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	<id>https://manicpop.org/gewiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Manicpop</id>
	<title>Galactic Empire wiki - User contributions [en]</title>
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	<updated>2026-04-10T09:46:20Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://manicpop.org/gewiki/index.php?title=Proposed_changes_for_Elwynor&amp;diff=617</id>
		<title>Proposed changes for Elwynor</title>
		<link rel="alternate" type="text/html" href="https://manicpop.org/gewiki/index.php?title=Proposed_changes_for_Elwynor&amp;diff=617"/>
		<updated>2025-12-29T20:29:54Z</updated>

		<summary type="html">&lt;p&gt;Manicpop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [https://github.com/elwynor/elwge/commit/206974949ceb8449e805e2a77eae19221376671f fix MAXPLSE off-by-one] – MAXPLSE is the maximum amount of planets in a sector. By default this is 5, but an off-by-one issue in GEPLANET.C causes it to be one fewer. This fixes the issue and changes the default to 4 so there is no change in actual gameplay defaults.&lt;br /&gt;
* [https://github.com/elwynor/elwge/commit/4b1aee3c05c8fb7cd03d14f32a249e6833803aba warp rotation bounds check fix] – When specifying a direction to rotate when using the warp command, if an out-of-bounds degree is entered (outside of -180 to 180), the &amp;quot;helm is damaged&amp;quot; error will show. This restructures the command to avoid that.&lt;br /&gt;
* [https://github.com/elwynor/elwge/commit/3ddefff629389296c9705c616051156abf342f37 fix for cybs not pursing user on channel 0] – Once a game has loaded all NPCs, Cybertrons will not pursue a ship on user channel 0. Before a Cyb is dispatched to a ship, notclaimed() in GECYBS.C will check to see if this ship is already claimed (&amp;quot;cybmine&amp;quot;) by the maximum amount of pursuers. However, since Droids do not set a cybmine value, they default to 0, and notclaimed() counts them. As such, Cybs will never claim this ship. This adds a specific Cyborg check to notclaimed() and adds a cybmine=255 to all new Droids, correcting the problem.&lt;br /&gt;
*[https://github.com/elwynor/elwge/commit/88056e9bd8ce4bb700527de409f6e22bb67ea245 cyberbases should never move] – Cyberbases should never move, but if you attack one and flee without destroying it, it will attempt to pursue using cyb_check_lockon(). Since its max_accel value is 0, it is unable to rotate. Therefore, it will set itself to a high warp speed, never find the ship it is attempting to pursue, and crash into the galactic barrier. This excludes all cybs with max_accel == 0 from movement routines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MSG glow ups:&lt;br /&gt;
&lt;br /&gt;
All of these clean up color codes so that the ending color of a message doesn&#039;t &amp;quot;bleed&amp;quot; into the prompt. It also uses specific bold/non-bold colors and ends every text box (that ends by returning to a prompt) with a bright white color code, so the game doesn&#039;t dim and brighten as you play. No spelling or grammar fixes (yet?), keeping close to the original.&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/elwynor/elwge/commit/a092d2a12bc579f29dda06d97111e066149b397a ELWGEHLP glow up] – in addition to color fixes: add a couple commands that were missing from the main help screen, removed a section about not being able to transfer up items from planets you own (this was changed in development), updated ships and item lists, fixed the scores in HLPSCORE, changed a detail in HLPMIS, fixed the mark-19 shield price (was apparently supposed to be 250M but prices are capped at 201288837), and a few other little things.&lt;br /&gt;
* [https://github.com/elwynor/elwge/pull/2/commits/a7096fc6f24e1e4f70094f696815920f19af56c5 ELWGE.MSG glow up] – in addition to color fixes: changed documentation to reflect ELW* files, removed the following unused relics: TPRCNT, NOFIRES, NOSCANS, NOSCANH, NOSCANL, NEWSHP1, NEWSHP2, LOWFOOD, OUTFOOD, TOPTEN1, TOPTEN2, SCAN17, SCAN17A, SCAN18, SCAN19, SCAN20, SCAN21, SCAN22, and SCAN23. (LOCK1, SCAN10A, SCAN26, and ADMIN05 are unused in 3.2e but are referenced in commented-out code so I left them for now. Same with CANTROT, it&#039;s not commented out but it&#039;s unreachable.)&lt;br /&gt;
* [https://github.com/elwynor/elwge/pull/2/commits/852def8823600130b0d81caab70c545aaba86d33 ELWGESHP glow up] – color fixes and HELP CLASS cleanup and corrections.&lt;/div&gt;</summary>
		<author><name>Manicpop</name></author>
	</entry>
	<entry>
		<id>https://manicpop.org/gewiki/index.php?title=Proposed_changes_for_Elwynor&amp;diff=616</id>
		<title>Proposed changes for Elwynor</title>
		<link rel="alternate" type="text/html" href="https://manicpop.org/gewiki/index.php?title=Proposed_changes_for_Elwynor&amp;diff=616"/>
		<updated>2025-12-29T02:01:58Z</updated>

		<summary type="html">&lt;p&gt;Manicpop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [https://github.com/elwynor/elwge/commit/206974949ceb8449e805e2a77eae19221376671f fix MAXPLSE off-by-one] – MAXPLSE is the maximum amount of planets in a sector. By default this is 5, but an off-by-one issue in GEPLANET.C causes it to be one fewer. This fixes the issue and changes the default to 4 so there is no change in actual gameplay defaults.&lt;br /&gt;
* [https://github.com/elwynor/elwge/commit/4b1aee3c05c8fb7cd03d14f32a249e6833803aba warp rotation bounds check fix] – When specifying a direction to rotate when using the warp command, if an out-of-bounds degree is entered (outside of -180 to 180), the &amp;quot;helm is damaged&amp;quot; error will show. This restructures the command to avoid that.&lt;br /&gt;
* [https://github.com/elwynor/elwge/commit/3ddefff629389296c9705c616051156abf342f37 fix for cybs not pursing user on channel 0] – Once a game has loaded all NPCs, Cybertrons will not pursue a ship on user channel 0. Before a Cyb is dispatched to a ship, notclaimed() in GECYBS.C will check to see if this ship is already claimed (&amp;quot;cybmine&amp;quot;) by the maximum amount of pursuers. However, since Droids do not set a cybmine value, they default to 0, and notclaimed() counts them. As such, Cybs will never claim this ship. This adds a specific Cyborg check to notclaimed() and adds a cybmine=255 to all new Droids, correcting the problem.&lt;br /&gt;
*[https://github.com/elwynor/elwge/commit/88056e9bd8ce4bb700527de409f6e22bb67ea245 cyberbases should never move] – Cyberbases should never move, but if you attack one and flee without destroying it, it will attempt to pursue using cyb_check_lockon(). Since its max_accel value is 0, it is unable to rotate. Therefore, it will set itself to a high warp speed, never find the ship it is attempting to pursue, and crash into the galactic barrier. This excludes all cybs with max_accel == 0 from movement routines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MSG glow ups:&lt;br /&gt;
&lt;br /&gt;
All of these clean up color codes so that the ending color of a message doesn&#039;t &amp;quot;bleed&amp;quot; into the prompt. It also uses specific bold/non-bold colors and ends every text box (that ends by returning to a prompt) with a bright white color code, so the game doesn&#039;t dim and brighten as you play. No spelling or grammar fixes (yet?), keeping close to the original.&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/elwynor/elwge/commit/a092d2a12bc579f29dda06d97111e066149b397a ELWGEHLP glow up] – in addition to color fixes: add a couple commands that were missing from the main help screen, removed a section about not being able to transfer up items from planets you own (this was changed in development), updated ships and item lists, fixed the scores in HLPSCORE, changed a detail in HLPMIS, fixed the mark-19 shield price (was apparently supposed to be 250M but prices are capped at 201288837), and a few other little things.&lt;br /&gt;
* [https://github.com/elwynor/elwge/pull/2/commits/a7096fc6f24e1e4f70094f696815920f19af56c5 ELWGE.MSG glow up] – in addition to color fixes: changed documentation to reflect ELW* files, removed the following unused relics: TPRCNT, NOFIRES, NOSCANS, NOSCANH, NOSCANL, NEWSHP1, NEWSHP2, LOWFOOD, OUTFOOD, TOPTEN1, TOPTEN2, SCAN17, SCAN17A, SCAN18, SCAN19, SCAN20, SCAN21, SCAN22, and SCAN23. (LOCK1, SCAN10A, SCAN26, and ADMIN05 are unused in 3.2e but are referenced in commented-out code so I left them for now. Same with CANTROT, it&#039;s not commented out but it&#039;s unreachable.)&lt;/div&gt;</summary>
		<author><name>Manicpop</name></author>
	</entry>
	<entry>
		<id>https://manicpop.org/gewiki/index.php?title=Proposed_changes_for_Elwynor&amp;diff=615</id>
		<title>Proposed changes for Elwynor</title>
		<link rel="alternate" type="text/html" href="https://manicpop.org/gewiki/index.php?title=Proposed_changes_for_Elwynor&amp;diff=615"/>
		<updated>2025-12-27T20:55:15Z</updated>

		<summary type="html">&lt;p&gt;Manicpop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [https://github.com/elwynor/elwge/commit/206974949ceb8449e805e2a77eae19221376671f fix MAXPLSE off-by-one] – MAXPLSE is the maximum amount of planets in a sector. By default this is 5, but an off-by-one issue in GEPLANET.C causes it to be one fewer. This fixes the issue and changes the default to 4 so there is no change in actual gameplay defaults.&lt;br /&gt;
* [https://github.com/elwynor/elwge/commit/4b1aee3c05c8fb7cd03d14f32a249e6833803aba warp rotation bounds check fix] – When specifying a direction to rotate when using the warp command, if an out-of-bounds degree is entered (outside of -180 to 180), the &amp;quot;helm is damaged&amp;quot; error will show. This restructures the command to avoid that.&lt;br /&gt;
* [https://github.com/elwynor/elwge/commit/3ddefff629389296c9705c616051156abf342f37 fix for cybs not pursing user on channel 0] – Once a game has loaded all NPCs, Cybertrons will not pursue a ship on user channel 0. Before a Cyb is dispatched to a ship, notclaimed() in GECYBS.C will check to see if this ship is already claimed (&amp;quot;cybmine&amp;quot;) by the maximum amount of pursuers. However, since Droids do not set a cybmine value, they default to 0, and notclaimed() counts them. As such, Cybs will never claim this ship. This adds a specific Cyborg check to notclaimed() and adds a cybmine=255 to all new Droids, correcting the problem.&lt;br /&gt;
*[https://github.com/elwynor/elwge/commit/88056e9bd8ce4bb700527de409f6e22bb67ea245 cyberbases should never move] – Cyberbases should never move, but if you attack one and flee without destroying it, it will attempt to pursue using cyb_check_lockon(). Since its max_accel value is 0, it is unable to rotate. Therefore, it will set itself to a high warp speed, never find the ship it is attempting to pursue, and crash into the galactic barrier. This excludes all cybs with max_accel == 0 from movement routines.&lt;/div&gt;</summary>
		<author><name>Manicpop</name></author>
	</entry>
	<entry>
		<id>https://manicpop.org/gewiki/index.php?title=Proposed_changes_for_Elwynor&amp;diff=614</id>
		<title>Proposed changes for Elwynor</title>
		<link rel="alternate" type="text/html" href="https://manicpop.org/gewiki/index.php?title=Proposed_changes_for_Elwynor&amp;diff=614"/>
		<updated>2025-12-27T20:37:27Z</updated>

		<summary type="html">&lt;p&gt;Manicpop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [https://github.com/elwynor/elwge/commit/206974949ceb8449e805e2a77eae19221376671f fix MAXPLSE off-by-one] – MAXPLSE is the maximum amount of planets in a sector. By default this is 5, but an off-by-one issue in GEPLANET.C causes it to be one fewer. This fixes the issue and changes the default to 4 so there is no change in actual gameplay defaults.&lt;br /&gt;
* [https://github.com/elwynor/elwge/commit/4b1aee3c05c8fb7cd03d14f32a249e6833803aba warp rotation bounds check fix] – When specifying a direction to rotate when using the warp command, if an out-of-bounds degree is entered (outside of -180 to 180), the &amp;quot;helm is damaged&amp;quot; error will show. This restructures the command to avoid that.&lt;br /&gt;
* [https://github.com/elwynor/elwge/commit/3ddefff629389296c9705c616051156abf342f37 fix for cybs not pursing user on channel 0] – Once a game has loaded all NPCs, Cybertrons will not pursue a ship on user channel 0. Before a Cyb is dispatched to a ship, notclaimed() in GECYBS.C will check to see if this ship is already claimed (&amp;quot;cybmine&amp;quot;) by the maximum amount of pursuers. However, since Droids do not set a cybmine value, they default to 0, and notclaimed() counts them. As such, Cybs will never claim this ship. This adds a specific Cyborg check to notclaimed() and adds a cybmine=255 to all new Droids, correcting the problem.&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>Manicpop</name></author>
	</entry>
	<entry>
		<id>https://manicpop.org/gewiki/index.php?title=Proposed_changes_for_Elwynor&amp;diff=613</id>
		<title>Proposed changes for Elwynor</title>
		<link rel="alternate" type="text/html" href="https://manicpop.org/gewiki/index.php?title=Proposed_changes_for_Elwynor&amp;diff=613"/>
		<updated>2025-12-27T20:21:29Z</updated>

		<summary type="html">&lt;p&gt;Manicpop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [https://github.com/elwynor/elwge/commit/206974949ceb8449e805e2a77eae19221376671f fix MAXPLSE off-by-one] – MAXPLSE is the maximum amount of planets in a sector. By default this is 5, but an off-by-one issue in GEPLANET.C causes it to be one fewer. This fixes the issue and changes the default to 4 so there is no change in actual gameplay defaults.&lt;br /&gt;
* [https://github.com/elwynor/elwge/commit/4b1aee3c05c8fb7cd03d14f32a249e6833803aba warp rotation bounds check fix] – When specifying a direction to rotate when using the warp command, if an out-of-bounds degree is entered (outside of -180 to 180), the &amp;quot;helm is damaged&amp;quot; error will show. This restructures the command to avoid that.&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>Manicpop</name></author>
	</entry>
	<entry>
		<id>https://manicpop.org/gewiki/index.php?title=Proposed_changes_for_Elwynor&amp;diff=612</id>
		<title>Proposed changes for Elwynor</title>
		<link rel="alternate" type="text/html" href="https://manicpop.org/gewiki/index.php?title=Proposed_changes_for_Elwynor&amp;diff=612"/>
		<updated>2025-12-27T19:54:23Z</updated>

		<summary type="html">&lt;p&gt;Manicpop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [https://github.com/elwynor/elwge/commit/206974949ceb8449e805e2a77eae19221376671f fix MAXPLSE off-by-one] – MAXPLSE is the maximum amount of planets in a sector. By default this is 5, but an off-by-one issue in GEPLANET.C causes it to be one fewer. This fixes the issue and changes the default to 4 so there is no change in actual gameplay defaults.&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>Manicpop</name></author>
	</entry>
	<entry>
		<id>https://manicpop.org/gewiki/index.php?title=Proposed_changes_for_Elwynor&amp;diff=611</id>
		<title>Proposed changes for Elwynor</title>
		<link rel="alternate" type="text/html" href="https://manicpop.org/gewiki/index.php?title=Proposed_changes_for_Elwynor&amp;diff=611"/>
		<updated>2025-12-27T19:54:04Z</updated>

		<summary type="html">&lt;p&gt;Manicpop: Created page with &amp;quot;* [https://github.com/elwynor/elwge/commit/206974949ceb8449e805e2a77eae19221376671f fix MAXPLSE off-by-one] – MAXPLSE is the maximum amount of planets in a sector. By default this is 5, but an off-by-one issue in GEPLANET.C causes it to be one less. This fixes the issue and changes the default to 4 so there is no change in actual gameplay defaults.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [https://github.com/elwynor/elwge/commit/206974949ceb8449e805e2a77eae19221376671f fix MAXPLSE off-by-one] – MAXPLSE is the maximum amount of planets in a sector. By default this is 5, but an off-by-one issue in GEPLANET.C causes it to be one less. This fixes the issue and changes the default to 4 so there is no change in actual gameplay defaults.&lt;/div&gt;</summary>
		<author><name>Manicpop</name></author>
	</entry>
	<entry>
		<id>https://manicpop.org/gewiki/index.php?title=Galactic_Empire&amp;diff=610</id>
		<title>Galactic Empire</title>
		<link rel="alternate" type="text/html" href="https://manicpop.org/gewiki/index.php?title=Galactic_Empire&amp;diff=610"/>
		<updated>2025-12-27T19:39:37Z</updated>

		<summary type="html">&lt;p&gt;Manicpop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Galactic Empire is a game for MajorBBS systems developed by M.B. Murdock.&lt;br /&gt;
&lt;br /&gt;
This wiki is a work in progress. Signups are not open at the moment. If you&#039;d like to contribute please [mailto:anthony@manicpop.org contact me].&lt;br /&gt;
&lt;br /&gt;
Update April 2025: If this looks like something I just threw together in a few hours, it&#039;s because it is. Right now all of my focus is on [https://manicpop.org/ge-next/ ge-next] a Galactic Empire mod/expansion. Eventually I will get back to working on this site, with more detailed information. I will keep the &amp;quot;Where to play online&amp;quot; and &amp;quot;How to install locally&amp;quot; pages up to date as needed.&lt;br /&gt;
&lt;br /&gt;
Join the [https://discord.gg/SqhYmZvWsn Galactic Empire Discord server]&lt;br /&gt;
&lt;br /&gt;
[[GE scripts]] contributed by [[User:Madam Airlock|Madam Airlock]]: Player scripts for automating regular actions in the game and making playing more fun.&lt;br /&gt;
&lt;br /&gt;
[[Proposed changes for Elwynor]]&lt;br /&gt;
&lt;br /&gt;
== Deep dives ==&lt;br /&gt;
[[What is DAMF|What is DAMF?, or, Why are SOBs so hard?]]&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
[[Official documentation]]&lt;br /&gt;
&lt;br /&gt;
[[Where to play online]]&lt;br /&gt;
&lt;br /&gt;
[[How to install locally]]&lt;br /&gt;
&lt;br /&gt;
[[Source code]]&lt;br /&gt;
&lt;br /&gt;
[[Other online resources]]&lt;br /&gt;
&lt;br /&gt;
[[Bugs and potential improvements]]&lt;br /&gt;
&lt;br /&gt;
[[Files]]&lt;br /&gt;
&lt;br /&gt;
== Gameplay and strategy ==&lt;br /&gt;
[[Items]]&lt;br /&gt;
&lt;br /&gt;
[[Commands]]&lt;br /&gt;
&lt;br /&gt;
[[Player ships]]&lt;br /&gt;
&lt;br /&gt;
[[CPU ships]]&lt;br /&gt;
&lt;br /&gt;
[[Movement]]&lt;br /&gt;
&lt;br /&gt;
[[Communications]]&lt;br /&gt;
&lt;br /&gt;
[[Reports and scans]]&lt;br /&gt;
&lt;br /&gt;
[[Weapons and combat]]&lt;br /&gt;
&lt;br /&gt;
[[Defensive systems]]&lt;br /&gt;
&lt;br /&gt;
[[Colonizing planets]]&lt;br /&gt;
&lt;br /&gt;
[[Attacking planets]]&lt;br /&gt;
&lt;br /&gt;
[[Teams and trade alliances]]&lt;br /&gt;
&lt;br /&gt;
[[Scoring]]&lt;br /&gt;
&lt;br /&gt;
== User customization ==&lt;br /&gt;
[[SET|SET command]]&lt;br /&gt;
&lt;br /&gt;
[[Creating a keymap]]&lt;br /&gt;
&lt;br /&gt;
[[Using rlwrap]]&lt;br /&gt;
&lt;br /&gt;
== Administration ==&lt;br /&gt;
[[Sysop configuration]]&lt;br /&gt;
&lt;br /&gt;
[[Sysop commands]]&lt;/div&gt;</summary>
		<author><name>Manicpop</name></author>
	</entry>
	<entry>
		<id>https://manicpop.org/gewiki/index.php?title=What_is_DAMF&amp;diff=609</id>
		<title>What is DAMF</title>
		<link rel="alternate" type="text/html" href="https://manicpop.org/gewiki/index.php?title=What_is_DAMF&amp;diff=609"/>
		<updated>2025-08-23T20:29:58Z</updated>

		<summary type="html">&lt;p&gt;Manicpop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== DAMF ==&lt;br /&gt;
The damage factor, or DAMF, is a value that determines the durability of a certain class of ship. 100 is &amp;quot;neutral,&amp;quot; in that it does not affect the other calculations that determine the amount of damage from a given strike. 200 means the ship can take twice as much damage.&lt;br /&gt;
&lt;br /&gt;
Example DAMFs in GE classic: Interceptor 90, Heavy Freighter 200, Star Cruiser 100, Dreadnought 125, Freight Barge 200, Cybertron Scout 90, Cyberquad 100, Cyber-Base 2000, Sarten Obliterator 500&lt;br /&gt;
&lt;br /&gt;
Example DAMFs in ge-next 0.2.6: Interceptor 100, Scout 80, Minelayer 125, Heavy Freighter 200, Battle Cruiser 225, Dreadnought 250, Planetary Transport 900, MBM Dreadnought 125, Cyb 1x 100, Cyb 2x 175, Cyb 4x 300, Cyb 8x 425, Cyb Base 550, SCT 175, SDD 225, Zyg 400&lt;br /&gt;
&lt;br /&gt;
== What damage is adjusted with DAMF? ==&lt;br /&gt;
Damage from mines, torpedoes, and missiles.&lt;br /&gt;
&lt;br /&gt;
Not affected by DAMF: damage from a wormhole (always 5.5), damage from the Enforcer Planet (always the value of SE100DAM, by default 10), damage from hitting the galactic perimeter (always 17), crashing into a planet (always 101), destruct command (always 101). warp engines blowing up (random between 0 and 19), and ion cannon hits (random, depending on shield status).&lt;br /&gt;
&lt;br /&gt;
In ge-next, phasers are affected by DAMF. However, in GE classic, phaser damage is factored by the size of the ship, as determined by its cargo size. This is actually how mine, torpedo, and missile damage was factored before Galactic Empire 3.2c&amp;lt;ref&amp;gt;[[GEREADME.DOC#As Released (3.2c)]]&amp;lt;/ref&amp;gt;. Phaser damage was never converted from this old system to the DAMF system. Which takes us to...&lt;br /&gt;
&lt;br /&gt;
== Why are SOBs so formidable? ==&lt;br /&gt;
I&#039;ve often been asked why the 8x ships in ge-next are easier to take out than the SOBs in ge-classic. With the SOB having a DAMF of 500, and the 8x having a DAMF of 425, there shouldn&#039;t be much difference, right?&lt;br /&gt;
&lt;br /&gt;
First, to clear up a misconception: There is no special code for SOBs in GE classic. All the Cybs, the SADs, and the SOBs all use the exact same logic. The Cyberquads and SOBs are set as &amp;quot;tough,&amp;quot; meaning they&#039;re likely to fire more often, and they have higher phaser and shield classes, but how they pursue, when they retreat, when they decide to fire, is all exactly the same.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the big difference: in GE classic, the cargo size of a Cyberquad is 12,500, whereas the cargo size of a SOB is 234,000!&lt;br /&gt;
&lt;br /&gt;
In GE classic, phaser damage is factored like this: 1.0 + ((cargo size) / 15000).&lt;br /&gt;
&lt;br /&gt;
This means a Cyberquad&#039;s effective DAMF on a phaser strike is 183 (1.0 + 12500/15000 = 1.8&amp;lt;SPAN style=&amp;quot;text-decoration:overline&amp;quot;&amp;gt;33&amp;lt;/SPAN&amp;gt;), whereas the DAMF on hitting a SOB with phasers is 1660 (1.0 + 234000/15000 = 16.6)!&lt;br /&gt;
&lt;br /&gt;
That&#039;s why you can&#039;t pick them off with a strong phaser from long distances like you can the bigger ships in ge-next, and since they have a class 16 phaser, when they come in close, they&#039;re deadly.&lt;br /&gt;
&lt;br /&gt;
== The ge-next approach ==&lt;br /&gt;
In ge-next, phaser damage is affected by the DAMF in the same way as other damage. The cargo size of a ship is no longer factored into anything. (In fact, I&#039;m willing to bet you didn&#039;t notice that the ship dimensions are no longer included in ship scans... this was a calculation based on the cargo size.)&lt;br /&gt;
&lt;br /&gt;
== How to make a more formidable Cyb ==&lt;br /&gt;
We can raise the DAMF of a class, of course, but the 8x already has a much higher DAMF than the Battle Cruiser and Dreadnought. At a certain point, they just start to become invulnerable, like the SOB is to phasers.&lt;br /&gt;
&lt;br /&gt;
The key to a more formidable Cyb is giving them the ability to use strategies like human players do. Stay at impulse when an attacker is pursuing at warp to take shots with the standard phasers. Speed up or slow down as appropriate to gain an advantage instead of just matching or slightly exceeding the attacker&#039;s speed. Any many other things... coming soon.&lt;/div&gt;</summary>
		<author><name>Manicpop</name></author>
	</entry>
	<entry>
		<id>https://manicpop.org/gewiki/index.php?title=What_is_DAMF&amp;diff=608</id>
		<title>What is DAMF</title>
		<link rel="alternate" type="text/html" href="https://manicpop.org/gewiki/index.php?title=What_is_DAMF&amp;diff=608"/>
		<updated>2025-08-23T20:28:50Z</updated>

		<summary type="html">&lt;p&gt;Manicpop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== DAMF ==&lt;br /&gt;
The damage factor, or DAMF, is a value that determines the durability of a certain class of ship. 100 is &amp;quot;neutral,&amp;quot; in that it does not affect the other calculations that determine the amount of damage from a given strike. 200 means the ship can take twice as much damage.&lt;br /&gt;
&lt;br /&gt;
Example DAMFs in GE classic: Interceptor 90, Heavy Freighter 200, Star Cruiser 100, Dreadnought 125, Freight Barge 200, Cybertron Scout 90, Cyberquad 100, Cyber-Base 2000, Sarten Obliterator 500&lt;br /&gt;
&lt;br /&gt;
Example DAMFs in ge-next 0.2.6: Interceptor 100, Scout 80, Minelayer 125, Heavy Freighter 200, Battle Cruiser 225, Dreadnought 250, Planetary Transport 900, MBM Dreadnought 125, Cyb 1x 100, Cyb 2x 175, Cyb 4x 300, Cyb 8x 425, Cyb Base 550, SCT 175, SDD 225, Zyg 400&lt;br /&gt;
&lt;br /&gt;
== What damage is adjusted with DAMF? ==&lt;br /&gt;
Damage from mines, torpedoes, and missiles.&lt;br /&gt;
&lt;br /&gt;
Not affected by DAMF: damage from a wormhole (always 5.5), damage from the Enforcer Planet (always the value of SE100DAM, by default 10), damage from hitting the galactic perimeter (always 17), crashing into a planet (always 101), destruct command (always 101). warp engines blowing up (random between 0 and 19), and ion cannon hits (random, depending on shield status).&lt;br /&gt;
&lt;br /&gt;
In ge-next, phasers are affected by DAMF. However, in GE classic, phaser damage is factored by the size of the ship, as determined by its cargo size. This is actually how mine, torpedo, and missile damage was factored before Galactic Empire 3.2c&amp;lt;ref&amp;gt;[[GEREADME.DOC#As Released (3.2c)]]&amp;lt;/ref&amp;gt;. Phaser damage was never converted from this old system to the DAMF system. Which takes us to...&lt;br /&gt;
&lt;br /&gt;
== Why are SOBs so formidable? ==&lt;br /&gt;
I&#039;ve often been asked why the 8x ships in ge-next are easier to take out than the SOBs in ge-classic. With the SOB having a DAMF of 500, and the 8x having a DAMF of 425, there shouldn&#039;t be much difference, right?&lt;br /&gt;
&lt;br /&gt;
First, to clear up a misconception: There is no special code for SOBs in GE classic. All the Cybs, the SADs, and the SOBs all use the exact same logic. The Cyberquads and SOBs are set as &amp;quot;tough,&amp;quot; meaning they&#039;re likely to fire more often, and they have higher phaser and shield classes, but how they pursue, when they retreat, when they decide to fire, is all exactly the same.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the big difference: in GE classic, the cargo size of a Cyberquad is 12,500, whereas the cargo size of a SOB is 234,000!&lt;br /&gt;
&lt;br /&gt;
In GE classic, phaser damage is factored like this: 1.0 + ((cargo size) / 15000).&lt;br /&gt;
&lt;br /&gt;
This means a Cyberquad&#039;s effective DAMF on a phaser strike is 183 (1.0 + 12500/15000 = 1.833), whereas the DAMF on hitting a SOB with phasers is 1660 (1.0 + 234000/15000 = 16.6)!&lt;br /&gt;
&lt;br /&gt;
That&#039;s why you can&#039;t pick them off with a strong phaser from long distances like you can the bigger ships in ge-next, and since they have a class 16 phaser, when they come in close, they&#039;re deadly.&lt;br /&gt;
&lt;br /&gt;
== The ge-next approach ==&lt;br /&gt;
In ge-next, phaser damage is affected by the DAMF in the same way as other damage. The cargo size of a ship is no longer factored into anything. (In fact, I&#039;m willing to bet you didn&#039;t notice that the ship dimensions are no longer included in ship scans... this was a calculation based on the cargo size.)&lt;br /&gt;
&lt;br /&gt;
== How to make a more formidable Cyb ==&lt;br /&gt;
We can raise the DAMF of a class, of course, but the 8x already has a much higher DAMF than the Battle Cruiser and Dreadnought. At a certain point, they just start to become invulnerable, like the SOB is to phasers.&lt;br /&gt;
&lt;br /&gt;
The key to a more formidable Cyb is giving them the ability to use strategies like human players do. Stay at impulse when an attacker is pursuing at warp to take shots with the standard phasers. Speed up or slow down as appropriate to gain an advantage instead of just matching or slightly exceeding the attacker&#039;s speed. Any many other things... coming soon.&lt;/div&gt;</summary>
		<author><name>Manicpop</name></author>
	</entry>
	<entry>
		<id>https://manicpop.org/gewiki/index.php?title=What_is_DAMF&amp;diff=607</id>
		<title>What is DAMF</title>
		<link rel="alternate" type="text/html" href="https://manicpop.org/gewiki/index.php?title=What_is_DAMF&amp;diff=607"/>
		<updated>2025-08-23T20:24:57Z</updated>

		<summary type="html">&lt;p&gt;Manicpop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== DAMF ==&lt;br /&gt;
The damage factor, or DAMF, is a value that determines the durability of a certain class of ship. 100 is &amp;quot;neutral,&amp;quot; in that it does not affect the other calculations that determine the amount of damage from a given strike. 200 means the ship can take twice as much damage.&lt;br /&gt;
&lt;br /&gt;
Example DAMFs in GE classic: Interceptor 90, Heavy Freighter 200, Star Cruiser 100, Dreadnought 125, Freight Barge 200, Cybertron Scout 90, Cyberquad 100, Cyber-Base 2000, Sarten Obliterator 500&lt;br /&gt;
&lt;br /&gt;
Example DAMFs in ge-next 0.2.6: Interceptor 100, Scout 80, Minelayer 125, Heavy Freighter 200, Battle Cruiser 225, Dreadnought 250, Planetary Transport 900, MBM Dreadnought 125, Cyb 1x 100, Cyb 2x 175, Cyb 4x 300, Cyb 8x 425, Cyb Base 550, SCT 175, SDD 225, Zyg 400&lt;br /&gt;
&lt;br /&gt;
== What damage is adjusted with DAMF? ==&lt;br /&gt;
Damage from mines, torpedoes, and missiles.&lt;br /&gt;
&lt;br /&gt;
Not affected by DAMF: damage from a wormhole (always 5.5), damage from the Enforcer Planet (always the value of SE100DAM, by default 10), damage from hitting the galactic perimeter (always 17), crashing into a planet (always 101), destruct command (always 101). warp engines blowing up (random between 0 and 19), and ion cannon hits (random, depending on shield status).&lt;br /&gt;
&lt;br /&gt;
In ge-next, phasers are affected by DAMF. However, in GE classic, phaser damage is factored by the size of the ship, as determined by its cargo size. This is actually how mine, torpedo, and missile damage was factored before Galactic Empire 3.2c&amp;lt;ref&amp;gt;[[GEREADME.DOC#As Released (3.2c)]]&amp;lt;/ref&amp;gt;. Phaser damage was never converted from this old system to the DAMF system. Which takes us to...&lt;br /&gt;
&lt;br /&gt;
== Why are SOBs so formidable? ==&lt;br /&gt;
I&#039;ve often been asked why the 8x ships in ge-next are easier to take out than the SOBs in ge-classic. With the SOB having a DAMF of 500, and the 8x having a DAMF of 425, there shouldn&#039;t be much difference, right?&lt;br /&gt;
&lt;br /&gt;
First, to clear up a misconception: There is no special code for SOBs in GE classic. All the Cybs, the SADs, and the SOBs all use the exact same logic. The Cyberquads and SOBs are set as &amp;quot;tough,&amp;quot; meaning they&#039;re likely to fire more often, and they have higher phaser and shield classes, but how they pursue, when they retreat, when they decide to fire, is all exactly the same.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the big difference: in GE classic, the cargo size of a Cyberquad is 12,500, whereas the cargo size of a SOB is 234,000!&lt;br /&gt;
&lt;br /&gt;
(fix math)&lt;br /&gt;
&lt;br /&gt;
That&#039;s why you can&#039;t pick them off with a strong phaser from long distances like you can the bigger ships in ge-next, and since they have a class 16 phaser, when they come in close, they&#039;re deadly.&lt;br /&gt;
&lt;br /&gt;
== The ge-next approach ==&lt;br /&gt;
In ge-next, phaser damage is affected by the DAMF in the same way as other damage. The cargo size of a ship is no longer factored into anything. (In fact, I&#039;m willing to bet you didn&#039;t notice that the ship dimensions are no longer included in ship scans... this was a calculation based on the cargo size.)&lt;br /&gt;
&lt;br /&gt;
== How to make a more formidable Cyb ==&lt;br /&gt;
We can raise the DAMF of a class, of course, but the 8x already has a much higher DAMF than the Battle Cruiser and Dreadnought. At a certain point, they just start to become invulnerable, like the SOB is to phasers.&lt;br /&gt;
&lt;br /&gt;
The key to a more formidable Cyb is giving them the ability to use strategies like human players do. Stay at impulse when an attacker is pursuing at warp to take shots with the standard phasers. Speed up or slow down as appropriate to gain an advantage instead of just matching or slightly exceeding the attacker&#039;s speed. Any many other things... coming soon.&lt;/div&gt;</summary>
		<author><name>Manicpop</name></author>
	</entry>
	<entry>
		<id>https://manicpop.org/gewiki/index.php?title=What_is_DAMF&amp;diff=606</id>
		<title>What is DAMF</title>
		<link rel="alternate" type="text/html" href="https://manicpop.org/gewiki/index.php?title=What_is_DAMF&amp;diff=606"/>
		<updated>2025-08-23T19:22:23Z</updated>

