d ,   X     L  Operations Manual  x U. S. S. Enterprise  @   l  d Star Trek on the PDP-10 , The program StarTrek has been transplanted from the Computer Corporation of America, and has been corrected and improved Xfor use at CMU. It runs entirely on the PDP-10, and accordingly is not free like SpaceWar. Needless to say, don't use it when computer time is needed; it isn't a big program, but it isn't trivial either.  L Star Trek is essentially a one-player game of a search-and-destroy mission performed by the Enterprise (you), against a number of enemy ships (the Klingons) in a Galaxy of given size. The Galaxy is presumed xto be adequately colonized by the Federation so that the area is really Federation territory. A group of Klingon ships has invaded the area, and @has taken positions in the various subdivisions of the Galaxy. The Enterprise has been sent to destroy the Klingon ships, which may be anywhere in the Galaxy. The Galaxy has a small number of Federation lStar Bases, from which the Enterprise can resupply. You have a given amount of time (always measured in days, or 'stardates') in which to find and 4destroy each and every Klingon, without being destroyed yourself. d The Galaxy: The playing area is a square matrix of Quadrants, of size determined by the player. Initially he is asked how big to make ,the Galaxy; if he responds '5' the Galaxy is a square of 5 quadrants by 5 quadrants. Quadrants are distinct divisions of the Galaxy; they generally are considered to be somewhat separated in space. When a ship moves from Xone quadrant to another, even at low speed, it appears in the new quadrant at a random position. Quadrants are considered to be entire star groups. A quadrant is divided into a square matrix of Sectors, 8 by 8. A sector is considered to be the area of a single star system. All motion and position is in terms of sectors. The Galaxy Lends at the edge of the edge quadrants; if you fly off the end, you reappear in the last existing quadrant.  x Quadrants and sectors are identified by two numbers, the row and the column of the location, relative to the higher area. Thus quadrant '1-1' @is the quadrant at the first row and first column of the Galaxy, and sector '5-2' is the sector at the fifth row and second column of the appropriate quadrant (that is, the quadrant which you currently loccupy.) d The Enterprise: You are in the position of controlling the Enterprise, the only Good Guys in the game. Since it is just you against all those ,Klingons, you may understand that the Enterprise is a Big ship. It is easily able to knock off any given Klingon; however the Klingons may not come at you only one at a time. It has XWarp and Impulse engines, for movement faster than and slower than light. It has Phasers and Photon Torpedoes, with which to destroy things. It has Short and Long Range Sensors, which 'see' the surrounding space. It has a shuttlecraft, whose sensors may be used when the Enterprise's own are damaged. It has Very Long Range Probes, which fly far and send back Llimited data on what it saw. (They can also carry a tremendous warhead, to destroy Everything it finds.) It has Deflectors, which defend the Enterprise against Klingon weapons. It has a Transporter, which can xrestock the Enterprise's torpedo supply from a nearby Starbase. It even has a Communicator, with which to negotiate a truce. Lastly, it has @a Battle Computer, to tell you what to do (see later).   The Enterprise has all kinds of devices, which all require Energy. lYou expend energy in nearly any important activity, and you lose energy when you are attacked by Klingons. Energy is measured in 'Quarks', and 4the Enterprise is able to carry 4000 of these little things in it. When you get shot at, you lose quarks. When you shoot phasers, they expend quarks. When you use your engines, you expend quarks. Your transporter ` requires some number of quarks to function. Your deflectors, when activated (by you) are handed a specified number of quarks; when the ship is shot at, ( the deflectors expend half as many quarks of their own defending the ship, instead of the rest of the ship taking it. Energy is the main reason for losing. The usual way of losing is to be low on energy and then being required to get T shot at by some more Klingons, and expending your last quark. When that happens, you have lost, since you have been killed. d Playing: After starting, the program makes up the appearance of the entire Galaxy, including the individual stars amd Klingons. It then ,shows you a view of the local quadrant, with the Enterprise shown as an 'E', Klingons as 'K's, stars as '*'s, and Starbases as 'B's. This is a Short Range Scan. If there are Klingons there with you, and if Xthey can sight you, they will shoot. Thereafter, you are asked