Bridge commander manual




















But you can't warp from inside the asteroid field, so click Kiska, press Nav Point, and choose Field Exit. When you arrive at Field Exit, you can go to warp. He'll say he's seeing readings near Serris 2, and Felix says you can probably escape notice if you take shields and weapons offline.

So make sure you're on Green Alert, and Warp to Serris 2. Click Brex and boost Sensor power to percent, and Kiska will be able to pick up the signal. As it turns out, the Ferengi are delivering military supplies to the Cardassians, despite the fact that this has been forbidden by a treaty.

Close in on the Krayvis and disable its Warp Engines that's where they're gray on the damage bar - but make sure you don't destroy them. You should destroy the Galor, but the Keldon will warp out when it's too damaged. Seems that some Klingons and Cardassians are getting all riled up at Biranu Station, and you need to go diffuse the situation they even use the classic Star Trek "only ship in the area" line.

Warp to Biranu. Picard, however, orders you to stay out of the skirmish. Destroy two Cardassian ships and the other two will warp away.

Captain Draxon says he's going to chase them and asks you to join, and Kiska tells you the Cardassians warped to Biranu 1. Go ahead, follow them. Though it's not essential. If you stayed behind, you're already there, but if you followed the Klingons to Biranu 1, Warp back to Biranu 2 immediately! He says that the crew of Biranu Station will be evacuated to Starbase 12, and you need to stay and stand guard until the evacuation ship arrives.

She'll commend you and say that the House Arterius should now be regarded as pirates. So, as soon as Admiral Liu is done talking to you, give Kiska the order to Undock. You will notice that the warping is a bit, err, shaky. But Chief Brex promises to fix it. He will give you a rather vague response about the composition of the asteroid.

Your next item is weapons. Brex will fix the problem, and you can now fire a straight and true beam. But before you manage to test them on the asteroids, the USS Geronimo will arrive and challenge you to a friendly little war game. You can accept or decline, and should you accept, just fire like it's an enemy - the weapons are set to simulation mode. In the Sovereign, you should be able to take out all three, unless your combat skills are crappy. You will then by contacted by Admiral Liu.

You are to warp to Vesuvi to help with the investigation of the Vesuvi event. So, Warp to Vesuvi. Kiska will automatically lay in a course for the Dust Cloud, so all you have to do is Warp. So, hail the Berkley and Captain Haley will respond. She'll say Commander Data is beaming aboard, and Data will soon arrive on the bridge. He'll explain that the star should have lasted 10 billion more years, and while they managed to locate some stellar debris, the Berkley couldn't get close enough to scan it.

That's where the Sovereign - and its regenerative shielding - come in. Three of them are planetary fragments, and one is the stellar debris you need. I'll just go ahead and tell you which Nav Point contains the stellar debris, of course. Proceed to Nav Point 2, and there will be 5 pieces of debris. Scan them all you must be within 20 kilometers of the object because of the radiation , and one of them will be what you're looking for.

Data will examine the debris and determine that the explosion of Vesuvi was caused by an outside force. It's under attack by unknown forces. So, proceed to Nav Point Berkley. So, proceed to Nav Point Alpha.

Miguel will say it looks like a probe. Target it, then click Miguel and tell him to Scan Target. Go there. But remember that Warbird you saw earlier, warping toward the Dust Cloud?

It's here now, but it's destroyed, obviously by the same attacker that attacked the Berkley. They see you, they see a destroyed Warbird. This does not look good.

But you should be able to handle the Warbirds, provided you use the Quantum Torpedoes. She tells you to patrol three systems - Itari, Voltair, and Xi Entrades. Warp to Voltair 1 and you'll see the Krayvis under attack by three Galors. Damage them enough and make them all flee.

DaiMon Pragg will contact you. He'll tell you that the Romulans are not the attackers. They'll claim that you caused the attacks. They then say the only way they'll trust you is if you drop your shields. They won't attack, so go to Green Alert, and they'll be all nice and then leave. The Romulans are outnumbered. The Romulan commander claims that you've come to join the Cardassians in destroying the Romulans.