		<summary type="html">&lt;p&gt;Manicpop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== DAMF ==&lt;br /&gt;
The damage factor, or DAMF, is a value that determines the durability of a certain class of ship. 100 is &amp;quot;neutral,&amp;quot; in that it does not affect the other calculations that determine the amount of damage from a given strike. 200 means the ship can take twice as much damage.&lt;br /&gt;
&lt;br /&gt;
Example DAMFs in GE classic: Interceptor 90, Heavy Freighter 200, Star Cruiser 100, Dreadnought 125, Freight Barge 200, Cybertron Scout 90, Cyberquad 100, Cyber-Base 2000, Sarten Obliterator 500&lt;br /&gt;
&lt;br /&gt;
Example DAMFs in ge-next 0.2.6: Interceptor 100, Scout 80, Minelayer 125, Heavy Freighter 200, Battle Cruiser 225, Dreadnought 250, Planetary Transport 900, MBM Dreadnought 125, Cyb 1x 100, Cyb 2x 175, Cyb 4x 300, Cyb 8x 425, Cyb Base 550, SCT 175, SDD 225, Zyg 400&lt;br /&gt;
&lt;br /&gt;
== What damage is adjusted with DAMF? ==&lt;br /&gt;
Damage from mines, torpedoes, and missiles.&lt;br /&gt;
&lt;br /&gt;
Not affected by DAMF: damage from a wormhole (always 5.5), damage from the Enforcer Planet (always the value of SE100DAM, by default 10), damage from hitting the galactic perimeter (always 17), crashing into a planet (always 101), destruct command (always 101). warp engines blowing up (random between 0 and 19), and ion cannon hits (random, depending on shield status).&lt;br /&gt;
&lt;br /&gt;
In ge-next, phasers are affected by DAMF. However, in GE classic, phaser damage is factored by the size of the ship, as determined by its cargo size. This is actually how mine, torpedo, and missile damage was factored before Galactic Empire 3.2c&amp;lt;ref&amp;gt;[[GEREADME.DOC#As Released (3.2c)]]&amp;lt;/ref&amp;gt;. Phaser damage was never converted from this old system to the DAMF system. Which takes us to...&lt;br /&gt;
&lt;br /&gt;
== Why are SOBs so formidable? ==&lt;br /&gt;
I&#039;ve often been asked why the 8x ships in ge-next are easier to take out than the SOBs in ge-classic. With the SOB having a DAMF of 500, and the 8x having a DAMF of 425, there shouldn&#039;t be much difference, right?&lt;br /&gt;
&lt;br /&gt;
First, to clear up a misconception: There is no special code for SOBs in GE classic. All the Cybs, the SADs, and the SOBs all use the exact same logic. The Cyberquads and SOBs are set as &amp;quot;tough,&amp;quot; meaning they&#039;re likely to fire more often, and they have higher phaser and shield classes, but how they pursue, when they retreat, when they decide to fire, is all exactly the same.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the big difference: in GE classic, the cargo size of a Cyberquad is 12,500, whereas the cargo size of a SOB is 234,000!&lt;br /&gt;
&lt;br /&gt;
This means that when attacking a SOB with phasers, it has an effective DAMF of 1872! SOBs are more than three and half times more resilient to phasers than to other types of damage. That&#039;s why you can&#039;t pick them off with a strong phaser from long distances like you can the bigger ships in ge-next, and since they have a class 16 phaser, when they come in close, they&#039;re deadly.&lt;br /&gt;
&lt;br /&gt;
== The ge-next approach ==&lt;br /&gt;
In ge-next, phaser damage is affected by the DAMF in the same way as other damage. The cargo size of a ship is no longer factored into anything. (In fact, I&#039;m willing to bet you didn&#039;t notice that the ship dimensions are no longer included in ship scans... this was a calculation based on the cargo size.)&lt;br /&gt;
&lt;br /&gt;
== How to make a more formidable Cyb ==&lt;br /&gt;
We can raise the DAMF of a class, of course, but the 8x already has a much higher DAMF than the Battle Cruiser and Dreadnought. At a certain point, they just start to become invulnerable, like the SOB is to phasers.&lt;br /&gt;
&lt;br /&gt;
The key to a more formidable Cyb is giving them the ability to use strategies like human players do. Stay at impulse when an attacker is pursuing at warp to take shots with the standard phasers. Speed up or slow down as appropriate to gain an advantage instead of just matching or slightly exceeding the attacker&#039;s speed. Any many other things... coming soon.&lt;/div&gt;</summary>
		<author><name>Manicpop</name></author>
	</entry>
	<entry>
		<id>https://manicpop.org/gewiki/index.php?title=What_is_DAMF&amp;diff=605</id>
		<title>What is DAMF</title>
		<link rel="alternate" type="text/html" href="https://manicpop.org/gewiki/index.php?title=What_is_DAMF&amp;diff=605"/>
		<updated>2025-08-23T19:18:01Z</updated>

		<summary type="html">&lt;p&gt;Manicpop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== DAMF ==&lt;br /&gt;
The damage factor, or DAMF, is a value that determines the durability of a certain class of ship. 100 is &amp;quot;neutral,&amp;quot; in that it does not affect the other calculations that determine the amount of damage from a given strike. 200 means the ship can take twice as much damage.&lt;br /&gt;
&lt;br /&gt;
Example DAMFs in GE classic: Interceptor 90, Heavy Freighter 200, Star Cruiser 100, Dreadnought 125, Freight Barge 200, Cybertron Scout 90, Cyberquad 100, Cyber-Base 2000, Sarten Obliterator 500&lt;br /&gt;
&lt;br /&gt;
Example DAMFs in ge-next 0.2.6: Interceptor 100, Scout 80, Minelayer 125, Heavy Freighter 200, Battle Cruiser 225, Dreadnought 250, Planetary Transport 900, MBM Dreadnought 125, Cyb 1x 100, Cyb 2x 175, Cyb 4x 300, Cyb 8x 425, Cyb Base 550, SCT 175, SDD 225, Zyg 400&lt;br /&gt;
&lt;br /&gt;
== What damage is adjusted with DAMF? ==&lt;br /&gt;
Damage from mines, torpedoes, and missiles.&lt;br /&gt;
&lt;br /&gt;
Not affected by DAMF: damage from a wormhole (always 5.5), damage from the Enforcer Planet (always the value of SE100DAM, by default 10), damage from hitting the galactic perimeter (always 17), crashing into a planet (always 101), destruct command (always 101). warp engines blowing up (random between 0 and 19), and ion cannon hits (random, depending on shield status).&lt;br /&gt;
&lt;br /&gt;
In ge-next, phasers are affecting by DAMF. However, in GE classic, phaser damage is factored by the size of the ship, as determined by its cargo size. This is actually how mine, torpedo, and missile damage was factored before Galactic Empire 3.2c&amp;lt;ref&amp;gt;[[GEREADME.DOC#As Released (3.2c)]]&amp;lt;/ref&amp;gt;. Phaser damage was never converted from this old system to the DAMF system. Which takes us to...&lt;br /&gt;
&lt;br /&gt;
== Why are SOBs so formidable? ==&lt;br /&gt;
I&#039;ve often been asked why the 8x ships in ge-next are easier to take out than the SOBs in ge-classic. With the SOB having a DAMF of 500, and the 8x having a DAMF of 425, there shouldn&#039;t be much difference, right?&lt;br /&gt;
&lt;br /&gt;
First, to clear up a misconception: There is no special code for SOBs in GE classic. All the Cybs, the SADs, and the SOBs all use the exact same logic. The Cyberquads and SOBs are set as &amp;quot;tough,&amp;quot; meaning they&#039;re likely to fire more often, and they have higher phaser and shield classes, but how they pursue, when they retreat, when they decide to fire, is all exactly the same.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the big difference: in GE classic, the cargo size of a Cyberquad is 12,500, whereas the cargo size of a SOB is 234,000!&lt;br /&gt;
&lt;br /&gt;
This means that when attacking a SOB with phasers, it has an effective DAMF of 1872! SOBs are more than three and half times more resilient to phasers than to other types of damage. That&#039;s why you can&#039;t pick them off with a strong phaser from long distances like you can the bigger ships in ge-next, and since they have a class 16 phaser, when they come in close, they&#039;re deadly.&lt;br /&gt;
&lt;br /&gt;
== The ge-next approach ==&lt;br /&gt;
In ge-next, phaser damage is affected by the DAMF in the same way as other damage. The cargo size of a ship is no longer factored into anything. (In fact, I&#039;m willing to bet you didn&#039;t notice that the ship dimensions are no longer included in ship scans... this was a calculation based on the cargo size.)&lt;br /&gt;
&lt;br /&gt;
== How to make a more formidable Cyb ==&lt;br /&gt;
We can raise the DAMF of a class, of course, but the 8x already has a much higher DAMF than the Battle Cruiser and Dreadnought. At a certain point, they just start to become invulnerable, like the SOB is to phasers.&lt;br /&gt;
&lt;br /&gt;
The key to a more formidable Cyb is giving them the ability to use strategies like human players do. Stay at impulse when an attacker is pursuing at warp to take shots with the standard phasers. Speed up or slow down as appropriate to gain an advantage instead of just matching or slightly exceeding the attacker&#039;s speed. Any many other things... coming soon.&lt;/div&gt;</summary>
		<author><name>Manicpop</name></author>
	</entry>
	<entry>
		<id>https://manicpop.org/gewiki/index.php?title=What_is_DAMF&amp;diff=604</id>
		<title>What is DAMF</title>
		<link rel="alternate" type="text/html" href="https://manicpop.org/gewiki/index.php?title=What_is_DAMF&amp;diff=604"/>
		<updated>2025-08-23T19:15:58Z</updated>

		<summary type="html">&lt;p&gt;Manicpop: Created page with &amp;quot;== DAMF == The damage factor, or DAMF, is a value that determines the durability of a certain class of ship. 100 is &amp;quot;neutral,&amp;quot; in that it does not affect the other calculations that determine the amount of damage from a given strike. 200 means the ship can take twice as much damage.  Example DAMFs in GE classic: Interceptor 90, Heavy Freighter 200, Star Cruiser 100, Dreadnought 125, Freight Barge 200, Cybertron Scout 90, Cyberquad 100, Cyber-Base 2000, Sarten Obliterator...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== DAMF ==&lt;br /&gt;
The damage factor, or DAMF, is a value that determines the durability of a certain class of ship. 100 is &amp;quot;neutral,&amp;quot; in that it does not affect the other calculations that determine the amount of damage from a given strike. 200 means the ship can take twice as much damage.&lt;br /&gt;
&lt;br /&gt;
Example DAMFs in GE classic: Interceptor 90, Heavy Freighter 200, Star Cruiser 100, Dreadnought 125, Freight Barge 200, Cybertron Scout 90, Cyberquad 100, Cyber-Base 2000, Sarten Obliterator 500&lt;br /&gt;
&lt;br /&gt;
Example DAMFs in ge-next 0.2.6: Interceptor 100, Scout 80, Minelayer 125, Heavy Freighter 200, Battle Cruiser 225, Dreadnought 250, Planetary Transport 900, MBM Dreadnought 125, Cyb 1x 100, Cyb 2x 175, Cyb 4x 300, Cyb 8x 425, Cyb Base 550, SCT 175, SDD 225, Zyg 400&lt;br /&gt;
&lt;br /&gt;
== What damage is adjusted with DAMF? ==&lt;br /&gt;
Damage from mines, torpedoes, and missiles.&lt;br /&gt;
&lt;br /&gt;
Not affected by DAMF: damage from a wormhole (always 5.5), damage from the Enforcer Planet (always the value of SE100DAM, by default 10), damage from hitting the galactic perimeter (always 17), crashing into a planet (always 101), destruct command (always 101). warp engines blowing up (random between 0 and 19), and ion cannon hits (random, depending on shield status).&lt;br /&gt;
&lt;br /&gt;
In ge-next, phasers are affecting by DAMF. However, in GE classic, phaser damage is factored by the size of the ship, as determined by its cargo size. This is actually how mine, torpedo, and missile damage was factored before Galactic Empire 3.2c&amp;lt;ref&amp;gt;[[GEREADME.DOC#As Released (3.2c)]]&amp;lt;/ref&amp;gt; Phaser damage was never converted from this old system to the DAMF system. Which takes us to...&lt;br /&gt;
&lt;br /&gt;
== Why are SOBs so formidable? ==&lt;br /&gt;
I&#039;ve often been asked why the 8x ships in ge-next are easier to take out than the SOBs in ge-classic. With the SOB having a DAMF of 500, and the 8x having a DAMF of 425, there shouldn&#039;t be much difference, right?&lt;br /&gt;
&lt;br /&gt;
First, to clear up a misconception: There is no special code for SOBs in GE classic. All the Cybs, the SADs, and the SOBs all use the exact same logic. The Cyberquads and SOBs are set as &amp;quot;tough,&amp;quot; meaning they&#039;re likely to fire more often, and they have higher phaser and shield classes, but how they pursue, when they retreat, when they decide to fire, is all exactly the same.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the big difference: in GE classic, the cargo size of a Cyberquad is 12,500, whereas the cargo size of a SOB is 234,000!&lt;br /&gt;
&lt;br /&gt;
This means that when attacking a SOB with phasers, it has an effective DAMF of 1872. SOBs are more than three and half times more resilient to phasers than to other types of damage. That&#039;s why you can&#039;t pick them off with a strong phaser from long distances like you can the bigger ships in ge-next, and since they have a class 16 phaser, when they come in close, they&#039;re deadly.&lt;br /&gt;
&lt;br /&gt;
== The ge-next approach ==&lt;br /&gt;
In ge-next, phaser damage is affected by the DAMF in the same way as other damage. The cargo size of a ship is no longer factored into anything. (In fact, I&#039;m willing to bet you didn&#039;t notice that the ship dimensions are no longer included in ship scans... this was a calculation based on the cargo size.)&lt;br /&gt;
&lt;br /&gt;
== How to make a more formidable Cyb ==&lt;br /&gt;
We can raise the DAMF of a class, of course, but the 8x already has a much higher DAMF than the Battle Cruiser and Dreadnought. At a certain point, they just start to become invulnerable, like the SOB is to phasers.&lt;br /&gt;
&lt;br /&gt;
The key to a more formidable Cyb is giving the ability use strategies like human players do. Stay at impulse when an attacker is pursuing at warp to take shots with the standard phasers. Speed up or slow down as appropriate to gain an advantage instead of just matching or slightly exceeding the attacker&#039;s speed. Any many other things... coming soon.&lt;/div&gt;</summary>
		<author><name>Manicpop</name></author>
	</entry>
	<entry>
		<id>https://manicpop.org/gewiki/index.php?title=Galactic_Empire&amp;diff=603</id>
		<title>Galactic Empire</title>
		<link rel="alternate" type="text/html" href="https://manicpop.org/gewiki/index.php?title=Galactic_Empire&amp;diff=603"/>
		<updated>2025-08-23T18:12:09Z</updated>

		<summary type="html">&lt;p&gt;Manicpop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Galactic Empire is a game for MajorBBS systems developed by M.B. Murdock.&lt;br /&gt;
&lt;br /&gt;
This wiki is a work in progress. Signups are not open at the moment. If you&#039;d like to contribute please [mailto:anthony@manicpop.org contact me].&lt;br /&gt;
&lt;br /&gt;
Update April 2025: If this looks like something I just threw together in a few hours, it&#039;s because it is. Right now all of my focus is on [https://manicpop.org/ge-next/ ge-next] a Galactic Empire mod/expansion. Eventually I will get back to working on this site, with more detailed information. I will keep the &amp;quot;Where to play online&amp;quot; and &amp;quot;How to install locally&amp;quot; pages up to date as needed.&lt;br /&gt;
&lt;br /&gt;
Join the [https://discord.gg/SqhYmZvWsn Galactic Empire Discord server]&lt;br /&gt;
&lt;br /&gt;
[[GE scripts]] contributed by [[User:Madam Airlock|Madam Airlock]]:&lt;br /&gt;
&lt;br /&gt;
Player scripts for automating regular actions in the game and making playing more fun.&lt;br /&gt;
&lt;br /&gt;
== Deep dives ==&lt;br /&gt;
[[What is DAMF|What is DAMF?, or, Why are SOBs so hard?]]&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
[[Official documentation]]&lt;br /&gt;
&lt;br /&gt;
[[Where to play online]]&lt;br /&gt;
&lt;br /&gt;
[[How to install locally]]&lt;br /&gt;
&lt;br /&gt;
[[Source code]]&lt;br /&gt;
&lt;br /&gt;
[[Other online resources]]&lt;br /&gt;
&lt;br /&gt;
[[Bugs and potential improvements]]&lt;br /&gt;
&lt;br /&gt;
[[Files]]&lt;br /&gt;
&lt;br /&gt;
== Gameplay and strategy ==&lt;br /&gt;
[[Items]]&lt;br /&gt;
&lt;br /&gt;
[[Commands]]&lt;br /&gt;
&lt;br /&gt;
[[Player ships]]&lt;br /&gt;
&lt;br /&gt;
[[CPU ships]]&lt;br /&gt;
&lt;br /&gt;
[[Movement]]&lt;br /&gt;
&lt;br /&gt;
[[Communications]]&lt;br /&gt;
&lt;br /&gt;
[[Reports and scans]]&lt;br /&gt;
&lt;br /&gt;
[[Weapons and combat]]&lt;br /&gt;
&lt;br /&gt;
[[Defensive systems]]&lt;br /&gt;
&lt;br /&gt;
[[Colonizing planets]]&lt;br /&gt;
&lt;br /&gt;
[[Attacking planets]]&lt;br /&gt;
&lt;br /&gt;
[[Teams and trade alliances]]&lt;br /&gt;
&lt;br /&gt;
[[Scoring]]&lt;br /&gt;
&lt;br /&gt;
== User customization ==&lt;br /&gt;
[[SET|SET command]]&lt;br /&gt;
&lt;br /&gt;
[[Creating a keymap]]&lt;br /&gt;
&lt;br /&gt;
[[Using rlwrap]]&lt;br /&gt;
&lt;br /&gt;
== Administration ==&lt;br /&gt;
[[Sysop configuration]]&lt;br /&gt;
&lt;br /&gt;
[[Sysop commands]]&lt;/div&gt;</summary>
		<author><name>Manicpop</name></author>
	</entry>
	<entry>
		<id>https://manicpop.org/gewiki/index.php?title=Files&amp;diff=591</id>
		<title>Files</title>
		<link rel="alternate" type="text/html" href="https://manicpop.org/gewiki/index.php?title=Files&amp;diff=591"/>
		<updated>2025-06-25T03:37:41Z</updated>

		<summary type="html">&lt;p&gt;Manicpop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[GEINST.DOC]] – installation guide&lt;br /&gt;
&lt;br /&gt;
[[GEREADME.DOC]] – list of files and changelog&lt;br /&gt;
&lt;br /&gt;
[[GESYSOP.DOC]] – list of [[Sys|SYS]] commands available to the sysop (included in source package)&lt;br /&gt;
&lt;br /&gt;
[[GETERM.DOC]] – how to use the [[Data|DATA]] command (included in source package)&lt;br /&gt;
&lt;br /&gt;
[[MBMGEHLP.MSG]] – in-game [[Help|HELP]] messages in text editable format (converted to .MCV for runtime)&lt;br /&gt;
&lt;br /&gt;
[[MBMGEMAL.DAT]] – mailbox database&lt;br /&gt;
&lt;br /&gt;
MBMGEMAL.NEW – empty mailbox database&lt;br /&gt;
&lt;br /&gt;
[[MBMGEMNU.TXT]] – the text displayed when a user selects &amp;quot;What&#039;s new?&amp;quot; from the main menu&lt;br /&gt;
&lt;br /&gt;
MBMGEMP.DLL – the game executable&lt;br /&gt;
&lt;br /&gt;
[[MBMGEMP.DOC]] – user&#039;s guide&lt;br /&gt;
&lt;br /&gt;
MBMGEMP.MDF – module definition file&lt;br /&gt;
&lt;br /&gt;
[[MBMGEMSG.MSG]] – main configuration file in text editable format (converted to .MCV for runtime)&lt;br /&gt;
&lt;br /&gt;
[[MBMGEPLT.DAT]] – planet database&lt;br /&gt;
&lt;br /&gt;
MBMGEPLT.NEW – empty planet database&lt;br /&gt;
&lt;br /&gt;
[[MBMGESHP.DAT]] – ship database&lt;br /&gt;
&lt;br /&gt;
[[MBMGESHP.MSG]] – ship configuration file in text editable format (converted to .MCV for runtime)&lt;br /&gt;
&lt;br /&gt;
MBMGESHP.NEW – empty ship database&lt;br /&gt;
&lt;br /&gt;
[[MBMGETEA.DAT]] – team database&lt;br /&gt;
&lt;br /&gt;
MBMGETEA.NEW – empty team database&lt;br /&gt;
&lt;br /&gt;
[[MBMGEUSR.DAT]] – user database&lt;br /&gt;
&lt;br /&gt;
MBMGEUSR.NEW – empty user database&lt;/div&gt;</summary>
		<author><name>Manicpop</name></author>
	</entry>
	<entry>
		<id>https://manicpop.org/gewiki/index.php?title=GE_scripts&amp;diff=590</id>
		<title>GE scripts</title>
		<link rel="alternate" type="text/html" href="https://manicpop.org/gewiki/index.php?title=GE_scripts&amp;diff=590"/>
		<updated>2025-06-25T03:37:35Z</updated>

		<summary type="html">&lt;p&gt;Manicpop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://drive.google.com/file/d/16e1bc8bboWOKY4QPERRVAHCLRZJzK_Nu/view?usp=drive_link GE Scripts] - Player scripts for automating regular actions in the game and making playing more fun.&lt;/div&gt;</summary>
		<author><name>Manicpop</name></author>
	</entry>
	<entry>
		<id>https://manicpop.org/gewiki/index.php?title=GE_scripts&amp;diff=589</id>
		<title>GE scripts</title>
		<link rel="alternate" type="text/html" href="https://manicpop.org/gewiki/index.php?title=GE_scripts&amp;diff=589"/>
		<updated>2025-06-25T03:36:54Z</updated>

		<summary type="html">&lt;p&gt;Manicpop: Created page with &amp;quot;TK&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TK&lt;/div&gt;</summary>
		<author><name>Manicpop</name></author>
	</entry>
	<entry>
		<id>https://manicpop.org/gewiki/index.php?title=Galactic_Empire&amp;diff=588</id>
		<title>Galactic Empire</title>
		<link rel="alternate" type="text/html" href="https://manicpop.org/gewiki/index.php?title=Galactic_Empire&amp;diff=588"/>
		<updated>2025-06-25T03:36:44Z</updated>

		<summary type="html">&lt;p&gt;Manicpop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Galactic Empire is a game for MajorBBS systems developed by M.B. Murdock.&lt;br /&gt;
&lt;br /&gt;
This wiki is a work in progress. Signups are not open at the moment. If you&#039;d like to contribute please [mailto:anthony@manicpop.org contact me].&lt;br /&gt;
&lt;br /&gt;
Update April 2025: If this looks like something I just threw together in a few hours, it&#039;s because it is. Right now all of my focus is on [https://manicpop.org/ge-next/ ge-next] a Galactic Empire mod/expansion. Eventually I will get back to working on this site, with more detailed information. I will keep the &amp;quot;Where to play online&amp;quot; and &amp;quot;How to install locally&amp;quot; pages up to date as needed.&lt;br /&gt;
&lt;br /&gt;
Join the [https://discord.gg/SqhYmZvWsn Galactic Empire Discord server]&lt;br /&gt;
&lt;br /&gt;
[[GE scripts]] contributed by [[User:Madam Airlock|Madam Airlock]]&lt;br /&gt;
== Background ==&lt;br /&gt;
[[Official documentation]]&lt;br /&gt;
&lt;br /&gt;
[[Where to play online]]&lt;br /&gt;
&lt;br /&gt;
[[How to install locally]]&lt;br /&gt;
&lt;br /&gt;
[[Source code]]&lt;br /&gt;
&lt;br /&gt;
[[Other online resources]]&lt;br /&gt;
&lt;br /&gt;
[[Bugs and potential improvements]]&lt;br /&gt;
&lt;br /&gt;
[[Files]]&lt;br /&gt;
&lt;br /&gt;
== Gameplay and strategy ==&lt;br /&gt;
[[Items]]&lt;br /&gt;
&lt;br /&gt;
[[Commands]]&lt;br /&gt;
&lt;br /&gt;
[[Player ships]]&lt;br /&gt;
&lt;br /&gt;
[[CPU ships]]&lt;br /&gt;
&lt;br /&gt;
[[Movement]]&lt;br /&gt;
&lt;br /&gt;
[[Communications]]&lt;br /&gt;
&lt;br /&gt;
[[Reports and scans]]&lt;br /&gt;
&lt;br /&gt;
[[Weapons and combat]]&lt;br /&gt;
&lt;br /&gt;
[[Defensive systems]]&lt;br /&gt;
&lt;br /&gt;
[[Colonizing planets]]&lt;br /&gt;
&lt;br /&gt;
[[Attacking planets]]&lt;br /&gt;
&lt;br /&gt;
[[Teams and trade alliances]]&lt;br /&gt;
&lt;br /&gt;
[[Scoring]]&lt;br /&gt;
&lt;br /&gt;
== User customization ==&lt;br /&gt;
[[SET|SET command]]&lt;br /&gt;
&lt;br /&gt;
[[Creating a keymap]]&lt;br /&gt;
&lt;br /&gt;
[[Using rlwrap]]&lt;br /&gt;
&lt;br /&gt;
== Administration ==&lt;br /&gt;
[[Sysop configuration]]&lt;br /&gt;
&lt;br /&gt;
[[Sysop commands]]&lt;/div&gt;</summary>
		<author><name>Manicpop</name></author>
	</entry>
	<entry>
		<id>https://manicpop.org/gewiki/index.php?title=Galactic_Empire&amp;diff=586</id>
		<title>Galactic Empire</title>
		<link rel="alternate" type="text/html" href="https://manicpop.org/gewiki/index.php?title=Galactic_Empire&amp;diff=586"/>
		<updated>2025-04-28T17:43:43Z</updated>

		<summary type="html">&lt;p&gt;Manicpop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Galactic Empire is a game for MajorBBS systems developed by M.B. Murdock.&lt;br /&gt;
&lt;br /&gt;
This wiki is a work in progress. Signups are not open at the moment. If you&#039;d like to contribute please [mailto:anthony@manicpop.org contact me].&lt;br /&gt;
&lt;br /&gt;
Update April 2025: If this looks like something I just threw together in a few hours, it&#039;s because it is. Right now all of my focus is on [https://manicpop.org/ge-next/ ge-next] a Galactic Empire mod/expansion. Eventually I will get back to working on this site, with more detailed information. I will keep the &amp;quot;Where to play online&amp;quot; and &amp;quot;How to install locally&amp;quot; pages up to date as needed.&lt;br /&gt;
&lt;br /&gt;
Join the [https://discord.gg/SqhYmZvWsn Galactic Empire Discord server]&lt;br /&gt;
== Background ==&lt;br /&gt;
[[Official documentation]]&lt;br /&gt;
&lt;br /&gt;
[[Where to play online]]&lt;br /&gt;
&lt;br /&gt;
[[How to install locally]]&lt;br /&gt;
&lt;br /&gt;
[[Source code]]&lt;br /&gt;
&lt;br /&gt;
[[Other online resources]]&lt;br /&gt;
&lt;br /&gt;
[[Bugs and potential improvements]]&lt;br /&gt;
&lt;br /&gt;
[[Files]]&lt;br /&gt;
&lt;br /&gt;
== Gameplay and strategy ==&lt;br /&gt;
[[Items]]&lt;br /&gt;
&lt;br /&gt;
[[Commands]]&lt;br /&gt;
&lt;br /&gt;
[[Player ships]]&lt;br /&gt;
&lt;br /&gt;
[[CPU ships]]&lt;br /&gt;
&lt;br /&gt;
[[Movement]]&lt;br /&gt;
&lt;br /&gt;
[[Communications]]&lt;br /&gt;
&lt;br /&gt;
[[Reports and scans]]&lt;br /&gt;
&lt;br /&gt;
[[Weapons and combat]]&lt;br /&gt;
&lt;br /&gt;
[[Defensive systems]]&lt;br /&gt;
&lt;br /&gt;
[[Colonizing planets]]&lt;br /&gt;
&lt;br /&gt;
[[Attacking planets]]&lt;br /&gt;
&lt;br /&gt;
[[Teams and trade alliances]]&lt;br /&gt;
&lt;br /&gt;
[[Scoring]]&lt;br /&gt;
&lt;br /&gt;
== User customization ==&lt;br /&gt;
[[SET|SET command]]&lt;br /&gt;
&lt;br /&gt;
[[Creating a keymap]]&lt;br /&gt;
&lt;br /&gt;
[[Using rlwrap]]&lt;br /&gt;
&lt;br /&gt;
== Administration ==&lt;br /&gt;
[[Sysop configuration]]&lt;br /&gt;
&lt;br /&gt;
[[Sysop commands]]&lt;/div&gt;</summary>
		<author><name>Manicpop</name></author>
	</entry>
	<entry>
		<id>https://manicpop.org/gewiki/index.php?title=Source_code&amp;diff=585</id>
		<title>Source code</title>
		<link rel="alternate" type="text/html" href="https://manicpop.org/gewiki/index.php?title=Source_code&amp;diff=585"/>
		<updated>2025-04-28T17:41:04Z</updated>

		<summary type="html">&lt;p&gt;Manicpop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Galactic Empire&#039;s source code was released under the [https://www.gnu.org/licenses/old-licenses/gpl-2.0.en.html GNU General Public License (GPLv2)] in 2002 by Mike Murdock and posted here: [https://sourceforge.net/p/gnu-ge/code/ https://sourceforge.net/p/gnu-ge/code/]&lt;br /&gt;
&lt;br /&gt;
It was moved to [https://github.com/bsimser/ge https://github.com/bsimser/ge] in 2016 by Bil Simser.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Files from source&lt;br /&gt;
&lt;br /&gt;
GECMDS.C&lt;br /&gt;
&lt;br /&gt;
GECYBS.C&lt;br /&gt;
&lt;br /&gt;
GEDROIDS.C&lt;br /&gt;
&lt;br /&gt;
GEFUNCS.C&lt;br /&gt;
&lt;br /&gt;
GEGLOBAL.H&lt;br /&gt;
&lt;br /&gt;
GELIB.C&lt;br /&gt;
&lt;br /&gt;
GEMAIN.C&lt;br /&gt;
&lt;br /&gt;
GEMAIN.H&lt;br /&gt;
&lt;br /&gt;
GEPLANET.C&lt;br /&gt;
&lt;br /&gt;
GEPROTO.H&lt;br /&gt;
&lt;br /&gt;
GESAMPLE.C&lt;br /&gt;
&lt;br /&gt;
MBMGEGRF.C&lt;br /&gt;
&lt;br /&gt;
MBMGEMP.LNK&lt;br /&gt;
&lt;br /&gt;
MBMGEMP.MAK&lt;br /&gt;
&lt;br /&gt;
README.TXT&lt;br /&gt;
&lt;br /&gt;
SECURE.C&lt;br /&gt;
&lt;br /&gt;
SECURE.H&lt;/div&gt;</summary>
		<author><name>Manicpop</name></author>
	</entry>
	<entry>
		<id>https://manicpop.org/gewiki/index.php?title=Bugs_and_potential_improvements&amp;diff=584</id>
		<title>Bugs and potential improvements</title>
		<link rel="alternate" type="text/html" href="https://manicpop.org/gewiki/index.php?title=Bugs_and_potential_improvements&amp;diff=584"/>
		<updated>2024-09-25T16:34:46Z</updated>