for commands, which are entered as decimal numbers: '1' means to perform a short range scan, '0' means to move with engines, '4' is to fire a torpedo, etc. Stars block movement and torpedo fire, and prevent Klingons from being visible in short range scans. If you move off the edge of a quadrant, Lyou proceed to the next quadrant in that direction; when you enter a new quadrant you appear at a random sector in that quadrant. Whenever you start start moving or stop moving, Klingons will fire at you if they can see you, even xif they have the Cloaking device (below). The first short range scan after entering a quadrant will show all Klingons in sight from the Enterprise, even if @the Klingon is cloaked. It will not show those blocked by stars.   Dates: The game is also a race against a clock. When you are started, lyou are given a number of Stardates in which to destroy all Klingons. If you don't, you have lost. This is not measured in real time, but by the 4commands you issue. To have a short range scan performed, or a long range scan, or to fire a torpedo or a torpedo spread, or nearly anything, requires one day. Using engines requires at least 2 days, and can require ` up to 6 days on long flights. d Commands: When you enter a command, it is always a decimal number. It must be from 0 through 17, any higher will be ignored. A negative number ,will type out the list of legal commands. Many commands require one or more parameters. These are either Y or N, if asked, or as a decimal number in most cases. If a number is being requested, a response of a minus number Xwill result in the command being completely cancelled at that point, with no cost in anything.   Directions: When you use your engines, or your torpedoes, or a long range probe, you must specify in what direction you want the action to be Lperformed. This is always specified in degrees, from zero through 359, always in decimal. This is with zero being to your right, and 90 being straight up, etc. x  Engines: When you use your engines, you specify a direction (above) @and a distance (a 'Warp Factor'). This is a number from 0.1 to 10.0 and must be positive. The warp factor is essentially the number of quadrants you will move. To go at warp 1.0 will move one quadrant, though if a new lquadrant is entered you will appear at a random sector. If you specify a factor less than one, you use only impulse engines, which take less 4energy and time. Essentially the distance traveled, in sectors, is the integer part of 8 times the warp factor. So warp 0.5 will move exactly 4 sectors and warp 0.8 will move 6 sectors. This of course ` is only for rectilinear motion; for motion at some exotic angle you must consider both X and Y motion. To move up one sector and over one you ( generally use warp 0.3. d Klingons: These nasties are your enemy, and every one must be destroyed. There are up to 9 of them per quadrant, scattered over ,the Galaxy. Each Klingon ship has a supply of 250 quarks, which is resupplied whenever you enter its quadrant; when you go away and return, they are resupplied. These are expended by Enterprise phaser fire, just Xas the Enterprise supply is expended. However, Klingon phaser fire does not expend Klingon power; only your phaser fire does. A Klingon fires every time you are visible to it (around stars) when you start and/or stop moving, and immediately after you fire phasers or torpedoes. It always fires its phasers with all the energy it currently has. L(See below for phaser fire.) Klingons are shown as K's on the short range scan.  x Some Klingon ships (30% on the average) have the Romulan Cloaking Device. This does not interfere with their ability to attack, but @interferes with the Enterprise's short range sensors. The first short range scan done after entering a quadrant is completely accurate, showing each Klingon which is visible (past the stars). After that, lshort range scans show nothing where one of these cloaked Klingons is.  4 Klingons move, slowly, towards Starbases (below). Each time you enter a quadrant, one Klingon somewhere will probably take one step towards its nearest Starbase. This makes things harder on you. Klingons do no ` harm to Starbases; their phasers are ineffective against them. But the next time you are low on power are must get to a base to resupply, ( you may have to fight off those Klingons which have moved in on it since the last time you were there. d Starbases: These are your supply bases. On the average, there will be 3 Starbases every 100 quadrants. There will be at least one ,in every game. When you are in one of the 9 sectors adjacent to a Starbase, you are considered Docked. While docked you are protected from Klingon phaser fire; the base has tremendous deflectors which Xprotect you for free. When there are