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12A. Asteroid |
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12K. Teleport |
Return to Add-On Sub-Menu |
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12B. Jump Gate |
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12L. Machines
of Yore |
1. Introduction to VGA Planets |
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7. Minefields
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12C. Raceplus |
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2. Race Information Sub-Menu |
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8. Combat
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12D. Starbase
Plus |
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3. Friendly Codes Sub-Menu |
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9. Ion Storm
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12E. Tachyon |
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4. Planet Information Sub-Menu |
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10. Misc.
Information Sub-Menu |
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12F. Fortress
Host (Fhost) |
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5. Starbase Information Sub-Menu |
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11. Strategy and Strategy Guides |
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12G. Nemesis |
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6. Ship Information Sub-Menu |
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12. Add-on Information |
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12H. Gryphon |
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12I. Jupiter |
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12J. Banzai! |
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JUMP GATE ADD-ON: |
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Jump Gate v2.0
(Shareware) for VGA Planets 3.5 |
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Copyright (c)
1995-1996 Dave Killingsworth All rights reserved. |
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VGA Planets is a
trademark of Tim Wisseman |
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Overview |
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Jump
Gate is an add-on utility for VGA Planets 3.5 that takes advantage of the
AUXHOST features |
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found in HOST 3.20. This add-on provides the capability for
players to Build, Attack, and Repair Jump |
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Gates as well. as using
them as a form of travel. Four new friendly codes are introduced with this
program. |
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They are case sensitive
and as follows: |
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BJG |
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Buid Jumpgate |
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AJG |
Attack Jumpgate |
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RJG |
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Repair Jumpgate |
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Jnn |
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Jump to Jumpgate ID#nn |
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With the convienence of
controlled hyperspace travel comes risk. Each time a ship travels via Jump Gate, there |
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is
a small chance that an alien ship will exit the destination Jump Gate with
the traveller. The aliens are a |
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warrior race, intent on
conquering all that they see. They
will conquer the entire Echo Cluster unless stopped. |
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Contents |
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Jump Gate contains two
programs: |
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JGCONFIG.EXE |
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JUMPGATE.EXE |
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Place these programs in
the same directory that HOST normally runs from. Jump Gate requires access the VGA Planets |
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databases (HULLSPEC.DAT,
BEAMSPEC.DAT, etc.) as well as the host databases (SHIP.HST, XYPLAN.HST,
etc.). |
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New Game Setup |
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Before
Jump Gate can be used the configuration program, JGCONFIG.EXE, must be
run. JGCONFIG accepts one command |
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line parameter, the DOS
path to the game directory. For
example; to configure a new game in E:\ |
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JGCONFIG E:\PLANETS\NEWGAME |
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When
JGCONFIG starts, a configuration dialog will be displayed. Notice that the DOS path provided on the
command |
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line is displayed in the
Path to Game Directory edit box. |
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Default
values are automatically provided.
Change them to suit the requirements of the game. Each value |
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has valid ranges and all
changes must be within the valid ranges. |
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Select the OK button
when all changes have been made. The
following files will be written to the Game Directory: |
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JGCONFIG.HST |
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After
the configuration file is saved a confirmation dialog will be shown at which
time if YES is selected the Jump Gate |
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database
will be initialized. Additionally, the
UFO database will updated by adding the first Jump Gate and removing |
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any old records used by Jump
Gate. |
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These files are written
to during initialization: |
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JUMPGATE.HST |
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UFO.HST |
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The config program will
write and modify all necessary files. |
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Build Jump Gate |
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If
the ship's friendly code is set to BJG, an attempt to build a Jump Gate will
take place. Jump Gates can only |
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be
built by Super Transport Freighters, since one ship must have all of the
building materials on board. |
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The
amount of building materials required to build a Jumpgate are configurable by
the host. The host can |
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configure
the amount of Neutronium, Tritanium, Duranium, Molybdenum, and Supplies |
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that are needed up to a
2600 KT cargo maximum |
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Additionally,
there are restrictions on the number of Jump Gates allowed in the game. Jump Gates will only |
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be built if there is
room in the UFO database for one, the maximum number of Jump Gates has not
been reached, |
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and
the desired location for the Jump Gate is at least 5.01 light years from the
nearest planet. Jump Gates will |
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be assigned a random ID#
between 01-99 from the range of numbers available in the UFO database. |
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Repair Jump Gate |
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Jump Gates can be
repaired by any ship carrying supplies and has its friendly code set to
RJG. One point of damage |
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is repaired for every
five supplies on board the ship. |
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Attack Jump Gate |
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Any
ship that has beam weapons in excess of Tech 2 can attack a Jump Gate by
setting its friendly code to AJG. |
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Any
ship that meets these restrictions will attack a Jump Gate that is at the
same location as the |
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ship. Damage done to the Jump Gate is as follows: |
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Number of Beams * Beam
Explosive Power |
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A
Nocturne destroyer with Heavy Phasers would do ( 4 * 45 ) 180 points of
damage while a Disruptor equipped |
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Nocturne would do ( 4 *
20 ) 80 points of damage. Damage doesnot effect the ability of the Jump Gate
to operate, |
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unless, of course, it is
destroyed. NOTE: The Ancient Jumpgate is not able to be destroyed. |
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Jump Gate Travel |
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Any ship that is at a
Jump Gate and has its friendly code set to Jnn, where nn is the ID number of
the destination Jump |
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Gate,
will travel to the destination Jump Gate.