Prove him wrong by destroying the Cardassian vessels. The Romulan commander now says he trusts you and leaves. So, Warp there. He then says his ship was damaged and asks you to scan the area for the GonDev. You will see the GonDev, destroyed. You tell the JonKa, and he asks for a lifesigns scan.

But, due to radiation, you must again be within 20 kilometers. You will find that there are no lifesigns. Galor 2 will escape when you damage it, but you can destroy Galor 1, and Matan's ship will warp out after it's taken about fifty percent damage. Scan Area for their warp trail, and Miguel will tell you to go to Belaruz 2.

You will encounter three Cardassian Galors. Galor 2 will warp away when damaged too much, but Galors 3 and 4 will fight to the bloody end. The Klingons will thank you and leave. You are to return to Starbase You are to destroy and outposts you find. Your first destination is the Riha system. Set Course for it and Warp. There are also several freighters, but they warp out before Miguel can tell what they're carrying. Fight well. The freighters will warp away. Your target now is the outpost.

Destroy it. Try to stay within phaser and torpedo range, but stay out of theirs. Not easy. And one essential tip: target their power core. If you try to target the whole thing and destroy it, you'll never succeed. Target the power core, because as soon as you destroy it, the resulting explosion will take out the whole outpost. He's in the Belaruz system, so Set Course and Warp.

Korbus gives you what he has on the mystery attacker, and Data surmises that the ship is probably in the Voltair system. Set Course there and Warp. Warp to Voltair 1.

The Unknown Ship will soon power up to go to warp. He will find that it is a mix of Cardassian and some alien technology. But Data will need time to find its warp trail. Meanwhile, you have Cardassians to deal with. When they are all destroyed, Felix will return to the bridge, and Korbus will leave. Your only destination now the the Nepenthe system, where the freighters from the Cardassian outpost went. Set Course and Warp. Near the planet are two Cardassian freighters, and Miguel says some warships are on their way.

Data says if you hide in the middle of the asteroid field, it may hide the ship long enough. Kiska will make a Nav Point called Center of Asteroid Field and automatically target it, so just tell her to Intercept. Matan and the Kessok ship will leave, but two Galors will stay behind to fight you.

Destroy them. One tip, though: be careful not to hit an asteroid. You will die if you do. But now a bunch of Cardassians will warp in, so just Warp to Starbase 12 immediately.

TIP: If you stay behind and fight the Cardassians and win , your quantum torpedoes will be refilled. VERY helpful, since you can't refill them at the Starbase yet. The Enterprise will join you for this attack. When he's done talking, Warp to Chambana. You'll already be in weapons range, so don't move forward any. Just use your Quantums and phasers, and again target the power plant.

So, return to Starbase It is not a typo. You'll hear Captain MacCray's log, saying he believes the outpost is in the Prendel system. Fly to this Nav Point, and you'll see an unknown station. It's obviously the Cardassian outpost, so have Miguel Scan Target.

You can destroy two, and the other will warp out when heavily damaged. Destroy the outpost, and Admiral Liu will contact you to tell you that she has new intelligence and you should return to Starbase But that's why you have this guide.

Warp immediately to Alioth 6, and there'll be a couple satellites orbiting the planet. You have two choices: destroy the satellites, and a Cardassian patrol will warp in, which you should be able to dispatch. OR you can attempt to stay 50 kilometers from the satellites at all times as you orbit and scan the planet. The choice is yours. Data will go down to the planet in a shuttle. Warp to Starbase Warp there.

Destroy them both and two more Galors and a Keldon will warp in. Dispatch them immediately. Warp to Ona. You'll face a Keldon and three Galors. Since it's you and three other Federation vessels, the odds aren't bad. Destroy them, and the Liu will tell you that more Cardssians are on their way, and so they're giving the system up and evacuating the Savoy Station. Warp to Savoy, where you'll be holding off Cardassians while the Devore continues into the system to cover the evacuation of Savoy Station.

