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