready Yet?" ----------------------------------------------------- GM "You are running live UNFREEZE now." ----------------------------------------------------- RAMBO "Give me a break!" GIVE MISS 2 REPORT SECURITY ----------------------------------------------------- RAMBO After inspecting the report, "Security looks good. Now what?" ----------------------------------------------------- SKIPPY "WHAT'S OUT THERE?" ----------------------------------------------------- GUNS "Just us, oh and K3." THINGS ----------------------------------------------------- SKIPPY "Track k3." ----------------------------------------------------- WHERIT "Ok." TRACK K3 ----------------------------------------------------- GUNS "It's not in range yet." RECON ----------------------------------------------------- SKIPPY "Lock weapons as soon as it is." ----------------------------------------------------- TIME PASSES ........... ----------------------------------------------------- GUNS "It's on sensors. ... RECON Range 9000." ----------------------------------------------------- SKIPPY "Scale 9000." ----------------------------------------------------- WHERIT "Ok." SCALE 9000 ----------------------------------------------------- GUNS "locking Beams." BLOCK K3 LB RB ----------------------------------------------------- GUNS "Charging Beams." BCHARGE LB RB ----------------------------------------------------- RAMBO "Proximity set to 100." PROX 100 FWD AFT ----------------------------------------------------- SKIPPY "Course 450, speed 30." ----------------------------------------------------- WHERIT "Ok." COURSE 450 SPEED 30 ----------------------------------------------------- TIME PASSES ........... ----------------------------------------------------- RAMBO "Locking Missiles." MLOCK K3 FWD AFT ----------------------------------------------------- Skippy "Fire beams at 1400, missiles at will." ----------------------------------------------------- GUNS "Ok." ----------------------------------------------------- SKIPPY "Course 424." ----------------------------------------------------- WHERIT "Ok." COURSE 424 ----------------------------------------------------- SKIPPY "Scale 3000." ----------------------------------------------------- WHERIT SCALE 3000 ----------------------------------------------------- RAMBO "Firing missiles." MFIRE FWD AFT ----------------------------------------------------- RAMBO "Sh.. I Forgot to load." MLOAD FWD AFT ----------------------------------------------------- Skippy "Dont panic." MLOCK K3 FWD AFT "Speed 10." "We'll slow down to give you time to load." ----------------------------------------------------- WHERIT "Range now 1500." ----------------------------------------------------- GUNS "Beams firing; 2 hits." BFIRE LB RB ----------------------------------------------------- GUNS CHARGE LB RB ----------------------------------------------------- RAMBO "Firing missiles." MFIRE FWD AFT ----------------------------------------------------- RAMBO "Reloading Now." MLOAD FWD AFT ----------------------------------------------------- WHERIT "It's shields are still SCAN GEN K3 50% or better." ----------------------------------------------------- SKIPPY Observing their front shield at 30%: "Course 1800." ----------------------------------------------------- WHERIT "Ok." COURSE 1800 ----------------------------------------------------- The battle continues. TO ORDER To order the registered version of BRIDGE CREW fill out the relevant order form for your country, include a cheque or money order in the currency indicated and send to : Mithril Software Pty Ltd PO Box 225 Kippax ACT 2615 Australia For other countries, please fill out one of the above and include a cheque/money order in the given currency. If using the Australian or New Zealand order form, add $20 extra postage. All orders are sent via Air Mail and are despatched within 48 hours of notification of cheque clearance. Barring major currency fluctuations, prices should valid until 1 July 1996. For further pricing information contact Mithril Software: PO Box 225, Kippax, ACT 2615, Australia or fax us on: International Access code (61) (6) 254 6280 eg from USA 011 61 6 254 6280 from NZ 00 61 6 254 6280 or contact David Readman on the internet JAGUAR@WERPLE.MIRA.NET.AU For Licence Details Please read LICENCE.TXT