Three more ships - a Keldon and two Galors, will enter. Two Keldons will enter, and will warp to Savoy 1. Follow them and destroy them, then remain at Savoy 1 until all three transports are away. Warp to the Geble system to meet up with the Nightingale you'll probably want to dock at Starbase 12 for repairs before you leave.

You're supposed to help the Nightingale retrieve the escape pods, but Cardassians will be warping in so frequently you won't be able to touch one. Just make sure the Cardassians don't destroy the Nightingale.

Warp to Serris. You'll see the Dauntless, heavily damaged and about to explode. The Nightingale will begin evacuating it, so just keep the area clear of Cardassians. The Khitomer will be the operational control. Hail the Khitomer. Warp to Savoy. Warp to Savoy 1, where you'll see give Cardassian ships. Wipe them out. All of them. When they're gone, the Khitomer will launch its shuttles.

But then five more Cardassian ships will enter. Two of them are transports carrying Cardassian troops. They are your first priority. It is imperative that you not let them board the station. When they're gone, take out the three warships. The warships will, by the way, begin firing on Savoy Station. Liu will tell you to find the Cardassian Command and Control base.

She gives you a list of four systems to search - Prendel, Riha, Tezle, and Yiles. Warp to the Tezle system, and tell Miguel to Scan Area. He'll say he's seeing two Cardassian vessels, but he can't get a reading on the planet, because they're jamming your sensors.

Warp to Tezle 1, but Miguel still can't get a reading. Miguel will prepare a probe to launch at the planet, and the Cardassians will move to engage. Go to Red Alert, then get within one hundred kilometers of the planet, the tell Miguel to Launch Probe.

Make sure the Cardassians don't destroy the probe. Once you get the readings back from the probe, return to Starbase Once he's done, Warp to Prendel and engage the two Galors. You will then receive a signal from the Khitomer, saying they are meeting heavy resistance at Tezle.

Warp to Tezle. When they're destroyed, Warp to Tezle 1. When they're all launched, a Keldon and Galor will enter. Destroy them, and don't let them attack the Khitomer. Fight them off. Eventually, two more Kessoks and a Keldon will enter.

By this time, the Khitomer will be pulling their forces off the surface, preparing to withdraw. Basically, Kessok forces will just keep pouring in with no end. Well, it'll end when you withdraw. Just keep fighting. When they're all gone, you are to Warp to Beol yourself.

When you arrive, Liu will tell you that a Cardassian strike force is headed for Starbase 12 to attack. After a few minutes, three Keldons will arrive. Take 'em out. Three more Keldons will warp in. Three Kessok ships will enter, so destroy them, too, and they'll flee.

She gets off, but when the six conctacts come in, they're just freighters. But when Miguel scans them, he finds that they're loaded with plasma explosives and are going to ram the starbase! It would be a good idea to boost power to engines to get to them quicker, because you don't want those things reaching their goal. Just phaser them to death, that's all you gotta do. Well, use torpedoes, too.

Saalek will come aboard, and give Kiska the system you're to warp to, Albirea. She'll automatically target it, so you can just press Warp. However, it would be wise to Dock with the Starbase first. Anyway, just destroy the Cardassians. Soon enough, however, two more Keldons and a Galor will warp in.

At Will — Felix will change the distance to the target at his discretion. Close Distance — Felix will close on the target, and maintain a close distance to it. Maintain Distance — Felix will attempt to stay the same distance from the target. Separate Distance — Felix will move away from the target, and maintain a far distance from it.

Click here for a list of tactics you can have Felix employ. Be sure to choose the tactic that will bring your most powerful weapons and shields to face your enemy. Choosing a tactic that exposes a weak shield to your enemy could be a deadly mistake. The various tactics Felix can initiate are:.

At Will — Felix will attack using various tactics at his discretion. Left Phaser Attack — Felix will attack with the phasers on the left or port side of the ship.

Right Phaser Attack — Felix will attack with the phasers on the right or starboard side of the ship. Fore Attack — Felix will attack with the phasers and torpedoes at the front of the ship. Aft Attack — Felix will attack with the rear torpedoes. Top Shields — Felix will maneuver the ship to keep the top or dorsal shields facing the target.

