|AUTOHELP ~5ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» ~5º ~2-=-~3 AutoPilot Help ~2-=- ~5º ~5º ~3<~5Y~3> ~1Yes, stop here ~5º ~5º ~3<~5N~3> ~1No, continue on ~5º ~5º ~3<~5E~3> ~1Express Non-Stop ~5º ~5º ~3<~5I~3> ~1Ship information ~5º ~5º ~3<~5R~3> ~1Port Report ~5º ~5º ~3<~5S~3> ~1Long Range Scan ~5º ~5º ~3<~5D~3> ~1Re-Display Sector ~5º ~5º ~3<~5P~3> ~1Port and Trade ~5º ~5º ~3<~2!~3> ~1AutoPilot Help ~5º ~5ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ |TWMENU ~5ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ~E 2 0 0 2 ~5ÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ»~0 ~5º ~3Navigation Computer Tactical ~5º~0 ~5º ~2=~5-~2=~5-~2==~5-~2=~5-~2= =~5-~2=~5--~2=~5-~2= =~5-~2=~5--~2=~5-~2= ~5º~0 ~5º ~3<~5D~3> ~1Re-Display Sector ~3<~5C~3> ~1Onboard Computer ~3<~5A~3> ~1Attack Enemy SpaceCraft ~5º~0 ~5º ~3<~5P~3> ~1Port and Trade ~3<~5X~3> ~1Transporter Pad ~3<~5E~3> ~1Use SubSpace EtherProbe ~5º~0 ~5º ~3<~5M~3> ~1Move to a Sector ~3<~5I~3> ~1Ship Information ~3<~5F~3> ~1Take or Leave Fighters ~5º~0 ~5º ~3<~5L~3> ~1Land on a Planet ~3<~5T~3> ~1Corporate Menu ~3<~5G~3> ~1Show Deployed Fighters ~5º~0 ~5º ~3<~5S~3> ~1Long Range Scan ~3<~5U~3>~1 Use Genesis Torp ~3<~5H~3> ~1Handle Space Mines ~5º~0 ~5º ~3<~5R~3> ~1Release Beacon ~3<~5J~3>~1 Jettison Cargo ~3<~5K~3> ~1Show Deployed Mines ~5º~0 ~5º ~3<~5W~3> ~1Tow SpaceCraft ~3<~5B~3>~1 Interdict Ctrl ~3<~5O~3> ~1Starport Construction ~5º~0 ~5º ~3 ~5 ~3 ~1 ~3<~5!~3>~2 Main Menu Help ~3 ~5 ~3 ~1 ~5º~0 ~5º ~3<~5Q~3> ~2Quit and Exit ~3<~5Z~3> ~2TradeWars DOCS ~3<~5V~3> ~2View Game Status ~5º~0 ~5ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ ~Bv2~5 ÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ~0 |TWCMENU ~5ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ~E 2 0 0 2 ~5ÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» ~5º ~2-=- ~3Navigation~2 -=- ~2-=- ~3Misc ~2-=- ~2-=- ~3Displays ~2-=- ~5º ~5º ~3<~5F~3> ~1Course Plotter ~3<~5A~3> ~1Make Announcement ~3<~5C~3> ~1View Ship Catalog ~5º ~5º ~3<~5I~3> ~1Inter Sector Warps ~3<~5B~3> ~dBegin Self Destruct ~3<~5D~3> ~1Scan Daily Log ~5º ~5º ~3<~5K~3> ~1Your Known Universe ~3<~5N~3> ~1Toggle ANSI On/Off ~3<~5E~3> ~1Evil Trader Class ~5º ~5º ~3<~5R~3> ~1Port Report ~3<~5O~3> ~1Change Ship Settings ~3<~5G~3> ~1Good Trader Class ~5º ~5º ~3<~5U~3> ~1T-warp preference ~3<~5P~3> ~1Fire Photon Missile ~3<~5H~3> ~1Alien Trader Rank ~5º ~5º ~3<~5V~3> ~1Avoid Sectors ~3<~5M~3> ~1Re-Read Your Mail ~3<~5J~3> ~1Planetary Specs ~5º ~5º ~3<~5X~3> ~1List Current Avoids ~3<~5S~3> ~1Send Mail ~3<~5L~3> ~1List Trader Rank ~5º ~5º ~3<~2!~3> ~1Computer Help ~3<~5T~3> ~1Current Ship Time ~3<~5Y~3> ~1Personal Planets ~5º ~5º ~3<~2Q~3> ~1Exit Computer ~3<~5W~3> ~1Use Mine Disruptor ~3<~5Z~3> ~1Active Ship Scan ~5º ~5ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ ~Bv2~5 ÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ |CITIMAKE ~1This planet does not have a Citadel on it. If you wish to construct one, ~1you must first have the raw materials on the planet to build the Citadel. ~1Once a Citadel is built, you will then have the options of leaving your ship ~1there overnight, storing credits in the treasury, and many other military ~1functions that can turn your planet into a stronghold that is formidable ~1indeed! Addition of a Combat computer will enable your Citadel's systems to ~1control all fighters on the planet for defense. Purchase of a Quasar cannon ~1can give your Citadel the power to attack craft in space in the sector the ~1planet is in. ~5Citadel construction on this type of planet requires the following: |CONHELP ~b -=-=- StarPort Construction -=-=- ~1 Star Ports exist all over the known Universe. Traders construct ~1these when they have sufficient wealth to finance such an undertaking. ~1The costs involved with a project such as this is prohibitive and if you ~1have to ask, you can't afford it. Star Ports can be designed in a ~1number of fashions, as export centers, as balanced import/export nodes, ~1or as import only stations. Many variations in between can also be ~1designed. Ports can only import or export any given product, not both. ~1Costs involved with upgrading ports reflect the supply/demand of the ~1product in question and the current levels of trade. Building a StarPort ~1requires the resources of a fairly productive planet to support it. The ~1planet supports the construction stages which can last from a few days to ~1many weeks depending on the class of port. Construction has become a ~1viable investment for Traders since the outbreak of Port destruction ~1brought on by the marauding Black Empire. Many areas of our Universe are ~1in desperate need of trading centers to help them flourish. In addition, ~1prosperous ports can become quite an asset to the builder, as the original ~1investor will receive a "cut 'o the action". |CORPMENU ~5ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ~E 2 0 0 2 ~5ÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» ~5º ~3<~5D~3> ~2Display Corporations ~3<~5X~3> ~1Leave Your Corporation ~5º ~5º ~3<~5J~3> ~2Join a Corporation ~3<~5L~3> ~1List Corporate Planets ~5º ~5º ~3<~5M~3> ~2Make a New Corporation ~3<~5!