X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;ds=inline;f=sst-doc.xml;h=b068e7cab6d38467ecb8c0c4c3b5718e1201009a;hb=a67634b9dc32d47cba5f75341bff2349d9ebbbcf;hp=3bf4b004b5da3abc7a7b1733d41710a5cf974035;hpb=54681963a8c78e9587e72af03772dcb4ca6b30e5;p=super-star-trek.git
diff --git a/sst-doc.xml b/sst-doc.xml
index 3bf4b00..b068e7c 100644
--- a/sst-doc.xml
+++ b/sst-doc.xml
@@ -20,6 +20,10 @@
Tom
Almy
+
+ Stas
+ Sergeev
+
Eric
Steven
@@ -72,6 +76,12 @@
Resurrected By
Tom Almy
+
+ Curses Interface By
+ Stas Sergeev
+
+ SST 2K polishing by
+ Eric S. Raymond
@@ -284,7 +294,7 @@ abandon ship) must be written out in full. Also, in a few cases two
or more commands begin with the same letter, and in this case that
letter refers to a particular one of the commands; to get the other,
your abbreviation must be two or more characters long. This sounds
-complicated, but you will learn the abbreviations quickly enough.
+complicated, but you will learn the abbreviations qGuickly enough.
What this all boils down to is:
@@ -314,6 +324,11 @@ Full commands: SRSCAN
SRSCAN CHART
+
+If you are using the screen-oriented interface, it should never
+be necessary to call this command explicitly; a short-range scan will
+always be present on the screen.
+
The short-range scan gives you a considerable amount of information
about the quadrant your starship is in. A short-range scan is best
described by an example.
@@ -357,7 +372,6 @@ short-range scan anytime you like.
If your short-range sensors are damaged, this command will only show
the contents of adjacent sectors.
-
Status Report
@@ -475,6 +489,11 @@ Mnemonic: LRSCAN
Shortest abbreviation: L
+
+If you are using the screen-oriented interface, it should never
+be necessary to call this command explicitly; a long-range scan will
+always be present on the screen.
+
A long-range scan gives you general information about where you are
and what is around you. Here is an example output.
@@ -589,7 +608,7 @@ safely even in the midst of battle.
Mnemonic: MOVE
Shortest abbreviation: M
Full command: MOVE MANUAL <displacement>
- MOVE AUTOMATIC <estination*gt;
+ MOVE AUTOMATIC <destination>
This command is the usual way to move from one place to another
@@ -635,7 +654,7 @@ scan shown earlier.
<para>where <qrow> and <qcol> are the row and column
numbers of the destination quadrant, and <srow> and <scol>
-are the row and column numbers of thedestination sector in that
+are the row and column numbers of the destination sector in that
quadrant. This command also moves your ship in a straight line path
to the destination. For moving within a quadrant, <qrow> and
<qcol> may be omitted. For example, to move to sector 2 - 9 in
@@ -1605,6 +1624,67 @@ the algorithm.
The DECUS version had a Deep Space Probe. Looked like a good idea
so I implemented it based on its description.
+
+Stas Sergeev's story
+
+I started from an older Tom Almy version and added features I had
+seen in mainframe variants of the game, I wrote a screen-oriented
+interface for it based on the curses library.
+
+
+
+The Space Thingy can be shoved, if you ram it, and can fire back if
+fired upon.
+
+
+The Tholian can be hit with phasers.
+
+
+When you are docked, base covers you with an almost invincible shields
+ (a commander can still ram you, or a Romulan can destroy the base,
+ or a SCom can even succeed with direct attack IIRC, but this rarely
+ happens).
+
+
+SCom can't escape from you if no more enemies remain (without this,
+ chasing SCom can take an eternity).
+
+
+Probe target you enter is now the destination quadrant. Before I don't
+ remember what it was, but it was something I had difficulty using)
+
+
+Secret password is now autogenerated.
+
+
+Victory plaque is adjusted for A4 paper rather than 132-column greenbar
+:-)
+
+
+Phasers now tells you how much energy needed, but only if the computer
+is alive.
+
+
+Planets are auto-scanned when you enter the quadrant.
+
+
+Mining or using crystals in presense of enemy now yields an attack.
+There are other minor adjustments to what yields an attack
+and what does not.
+
+
+Ramming a black hole is no longer instant death. There is a
+chance you might get timewarped instead.
+
+
+"freeze" command reverts to "save", most people will understand this
+better anyway.
+
+
+Screen-oriented interface, with sensor scans always up.
+
+
+
Eric Raymond's story
@@ -1638,19 +1718,8 @@ quadrants introduced into many BASIC versions.
url='http://developer.berlios.de/projects/sst/'>project
site.
-Here are some good pages on the history of Star Trek games:
-
-
-
-http://www.dunnington.u-net.com/public/startrek/
-
-
-http://www3.sympatico.ca/maury/games/space/star_trek.html
-
-
-http://www.cactus.org/%7Enystrom/startrek.html
-
-
+After I launched the Berlios project, Stas Sergeev contacted me
+me. We worked together to merge in his changes.
Modifications I've made:
@@ -1683,6 +1752,23 @@ an identifiable magic number and the thaw logic checks for same.
I made the internal pager work, nd in the process got rid of a number
of platform dependencies in the code.
+
+The HELP/CALL/SOS command is now MAYDAY. SOS and CALL are still accepted.
+
+
+
+Here are some good pages on the history of Star Trek games:
+
+
+
+http://www.dunnington.u-net.com/public/startrek/
+
+
+http://www3.sympatico.ca/maury/games/space/star_trek.html
+
+
+http://www.cactus.org/%7Enystrom/startrek.html
+