Bottom Shields — Felix will maneuver the ship to keep the bottom or ventral shields facing the target. At the very beginning of the game, you will only have Photon torpedoes available to you. Low Intensity phasers do less damage per second than Full, but can fire longer because they use less energy.

Low Intensity phasers do not generally damage the hull of your target and are therefore safer to use than Full when disabling ships you do not wish to destroy. When a target is in range, and to the fore or aft of your ship, the tractor beam will be projected and automatically lock onto the target.

Your target will then have difficulty moving and turning. Using your tractor beam will draw power directly from your Main Battery, so use it with discretion. Your shields will go offline, and you may not fire your weapons while cloaked. Using your cloak will draw power directly from your Reserve Battery, so use it with discretion. Your Science Officer, Lieutenant Commander Miguel Diaz, is responsible for using the sensors to investigate the various regions of space to which you travel.

Miguel can also launch probes. Scan Area — Click on this button to order a scan of the area. Scan Target — Click on this button to have Miguel scan your currently selected target. Scan Object — Clicking on this button will display a list of nearby objects. Click any object on the list to have Miguel scan it. Launch Probe — Clicking on this button will launch a probe. A probe is a small device sent to gather more information about something within the surrounding area. Launching a probe will extend your sensor range.

It does so by allowing you to detect and identify objects around the probe's position as if your ship were at that same location. If your sensors have been disabled or destroyed, you will still be able to get sensor information by launching a probe. Note: Probes may not be launched in Multiplayer. Your Chief Engineer, Lieutenant Commander Brex, is responsible for the general maintenance of the ship and assigning damage control teams in critical situations.

This area is reserved for the current ship systems that are damaged and being repaired. You have three repair teams who will automatically repair systems in the order they were damaged.

If only one system is damaged, all three of your repair teams will work on it at the same time so it. Click any system on this list to move it down in priority, making room for the next damaged system. Damaged Systems — Damaged systems not currently being repaired appear in this area. As systems are repaired, the topmost systems on this list are automatically assigned to a repair team.

If there is any system you want repaired immediately, click on that system, and it will be immediately placed at the top of the repair queue.

Destroyed Systems — This is a list of systems that have been damaged beyond repair. It is a useful reference during combat and will clarify your overall status and disadvantages. The only way to repair these systems is to dock at Starbase This panel shows the current state of your ship's batteries and Warp Core. Increased power will result in increased performance, although it may drain your batteries over time.

Decreasing power will reduce a system's performance, but will reduce battery drain or allow for recharging if power. Learning to balance the power levels on your ship will increase your ship's combat effectiveness, especially during prolonged engagements. These are the three vertical bars on the right hand side of the display. The left bar represents your ship's Warp Core. The middle bar represents your Main Battery, while the right bar represents your Reserve Battery.

Warp Core — This bar displays the condition of your Warp Core. As your Warp Core takes damage, its ability to produce power will be reduced this will be reflected in the Power Used Bar. Main Battery — This bar represents the charge level in your Main Battery. If your power usage is more than the Warp Core produces, power will be drawn from the Main Battery and the gauge will show the battery decrease. If you are not using too much power, then the Main Battery will slowly recharge.

Reserve Power — This bar represents the charge level in the Reserve Battery. If you are not using too much power, then the Reserve Battery will slowly recharge. This color-coded bar whose sections correspond to the Power Allocation Sliders shows the total power being used by your ship systems—a longer bar corresponds to increased power usage.

The frame surrounding this bar allows you to see the source of the power being used. The frame is divided into three sections:. If you are using more power than your Warp Core can provide, the bar will enter this part of the frame as power is drawn from the Main Battery.

If you are constantly draining power from the Main Battery, it will eventually run out and stop providing power. In extreme situations, you may be drawing more power than your Warp Core and Main Battery can provide. In this case, the bar will enter this part of the frame and the additional power will be drawn from the Reserve Battery, up to its limit.

