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ASTEROID ADD-ON:  
  Asteroid v2.0 (Shareware) for VGA Planets 3.5  
  Copyright (C) 1995-1996 Dave Killingsworth - All Rights Reserved  
  VGA Planets is a trademark of Tim Wisseman  
  Overview  
  Asteroid is an add-on utility for VGA Planets 3.5 that takes advantage of the AUXHOST   
  features found in HOST 3.20.  This Addon provides the capability for Players to capture  
  Asteroids and tow them to Planets for added Mineral resources and the ability to gather  
  Quadbenium (a new Mineral) from the surface of the Asteroid and use it as a super fuel.  
  Four new Friendly Codes are introduced with this program.  They are case sensitive, the (N)   
  represents the Asteroid # (not the ID#) and they are as follows:  
  IAN Intercept Asteroid number N  
  TAN Tow Asteroid number N  
  GQN Gather quadbenium from Asteroid number N  
  QJN Quadbenium jump (N * 10) light years (0=10)  
  With the added spacelane activity comes some risk.  Each time an Asteroid is generated there  
  is a chance that it might strike a Planet. These Asteroids have no minds and wander blindly  
  throughout the Echo Cluster. If they strike a Planet, damage will result.  
  Contents  
  Asteroid contains two programs:  
  ASTEROID.EXE  
  ASTCONFG.EXE  
  Place these programs in the same directory that the Host normally runs from. Asteroid requires  
  access to the VGA Planets database (HULLSPEC.DAT, BEAMSPEC.DAT, ect) as well  
  as the Host database (SHIP.HST, XYPLAN.HST, etc.)  
  New Game Setup  
  Before Asteroid can be used the configuration program ASTCONFG.EXE, must be run.   
  ASTGONFG accepts one command line parameter, the DOS path to the game directory.  
  For example; to configure a new game in E:\PLANETS\NEWGAME type:  
  ASTCONFG  E:\PLANETS\NEWGAME  
  When ASTCONFG starts, a configuration dialog will be displayed. Notice that the DOS path  
  provided on the command line is displayed in the path to game directory edit box.  
  ASTCONFG  E:\PLANETS\NEWGAME  
  Default values are automatically provided.  Change them to suit the requirements of the game.  
  Each value has valid ranges and all changes must be within the valid ranges.  
  Select the OK button when all changes have been made.  The following file will be written to  
  the game directory:  
  ASTCONFG.HST  
  After the configuration file is saved, a confirmation dialog will be shown at which time, if YES is  
  selected the Asteroid database will beinitialized. Additionally, the UFO database will be updated as  
  as Asteroids program generates Asteroids and puts them into play.  These files are written to during  
  initilization:  
  ASTEROID.HST  
  UFO.HST  
  The configuration program will create and update all necessary  files needed  to run this program.  
  Asteroid Generation  
  The number of Asteroids that are allowed in the game is between 1 and 9, and depends on the   
  ASTCONFG.EXE setting.  Asteroid generation is based on the percentage chance of appearing   
  that you set in the ASTCONFG.EXE.  The type of Asteroid is based on the following table  
  (once an Asteroid has been determined to have been generated the program refers to the following):  
  Mass   Warp Velocity %Chance of Type Appearing  
  5000 KT   8-10   1-5%  
  4000 KT   7-9   6-15%  
  3000 KT   6-8   16-35%  
  2000 KT   5-7   36-60%  
  1000 KT   5-6   61-100%  
  Intercepting an Asteroid  
  If a ship has a Friendly Code of IAN selected (where n is the Asteroid Number) its waypoint will be set to   
  the location of the Asteroid and it will move towards the Asteroid as Host runs.  As long as the IAN  
  Friendly Code is selected the ship will keep intercepting the asteroid, as long as the Ship has fuel.  
  Asteroids move about the Echo Cluster under their own power.  They contain a mineral called Quadbenium  
  that allows them to absorb energy from space and use it for propulsion.  Asteroids move at warps   
  speeds ranging between 5-10.  The exact range for each Asteroid depends on its mass, the   
  higher the mass the higher the average warp speed of the Asteroid.  
  Towing an Asteroid  
  To tow an Asteroid a starship needs to be at the same point in space as an Asteroid and select the Friendly  
  Code of TAN. This will cause the Asteroid to be "towed" by the ship.  This process requires no fuel  
  expenditure by the ship, due to the Asteroid's self-propulsion.  
  Towing an Asteroid Into a Planet's Orbit  
  If an Asteroid is towed into a planets orbit it will immediately impact onto the planet's surface.  This will  
  cause damge to the planets surface.  Damage means that colonists and natives will die (a % of them and   
  lose 50 happiness points), also, mines, factories and defense outposts will be destryoed. The percentage  
  of this damage is determined by the ASTCONFG damage multiplier setting:  
  ASTCONFG Damage Mulitplier *(asteroid mass/1000)  
  Asteroid mineral yeild is equal to a range between 1/2 of the Asteroids mass up to its mass plus 500 KT.  
  This is the yeild from an asteroid impact for EACH mineral (N, T, D, M).  So a 1000 KT Asteroid could   
  yield 1500 of each mineral onto the planet (if a max yield happened).  The impact will place 1/2 of the yield   
  on the planet's surface and 1/2 into the ground.  