Klingons firing at you while docked, you are told so, and you may fire back. When at a base, your supply of quarks and of torpedoes is replenished immediately, and no fires deplete your supply. You are completely supplied through the next time you leave the base; the move away from the base does not expend any power. LStarbases are immune to phaser fire, but not to your photon torpedoes; if you miss a Klingon and hit your base, it is destroyed. They are also vulnerable to your Novamax warheads (below) if you use them. x  Space Storms: There are some natural hazards of space travel. @Whenever you move you may run into a storm, which will damage one of your devices. A device which is damaged usually cannot be used. A device is damaged to a certain extent. Each time you move the amount of damage lis repaired by one. Each time you dock at a Starbase the damage is repaired by one. Truces, which happen every so often, also perform one repair. d Long Range Sensors: These examine the contents of the nine quadrants adjacent to the current quadrant (the one the Enterprise ,is in.) The '2' command performs a long range sensor scan, requiring one day, and reports its findings. The description of a quadrant is a 3-digit number, in which the first (100's) digit is the number of XKlingons (if any) in the quadrant, the second (10's) digit is the number of Starbases, and the last (1's) is the number of stars.   Whenever you perform a sensor scan, the results are remembered by your Battle computer. The Galaxy map command (12) will print Lthe status of all the quadrants in the Galaxy, if known. Quadrants which are unknown show as dots. Quadrants which are known only by the Long Range Probe reports (below) are shown as the negative of the number xof significant objects in the quadrant.  @ Long Range Probes: The Enterprise carries a limited number of Long Range Probes. These fly to the end of the Galaxy and report back a count of the number of important things found in each quadrant through lwhich it went. This process takes a day. The results of this are typed immediately, and remembered by the computer. The probe can also be 4armed with a Novamax warhead, similar to the OTOW. When launched with the warhead armed, the probe flies the same except as soon as it enters a quadrant with any important objects in it, it detonates the warhead and ` destroyes every one of the objects. It then flies no further. A 'significant' object is either a Klingon or a Base. If it reports 4 objects ( or more in a quadrant one of them is probably a base, but not necessarily. d Phasers: The Enterprise's phasers are the only available weapon for use against cloaked Klingons. They also can hit all the visible ,Klingons in the quadrant at once. You order a number of quarks to be sent to the phasers, and they are removed from your energy supplies. The battle computer (which is required to be operational) takes the Xquarks and portions them out among the visible Klingons, so that they will receive about the same damage. The damage that results from phaser fire is proportional to the energy allocated to the fires, and also to the distance between the phaser and the target. So if you fire 200 quarks at a nearby Klingon, he may receive 1000 quarks of damage (which will, Lof course, destroy him.) Also, a Klingon shooting at you from an adjacent sector will give you perhaps 500 quarks of damage while he only has 250 quarks to fire with. x  Photon Torpedoes: These are your main weapons, since they expend @no energy. They are launched in a given direction, and fly until they hit something or fly off the edge of the quadrant. A torpedo will destroy a Klingon or a Starbase, and two hits will destroy a star. lThe sectors, internally, are square, and the torpedo moves in tiny steps internally; when the torpedo enters an occupied sector it goes no further. 4  Torpedoes can be launched singly (by command 4) or in spreads (by command 11). Both ways require one day. When launching a torpedo ` spread the first torpedo angle is requested and the number of torpedoes, and the angle between torpedoes. The torpedoes are fired in counterclockwise ( order. d The Battle Computer: This wonder of modern science is what tells you the angle between you (at 2-2) and a Klingon (at 3-3), relative ,to the zero-line, is 315 degrees. It is useful for calculating orders for long flights, or for getting the exact angle for a long torpedo shot, or for getting a recommendation for a torpedo spread. Whatever Xit does, it takes one stardate to do it.   