You cannot draw any more power once your reserve capacity is fully utilized and the bar reaches the far right of the frame. This section, located below the Power Used Bar, allows you to control the power levels for each of your systems.

Drag the slider on each bar to the desired power level—the power level is shown on the right end of each bar. There are no ill effects from doing so, except for the increased power draw. This extra capacity should be used carefully, since the higher drain could leave you without battery power at an awkward moment. Weapons — Increasing the power to weapons will make them charge or reload faster. Decreasing power will slow recharging and reloading.

Engines — Increasing engine power will make your ship more maneuverable, and will increase your maximum speed; decreasing engine power will make your ship turn more sluggishly, and move slower.

Sensor Array — Higher power levels will increase the effective range of your sensors, while reduced power will shorten their range. The power allocated to the Sensor Array also affects the range at which objects appear on your Target List. Shield Generator — Higher shield power increases the recharge rate of your shields.

Lower power levels result in a slower recharge rate. Note that if you take damage to the Warp Core, your power settings may be automatically adjusted to account for reduced warp core capacity. Leaving your ship in Red Alert with all of your systems powered over a long period of time will eventually drain your batteries.

When you are not in combat, go to Green Alert to conserve power and recharge your batteries. You may have suffered damage to your Warp Core, or run out of battery power. Adjust your settings, if necessary, to deal with the reduced amount of power available. Remember that Warp Core damage will cause your batteries to drain faster, since the Warp Core is no longer providing as much power.

If it does not, you are recharging the batteries. If the bar extends into the yellow frame, you are using your Main Battery, and if it extends all the way into the red frame, you are also using your Reserve Battery. Keep an eye on your battery levels while using them, and try not to use them for extended periods of time. More akin to naval combat, or submarine warfare, it requires a heightened sense of tactics and strategy. Starships are massive, powerful vessels, and although they are fast, they are less nimble than starfighters.

They are more ponderous in their ability to maneuver, and starship combat, therefore, is much like a graceful dance of death between deadly giants as they continually jockey for position. Effective combat maneuvers involve continually orienting your ship to protect your weakest shields, while at the same time bringing your most powerful weapons to bear.

Tactics, in this game of 3D chess, are everything. You will want to get in close to an enemy when firing phasers, as beam weapons are less powerful from a distance. Torpedoes track their targets more effectively from a distance. You will want to maintain your distance so that your torpedoes have a better chance of tracking their targets. Conversely, maintaining your distance may make it difficult to evade incoming torpedoes since they will be tracking you more effectively.

Of course, you may have a chance of evading torpedoes from a distance if you are outside of their tracking range. As soon as your enemy fires torpedoes, it is a good idea to increase speed and turn the nose of your ship in the perpendicular direction. You cannot expect to evade them all, so if you must take a hit be sure it is on a stronger shield. If your enemy is wearing you down with repeated phaser fire, it may be more important to disable or destroy their weapons subsystems before taking them out.

Damaging or disabling one of their engines will handicap their ability to maneuver, making them easier prey. Disabling their sensors will make it impossible for them to target you, and disabling a cloaking device will leave them unable to hide.

Alternatively, you may want to wear down their shields first so you can more effectively take out individual subsystems afterward. Try to work down a particular shield instead of spreading your fire across all sides of an enemy. For example, if you are severely damaged, you may find it necessary to repair your shield systems before your weapons.

Phasers may take priority over torpedoes in certain situations. You may find it necessary to boost power to your weapons and shields while reducing power to sensors in a difficult battle.

Boosting engines may be necessary when engaging faster enemies. Continue to move your ship to keep enemies from penetrating a particular shield. Increase the distance between yourself and your enemy if they are wearing you down with phaser fire.

All phasers do reduced damage at greater distances, although this range differs from ship to ship. Stations generally have the greatest range of damage. While you can issue commands to Felix from the bridge, there will be times when you will need to view the action from the exterior of the ship.

In these situations, you can switch to the exterior Tactical Mode by pressing the Space Bar on the keyboard. Mode will provide you with a great deal of information about your ship and the ship you have targeted, as well as the region around you.