		<summary type="html">&lt;p&gt;Manicpop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bugs as of version 3.2e ==&lt;br /&gt;
&lt;br /&gt;
* When running warp engines at a speed higher for which they are rated, they will become damaged over time. When changing warp speed after the warp engines have been damaged, the helm will report that the warp engines are damaged, and recommend you not travel over a particular warp speed until repaired. At that point, your warp speed will be set to that recommended value, even if your command was to go to a lower speed (or stop completely). Ideally the game would only override the warp value you entered if you enter a speed over the new recommended top speed. &#039;&#039;(fixed in ge-next 0.1)&#039;&#039;&lt;br /&gt;
* Several informative screens, such as the player roster and [[MBMGEHLP.MSG#HELP CLASS|HELP CLASS]], do not take into account the length of some values, leaving a jumbled display. &#039;&#039;(fixed in ge-next 0.1)&#039;&#039;&lt;br /&gt;
* [[Cash]] (in a user&#039;s bank, in a planet&#039;s tax reserve, and in a planetary bank) is stored as a 32-bit unsigned integer, but displayed as signed, and will overflow after reaching [[wikipedia:2,147,483,647|2,147,483,647]]. The game should set a cap on those values so they don&#039;t overflow. &#039;&#039;(fixed in ge-next 0.1)&#039;&#039;&lt;br /&gt;
* If you enter an invalid rotational direction with the warp command, the game will correctly tell you to &amp;quot;enter a number in the range from -180 to 180,&amp;quot; but then also say that the helm is not functional. &#039;&#039;(fixed in ge-next 0.1)&#039;&#039;&lt;br /&gt;
* Spies that are on a planet as it&#039;s being attacked will report that the attacker took over the planet even if they actually didn&#039;t. Spies will also report &amp;quot;the outcome was unclear&amp;quot; when an attacker does take over the planet. &#039;&#039;(Fixed in ge-next 0.02)&#039;&#039;&lt;br /&gt;
* If a planet has no troops, it cannot be taken over with troops. The victory message will be displayed, but the planet will not change hands. To take it over, attack with a fighter or transfer down 1 troop, then attack with troops.&lt;br /&gt;
* Entering &amp;quot;LOCK A&amp;quot; as the first command of a session, before doing any scans, can sometimes allow a player to lock on to their own ship. However, attempting to scan or fire upon the locked on ship displays the &amp;quot;That would be foolish&amp;quot; error message from the helm. (TO DO: why does this sometimes happen and sometimes not)&lt;br /&gt;
* Entering any characters after &amp;quot;BUY&amp;quot; when using the buy command causes the price command to be executed instead. For example, entering &amp;quot;BUYTHIS 1 TOR&amp;quot; will give you the price of one torpedo, but not actually buy it. &#039;&#039;(fixed in ge-next 0.1)&#039;&#039;&lt;br /&gt;
* The &amp;quot;TEAM MEMBERS&amp;quot; command doesn&#039;t work after setting up a team (TO DO: does it only work after the next update?)&lt;br /&gt;
* Ion cannons can fire on a ship on that has attacked the planet previously as soon as a user enters the game, if the ship is orbiting that planet, even if the planet has changed hands. (TO DO: research what does and doesn&#039;t trigger this)&lt;br /&gt;
* The planet administration menu says that planet names can be up to 20 characters, but the game actually only supports 19. &#039;&#039;(fixed in ge-next 0.02)&#039;&#039;&lt;br /&gt;
* Men don&#039;t eat. Men can starve if there isn&#039;t enough food, but men don&#039;t reduce the amount of food on a planet. Troops eat food every cycle (one food case for every 100 troops), but there is no corresponding code for men to eat. &#039;&#039;(fixed in ge-next 0.1)&#039;&#039;&lt;br /&gt;
* After a revolt, the message that is sent to the planet&#039;s (prior) owner is supposed to list the amount of troops that were killed, but it actually lists the amount that remain. &#039;&#039;(Fixed in ge-next 0.01)&#039;&#039;&lt;br /&gt;
* Once an item is maxed on a planet, you will receive notices for each cycle, even if you turn off production on the item afterward. To stop the notices, you have to remove at least one unit from the planet&#039;s stock.&amp;lt;ref&amp;gt;GEPLANET.C, line 313, &amp;quot;temp &amp;gt;= max&amp;quot;&amp;lt;/ref&amp;gt; &#039;&#039;(fixed in ge-next 0.1)&#039;&#039;&lt;br /&gt;
* Attacking troops that surrender to a planet&#039;s defenses are not added to the planet&#039;s stock.&amp;lt;ref&amp;gt;GECMDS.C, lines 3709 and 3745&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Using SYS GOTO while at warp unsets the Hyperspace flag but keeps you at warp, allowing you to use shields/etc at warp speed. &#039;&#039;(fixed in ge-next 0.1)&#039;&#039;&lt;br /&gt;
* Empty neutron flux can &amp;quot;roll over.&amp;quot; (TO DO)&lt;br /&gt;
* When you own a planet and you buy goods from it, you are charged the base price. The message from the BUY command shows the total you actual paid, but shows the set planet price instead of the base price for the &amp;quot;each.&amp;quot; &#039;&#039;(fixed in ge-next 0.1)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Potential improvements ==&lt;br /&gt;
&lt;br /&gt;
* Messages from the helm could be cleaned up and have a more standard appearance, including spelling fixes and consistent capitalization and punctuation. &#039;&#039;(fixed in ge-next 0.1)&#039;&#039;&lt;br /&gt;
* ANSI colors codes don&#039;t always end their colors properly, e.g. HELP CLASS switching to dimmer characters, HELP not ending its red. &#039;&#039;(fixed in ge-next 0.01)&#039;&#039;&lt;br /&gt;
* The helm could notify the player that the hyper-phaser is ready to use again, similar to how that is reported when using the phasers at impulse.&lt;br /&gt;
* Flux pods automatically reload as of version 3.0a&amp;lt;ref&amp;gt;[[GEREADME.DOC#07/15/92 Release 3.0a (BETA RELEASE)]]&amp;lt;/ref&amp;gt;, and was further adjusted to automatically reload when the flux pile drops below 5000 in version 3.0l&amp;lt;ref&amp;gt;[[GEREADME.DOC#11/01/92 Release 3.0l (General Release - NOT BETA!!)]]&amp;lt;/ref&amp;gt;. However, it is still possible to run out of flux even when you have flux pods in your inventory, such as when using hyper-phasers at warp, causing you to be unable to fire, or fall out of warp in combat. Whether or not this is a &amp;quot;bug&amp;quot; could be debatable, but a smarter flux reload subroutine that takes into account what you&#039;re doing as opposed to just reloading at a set value could be helpful. (Then again, if the flux pods always reload when needed, regardless of the circumstances, what&#039;s the point of the FLUX command?)&lt;br /&gt;
* Warp engine damage is not currently reported in &amp;quot;REP SYS.&amp;quot; &#039;&#039;(added in ge-next 0.1)&#039;&#039;&lt;br /&gt;
* When firing phasers at a ship in the neutral zone, the phasers will not hit the ship, which is the correct behavior. A message from the helm indicating that the phasers were dissipated by the neutral zone would be helpful. Phasers can also fire through the neutral zone, which maybe shouldn&#039;t be the case.&lt;br /&gt;
* If you fire torpedoes at a ship and it goes to warp, the torpedoes simply go away. A message from the helm indicating that the torpedoes didn&#039;t reach their target and have self-destructed would be helpful.&lt;br /&gt;
* When missiles that have been fired run out of flux power, they simply go away. The helm should report that missiles did not reach their target so the player knows they may fire more.&lt;br /&gt;
* When torpedoes or missiles are fired at a ship and that ship enters the neutral zone, the torpedoes or missiles simply go away. A message from the helm indicating that the weapons were destroyed by the neutral zone defenses would be helpful.&lt;br /&gt;
* When a planet revolts and becomes **FREE**, their work assignments, tax rate, item pricing, and trade password remain the same. Thus, a player can set up a planet with a extremely high tax rate, allow it to revolt, and still obtain goods from it for a reduced price or perhaps take it over again later to raid the tax revenue which has continued to accumulate at a rate which is normally not allowed. Ideally, a planet that has revolted would implement its own trade policies and stop taxing itself.&lt;br /&gt;
* As of version 3.0o, using fighters to attack a planet that has troops but no fighters results in the attack being unsuccessful and all the fighters returning to the ship&amp;lt;ref&amp;gt;[[GEREADME.DOC#01/15/93 Release 3.0o]]&amp;lt;/ref&amp;gt;, but the game doesn&#039;t do a very good job of explaining this.&lt;br /&gt;
* The PRICE command will not show the price of the goods as requested if you can&#039;t actually hold that amount on your current ship, which isn&#039;t necessary. A message like &amp;quot;(quantity) (item) will cost (amount), but that would put us overweight&amp;quot; would be more helpful. &#039;&#039;(added in ge-next 0.1)&#039;&#039;&lt;br /&gt;
* The ROTATE command accepts both relative headings such as &amp;quot;ROT 45&amp;quot; (rotate 45 degrees to starboard) and &amp;quot;ROT -45&amp;quot; (rotate 45 degrees to port), and absolute headings such as &amp;quot;ROT @45&amp;quot; (rotate as needed to face 45 degrees). However, the WARP and IMPULSE commands only support relative headings, with something like &amp;quot;WARP 10 @90&amp;quot; not supported. &#039;&#039;(added in ge-next 0.1)&#039;&#039;&lt;br /&gt;
* The SELL command could accept &amp;quot;all&amp;quot; as well as the number of items to sell, like the JETTISON command does. &#039;&#039;(added in ge-next 0.1)&#039;&#039;&lt;br /&gt;
* The BUY command could accept &amp;quot;all,&amp;quot; buying all available stock on the planet, and &amp;quot;max&amp;quot;, filling the remaining capacity of the ship. &#039;&#039;(added in ge-next 0.1)&#039;&#039;&lt;br /&gt;
* The TRANSFER command could accept &amp;quot;all&amp;quot; and &amp;quot;max&amp;quot; as well. &#039;&#039;(added in ge-next 0.1)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Historical bugs ==&lt;br /&gt;
&lt;br /&gt;
*In version 3.2d and earlier, speeds are not always displayed correctly. All of these issues were fixed in version 3.2e&amp;lt;ref&amp;gt;[[GEREADME.DOC#08/06/94 Release 3.2e]]&amp;lt;/ref&amp;gt;.&lt;br /&gt;
**Impulse speeds between 1 and 9 are reported by the helm as &amp;quot;warp 0 point 10&amp;quot; through &amp;quot;warp 0 point 90,&amp;quot; and impulse speeds between 10 and 99 are reported as &amp;quot;warp 0 point 100&amp;quot; through &amp;quot;warp 0 point 990.&amp;quot; Reports and scans show (for example) impulse speed 1 as &amp;quot;warp 0.100&amp;quot; and impulse speed 10 as &amp;quot;warp 0.1000.&amp;quot;&lt;br /&gt;
**When going to warp 33 or higher, the helm will report that the ship is traveling at the current warp speed plus &amp;quot;point -536,&amp;quot; instead of point zero. This does not change the actual speed at which the ship is traveling, or the speed displayed when scanning the ship. Warp values 66 and higher show &amp;quot;point 464.&amp;quot;&lt;br /&gt;
**Warp values after [[wikipedia:65,536|65.536]] are not displayed correctly in ship scans and the navigation report, and &amp;quot;roll over.&amp;quot; For example, warp 66 is displayed as warp 0.464.&lt;br /&gt;
&lt;br /&gt;
== Citations ==&lt;/div&gt;</summary>
		<author><name>Manicpop</name></author>
	</entry>
	<entry>
		<id>https://manicpop.org/gewiki/index.php?title=Bugs_and_potential_improvements&amp;diff=583</id>
		<title>Bugs and potential improvements</title>
		<link rel="alternate" type="text/html" href="https://manicpop.org/gewiki/index.php?title=Bugs_and_potential_improvements&amp;diff=583"/>
		<updated>2024-09-25T16:06:00Z</updated>

		<summary type="html">&lt;p&gt;Manicpop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bugs as of version 3.2e ==&lt;br /&gt;
&lt;br /&gt;
* When running warp engines at a speed higher for which they are rated, they will become damaged over time. When changing warp speed after the warp engines have been damaged, the helm will report that the warp engines are damaged, and recommend you not travel over a particular warp speed until repaired. At that point, your warp speed will be set to that recommended value, even if your command was to go to a lower speed (or stop completely). Ideally the game would only override the warp value you entered if you enter a speed over the new recommended top speed. &#039;&#039;(fixed in ge-next 0.1)&#039;&#039;&lt;br /&gt;
* Several informative screens, such as the player roster and [[MBMGEHLP.MSG#HELP CLASS|HELP CLASS]], do not take into account the length of some values, leaving a jumbled display. &#039;&#039;(fixed in ge-next 0.1)&#039;&#039;&lt;br /&gt;
* [[Cash]] (in a user&#039;s bank, in a planet&#039;s tax reserve, and in a planetary bank) is stored as a 32-bit unsigned integer, but displayed as signed, and will overflow after reaching [[wikipedia:2,147,483,647|2,147,483,647]]. The game should set a cap on those values so they don&#039;t overflow. &#039;&#039;(fixed in ge-next 0.1)&#039;&#039;&lt;br /&gt;
* If you enter an invalid rotational direction with the warp command, the game will correctly tell you to &amp;quot;enter a number in the range from -180 to 180,&amp;quot; but then also say that the helm is not functional. &#039;&#039;(fixed in ge-next 0.1)&#039;&#039;&lt;br /&gt;
* Spies that are on a planet as it&#039;s being attacked will report that the attacker took over the planet even if they actually didn&#039;t. Spies will also report &amp;quot;the outcome was unclear&amp;quot; when an attacker does take over the planet. &#039;&#039;(Fixed in ge-next 0.02)&#039;&#039;&lt;br /&gt;
* If a planet has no troops, it cannot be taken over with troops. The victory message will be displayed, but the planet will not change hands. To take it over, attack with a fighter or transfer down 1 troop, then attack with troops.&lt;br /&gt;
* Entering &amp;quot;LOCK A&amp;quot; as the first command of a session, before doing any scans, can sometimes allow a player to lock on to their own ship. However, attempting to scan or fire upon the locked on ship displays the &amp;quot;That would be foolish&amp;quot; error message from the helm. (TO DO: why does this sometimes happen and sometimes not)&lt;br /&gt;
* Entering any characters after &amp;quot;BUY&amp;quot; when using the buy command causes the price command to be executed instead. For example, entering &amp;quot;BUYTHIS 1 TOR&amp;quot; will give you the price of one torpedo, but not actually buy it. &#039;&#039;(fixed in ge-next 0.1)&#039;&#039;&lt;br /&gt;
* The &amp;quot;TEAM MEMBERS&amp;quot; command doesn&#039;t work after setting up a team (TO DO: does it only work after the next update?)&lt;br /&gt;
* Ion cannons can fire on a ship on that has attacked the planet previously as soon as a user enters the game, if the ship is orbiting that planet, even if the planet has changed hands. (TO DO: research what does and doesn&#039;t trigger this)&lt;br /&gt;
* The planet administration menu says that planet names can be up to 20 characters, but the game actually only supports 19. &#039;&#039;(fixed in ge-next 0.02)&#039;&#039;&lt;br /&gt;
* Men don&#039;t eat. Men can starve if there isn&#039;t enough food, but men don&#039;t reduce the amount of food on a planet. Troops eat food every cycle (one food case for every 100 troops), but there is no corresponding code for men to eat. &#039;&#039;(fixed in ge-next 0.1)&#039;&#039;&lt;br /&gt;
* After a revolt, the message that is sent to the planet&#039;s (prior) owner is supposed to list the amount of troops that were killed, but it actually lists the amount that remain. &#039;&#039;(Fixed in ge-next 0.01)&#039;&#039;&lt;br /&gt;
* Once an item is maxed on a planet, you will receive notices for each cycle, even if you turn off production on the item afterward. To stop the notices, you have to remove at least one unit from the planet&#039;s stock.&amp;lt;ref&amp;gt;GEPLANET.C, line 313, &amp;quot;temp &amp;gt;= max&amp;quot;&amp;lt;/ref&amp;gt; &#039;&#039;(fixed in ge-next 0.1)&#039;&#039;&lt;br /&gt;
* Attacking troops that surrender to a planet&#039;s defenses are not added to the planet&#039;s stock.&amp;lt;ref&amp;gt;GECMDS.C, lines 3709 and 3745&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Using SYS GOTO while at warp unsets the Hyperspace flag but keeps you at warp, allowing you to use shields/etc at warp speed. &#039;&#039;(fixed in ge-next 0.1)&#039;&#039;&lt;br /&gt;
* Empty neutron flux can &amp;quot;roll over.&amp;quot; (TO DO)&lt;br /&gt;
* When you own a planet and you buy goods from it, you are charged the base price. The message from the BUY command shows the total you actual paid, but shows the set planet price instead of the base price for the &amp;quot;each.&amp;quot; &#039;&#039;(fixed in ge-next 0.1)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Potential improvements ==&lt;br /&gt;
&lt;br /&gt;
* Messages from the helm could be cleaned up and have a more standard appearance, including spelling fixes and consistent capitalization and punctuation. &#039;&#039;(fixed in ge-next 0.1)&#039;&#039;&lt;br /&gt;
* ANSI colors codes don&#039;t always end their colors properly, e.g. HELP CLASS switching to dimmer characters, HELP not ending its red. &#039;&#039;(fixed in ge-next 0.01)&#039;&#039;&lt;br /&gt;
* The helm could notify the player that the hyper-phaser is ready to use again, similar to how that is reported when using the phasers at impulse.&lt;br /&gt;
* Flux pods automatically reload as of version 3.0a&amp;lt;ref&amp;gt;[[GEREADME.DOC#07/15/92 Release 3.0a (BETA RELEASE)]]&amp;lt;/ref&amp;gt;, and was further adjusted to automatically reload when the flux pile drops below 5000 in version 3.0l&amp;lt;ref&amp;gt;[[GEREADME.DOC#11/01/92 Release 3.0l (General Release - NOT BETA!!)]]&amp;lt;/ref&amp;gt;. However, it is still possible to run out of flux even when you have flux pods in your inventory, such as when using hyper-phasers at warp, causing you to be unable to fire, or fall out of warp in combat. Whether or not this is a &amp;quot;bug&amp;quot; could be debatable, but a smarter flux reload subroutine that takes into account what you&#039;re doing as opposed to just reloading at a set value could be helpful. (Then again, if the flux pods always reload when needed, regardless of the circumstances, what&#039;s the point of the FLUX command?)&lt;br /&gt;
* Warp engine damage is not currently reported in &amp;quot;REP SYS.&amp;quot; &#039;&#039;(added in ge-next 0.1)&#039;&#039;&lt;br /&gt;
* When firing phasers at a ship in the neutral zone, the phasers will not hit the ship, which is the correct behavior. A message from the helm indicating that the phasers were dissipated by the neutral zone would be helpful. Phasers can also fire through the neutral zone, which maybe shouldn&#039;t be the case.&lt;br /&gt;
* If you fire torpedoes at a ship and it goes to warp, the torpedoes simply go away. A message from the helm indicating that the torpedoes didn&#039;t reach their target and have self-destructed would be helpful.&lt;br /&gt;
* When missiles that have been fired run out of flux power, they simply go away. The helm should report that missiles did not reach their target so the player knows they may fire more.&lt;br /&gt;
* When torpedoes or missiles are fired at a ship and that ship enters the neutral zone, the torpedoes or missiles simply go away. A message from the helm indicating that the weapons were destroyed by the neutral zone defenses would be helpful.&lt;br /&gt;
* When a planet revolts and becomes **FREE**, their work assignments, tax rate, item pricing, and trade password remain the same. Thus, a player can set up a planet with a extremely high tax rate, allow it to revolt, and still obtain goods from it for a reduced price or perhaps take it over again later to raid the tax revenue which has continued to accumulate at a rate which is normally not allowed. Ideally, a planet that has revolted would implement its own trade policies and stop taxing itself.&lt;br /&gt;
* As of version 3.0o, using fighters to attack a planet that has troops but no fighters results in the attack being unsuccessful and all the fighters returning to the ship&amp;lt;ref&amp;gt;[[GEREADME.DOC#01/15/93 Release 3.0o]]&amp;lt;/ref&amp;gt;, but the game doesn&#039;t do a very good job of explaining this.&lt;br /&gt;
* The PRICE command will not show the price of the goods as requested if you can&#039;t actually hold that amount on your current ship, which isn&#039;t necessary. A message like &amp;quot;(quantity) (item) will cost (amount), but that would put us overweight&amp;quot; would be more helpful.&lt;br /&gt;
* The ROTATE command accepts both relative headings such as &amp;quot;ROT 45&amp;quot; (rotate 45 degrees to starboard) and &amp;quot;ROT -45&amp;quot; (rotate 45 degrees to port), and absolute headings such as &amp;quot;ROT @45&amp;quot; (rotate as needed to face 45 degrees). However, the WARP and IMPULSE commands only support relative headings, with something like &amp;quot;WARP 10 @90&amp;quot; not supported. &#039;&#039;(added in ge-next 0.1)&#039;&#039;&lt;br /&gt;
* The SELL command could accept &amp;quot;all&amp;quot; as well as the number of items to sell, like the JETTISON command does. &#039;&#039;(added in ge-next 0.1)&#039;&#039;&lt;br /&gt;
* The BUY command could accept &amp;quot;all,&amp;quot; buying all available stock on the planet, and &amp;quot;max&amp;quot;, filling the remaining capacity of the ship. &#039;&#039;(added in ge-next 0.1)&#039;&#039;&lt;br /&gt;
* The TRANSFER command could accept &amp;quot;all&amp;quot; and &amp;quot;max&amp;quot; as well. &#039;&#039;(added in ge-next 0.1)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Historical bugs ==&lt;br /&gt;
&lt;br /&gt;
*In version 3.2d and earlier, speeds are not always displayed correctly. All of these issues were fixed in version 3.2e&amp;lt;ref&amp;gt;[[GEREADME.DOC#08/06/94 Release 3.2e]]&amp;lt;/ref&amp;gt;.&lt;br /&gt;
**Impulse speeds between 1 and 9 are reported by the helm as &amp;quot;warp 0 point 10&amp;quot; through &amp;quot;warp 0 point 90,&amp;quot; and impulse speeds between 10 and 99 are reported as &amp;quot;warp 0 point 100&amp;quot; through &amp;quot;warp 0 point 990.&amp;quot; Reports and scans show (for example) impulse speed 1 as &amp;quot;warp 0.100&amp;quot; and impulse speed 10 as &amp;quot;warp 0.1000.&amp;quot;&lt;br /&gt;
**When going to warp 33 or higher, the helm will report that the ship is traveling at the current warp speed plus &amp;quot;point -536,&amp;quot; instead of point zero. This does not change the actual speed at which the ship is traveling, or the speed displayed when scanning the ship. Warp values 66 and higher show &amp;quot;point 464.&amp;quot;&lt;br /&gt;
**Warp values after [[wikipedia:65,536|65.536]] are not displayed correctly in ship scans and the navigation report, and &amp;quot;roll over.&amp;quot; For example, warp 66 is displayed as warp 0.464.&lt;br /&gt;
&lt;br /&gt;
== Citations ==&lt;/div&gt;</summary>
		<author><name>Manicpop</name></author>
	</entry>
	<entry>
		<id>https://manicpop.org/gewiki/index.php?title=Galactic_Empire&amp;diff=582</id>
		<title>Galactic Empire</title>
		<link rel="alternate" type="text/html" href="https://manicpop.org/gewiki/index.php?title=Galactic_Empire&amp;diff=582"/>
		<updated>2024-09-13T17:07:48Z</updated>

		<summary type="html">&lt;p&gt;Manicpop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Galactic Empire is a game for MajorBBS systems developed by M.B. Murdock.&lt;br /&gt;
&lt;br /&gt;
This wiki is a work in progress. Signups are not open at the moment. If you&#039;d like to contribute please [mailto:anthony@manicpop.org contact me].&lt;br /&gt;
&lt;br /&gt;
Now available: [https://manicpop.org/ge-next/ ge-next] Galactic Empire mod/expansion!&lt;br /&gt;
&lt;br /&gt;
Join the [https://discord.gg/SqhYmZvWsn Galactic Empire Discord server]&lt;br /&gt;
== Background ==&lt;br /&gt;
[[Official documentation]]&lt;br /&gt;
&lt;br /&gt;
[[Where to play online]]&lt;br /&gt;
&lt;br /&gt;
[[How to install locally]]&lt;br /&gt;
&lt;br /&gt;
[[Source code]]&lt;br /&gt;
&lt;br /&gt;
[[Other online resources]]&lt;br /&gt;
&lt;br /&gt;
[[Bugs and potential improvements]]&lt;br /&gt;
&lt;br /&gt;
[[Files]]&lt;br /&gt;
&lt;br /&gt;
== Gameplay and strategy ==&lt;br /&gt;
[[Items]]&lt;br /&gt;
&lt;br /&gt;
[[Commands]]&lt;br /&gt;
&lt;br /&gt;
[[Player ships]]&lt;br /&gt;
&lt;br /&gt;
[[CPU ships]]&lt;br /&gt;
&lt;br /&gt;
[[Movement]]&lt;br /&gt;
&lt;br /&gt;
[[Communications]]&lt;br /&gt;
&lt;br /&gt;
[[Reports and scans]]&lt;br /&gt;
&lt;br /&gt;
[[Weapons and combat]]&lt;br /&gt;
&lt;br /&gt;
[[Defensive systems]]&lt;br /&gt;
&lt;br /&gt;
[[Colonizing planets]]&lt;br /&gt;
&lt;br /&gt;
[[Attacking planets]]&lt;br /&gt;
&lt;br /&gt;
[[Teams and trade alliances]]&lt;br /&gt;
&lt;br /&gt;
[[Scoring]]&lt;br /&gt;
&lt;br /&gt;
== User customization ==&lt;br /&gt;
[[SET|SET command]]&lt;br /&gt;
&lt;br /&gt;
[[Creating a keymap]]&lt;br /&gt;
&lt;br /&gt;
[[Using rlwrap]]&lt;br /&gt;
&lt;br /&gt;
== Administration ==&lt;br /&gt;
[[Sysop configuration]]&lt;br /&gt;
&lt;br /&gt;
[[Sysop commands]]&lt;/div&gt;</summary>
		<author><name>Manicpop</name></author>
	</entry>
	<entry>
		<id>https://manicpop.org/gewiki/index.php?title=Galactic_Empire&amp;diff=581</id>
		<title>Galactic Empire</title>
		<link rel="alternate" type="text/html" href="https://manicpop.org/gewiki/index.php?title=Galactic_Empire&amp;diff=581"/>
		<updated>2024-09-13T17:07:35Z</updated>

		<summary type="html">&lt;p&gt;Manicpop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Galactic Empire is a game for MajorBBS systems developed by M.B. Murdock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This wiki is a work in progress. Signups are not open at the moment. If you&#039;d like to contribute please [mailto:anthony@manicpop.org contact me].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now available: [https://manicpop.org/ge-next/ ge-next] Galactic Empire mod/expansion!&lt;br /&gt;
&lt;br /&gt;
Join the [https://discord.gg/SqhYmZvWsn Galactic Empire Discord server]&lt;br /&gt;
== Background ==&lt;br /&gt;
[[Official documentation]]&lt;br /&gt;
&lt;br /&gt;
[[Where to play online]]&lt;br /&gt;
&lt;br /&gt;
[[How to install locally]]&lt;br /&gt;
&lt;br /&gt;
[[Source code]]&lt;br /&gt;
&lt;br /&gt;
[[Other online resources]]&lt;br /&gt;
&lt;br /&gt;
[[Bugs and potential improvements]]&lt;br /&gt;
&lt;br /&gt;
[[Files]]&lt;br /&gt;
&lt;br /&gt;
== Gameplay and strategy ==&lt;br /&gt;
[[Items]]&lt;br /&gt;
&lt;br /&gt;
[[Commands]]&lt;br /&gt;
&lt;br /&gt;
[[Player ships]]&lt;br /&gt;
&lt;br /&gt;
[[CPU ships]]&lt;br /&gt;
&lt;br /&gt;
[[Movement]]&lt;br /&gt;
&lt;br /&gt;
[[Communications]]&lt;br /&gt;
&lt;br /&gt;
[[Reports and scans]]&lt;br /&gt;
&lt;br /&gt;
[[Weapons and combat]]&lt;br /&gt;
&lt;br /&gt;
[[Defensive systems]]&lt;br /&gt;
&lt;br /&gt;
[[Colonizing planets]]&lt;br /&gt;
&lt;br /&gt;
[[Attacking planets]]&lt;br /&gt;
&lt;br /&gt;
[[Teams and trade alliances]]&lt;br /&gt;
&lt;br /&gt;
[[Scoring]]&lt;br /&gt;
&lt;br /&gt;
== User customization ==&lt;br /&gt;
[[SET|SET command]]&lt;br /&gt;
&lt;br /&gt;
[[Creating a keymap]]&lt;br /&gt;
&lt;br /&gt;
[[Using rlwrap]]&lt;br /&gt;
&lt;br /&gt;
== Administration ==&lt;br /&gt;
[[Sysop configuration]]&lt;br /&gt;
&lt;br /&gt;
[[Sysop commands]]&lt;/div&gt;</summary>
		<author><name>Manicpop</name></author>
	</entry>
	<entry>
		<id>https://manicpop.org/gewiki/index.php?title=Galactic_Empire&amp;diff=580</id>
		<title>Galactic Empire</title>
		<link rel="alternate" type="text/html" href="https://manicpop.org/gewiki/index.php?title=Galactic_Empire&amp;diff=580"/>
		<updated>2024-09-13T17:06:48Z</updated>

		<summary type="html">&lt;p&gt;Manicpop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Galactic Empire is a game for MajorBBS systems developed by M.B. Murdock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This wiki is a work in progress. Signups are not open at the moment. If you&#039;d like to contribute please [mailto:anthony@manicpop.org contact me].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now available: [https://manicpop.org/ge-next/ ge-next] Galactic Empire mod/expansion!&lt;br /&gt;
&lt;br /&gt;
Join the [https://discord.gg/SqhYmZvWsn Galactic Empire Discord channel]&lt;br /&gt;
== Background ==&lt;br /&gt;
[[Official documentation]]&lt;br /&gt;
&lt;br /&gt;
[[Where to play online]]&lt;br /&gt;
&lt;br /&gt;
[[How to install locally]]&lt;br /&gt;
&lt;br /&gt;
[[Source code]]&lt;br /&gt;
&lt;br /&gt;
[[Other online resources]]&lt;br /&gt;
&lt;br /&gt;
[[Bugs and potential improvements]]&lt;br /&gt;
&lt;br /&gt;
[[Files]]&lt;br /&gt;
&lt;br /&gt;
== Gameplay and strategy ==&lt;br /&gt;
[[Items]]&lt;br /&gt;
&lt;br /&gt;
[[Commands]]&lt;br /&gt;
&lt;br /&gt;
[[Player ships]]&lt;br /&gt;
&lt;br /&gt;
[[CPU ships]]&lt;br /&gt;
&lt;br /&gt;
[[Movement]]&lt;br /&gt;
&lt;br /&gt;
[[Communications]]&lt;br /&gt;
&lt;br /&gt;
[[Reports and scans]]&lt;br /&gt;
&lt;br /&gt;
[[Weapons and combat]]&lt;br /&gt;
&lt;br /&gt;
[[Defensive systems]]&lt;br /&gt;
&lt;br /&gt;
[[Colonizing planets]]&lt;br /&gt;
&lt;br /&gt;
[[Attacking planets]]&lt;br /&gt;
&lt;br /&gt;
[[Teams and trade alliances]]&lt;br /&gt;
&lt;br /&gt;
[[Scoring]]&lt;br /&gt;
&lt;br /&gt;
== User customization ==&lt;br /&gt;
[[SET|SET command]]&lt;br /&gt;
&lt;br /&gt;
[[Creating a keymap]]&lt;br /&gt;
&lt;br /&gt;
[[Using rlwrap]]&lt;br /&gt;
&lt;br /&gt;
== Administration ==&lt;br /&gt;
[[Sysop configuration]]&lt;br /&gt;
&lt;br /&gt;
[[Sysop commands]]&lt;/div&gt;</summary>
		<author><name>Manicpop</name></author>
	</entry>
	<entry>
		<id>https://manicpop.org/gewiki/index.php?title=Where_to_play_online&amp;diff=579</id>
		<title>Where to play online</title>
		<link rel="alternate" type="text/html" href="https://manicpop.org/gewiki/index.php?title=Where_to_play_online&amp;diff=579"/>
		<updated>2024-09-12T16:40:06Z</updated>