The computer initially asks the intended destination quadrant, assuming that you want to go somewhere. The destination is specified like '2,4' for 2-4. It reports the proper angle and warp factor. LThen, if there are Klingons in the current quadrant, it assumes that you want to shoot at one, and asks for its sector location. This is specified like '2,4' for 2-4. It reports, again, the proper xtorpedo course. It then may give the average phaser strength necessary to destroy all the Klingons in the quadrant. Then, sometimes, it may @recommend a torpedo spread. It may not be the best or most efficient, but it will do what it says it will.  l When you use the computer to generate flight orders, torpedo angles, torpedo spreads, and phaser strengths, the recommended values 4are remembered. If the next command you issue fires phasers, or a torpedo, or a spread, or starts your engines, it assumes that you want to use the recommended values, and does the function as computed. If you wish to do ` one of these things, but with different values, issue any command between leaving the computer and issueing the real command. d Deflectors: If you are expecting to be shot at, you may take a day to set up your deflectors. However, don't forget that the Klingons ,will fire once as soon as they are up. They deflect safely twice as much as you give them. They are dropped automatically when you turn on your warp engines (i.e., move with warp at least 1.0), losing all the Xremaining energy. If you want to recover the energy, you can get back 25% of what they still have by dropping them deliberately. This recovers 50% of the original power allocated. They do not automatically drop when you cross a quadrant boundary, if your speed is less than warp 1.0.  L Damage Report: You can get a report on the damage levels of those devices which are damaged, requiring one day. The report gives the negative of the number of repairs necessary to repair the device. x  Communications: You can request a truce if your communications are @working. This, if accepted, performs a little bit of repair. The Klingons in the quadrant will accept it if they are damaged badly enough. If they refuse it, they will fire once. l  Transporter: If there is a Starbase in the quadrant, you can 4transport photon torpedoes from it. If your deflectors are down, and if your short range sensors are working, the base will send out enough torpedoes to fill your stores. They may all not get there. d Shuttlecraft: The Enterprise's shuttlecraft, the Galileo, may be out there in some quadrant. If, when you perform a short range ,scan, you may pick up its distress signal. It is to your advantage to use your tractor beams and pick it up. The shuttlecraft has its own short range sensors, which will be used when your normal ones are down. XIt will survive for a short time without being picked up, but not forever. Its short range sensors are about 95% accurate; when they are used, don't believe everything you see.   Automatic Sensor Scans: Initially, whenever you stop moving a Lshort range scan is performed, at the usual cost of a day. This standing order can be set to do short range, long range, neither, or both.  x Distress signals: The colonies which you are supposedly rescuing may not wait for you to come to them. Whenever a command has been @completed, 1.2% of the time a distress signal will come in. They come in 3 varieties, generally dependent upon the number of Klingons at the distressed colony. In all cases, the next time you issue a move lcommand, it will take you automatically to that quadrant.  Priority 3: Situation Dangerous. You can do what you want, but the 4next move will take you to the colony's quadrant.  Priority 2: Attack Imminent. You can issue one command; after it is performed, a move will automatically be performed. ` Priority 1: Colony Under Attack. You are immediately taken to the distressed colony. You have no choice. ( Saving and Restoring Games: At any time you can save the entire game where it is, on a disk file. It asks for a 5-character file name, T and saves the game on a file with the extension DAT. You can restore a saved game whenever you are asked for a command; the saved game replaces  the current game. d List of Commands: , (Number of days required in ()'s. '*' indicates that Klingons will fire afterwards.)  X <0 = List the commands (0)  * 0 = Activate Engines (2-8)  1 = Perform Short Range Sensor Scan (1)  2 = Perform Long Range Sensor Scan (1)  * 3 = Fire Phasers (1) L * 4 = Fire Photon Torpedo (1)  5 = Obtain Damage Report (0)  * 6 = Activate Deflectors (1) x * 7 = Request Truce (1)  * 8 = Transport Torpedoes (1) @ * 9 = Drop Deflectors (1)  10 = Recover Shuttlecraft (1)  * 11 = Fire Torpedo Spread (1) l 12 = Obtain Galaxy Computer Map (0)  13 = Set Automatic Sensor Modes (0) 4 14 = Launch Long Range Probe (1)  15 = Save Game  16 = Restore Game ` 17 = Question Battle Computer (1) d How to Run It: , If you are on the 10/B:   RUN STREK[A630DK32] X  If you are on the 10/A:   RUN STREK[E510MF0X]