X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=blobdiff_plain;f=sst-doc.xml;h=b068e7cab6d38467ecb8c0c4c3b5718e1201009a;hp=e810746fa6f08a843a6d1ea889a00346fcb06a48;hb=a8f5216ff30142b93e4ff3e9bc12535ed0792563;hpb=e29006d00a2962f32312e31bf142f77a99bde04d diff --git a/sst-doc.xml b/sst-doc.xml index e810746..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. @@ -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 +