Star Trek: Invasion
By Alex Gretsinger

NOTE: This is the generic version of the manual.  Only use this if the startrek.doc file won't work.

Legal Mumbo-Jumbo

	Star Trek is copyright Paramount.  I am not responsible for what this software does to user's hardware.  This product is shareware, and you can distribute it as long as this file is included, and look at the source code (but don't change it).

The object of this game is to defeat all alien ships within a time limit.

Difficulty
	This influences the total number and type of alien ships, number of starbases and stars, the power of your photon torpedoes, and a few other more subtle things.

Opening Message
	There are several things to look for in this message.  I've outlined them below.
	Total number of alien ships
	End Stardate
	Number of starbases
Main Screen
	Here you'll be faced with the status display, and a line prompting you to enter a station.  The status panel will tell you some vital statistics about your ship (provided that the status panel isn't damaged), outlined below.
	Stardate: This is the current time, in days.
	Sector: This is the sector you are currently in.
	Area: This is the area you are in within the sector. (more on sectors and areas later)  Both sector and area are in (row, column) format.  For example, the upper right corner would be (1,8), since the maps are 8x8.
	Dilithium: This important number shows how much energy your ship has.  It is used whenever you do practically anything.  It also goes down slowly over time.  Don't let it reach zero, or you'll be dead in space.  You can get dilithium back by visiting a starbase.  The maximum dilithium is 3000.
	Condition: One of four things will be displayed here.  GREEN is normal status condition.  Dilithium is at a healthy level, and there aren't any aliens nearby.  YELLOW is displayed when dilithium levels are low.  RED means that there are hostile aliens nearby.  BLUE indicates that you are currently docked at a starbase.
	Photons: This displays how many photon torpedoes you are currently carrying.  You can visit a starbase to restock back to ten.
At the station prompt, you must enter a number for the appropriate station.  The stations, their uses, and the number you enter to get to them are listed below.  Most of these stations can sustain damage, and thus, won't work.  Just enter the number 
Short Range Sensor-1
	The one means you can get here by pressing 1 on the main screen.  It is also called the SRS.  This will show a graphic display of all things currently in your sector.  The key follows:

	E: The Enterprise.  This is your position.
	Dot: This is nothing, and is only there as a placeholder to help you find the coordinates of something.
	*: This is a star.  You can't move or shoot photons through it (neither can the aliens), but you can ricochet of certain stars (more on this later)
	+: This is a starbase.  You can dock with it by moving into it.  When docked, you get back all your dilithium and photons.
	K: This is a Klingon ship.  Klingons are moderately powered, and move at a decent rate.  They are the most common aliens.
	R: This is a Romulan ship.  Romulans have more power than Klingons, but move slower.  They are slightly less common than Klingons.
	F: This is a Ferangi ship.  Ferangi have little power, but move very quickly.  They are uncommon, and get more uncommon on harder levels.
	B: This is a Borg ship.  Borg ships have lots of power, and undamaged, can easily destroy a system in a single hit.  They are very rare, and get less rare on harder levels.
Long Range Sensor-2
	This is also called the LRS.  It displays information about the whole quadrant, and the sectors in it.  To get information about a sector, you must have been within a one-sector radius of it when the LRS is undamaged.  It has three modes.  You select from the modes when you select the LRS.  The first is stars.  This shows the number of stars in each sector.  The second is starbases.  The third is aliens.  An E will be displayed at your present location.
Navigation-3
	This is used to move the ship.  There are two modes of movement.  The first is warp.  This is used to move whole sectors.  It can be damaged, and it takes a while, so don't use it if aliens are nearby.  The second is impulse.  It is used to move areas within a sector.  It cannot be damaged.  You can also move to an adjacent sector by moving out of the sector under impulse power.  It is recommended that this tactic be used frequently, as warp takes a day, and it uses up 100 dilithium.  Remember that you can't move through stars.
Shields-4
	This is used to allocate dilithium toward shields.  If you take hits from an alien, the power allocated toward shields will absorb the damage.  All other damage will be taken to the ship directly, which can damage or destroy a system.
Photons-5
	This is used to fire a photon torpedo at an alien.  You can only fire along one of the eight cardinal compass points.  When this system is selected, you must choose a direction on the compass shown, followed by the distance.  While it is not necessary to enter the correct distance, it increases the damage the torpedo does.  Keep in mind that you cannot fire through stars.
Phasers-6
	This is used to fire the Enterprise's phaser at alien ships.  You do not need to have a "line of sight" to fire the phaser.  When this system is selected, you are prompted for a row and column to fire, followed by how much dilithium is fired.  The damage done to an alien is near the dilithium allocated.  Note that the actual damage varies.  This is best used with the computer's SCAN command (more later).  Both phasers and photons can be damaged.
Damage Control-7
	This is used to monitor the Enterprise's damage.  When this is selected, you will see a list of systems, followed by their status.  OK means that the system is working.  A number (X) means that the system is damaged, and will repaired in X days.  DESTROYED means that the system cannot be repaired, and you must return to a starbase to get this system fixed.  Due to screen space, not all systems are listed here.  For the other systems, you must use the computer's DAMAGE command.  The systems are abbreviated, and can be read easily.  One system listed is the message system.  If this is damaged, most of the event prompts won't appear until it is fixed.
Computer-8
	The computer can do many things.  When selected, you are faced with a command prompt.  Enter a command (using the ALPHA key), then press ENTER.  The commands are listed below.

	SCAN- This will list all the objects in the sector and their properties: energy for ships and ricochet compatibility for stars.  It's useful to use this command prior to using phasers.
	DAMAGE- This will give a damage report similar to that given by damage control.
	ADVANCE- This will simply advance the time.  It is not recommended that you do this if aliens are near.  Just enter the number of days at the next prompt.
	RICOCHET- This is an important command.  You can only use this if the SCAN command revealed a "compatible star".  This command will catapult the Enterprise to a random sector, useful if there aren't any more aliens in nearby sectors.  Lower shields beforehand, as this will eliminate all shields when used.
	ALIEN- Shows how many alien ships are remaining.  This can also be seen from the LRS when set to aliens.
	STATUS- This displays various time-related statistics, such as start stardate, end stardate, and time remaining.
	EXIT- This will exit the computer, sending you back to the main screen.
A note on sectors and areas
	In case you haven't noticed yet, the quadrant is divided into an 8x8 grid of sectors.  Each sector is subdivided into an 8x8 grid of areas.  SRS shows data about the areas in your sector, and LRS shows data about each sector (that you've been within 1 sector of) in the whole quadrant.

If you have any questions, bug reports, or comments (constructive criticism welcome), send them to urza@wam.umd.edu. 

