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12A. Asteroid |
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12K. Teleport |
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12B. Jump
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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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TACHYON ADD-ON: |
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Tachyon v2.0 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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Tachyon
is an add-on utility for VGA Planets 3.5 that takes advantage of the AUXHOST
features found in HOST 3.20. |
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This
add-on provides the capability for players to build and incorporate Tachyon
Pulse Generators |
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into
2 of their ships. This device will
allow the player to burn fuel and fire a pulse of Tachyon energy into
space. |
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This pulse will uncloak
any ships that are cloaked with in its pulse radius. |
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Two
new friendly codes are introduced with this program. They ARE case sensitive, the (n) represents
the distance |
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of the pulse in 10's of
Light Years, they are as follows: |
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TPn |
Tachyon Pulse at (n)
time ten light years (0=10) |
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ITD |
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Incorporate Tachyon
Device (planet friendly code) |
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With the added ability
to thwart cloaked vessels come some extreme costs. This is the large base fuel cost needed |
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to fire a Tachyon Pulse. |
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Contents |
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Tachyon contains two
programs: |
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TACHYON.EXE |
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TACONFIG.EXE |
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Place
these programs in the same directory that the HOST normally runs from. Tachyon requires access to the VGA
Planets |
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database (HULLSPEC.DAT,
BEAMSPEC.DAT, ect) as well as the Host database (SHIP.HST, XYPLAN.HST, ect.). |
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New Game Setup |
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Before Tachyon can be
used the configuration program TACONFIG.EXE, must be run. TACONFIG accepts
one |
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command
line parameter, the DOS path to the host directory. For example; to configure a new game |
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in E:\PLANETS\NEWGAME
type: |
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TACONFIG E:\PLANETS\NEWGAME |
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When
TACONFIG 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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TACONFIG E:\PLANETS\NEWGAME |
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Default
values are automatically provided.
Change them to suit the requirements of the game. Each value has |
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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 file will be written to the Game Directory: |
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TACONFIG.HST |
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After
the configuration file has been saved a confirmation dialog will be shown at
which time, if YES is selected the |
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Tachyon database will be
initialized. These files are written to during initialization: |
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TACHYON.HST |
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The configuration
program will create and update all necessary
files needed to run this
program. |
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Tachyon Device
Construction Requirements |
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To
construct a Tachyon device and incorporate it into a hull, you need to have a
ship in orbit around a starbase and the |
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starbase needs to have
tech 10 beam technology. The following
resources present on the surface of the planet: |
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80
Tritanium |
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110 Duranium |
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210 Molybdenum |
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200 Supplies |
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2000 megacredits |
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If
these requirements are met you have the capability of constructing a Tachyon
device. If you are lacking any of
these |
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resources or
requirements you will be unable to build a Tachyon device. |
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Installing a Tachyon
Device |
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To
install the device on to a ship you need to select the FIX mission from the
main starbase and a planet |
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friendly code of ITD . When you set these conditions the
Tachyon device (which can only be constructed |
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on the same turn it is
installed) will be placed on to the ship that was the target of the FIX
mission on the starbase. |
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You
will receive a message for a few turns reminding you which ship is equipped
with a Tachyon device, so take note, |
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this message will stop
eventually. |
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Tachyon Device
Limitations |
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Tachyon devices can only
be constructed in the same turn they are installed. Each race can only build two (2) devices |
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per
game. That means over the entire course of the game only two (2) devices can
be made and installed on your vessels. |
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Even if the ship is
captured or destroyed, you CAN NOT build another device and install it on one
of your ships. |
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If
you capture a Tachyon equipped vessel and already have two (2) of your ships
equipped with Tachyon devices, |
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this
is OK. The rule and code state that
you can only BUILD two (2), there is no limit to the number of |
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devices you can control
and operate. |
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Using a Tachyon Device |
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To
use a Tachyon device, you need to have a ship equipped with this device. If a vessel is equipped with a Tachyon
device |
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you
need to make sure it has fuel and then you decide on how many light years of
space you want to |
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effect with the Tachyon
device. |
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Once
this is determine the range you set your ships friendly code to TP(n), where
(n) is a number between 0-9. This
number |
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times 10 (0=10) will be
the radius of the Tachyon pulse circle.
(i.e., TP0 = a pulse of 100 light year radius.) |
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Cost of Using The Tachyon
Device |
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The
Tachyon device has a base fuel (Neutronium) cost of 200 KT per Tachyon
firing. The amount of fuel actually
used |
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is
based on the radius of the pulse fired.
The radius of the pulse is equal to the percentage of the |
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200 KT base fuel cost. |
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(i.e.,
TP5 = 50 Light Year Pulse -- 50 light years = 50% of the 200 KT base |
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fuel cost, thus a 50 LY
pulse costs 100 KT of fuel = 200 (base) *.5 (50%). |
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Effects of a Tachyon
Pulse |
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When
a Tachyon pulse is fired it will decloak all vessels in the pulse radius
area. The uncloaking will cause
their |
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mission
to be reset to Exploration. This is
caused by the electrical disruption cased by the Tachyon |
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pulse. This decloak will last until the other
player resets their mission. So yes, an enemy vessel will be uncloaked |
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for the whole processing
of the host (turn). |
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Warning:
The pulse will uncloak your own ships too.
And any vessel struck by a Tachyon pulse will receive a |
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message telling
them the x,y of the origination point
of the pulse and the ID# of the ship that fired it. |
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HOST Sequence |
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Tachyon |
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AUXHOST 1 |
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Load Tachyon |
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Verify Tachyon |
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Gather Ship Friendly
Codes |
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Gather Planet Friendly
Codes |
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Tachyon Ping |
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Build New Tachyon Device |
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Send Tachyon Status
Messages |
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Credits |
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Tachyon for VGA Planets
3.5 |
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Design: Dave
Killingsworth & Dan Gale |
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Special Consulting: 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 |
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No
part of the program or documentation may be copied, in part, or in whole,
without the written permission of
the |
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copyright holder |
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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 ZIP file 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 their WINPLAN |
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directory. This will
give them the BMP's they need to see the bmps that are linked to |
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the messaging system. |
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REGISTRATION INFORMATION |
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Registration information
is available in the ORDERFRM.ZIP file that was included in this ZIP file. |
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Thank you for your
interest. |
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Dave Killingsworth |
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Sysops of Dan &
Dave's BBS 916-345-6447 |
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Co-sysop of Warp Speed
& Tim Continuum |
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