  Gathering Quadbenium  
  To gather Quadbenium you need to be in the same point in space as the Asteroid and towing it (the gather   
  code will still equal towing of the Asteroid). If you meet these criteria and set your friendly code to GQN.  
  The N is the Asteroid number you are towing.  Your ship will gather Quadbenium from the surface   
  of the Asteroid.  The amount of Quadbenium on the Asteroid is determined by its mass.    
  The mass divided by 10 will tell you how many micrograms of Quadbenium are on the surface of the   
  Asteroid (assuming that none has been removed before you gather). (i.e, 5000 KT Asteroid has 500 micrograms  
  of Quadbenium on the surface).  
  Starships can only hold so much Quadbenium.  This amount is determined by the engine tech.  The max   
  amount of Quadbenium able to be stored in the Warp Core at any one time is (Engine tech / 2)*100.  (i.e.,   
  Transwarps {tech 10} can hold  [10 / 2 ] = 5 * 100 = 500 micrograms of Quadbenium.)  
  Quadbenium Jumps  
  The only thing Quadbenium can be used for is Quadbenium Jumps.  To perform a Quadbenium Jump you need to   
  have at least 100 micrograms of Quadbenium in your warp core, a heading and a friendly code of QJ(n).  Where   
  N equals the number light years (mulitplied by 10  with 0 = 10*10) you wish to jump.  
  If these requirements are met your ship will perform a Quadbenium jump before host runs.  So yes it is possible   
  to Jump before Rob, tow or any other missions.  When the jump occurs you move along your preset heading,   
  if you have no heading you will still burn Quadbenium, but stay at the same point in space.       
  A Quadbenium Jump of any length ( 10 - 100 Light years) burns 100 micrograms of Quadbenium.    
  The Quadbenium burn does not depend on the length of the Quadbenium Jump.  
  If you are using WINPLAN (Planets v3.5) you can set your waypoint at a distance longer than the length of the Q-jump.   
   If you do this and havea warp setting you will move normally after the Q-jump has been completed. (i.e. You set a  
  181 LY Waypoint.  You set Friendly Code to QJ0 - you quad jump 100 light years and then the Ship moves normally  
  at warp 9 for another 81 light years).  
  HOST Sequence  
  Asteroid  
  AUXHOST 1  
  Load Asteroids  
  Verify Asteroids  
  Gather Ship Friendly Codes  
  Tag Asteroids being towed  
  If QuadJumps Allowed  
  Do QuadJumps  
  Gather Quadbendium  
  Move Asteroids  
  Gen New Asteroid  
  Intercept Asteroids  
  AUXHOST 2  
  Load Asteroids  
  Verify Asteroids  
  Gather Ship Friendly Codes  
  Tow Asteroids  
  Impact Asteroids  
  Send Quadbendium Status  
  Credits:  
  Asteroid for VGA Planets 3.5  
  Design: Dave Killingsworth & Dan Gale          
  Special Consulting: Tim Wisseman      
  Programming: Dan Gale  
  Documentation: Dan Gale & Dave Killingsworth     
  BMP Artwork: Mark Stewart & Kenneth Wisseman  
 
  Copyright ( 1995 Dave Killingsworth  All Rights Reserved No part of the program or documentation  
  may be copied, in part, or in whole, without the  written permission of the copyright holder)  
 
  ************************************************************************  
  HOSTS----  You need to give a copy of this TXT file to  your players !!!  
  ************************************************************************  
  You also need to give them copies of all BMP files you find in the ZIP file you got this program from.  
  Tell them that they need to place the BMP files in the sub directory (labeled BMP) under their WINPLAN  
  directory. This will give them the BMP's they need to see the bmps linked to the messagign system.  Give  
  them the BMPS.exe program and have them run itin the BMP dir mentioned above.  
  REGISTRATION INFORMATION:  
  This is a shareware copy of this program.  It will only allow type 1000-2000 KT asteroids to be   
  generated.  It will also send a shareware message every 10 turns or so. It will also only yield 1/4 the minerals   
  to the surface of the planet and 1/2 into the ground and 1/4 into the ether.  
  Registration of this program will get you a registered copy of the program mailed to you.  This copy   
  will allow all types of Asteroid masses tobe produced and remove the please register message. It will  
  also cause 1/2 of the yield to go on the surface and 1/2 into the ground.  
  Registration information is available in the ORDERFRM.ZIP file that was included in this ZIP file.  
  There is a message conference that is carried on the Tim Continuum and this will be for feedback, support   
  and general help with the Addons. The conference will originate from Warp Speed BBS of Chico, CA  916-345-6447  
  (Will be a shared BBS with Dan and Dave's BBS). You can reach me, Dave Killingsworth by E-mail there or Via   
  internet at capstern@aol.com  
  Thank you for your interest.  
  Dave Killingsworth  
  Sysop Of Dan and Dave's BBS 916-345-6447  
  Co-sysop of Warp Speed and Tim Continuum  
  contact us via the internet  
  capstern@aol.com  
  dangale@aol.com