		<summary type="html">&lt;p&gt;Manicpop: /* Stock 3.2e */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You can play Galactic Empire online on the following BBS systems:&lt;br /&gt;
&lt;br /&gt;
== ge-next ==&lt;br /&gt;
&lt;br /&gt;
* [http://wabac.ccsnet.com/ The WABAC Machine] [telnet://bbs.ccsnet.com:23 telnet link] is now running [https://manicpop.org/ge-next/ ge-next], the new Galactic Empire expansion/mod from manicpop.org. (Select game 2.)&lt;br /&gt;
&lt;br /&gt;
== Stock 3.2e ==&lt;br /&gt;
These boards have a standard Galactic Empire 3.2e with no apparent modifications to the game settings.&lt;br /&gt;
&lt;br /&gt;
* [http://tdod.org/ The Dawn of Demise] [telnet://tdod.org:3000/ telnet link]&lt;br /&gt;
* [https://www.telnetbbsguide.com/bbs/liquid-digital/ Liquid Digital] [telnet://98.212.225.126 telnet link]&lt;br /&gt;
* [http://soc4ever.com/ Swords of Chaos Forever] [telnet://bbs.soc4ever.com telnet link]&lt;br /&gt;
* [http://wabac.ccsnet.com/ The WABAC Machine] [telnet://bbs.ccsnet.com:23 telnet link] (Game 1)&lt;br /&gt;
&lt;br /&gt;
== Others ==&lt;br /&gt;
These boards offer a bit more of a challenge for experienced players.&lt;br /&gt;
* [https://thekeep.net/ The Keep] has Galactic Empire 3.2e with several modifications. Gold is more plentiful from destroying NPCs, but worth half as much. There are several high capacity freighters available. Maximum population on planets is lowered and maximum planetary defenses are raised. Several additional classes of hostile NPCs are included. [telnet://thekeep.net telnet link]&lt;br /&gt;
* [http://onix.org/ Onix] has Galactic Empire 3.2d with a wide variety of Star Trek-themed ships (both user ships and NPCs) and a massive 64000x64000 galaxy, and Galactic Empire Trainer 3.0p.3. [telnet://onixbbs.servebbs.com:2525 telnet link]&lt;br /&gt;
* [https://saturn5bbs.com/ Saturn 5] has Galactic Empire 3.2e with a modest bump in freighter capacity, one additional user ship, and a couple custom enemy NPCs. [telnet://bbs.saturn5bbs.com telnet link]&lt;br /&gt;
&lt;br /&gt;
== Elwynor&#039;s 32-bit version (&amp;quot;3.3&amp;quot;) ==&lt;br /&gt;
These boards run a version of Galactic Empire 3.2e ported to the 32-bit MBBS/WorldGroup platform by [http://www.elwynor.com/ Elwynor Technologies], but have otherwise stock settings.&lt;br /&gt;
&lt;br /&gt;
* [https://www.telnetbbsguide.com/bbs/dreamline-bbs/ Dreamline] [telnet://din.elwynor.com telnet link]&lt;br /&gt;
* [https://www.telnetbbsguide.com/bbs/ilefinian-castle/ Ilefinian Castle] [telnet://bbs.elwynor.com telnet link]&lt;br /&gt;
* [http://thepenaltybox.org/ The Penalty Box] [telnet://thepenaltybox.org telnet link]&lt;br /&gt;
* [http://www.seabreezegn.com/ Sea Breeze Gaming Network] [telnet://seabreeze.servegame.com telnet link]&lt;br /&gt;
* [https://starbase21.net/ Starbase 21] [telnet://bbs.starbase21.net telnet link]&lt;br /&gt;
* [https://www.telnetbbsguide.com/bbs/tqps-mpgs/ TQPS] [telnet://tqps.ddns.net telnet link]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you know of any others please [mailto:anthony@manicpop.org contact me].&lt;/div&gt;</summary>
		<author><name>Manicpop</name></author>
	</entry>
	<entry>
		<id>https://manicpop.org/gewiki/index.php?title=Bugs_and_potential_improvements&amp;diff=578</id>
		<title>Bugs and potential improvements</title>
		<link rel="alternate" type="text/html" href="https://manicpop.org/gewiki/index.php?title=Bugs_and_potential_improvements&amp;diff=578"/>
		<updated>2024-09-12T04:29:36Z</updated>

		<summary type="html">&lt;p&gt;Manicpop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bugs as of version 3.2e ==&lt;br /&gt;
&lt;br /&gt;
* When running warp engines at a speed higher for which they are rated, they will become damaged over time. When changing warp speed after the warp engines have been damaged, the helm will report that the warp engines are damaged, and recommend you not travel over a particular warp speed until repaired. At that point, your warp speed will be set to that recommended value, even if your command was to go to a lower speed (or stop completely). Ideally the game would only override the warp value you entered if you enter a speed over the new recommended top speed.&lt;br /&gt;
* Several informative screens, such as the player roster and [[MBMGEHLP.MSG#HELP CLASS|HELP CLASS]], do not take into account the length of some values, leaving a jumbled display.&lt;br /&gt;
* [[Cash]] (in a user&#039;s bank, in a planet&#039;s tax reserve, and in a planetary bank) is stored as a 32-bit signed integer, and will overflow after reaching [[wikipedia:2,147,483,647|2,147,483,647]]. The game should set a cap on those values so they don&#039;t overflow.&lt;br /&gt;
* If you enter an invalid rotational direction with the warp command, the game will correctly tell you to &amp;quot;enter a number in the range from -180 to 180,&amp;quot; but then also say that the helm is not functional. &#039;&#039;(fixed in ge-next 0.1)&#039;&#039;&lt;br /&gt;
* Spies that are on a planet as it&#039;s being attacked will report that the attacker took over the planet even if they actually didn&#039;t. Spies will also report &amp;quot;the outcome was unclear&amp;quot; when an attacker does take over the planet. &#039;&#039;(Fixed in ge-next 0.02)&#039;&#039;&lt;br /&gt;
* If a planet has no troops, it cannot be taken over with troops. The victory message will be displayed, but the planet will not change hands. To take it over, attack with a fighter or transfer down 1 troop, then attack with troops.&lt;br /&gt;
* Entering &amp;quot;LOCK A&amp;quot; as the first command of a session, before doing any scans, can sometimes allow a player to lock on to their own ship. However, attempting to scan or fire upon the locked on ship displays the &amp;quot;That would be foolish&amp;quot; error message from the helm. (TO DO: why does this sometimes happen and sometimes not)&lt;br /&gt;
* Entering any characters after &amp;quot;BUY&amp;quot; when using the buy command causes the price command to be executed instead. For example, entering &amp;quot;BUYTHIS 1 TOR&amp;quot; will give you the price of one torpedo, but not actually buy it.&lt;br /&gt;
* The &amp;quot;TEAM MEMBERS&amp;quot; command doesn&#039;t work after setting up a team (TO DO: does it only work after the next update?)&lt;br /&gt;
* Ion cannons can fire on a ship on that has attacked the planet previously as soon as a user enters the game, if the ship is orbiting that planet, even if the planet has changed hands. (TO DO: research what does and doesn&#039;t trigger this)&lt;br /&gt;
* The planet administration menu says that planet names can be up to 20 characters, but the game actually only supports 19. &#039;&#039;(fixed in ge-next 0.02)&#039;&#039;&lt;br /&gt;
* Men don&#039;t eat. Men can starve if there isn&#039;t enough food, but men don&#039;t reduce the amount of food on a planet. Troops eat food every cycle (one food case for every 100 troops), but there is no corresponding code for men to eat.&lt;br /&gt;
* After a revolt, the message that is sent to the planet&#039;s (prior) owner is supposed to list the amount of troops that were killed, but it actually lists the amount that remain. &#039;&#039;(Fixed in ge-next 0.01)&#039;&#039;&lt;br /&gt;
* Once an item is maxed on a planet, you will receive notices for each cycle, even if you turn off production on the item afterward. To stop the notices, you have to remove at least one unit from the planet&#039;s stock.&amp;lt;ref&amp;gt;GEPLANET.C, line 313, &amp;quot;temp &amp;gt;= max&amp;quot;&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Attacking troops that surrender to a planet&#039;s defenses are not added to the planet&#039;s stock.&amp;lt;ref&amp;gt;GECMDS.C, lines 3709 and 3745&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Using SYS GOTO while at warp unsets the Hyperspace flag but keeps you at warp, allowing you to use shields/etc at warp speed.&lt;br /&gt;
* Empty neutron flux can &amp;quot;roll over.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Potential improvements ==&lt;br /&gt;
&lt;br /&gt;
* Messages from the helm could be cleaned up and have a more standard appearance, including spelling fixes and consistent capitalization and punctuation. &#039;&#039;(Somewhat fixed in ge-next 0.01, ongoing)&#039;&#039;&lt;br /&gt;
* ANSI colors codes don&#039;t always end their colors properly, e.g. HELP CLASS switching to dimmer characters, HELP not ending its red. &#039;&#039;(Fixed in ge-next 0.01)&#039;&#039;&lt;br /&gt;
* The helm could notify the player that the hyper-phaser is ready to use again, similar to how that is reported when using the phasers at impulse.&lt;br /&gt;
* Flux pods automatically reload as of version 3.0a&amp;lt;ref&amp;gt;[[GEREADME.DOC#07/15/92 Release 3.0a (BETA RELEASE)]]&amp;lt;/ref&amp;gt;, and was further adjusted to automatically reload when the flux pile drops below 5000 in version 3.0l&amp;lt;ref&amp;gt;[[GEREADME.DOC#11/01/92 Release 3.0l (General Release - NOT BETA!!)]]&amp;lt;/ref&amp;gt;. However, it is still possible to run out of flux even when you have flux pods in your inventory, such as when using hyper-phasers at warp, causing you to be unable to fire, or fall out of warp in combat. Whether or not this is a &amp;quot;bug&amp;quot; could be debatable, but a smarter flux reload subroutine that takes into account what you&#039;re doing as opposed to just reloading at a set value could be helpful. (Then again, if the flux pods always reload when needed, regardless of the circumstances, what&#039;s the point of the FLUX command?)&lt;br /&gt;
* Warp engine damage is not currently reported in &amp;quot;REP SYS.&amp;quot; &#039;&#039;(added in ge-next 0.1)&#039;&#039;&lt;br /&gt;
* When firing phasers at a ship in the neutral zone, the phasers will not hit the ship, which is the correct behavior. A message from the helm indicating that the phasers were dissipated by the neutral zone would be helpful. Phasers can also fire through the neutral zone, which maybe shouldn&#039;t be the case.&lt;br /&gt;
* If you fire torpedoes at a ship and it goes to warp, the torpedoes simply go away. A message from the helm indicating that the torpedoes didn&#039;t reach their target and have self-destructed would be helpful.&lt;br /&gt;
* When missiles that have been fired run out of flux power, they simply go away. The helm should report that missiles did not reach their target so the player knows they may fire more.&lt;br /&gt;
* When torpedoes or missiles are fired at a ship and that ship enters the neutral zone, the torpedoes or missiles simply go away. A message from the helm indicating that the weapons were destroyed by the neutral zone defenses would be helpful.&lt;br /&gt;
* When a planet revolts and becomes **FREE**, their work assignments, tax rate, item pricing, and trade password remain the same. Thus, a player can set up a planet with a extremely high tax rate, allow it to revolt, and still obtain goods from it for a reduced price or perhaps take it over again later to raid the tax revenue which has continued to accumulate at a rate which is normally not allowed. Ideally, a planet that has revolted would implement its own trade policies and stop taxing itself.&lt;br /&gt;
* When changing from warp to a complete stop, the helm could report if you are within the gravity pull of a planet or wormhole (within 250 [[Parsec|parsecs]]), similar to how it does when you are traveling at impulse.&lt;br /&gt;
* As of version 3.0o, using fighters to attack a planet that has troops but no fighters results in the attack being unsuccessful and all the fighters returning to the ship&amp;lt;ref&amp;gt;[[GEREADME.DOC#01/15/93 Release 3.0o]]&amp;lt;/ref&amp;gt;, but the game doesn&#039;t do a very good job of explaining this.&lt;br /&gt;
* (TO DO: what sections of the online help need to be rewritten to account for changes made to the game during its development)&lt;br /&gt;
* The PRICE command will not show the price of the goods as requested if you can&#039;t actually hold that amount on your current ship, which isn&#039;t necessary. A message like &amp;quot;(quantity) (item) will cost (amount), but that would put us overweight&amp;quot; would be more helpful.&lt;br /&gt;
* The ROTATE command accepts both relative headings such as &amp;quot;ROT 45&amp;quot; (rotate 45 degrees to starboard) and &amp;quot;ROT -45&amp;quot; (rotate 45 degrees to port), and absolute headings such as &amp;quot;ROT @45&amp;quot; (rotate as needed to face 45 degrees). However, the WARP and IMPULSE commands only support relative headings, with something like &amp;quot;WARP 10 @90&amp;quot; not supported.&lt;br /&gt;
* The TRANSFER command could tell you how many of an item you could hold if you try to transfer up more than you can hold.&lt;br /&gt;
* The SELL command could accept &amp;quot;all&amp;quot; as well as the number of items to sell, like the JETTISON command does.&lt;br /&gt;
* The BUY command could accept &amp;quot;max&amp;quot; as well as the number of items to buy, filling the remaining capacity of the ship.&lt;br /&gt;
&lt;br /&gt;
== Historical bugs ==&lt;br /&gt;
&lt;br /&gt;
*In version 3.2d and earlier, speeds are not always displayed correctly. All of these issues were fixed in version 3.2e&amp;lt;ref&amp;gt;[[GEREADME.DOC#08/06/94 Release 3.2e]]&amp;lt;/ref&amp;gt;.&lt;br /&gt;
**Impulse speeds between 1 and 9 are reported by the helm as &amp;quot;warp 0 point 10&amp;quot; through &amp;quot;warp 0 point 90,&amp;quot; and impulse speeds between 10 and 99 are reported as &amp;quot;warp 0 point 100&amp;quot; through &amp;quot;warp 0 point 990.&amp;quot; Reports and scans show (for example) impulse speed 1 as &amp;quot;warp 0.100&amp;quot; and impulse speed 10 as &amp;quot;warp 0.1000.&amp;quot;&lt;br /&gt;
**When going to warp 33 or higher, the helm will report that the ship is traveling at the current warp speed plus &amp;quot;point -536,&amp;quot; instead of point zero. This does not change the actual speed at which the ship is traveling, or the speed displayed when scanning the ship. Warp values 66 and higher show &amp;quot;point 464.&amp;quot;&lt;br /&gt;
**Warp values after [[wikipedia:65,536|65.536]] are not displayed correctly in ship scans and the navigation report, and &amp;quot;roll over.&amp;quot; For example, warp 66 is displayed as warp 0.464.&lt;br /&gt;
&lt;br /&gt;
== Citations ==&lt;/div&gt;</summary>
		<author><name>Manicpop</name></author>
	</entry>
	<entry>
		<id>https://manicpop.org/gewiki/index.php?title=MediaWiki:Copyright&amp;diff=577</id>
		<title>MediaWiki:Copyright</title>
		<link rel="alternate" type="text/html" href="https://manicpop.org/gewiki/index.php?title=MediaWiki:Copyright&amp;diff=577"/>
		<updated>2024-09-06T21:35:02Z</updated>

		<summary type="html">&lt;p&gt;Manicpop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All content other than code and documentation from Galactic Empire itself is available under the $1.&amp;lt;br&amp;gt;&lt;br /&gt;
All Galactic Empire code and original documentation is available under the &amp;lt;a href = &amp;quot;https://opensource.org/license/gpl-2-0&amp;quot;&amp;gt;GPLv2 License&amp;lt;/a&amp;gt;.&lt;/div&gt;</summary>
		<author><name>Manicpop</name></author>
	</entry>
	<entry>
		<id>https://manicpop.org/gewiki/index.php?title=Parsec&amp;diff=576</id>
		<title>Parsec</title>
		<link rel="alternate" type="text/html" href="https://manicpop.org/gewiki/index.php?title=Parsec&amp;diff=576"/>
		<updated>2024-09-05T20:21:07Z</updated>

		<summary type="html">&lt;p&gt;Manicpop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In [[Galactic Empire]], a parsec is the smallest unit of distance. Each sector is 10000x10000 parsecs.&lt;br /&gt;
&lt;br /&gt;
A ship at warp 1 (light speed) travels 153.846153 parsecs per centock. See: [[Movement]].&lt;br /&gt;
&lt;br /&gt;
In real life, a [[wikipedia:Parsec|parsec]] is about 3.26156 light years, meaning that a real life parsec is about 3.167 million Galactic Empire parsecs&amp;lt;ref&amp;gt;There are 6,311,520 centocks per year, meaning at warp 1 you would travel 971,003,071 parsecs a year. In real life, light travels 0.306601 parsecs per year. 9710003071 divided by 0.306601 is 3,166,992,511.&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== ge-next ==&lt;br /&gt;
In ge-next, parsecs are renamed &amp;quot;subsectors.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Manicpop</name></author>
	</entry>
	<entry>
		<id>https://manicpop.org/gewiki/index.php?title=Bugs_and_potential_improvements&amp;diff=575</id>
		<title>Bugs and potential improvements</title>
		<link rel="alternate" type="text/html" href="https://manicpop.org/gewiki/index.php?title=Bugs_and_potential_improvements&amp;diff=575"/>
		<updated>2024-09-05T20:18:33Z</updated>

		<summary type="html">&lt;p&gt;Manicpop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bugs as of version 3.2e ==&lt;br /&gt;
&lt;br /&gt;
* When running warp engines at a speed higher for which they are rated, they will become damaged over time. When changing warp speed after the warp engines have been damaged, the helm will report that the warp engines are damaged, and recommend you not travel over a particular warp speed until repaired. At that point, your warp speed will be set to that recommended value, even if your command was to go to a lower speed (or stop completely). Ideally the game would only override the warp value you entered if you enter a speed over the new recommended top speed.&lt;br /&gt;
* Several informative screens, such as the player roster and [[MBMGEHLP.MSG#HELP CLASS|HELP CLASS]], do not take into account the length of some values, leaving a jumbled display.&lt;br /&gt;
* [[Cash]] (in a user&#039;s bank, in a planet&#039;s tax reserve, and in a planetary bank) is stored as a 32-bit signed integer, and will overflow after reaching [[wikipedia:2,147,483,647|2,147,483,647]]. The game should set a cap on those values so they don&#039;t overflow.&lt;br /&gt;
* If you enter an invalid rotational direction with the warp command, the game will correctly tell you to &amp;quot;enter a number in the range from -180 to 180,&amp;quot; but then also say that the helm is not functional.&lt;br /&gt;
* Spies that are on a planet as it&#039;s being attacked will report that the attacker took over the planet even if they actually didn&#039;t. Spies will also report &amp;quot;the outcome was unclear&amp;quot; when an attacker does take over the planet. &#039;&#039;(Fixed in ge-next 0.02)&#039;&#039;&lt;br /&gt;
* If a planet has no troops, it cannot be taken over with troops. The victory message will be displayed, but the planet will not change hands. To take it over, attack with a fighter or transfer down 1 troop, then attack with troops.&lt;br /&gt;
* Entering &amp;quot;LOCK A&amp;quot; as the first command of a session, before doing any scans, can sometimes allow a player to lock on to their own ship. However, attempting to scan or fire upon the locked on ship displays the &amp;quot;That would be foolish&amp;quot; error message from the helm. (TO DO: why does this sometimes happen and sometimes not)&lt;br /&gt;
* Entering any characters after &amp;quot;BUY&amp;quot; when using the buy command causes the price command to be executed instead. For example, entering &amp;quot;BUYTHIS 1 TOR&amp;quot; will give you the price of one torpedo, but not actually buy it.&lt;br /&gt;
* The &amp;quot;TEAM MEMBERS&amp;quot; command doesn&#039;t work after setting up a team (TO DO: does it only work after the next update?)&lt;br /&gt;
* Ion cannons can fire on a ship on that has attacked the planet previously as soon as a user enters the game, if the ship is orbiting that planet, even if the planet has changed hands. (TO DO: research what does and doesn&#039;t trigger this)&lt;br /&gt;
* The planet administration menu says that planet names can be up to 20 characters, but the game actually only supports 19.&lt;br /&gt;
* Men don&#039;t eat. Men can starve if there isn&#039;t enough food, but men don&#039;t reduce the amount of food on a planet. Troops eat food every cycle (one food case for every 100 troops), but there is no corresponding code for men to eat.&lt;br /&gt;
* After a revolt, the message that is sent to the planet&#039;s (prior) owner is supposed to list the amount of troops that were killed, but it actually lists the amount that remain. &#039;&#039;(Fixed in ge-next 0.01)&#039;&#039;&lt;br /&gt;
* Once an item is maxed on a planet, you will receive notices for each cycle, even if you turn off production on the item afterward. To stop the notices, you have to remove at least one unit from the planet&#039;s stock.&amp;lt;ref&amp;gt;GEPLANET.C, line 313, &amp;quot;temp &amp;gt;= max&amp;quot;&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Attacking troops that surrender to a planet&#039;s defenses are not added to the planet&#039;s stock.&amp;lt;ref&amp;gt;GECMDS.C, lines 3709 and 3745&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Using SYS GOTO while at warp unsets the Hyperspace flag but keeps you at warp, allowing you to use shields/etc at warp speed.&lt;br /&gt;
* Empty neutron flux can &amp;quot;roll over.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Potential improvements ==&lt;br /&gt;
&lt;br /&gt;
* Messages from the helm could be cleaned up and have a more standard appearance, including spelling fixes and consistent capitalization and punctuation. &#039;&#039;(Somewhat fixed in ge-next 0.01, ongoing)&#039;&#039;&lt;br /&gt;
* ANSI colors codes don&#039;t always end their colors properly, e.g. HELP CLASS switching to dimmer characters, HELP not ending its red. &#039;&#039;(Fixed in ge-next 0.01)&#039;&#039;&lt;br /&gt;
* The helm could notify the player that the hyper-phaser is ready to use again, similar to how that is reported when using the phasers at impulse.&lt;br /&gt;
* Flux pods automatically reload as of version 3.0a&amp;lt;ref&amp;gt;[[GEREADME.DOC#07/15/92 Release 3.0a (BETA RELEASE)]]&amp;lt;/ref&amp;gt;, and was further adjusted to automatically reload when the flux pile drops below 5000 in version 3.0l&amp;lt;ref&amp;gt;[[GEREADME.DOC#11/01/92 Release 3.0l (General Release - NOT BETA!!)]]&amp;lt;/ref&amp;gt;. However, it is still possible to run out of flux even when you have flux pods in your inventory, such as when using hyper-phasers at warp, causing you to be unable to fire, or fall out of warp in combat. Whether or not this is a &amp;quot;bug&amp;quot; could be debatable, but a smarter flux reload subroutine that takes into account what you&#039;re doing as opposed to just reloading at a set value could be helpful. (Then again, if the flux pods always reload when needed, regardless of the circumstances, what&#039;s the point of the FLUX command?)&lt;br /&gt;
* Warp engine damage is not currently reported in &amp;quot;REP SYS.&amp;quot;&lt;br /&gt;
* When firing phasers at a ship in the neutral zone, the phasers will not hit the ship, which is the correct behavior. A message from the helm indicating that the phasers were dissipated by the neutral zone would be helpful. Phasers can also fire through the neutral zone, which maybe shouldn&#039;t be the case.&lt;br /&gt;
* If you fire torpedoes at a ship and it goes to warp, the torpedoes simply go away. A message from the helm indicating that the torpedoes didn&#039;t reach their target and have self-destructed would be helpful.&lt;br /&gt;
* When missiles that have been fired run out of flux power, they simply go away. The helm should report that missiles did not reach their target so the player knows they may fire more.&lt;br /&gt;
* When torpedoes or missiles are fired at a ship and that ship enters the neutral zone, the torpedoes or missiles simply go away. A message from the helm indicating that the weapons were destroyed by the neutral zone defenses would be helpful.&lt;br /&gt;
* When a planet revolts and becomes **FREE**, their work assignments, tax rate, item pricing, and trade password remain the same. Thus, a player can set up a planet with a extremely high tax rate, allow it to revolt, and still obtain goods from it for a reduced price or perhaps take it over again later to raid the tax revenue which has continued to accumulate at a rate which is normally not allowed. Ideally, a planet that has revolted would implement its own trade policies and stop taxing itself.&lt;br /&gt;
* When changing from warp to a complete stop, the helm could report if you are within the gravity pull of a planet or wormhole (within 250 [[Parsec|parsecs]]), similar to how it does when you are traveling at impulse.&lt;br /&gt;
* As of version 3.0o, using fighters to attack a planet that has troops but no fighters results in the attack being unsuccessful and all the fighters returning to the ship&amp;lt;ref&amp;gt;[[GEREADME.DOC#01/15/93 Release 3.0o]]&amp;lt;/ref&amp;gt;, but the game doesn&#039;t do a very good job of explaining this.&lt;br /&gt;
* (TO DO: what sections of the online help need to be rewritten to account for changes made to the game during its development)&lt;br /&gt;
* The PRICE command will not show the price of the goods as requested if you can&#039;t actually hold that amount on your current ship, which isn&#039;t necessary. A message like &amp;quot;(quantity) (item) will cost (amount), but that would put us overweight&amp;quot; would be more helpful.&lt;br /&gt;
* The ROTATE command accepts both relative headings such as &amp;quot;ROT 45&amp;quot; (rotate 45 degrees to starboard) and &amp;quot;ROT -45&amp;quot; (rotate 45 degrees to port), and absolute headings such as &amp;quot;ROT @45&amp;quot; (rotate as needed to face 45 degrees). However, the WARP and IMPULSE commands only support relative headings, with something like &amp;quot;WARP 10 @90&amp;quot; not supported.&lt;br /&gt;
* The TRANSFER command could tell you how many of an item you could hold if you try to transfer up more than you can hold.&lt;br /&gt;
* The SELL command could accept &amp;quot;all&amp;quot; as well as the number of items to sell, like the JETTISON command does.&lt;br /&gt;
* The BUY command could accept &amp;quot;max&amp;quot; as well as the number of items to buy, filling the remaining capacity of the ship.&lt;br /&gt;
&lt;br /&gt;
== Historical bugs ==&lt;br /&gt;
&lt;br /&gt;
*In version 3.2d and earlier, speeds are not always displayed correctly. All of these issues were fixed in version 3.2e&amp;lt;ref&amp;gt;[[GEREADME.DOC#08/06/94 Release 3.2e]]&amp;lt;/ref&amp;gt;.&lt;br /&gt;
**Impulse speeds between 1 and 9 are reported by the helm as &amp;quot;warp 0 point 10&amp;quot; through &amp;quot;warp 0 point 90,&amp;quot; and impulse speeds between 10 and 99 are reported as &amp;quot;warp 0 point 100&amp;quot; through &amp;quot;warp 0 point 990.&amp;quot; Reports and scans show (for example) impulse speed 1 as &amp;quot;warp 0.100&amp;quot; and impulse speed 10 as &amp;quot;warp 0.1000.&amp;quot;&lt;br /&gt;
**When going to warp 33 or higher, the helm will report that the ship is traveling at the current warp speed plus &amp;quot;point -536,&amp;quot; instead of point zero. This does not change the actual speed at which the ship is traveling, or the speed displayed when scanning the ship. Warp values 66 and higher show &amp;quot;point 464.&amp;quot;&lt;br /&gt;
**Warp values after [[wikipedia:65,536|65.536]] are not displayed correctly in ship scans and the navigation report, and &amp;quot;roll over.&amp;quot; For example, warp 66 is displayed as warp 0.464.&lt;br /&gt;
&lt;br /&gt;
== Citations ==&lt;/div&gt;</summary>
		<author><name>Manicpop</name></author>
	</entry>
	<entry>
		<id>https://manicpop.org/gewiki/index.php?title=Where_to_play_online&amp;diff=574</id>
		<title>Where to play online</title>
		<link rel="alternate" type="text/html" href="https://manicpop.org/gewiki/index.php?title=Where_to_play_online&amp;diff=574"/>
		<updated>2024-09-05T17:26:01Z</updated>

		<summary type="html">&lt;p&gt;Manicpop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You can play Galactic Empire online on the following BBS systems:&lt;br /&gt;
&lt;br /&gt;
== ge-next ==&lt;br /&gt;
&lt;br /&gt;
* [http://wabac.ccsnet.com/ The WABAC Machine] [telnet://bbs.ccsnet.com:23 telnet link] is now running [https://manicpop.org/ge-next/ ge-next], the new Galactic Empire expansion/mod from manicpop.org. (Select game 2.)&lt;br /&gt;
&lt;br /&gt;
== Stock 3.2e ==&lt;br /&gt;
These boards have a standard Galactic Empire 3.2e with no apparent modifications to the game settings.&lt;br /&gt;
&lt;br /&gt;
* [http://tdod.org/ The Dawn of Demise] [telnet://tdod.org:3000/ telnet link]&lt;br /&gt;
* [https://www.telnetbbsguide.com/bbs/liquid-digital/ Liquid Digital] [telnet://98.212.225.126 telnet link]&lt;br /&gt;
* [http://soc4ever.com/ Swords of Chaos Forever] [telnet://bbs.soc4ever.com telnet link]&lt;br /&gt;
* [http://wabac.ccsnet.com/ The WABAC Machine] [telnet://bbs.ccsnet.com:23 telnet link]&lt;br /&gt;
&lt;br /&gt;
== Others ==&lt;br /&gt;
These boards offer a bit more of a challenge for experienced players.&lt;br /&gt;
* [https://thekeep.net/ The Keep] has Galactic Empire 3.2e with several modifications. Gold is more plentiful from destroying NPCs, but worth half as much. There are several high capacity freighters available. Maximum population on planets is lowered and maximum planetary defenses are raised. Several additional classes of hostile NPCs are included. [telnet://thekeep.net telnet link]&lt;br /&gt;
* [http://onix.org/ Onix] has Galactic Empire 3.2d with a wide variety of Star Trek-themed ships (both user ships and NPCs) and a massive 64000x64000 galaxy, and Galactic Empire Trainer 3.0p.3. [telnet://onixbbs.servebbs.com:2525 telnet link]&lt;br /&gt;
* [https://saturn5bbs.com/ Saturn 5] has Galactic Empire 3.2e with a modest bump in freighter capacity, one additional user ship, and a couple custom enemy NPCs. [telnet://bbs.saturn5bbs.com telnet link]&lt;br /&gt;
&lt;br /&gt;
== Elwynor&#039;s 32-bit version (&amp;quot;3.3&amp;quot;) ==&lt;br /&gt;
These boards run a version of Galactic Empire 3.2e ported to the 32-bit MBBS/WorldGroup platform by [http://www.elwynor.com/ Elwynor Technologies], but have otherwise stock settings.&lt;br /&gt;
&lt;br /&gt;
* [https://www.telnetbbsguide.com/bbs/dreamline-bbs/ Dreamline] [telnet://din.elwynor.com telnet link]&lt;br /&gt;
* [https://www.telnetbbsguide.com/bbs/ilefinian-castle/ Ilefinian Castle] [telnet://bbs.elwynor.com telnet link]&lt;br /&gt;
* [http://thepenaltybox.org/ The Penalty Box] [telnet://thepenaltybox.org telnet link]&lt;br /&gt;
* [http://www.seabreezegn.com/ Sea Breeze Gaming Network] [telnet://seabreeze.servegame.com telnet link]&lt;br /&gt;
* [https://starbase21.net/ Starbase 21] [telnet://bbs.starbase21.net telnet link]&lt;br /&gt;
* [https://www.telnetbbsguide.com/bbs/tqps-mpgs/ TQPS] [telnet://tqps.ddns.net telnet link]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you know of any others please [mailto:anthony@manicpop.org contact me].&lt;/div&gt;</summary>
		<author><name>Manicpop</name></author>
	</entry>
	<entry>
		<id>https://manicpop.org/gewiki/index.php?title=Bugs_and_potential_improvements&amp;diff=573</id>
		<title>Bugs and potential improvements</title>
		<link rel="alternate" type="text/html" href="https://manicpop.org/gewiki/index.php?title=Bugs_and_potential_improvements&amp;diff=573"/>
		<updated>2024-08-26T23:19:54Z</updated>