Remember that Felix and your other crewmembers are also accessible while in Tactical Mode see below. In Tactical Mode, you can take the Conn and pilot the ship yourself. To navigate, use any of the flight. To fire your phasers, hold down the left mouse button or press F. Click on your right mouse button or press X to fire your torpedoes.

Be sure the cursor is not over a menu when using your mouse to fire. In Tactical Mode, you will still be able to issue commands to your crew via the F1-F5 keys. Use your mouse to select menu options when your cursor is over a menu. When you issue an order to Felix within this mode, or upon your return to the Bridge, Felix will take the Conn from you.

You have a few different ways to choose a target. You can press the T key to rotate through all the targets in the area or the I key to rotate through the enemy targets only. Also, you can click on the target you want on the Target List.

Some subsystems contain multiple components. These subsystems have a rightward arrow to the left of their name. You target a specific subsystem, or subsystem component, when clicking on it. For example, if you click on a Cardassian Keldon that appears. Click on the Keldon a second time and a list of its subsystems appears.

If you click on Torpedoes a second time, the list of its different torpedo tubes appears, which in this case would be a Forward Torpedo tube and an Aft Torpedo tube. Subsystems that have been disabled will change color to gray on the Target List and subsystems that have been destroyed will disappear completely off the Target List.

You can also use the keyboard commands to select targets and navigate the Target List. Sensor contacts and targets within range are displayed on a round panel in the lower left hand side of the screen.

Use this to gauge the number of enemies in proximity to your ship. At the center of this display is an image of your ship, enabling you to quickly ascertain the relative position of ships and objects around you. You will notice that contacts are colored according to their affiliation,.

Contacts also appear as arrow icons, indicating their facing, or the direction they are moving. You will also notice your target becomes highlighted by a bracket on the sensor display panel, as do enemy ships that are firing upon you. Torpedoes are also indicated on the display, and are differentiated by type, helping you to identify threats you may not be able to see. Distance drops off in a non-linear fashion, so as an object gets further from your ship the scale of the Sensors display increases.

Because of this, extremely distant objects will stay towards the edge of the Sensors display instead of dropping off entirely. Also, contacts that appear to be the same distance from your ship may actually be at different offsets from the plane, and therefore further from your ship than they appear.

Sensor contacts will begin to fade as they move above or below the plane your ship is traveling on. Click on the arrow in the upper right corner to minimize. In the lower right hand corner of the screen, you will notice several displays. These displays indicate the speed of your ship, the type of torpedoes you are using, your phaser intensity setting, the strength of your shields and the readiness of your weapons.

The Shields display shows the strength of your bow forward , aft rear , port left , starboard right , ventral bottom , and dorsal top shields. Bright green indicates your shields are at full strength. As you take phaser and torpedo hits from the enemy, your shields will gradually turn from green to yellow, then red, and finally to black when you no longer have any shields on that side of the ship.

Your target and its shields will be displayed in the Target Shields display, in the upper left corner of the screen. Click the arrows in the upper right corners of these panels to minimize them. TIP — As a good Captain, you should constantly rotate the shields facing the enemy in order to prevent any single shield from being depleted completely.

In addition, your ship will begin to take damage as weapons energy begins to bleed through weakened shields. The amount of damage you take will steadily increase as the strength of your shields decreases. If you suffer damage to any of your systems, icons will be displayed on the image of your ship to indicate which systems have been damaged. Damaged systems have a yellow icon, disabled systems have a gray icon, and when a system is completely destroyed the damage icon appears red.

These icons are also displayed with damaged systems in the damage control section of Engineering. These icons will allow you to quickly discern the systems that have been damaged, disabled or destroyed on your vessel. The icons will also appear on your Target Shields display so you may quickly ascertain the relative damage to your target.

Learn these icons well, since they will provide valuable information in the midst of a heated battle. As your ship takes damage, you can select the Engineering Menu by clicking on also or pressing F5 on the keyboard. From Engineering, you can review your damage control options see the "Engineering" section under "Crew Positions" on page Brex will automatically assign teams to begin repairing the damaged systems; however, you can always choose other systems to repair first at your discretion.