~3> ~1Corporation Help ~5º ~5º ~3<~2Q~3> ~5QUIT ~2Corp Menu ~3<~5A~3>~1 Show Corporate Assets ~5º ~5º ~r-- ~3(~1Corporations Only~3) ~r-- ~1 & Member Locations ~5º ~5º ~3<~5C~3> ~1Credit Transfer ~r- ~dC.E.O.s Only ~r-~5 º ~5º ~3<~5F~3> ~1Fighter Transfer ~3<~5T~3> ~dSend Corporate Memo ~5º ~5º ~3<~5H~3> ~1Mine Transfer ~3<~5P~3> ~dCorporate Security ~5º ~5º ~3<~5S~3> ~1Shields Transfer ~3<~5R~3> ~dDrop Corporate Member ~5º ~5ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ ~Bv2~5 ÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ |GENEBOOM ~2As you give the order, the weapons officer engages a code sequence ~2that arms the most potent weapon the Federation has ever developed, ~2the powerful Nuerevy Atomic Detonator. Each corbomite-encased anti- ~2matter warhead is powerful enough to shatter a continent. When ~2several of these disaster machines are exploded simultaneously along ~2the fault lines of a planetary body, the resulting force is sufficient ~2to reduce it to the interstellar dust from whence it came. A flight of ~2your K3-A fighters takes the planet-busting bombs to the sites ~2selected by the computer as being the most devastating. You then blast ~2off from the planet as quickly as possible. A single laser blast from ~2your fleet triggers the massive reaction that is truly astounding. ~2Luckily, your crew has enough time to move the command ship out of ~2the blast range so that you can watch the destruction and enjoy it as ~2well! Unfortunately some of your fighters did not return from the ~2awesome implosion. |GENESIS ~1 Your science officer has detected a nebula in this sector suitable for ~1system formation. After you register your claim with The Imperial Bureau of ~1Expansionist Affairs for the territory, you give the order to arm and launch ~1the Genesis device. ~1 As the Genesis Torpedo leaves the torpedo bay of your ship, it begins to ~1glow brilliantly as it accelerates it's mass to the critical point. You ~1immediately warp out of range of the Genesis envelope, and four minutes ~1later the nebula is transformed into a thriving planetary system with such ~1a fantastic display of pyrotechnical special effects that it could never be ~1depicted in a simulation like this! ~1 You bring your ship into orbit about your new planet and make ~1preparations to explore it. Of course, now you will need colonists to ~1really make this planet thrive! |HARDWARE ~5ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» ~5º ~5The Emporium Daily Specials~2: ~5º ~5º ~5º ~5º ~3<~5A~3> ~1Atomic Detonators ~5º ~5º ~3<~5B~3> ~1Marker Beacons ~5º ~5º ~3<~5C~3> ~1Corbomite Devices ~5º ~5º ~3<~5D~3> ~1Cloaking Devices ~5º ~5º ~3<~5E~3> ~1SubSpace Ether Probes ~5º ~5º ~3<~5F~3> ~1Planet Scanners ~5º ~5º ~3<~5L~3> ~1Limpet Tracking Mines ~5º ~5º ~3<~5M~3> ~1Space Mines ~5º ~5º ~3<~5P~3> ~1Photon Missiles ~5º ~5º ~3<~5R~3> ~1Long Range Scanners ~5º ~5º ~3<~5S~3> ~1Mine Disruptors ~5º ~5º ~3<~5T~3> ~1Genesis Torpedoes ~5º ~5º ~3<~5W~3> ~1TransWarp Drives ~5º ~5º ~3<~5Y~3> ~1Psychic Probes ~5º ~5º ~5º ~5º ~3<~2!~3> ~dHardware Emporium Help ~5º ~5º ~3<~2Q~3> ~dLeave the Emporium ~5º ~5ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ |CORPDISP ~5ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» ~5º ~5TW2002 Corporate Listings~2: ~5º ~5º ~5º ~5º ~3<~5L~3> ~1List Active Corporations ~5º ~5º ~3<~5R~3> ~1Rank Corporations ~5º ~5º ~5º ~5ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ |KENTMAD ~1...as your fighters deploy within Federation space, they are immediately ~1annihilated by a VERY powerful phaser array from the Federation StarShip ~1the Intrepid. The monstrous bulk of the cruiser fills your viewscreen ~1and its warning message blares throughout your ship. ~2"Try that again and you'll get the same! You should know the regulations ~2about using arms in the Federation!" ~1Your battle officer reports loss of 10% of your fighters and 10% of your ~1holds. It seems the Intrepid was very careful in it's attack and could have ~1done much MORE damage. |LANDEART ~5It takes your very best navigational effort to avoid the multitude of ~5"space junk" in orbit about this planet. Your computer system finally ~5establishes a link with the Terran Traffic control system and you ~5relax as it brings your ship down automatically onto the last major ~5Space Port on Terra. You shut your systems down and head out to the ~5main colonists' departure terminal, hoping to find plenty of eager people ~5willing to risk the hazardous trip in CryoFreeze just so they can live on ~5a clean, abundant planet. |MAKEPORT ~5ÕÑÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÑÑÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÑÑÍÍÍÍÍÍÍÍѸ ~5³³ ~1StarPort Construction ~5³³ ~1Initial Construction Costs ~5³³ ~1Import ~5³³ ~5ÆØÍÍÍÍÍÍÍÍÍÍÍÍÑÍÍÍÍÍÍÍÍÍÍÍÍÍÍ͵ÆÍÍÍÍÍÍÍÍÍÑÍÍÍÍÍÑÍÍÍÍÍÑÍÍÍÍÍÑÍÍÍÍÍ͵³ ~1or ~5³³ ~5³³~4 Port Class ~5³~4 Ore Org Equ ~5³³~4 Credits ~5³~4 Ore ~5³~4 Org ~5³~4 Equ ~5³~4 Days ~5³³~1 Export ~5³³ ~5ÆØÍÍÍÍÍÍÍÍÍÍÍÍØÍÍÍÍÍÍÍÍÍÍÍÍÍÍ͵ÆÍÍÍÍÍÍÍÍÍØÍÍÍÍÍØÍÍÍÍÍØÍÍÍÍÍØÍÍÍÍÍ͵ÆÍÍÍÍÍÍÍÍص ~5³³ ~21 ~5³ ~1B ~1B ~4S~7 ~5³³ ~239,250 ~5³ ~3120 ~5³ ~3120 ~5³ ~360 ~5³ ~26 ~5³³ Import ~5³³ ~5³³ ~22 ~5³ ~1B ~4S~7 ~1B ~5³³ ~241,500 ~5³ ~3140 ~5³ ~370 ~5³ ~3140 ~5³ ~27 ~5³³ Import ~5³³ ~5³³ ~23 ~5³ ~4S~7 ~1B ~1B ~5³³ ~248,000 ~5³ ~380 ~5³ ~3160 ~5³ ~3160 ~5³ ~28 ~5³³ Import ~5³³ ~5³³ ~24 ~5³ ~4S~7 ~4S~7 ~1B ~5³³ ~237,500 ~5³ ~350 ~5³ ~350 ~5³ ~3100 ~5³ ~25 ~5³³ Export ~5³³ ~5³³ ~25 ~5³ ~4S~7 ~1B ~4S~7 ~5³³ ~234,000 ~5³ ~340 ~5³ ~380 ~5³ ~340 ~5³ ~24 ~5³³ Export ~5³³ ~5³³ ~26 ~5³ ~1B ~4S~7 ~4S~7 ~5³³ ~232,500 ~5³ ~360 ~5³ ~330 ~5³ ~330 ~5³ ~23 ~5³³ Export ~5³³ ~5³³ ~27 ~5³ ~4S~7 ~4S~7 ~4S~7 ~5³³ ~230,000 ~5³ ~320 ~5³ ~320 ~5³ ~320 ~5³ ~22 ~5³³ Export ~5³³ ~5³³ ~28 ~5³ ~1B ~1B ~1B ~5³³ ~250,000 ~5³ ~3200 ~5³ ~3200 ~5³ ~3200 ~5³ ~210 ~5³³ Import ~5³³ ~5³³ ~39 ~5³ ~3Not Available ~5³³ ~3------- ~5³ ~3--- ~5³ ~3--- ~5³ ~3--- ~5³ ~3---- ~5³³ ~3------ ~5³³ ~5³³ ~30 ~5³ ~3Not Available ~5³³ ~3------- ~5³ ~3--- ~5³ ~3--- ~5³ ~3--- ~5³ ~3---- ~5³³ ~3------ ~5³³ ~5ÆØÍÍÍÍÍÍÍÍÍÍÍÍÏÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÏÏÍÍÍÍÍÍÍÍÍÏÍÍÍÍÍÏÍÍÍÍÍÏÍÍÍÍÍÏÍÍÍÍÍÍÏÏÍÍÍÍÍÍÍÍص ~5³³ ~3Ports will initially produce 100 units/day in each category ~5³³ ~5ÔÏÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍϾ |NONONO ~1A blaring message comes screaming across your sub-space radio: ~2"This is Captain Zyrain, of the StarShip Intrepid, your hostile ~2 act has been noticed and I feel that I must inform you of the dire ~2 consequences that you are asking for. No space piracy will take place ~2 in Federation space while I am commanding the Intrepid! ~2 Intrepid out..." ~1You notice the un-Godly bulk of the Intrepid looming into view and think ~1twice about your aggressive actions. |PLANHELP ~5ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» ~5º ~3<~5A~3> ~1Take All Products ~5º ~5º ~3<~5C~3> ~1Enter Citadel ~5º ~5º ~3<~5D~3> ~1Display Planet ~5 º ~5º ~3<~5M~3> ~1Change Military Levels ~5º ~5º ~3<~5O~3> ~1Claim Ownership of ~5º ~5º ~1 this planet ~5º ~5º ~3<~5P~3> ~1Change Population Lvls ~5º ~5º ~3<~5S~3> ~1Load/Unload Colonists ~5º ~5º ~3<~5T~3> ~1Take or Leave Product ~5º ~5º ~3<~5Z~3> ~1Try to Destroy Planet ~5º ~5º º ~5º ~3<~2!~3> ~2Planetary Help ~5 º ~5º ~3<~2Q~3> ~2Leave this Planet~5 º ~5ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ |PLANDOCK ~1You shut down all ship systems and retire to your quarters in the Citadel, ~1confident of your safety here. Yet you still check the orbital radars ~1before heading to bed, just to make sure no enemy is lurking out there. |CITADEL ~5ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» ~5º ~3<~5B~3> ~1Transporter Control ~3<~5N~3> ~1Interdictor Control ~5º ~5º ~3<~5C~3> ~1Engage Ship's Computer ~3<~5P~3> ~1Planetary TransWarp ~5º ~5º ~3<~5D~3> ~1Display Traders Here ~3<~5R~3> ~1Remain here overnight ~5º ~5º ~3<~5E~3> ~1Exchange Trader Ships ~3<~5S~3> ~1Scan this sector ~5º ~5º ~3<~5G~3> ~1Shield Generator Control ~3<~5T~3> ~1Treasury Fund Transfers ~5º ~5º ~3<~5I~3> ~1Personal Info ~3<~5U~3> ~1Upgrade Citadel ~5º ~5º ~3<~5L~3> ~1Quasar Cannon R-Level ~3<~5V~3> ~1Evict the other Traders ~5º ~5º ~3<~5M~3> ~1Military Reaction Level ~3<~5X~3> ~1Corporation Menu ~5º ~5º ~3<~2!~3> ~2Citadel Help ~3<~2Q~3> ~2Leave the Citadel ~5º ~5ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ |PORTMUG ~1As you wonder about looking down dark corridors, you hear some noise behind ~1you. You spin around to see who is approaching you, but everything goes ~1dark as you are hit. ~1You wake up a few hours later and find most of your money gone. |PORTWAND ~1You wander about the port but find nothing but locked doors and deadends. ~1You do notice some rather rough looking characters lurking about the place. ~1Maybe its not such a good idea to wander about without knowing where its ~1safe to go? |SHIP1 ~dThe Merchant Cruiser is the standard fare for earning a living in the ~duniverse. These craft are moderately fast, well armored and have hard ~dpoints for many different accessories. Many cartels use the Merchant ~dCruiser as their only ship type. The Merchant is the craft by which ~dcombat specs are rated for a standard. |SHIP2 ~dThe Scout Marauder is currently the fastest, conventional drive ship ~dknown to mankind. This small speedster can easily outdistance even the ~dpowerful Corellian Battleships. It is not equipped for controlling many ~dfighters or shields, but it fights at 2 to 1 odds due to its quickness ~dand small size. This craft cannot carry mines or Genesis Torpedoes. ~dIt may be small, but this ship's speed and range make up for much. |SHIP3 ~dMissile Frigates are really nothing more than a retro-fitted Merchant ~dCruiser. They maintain the same speed and range of the Merchant but can ~dcarry twice the firepower. Commanding a Frigate means that you cannot ~dtake advantage of much of the additional starship equipment available, ~dbut their combat advantages make up for that. The Missile Frigate is ~dthe only ship outfitted to carry the awesome Photon Missile. These ~dweapons of destructions can turn StarPorts into space junk in short ~dorder. The Photon Missile was also used effectively in the Trantorian ~dconflict to totally destroy the enemy's home planet. |SHIP4 ~dThe Corellian Battleship is a dangerous craft indeed! This ship packs ~dthe most punch of any ship in the Federation. Battleship's can carry ~dfour times the fighters of a Merchant and deliver them with a much ~dhigher degree of effectiveness due to their superior combat computers. ~dThe shield generators on Battleships are capable of shielding the ship's ~dfighters as well. This craft is one of the more prestigious and powerful ~dships available today. |SHIP5 ~dFew words can actually describe the sheer awe associated with a ~dCorporate Flagship. Only available to Corp CEOs, this huge craft is ~dthe ultimate in power and capability. Not only can it carry up to ~d20,000 fighters at one time, this ship carries a powerful combination ~dof options that will make any foe turn tail and run. ~dThe most impressive capability of the Flagship is the TransWarp Drive. ~dThis device enables the ship to TransWarp to any other sector in the ~dUniverse provided one of your fighters is already there emitting a ~dlocator beam. Without this, a ship can disapear into TransWarp and ~dnever be seen again. |SHIP6 ~dThe Colonial Transport is a massive structure that can only barely be ~dcalled a ship. This huge craft is ideal for moving large amounts of ~dproducts or colonists from place to place. Though it has a standard ~ddrive, this ship is rather slow due to the mass involved. Also, the ~dcombat computers are rather limited on this craft due to the excessive ~dneeds of the navigation computers. The Transport is not outfitted for ~dcarrying or deploying mines. Conflict brings the Transport's major ~dweakness to light. Due to the size of the craft, it is very hard to ~ddefend against fighters. |SHIP7 ~dThe CargoTran is a large ship indeed. Though not as fast as some of its ~drelated trading cousins, this ship can move vast amounts of goods. It is ~dtypically a pacifist's ship as it does not carry much in the way of ~doffensive capabilities but it's very large array of holds makes up for all ~dof that. The large shield capacity of this craft makes it safe to wander ~dhostile territory as well. This ship is considered by many to be one of ~dthe top money-makers in the Universe. |SHIP8 ~dThe Merchant Freighter is the ideal ship for those traders that do not want ~dto concern themselves with political matters. It is not a very powerful ~dship in combat, but its strengths are many. This ship can carry a large ~dnumber of shields and manages to outdistance most ships. After all, "Those ~dwho fight and run away, live to fight another day" still holds very true in ~dthe universe as we know it today. |SHIP9 ~dThe commercial version of a Federation StarShip is not available to just ~danyone. This craft is only available to those who are commissioned by the ~dFederation to aid in their cause. StarShips are the most closely guarded ~dtechnology in existence. They can carry massive assault power and through ~dthe use of the TransWarp drive, they can deliver this power almost anywhere. ~dThe Imperial StarShip is truly the most powerful ship that a private ~dindividual can command. More information about qualifying for a Federal ~dcommission is available at a Police station near you. |SHIP10 ~dThe Havoc Gunstar is a recently developed ship that owes its existance to ~dnew developments in micro-miniaturization. This mid-sized ship is the only ~done of its size to be able to house a TransWarp drive. Though it doesn't ~dcarry a large amount of holds to fuel the TransWarp, it still has a decent ~dT-Warp range and can arrive at its destination packing a moderate fighting ~dforce in the bargain. Watch for this ship to become the favorite of the ~dMercenary legions in the Universe. |SHIP11 ~dThe StarMaster represents the latest in technological advances for star ~dtravel, meeting the needs of those who desire a ship with great speed and ~dmedium cargo capacity. Developed to counter the growing threat of space ~dpiracy, the StarMaster posesses a formidable fire control and weapons ~dsystem, and a high shield capacity. The price for this state-of-art craft ~dis not cheap, but discerning traders will find that the investment will ~dpay for itself in the long run. |SHIP12 ~dThe Constellation is the direct offspring of the Correlian Battleship. ~dWhile not quite as powerful as its distinguished parent, the Constellation ~dmakes its own mark with greater speed and range. Traders have dubbed it ~dthe "baby battleship", but this "infant" is one of the most powerful and ~dmaneuverable ships available in the universe today. |SHIP13 ~dThe T'Khasi Orion is the perfect ship for traders who want the speed and ~dcargo capacity of the Merchant Freighter but need a bit more firepower. ~dOffering substantially higher combat odds and fighter capacity, the T'Khasi ~dOrion is an excellent intermediate ship. |SHIP14 ~dYoung corporations in need of planetary defense should consider the ~dSentinel. With its new planetary combat guidance system, this ship's ~dnormal combat odds of 1:1 shoot up to 4:1 when defending a corporate ~dplanet. When an enemy ship enters a sector containing a Sentinel set in ~ddefense of a corporate planet, the hostile vessel must first destroy the ~dSentinel and all of its fighters before it may land and attempt any action ~dtoward the planet. Remember: The Sentinel was designed