		<summary type="html">&lt;p&gt;Manicpop: /* Bugs as of version 3.2e */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bugs as of version 3.2e ==&lt;br /&gt;
&lt;br /&gt;
* When running warp engines at a speed higher for which they are rated, they will become damaged over time. When changing warp speed after the warp engines have been damaged, the helm will report that the warp engines are damaged, and recommend you not travel over a particular warp speed until repaired. At that point, your warp speed will be set to that recommended value, even if your command was to go to a lower speed (or stop completely). Ideally the game would only override the warp value you entered if you enter a speed over the new recommended top speed.&lt;br /&gt;
* Several informative screens, such as the player roster and [[MBMGEHLP.MSG#HELP CLASS|HELP CLASS]], do not take into account the length of some values, leaving a jumbled display.&lt;br /&gt;
* [[Cash]] (in a user&#039;s bank, in a planet&#039;s tax reserve, and in a planetary bank) is stored as a 32-bit signed integer, and will overflow after reaching [[wikipedia:2,147,483,647|2,147,483,647]]. The game should set a cap on those values so they don&#039;t overflow.&lt;br /&gt;
* If you enter an invalid rotational direction with the warp command, the game will correctly tell you to &amp;quot;enter a number in the range from -180 to 180,&amp;quot; but then also say that the helm is not functional.&lt;br /&gt;
* Spies that are on a planet as it&#039;s being attacked will report that the attacker took over the planet even if they actually didn&#039;t. Spies will also report &amp;quot;the outcome was unclear&amp;quot; when an attacker does take over the planet.&lt;br /&gt;
* If a planet has no troops, it cannot be taken over with troops. The victory message will be displayed, but the planet will not change hands. To take it over, attack with a fighter or transfer down 1 troop, then attack with troops.&lt;br /&gt;
* Entering &amp;quot;LOCK A&amp;quot; as the first command of a session, before doing any scans, can sometimes allow a player to lock on to their own ship. However, attempting to scan or fire upon the locked on ship displays the &amp;quot;That would be foolish&amp;quot; error message from the helm. (TO DO: why does this sometimes happen and sometimes not)&lt;br /&gt;
* Entering any characters after &amp;quot;BUY&amp;quot; when using the buy command causes the price command to be executed instead. For example, entering &amp;quot;BUYTHIS 1 TOR&amp;quot; will give you the price of one torpedo, but not actually buy it.&lt;br /&gt;
* The &amp;quot;TEAM MEMBERS&amp;quot; command doesn&#039;t work after setting up a team (TO DO: does it only work after the next update?)&lt;br /&gt;
* Ion cannons can fire on a ship on that has attacked the planet previously as soon as a user enters the game, if the ship is orbiting that planet, even if the planet has changed hands. (TO DO: research what does and doesn&#039;t trigger this)&lt;br /&gt;
* The planet administration menu says that planet names can be up to 20 characters, but the game actually only supports 19.&lt;br /&gt;
* Men don&#039;t eat. Men can starve if there isn&#039;t enough food, but men don&#039;t reduce the amount of food on a planet. Troops eat food every cycle (one food case for every 100 troops), but there is no corresponding code for men to eat.&lt;br /&gt;
* After a revolt, the message that is sent to the planet&#039;s (prior) owner is supposed to list the amount of troops that were killed, but it actually lists the amount that remain. &#039;&#039;(Fixed in ge-next 0.01)&#039;&#039;&lt;br /&gt;
* Once an item is maxed on a planet, you will receive notices for each cycle, even if you turn off production on the item afterward. To stop the notices, you have to remove at least one unit from the planet&#039;s stock.&amp;lt;ref&amp;gt;GEPLANET.C, line 313, &amp;quot;temp &amp;gt;= max&amp;quot;&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Attacking troops that surrender to a planet&#039;s defenses are not added to the planet&#039;s stock.&amp;lt;ref&amp;gt;GECMDS.C, lines 3709 and 3745&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Using SYS GOTO while at warp unsets the Hyperspace flag but keeps you at warp, allowing you to use shields/etc at warp speed.&lt;br /&gt;
* Empty neutron flux can &amp;quot;roll over.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Potential improvements ==&lt;br /&gt;
&lt;br /&gt;
* Messages from the helm could be cleaned up and have a more standard appearance, including spelling fixes and consistent capitalization and punctuation. &#039;&#039;(Somewhat fixed in ge-next 0.01, ongoing)&#039;&#039;&lt;br /&gt;
* ANSI colors codes don&#039;t always end their colors properly, e.g. HELP CLASS switching to dimmer characters, HELP not ending its red. &#039;&#039;(Fixed in ge-next 0.01)&#039;&#039;&lt;br /&gt;
* The helm could notify the player that the hyper-phaser is ready to use again, similar to how that is reported when using the phasers at impulse.&lt;br /&gt;
* Flux pods automatically reload as of version 3.0a&amp;lt;ref&amp;gt;[[GEREADME.DOC#07/15/92 Release 3.0a (BETA RELEASE)]]&amp;lt;/ref&amp;gt;, and was further adjusted to automatically reload when the flux pile drops below 5000 in version 3.0l&amp;lt;ref&amp;gt;[[GEREADME.DOC#11/01/92 Release 3.0l (General Release - NOT BETA!!)]]&amp;lt;/ref&amp;gt;. However, it is still possible to run out of flux even when you have flux pods in your inventory, such as when using hyper-phasers at warp, causing you to be unable to fire, or fall out of warp in combat. Whether or not this is a &amp;quot;bug&amp;quot; could be debatable, but a smarter flux reload subroutine that takes into account what you&#039;re doing as opposed to just reloading at a set value could be helpful. (Then again, if the flux pods always reload when needed, regardless of the circumstances, what&#039;s the point of the FLUX command?)&lt;br /&gt;
* Warp engine damage is not currently reported in &amp;quot;REP SYS.&amp;quot;&lt;br /&gt;
* When firing phasers at a ship in the neutral zone, the phasers will not hit the ship, which is the correct behavior. A message from the helm indicating that the phasers were dissipated by the neutral zone would be helpful. Phasers can also fire through the neutral zone, which maybe shouldn&#039;t be the case.&lt;br /&gt;
* If you fire torpedoes at a ship and it goes to warp, the torpedoes simply go away. A message from the helm indicating that the torpedoes didn&#039;t reach their target and have self-destructed would be helpful.&lt;br /&gt;
* When missiles that have been fired run out of flux power, they simply go away. The helm should report that missiles did not reach their target so the player knows they may fire more.&lt;br /&gt;
* When torpedoes or missiles are fired at a ship and that ship enters the neutral zone, the torpedoes or missiles simply go away. A message from the helm indicating that the weapons were destroyed by the neutral zone defenses would be helpful.&lt;br /&gt;
* When a planet revolts and becomes **FREE**, their work assignments, tax rate, item pricing, and trade password remain the same. Thus, a player can set up a planet with a extremely high tax rate, allow it to revolt, and still obtain goods from it for a reduced price or perhaps take it over again later to raid the tax revenue which has continued to accumulate at a rate which is normally not allowed. Ideally, a planet that has revolted would implement its own trade policies and stop taxing itself.&lt;br /&gt;
* When changing from warp to a complete stop, the helm could report if you are within the gravity pull of a planet or wormhole (within 250 [[Parsec|parsecs]]), similar to how it does when you are traveling at impulse.&lt;br /&gt;
* As of version 3.0o, using fighters to attack a planet that has troops but no fighters results in the attack being unsuccessful and all the fighters returning to the ship&amp;lt;ref&amp;gt;[[GEREADME.DOC#01/15/93 Release 3.0o]]&amp;lt;/ref&amp;gt;, but the game doesn&#039;t do a very good job of explaining this.&lt;br /&gt;
* (TO DO: what sections of the online help need to be rewritten to account for changes made to the game during its development)&lt;br /&gt;
* The PRICE command will not show the price of the goods as requested if you can&#039;t actually hold that amount on your current ship, which isn&#039;t necessary. A message like &amp;quot;(quantity) (item) will cost (amount), but that would put us overweight&amp;quot; would be more helpful.&lt;br /&gt;
* The ROTATE command accepts both relative headings such as &amp;quot;ROT 45&amp;quot; (rotate 45 degrees to starboard) and &amp;quot;ROT -45&amp;quot; (rotate 45 degrees to port), and absolute headings such as &amp;quot;ROT @45&amp;quot; (rotate as needed to face 45 degrees). However, the WARP and IMPULSE commands only support relative headings, with something like &amp;quot;WARP 10 @90&amp;quot; not supported.&lt;br /&gt;
* The TRANSFER command could tell you how many of an item you could hold if you try to transfer up more than you can hold.&lt;br /&gt;
* The SELL command could accept &amp;quot;all&amp;quot; as well as the number of items to sell, like the JETTISON command does.&lt;br /&gt;
* The BUY command could accept &amp;quot;max&amp;quot; as well as the number of items to buy, filling the remaining capacity of the ship.&lt;br /&gt;
&lt;br /&gt;
== Historical bugs ==&lt;br /&gt;
&lt;br /&gt;
*In version 3.2d and earlier, speeds are not always displayed correctly. All of these issues were fixed in version 3.2e&amp;lt;ref&amp;gt;[[GEREADME.DOC#08/06/94 Release 3.2e]]&amp;lt;/ref&amp;gt;.&lt;br /&gt;
**Impulse speeds between 1 and 9 are reported by the helm as &amp;quot;warp 0 point 10&amp;quot; through &amp;quot;warp 0 point 90,&amp;quot; and impulse speeds between 10 and 99 are reported as &amp;quot;warp 0 point 100&amp;quot; through &amp;quot;warp 0 point 990.&amp;quot; Reports and scans show (for example) impulse speed 1 as &amp;quot;warp 0.100&amp;quot; and impulse speed 10 as &amp;quot;warp 0.1000.&amp;quot;&lt;br /&gt;
**When going to warp 33 or higher, the helm will report that the ship is traveling at the current warp speed plus &amp;quot;point -536,&amp;quot; instead of point zero. This does not change the actual speed at which the ship is traveling, or the speed displayed when scanning the ship. Warp values 66 and higher show &amp;quot;point 464.&amp;quot;&lt;br /&gt;
**Warp values after [[wikipedia:65,536|65.536]] are not displayed correctly in ship scans and the navigation report, and &amp;quot;roll over.&amp;quot; For example, warp 66 is displayed as warp 0.464.&lt;br /&gt;
&lt;br /&gt;
== Citations ==&lt;/div&gt;</summary>
		<author><name>Manicpop</name></author>
	</entry>
	<entry>
		<id>https://manicpop.org/gewiki/index.php?title=Bugs_and_potential_improvements&amp;diff=572</id>
		<title>Bugs and potential improvements</title>
		<link rel="alternate" type="text/html" href="https://manicpop.org/gewiki/index.php?title=Bugs_and_potential_improvements&amp;diff=572"/>
		<updated>2024-08-26T23:05:25Z</updated>

		<summary type="html">&lt;p&gt;Manicpop: /* Bugs as of version 3.2e */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bugs as of version 3.2e ==&lt;br /&gt;
&lt;br /&gt;
* When running warp engines at a speed higher for which they are rated, they will become damaged over time. When changing warp speed after the warp engines have been damaged, the helm will report that the warp engines are damaged, and recommend you not travel over a particular warp speed until repaired. At that point, your warp speed will be set to that recommended value, even if your command was to go to a lower speed (or stop completely). Ideally the game would only override the warp value you entered if you enter a speed over the new recommended top speed.&lt;br /&gt;
* Several informative screens, such as the player roster and [[MBMGEHLP.MSG#HELP CLASS|HELP CLASS]], do not take into account the length of some values, leaving a jumbled display.&lt;br /&gt;
* [[Cash]] (in a user&#039;s bank, in a planet&#039;s tax reserve, and in a planetary bank) is stored as a 32-bit signed integer, and will overflow after reaching [[wikipedia:2,147,483,647|2,147,483,647]]. The game should set a cap on those values so they don&#039;t overflow.&lt;br /&gt;
* If you enter an invalid rotational direction with the warp command, the game will correctly tell you to &amp;quot;enter a number in the range from -180 to 180,&amp;quot; but then also say that the helm is not functional.&lt;br /&gt;
* Spies that are on a planet as it&#039;s being attacked will report that the attacker took over the planet even if they actually didn&#039;t. Spies will also report &amp;quot;the outcome was unclear&amp;quot; when an attacker does take over the planet.&lt;br /&gt;
* If a planet has no troops, it cannot be taken over with troops. The victory message will be displayed, but the planet will not change hands. To take it over, attack with a fighter or transfer down 1 troop, then attack with troops.&lt;br /&gt;
* Entering &amp;quot;LOCK A&amp;quot; as the first command of a session, before doing any scans, can sometimes allow a player to lock on to their own ship. However, attempting to scan or fire upon the locked on ship displays the &amp;quot;That would be foolish&amp;quot; error message from the helm. (TO DO: why does this sometimes happen and sometimes not)&lt;br /&gt;
* Entering any characters after &amp;quot;BUY&amp;quot; when using the buy command causes the price command to be executed instead. For example, entering &amp;quot;BUYTHIS 1 TOR&amp;quot; will give you the price of one torpedo, but not actually buy it.&lt;br /&gt;
* The &amp;quot;TEAM MEMBERS&amp;quot; command doesn&#039;t work after setting up a team (TO DO: does it only work after the next update?)&lt;br /&gt;
* Ion cannons can fire on a ship on that has attacked the planet previously as soon as a user enters the game, if the ship is orbiting that planet, even if the planet has changed hands. (TO DO: research what does and doesn&#039;t trigger this)&lt;br /&gt;
* The planet administration menu says that planet names can be up to 20 characters, but the game actually only supports 19.&lt;br /&gt;
* Men don&#039;t eat. Men can starve if there isn&#039;t enough food, but men don&#039;t reduce the amount of food on a planet. Troops eat food every cycle (one food case for every 100 troops), but there is no corresponding code for men to eat.&lt;br /&gt;
* After a revolt, the message that is sent to the planet&#039;s (prior) owner is supposed to list the amount of troops that were killed, but it actually lists the amount that remain. &#039;&#039;(Fixed in ge-next 0.01)&#039;&#039;&lt;br /&gt;
* Once an item is maxed on a planet, you will receive notices for each cycle, even if you turn off production on the item afterward. To stop the notices, you have to remove at least one unit from the planet&#039;s stock.&amp;lt;ref&amp;gt;GEPLANET.C, line 313, &amp;quot;temp &amp;gt;= max&amp;quot;&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Attacking troops that surrender to a planet&#039;s defenses are not added to the planet&#039;s stock.&amp;lt;ref&amp;gt;GECMDS.C, lines 3709 and 3745&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Using SYS GOTO while at warp unsets the Hyperspace flag but keeps you at warp, allowing you to use shields/etc at warp speed.&lt;br /&gt;
&lt;br /&gt;
== Potential improvements ==&lt;br /&gt;
&lt;br /&gt;
* Messages from the helm could be cleaned up and have a more standard appearance, including spelling fixes and consistent capitalization and punctuation. &#039;&#039;(Somewhat fixed in ge-next 0.01, ongoing)&#039;&#039;&lt;br /&gt;
* ANSI colors codes don&#039;t always end their colors properly, e.g. HELP CLASS switching to dimmer characters, HELP not ending its red. &#039;&#039;(Fixed in ge-next 0.01)&#039;&#039;&lt;br /&gt;
* The helm could notify the player that the hyper-phaser is ready to use again, similar to how that is reported when using the phasers at impulse.&lt;br /&gt;
* Flux pods automatically reload as of version 3.0a&amp;lt;ref&amp;gt;[[GEREADME.DOC#07/15/92 Release 3.0a (BETA RELEASE)]]&amp;lt;/ref&amp;gt;, and was further adjusted to automatically reload when the flux pile drops below 5000 in version 3.0l&amp;lt;ref&amp;gt;[[GEREADME.DOC#11/01/92 Release 3.0l (General Release - NOT BETA!!)]]&amp;lt;/ref&amp;gt;. However, it is still possible to run out of flux even when you have flux pods in your inventory, such as when using hyper-phasers at warp, causing you to be unable to fire, or fall out of warp in combat. Whether or not this is a &amp;quot;bug&amp;quot; could be debatable, but a smarter flux reload subroutine that takes into account what you&#039;re doing as opposed to just reloading at a set value could be helpful. (Then again, if the flux pods always reload when needed, regardless of the circumstances, what&#039;s the point of the FLUX command?)&lt;br /&gt;
* Warp engine damage is not currently reported in &amp;quot;REP SYS.&amp;quot;&lt;br /&gt;
* When firing phasers at a ship in the neutral zone, the phasers will not hit the ship, which is the correct behavior. A message from the helm indicating that the phasers were dissipated by the neutral zone would be helpful. Phasers can also fire through the neutral zone, which maybe shouldn&#039;t be the case.&lt;br /&gt;
* If you fire torpedoes at a ship and it goes to warp, the torpedoes simply go away. A message from the helm indicating that the torpedoes didn&#039;t reach their target and have self-destructed would be helpful.&lt;br /&gt;
* When missiles that have been fired run out of flux power, they simply go away. The helm should report that missiles did not reach their target so the player knows they may fire more.&lt;br /&gt;
* When torpedoes or missiles are fired at a ship and that ship enters the neutral zone, the torpedoes or missiles simply go away. A message from the helm indicating that the weapons were destroyed by the neutral zone defenses would be helpful.&lt;br /&gt;
* When a planet revolts and becomes **FREE**, their work assignments, tax rate, item pricing, and trade password remain the same. Thus, a player can set up a planet with a extremely high tax rate, allow it to revolt, and still obtain goods from it for a reduced price or perhaps take it over again later to raid the tax revenue which has continued to accumulate at a rate which is normally not allowed. Ideally, a planet that has revolted would implement its own trade policies and stop taxing itself.&lt;br /&gt;
* When changing from warp to a complete stop, the helm could report if you are within the gravity pull of a planet or wormhole (within 250 [[Parsec|parsecs]]), similar to how it does when you are traveling at impulse.&lt;br /&gt;
* As of version 3.0o, using fighters to attack a planet that has troops but no fighters results in the attack being unsuccessful and all the fighters returning to the ship&amp;lt;ref&amp;gt;[[GEREADME.DOC#01/15/93 Release 3.0o]]&amp;lt;/ref&amp;gt;, but the game doesn&#039;t do a very good job of explaining this.&lt;br /&gt;
* (TO DO: what sections of the online help need to be rewritten to account for changes made to the game during its development)&lt;br /&gt;
* The PRICE command will not show the price of the goods as requested if you can&#039;t actually hold that amount on your current ship, which isn&#039;t necessary. A message like &amp;quot;(quantity) (item) will cost (amount), but that would put us overweight&amp;quot; would be more helpful.&lt;br /&gt;
* The ROTATE command accepts both relative headings such as &amp;quot;ROT 45&amp;quot; (rotate 45 degrees to starboard) and &amp;quot;ROT -45&amp;quot; (rotate 45 degrees to port), and absolute headings such as &amp;quot;ROT @45&amp;quot; (rotate as needed to face 45 degrees). However, the WARP and IMPULSE commands only support relative headings, with something like &amp;quot;WARP 10 @90&amp;quot; not supported.&lt;br /&gt;
* The TRANSFER command could tell you how many of an item you could hold if you try to transfer up more than you can hold.&lt;br /&gt;
* The SELL command could accept &amp;quot;all&amp;quot; as well as the number of items to sell, like the JETTISON command does.&lt;br /&gt;
* The BUY command could accept &amp;quot;max&amp;quot; as well as the number of items to buy, filling the remaining capacity of the ship.&lt;br /&gt;
&lt;br /&gt;
== Historical bugs ==&lt;br /&gt;
&lt;br /&gt;
*In version 3.2d and earlier, speeds are not always displayed correctly. All of these issues were fixed in version 3.2e&amp;lt;ref&amp;gt;[[GEREADME.DOC#08/06/94 Release 3.2e]]&amp;lt;/ref&amp;gt;.&lt;br /&gt;
**Impulse speeds between 1 and 9 are reported by the helm as &amp;quot;warp 0 point 10&amp;quot; through &amp;quot;warp 0 point 90,&amp;quot; and impulse speeds between 10 and 99 are reported as &amp;quot;warp 0 point 100&amp;quot; through &amp;quot;warp 0 point 990.&amp;quot; Reports and scans show (for example) impulse speed 1 as &amp;quot;warp 0.100&amp;quot; and impulse speed 10 as &amp;quot;warp 0.1000.&amp;quot;&lt;br /&gt;
**When going to warp 33 or higher, the helm will report that the ship is traveling at the current warp speed plus &amp;quot;point -536,&amp;quot; instead of point zero. This does not change the actual speed at which the ship is traveling, or the speed displayed when scanning the ship. Warp values 66 and higher show &amp;quot;point 464.&amp;quot;&lt;br /&gt;
**Warp values after [[wikipedia:65,536|65.536]] are not displayed correctly in ship scans and the navigation report, and &amp;quot;roll over.&amp;quot; For example, warp 66 is displayed as warp 0.464.&lt;br /&gt;
&lt;br /&gt;
== Citations ==&lt;/div&gt;</summary>
		<author><name>Manicpop</name></author>
	</entry>
	<entry>
		<id>https://manicpop.org/gewiki/index.php?title=Bugs_and_potential_improvements&amp;diff=571</id>
		<title>Bugs and potential improvements</title>
		<link rel="alternate" type="text/html" href="https://manicpop.org/gewiki/index.php?title=Bugs_and_potential_improvements&amp;diff=571"/>
		<updated>2024-08-26T23:01:02Z</updated>

		<summary type="html">&lt;p&gt;Manicpop: /* Potential improvements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bugs as of version 3.2e ==&lt;br /&gt;
&lt;br /&gt;
* When running warp engines at a speed higher for which they are rated, they will become damaged over time. When changing warp speed after the warp engines have been damaged, the helm will report that the warp engines are damaged, and recommend you not travel over a particular warp speed until repaired. At that point, your warp speed will be set to that recommended value, even if your command was to go to a lower speed (or stop completely). Ideally the game would only override the warp value you entered if you enter a speed over the new recommended top speed.&lt;br /&gt;
* Several informative screens, such as the player roster and [[MBMGEHLP.MSG#HELP CLASS|HELP CLASS]], do not take into account the length of some values, leaving a jumbled display.&lt;br /&gt;
* [[Cash]] (in a user&#039;s bank, in a planet&#039;s tax reserve, and in a planetary bank) is stored as a 32-bit signed integer, and will overflow after reaching [[wikipedia:2,147,483,647|2,147,483,647]]. The game should set a cap on those values so they don&#039;t overflow.&lt;br /&gt;
* If you enter an invalid rotational direction with the warp command, the game will correctly tell you to &amp;quot;enter a number in the range from -180 to 180,&amp;quot; but then also say that the helm is not functional.&lt;br /&gt;
* Spies that are on a planet as it&#039;s being attacked will report that the attacker took over the planet even if they actually didn&#039;t. Spies will also report &amp;quot;the outcome was unclear&amp;quot; when an attacker does take over the planet.&lt;br /&gt;
* If a planet has no troops, it cannot be taken over with troops. The victory message will be displayed, but the planet will not change hands. To take it over, attack with a fighter or transfer down 1 troop, then attack with troops.&lt;br /&gt;
* Entering &amp;quot;LOCK A&amp;quot; as the first command of a session, before doing any scans, can sometimes allow a player to lock on to their own ship. However, attempting to scan or fire upon the locked on ship displays the &amp;quot;That would be foolish&amp;quot; error message from the helm. (TO DO: why does this sometimes happen and sometimes not)&lt;br /&gt;
* Entering any characters after &amp;quot;BUY&amp;quot; when using the buy command causes the price command to be executed instead. For example, entering &amp;quot;BUYTHIS 1 TOR&amp;quot; will give you the price of one torpedo, but not actually buy it.&lt;br /&gt;
* The &amp;quot;TEAM MEMBERS&amp;quot; command doesn&#039;t work after setting up a team (TO DO: does it only work after the next update?)&lt;br /&gt;
* Ion cannons can fire on a ship on that has attacked the planet previously as soon as a user enters the game, if the ship is orbiting that planet, even if the planet has changed hands. (TO DO: research what does and doesn&#039;t trigger this)&lt;br /&gt;
* The planet administration menu says that planet names can be up to 20 characters, but the game actually only supports 19.&lt;br /&gt;
* Men don&#039;t eat. Men can starve if there isn&#039;t enough food, but men don&#039;t reduce the amount of food on a planet. Troops eat food every cycle (one food case for every 100 troops), but there is no corresponding code for men to eat.&lt;br /&gt;
* After a revolt, the message that is sent to the planet&#039;s (prior) owner is supposed to list the amount of troops that were killed, but it actually lists the amount that remain. &#039;&#039;(Fixed in ge-next 0.01)&#039;&#039;&lt;br /&gt;
* Once an item is maxed on a planet, you will receive notices for each cycle, even if you turn off production on the item afterward. To stop the notices, you have to remove at least one unit from the planet&#039;s stock.&amp;lt;ref&amp;gt;GEPLANET.C, line 313, &amp;quot;temp &amp;gt;= max&amp;quot;&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Attacking troops that surrender to a planet&#039;s defenses are not added to the planet&#039;s stock.&amp;lt;ref&amp;gt;GECMDS.C, lines 3709 and 3745&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Using SYS GOTO while at warp unsets the Hyperspace flag but keeps you at warp, allowing you to use shields/etc at warp speed.&lt;br /&gt;
&lt;br /&gt;
== Potential improvements ==&lt;br /&gt;
&lt;br /&gt;
* Messages from the helm could be cleaned up and have a more standard appearance, including spelling fixes and consistent capitalization and punctuation. &#039;&#039;(Somewhat fixed in ge-next 0.01, ongoing)&#039;&#039;&lt;br /&gt;
* The helm could notify the player that the hyper-phaser is ready to use again, similar to how that is reported when using the phasers at impulse.&lt;br /&gt;
* Flux pods automatically reload as of version 3.0a&amp;lt;ref&amp;gt;[[GEREADME.DOC#07/15/92 Release 3.0a (BETA RELEASE)]]&amp;lt;/ref&amp;gt;, and was further adjusted to automatically reload when the flux pile drops below 5000 in version 3.0l&amp;lt;ref&amp;gt;[[GEREADME.DOC#11/01/92 Release 3.0l (General Release - NOT BETA!!)]]&amp;lt;/ref&amp;gt;. However, it is still possible to run out of flux even when you have flux pods in your inventory, such as when using hyper-phasers at warp, causing you to be unable to fire, or fall out of warp in combat. Whether or not this is a &amp;quot;bug&amp;quot; could be debatable, but a smarter flux reload subroutine that takes into account what you&#039;re doing as opposed to just reloading at a set value could be helpful. (Then again, if the flux pods always reload when needed, regardless of the circumstances, what&#039;s the point of the FLUX command?)&lt;br /&gt;
* Warp engine damage is not currently reported in &amp;quot;REP SYS.&amp;quot;&lt;br /&gt;
* When firing phasers at a ship in the neutral zone, the phasers will not hit the ship, which is the correct behavior. A message from the helm indicating that the phasers were dissipated by the neutral zone would be helpful. Phasers can also fire through the neutral zone, which maybe shouldn&#039;t be the case.&lt;br /&gt;
* If you fire torpedoes at a ship and it goes to warp, the torpedoes simply go away. A message from the helm indicating that the torpedoes didn&#039;t reach their target and have self-destructed would be helpful.&lt;br /&gt;
* When missiles that have been fired run out of flux power, they simply go away. The helm should report that missiles did not reach their target so the player knows they may fire more.&lt;br /&gt;
* When torpedoes or missiles are fired at a ship and that ship enters the neutral zone, the torpedoes or missiles simply go away. A message from the helm indicating that the weapons were destroyed by the neutral zone defenses would be helpful.&lt;br /&gt;
* When a planet revolts and becomes **FREE**, their work assignments, tax rate, item pricing, and trade password remain the same. Thus, a player can set up a planet with a extremely high tax rate, allow it to revolt, and still obtain goods from it for a reduced price or perhaps take it over again later to raid the tax revenue which has continued to accumulate at a rate which is normally not allowed. Ideally, a planet that has revolted would implement its own trade policies and stop taxing itself.&lt;br /&gt;
* When changing from warp to a complete stop, the helm could report if you are within the gravity pull of a planet or wormhole (within 250 [[Parsec|parsecs]]), similar to how it does when you are traveling at impulse.&lt;br /&gt;
* As of version 3.0o, using fighters to attack a planet that has troops but no fighters results in the attack being unsuccessful and all the fighters returning to the ship&amp;lt;ref&amp;gt;[[GEREADME.DOC#01/15/93 Release 3.0o]]&amp;lt;/ref&amp;gt;, but the game doesn&#039;t do a very good job of explaining this.&lt;br /&gt;
* (TO DO: what sections of the online help need to be rewritten to account for changes made to the game during its development)&lt;br /&gt;
* The PRICE command will not show the price of the goods as requested if you can&#039;t actually hold that amount on your current ship, which isn&#039;t necessary. A message like &amp;quot;(quantity) (item) will cost (amount), but that would put us overweight&amp;quot; would be more helpful.&lt;br /&gt;
* The ROTATE command accepts both relative headings such as &amp;quot;ROT 45&amp;quot; (rotate 45 degrees to starboard) and &amp;quot;ROT -45&amp;quot; (rotate 45 degrees to port), and absolute headings such as &amp;quot;ROT @45&amp;quot; (rotate as needed to face 45 degrees). However, the WARP and IMPULSE commands only support relative headings, with something like &amp;quot;WARP 10 @90&amp;quot; not supported.&lt;br /&gt;
* The TRANSFER command could tell you how many of an item you could hold if you try to transfer up more than you can hold.&lt;br /&gt;
* The SELL command could accept &amp;quot;all&amp;quot; as well as the number of items to sell, like the JETTISON command does.&lt;br /&gt;
* The BUY command could accept &amp;quot;max&amp;quot; as well as the number of items to buy, filling the remaining capacity of the ship.&lt;br /&gt;
* (TO DO: help screens that don&#039;t end their colors properly, e.g. HELP CLASS switching to dimmer characters, HELP not ending its red. these should be fixed or the command prompt should reset ANSI colors)&lt;br /&gt;
&lt;br /&gt;
== Historical bugs ==&lt;br /&gt;
&lt;br /&gt;
*In version 3.2d and earlier, speeds are not always displayed correctly. All of these issues were fixed in version 3.2e&amp;lt;ref&amp;gt;[[GEREADME.DOC#08/06/94 Release 3.2e]]&amp;lt;/ref&amp;gt;.&lt;br /&gt;
**Impulse speeds between 1 and 9 are reported by the helm as &amp;quot;warp 0 point 10&amp;quot; through &amp;quot;warp 0 point 90,&amp;quot; and impulse speeds between 10 and 99 are reported as &amp;quot;warp 0 point 100&amp;quot; through &amp;quot;warp 0 point 990.&amp;quot; Reports and scans show (for example) impulse speed 1 as &amp;quot;warp 0.100&amp;quot; and impulse speed 10 as &amp;quot;warp 0.1000.&amp;quot;&lt;br /&gt;
**When going to warp 33 or higher, the helm will report that the ship is traveling at the current warp speed plus &amp;quot;point -536,&amp;quot; instead of point zero. This does not change the actual speed at which the ship is traveling, or the speed displayed when scanning the ship. Warp values 66 and higher show &amp;quot;point 464.&amp;quot;&lt;br /&gt;
**Warp values after [[wikipedia:65,536|65.536]] are not displayed correctly in ship scans and the navigation report, and &amp;quot;roll over.&amp;quot; For example, warp 66 is displayed as warp 0.464.&lt;br /&gt;
&lt;br /&gt;
== Citations ==&lt;/div&gt;</summary>
		<author><name>Manicpop</name></author>
	</entry>
	<entry>
		<id>https://manicpop.org/gewiki/index.php?title=Bugs_and_potential_improvements&amp;diff=570</id>
		<title>Bugs and potential improvements</title>
		<link rel="alternate" type="text/html" href="https://manicpop.org/gewiki/index.php?title=Bugs_and_potential_improvements&amp;diff=570"/>
		<updated>2024-08-26T23:00:35Z</updated>