It will arrive with its speed and destination waypoint set to
zero. |
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It
will travel at no cost in fuel.
Builders of Jump Gates will be informed when foriegners use their Jump
Gates. |
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They will be told what
kind of ship came through the gate and who owned the ship. |
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NOTE: Ships with ZERO
fuel can not travel via a Jump Gate. |
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Alien Marauders |
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Each
time a Jump Gate is used, there is a small chance that an alien ship will
exit out of the destination Jump Gate |
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with
the traveller. This alien vessel will
go on a rampage, attacking planets, attempting to conquer |
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the Echo Cluster. |
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The creation of Alien
Marauders can be turned off in the configuration program. |
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Jump Gate Messages |
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Setting
a friendly code of 'con' on one of your planets will send the player a
message that lists the configuration settings |
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of the JumpGate program.
(This is the same fcode that Tim uses in HOST 3.2 for this same purpose). |
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Jump Gates will
send their owners a variety of
messages over the course of the game.
These messages range as follows: |
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A message telling you
its damage level, in points. |
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A message telling you
how many ships have passed through the Jump Gate, to date. |
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A message telling you if
the Jump Gate has been attacked. |
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A message telling you if
an enemy has passed through one of "your" Jump Gates. |
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HOST Sequence |
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Jump Gate |
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AUXHOST 2 |
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Load Jump Gates |
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Verify Jump Gates |
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Load Alien Ships |
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Verify Alien Ships |
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Gather Ship Friendly
Codes |
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Attack Jump Gates |
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Repair Jump Gates |
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Travel Via Jump Gates |
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If
Travelers > 0 |
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Check for new Alien |
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Build Jump Gates |
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If Aliens > 0 |
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Move Alien Ships |
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Restock Alien Ships |
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Credits |
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Jump Gate for VGA Planets
3.5 |
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Design: Dave
Killingsworth & Dan Gale |
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Special Consultation: Tim
Wisseman |
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Programming: Dan Gale |
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Documentation: Dan Gale
& Dave Killingsworth |
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BMP Artwork: Mark
Stewart & Kenneth Wisseman |
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************************************************************************ |
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HOSTS---- You need to give a copy of this DOC file
to your players !!! |
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************************************************************************ |
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You
also need to give them copies of all BMP files you find in the ZIPfile you
got this program from. |
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Tell them that they need to place the BMP
files in the sub directory (labeled BMP) under |
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their WINPLAN dirctory.
This will give them the BMP's they need to see the Jump Gates in the |
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messaginG system. |
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REGISTRATION INFORMATION: |
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This
is a shareware copy of this program.
It will only allow tech 5 hulls or lower to travel through Jump
Gates. |
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It will also send a
shareware message every 10 turns or so. |
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Registration
of this program will get you a registered copy of the program mailed to
you. This copy will allow |
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all ships to use Jump
Gates and remove the please register message. |
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Registration information
is available in the ORDERFRM.ZIP file that was included in this ZIP file. |
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You can reach me, Dave
Killingsworth by E-mail there or Via internet at capstern@aol.com |
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Thank you for your
interest. |
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Dave Killingsworth |
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Sysop Of Dan and Dave's
BBS 916-345-6447 |
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Co-sysop of Warp Speed
and Tim Continuum |
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to contact us via the
internet |
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capstern@aol.com |
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dangale@aol.com |
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