Click the arrow in the upper right corner to minimize this panel. The other important indicator in combat is the Phaser Arc and Torpedo Display. At Red Alert, there will be various strips surrounding an image of your ship. There are two layers of strips, representing the dorsal and ventral sides of the ship. As you fire your phasers, the strips will begin to change color, turning from green to yellow, then to red, and finally to black. Green represents phasers that are fully charged and ready to fire, while black represents phasers that are completely drained of power.

Disabled phasers appear gray, and when a phaser is destroyed the strip associated with it will disappear. Your phasers will recharge over time; however, you can increase the rate of recharge by allocating more power to weapons in the Engineering Menu. A target may be in more than one arc at a time. When no indicator appears, your target is most likely in a blind spot where your phasers cannot fire. TIP — It is important to rotate your ship to continually move your target from one firing arc to another to prevent any one phaser array from becoming completely depleted, and to keep enemy ships out of blind spots.

You will also find a number of circular dots near the bow and stern of your ship image. These dots represent the torpedo tubes on your ship. When these indicators are green, torpedoes are loaded and ready to fire on that side of your ship. Red indicates torpedoes are currently being loaded or may be unavailable because you have run out; gray indicates that the torpedo tube has been disabled.

These dots disappear when a corresponding torpedo tube has been destroyed. This panel can also be minimized by clicking on the arrow in the upper right corner.

TIP — As you encounter a wide range of adversaries, it becomes extremely important that you monitor the power available to your ship, the strength of your shields and the readiness of your weapons. A good Captain will always protect the weak sides of his ship from enemy fire while bringing his most highly charged and readied weapons to bear. The following buttons and options appear on the New Game menu:. First Officer is the easiest setting, Captain is the medium setting and Admiral is the most difficult setting in the game.

Start : Click this button when you are ready to start your game and launch into your first mission! Editing your name is strictly optional, but it is sometimes fun to name your game after yourself, a great Captain, or a special ship. Please note that keeping the same player name if you restart will overwrite old saved games.

First Officer setting is best suited for a new player, or players more interested in the storyline than the difficulty of the missions.

Admiral setting is best for seasoned players who want an extra challenge in their gameplay. The difficulty on the Captain setting is a middle ground between the others. After entering your name and selecting a difficulty level, click the Start button in the lower right hand corner of the screen to begin. To load a game, click on the file you wish to load and then click on the Load Game button. If you wish to delete a saved game, select the file you wish to delete and then click the Delete button.

From the main multiplayer menu, you can choose to host or to join a game that already exists. Host Game — Press this button to host a multiplayer game. Make sure your system meets the minimum specifications to run the game see Minimum System Requirements above. Join Game — Press this button to join a multiplayer game that has been created by another player.

Query for a. Player Name — Type in the name for your own ship, or yourself, in this area. Password — Type a password for access to a restricted game here. Next, enter the IP address in the field to the right of the button and click the Start button to connect to the selected server. A proper IP address contains no more than twelve 12 numbers with a maximum of three 3 in each of four sections, separated by periods e.

For example, a valid IP address might begin If you wish to stop before the query is finished, you can click on the Stop Query button. After performing the query, the following information will be displayed:. Name — This is the name of the game as designated by the host. Type — The type of game being played e. Deathmatch, Team Deathmatch, etc. Ping — The amount of time it takes a packet of information to reach the host and travel back to you.

Select a game with a lower number for the most enjoyable multiplayer experience. Players in Game — This lists the names of the various players in the game. Game Info — This area lists the specific parameters in order to win the game. Start — Click on this button to launch into the selected game.

From this menu, you can choose the parameters of the type of game you wish to play. Game — Select the type of game you wish to play from this column. Game Types are explained on page Game Name — Here, you can specify the name of your game. Player Name — Type the name for your own ship, or yourself, in this area. Password — If you wish to restrict access to your game, you can type a password here. Only individuals who know your password will be able to join you.

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