		<summary type="html">&lt;p&gt;Manicpop: /* Potential improvements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bugs as of version 3.2e ==&lt;br /&gt;
&lt;br /&gt;
* When running warp engines at a speed higher for which they are rated, they will become damaged over time. When changing warp speed after the warp engines have been damaged, the helm will report that the warp engines are damaged, and recommend you not travel over a particular warp speed until repaired. At that point, your warp speed will be set to that recommended value, even if your command was to go to a lower speed (or stop completely). Ideally the game would only override the warp value you entered if you enter a speed over the new recommended top speed.&lt;br /&gt;
* Several informative screens, such as the player roster and [[MBMGEHLP.MSG#HELP CLASS|HELP CLASS]], do not take into account the length of some values, leaving a jumbled display.&lt;br /&gt;
* [[Cash]] (in a user&#039;s bank, in a planet&#039;s tax reserve, and in a planetary bank) is stored as a 32-bit signed integer, and will overflow after reaching [[wikipedia:2,147,483,647|2,147,483,647]]. The game should set a cap on those values so they don&#039;t overflow.&lt;br /&gt;
* If you enter an invalid rotational direction with the warp command, the game will correctly tell you to &amp;quot;enter a number in the range from -180 to 180,&amp;quot; but then also say that the helm is not functional.&lt;br /&gt;
* Spies that are on a planet as it&#039;s being attacked will report that the attacker took over the planet even if they actually didn&#039;t. Spies will also report &amp;quot;the outcome was unclear&amp;quot; when an attacker does take over the planet.&lt;br /&gt;
* If a planet has no troops, it cannot be taken over with troops. The victory message will be displayed, but the planet will not change hands. To take it over, attack with a fighter or transfer down 1 troop, then attack with troops.&lt;br /&gt;
* Entering &amp;quot;LOCK A&amp;quot; as the first command of a session, before doing any scans, can sometimes allow a player to lock on to their own ship. However, attempting to scan or fire upon the locked on ship displays the &amp;quot;That would be foolish&amp;quot; error message from the helm. (TO DO: why does this sometimes happen and sometimes not)&lt;br /&gt;
* Entering any characters after &amp;quot;BUY&amp;quot; when using the buy command causes the price command to be executed instead. For example, entering &amp;quot;BUYTHIS 1 TOR&amp;quot; will give you the price of one torpedo, but not actually buy it.&lt;br /&gt;
* The &amp;quot;TEAM MEMBERS&amp;quot; command doesn&#039;t work after setting up a team (TO DO: does it only work after the next update?)&lt;br /&gt;
* Ion cannons can fire on a ship on that has attacked the planet previously as soon as a user enters the game, if the ship is orbiting that planet, even if the planet has changed hands. (TO DO: research what does and doesn&#039;t trigger this)&lt;br /&gt;
* The planet administration menu says that planet names can be up to 20 characters, but the game actually only supports 19.&lt;br /&gt;
* Men don&#039;t eat. Men can starve if there isn&#039;t enough food, but men don&#039;t reduce the amount of food on a planet. Troops eat food every cycle (one food case for every 100 troops), but there is no corresponding code for men to eat.&lt;br /&gt;
* After a revolt, the message that is sent to the planet&#039;s (prior) owner is supposed to list the amount of troops that were killed, but it actually lists the amount that remain. &#039;&#039;(Fixed in ge-next 0.01)&#039;&#039;&lt;br /&gt;
* Once an item is maxed on a planet, you will receive notices for each cycle, even if you turn off production on the item afterward. To stop the notices, you have to remove at least one unit from the planet&#039;s stock.&amp;lt;ref&amp;gt;GEPLANET.C, line 313, &amp;quot;temp &amp;gt;= max&amp;quot;&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Attacking troops that surrender to a planet&#039;s defenses are not added to the planet&#039;s stock.&amp;lt;ref&amp;gt;GECMDS.C, lines 3709 and 3745&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Using SYS GOTO while at warp unsets the Hyperspace flag but keeps you at warp, allowing you to use shields/etc at warp speed.&lt;br /&gt;
&lt;br /&gt;
== Potential improvements ==&lt;br /&gt;
&lt;br /&gt;
* Messages from the helm could be cleaned up and have a more standard appearance, including spelling fixes and consistent capitalization and punctuation. &#039;&#039;(Fixed in ge-next 0.01)&#039;&#039;&lt;br /&gt;
* The helm could notify the player that the hyper-phaser is ready to use again, similar to how that is reported when using the phasers at impulse.&lt;br /&gt;
* Flux pods automatically reload as of version 3.0a&amp;lt;ref&amp;gt;[[GEREADME.DOC#07/15/92 Release 3.0a (BETA RELEASE)]]&amp;lt;/ref&amp;gt;, and was further adjusted to automatically reload when the flux pile drops below 5000 in version 3.0l&amp;lt;ref&amp;gt;[[GEREADME.DOC#11/01/92 Release 3.0l (General Release - NOT BETA!!)]]&amp;lt;/ref&amp;gt;. However, it is still possible to run out of flux even when you have flux pods in your inventory, such as when using hyper-phasers at warp, causing you to be unable to fire, or fall out of warp in combat. Whether or not this is a &amp;quot;bug&amp;quot; could be debatable, but a smarter flux reload subroutine that takes into account what you&#039;re doing as opposed to just reloading at a set value could be helpful. (Then again, if the flux pods always reload when needed, regardless of the circumstances, what&#039;s the point of the FLUX command?)&lt;br /&gt;
* Warp engine damage is not currently reported in &amp;quot;REP SYS.&amp;quot;&lt;br /&gt;
* When firing phasers at a ship in the neutral zone, the phasers will not hit the ship, which is the correct behavior. A message from the helm indicating that the phasers were dissipated by the neutral zone would be helpful. Phasers can also fire through the neutral zone, which maybe shouldn&#039;t be the case.&lt;br /&gt;
* If you fire torpedoes at a ship and it goes to warp, the torpedoes simply go away. A message from the helm indicating that the torpedoes didn&#039;t reach their target and have self-destructed would be helpful.&lt;br /&gt;
* When missiles that have been fired run out of flux power, they simply go away. The helm should report that missiles did not reach their target so the player knows they may fire more.&lt;br /&gt;
* When torpedoes or missiles are fired at a ship and that ship enters the neutral zone, the torpedoes or missiles simply go away. A message from the helm indicating that the weapons were destroyed by the neutral zone defenses would be helpful.&lt;br /&gt;
* When a planet revolts and becomes **FREE**, their work assignments, tax rate, item pricing, and trade password remain the same. Thus, a player can set up a planet with a extremely high tax rate, allow it to revolt, and still obtain goods from it for a reduced price or perhaps take it over again later to raid the tax revenue which has continued to accumulate at a rate which is normally not allowed. Ideally, a planet that has revolted would implement its own trade policies and stop taxing itself.&lt;br /&gt;
* When changing from warp to a complete stop, the helm could report if you are within the gravity pull of a planet or wormhole (within 250 [[Parsec|parsecs]]), similar to how it does when you are traveling at impulse.&lt;br /&gt;
* As of version 3.0o, using fighters to attack a planet that has troops but no fighters results in the attack being unsuccessful and all the fighters returning to the ship&amp;lt;ref&amp;gt;[[GEREADME.DOC#01/15/93 Release 3.0o]]&amp;lt;/ref&amp;gt;, but the game doesn&#039;t do a very good job of explaining this.&lt;br /&gt;
* (TO DO: what sections of the online help need to be rewritten to account for changes made to the game during its development)&lt;br /&gt;
* The PRICE command will not show the price of the goods as requested if you can&#039;t actually hold that amount on your current ship, which isn&#039;t necessary. A message like &amp;quot;(quantity) (item) will cost (amount), but that would put us overweight&amp;quot; would be more helpful.&lt;br /&gt;
* The ROTATE command accepts both relative headings such as &amp;quot;ROT 45&amp;quot; (rotate 45 degrees to starboard) and &amp;quot;ROT -45&amp;quot; (rotate 45 degrees to port), and absolute headings such as &amp;quot;ROT @45&amp;quot; (rotate as needed to face 45 degrees). However, the WARP and IMPULSE commands only support relative headings, with something like &amp;quot;WARP 10 @90&amp;quot; not supported.&lt;br /&gt;
* The TRANSFER command could tell you how many of an item you could hold if you try to transfer up more than you can hold.&lt;br /&gt;
* The SELL command could accept &amp;quot;all&amp;quot; as well as the number of items to sell, like the JETTISON command does.&lt;br /&gt;
* The BUY command could accept &amp;quot;max&amp;quot; as well as the number of items to buy, filling the remaining capacity of the ship.&lt;br /&gt;
* (TO DO: help screens that don&#039;t end their colors properly, e.g. HELP CLASS switching to dimmer characters, HELP not ending its red. these should be fixed or the command prompt should reset ANSI colors)&lt;br /&gt;
&lt;br /&gt;
== Historical bugs ==&lt;br /&gt;
&lt;br /&gt;
*In version 3.2d and earlier, speeds are not always displayed correctly. All of these issues were fixed in version 3.2e&amp;lt;ref&amp;gt;[[GEREADME.DOC#08/06/94 Release 3.2e]]&amp;lt;/ref&amp;gt;.&lt;br /&gt;
**Impulse speeds between 1 and 9 are reported by the helm as &amp;quot;warp 0 point 10&amp;quot; through &amp;quot;warp 0 point 90,&amp;quot; and impulse speeds between 10 and 99 are reported as &amp;quot;warp 0 point 100&amp;quot; through &amp;quot;warp 0 point 990.&amp;quot; Reports and scans show (for example) impulse speed 1 as &amp;quot;warp 0.100&amp;quot; and impulse speed 10 as &amp;quot;warp 0.1000.&amp;quot;&lt;br /&gt;
**When going to warp 33 or higher, the helm will report that the ship is traveling at the current warp speed plus &amp;quot;point -536,&amp;quot; instead of point zero. This does not change the actual speed at which the ship is traveling, or the speed displayed when scanning the ship. Warp values 66 and higher show &amp;quot;point 464.&amp;quot;&lt;br /&gt;
**Warp values after [[wikipedia:65,536|65.536]] are not displayed correctly in ship scans and the navigation report, and &amp;quot;roll over.&amp;quot; For example, warp 66 is displayed as warp 0.464.&lt;br /&gt;
&lt;br /&gt;
== Citations ==&lt;/div&gt;</summary>
		<author><name>Manicpop</name></author>
	</entry>
	<entry>
		<id>https://manicpop.org/gewiki/index.php?title=Bugs_and_potential_improvements&amp;diff=569</id>
		<title>Bugs and potential improvements</title>
		<link rel="alternate" type="text/html" href="https://manicpop.org/gewiki/index.php?title=Bugs_and_potential_improvements&amp;diff=569"/>
		<updated>2024-08-26T22:59:33Z</updated>

		<summary type="html">&lt;p&gt;Manicpop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bugs as of version 3.2e ==&lt;br /&gt;
&lt;br /&gt;
* When running warp engines at a speed higher for which they are rated, they will become damaged over time. When changing warp speed after the warp engines have been damaged, the helm will report that the warp engines are damaged, and recommend you not travel over a particular warp speed until repaired. At that point, your warp speed will be set to that recommended value, even if your command was to go to a lower speed (or stop completely). Ideally the game would only override the warp value you entered if you enter a speed over the new recommended top speed.&lt;br /&gt;
* Several informative screens, such as the player roster and [[MBMGEHLP.MSG#HELP CLASS|HELP CLASS]], do not take into account the length of some values, leaving a jumbled display.&lt;br /&gt;
* [[Cash]] (in a user&#039;s bank, in a planet&#039;s tax reserve, and in a planetary bank) is stored as a 32-bit signed integer, and will overflow after reaching [[wikipedia:2,147,483,647|2,147,483,647]]. The game should set a cap on those values so they don&#039;t overflow.&lt;br /&gt;
* If you enter an invalid rotational direction with the warp command, the game will correctly tell you to &amp;quot;enter a number in the range from -180 to 180,&amp;quot; but then also say that the helm is not functional.&lt;br /&gt;
* Spies that are on a planet as it&#039;s being attacked will report that the attacker took over the planet even if they actually didn&#039;t. Spies will also report &amp;quot;the outcome was unclear&amp;quot; when an attacker does take over the planet.&lt;br /&gt;
* If a planet has no troops, it cannot be taken over with troops. The victory message will be displayed, but the planet will not change hands. To take it over, attack with a fighter or transfer down 1 troop, then attack with troops.&lt;br /&gt;
* Entering &amp;quot;LOCK A&amp;quot; as the first command of a session, before doing any scans, can sometimes allow a player to lock on to their own ship. However, attempting to scan or fire upon the locked on ship displays the &amp;quot;That would be foolish&amp;quot; error message from the helm. (TO DO: why does this sometimes happen and sometimes not)&lt;br /&gt;
* Entering any characters after &amp;quot;BUY&amp;quot; when using the buy command causes the price command to be executed instead. For example, entering &amp;quot;BUYTHIS 1 TOR&amp;quot; will give you the price of one torpedo, but not actually buy it.&lt;br /&gt;
* The &amp;quot;TEAM MEMBERS&amp;quot; command doesn&#039;t work after setting up a team (TO DO: does it only work after the next update?)&lt;br /&gt;
* Ion cannons can fire on a ship on that has attacked the planet previously as soon as a user enters the game, if the ship is orbiting that planet, even if the planet has changed hands. (TO DO: research what does and doesn&#039;t trigger this)&lt;br /&gt;
* The planet administration menu says that planet names can be up to 20 characters, but the game actually only supports 19.&lt;br /&gt;
* Men don&#039;t eat. Men can starve if there isn&#039;t enough food, but men don&#039;t reduce the amount of food on a planet. Troops eat food every cycle (one food case for every 100 troops), but there is no corresponding code for men to eat.&lt;br /&gt;
* After a revolt, the message that is sent to the planet&#039;s (prior) owner is supposed to list the amount of troops that were killed, but it actually lists the amount that remain. &#039;&#039;(Fixed in ge-next 0.01)&#039;&#039;&lt;br /&gt;
* Once an item is maxed on a planet, you will receive notices for each cycle, even if you turn off production on the item afterward. To stop the notices, you have to remove at least one unit from the planet&#039;s stock.&amp;lt;ref&amp;gt;GEPLANET.C, line 313, &amp;quot;temp &amp;gt;= max&amp;quot;&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Attacking troops that surrender to a planet&#039;s defenses are not added to the planet&#039;s stock.&amp;lt;ref&amp;gt;GECMDS.C, lines 3709 and 3745&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Using SYS GOTO while at warp unsets the Hyperspace flag but keeps you at warp, allowing you to use shields/etc at warp speed.&lt;br /&gt;
&lt;br /&gt;
== Potential improvements ==&lt;br /&gt;
&lt;br /&gt;
* Messages from the helm could be cleaned up and have a more standard appearance, including spelling fixes and consistent capitalization and punctuation.&lt;br /&gt;
* The helm could notify the player that the hyper-phaser is ready to use again, similar to how that is reported when using the phasers at impulse.&lt;br /&gt;
* Flux pods automatically reload as of version 3.0a&amp;lt;ref&amp;gt;[[GEREADME.DOC#07/15/92 Release 3.0a (BETA RELEASE)]]&amp;lt;/ref&amp;gt;, and was further adjusted to automatically reload when the flux pile drops below 5000 in version 3.0l&amp;lt;ref&amp;gt;[[GEREADME.DOC#11/01/92 Release 3.0l (General Release - NOT BETA!!)]]&amp;lt;/ref&amp;gt;. However, it is still possible to run out of flux even when you have flux pods in your inventory, such as when using hyper-phasers at warp, causing you to be unable to fire, or fall out of warp in combat. Whether or not this is a &amp;quot;bug&amp;quot; could be debatable, but a smarter flux reload subroutine that takes into account what you&#039;re doing as opposed to just reloading at a set value could be helpful. (Then again, if the flux pods always reload when needed, regardless of the circumstances, what&#039;s the point of the FLUX command?)&lt;br /&gt;
* Warp engine damage is not currently reported in &amp;quot;REP SYS.&amp;quot;&lt;br /&gt;
* When firing phasers at a ship in the neutral zone, the phasers will not hit the ship, which is the correct behavior. A message from the helm indicating that the phasers were dissipated by the neutral zone would be helpful. Phasers can also fire through the neutral zone, which maybe shouldn&#039;t be the case.&lt;br /&gt;
* If you fire torpedoes at a ship and it goes to warp, the torpedoes simply go away. A message from the helm indicating that the torpedoes didn&#039;t reach their target and have self-destructed would be helpful.&lt;br /&gt;
* When missiles that have been fired run out of flux power, they simply go away. The helm should report that missiles did not reach their target so the player knows they may fire more.&lt;br /&gt;
* When torpedoes or missiles are fired at a ship and that ship enters the neutral zone, the torpedoes or missiles simply go away. A message from the helm indicating that the weapons were destroyed by the neutral zone defenses would be helpful.&lt;br /&gt;
* When a planet revolts and becomes **FREE**, their work assignments, tax rate, item pricing, and trade password remain the same. Thus, a player can set up a planet with a extremely high tax rate, allow it to revolt, and still obtain goods from it for a reduced price or perhaps take it over again later to raid the tax revenue which has continued to accumulate at a rate which is normally not allowed. Ideally, a planet that has revolted would implement its own trade policies and stop taxing itself.&lt;br /&gt;
* When changing from warp to a complete stop, the helm could report if you are within the gravity pull of a planet or wormhole (within 250 [[Parsec|parsecs]]), similar to how it does when you are traveling at impulse.&lt;br /&gt;
* As of version 3.0o, using fighters to attack a planet that has troops but no fighters results in the attack being unsuccessful and all the fighters returning to the ship&amp;lt;ref&amp;gt;[[GEREADME.DOC#01/15/93 Release 3.0o]]&amp;lt;/ref&amp;gt;, but the game doesn&#039;t do a very good job of explaining this.&lt;br /&gt;
* (TO DO: what sections of the online help need to be rewritten to account for changes made to the game during its development)&lt;br /&gt;
* The PRICE command will not show the price of the goods as requested if you can&#039;t actually hold that amount on your current ship, which isn&#039;t necessary. A message like &amp;quot;(quantity) (item) will cost (amount), but that would put us overweight&amp;quot; would be more helpful.&lt;br /&gt;
* The ROTATE command accepts both relative headings such as &amp;quot;ROT 45&amp;quot; (rotate 45 degrees to starboard) and &amp;quot;ROT -45&amp;quot; (rotate 45 degrees to port), and absolute headings such as &amp;quot;ROT @45&amp;quot; (rotate as needed to face 45 degrees). However, the WARP and IMPULSE commands only support relative headings, with something like &amp;quot;WARP 10 @90&amp;quot; not supported.&lt;br /&gt;
* The TRANSFER command could tell you how many of an item you could hold if you try to transfer up more than you can hold.&lt;br /&gt;
* The SELL command could accept &amp;quot;all&amp;quot; as well as the number of items to sell, like the JETTISON command does.&lt;br /&gt;
* The BUY command could accept &amp;quot;max&amp;quot; as well as the number of items to buy, filling the remaining capacity of the ship.&lt;br /&gt;
* (TO DO: help screens that don&#039;t end their colors properly, e.g. HELP CLASS switching to dimmer characters, HELP not ending its red. these should be fixed or the command prompt should reset ANSI colors)&lt;br /&gt;
&lt;br /&gt;
== Historical bugs ==&lt;br /&gt;
&lt;br /&gt;
*In version 3.2d and earlier, speeds are not always displayed correctly. All of these issues were fixed in version 3.2e&amp;lt;ref&amp;gt;[[GEREADME.DOC#08/06/94 Release 3.2e]]&amp;lt;/ref&amp;gt;.&lt;br /&gt;
**Impulse speeds between 1 and 9 are reported by the helm as &amp;quot;warp 0 point 10&amp;quot; through &amp;quot;warp 0 point 90,&amp;quot; and impulse speeds between 10 and 99 are reported as &amp;quot;warp 0 point 100&amp;quot; through &amp;quot;warp 0 point 990.&amp;quot; Reports and scans show (for example) impulse speed 1 as &amp;quot;warp 0.100&amp;quot; and impulse speed 10 as &amp;quot;warp 0.1000.&amp;quot;&lt;br /&gt;
**When going to warp 33 or higher, the helm will report that the ship is traveling at the current warp speed plus &amp;quot;point -536,&amp;quot; instead of point zero. This does not change the actual speed at which the ship is traveling, or the speed displayed when scanning the ship. Warp values 66 and higher show &amp;quot;point 464.&amp;quot;&lt;br /&gt;
**Warp values after [[wikipedia:65,536|65.536]] are not displayed correctly in ship scans and the navigation report, and &amp;quot;roll over.&amp;quot; For example, warp 66 is displayed as warp 0.464.&lt;br /&gt;
&lt;br /&gt;
== Citations ==&lt;/div&gt;</summary>
		<author><name>Manicpop</name></author>
	</entry>
	<entry>
		<id>https://manicpop.org/gewiki/index.php?title=Galactic_Empire&amp;diff=568</id>
		<title>Galactic Empire</title>
		<link rel="alternate" type="text/html" href="https://manicpop.org/gewiki/index.php?title=Galactic_Empire&amp;diff=568"/>
		<updated>2024-08-26T16:34:24Z</updated>

		<summary type="html">&lt;p&gt;Manicpop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Galactic Empire is a game for MajorBBS systems developed by M.B. Murdock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This wiki is a work in progress. Signups are not open at the moment. If you&#039;d like to contribute please [mailto:anthony@manicpop.org contact me].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now available: [https://manicpop.org/ge-next/ ge-next] Galactic Empire mod/expansion!&lt;br /&gt;
== Background ==&lt;br /&gt;
[[Official documentation]]&lt;br /&gt;
&lt;br /&gt;
[[Where to play online]]&lt;br /&gt;
&lt;br /&gt;
[[How to install locally]]&lt;br /&gt;
&lt;br /&gt;
[[Source code]]&lt;br /&gt;
&lt;br /&gt;
[[Other online resources]]&lt;br /&gt;
&lt;br /&gt;
[[Bugs and potential improvements]]&lt;br /&gt;
&lt;br /&gt;
[[Files]]&lt;br /&gt;
&lt;br /&gt;
== Gameplay and strategy ==&lt;br /&gt;
[[Items]]&lt;br /&gt;
&lt;br /&gt;
[[Commands]]&lt;br /&gt;
&lt;br /&gt;
[[Player ships]]&lt;br /&gt;
&lt;br /&gt;
[[CPU ships]]&lt;br /&gt;
&lt;br /&gt;
[[Movement]]&lt;br /&gt;
&lt;br /&gt;
[[Communications]]&lt;br /&gt;
&lt;br /&gt;
[[Reports and scans]]&lt;br /&gt;
&lt;br /&gt;
[[Weapons and combat]]&lt;br /&gt;
&lt;br /&gt;
[[Defensive systems]]&lt;br /&gt;
&lt;br /&gt;
[[Colonizing planets]]&lt;br /&gt;
&lt;br /&gt;
[[Attacking planets]]&lt;br /&gt;
&lt;br /&gt;
[[Teams and trade alliances]]&lt;br /&gt;
&lt;br /&gt;
[[Scoring]]&lt;br /&gt;
&lt;br /&gt;
== User customization ==&lt;br /&gt;
[[SET|SET command]]&lt;br /&gt;
&lt;br /&gt;
[[Creating a keymap]]&lt;br /&gt;
&lt;br /&gt;
[[Using rlwrap]]&lt;br /&gt;
&lt;br /&gt;
== Administration ==&lt;br /&gt;
[[Sysop configuration]]&lt;br /&gt;
&lt;br /&gt;
[[Sysop commands]]&lt;/div&gt;</summary>
		<author><name>Manicpop</name></author>
	</entry>
	<entry>
		<id>https://manicpop.org/gewiki/index.php?title=GEREADME.DOC&amp;diff=567</id>
		<title>GEREADME.DOC</title>
		<link rel="alternate" type="text/html" href="https://manicpop.org/gewiki/index.php?title=GEREADME.DOC&amp;diff=567"/>
		<updated>2024-08-22T17:41:29Z</updated>