primarily for ~dPlanetary defense, if used for offensive purposes its combat odds are 1:1. |SHIP15 ~d"Big, slow and ugly...", seem to be the words most often overheard when ~dsomeone is describing the Taurean Mule. Designed in direct competition ~dwith the CargoTran, the Mule is somewhat faster and possesses a higher ~dcargo capacity, but it is even more vulnerable to piracy and attack than ~dit's competitor. However, this is still a good ship for traders who have ~dstaked out "safe" trade lanes and do not have to worry about enemy attacks. |SHIP16 ~dA recently designed vessel, the Interdictor Cruiser is fast becoming ~dthe great Equalizer of the Universe. It is as powerful as it is large ~dand packs a tremendous punch in modern combat. Unfortunately it cannot ~duse a TransWarp drive due to its size and its speed is not a great asset. ~dThe major attraction of this vessel is the Interdictor Generator that ~dcreates such a large gravity well that no other ship in its sector can ~dwarp out! When an Interdictor Cruiser arrives on the scene you had ~dbetter give up all thoughts of running away. In addition this ship is not ~dan atmospheric craft and cannot land on any planets. |SHIPYARD ~5ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» ~5º ~5The Federation Shipyards~2: ~5º ~5º ~5º ~5º ~3<~5B~3> ~1Buy a New Ship ~5º ~5º ~3<~5S~3> ~1Sell extra Ships ~5º ~5º ~3<~5E~3> ~1Examine Ship Specs ~5º ~5º ~3<~5P~3> ~1Buy Class 0 Items ~5º ~5º ~3<~5R~3> ~1Change Ship Registration ~5º ~5º ~5º ~5º ~3<~2!~3> ~dShipyards Help ~5º ~5º ~3<~2Q~3> ~dLeave the Shipyards ~5º ~5ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ |GALABANK ~5ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» ~5º ~5The Galactic Bank~2: ~5º ~5º ~5º ~5º ~3<~5D~3> ~1Make a Deposit ~5º ~5º ~3<~5E~3> ~1Examine Balance ~5º ~5º ~3<~5T~3> ~1Transfer Funds ~5º ~5º ~3<~5W~3> ~1Withdraw Funds ~5º ~5º ~5º ~5º ~3<~2Q~3> ~dLeave the Bank ~5º ~5ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ |LIBRARY ~1You have wandered into the entrance of what appears to be a Library of ~1some kind! There is a Vid-Panel in front of you with some selections ~1that you've never seen before. |SINGBAR ~1You feel rather nervous as you enter this rather seedy establishment. ~1But after a few drinks you begin to carouse with members of the opposite ~1sex and you forget about your surroundings. You emerge from the place ~1a few hours later with a nasty headache and you notice that your account ~1on your VidCreditCard is much lower than when you entered. |STARLAND ~1You bring your ship into approach for the Federation StarDock. ~1This has to be the single, largest man-made object you've ever seen. It ~1continues on for miles and contains the factories for all of the major ~1brands of Space-going craft. Since the materials wars of 1998 on Earth, all ~1ship builders relocated here. You've heard many strange stories about the ~1people and places here, but you haven't found many of either, yet. ~1You lose sight of the boundless reaches of space as your craft descends ~1amongst the giant buildings onto a landing pad. ~2"All systems secured, welcome to StarGate Alpha I", comes over your ship's ~2intercom. |TRICRON ~5 This is a game of skill and luck. You pay an entry fee to ~5play the game. This fee goes into the Top Player Jackpot which ~5will be detailed later in these instructions. The game will last ~5for 10 rounds. In each round you will be dealt three Crons. Each ~5Cron is a number from 0 to 9. You will be using these crons to ~5form a three-digit number. To win, your three digit number must be ~5greater than the dealers. Before he shows you the cron, the dealer ~5will ask you which position your next cron will occupy - 1 ~5(hundreds), 2 (tens) or 3 (ones). Psi-Filters are used to insure ~5that Telepaths and Empaths do not get an unfair advantage over the ~5races that lack such skills. The winning number will be added ~5to the winner's cumulative total. The totals are compared at the ~5end of the ten rounds and the greater of the totals will be ~5declared the winner. If the house is the winner, the game is over ~5and you will have to pay again if you wish to play again. If you ~5are declared the winner, your payback is 2 to 1. If you are the ~5Top Player you win all accumulated money in the Top Player Jackpot. |POLICE ~5ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» ~5º ~3<~5A~3> ~1Apply for a Federal Commission ~5º ~5º ~3<~5C~3> ~1Claim a Federation Reward ~5º ~5º ~3<~5E~3> ~1Examine the Ten Most Wanted List ~5º ~5º ~3<~5P~3> ~1Post a Reward on someone ~5º ~5º ~5º ~5º ~3<~2!~3> ~dFedPolice Help ~5º ~5º ~3<~2Q~3> ~dLeave the Police Station ~5º ~5ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ |STARMENU ~5ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» ~5º ~5Obvious places to go are~2: ~5º ~5º ~5º ~5º ~3<~5C~3> ~1The CinePlex Videon Theatres ~5º ~5º ~3<~5G~3> ~1The 2nd National Galactic Bank ~5º ~5º ~3<~5H~3> ~1The Stellar Hardware Emporium ~5º ~5º ~3<~5P~3> ~1The Federal Space Police HQ ~5º ~5º ~3<~5S~3> ~1The Federation Shipyards ~5º ~5º ~3<~5T~3> ~1The Lost Trader's Tavern ~5º ~5º ~5º ~5º ~3<~2!