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STAR FLEET
OFFICER'S MANUAL
SUPPLEMENT
Volume 1
INSTRUCTIONS
for the
ATARI* ST VERSION
Of
STAR FLEET I.
The War Begins!„
NOTE
This is a supplement to the 2nd Edition (1985) of the STAR
FLEET OFFICER'S MANUAL, Vol. 1. Changes in the text
of the Officer's Manual are printed in italics.
WARNING
This software and documentation are both protected by
U.S. Copyright Law (Title 17 United States Code).
Unauthorized reproduction and/or sales may result in
imprisonment of up to one year and fines of up to
$10,000 (17 USC 506). Copyright infringers may be
subject to civil liability.
Interstel Corporation
P.O. Box 57825
Webster, TX 77598
Changes to pages in the Star Fleet Officer's Manual are reflected on the
following supplement pages:
Page
Page 12 1
Page 13 1
Page 14 1
Page 15 1
Pages 16-17 2
Page 18 2
Page 19 2
Page 20 3
Page 21 3
Pages 23-24 3
Page 25 3
Page 29 4
Pages 30 31 5
Page 32 6
Page 34 6
Page 3(> 6
Page 39 6
Pages 40 41 7
Pages 42 43 7
Page 45 7
Page 49 8
Pages 50 51 8
Pages 54 55 8
Page 56 8
Page 57 9
Page 58 9
Page 59 9
Pages 69-70 9
Pages 79-92 9
Page 83 10
Pages 84-85 10
Page 86 10
Page 90 10
Page 93 10
Page 94 10
Page 97 11
STAR FLEET L.
TheWarBegins.L
DISK ACCESS
The STAR FLEET I program is separated into several files. Each
segment is contained in a separate file; thus you should never remove
your STAR FLEET I disk from the disk drive at any time while you
are playing. All of the files except the main simulation program
(SF1.PRG) are kept in the folder SF1FILES.
Your service record (plus those of any other players) is kept on your STAR
FLEET I playing disk. Taking care of these files is described in the
MAINTENANCE SECTION.
Before playing you should copy the purchased disk onto a blank disk for
playing, and save your purchased disk as a backup. The STAR FLEET I
disk that you purchased is NOT copy-protected and can be copied onto a
blank or hard disk using your computer operating system (see the ST
User's Guide for instructions).
3. Double click the SFI.PRG icon (see the Atari ST User's Guide for more
detailed instructions on how to run a program).
The simulation starts with some title screens and music. To stop the
music, just press a key after it starts.
DEMONSTRATION MODE
The Atari ST has the capability of a demonstration mode. When you are
asked for your last name, enter the word "demo." The program will then
enter a loop playing the demonstration game found on your disk. If you
would like to use your own game for the demonstration, do the following:
PAGE 21: The first three questions in Table IV are not applicable, and the
question concerning the Captain's Log should be added.
PAGES 23-24: The Tactical Display in Figure 3 should use the following
ST version symbols.
KRELLAN ^ H t ZALDRON
X STARBA5E A i MINE
■ EMPTY SECTOR
Mouse - Point to the desired choice and press the left button.
Function Keys - Press the function key corresponding to the number of
the option (e.g., press < F2> to selection option 2).
Value Entry
Mouse - Point to just above the digit to be changed and press the left
button to increase it. Point to just under the digit to decrease it.
Point to the acceptance option (e.g., EXECUTE or ENGAGE) on
the Command Menu line and press the left button to enter the
value.
Function Keys - No implementation.
Number Keys - Type the number, then press <ENTER> or < RE-
TURN > . Pressing <UNDO> will reset the current
value being entered. <Esc> will abort the value
entry.
Number Keys - Type the quadrant and/or sector when prompted, first
the row, then the column (note that 0 is 10). When
prompted for quadrant, pressing <ENTER> alone will
select the current quadrant. Abort with < E s O .
"The current location of your starship is denoted by a red box around the
quadrant code numbers..."
In the ST version, the whole map is not updated when you enter a
quadrant. You must continually use LRS or probes to update the map.
In the Atari ST version, each time you allocate mines, any previously allo-
cated (but not yet laid) mines will be returned to your torpedo supply—
from there they can be reallocated. If you wish to deallocate all mines,
just enter zero for the number to deploy.
Delete the first three sentences on page 41 and change the next
sentence as follows:
If you select the RETRIEVE option, the computer will ask how many.
In manual mode, use the mouse to point to each target, press the left
button to select it, then enter the power allocated (if different than the
calculated value shown) either by using the mouse or number keys. If you
wish to finish before six targets have been selected, push the right mouse
button or press <Esc>. The larger the distance, the more power is
required—usually 50 to 400 units against full strength Krellans (in the
ST version, the computer displays the minimum power required to destroy
the target). You can even fire phasers at star systems, mines or empty
space. The only invalid targets are your own starship and starbases.
Your tractor beam uses power. The beam generator itself is located in the
rear of the ship and must have the rear screens down in order to operate.
The other three shields can remain up. When asked by the computer,
enter the (target) sector of the enemy vessel you wish to bring in by
moving the cursor and pressing the trigger. If your rear shield is up, you
will be asked if you wish to lower it. After selecting the target, your vessel
will maneuver such that the rear is facing the target vessel before
energizing the tractors.
SEQ
Sequence No: 162
Ship #20 Status: 9
Ship #10 Status: 5
Modify point 2:
" . . . saved game or log files. Log files have the extension LOG."
PAGE 97:
If the Academy Training Manual is already included in your STAR
FLEET I box, another copy will not be sent to you after registration.