		<summary type="html">&lt;p&gt;Manicpop: /* 7/4/93 Release 3.1b */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://manicpop.org/gewiki/orig_docs/GEREADME.DOC Download original file]&lt;br /&gt;
&lt;br /&gt;
= GALACTIC EMPIRE Version 3.2 =&lt;br /&gt;
&lt;br /&gt;
Congratulations on your decision to run the Galactic Empire module on your MAJOR BBS system. If you are running this as a trial or demo you will find ordering information in the file ORDER.FRM.&lt;br /&gt;
&lt;br /&gt;
Included on this distribution diskette you will find the following files;&lt;br /&gt;
&lt;br /&gt;
[[MBMGEMP.DLL]] - The Galactic Empire DLL file&lt;br /&gt;
&lt;br /&gt;
[[MBMGEMP.MDF]] - The Galactic Empire MDF file&lt;br /&gt;
&lt;br /&gt;
[[MBMGEMP.DOC]] - The Galactic Empire Users Documentation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[MBMGEMSG.MSG]] - Text message file&lt;br /&gt;
&lt;br /&gt;
[[MBMGEHLP.MSG]] - Text help file&lt;br /&gt;
&lt;br /&gt;
[[MBMGESHP.MSG]] - Text Ship Configuration Table&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following are empty databases for you to use when resetting a campaign.&lt;br /&gt;
&lt;br /&gt;
[[MBMGEPLT.NEW]] - Planet System Database&lt;br /&gt;
&lt;br /&gt;
[[MBMGEUSR.NEW]] - Empty ship database&lt;br /&gt;
&lt;br /&gt;
[[MBMGESHP.NEW]] - Empty ship database&lt;br /&gt;
&lt;br /&gt;
[[MBMGEMAL.NEW]] - Empty mailbox database&lt;br /&gt;
&lt;br /&gt;
[[MBMGETEA.NEW]] - Empty Team database&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[GEINST.DOC]] - The Installation Documentation&lt;br /&gt;
&lt;br /&gt;
GEREADME.DOC - This file&lt;br /&gt;
&lt;br /&gt;
ORDER.FRM - Order form for GE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MBMGEMAP.ZIP - GE Starmap Utility.&lt;br /&gt;
&lt;br /&gt;
== NOTICE ==&lt;br /&gt;
&lt;br /&gt;
Galactic Empire Utilities coming soon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Utility: Full Screen Editor to edit all GE databases.&lt;br /&gt;
&lt;br /&gt;
Change Players User Profile&lt;br /&gt;
&lt;br /&gt;
Change Players Ship Configuration&lt;br /&gt;
&lt;br /&gt;
Create new ships for a player&lt;br /&gt;
&lt;br /&gt;
Examine Specific Planets and Sectors&lt;br /&gt;
&lt;br /&gt;
Change Planets or Sector data&lt;br /&gt;
&lt;br /&gt;
Insert New Planets and Sectors and WORMHOLES&lt;br /&gt;
&lt;br /&gt;
Edit Team Records on screen&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Detail Reports&lt;br /&gt;
&lt;br /&gt;
Report on all players, scores, ships, teams, team members, etc.&lt;br /&gt;
&lt;br /&gt;
Report on Galaxy with specific sector details.&lt;br /&gt;
&lt;br /&gt;
Galactic Map of discovered sectors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Summary Reports&lt;br /&gt;
&lt;br /&gt;
Total Players in game, ships in play, sectors discovered, planets colonized, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All these features for only $65.00.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attention Ship Yard Masters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We would like to begin publishing your ship configurations. If you think you have created a novel new ship class, please upload it to our support board for others to enjoy. If we select your alternate ship table for inclusion in future releases WE will make all changes required to insure compatability with the new release. This means that you won&#039;t have to keep changing your personal copy. Simply copy the alternate table over the default one and bring the system up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thanks!!&lt;br /&gt;
&lt;br /&gt;
== SUPPORT ==&lt;br /&gt;
With your purchase of Galactic Empire Version 3 you get access to one year of free upgrades provided you return the registration card enclosed in your product package.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You may at the end of the year extend your maintenance and have access to another year of upgrades with a nominal fee of $95.00. While some will take exception to this charge it provides some reimbursement for the thousands of hours a year we put into enhancements for this product.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you choose not to renew your maintenance you may continue to use the last version you received under the maintenance program. We are confident, however, that you will choose to continue supporting the growth and enhancement of this product.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In advance of your support we want to THANK YOU!! Without such great customers as you this product would not be possible.&lt;br /&gt;
&lt;br /&gt;
== Revision notes: ==&lt;br /&gt;
&lt;br /&gt;
=== 08/06/94 Release 3.2e ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Installation Notes&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;------------------------------------------------------------------&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In order to give you the capability of adding specific annoyance messages to each class of CYBORG player we have added a new group of messages to the MBMGEMSG.MSG file. Between the messages CYBBASEM and CYBLASTM are sets of messages for each class of CYB and DROID defined. If you have added your own classes you will want to expand the table as described below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IF THE MESSAGES CYBMASEM AND CYBLASTM ARE NOT DEFINED IN YOUR MESSAGE FILE THE GAME MAY DISPLAY AN ERROR.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There have been no changes to the default MBMGESHP.MSG configuration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Release Notes&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;------------------------------------------------------------------&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The option to customize the annoyance messages displayed from the CYBORG players has been added. The messages fall in sets between the two messages CYBBASEM and CYBLASTM in the MBMGEMSG.MSG file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each class of CYBORG ship gets 16 messages. The first four messages are general messages displayed when the cybertron approaches another player from a distance. The next four messages are general messages displayed when the cybertron begins to brake to engage a player. The last four messages are displayed when a player is to a cybertron but the cyb chooses not to attack for any number of reasons. The next four messages are displayed when a cybertron attacks another player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you have created custom MBMGEMSG.MSG files please insert these new messages in the exact same spot or copy the tail end of the released MBMGEMSG.MSG file (including the new messages) to your file, replacing the same section in your file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;messy&amp;quot; high warp numbers are now correctly displayed. If a player goes to &amp;quot;hyper-warp&amp;quot; (usually only cybs do this) then the word &amp;quot;Hyper&amp;quot; will be displayed instead.&lt;br /&gt;
&lt;br /&gt;
=== 03/06/94 Release 3.2d ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Installation Notes&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;------------------------------------------------------------------&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In order to give you the option to specify the prices of items, phasers, and shields, many new messages were added to the MBMGEMSG.MSG file. If you have made significant changes to your configuration file please carefully compare the two as GE will not operate properly without these new options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There have been no changes to the default MBMGESHP.MSG configuration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Release Notes&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;------------------------------------------------------------------&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A bug which prevented fighters from being killed on a planet when a player attacked them with less than a 1 to 10 ratio has been fixed. The game now uses floating point to calculate the ratio and the ratio has been reduced. Players now must have at least 2% of the planets fighters in the attack to kill off some of the planets ships. Example: If the planet has 100000 fighters and a player attacks with 1000 there will be no planatary fighters killed (its considered a wimpy attack). If the player attacks with 2100 fighters they will begin to see some of the planets fighters killed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The logic to create a random cyborg ship class from time to time has created some problems when a class of cyborg ship is non-motive and very powerful. These tended to accumulate and were hard to locate and kill do they hung around. We have modified the random function to select these less often.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A bug which allowed players to hangup without losing their ship has been fixed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The weight of gold has been reduced to increase the amount all ships can hold.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Torps and Missiles will no longer follow a player through a wormhole.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many sysops have complained that the phasers are too weak. They attempt to increase the strength only to find out that they get weaker still. After looking into the problem we realized that the documentation for the two options in the MBMGEMSG.MSG file was backwards. You reduce the value in HPFIRDST and PFIRDST to increase the range and power. We have also bumped up the power on both Hyper-phasers and regular phasers a bit in the standard release.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Rotate command can now be issued while moving to instruct the ship to turn to a new heading.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Warp command can now be issued WITHOUT the direction operand to instruct the ship to simply change speed on the current heading.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Impulse command can now be issued WITHOUT the direction operand to instruct the ship to simply change speed on the current heading.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Two new options have been added to the MBMGEMSG file. HYPDST1 and HYPDST2 control when the cybertrons go to hyperwarp and when they drop back out. By adjusting these values you can even disable this feature completly. The first value HYPDST1 will set the distance (in sectors) from a player that the cybertron kicks into hyperwarp. If the player is more than HYPDST1 sectors away the Cyb will go to hyperwarp. HYPDST2 controls when the Cyb comes out of hyperwarp and begins slowing down to their normal speed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A problem with shield types above 7 not draining flux has been fixed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A new SET option has been added. SET FILTER ON will cause GE to filter out 90% of the messages coming to a user from the game. This option is usefull during battle to cut down on the message flak and improve response. I have left the most important messages (like your ship just got hit) to keep the realism. Your users should love this new feature.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The prices for items, phasers, and shields are now in the configuration options. To use these look for ITMPR01 to ITMPR25 for item prices; SHLDPR01 to SHLDPR19 for shield prices; and PHSRPR01 to PHSRPR19 for phaser prices.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The baseprice for spys was in error. It permitted players to sell spys back to Zygor for large sums and distorted the balance of play. The price has been adjusted to 100 instead of 10000 each. If your players balk and you wish to ajust it you can set it back for the current game. This does, however, create a large imbalance in the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many many spelling and syntax errors were corrected in the message files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The SCAN LO has been enhanced to distinguish between Cyb&#039;s and Humans. Human players will now show up as &#039;=&#039; while Cyb&#039;s will remain &#039;+&#039;.&lt;br /&gt;
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Users who do not have the Galactic Empire PLAYKEY will no-longer get the logon reminder.&lt;br /&gt;
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=== 12/14/93 Release 3.2c ===&lt;br /&gt;
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Installation Notes (does not pertain to patch level updates)&lt;br /&gt;
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&amp;lt;nowiki&amp;gt;------------------------------------------------------------------&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
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!!! IMPORTANT !!!&lt;br /&gt;
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Many of the default parameters have been adjusted to provide what we feel is a much more &amp;quot;playable&amp;quot; and balanced game. While the complexity of GE precludes finding one set of parameters that makes all users and sysops happy, we hope that the ones provided in the default game provide at least a reasonably challenging game.&lt;br /&gt;
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In order to balance the game some changes to the scoring have been made. The value of planets has been reduced to a much fairer ratio giving players who wish to battle instead the opportunity to see their name in the high score list. This may upset some of your players and if so you can adjust the new factors ITMVL01, PLTVDIV and PLTVCASH outlined below.&lt;br /&gt;
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Because we have had to change the physical structure of the MBMGEMAL.DAT mail file it will be necessary to replace your existing MBMGEMAL.DAT with the empty one provided with this release. This means that your users will loose any pending GEMAIL (provided you are using this option).&lt;br /&gt;
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Some additions have been made to the MBMGEMSG.MSG file. If you have made custom changes to yours you will have to merge the two. To make it easier the new messages are annotated with &amp;quot;** NEW in Rel 3.1c **&amp;quot;. This is true for all but the lengthly tables added to the MBMGEMSG.MSG file. You can find these between the messages ITMPL01 and PLTVCASH inclusive.&lt;br /&gt;
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Because of a bug in the SnnSNAME size the MBMGESHP.DAT file has to be reset. Unfortunately this means the entire game needs to be reset. For this reason this release is now called 3.2c and all databases **MUST** be reset. We are sorry if this inconviences you.&lt;br /&gt;
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=== Patch level 6 (3.2c.6) 2/8/94 ===&lt;br /&gt;
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A GP bug in the spy logic has been fixed. This problem caused immediate Exception 13 errors.&lt;br /&gt;
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The Cloak logic was enhanced to support an explicit CLOAK ON and CLOAK OFF command. Additionally the CLOAK ON command now takes a few seconds to charge the cloaking system. This prevents players from doing a CLOAK OFF, FIRE, and CLOAK ON in a macro without risking something.&lt;br /&gt;
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The planet TEAM feature still had a logic bug. Players could designate their planet as a &amp;quot;team&amp;quot; planet even though they were not a member of any team. This allowed any player who was also not a member of a team to trade with the planet as if it were a team planet. Fixed.&lt;br /&gt;
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The problem with SPY messages going to the email &amp;quot;black hole&amp;quot; has been resolved. They will now show up on in the distress message section.&lt;br /&gt;
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The problem with the &amp;quot;&amp;lt;Invalid Pointer&amp;gt;&amp;quot; in the production report has been resolved. This was the suspected problem with the cleanup lockups also.&lt;br /&gt;
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=== Patch level 5 (3.2c.5) 12/28/93 ===&lt;br /&gt;
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A bug in the SPY logic was resolved. This bug caused a spy who was caught to survive and be caught again and again. The spy is now sanctioned properly.&lt;br /&gt;
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A planet will only manufacture a small number of spy&#039;s. When the max is reached a &amp;quot;garbled&amp;quot; message was sent. This has been resolved and a clear message is now sent to the player.&lt;br /&gt;
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A bug in the missile logic caused them to be weaker than intended. I have fixed the bug but if you have increased MDAMMAX to compensate you might want to reduce it by about 25%. If you left it as the default then no further change is required. Users might notice the increased strength in smaller ships which may not be able to withstand as many missiles now.&lt;br /&gt;
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A bug in the math that controls the strength of shields caused the shields above 7 or 8 to be invincible. This was never the intent. We have resolve the math error. Some users may be dissappointed when they find out that the shields they now have will be less powerfull but the effect is uniform (including Cybs) and unavoidable.&lt;br /&gt;
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We enhanced the cloaking logic a bit. If a player is cloaked and trys to move under impulse there is a chance that other players nearby might detect the ion trail the ship leaves. The slower the ship goes the less the chance. This should balance out the cloak a bit more.&lt;br /&gt;
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A new option, UNIVWRAP, has been added. This option lets you specify if the galaxy wraps from left to right, and top to bottom. The default is NO.&lt;br /&gt;
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I have included a sample GIF Starmap with this release. This Starmap is a product of an add-on product under development. I am interested in getting some feedback on suggested enhancements to the map to make it more usefull to your users. The map will be generated automatically each night by an offline utility.&lt;br /&gt;
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Fixed the Roster Position function. The default game settings for SCRBONUS (the bonus awarded for killing the top player) was set to 10000. Because no player could attain roster position 1 the maximum bonus a player who killed the top player actually received was 5000. This has been fixed and the player would now receive the full bonus. HOWEVER, since I have monitored some actual play for a few weeks I believe the 10000 bonus is too large. I have reduced it to 1000 in the default game. If you wish to leave it exactly the same as in 3.2c.4 then set SCRBONUS to 5000. I recommend the lower 1000 though.&lt;br /&gt;
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=== Patch level 4 (3.2c.4) 12/25/93 ===&lt;br /&gt;
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Whoops! We released patch level 3 with some diagnostic code that speeds up the planetary update process. For those who got this release...SORRY! We have quickly updated it (yes I am working on Christmas to fix this problem) There is no negative effect on the game other than the load on your system.&lt;br /&gt;
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We also enhanced the NEW SHIELD and NEW PHASER commands to give players a credit on their existing phaser and shield systems. This credit is 2/3rds the purchase price. Because of this enhancement there are several new messages in the MBMGEMSG.MSG file. If you have a custom version of this file please copy all the NEWnn messages relating to shield and phaser purchases. Make sure your custom MBMGEMSG.MSG contains the same number of messages as the standard release. (In case you err GE will also check for you when it starts up).&lt;br /&gt;
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&amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt; MERRY CHRISTMAS ***&lt;br /&gt;
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===  Patch level 3 (3.2c.3) ===&lt;br /&gt;
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Found a condition that caused an EXCEPTION 13 error when certain data in the MBMGEPLT.DAT file became corrupted. This has been repaired. If anyone is continuing to have an EXCEPTION 13 problem after this patch please let us know.&lt;br /&gt;
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Fixed a problem with spy&#039;s not being manufactured on planets.&lt;br /&gt;
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Changed scoring so that when a player gets killed by a cybertron they only get penalized 10% of the amount they would have if they got killed by another player.&lt;br /&gt;
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Changed the cybertron motion logic a bit to make the cybs a bit more interesting.&lt;br /&gt;
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Reduced the odds that a cybertron will run off when damaged.&lt;br /&gt;
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===  Patch level 2 (3.2c.2) ===&lt;br /&gt;
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Fixed a bug that caused the price of everything in sector 0 0 to be 32. Also enhanced the logic so that Sector 0 0 will have price fluctuations based upon market conditions. This will cause the pricing to be a little more interesting as some players will find better deals on some items depending upon the market price.&lt;br /&gt;
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===  Patch level 1 (3.2c.1) ===&lt;br /&gt;
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Fixed a bug that caused the planets to fail to update.&lt;br /&gt;
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Fixed a math error in the NAV function and enhanced the NAV function to give a bearing to the center of a sector instead of the upper left corner.&lt;br /&gt;
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===  As Released (3.2c) ===&lt;br /&gt;
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Bugs Resolved:&lt;br /&gt;
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&amp;lt;nowiki&amp;gt;--------------&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
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A bug which caused DEL ERR&#039;s and UPD ERR&#039;s has been fixed. This only appeared in the Beta.3 version.&lt;br /&gt;
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A bug that caused the incorrect amount to be subtracted from a players score when they lost a battle has been fixed.&lt;br /&gt;
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A bug which permitted players to sell 1 item to the EMPIRE and get paid a NEGATIVE amount has been fixed.&lt;br /&gt;
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A bug which caused the Cybers and Droids number of kills to be ANYTHING has been fixed. This was a memory pointer error which may have caused all kinds of other nasty stuff. Hope this was the cause of some of the random bugs some of you reported. If not we will keep hunting.&lt;br /&gt;
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&amp;lt;code&amp;gt;  &amp;lt;/code&amp;gt;&amp;lt;code&amp;gt; \|/&amp;lt;/code&amp;gt;&lt;br /&gt;
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&amp;lt;code&amp;gt;    [=]O&amp;lt;&amp;lt;/code&amp;gt;&lt;br /&gt;
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&amp;lt;code&amp;gt;    /|\&amp;lt;/code&amp;gt;&lt;br /&gt;
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The Cyber logic was firing torpedoes, mines, jammers, etc, even when you specified that this class had none. This is now fixed.&lt;br /&gt;
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A bug which allowed a team to have more members than the TEAMMAX parameter has been fixed.&lt;br /&gt;
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A bug which permitted Cyb&#039;s and Droids to have shields up in hyperspace has been fixed.&lt;br /&gt;
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The Ship Name in the MBMGESHP.MSG file (Option SnnSNAME) was limited to a size of 29 characters. Unfortunately if you use more than 14 characters the system would do strange things, even GP sometimes. In order to fix this one I had to expand the data area size in the MBMGESHP.DAT file. This has the unfortunate side effect mentioned above, the whole game must be reset because of the incompatable files. Sorry!&lt;br /&gt;
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The games planet production of items was running TOO FAST due to a formula bug. This has been slowed down by a factor of 3. If this is still too fast you can adjust the ITMMH01 value (see enhamcements below). Changing this one value effects the production rate of all other items.&lt;br /&gt;
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The SYS GOTO command could leave you still in orbit. If you then did any planet command strange things would happen. This is now fixed.&lt;br /&gt;
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The Spy would send a message to the wrong player. Fixed!&lt;br /&gt;
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The Spy logic caused an occasional EXCEPTION 13. Fixed! Our sincerest apology for letting this one slip past.&lt;br /&gt;
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Spys will no longer report his spy stuff to his owner AFTER the owner takes over the planet.&lt;br /&gt;
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When the MBMGEPLT.DAT database grew above 12 meg GE may stop updating the planets altogether. This has been resolved. BTW there are over 6300 planets in a galaxy of this size. If performance is becoming a problem you may wish to either extend the time allowed to make a complete pass of the database (increase PLANTOCK to its maximum), or decrease the size of the galaxy next time you reset the game (reduce UNIVMAX).&lt;br /&gt;
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A few sites reported a problem with a BTRIEVE ERROR 5 in the MBMGEMAL file. We have worked for weeks to identify the problem and have been unable to conclusively identify any actual problem with GE. We suspect some sort of unusual interaction with other modules and have taken some defensive programming measures to resolve any potential conflict. If you have had this problem with version 3.1b please let me know if this release resolves your condition. Even more important, if the problem persists PLEASE CALL US!.&lt;br /&gt;
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A bug which prevented you from reconfiguring the DROIDS as CYBORGS has been resolved. You can now change empty class to a CYBORG. I tested changing classes 17, 18, 19, and 20 to CYBORGS and played for several hours. All worked well.&lt;br /&gt;
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Taxing the planet caused a revolt at too low a tax value. This has been softened.&lt;br /&gt;
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Enhancements:&lt;br /&gt;
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&amp;lt;nowiki&amp;gt;-------------&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
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A player de-cloaking nearby will be reported to you when they decloak.&lt;br /&gt;
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Planets can now be assigned to teams. This is done by setting the trade password for a planet to TEAM. From then on players on the same team (and only players on the team) can buy from the planet.&lt;br /&gt;
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Players can now set the price to sell items instead of the amount to mark up. This allows players who wish to give there goods away to other teammates at low prices to do so. It also lets players offer special discounted prices to other players BELOW what market values are.&lt;br /&gt;
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A new option CHGLOSER has been added to the MBMGEMSG.MSG file. This option allows you to charge a players cash when they lose a battle with another player. The amount charged is then awarded to the winning player. This is similar to an older method used many versions ago with the enhanced option to now let you specify the percent to charge.&lt;br /&gt;
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The ship size function has been adjusted to reflect what we feel is more reasonable sizes. I will update the HELP CLASS nn function accordingly. If you have created your own classes of ships this will effect them also.&lt;br /&gt;
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The Roster function has been enhanced to display planet populations in the thousands.&lt;br /&gt;
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Five new options have been added to the MBMGEMSG file to allow you to control the planetary attack ratios. These options are PLATTRF1 to PLATTRT2 in the message file. With these new options you can adjust the balance of the offensive and defensive in an attack. Please see the complete descriptions in the message file for a comprehensive description of these options.&lt;br /&gt;
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A new option has been added to each class of ship in the MBMGESHP.MSG file. This new option replaces the SnnRES1 reserved option with a SnnDAMF parameter. This parameter allows you to specify the effect of damage on this class of ship. Damage effect is no longer a function of size but of this value. This way you can specify a large ship which is very fragile, or a small ship that is very tough.&lt;br /&gt;
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We have added several new classes of ships to the standard release to make the game more interesting. Among them are a CYBER BASE STAR, a Sarten Attack Drone, and a Sarten Obliterator. I leave it up to your users to discover the attributes of these ships.&lt;br /&gt;
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We have reduced the standard released galaxy size to 600x600 and increased the frequency of planets and wormholes. This will force players into closer proximity with each other and make for a more interesting game.&lt;br /&gt;
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We have enhanced the logic so that droids will all be centered within 20 sectors of sector 0 0. This will allow players more opportunity to interact with droids who make easy targets.&lt;br /&gt;
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A new command JETTISON has been added. This command lets you jettison all or a specific number of an item to free load space for other items.&lt;br /&gt;
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Phasers can now be fired in impulse without specifying the spread. A default spread of 1 is assumed. This way a player does not need to change how they use the command depending upon whether they are in warp or impulse.&lt;br /&gt;
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The size of the Freight Barge has been reduced and its offensive weapons removed. It was never intended to be the invunerable offensive platform it became.&lt;br /&gt;
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Players will now get only the first message when a planets production reaches maximum. This way they are not inundated with repeated messages.&lt;br /&gt;
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Planet update cycles specified in the message PLANTOCK have been changed from seconds to minutes. You can now specify 12 hour (720 minute) update cycles if you wish to lighten the load on your disk.&lt;br /&gt;
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A new option MISENGFC has been added to the MSG file. This option lets you specify the amount of energy to charge against the Flux Pile each time a missile is fired. The default setting is 10 indicating a 1/10 charge. If the player fires a missile with 50000 (MIS x 50000) it will deduct 5000 from the flux pile. Setting this option to 1 will cause the same command to deduct 50000 from the flux.&lt;br /&gt;
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A new option PHATOWRP has been added to the MSG file. This option specifies the lowest phaser class which has the capability of firing from impulse to hyperspace. The default setting is 3 meaning that Mark-1, and Mark-2 Phasers DO NOT have this capability. MARK-3 and above do. You can disable this feature by setting this option to 20 or make it universal by setting it to 1.&lt;br /&gt;
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A new option SCRBONUS has been added to the MSG file. This option specifies the maximum bonus for killing the top player in the roster. The bonus is devided by the players roster position so that the bonus for killing the number two player is 1/2 this value, third is 1/3rd this value, etc. This gives a huge incentive to go after the top players. Disable this feature by setting the value to 1.&lt;br /&gt;
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A new option SCRFACT has been added to the MSG file. This option specifies the ratio of the points awarded to the winning player to deduct from the loser. The default is 10 which will cause 1/10th of the points awarded to the winner to be deducted from the looser. This allows you to penalize the loser for losing a battle.&lt;br /&gt;
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A new Table ITMPL01 to ITMPL25 has been added. This table specifies the maximum amount of each type of item a planet can sustain. The actual amount is calculated from this value depending upon numerous factors. It could be more or less. This value gives you the option of configuring the maximums all planets can produce. Please note that all production is a function of the population (and other factors). By simply limiting the amount of men on a planet you also slow down the rate of production of other items.&lt;br /&gt;
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A new Table ITMWT01 to ITMWT25 has been added. This table specifies the base weight of each type of item. Adjusting these values controls how many of an item a ship can hold.&lt;br /&gt;
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A new Table ITMVAL01 to ITMVAL25 has been added. This table specifies the point value of each item. The item quantity is divided by the value of PLTVDIV prior to multiplying by the ITMVALnn number. This gives you complete control over the points and weight of planet populations. The default setting only specifies a value for MEN, other items have no point value. Decrease this value to diminish the value of planets in the scoring system or adjust the PLTVDIV divisor.&lt;br /&gt;
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A new Table ITMMH01 to ITMMH25  has been added. This table specifies the amount of items produced by 10000 manweeks of work. It is factored down in the code and applied to each planet production update. Keep in mind that all items production is a function of the number of men. You can slow everything down simply by reducing the rate of production of MEN and adjusting no other value.&lt;br /&gt;
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A new option PLTVDIV has been added. This option adjusts the divisor used in calculating the point value of each item on a planet. The specific formula is as follows;&lt;br /&gt;
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points = (item count/PLTVDIV)*ITMVLnn&lt;br /&gt;
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This gives you the option of increasing or decreasing uniformly the value of all the items in the value table.&lt;br /&gt;
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A new option PLTVCASH has been added. This option specifies the point value of cash and taxes on a players planets. The specific formula for scoring is; points = (cash+taxes)/(1000000/PLTVCASH)&lt;br /&gt;
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We have reduced significantly the speed at wich ION Cannons are produced. There were entirely too many being produced in the game to keep a balance of power.&lt;br /&gt;
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In order to prevent a single user from &amp;quot;hogging&amp;quot; all the mine slots a new option USRMINES has been added to the MBMGEMSG.MSG file. This option will limit the number of mines a single user can have out at the same time. The default setting is 3.&lt;br /&gt;
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===  7/4/93 Release 3.1b ===&lt;br /&gt;
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Installation Notes:&lt;br /&gt;
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&amp;lt;nowiki&amp;gt;-------------------&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
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This release REQUIRES the installation of new, empty databases. This is due to some additional team features which required additional key fields.&lt;br /&gt;
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This release also requires a new Registration code. Please call for your new code (813) 545-8050. Have your invoice number handy to speed up the process.&lt;br /&gt;
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Bugs Resolved:&lt;br /&gt;
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&amp;lt;nowiki&amp;gt;--------------&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
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The problem where SCAN RA would list cloaked ships has been resolved. Also a cloaked ship entering the game will not be announced.&lt;br /&gt;
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The problem where sneeky players could orbit and admin a planet they did not own (causing a GE:Plt Upd Err) has been resolved.&lt;br /&gt;
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The problem where a player could transfer goods then hangup and get the goods on his ship without depleating the planet has been resolved.&lt;br /&gt;
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The problem which prevented systems with more than 128 users from running GE error free has been resolved. The problem was that the data structures for this many users exceeded 64k. To fix this the whole memory allocation and access had to be rewritten to use the Phar Lap Protected memory allocation routines.&lt;br /&gt;
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The DATA command DATA pppppp SCAN is now blocked by jammers also.&lt;br /&gt;
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Enhancements:&lt;br /&gt;
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&amp;lt;nowiki&amp;gt;-------------&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
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The Standard ship configuration has a new ship, the FREIGHT BARGE. This ship has the hugh capacity required to stage an invasion of a very well defended planet.&lt;br /&gt;
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The ship table (MBMGESHP.MSG) has been enhanced. Many of the maximums have been raised substantially. This will allow those sysops who are creating their own ship classes much wider latitude.&lt;br /&gt;
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We have added to the ship table a new message &amp;quot;SnnHELP&amp;quot;. This is a fuller discription of the specific class of ship.&lt;br /&gt;
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The HELP CLASS command has a better column index. Also the additional ship help information is accessable with the HELP CLASS nn command.&lt;br /&gt;
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Players no longer get mail messages when another player makes a nusance attack with less than 2% of the planets defenses.&lt;br /&gt;
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Planets no longer lose items unless the attack is at least 1% of the planets defenses. This resolves the tactic of &amp;quot;stripping&amp;quot; a planet by repeatedly attacking with 1 fighter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Warp Drives may now be pushed up to 50% beyond their rated maximum speed. The longer and faster the player does this the greater the chance of damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The ROTATE command now supports an absolute direction letting you rotate to 90 degrees without having to do the math. The format is ROT @90.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Neutral Zone (sector 0 0) now has three wormholes to expand the area immediately accessable to players and to give new players an easy way to escape from &amp;quot;Zone Raiders&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Planets can now broadcast &amp;quot;beacon messages&amp;quot; to nearby ships. This feature has been added to the ADMIN menu. Beacon messages are only sent to a player once they have scanned the planet for lots of performance related reasons (don&#039;t want to hit that hard drive constantly).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spy&#039;s have been added to the game. You can buy a spy as you would troops and deposit them on an opponents planet. Once there the spy will send in occassional reports to you on tid bits of information he receives on the planet. The more spy&#039;s the Planet has the more likely your spy will get caught and executed. Spy&#039;s also sometimes dissappear for no reason...gone... never to be heard from again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spy&#039;s will report on major attacks on a planet (sometimes).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Planet status messages, reports, and distress messages are now sent to each players personal mailbox instead of the GE mail system as the default. If you prefer to use the &amp;quot;old&amp;quot; GE mail system, then set the Level 4 option USEGEMSG to YES.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The droids are now more attractive to fight. The Trans Gal ships hold a cache of weapons and supplies that a player may get if they win a battle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All offensive weapons damage logic has been enhanced to make allowances for the size of the ship. The damage caused is now relative to the size of the ship. I have also enhanced the phasers and hyper-phasers to have more power on similar sized ships. To aid the user in assessing the ship size I have added the size to the scan ship function. Note that the size is caculated from the TONS specified in the ship configuration table in the MBMGESHP.MSG file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PLEASE NOTE: This change may affect the play of the game. I request some immediate feedback in order to assess its impact. THANKS!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Due to popular demand (and general concensus) I have enhanced the scan logic further so that the letter of the ship does not change. As long as a ship is within the players scan range they will maintain the same letter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In order to limit the pauses caused when a sector is created and happens to have 9 planets (and maybe a wormhole) a new option has been added. This process could result in up to 10 (and if a wormhole up to 20) disk writes. We have now given you the option to limit this with the new CNF option MAXPLSE. This option specifies the maximum number of planets that will get created in a new sector at the same time. We have set it to 5 to start with which should significantly reduce the pauses. This value can be changed at anytime with no adverse impact on datafiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The ship tables have been moved to their own .MSG file. This is both to reduce the size of the MBMGEMSG.MSG file and to support multiple alternative ship table configurations. The new file is MBMGESHP.MSG.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The entire memory management system has been rewritten to support systems with more than 128 users as mentioned above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Teams have now been implemented. The team commands are as follows;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Team command allows you to perform a number of functions related to teams. It allows you to join a team, create a new team, leave a team, and get team scores. Additionally the team founder (or anyone with the founder password) can expell a team member, change the Team Password, or change the team name.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Teams are identified by a 5 digit team code created by the founder when they started the team. This code never changes even though the team name may be changed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Team Founder commands are;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
team start nnnnn ssssssssss pppppppppp &amp;lt;team name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
starts a new team with code nnnnn, Founder Password ssssssssss, Member Password pppppppppp, and with the team name &amp;lt;team name&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
team kick ssssssssss &amp;lt;user name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
permits a team member with the Founder Password to kick another team member off the team. Note: if you don&#039;t also change the password the kicked player can simply rejoin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
team newpass ssssssssss pppppppppp&lt;br /&gt;
&lt;br /&gt;
permits a team member with the Founder Passowrd to assign a new Member Password pppppppppp.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
team newname ssssssssss &amp;lt;team name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
permits a team member with the Founder Password to change the team name to &amp;lt;team name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Team Member commands are;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
team join nnnnn pppppppppp&lt;br /&gt;
&lt;br /&gt;
permits a player to join the team nnnnn provided they have the correct member password pppppppppp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
team unjoin&lt;br /&gt;
&lt;br /&gt;
permits the player to leave the current team they are a member of.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
team score&lt;br /&gt;
&lt;br /&gt;
displays a list of the current teams and their scores.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
team members&lt;br /&gt;
&lt;br /&gt;
displays a list of the members of the players current team. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The team names and scores are maintained in an external text file that you can manipulate if required. I did this to ensure that you could fix and strangness (ie. bugs) that may result easily, and to allow you to extract the team score for display elsewhere on your system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The team file name is MBMGETEA.DAT and its structure is as follows;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TEAM|aaaaa|bbbbbbbbbbbbbbbbbbbbbbbbbbbbbb|ccccc|dddddddddd|eeeeeeeeee|ffffffffff|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
where; aaaaa is the team id code&lt;br /&gt;
&lt;br /&gt;
bbb..bb is the team name&lt;br /&gt;
&lt;br /&gt;
ccccc is the number of team members&lt;br /&gt;
&lt;br /&gt;
ddd..dd is the team score&lt;br /&gt;
&lt;br /&gt;
eee..ee is the player password (it is changable)&lt;br /&gt;
&lt;br /&gt;
fff..ff is the founders password (it is not changable)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scoring is performed during the cleanup and is as follows;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TEAM SCORE = (A/B)+(C*B)&lt;br /&gt;
&lt;br /&gt;
where; A is the sum of all team members individual scores&lt;br /&gt;
&lt;br /&gt;
B is the number of team members&lt;br /&gt;
&lt;br /&gt;
C is the Bonus amount for each member (set in the msg file)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Bonus amount can be set by adjusting the value of TEAMBONU in the .MSG file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An additional option TEAMMAX has been added to allow you to specify the maximum members in a team. I suggest you keep this number small to incent team members to be selective on who they admit to the team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There can be up to fifty teams in a game. This is currently fixed. If you have need to exceed this please contact us.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since this is the first time we have allowed this capability I am extremely interested in feedback on its use, good, bad, or indifferent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A new SYSOP command was added due to popular demand. SYS HELP will list all the sysop specific commands currently supported.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The damage level now goes down as repairs are effected. If you try to repair while being hostile (firing weapons) the repairs will be stopped.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The com frequencies are now displayed in the REP SYS command.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Cybertrons propensity to launch a jammer when severly damaged has been reduced to increase the &amp;quot;kill-ability&amp;quot; and decrease the frustration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTES: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;------&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===  2/5/93 Release 3.0p ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Installation Notes:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;-------------------&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No conversion of datafiles required.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bugs Resolved:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;--------------&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There was a nasty GP problem which might occur in one of eight times a planet revolts. We have fixed this problem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gold weighed too much. This limited the amount you could have on a ship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cybertrons never carried more than 4 gold. They should have occasionally carried more. Now you can specify the amount of gold they can have by changing the option CYBGOLD. The current default is 25.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enhancements:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;-------------&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Seven empty planet definitions have been added to the MBMGEMSG.MSG file. These are turned off in the default version. If you wish to add more planets you simply increase the S00PLNUM value, and turn on the next planet in the list. You cannot skip over a planet, they must be used in sequence.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: Sector 0 0 is built only once when the first player scans it after you have reset the MBMGEPLT.DAT database. Adding additional planets later will not have any effect until you again reset the database.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTES:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;------&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some users have complained about the gold on a planet dissappearing. This is natural. The planet converts the gold into cash and then uses the cash to increase the infrastructure development. Populated planets are not banks, the population will put gold to good use if you leave it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If your players havn&#039;t figured this out yet, they can use any unclaimed planet as a stash. Other players scanning the planet cannot see the goods unless they first claim the planet. This can also be used by other players in a team as depots.&lt;br /&gt;