~3> ~dStardock Help ~5º ~5º ~3<~2Q~3> ~dReturn to your ship and leave ~5º ~5ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ |STUPID ~1CAPTAIN! Now you've done it! Radiation levels are exceeding the ~1capacity of our shields. The mains have all shut down and we ~1can't get the trans warp drive to activate... This is it ~1Captain, we're all going to die! |TAVERN ~5ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» ~5º ~5Obvious things to do are~2: ~5º ~5º ~5º ~5º ~3<~5A~3> ~1Make an Announcement ~5º ~5º ~3<~5B~3> ~1Buy something from the bar ~5º ~5º ~3<~5C~3> ~1Eavesdrop on conversations ~5º ~5º ~3<~5E~3> ~1Order some food ~5º ~5º ~3<~5G~3> ~1Try your hand at Tri-Cron ~5º ~5º ~3<~5T~3> ~1Talk to the grimy Trader in back ~5º ~5º ~3<~5U~3> ~1Use the facilities ~5º ~5º ~5º ~5º ~3<~2!~3> ~dTavern Help ~5º ~5º ~3<~2Q~3> ~dLeave the Tavern ~5º ~5ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ |CITIUP2 ~1This Citadel does not have a Combat Control System. To construct one, ~1you must first have the raw materials on the planet to build it. ~1Once a Combat Control System is built, you will then have the ability to ~1set the fighters on the planet surface in either defensive or offensive ~1deployment. Traders wishing to attack you or take the products of the ~1planet will have to fight through your fighters first. ~5Construction of a Combat Control Computer on this type of planet requires ~5the following: |CITIUP3 ~1This Citadel does not have a Quasar Cannon. If you wish to construct one, ~1you must first have the raw materials on the planet to build it. ~1A properly deployed Quasar Cannon is the most powerful weapon known today. ~1With an adequate fuel supply, a Q-Cannon can outlast even the most powerful ~1fleet and survive with its base planet intact. A Quasar Cannon can only ~1reach ships in the sector its base planet is in, but it reaches them with ~1an effective firepower that only some large BattleShips can match. ~5Construction of a Quasar Cannon on this type of planet requires ~5the following: |CITIUP4 ~1This Citadel does not have a Planetary TransWarp Drive. To construct one, ~1you must first have the raw materials on the planet to build it. ~1With a fully operational Planetary TransWarp drive in place, you can move ~1your planets to any sector you defend! Your white dwarf star that provides ~1light and heat for your planet is moved as well in the massive TransWarp ~1field that this awesome engine creates. The amount of fuel required to ~1generate this field is tremendous though, and you will only be able to move ~1your planet once every 9-10 days. ~5Planetary TransWarp construction on this type of planet requires ~5the following: |CITIUP5 ~1This Citadel does not have a Planetary Shielding System. To construct one, ~1you must first have the raw materials on the planet to build it. ~1With a fully operational Planetary Shielding System in place, you can rest ~1assured that no one will easily take over your planet! Planetary Shields ~1will prevent not only enemy ships from landing, but they will also negate ~1the effects of the Photon Missile. Shielding Control is maintained through ~1a series of geosynchronous satellites that you transfer shield generators ~1to. You can build this level up to a considerable defensive power. ~5Planetary Shielding System construction on this type of planet requires ~5the following: |CITIUP6 ~1This Citadel does not have a Planetary Interdictor Generator. To construct ~1one you must first have the raw materials on the planet to build it. ~1An operational Interdictor Generator is a much feared defense against ~1intruders. The gravity well produced by such a generator prevents an ~1opponent from generating a warp field and subsequently traps them in your ~1sector. (where you can deal with them at your leisure). Be aware that ~1the generation of such a field drains a tremendous amount of Fuel from ~1your planet's resources. ~5Interdictor Generator System construction on this type of planet requires ~5the following: |MILIT ~50 would be totally defensive, 50 would use half of the fighters ~5on the planet in an attack against an intruder landing on this planet ~5and the remaining half would drop back to defend the Citadel, 100 ~5would use all of the fighters in an assault on the intruder. ~5Remember that your defensive fighters on a planet have much better odds ~5than defensive fighters deployed in space. If a Trader tries to blast ~5your planet with Photon Missiles (after blowing up the fighters you had ~5in the sector) then the Combat Control Computer will send this percent of ~5your fighters into the sector to attack. |QUASAR ~1Quasar Cannon reaction level, in the Atmosphere: ~50 would be totally defensive, 50 would use half of the Fuel Ore reserve ~5on the planet (for each firing), and 100 would use all of the Fuel Ore ~5remaining against an enemy. Remember that the Quasar Cannon is MUCH more ~5effective against an enemy that has entered the atmosphere of the planet. |QUASAR2 ~1Quasar Cannon reaction level, in the Sector: ~50 would be totally defensive, 50 would use half of the Fuel Ore reserve ~5on the planet (for each firing), and 100 would use all of the Fuel Ore ~5remaining against an enemy. Remember that the Quasar Cannon is MUCH more ~5effective against an enemy that has entered the atmosphere of the planet. ~5So shooting at an enemy in the sector will not do as much damage at that ~5range. |TWRETHLP ~5ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» ~5º ~3<~5A~3> ~1Attack Deployed Fighters ~5º ~5º ~3<~5D~3> ~1Re-Display this Sector ~5º ~5º ~3<~5I~3> ~1Information on your ship ~5º ~5º ~3<~5P~3> ~1Pay Toll (if applicable) ~5º ~5º ~3<~5R~3> ~6RETREAT!!!!!!!!!!!!!!!!~5 º ~5ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ |PLAUNCH ~5 The Photon Missile Detonation rocks your ship as the waves beat upon your ~5shields. Your sensors fail momentarily, but then return. The Photon Wave ~5is in effect, make ready to invade! |ROBPORT ~5After docking with the port, you glance furtively about trying to ~5estimate this chance to make some "quick" profit. The port staff are ~5off helping a few other Traders right now. Will you go for it? |ROBHELP ~5ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» ~5º ~3<~5R~3> ~1Rob Money from this Port ~5º ~5º ~d(Chancy but Profitable)~5 º ~5º ~3<~5S~3> ~1Steal Product from dock ~5º ~5º ~d(Easiest for Novices) ~5 º ~5º ~3<~5Q~3> ~1Quit, nevermind ~5º ~5ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ |TWPAHLP ~5ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» ~5º ~3<~5A~3> ~1Attack Planet's Fighters ~5º ~5º ~3<~5I~3> ~1Information on your ship ~5º ~5º ~3<~5R~3> ~6RETREAT!!!!!!!!!!!!!!!!~5 º ~5ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ |PLANETM ~5Class ~CM~1 - Thick Oxygen/Nitrogen atmosphere. Specific gravity within ~1 0.7 to 1.3 Earth normal. Random, but mostly manageable weather ~1 patterns, with temperatures ranging from 0 to 40 degrees ~1 Celsius. Fertile soil, excellent for Organic production. ~1 Mineral deposits, very good for Equipment production. Chemical ~1 elements good for Fuel Ore. Class M planets are excellent for ~1 human colonization and promote an excellent population growth ~1 curve as well as a very good population harmony quotient. They ~1 have an above average "habitability band". Drawbacks include ~1 overpopulation problems, political unrest and human-induced ~1 destruction of the BioSphere. |PLANETU ~5Class ~CU~1 - planets have very heavy ranging to very thin atmospheres ~1 consisting of various elements, mostly comprised of helium or of ~1 hydrogen. Specific gravities can range from 0.2 to 8.0 of Earth ~1 normal. Climate patterns usually extremely violent with temps ~1 ranging from -200 to 400 Celsius. Full life support required at ~1 all times. No production can sustain itself on a Class U planet. ~1 Some miners have hinted at very valuable products that they have ~1 extracted from Class U worlds but the Federation does not have ~1 them in its "Official Guide to Mining". Class U planets are not ~1 recommended for colonizations as the environment is harsher than ~1 being in space itsself. |PLANETH ~5Class ~CH~1 - planets have extremely thin Oxygen / Nitrogen atmospheres. ~1 Specific gravities are within 0.8 to 2.6 Earth normal. Climate ~1 patterns are violent with temperatures from 45 to 400 degrees ~1 Celcius. Full life support required for colonization. Zero ~1 workable soil and harsh conditions make Organics production ~1 impossible. Good trace elements for equip but conditions make ~1 production a gamble at best. Excellent Ore production ~1 possibilities as material is often ejected by volcanic activity ~1 and found on the surface. Very dangerous for colony growth as ~1 unstable planetary crusts often lead to the complete loss of a ~1 colony. The Federation has been known to use Class H planets for ~1 defense of key sectors due to their large Ore base. |PLANETC ~5Class ~CC~1 - planets have extremely thin Oxygen-Nitrogen atmospheres. ~1 Specific gravity from 0.5 to 1.7 Earth normal. Meteorologically ~1 unstable causing violent conditions. Temps range from -10 to ~1 -190 degrees Celsius. Full life support necessary for colonies ~1 and death rates are high. No workable soil base so hydroponic ~1 Organics are limited. Modest mineral and chemicals exist so ~1 production of Ore and Equipment will be below average to none. ~1 Class C planets NOT recommended for colonization, their violent ~1 condition makes it extremely hazardous. Some Class C planets ~1 have been adopted by the Federation and used as prison colonies ~1 with very effective results. |PLANETL ~5Class ~CL~1 - planets have a thin Oxygen/Nitrogen atmosphere. Specific ~1 gravity within 1.0 to 2.2 Earth normal. Weather patterns are wet ~1 with temperatures ranging anywhere from -30 to 50 Celsius ~1 depending on the width of the habitability band. Excellent ~1 Mineral and Ore depostits but harsh conditions only permit avg ~1 to below avg Equipment production. Soil is excellent, providing ~1 higher than normal organics production. Colonist specialization ~1 is necessary to maintain population. Good - very good population ~1 harmony quotient. Above average "habitability band" but only ~1 medium population growth. Drawbacks include hazards to equipment ~1 and occasional severe weather conditions. |PLANETK ~5Class ~CK~1 - planets have a thin Oxygen/Nitrogen atmosphere. Specific ~1 gravity within 0.5 to 1.5 Earth normal. Weather patterns are ~1 mostly dry and hot with temperatures ranging fron 40 to 140 ~1 degrees Celsius. Little area of fertile soil, very bad for ~1 Organics. Very little precious metal making it bad for Equipment ~1 production. Common Chemical traces making it great for Fuel Ore. ~1 Class K worlds are average for humanoid colonization but an ~1 arrid and hot climate requires specialized colonists. Narrow ~1 habitability band but a generally stable political environment ~1 as the population must depend on each other to survive. Higher ~1 fatality rate than Class M worlds. |PLANETO ~5Class ~CO~1 - planets have a dense Oxygen/Nitrogen atmosphere. Specific ~1 gravity within 1.1 to 1.8 Earth normal. Random and occasional ~1 violent weather current patterns, with temps ranging from 20 to ~1 50 degrees Celsius. No land mass to speak of, making mining for ~1 Ore more difficult. Organics production quite good, (one of the ~1 best) but a poor environment for building Equipment. Class O ~1 planets are more challenging to habitate, but are almost as safe ~1 as class M. Good population growth curve and decent population ~1 harmony. Their entire surface is habitable with proper gear with ~1 the only drawbacks being the costs to settle and build citadels. |DESTRUCT ~5You issue the command to your Ship computer to start the Corbomite ~5self-destruct system. All of your crew jettison in escape pods, but you, ~5the captain, remain behind with your vessel. You stand proud on the ~5wretched remains of the bridge of your ship as the count down finishes: ~5In a nearby sector, a Federation Patrol Ship notices a brilliant star ~5suddenly flare and then die out in the distance...... |UPPORT ~5ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» ~5º ~1Upgrade Starport Production~5 º ~5ÌÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ͹ ~5º ~21 ~3Fuel Ore, costs $~2250~3/unit ~5 º ~5º ~22 ~3Organics, costs $~2500~3/unit ~5 º ~5º ~23 ~3Equipment, costs $~2900~3/unit ~5 º ~5ÌÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ͹ ~5º ~3Choose ~21~3, ~22~3, ~23~3 or ~2Q~3 to quit ~5 º ~5ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ |PLATHELP ~5You may either set the Atomic Detonators and hope that the Colonists do not ~5"accidently" set them off trying to disarm them (while you're on the planet) ~5or you can first attack and exterminate the Colonist population to assure a ~5safer use of the detonators. |DESPLAN ~5ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» ~5º ~3<~5D~3> ~1Use Atomic Detonators ~5º ~5º ~3<~5A~3> ~1Attack Colonists ~5º ~5º ~3<~5Z~3> ~1Help! (What do I do?) ~5º ~5º ~3<~5Q~3> ~6Never Mind ~5 º ~5ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ |UNDERGND ~5ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» ~5º ~3<~5C~3> ~1Collect on Contract ~5º ~5º ~3<~5H~3> ~1View Hit Contracts ~5º ~5º ~3<~5N~3> ~1Get your Name Changed ~5º ~5º ~3<~5P~3> ~1Place a Contract ~5º ~5º ~3<~2Q~3> ~dLeave this place ~5 º ~5ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ |COMMISS ~5The Sergeant smiles warmly at you and ushers you into a side room ~5that you've never been in before. Shortly a tall person with a ~5commanding presence enters the room. ~2"Congratulations!. We've had our eyes on you for some time now. ~2 Welcome to the ranks of the Federation!" ~5He then turns over to you the ship manuals for a Imperial Starship ~5and briefs you on command of one. He also outlines what the Federation ~5expects from you in return. ~2"From time to time we may call on you to help eradicate some problem ~2 Trader or help in the fight against the Ferrengi. We also expect you ~2 to maintain and even improve the already high standard that you have ~2 shown in the past! Do not drop below your new alignment or we will ~2 have to ah, um, *repossess* anything you might have gained from our ~2 help" ~5You leave this office with a new resolve to go forth and vanquish Evil! ~5For joining the Federation your alignment becomes 1000! |MAINWARN ~6 ************** ~1 W A R N I N G ~6 ************** ~1 External Maintenance has NOT run recently! This program MUST be run every ~1 night for the proper operation of Trade Wars 2002. The program you must ~1 run is called ~2EXTERN.EXE ~1and is in the same place with the TW2002.EXE ~1 program. If you do not setup your system to run this program every night ~1 then unused accounts will not be cleared, the Ferrengi will not move, Ports ~1 will not get built and a few dozen other IMPORTANT things will not happen! ~1 This warning should be displayed to the SYSOP only. If you are a regular ~1 user and are seeing this, please inform the SYSOP that they need to set the ~1 Sysop_Level setting in the Editor to an appropriate level. ~5 This has been a paid, Public Service announcement from ~2Martech Software |TRANSCTL ~5ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» ~5º ~5Transporter Main Control~2: ~5º ~5º ~5º ~5º ~3<~5S~3> ~1Beam to another Ship ~5º ~5º ~3<~5P~3> ~1Beam to another Planet ~5º ~5º ~5º ~5º ~3<~2!~3> ~dTransporter Help ~5º ~5º ~3<~2Q~3> ~dLeave the Transporter ~5º ~5ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ |||EOF|||