&lt;br /&gt;
=== 01/15/93 Release 3.0o ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Installation Notes:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;-------------------&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No conversion of datafiles required.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bugs Resolved:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;--------------&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many background processing routines have been optimized to decrease CPU load. GE should only add 1% or 2% to your CPU load under idle conditions, and less than 10% under heavy use.&lt;br /&gt;
&lt;br /&gt;
The Cybertrons would sometimes not attack until a Cyberquad showed up. This has now been resolved.&lt;br /&gt;
&lt;br /&gt;
The spurious production reports from the Neutral Zone have been resolved.&lt;br /&gt;
&lt;br /&gt;
The problem with rotations of multiples of 20 not reporting when they have rotated full cycle has been resolved.&lt;br /&gt;
&lt;br /&gt;
The spurious plarti message has been corrected.&lt;br /&gt;
Enhancements:&lt;br /&gt;
&lt;br /&gt;
Enhancements:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;-------------&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In order to enhance the play of the game I have added a new item, GOLD. Players can transfer gold to and from a planet, and buy and sell gold at Zygor-3. There is a Transfer Tax on each transaction at Zygor-3 to prevent the overuse. Also other goods can be sold back to Zygor-3 for cash.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The concept of cash has been changed a bit. Cash is the amount on deposit at the Galactic Bank. It is not carried on a players ship, so when a ship gets killed it no-longer can be captured. Gold on the otherhand is a transferable item. It can be captured. A player who converts all his cash to gold then looses his ship has played a foolish strategy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This capability also lets players give to each other gold (or any other items) by transfering the item to a planet. The second player can then go to the same planet and transfer the gold up. The second player can then travel back to Zygor and cash in the gold.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CAUTION: This capability dramatically changes the game rules and players may find new and inovative ways to exploit it. Please let me know if there are any side-effects or loop holes that your players discover given this new feature.&lt;br /&gt;
&lt;br /&gt;
The REP SYS command no longer shows the inventory also. The new command REP INV will list just those items on board the ship. This is so I can implement items in the game without telling all players that they exist. The same is now true of the SCAN PL function when you have claimed the planet. It will only show those items that exist.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Under Security Options (CNF #3) a new option has been added to allow you to designate a specific key for GE&#039;s Sysop commands. This allows you to assign the key to another player without giving him MBBS Sysop privileges. The new option is called SYSKEY and is set to SYSOP as default. You can change it to something like GEOP and then assign the key as you like.&lt;br /&gt;
&lt;br /&gt;
The database filenames are now specified in the .MSG file. This permits you to place the databases on any drive or directory you like by adding drive and path information to the file name. The new options are GEUSER, GESHIP, GEMAIL, and GEPLNT.&lt;br /&gt;
&lt;br /&gt;
The new option TOOCLOSE was added permitting you to specify the distance where cybertrons consider a player approach a provocation. If the player gets closer than this distance the cyb may attack at will even if the player is in a ship which has the &amp;quot;cybertrons can attack&amp;quot; option set to NO.&lt;br /&gt;
&lt;br /&gt;
The player ship class table has been enhanced greatly. We have added additional undefined ships to the table which you can define as you like. Additionally we have added many new options to the table allowing you to specify if a class of ships has phasers, shields, zippers, mines, jammers, or decoys. The HELP CLASS command has been enhanced to reflect these changes. You can now specify specifically if this class of ship is &amp;quot;attackable&amp;quot; by cybertrons, and specify how many cybs will hunt down this class. I bit more explanation on this hunt logic follows;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A cybertron when newly created, or after killing another player, goes into an idle state. While in this state they look around for any players to go after. To prevent them from swamping a player they look at how many other cybs are chasing the player, and then decide if this is less than you have specified in the class table. If less they select the player and begin to hunt them down. If more they go on to the next player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The SYS KILL command has been enhanced to allow you to specify an abbreviation of a players name to kill. That way your don&#039;t have to spell out SYS KILL ROBERT A. JONES III, but only SYS KILL ROB. It will kill all players matching this sub-string so be carefull. You can also kill Cybertrons by typing SYS KILL @Cybrg-nn where nn is the ship number out of the SYS LIST command. The same goes for droids as SYS KILL @Droid-nn. You can kill all droids with the SYS KILL @D command and all automatons with the SYS KILL @ command.&lt;br /&gt;
&lt;br /&gt;
A new Sysop command SYS CLASSLIST was added. Because of the enhancements to the ship class table it is now a bit harder to figure out what the SYSOPIAN DEATH STAR class is. Use this command to tell you.&lt;br /&gt;
&lt;br /&gt;
The maximum number of ION CANNONS, FIGHTERS, and TROOPS a planet can have has been increased. When a player transfers down more goods than the planet can support they number of items on the planet was reduced to the maximum number, but no message was given to the player. The player will now get mail informing him that the quantity was reduced.&lt;br /&gt;
&lt;br /&gt;
TROOPS had little or no value. With this release the planet logic has been enhanced to use troops in the following manner. A player cannot capture a player without attcking with troops. The best strategy is to first attack with fighters until the fighters are no longer challenged, then attack with troops.&lt;br /&gt;
&lt;br /&gt;
Once a planet is won troops MUST be maintained on the planet or the population may revolt. The levels that must be maintained are proportional to the taxation level. The more you tax the planet the more troops are required to maintain a civil population. HINT: make sure there is at least the same perportion of troops to men as 2 times the tax rate.&lt;br /&gt;
&lt;br /&gt;
Cybertrons now can have gold.&lt;br /&gt;
&lt;br /&gt;
If you attack a planet you are held in the game for a period of time, the same way you are if you attack another ship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The GE MENU has a new item added &amp;quot;Whats New!&amp;quot; which is a user version of the information provided here. No SYSOP information will be included in the new menu option. For those of you who wish to weave the enhancements into a story line you can simply change the text file MBMGEMNU.TXT.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTES&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;-----&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the player approaches closer than 2000 to any Cyb there is a good chance that the Cyb will take this as hostile provication and attack without further warning.&lt;br /&gt;
&lt;br /&gt;
=== 11/21/92 Release 3.0n ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Installation Notes:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;-------------------&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Because of the re-write of the background planet processing routines the MBMGEPLT.DAT database had to be enhanced. I know you are getting tired of resetting the databases so I took the time to develop a conversion utility. The MBMGECVT.BAT and MBMGECV.EXE program are provided to convert a 3.0m MBMGEPLT.DAT to a 3.0n MBMGEPLT.DAT.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Before you run it make sure you have the size of the MBMGEPLT.DAT file free on the disk. The MBMGECVT.BAT makes a backup copy of the MBMGEPLT.DAT to MBMGEPLT.SAV. Once the conversion is finished and you have run the BBS for a few days with no problems you can delete this file (MBMGEPLT.SAV).&lt;br /&gt;
&lt;br /&gt;
To run simply type;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;MBMGECVT&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While I have thouroughly tested this utility on our own system, since this is the first time we have released it, I recomend you carefully inspect (or have your players do so) your galaxy when it is done. The possibility of inforseen side effects exists. Please let me know if you have any problems.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also it may take some time to process a large database. If the dots are &amp;quot;ticking&amp;quot; its working, be patient.&lt;br /&gt;
Bugs Resolved:&lt;br /&gt;
&lt;br /&gt;
Bugs Resolved:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;--------------&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I planet processing routine which would consume excess CPU time has been completely re-written. I hope this resolves the problem. Please let me know!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A problem with the database getting the wrong records was resolved. This problem showed up as planets appearing and disappearing, and incorrect data on planets.&lt;br /&gt;
&lt;br /&gt;
The REP NAV command now shows the correct planet number when in orbit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enhancements:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;-------------&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Several sysops have asked to be able to add a text page of their choosing to the GE menu. The use of this might be to add tips &amp;amp; hints, team rosters, or additional story lines. We have added this capability to this release. To use set the OPTMENU option to YES, add the menu text to the option OPTMENU, and set the OPTCHR to the letter selection. You need to also add the letter to the text message REPRMT. Once a user selects this menu character the file MBMGEMNU.TXT will be displayed. A dummy file was included with this release. Replace this file with the text you want displayed.&lt;br /&gt;
&lt;br /&gt;
In order to help you and I debug strange problems I have added a new tracing feature. This feature when turned on will cause detailed internal trace messages to be output to the file GEOUT.LOG. Please only use this feature to assist us with debugging problems. Do not leave it set on during normal operation as the file will grow quite large.&lt;br /&gt;
&lt;br /&gt;
=== 11/11/92 Release 3.0m ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bugs Resolved:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;--------------&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enhancements:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;-------------&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Destruct Command now will cause damage to another ship. As fair warning the other ship will get told that an explosion is likely. This message is sent to all ships within THEIR scanning range. If they cannot see the ship about to explode they get no message. The amount of damage is porportional to the size (class) of the ship. Shields can defend from the shock wave but not completly. If the player starts a self destruct sequence and then goes into the neutral zone (trying to get another player where they cannot fire) the destruct sequence is aborted. If the other ship is in the neutral zone and the ship about to destruct is not, the defensive shields around the neutral zone protect the players within the zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This enhancement took me 1200 miles (air travel) to complete, I hope you enjoy it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The undocumented command DATA has been added. This command is specifically for terminal programs and gives important data on the current ship. Currently implemented is..&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;DATA REPORT&amp;lt;/code&amp;gt; and&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;DATA SCAN&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;SCAN DATA_1&amp;lt;/code&amp;gt; command has now been replaced by the DATA SCAN command.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A new CNF option has been added, STRTCASH. This specifies the starting cash given to a player when they first enter the game.&lt;br /&gt;
&lt;br /&gt;
=== 11/01/92 Release 3.0l (General Release - NOT BETA!!) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bugs Resolved:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;--------------&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There was a bug with the Cybs &amp;quot;seeing&amp;quot; through a cloak. This has been fixed.&lt;br /&gt;
&lt;br /&gt;
A problem with the SYSOP shield (20) displaying repeatedly &amp;quot;shields at full charge&amp;quot; (or something like that) has been fixed.&lt;br /&gt;
&lt;br /&gt;
Enhancements:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;-------------&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Flux autoreload was set to reload at 5000, this will cause a flux to reload before the cloak runs out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A new parameter was added to the .MSG CNF options. CLENGUSE allows you to specify the energy use by the cloak each tick cycle.&lt;br /&gt;
&lt;br /&gt;
All the documentation has been updated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Mine explosions are decreased if you have shields up.&lt;br /&gt;
&lt;br /&gt;
Cybertron logic has been enhanced so that if a player is in a Interceptor the cybertron will not attack so long at the player maintains his distance. If the player approaches (like to lay mines) the cybertron the cyb may take that as an aggressive act and premptively strike.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt; NOTICE***&lt;br /&gt;
&lt;br /&gt;
YOU -MUST- RESET YOUR MBMGE*.DAT FILES WITH THIS RELEASE. IF YOU DO NOT YOU MAY GET BTRIEVE ERRORS. PLEASE INSTALL THIS RELEASE COMPLETELY.&lt;br /&gt;
&lt;br /&gt;
=== 10/22/92 Release 3.0j ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bugs Resolved:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;--------------&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A bug which permitted players in Interceptors to fire upon a CYB and the CYB would not retaliate has been fixed. This fix should come as a surprize to your players who have been exploiting this bug.&lt;br /&gt;
The SYS LIST command was cleaned up.&lt;br /&gt;
&lt;br /&gt;
The SYS LIST command was cleaned up.&lt;br /&gt;
&lt;br /&gt;
The Planet Attack GP bug has been resolved.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I think we have resolved the BTRIEVE 4 on MBMGEPLT.DAT problem. If you still get this error let me know ASAP.&lt;br /&gt;
&lt;br /&gt;
Enhancements:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;-------------&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We have added a new sysop command, SYS UNJAM, which will clear the jammers effect from your ship. This is usefull to allow you to see what everyone else is doing while they are being jammed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We added damage to the ship when it passes through a wormhole. If the user does not go through with ehough speed they cannot escape the terminal wormhole and will begin to oscillate between the two wormholes. Each time they do they collect a little more damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We added code to autodetect the number of user ships. This should allow you to add more user ships to the table. Make sure you add it BEFORE the Cybertron. I have not thoroughly tested this yet so let me know how it goes.&lt;br /&gt;
&lt;br /&gt;
=== 10/11/92 Release 3.0i ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bugs Resolved:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;--------------&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The BTRIEVE failure bugs should be resolved. If not please let me know ASAP. Because this bug was in the indexing of the databases it is necessary that you reset your databases again. I apologize for this but it was unavoidable.&lt;br /&gt;
&lt;br /&gt;
A problem with the scan command was resolved.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Several minor problems have been fixed.&lt;br /&gt;
Enhancements:&lt;br /&gt;
&lt;br /&gt;
Enhancements:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;-------------&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wormholes are now TWO WAY. Players will pass through one and emerge through another. If their velocity is not enough they will not escape the wormhole and will occilate between sectors.&lt;br /&gt;
&lt;br /&gt;
A couple new SYSOP commands have been added.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;SYS MAINT&amp;lt;/code&amp;gt; will maintenance the ship where ever its at.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;SYS LIST&amp;lt;/code&amp;gt; will list all the players in the game and where they are.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;SYS PHASERTYPE&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;SYS SHIELDTYPE&amp;lt;/code&amp;gt; commands are no longer limited. While you can get a shieldtype 255 I don&#039;t recommend it. Try values like 20-30 for very strong shields and phasers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A special SYSOP ship class ship has been added. This ship is the toughest class yet. To get it use the &amp;lt;code&amp;gt;SYS CLASS 13&amp;lt;/code&amp;gt; command.&lt;br /&gt;
&lt;br /&gt;
=== 09/28/92 Release 3.0h ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bugs Resolved:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;--------------&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There still was a problem of players getting the wrong ship name. Resolved now...we hope!&lt;br /&gt;
&lt;br /&gt;
Roster function no longer displays any auotmatic players (Cybs and Droids)&lt;br /&gt;
&lt;br /&gt;
A big problem with the command function not allowing non-sysops certain commands was resolved.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;SYSOP GOTO&amp;lt;/code&amp;gt; function now takes you to the proper sector.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enhancements:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;-------------&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MANY MANY more options have been added to the CNF options. See the CNF editor for more specifics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some changes have been made to the battle logic to try and make the games more balanced. Please let me know how it goes in the real world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The MAIL system was enhanced to support automatic production reports from planets, and to seperate distress messages from production messages.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The PLANET command has been enhanced to give an immediate report of planets owned. No more waiting till the cleanup. A side benefit is that the XREF database (MBMGEXRF.*) has been done away with totally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The PLAYKEY option was moved to SECURITY OPTIONS (Level 3) where it belongs.&lt;br /&gt;
&lt;br /&gt;
The REGNO option was also moved to SECURITY OPTIONS.&lt;br /&gt;
&lt;br /&gt;
The SET command has been changed. The ability to change the SEND command frequencies is now controlled with the FREQ command. It functions exactly like the SET command did previously. The SET command now permits a player to set some preference options specific to them. New options with this release are;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
SCANHOME - Causes the SCAN displays to HOME in the top left using ANSI control sequences. This is much easier on the eyes if a player is using the SCAN command repeatedly.&lt;br /&gt;
&lt;br /&gt;
SCANNAMES - Causes ship owner name to be displayed in the right hand information in a SCAN RA.&lt;br /&gt;
&lt;br /&gt;
SCANFULL - Causes FULL range scans to be on or off, giving additional information on the right hand side of a SCAN RA.&lt;br /&gt;
&lt;br /&gt;
Note: with the new SCANFULL feature the SCAN RA n FULL command is no-longer supported.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can now specify the NAMES and OWNERS of planets in sector 0,0. This permits you to change the Theme of the game if you like creating an Earth/SOL scenerio. Additionally you can add up to 9 planets in sector 0,0 by changing the S00PLNUM parameter and adding table elements for the additional planets similar to the ones for P1 through P3.&lt;br /&gt;
&lt;br /&gt;
By permitting you to specify the owner, a SYSOP can then make changes to the planet if they like.&lt;br /&gt;
&lt;br /&gt;
NOTE: Sector 0,0 is created when the FIRST player enters the game. You cannot change these options AFTER that point without resetting the MBMGEPLT.DAT database with a new empty one.&lt;br /&gt;
You can now change the names of the Cybertron and Droid ships. This is to support sysops who want to create another theme (such as Star Trek type) and want to call Cybertrons Romulans etc.&lt;br /&gt;
&lt;br /&gt;
You can now change the names of the Cybertron and Droid ships. This is to support sysops who want to create another theme (such as Star Trek type) and want to call Cybertrons Romulans etc.&lt;br /&gt;
&lt;br /&gt;
The FREEBIES option has no effect in the Release 6.0 compatable version.&lt;br /&gt;
&lt;br /&gt;
=== 09/22/92 Release 3.0f ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bugs Resolved:&lt;br /&gt;
&lt;br /&gt;
A problem where a player seemed to be occupying another players ship has been resolved.&lt;br /&gt;
&lt;br /&gt;
An extra LOG message was displayed when a sector was created. Now fixed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enhancements:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
New MSG options added.&lt;br /&gt;
&lt;br /&gt;
REPAIRRT - This option controls the rate at which spontaneous repairs occur to a damaged ship. The value is specified in percent of damage reduced each cycle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HPFIRDST - This option controls the effective distance of the Hyperphasers. Increase to extend their range, decrease to shorten.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HPDAMMAX - This option controls the amount of damage a hyperphaser does. Increase to cause more damage per shot, decrease to reduce. Because this is factored down by range and phaser type you can set the value to numbers greater than 100.&lt;br /&gt;
PFIRDST - This option controls the effective distance of the Hyperphasers. Increase to extend their range, decrease to shorten.&lt;br /&gt;
&lt;br /&gt;
PFIRDST - This option controls the effective distance of the Hyperphasers. Increase to extend their range, decrease to shorten.&lt;br /&gt;
&lt;br /&gt;
PDAMMAX - This option controls the amount of damage a phaser does. Increase to cause more damage per shot, decrease to reduce. Because this is factored down by range and phaser type you can set the value to numbers greater than 100.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
JAMTIME - This option controls the duration of a jammer. It is factored in the game by the distance from the ship that launches it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MAILDAYS - This option controls how many days mail messages are queued before deletion.&lt;br /&gt;
&lt;br /&gt;
===  09/11/92  Release 3.0d (BETA to go) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bug Fixes:&lt;br /&gt;
&lt;br /&gt;
SCAN SH caused a GP under some circumstances - Fixed&lt;br /&gt;
Enhancements:&lt;br /&gt;
&lt;br /&gt;
Enhancements:&lt;br /&gt;
&lt;br /&gt;
Registration Protection Logic added so that this version can be generally released.&lt;br /&gt;
&lt;br /&gt;
=== 09/09/92  Release 3.0c (More BETA) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some more bug fixes.&lt;br /&gt;
Enhancements:&lt;br /&gt;
&lt;br /&gt;
Enhancements:&lt;br /&gt;
&lt;br /&gt;
The SHIELD command has been changed to support an explicit SHIELD UP and SHIELD DOWN function. This was changed to avoid some confusion users expressed when they thought they were raising the shields and actually lowered it. The other advantage is for support of terminal programs.&lt;br /&gt;
The Droid Ships have been activated.&lt;br /&gt;
&lt;br /&gt;
The Droid Ships have been activated.&lt;br /&gt;
&lt;br /&gt;
Users can now ABANDON a planet they previously claimed. This is usefull if they have reached the maximum planets they are permitted.&lt;br /&gt;
&lt;br /&gt;
=== 08/30/92  Release 3.0b (STILL BETA) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This sub-release has full support for MBBS version 6.0 DLL format. Additionally some minor bugs and a few major ones were squashed.&lt;br /&gt;
&lt;br /&gt;
=== 07/15/92  Release 3.0a (BETA RELEASE) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With this release the third MAJOR version of Galactic Empire &amp;quot;evolves&amp;quot;. This game has trully grown well beyond what I had invisioned in its humble beginnings. Most of the credit for its success goes you you the sysop&#039;s of MajorBBS&#039;s Worldwide - THANK YOU. With your support (both praise and $) this game will continue to grow.&lt;br /&gt;
&lt;br /&gt;
Version 3.0 represents a major change to the basic game structure. You will find below listed the numerous enhancement and changes listed. While all the changes were added to create a better and more enjoyable game, it is possible that we have changed the balance of the game in some way that has a detrimental effect on the playability of it. If this is the case we need to hear from you ASAP!!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 3.0 also changes several underlying archetecture problems that prevented us from making some VERY significant enhancements. With these changes I hope to bring to you some very interesting game enhancements in the future.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 3.0 also has some built in support for TERMINAL PROGRAMS. If you are an author of such an animal please leave me mail on our support system NETWORX (813-551-5876) and I will get you details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bugs Resolved:&lt;br /&gt;
&lt;br /&gt;
The Cybertrons were sometimes not responding properly. Hopefully this major re-design of the cybertron logic fixes that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enhancements:&lt;br /&gt;
&lt;br /&gt;
Probably the biggest change is the elimination of the GALMAKE code and the implementation of the &amp;quot;Virtual Galaxy&amp;quot;. The Virtual Galaxy works by creating the sector and planets when-ever a player first goes into them. If a player never looks at a sector the sector database entry is never created. This permits us to give the perception of a huge galaxy (up to 65535 X 65535) while maintaining a realistic database size. The Neutral Zone is now the center of the Galaxy (sector 0 0). This is not truly the center but the quadrant to the upper right of the center. Because of this there are fewer sectors (by one) on the right side than the left. The Parameter UNIVMAX is now in the message file GEMSG.MSG.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many of the parameters have been moved to the GEMSG.MSG file. With more to come.&lt;br /&gt;
&lt;br /&gt;
The GEMSG.MSG file is now compliant with Galacticomm&#039;s CONFIG utility.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All the code has been cleaned up to remove all the warning messages.&lt;br /&gt;
&lt;br /&gt;
BETA TESTERS NOTE: There is currently no limiter on the growth of the GEPLANET.DAT database. Insure that you have ample disk space for this version and monitor your disk usage daily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;edge of the universe&amp;quot; code has been changed. When a player hits the edge they are simply &amp;quot;bounced back&amp;quot; a couple sectors and the engines shut down. The Universe no-longer &amp;quot;wraps&amp;quot; but is flat and square. With up to 65000 X 65000 sectors I don&#039;t think this will be a problem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A new &amp;quot;LOCK&amp;quot; command has been added to permit a player to lock the fire control systems onto another ship. The player doesn&#039;t need to worry about what the opponents ship letter is anymore, or what it changes to. As long as it is within scanner range the fire control systems remain locked on. See the HELP LOCK information in the GEHLP.MSG file for more info.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A new NAVIGATE command has been added. This command gives the player a bearing and distance to any sector they select. The purpose of this is to aid in navigating. If a player knows that a planet he wants to find is in sector 234 567 but is having trouble figuring out the direction to it, the navigate command will give him specific heading and distance to go. It WILL NOT take the ship there under computer control, some advances in technology still remain elusive (kinda like cold fusion eh?!).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cybertrons are somewhat generic. In order to give users the feeling that there are thousands of them, cybertron names have been changed. While for filing purposes they still are named Cyborg-xx (in place of the userid) the player will only be told that the ship is captained by &amp;quot;a Cybertron&amp;quot; and not which specific one. While this seems a trivial change I hope that in conjunction with the Cybertrons new &amp;quot;hyper-warp&amp;quot; capability this will give the impression of many more cybertrons and make the game more enjoyable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Planet Clusters: Ge3.0 now has more planets per sector and fewer sectors with planets. This more closely replicates the real universe where there are great gaps of nothing between star systems with clusters of planets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wormholes: Some planet clusters may have a wormhole within them. If a player carefully navigates his ship into the wormhole he will be transported to another section of the galaxy. The same wormhole will always take him to the same place allowing players to map the wormholes to gain access to the far reaches of the galaxy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ship Letters No longer are ships assigned a fixed letter cooresponding to their channel. Ships are now identified based upon proximity. The closest ship is &#039;A&#039;, next &#039;B&#039;, and so on. Now you can have as many Ship&#039;s in the game as your CPU power supports, and never have to worry about those pesky &#039;]&#039; ships.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Virtual Channels: Cybertrons no-longer share data space with user ships. Your quarry will not &#039;dissappear&#039; from you just because another player came into the game on that channel. You can now specify the number of Artificial Players in the game in the GEMSG.MSG file. No need for all those memory hogging emulation channels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The ship configuration table has been expanded and is now in the GEMSG.MSG file. You can change ship attributes, names, etc. In the future you will be able to add your own types of ships to the table easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Different scan ranges: The bigger ships can &#039;see&#039; further than the smaller ones due to more powerful scanning equipment. This lets you see an Interceptor from a Star Cruiser before they see you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Improved scan command with ship data display of all ships in scanning range. This lets you see at a glance who is out there and where they are.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Missile and Torpedo commands have been enhanced to support the new LOCK command. By typing &amp;quot;TOR @&amp;quot; instead of &amp;quot;TOR A&amp;quot; the torpedo will be fired at whoever the LOCK command was set to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Missile command now uses 1/10th the energy it did before. This should improve the playability of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The ship will automatically reload the FLUX when it gets low. This will aid in preventing those unexpected shield drops at the worst time.&lt;br /&gt;
&lt;br /&gt;
Cybertrons have ZIPPERS. Lookout you mining maniacs.&lt;br /&gt;
&lt;br /&gt;
Cybertrons are much more diverse. Some are slow and stupid, some are really nasty. You never know. I will be working on much more diverse attack stratagies for them in the future.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Player ship selection has been enhanced. If you only have one ship...thats the one you get. If you have more than one then they are always listed as 1 through 8. No more huge numbers reminding you how many ships you have gone through....how embarrasing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DRONE SHIPS: To add another diverse challenge to the game we have added a new type of Artificial Player class called DRONES. Drones are sometimes manned with a crew, and depending upon the type of drone ship they may react to an attack or not. Sometimes these drones will have cargo that you may not be able to purchase anywhere in the game. While we are only offering a few drones in this release we anticipate many more types in the future. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An API for 3rd party ship &amp;quot;engines&amp;quot; has been defined. With this API in place and a bit more testing it will open up a standard for user created drone ships. Many of these may be more tenacious than the cybertrons. More on this in the future.&lt;br /&gt;
&lt;br /&gt;
=== 02/08/92  Release 2.3g ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bugs resolved:&lt;br /&gt;
&lt;br /&gt;
The NEW SHIP bug where a player could get a &amp;quot;cybertron&amp;quot; has been fixed. It was thouroughly researched and attributed to &amp;quot;stupid programmer error&amp;quot;!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Several minor problems have been resolved and included.&lt;br /&gt;
Enhancements added:&lt;br /&gt;
&lt;br /&gt;
Enhancements added:&lt;br /&gt;
&lt;br /&gt;
ZIPPERS now work! They are used to force all mines in the immediate vicinity to detonate. This can be both good and bad. Please let me know how this seems to effect the strategy of the game and I will make any adjustments if necessary.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sector Number is now displayed in the ship list to assist players in selecting ships.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notation:&lt;br /&gt;
&lt;br /&gt;
=== 12/19/91  Release 2.3f ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bugs resolved:&lt;br /&gt;
&lt;br /&gt;
While unable to duplicate it, there have been some reports of GP&#039;s in the &amp;quot;killem&amp;quot; routine. We could not find any code directly responsible for it but did add some additional bounds checking to the outprfge() function to see if this fixes the problem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The problem of users getting points for killing themselves with mines has been resolved.&lt;br /&gt;
&lt;br /&gt;
Enhancements added:&lt;br /&gt;
&lt;br /&gt;
The scoring has been changed and while I know this will cause alot of &amp;quot;flak&amp;quot; it cannot be helped. I did not intend for the scores to mount up so quickly, but this has been the outcome of Cybertrons playing 24hrs a day 7 days a week. The change to scoreing is to modify the &amp;quot;bonus&amp;quot; score which is added to the base score for a class of ship when it gets killed.&lt;br /&gt;
&lt;br /&gt;
The bonus was a percent (.001) of the killed players score. The intent was to make players at the top of the roster worth more. Well it didn&#039;t work as I expected so I have added a new bonus method described below;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The players position in the roster at nightly cleanup is used to divide into SCORE_BONUS (a new define statement currently set to 500). The result is the bonus added to the base points for the class of ship. SCORE_F1 is no longer used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I hope this makes the game more interesting but you will probably get complaints from users who can no longer make up the huge scoring gap, and you may have to reset the game. I am sorry if this causes any difficulty but I felt it was needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cybertron processing has been enhanced to spread the processing out more evenly over time. To do this the &amp;quot;ticker&amp;quot; function now process only so many cybertrons and cyberquads each tick which now happen much more often. This also means that the cybertrons can have one speed while the cyberquads have another. To control these there are now two new defines that you can adjust to your system needs. Remember changing these three values affects the CPU usage and you will want to consider the load on your system if you are speeding up the cybertrons.&lt;br /&gt;
The cybertron processing is now controlled by these three defines;&lt;br /&gt;
&lt;br /&gt;
The cybertron processing is now controlled by these three defines;&lt;br /&gt;
&lt;br /&gt;
CYBTICKTIME which controls how often (in seconds) the cybertron processing loop (cybrti) is called. Keep this value fairly small (1, 2, or 3).&lt;br /&gt;
&lt;br /&gt;
CYBMAXPERTICK which controls how many cybertrons get processed in each call to cybrti. Adjust this value up to decrease the reaction time of cybertrons.&lt;br /&gt;
&lt;br /&gt;
QUADMAXPERTICK which controls how many cyberquads get processed in each call to cybrti. Adjust this value up to decrease the reaction time of cybertrons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  A good rule of thumb is to adjust these so that all Cybertrons get processed once each 10 to 15 seconds, and all Cyberquads get processed each 3 to 6 seconds. This will make the quads much tougher than before.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  If you find your system load is too much (delays in keystrokes being echoed to players) increase these factors slowly until you find a combination that works best for you. Remember the faster the cybs react the more challenging they are for you players.&lt;br /&gt;
&lt;br /&gt;
   &lt;br /&gt;
&lt;br /&gt;
Notation:&lt;br /&gt;
&lt;br /&gt;
===  12/2/91  Release 2.3e ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is the first &amp;quot;releasable&amp;quot; version of 2.3. BETA sites have had it for about two months now and with the exception of a couple of trivial bugs the release is pretty stable.&lt;br /&gt;
&lt;br /&gt;
Bugs resolved:&lt;br /&gt;
&lt;br /&gt;
The transfer command has been fixed. Note the change in the format of the command also; TRANSER [UP/DOWN] [number] [item name]&lt;br /&gt;
The abandon command will now remember that you abandened the planet and will decrement the number of planets you own properly.&lt;br /&gt;
&lt;br /&gt;
The abandon command will now remember that you abandened the planet and will decrement the number of planets you own properly.&lt;br /&gt;
&lt;br /&gt;
The problem of Mines having zero weight has been fixed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that the need to use a specific case to SCAN SH X is deliberate to solve a problem for those systems with more than 26 ports.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enhancements added:&lt;br /&gt;
&lt;br /&gt;
Several additional GALEMP.H options have been added to allow those of you who choose to &amp;quot;tweek&amp;quot; the game to do so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CYB_SCANRANGE defines the distance a Cybertron can see another player at and attack at.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CYB_BREAKOFF defines the odds that a Cybertron will break off an attack. The odds are calculated as a 1 in N chance that the cyb will break off the attack each time the cyb &amp;quot;ticks&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CYB_MINDAM defines the percent of damage that a cyb will take at which point they will jam and drop mines and try to escape.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CYBS_FIGHT if set to TRUE will cause Cybertrons to fight each other. This can give the Cybertrons higher scores as they are busy all night and day. ** CAUTION ** this can generate alot more disk activity as more cybs will be dying and getting re-born.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CYB_BADBAD if set to TRUE if Cybertrons get mad at everyone when they have been attacked. Set to FALSE if they only get hostile with their attacker. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
JAMTIME defines the length of time the jammers last. Note that this is factored with a players distance from the jammer also, the further away you are the less the time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NUM_MINES defines the maximum number of mines that the game can have &amp;quot;launched&amp;quot; at any one time. Each mine takes a certain amount of processing time and this number is to limit the maximum overhead taken to process mines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MINEDAMMAX defines the maximum damage a single mine can do. This is factored with distance from mine at the time of explosion to calculate actual damage.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Notation:&lt;br /&gt;
&lt;br /&gt;
=== 07/23/91  Release 2.3a ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a fairly major release into which we have added a number of enhancements we hope will make the game much more enjoyable. We have also started a concerted effort to incorporate many of the user configurable options in the GEMSG.MSG file. Please note these changes and the documentation below on their usage. As this is a new &amp;quot;point&amp;quot; release I expect several more &amp;quot;letter&amp;quot; releases to follow with minor bug fixes.&lt;br /&gt;
&lt;br /&gt;
Bugs resolved:&lt;br /&gt;
&lt;br /&gt;
A bug which caused all the Cybertrons to start at the same sector each time the system came up was resolved. This will spread them out more, which can be a problem in larger galaxies.&lt;br /&gt;
&lt;br /&gt;
Enhancements added:&lt;br /&gt;
&lt;br /&gt;
A new option was added to the GEMSG.MSG file called TRANSOPT. This option will permit (or dis-allow) players to transfer goods down to planets that they do not own. This means that they can move goods off to un-claimed planets or to planets that other players might own. This option will open up the possibility of creating un-claimed caches of goods that any other players can also use without the need to purchase them. Should create some interesting changes in the way the game is played.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition to the TRANSOPT the new command ABANDON was added permitting a player to abandon a planet they no longer wish to own. This ommand does not move any goods from the planet but simply mark the planet as un-claimed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A new option was added to the GEMSG.MSG file called MAXPLNTS. This option permits you to specify the maximum number of planets a single player can own. With this option you can spur more competion for the choicest planets as a player can only own a limited number. If you wish to disable this feature set this value to a high number (32000).&lt;br /&gt;
&lt;br /&gt;
The sysop commands are now configurable in the GEMSG.MSG file. The option SYSCMDS selects if sysop commands are enabled or disabled. The SYSONLY option selects if the command can be used by a player other than the sysop. It is recommended that you not set SYSONLY to &amp;quot;NO&amp;quot;, unless for a short period while you log on as another player to grant some cash, or items. Then reset the option to &amp;quot;YES&amp;quot; shortly after. Failure to do so will soon result in other players trying the SYS command and discovering they can grant themselves cash and goods. NOTE: the command name may still be changed if you like in the GALEMP.C file but the need to do so is less compelling with these options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We have added several new items to the game. Ships can now deploy MINES to ward off persuers. The player can set the time till detonation on the mine when they launch them. Neutron Mines are very powerfull, and if skillfully deployed can destroy a ship in a single explosion. If detonated too close they will also cause damage to the ship launching them. Mines will display on sector scans as a single period &amp;quot;.&amp;quot;. Note that mines are managed as actual space objects and can dramatically increase the number of calculations the game is doing. To help manage this load you can set the maximum number of mines which can be deployed at one time by ALL players in the game. This value is in the GALEMP.H file and called NUM_MINES.&lt;br /&gt;
An additional defensive weapon JAMMERS have been added. Jammers can be deployed to try and block the opponents ability to see. Once activated a jammer causes a tempory distortion which causes scanners to be  inoperative. This effect goes away after a period of time which is relative to the distance the player was to the jammer. Since the ship doing the jamming is always the closest the effect lasts the longest on them. This means that ships on the fringes of the effect may have operable scanners long before the ship that launched the jammer. The duration of the effect is set by the parameter JAMTIME in GALEMP.H.&lt;br /&gt;
&lt;br /&gt;
An additional defensive weapon JAMMERS have been added. Jammers can be deployed to try and block the opponents ability to see. Once activated a jammer causes a tempory distortion which causes scanners to be  inoperative. This effect goes away after a period of time which is relative to the distance the player was to the jammer. Since the ship doing the jamming is always the closest the effect lasts the longest on them. This means that ships on the fringes of the effect may have operable scanners long before the ship that launched the jammer. The duration of the effect is set by the parameter JAMTIME in GALEMP.H.&lt;br /&gt;
&lt;br /&gt;
The cybertrons now also have the ability to launch jammers, and mines. They will tend to do this as a defensive measure when they are in danger of being destroyed.&lt;br /&gt;
A new class of cybertron called the Cyberquad has been added to the game. This ship is four times the power of an ordinary cybertron and extremely dangerous. When encountered it will not show mercy, and will not run. This should add alot of excitement to the battling game.&lt;br /&gt;
&lt;br /&gt;
A new class of cybertron called the Cyberquad has been added to the game. This ship is four times the power of an ordinary cybertron and extremely dangerous. When encountered it will not show mercy, and will not run. This should add alot of excitement to the battling game.&lt;br /&gt;
&lt;br /&gt;
Notation:&lt;br /&gt;
&lt;br /&gt;
=== 09/09/90  Release 2.2e ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bugs resolved:&lt;br /&gt;
&lt;br /&gt;
The major bug resolved was a problem where the Neutral Zone was losing its items in the update cycles. This has been resolved and a patch placed in to restore those GEPLANET.DAT databases that are already corrupted back to normal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A few other really minor bugs were resolved.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enhancements added:&lt;br /&gt;
&lt;br /&gt;
The GEMSG.MSG file was run through a spell checker and many spelling errors corrected. Don&#039;t know why it took this long to get that done but its done just the same.  &lt;br /&gt;
&lt;br /&gt;
Notation: &lt;br /&gt;
&lt;br /&gt;
The recent enhancements uploaded on the MEGANET support SIG will be incorporated in the NEXT release.&lt;br /&gt;
&lt;br /&gt;
===  07/15/90  Release 2.2d ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bugs resolved:&lt;br /&gt;
&lt;br /&gt;
A couple of minor bugs were resolved and frankly I have forgotten what they were... sorry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enhancements added:  &lt;br /&gt;
&lt;br /&gt;
Notation: &lt;br /&gt;
&lt;br /&gt;
=== 07/01/90  Release 2.2c ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bugs resolved:&lt;br /&gt;
&lt;br /&gt;
One last bugs which caused GE to GP in protected mode was resolved.&lt;br /&gt;
&lt;br /&gt;
Enhancements added:&lt;br /&gt;
&lt;br /&gt;
Colorized screens - Many of the messages have had ANSI colors added to improve the appearance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The scan functions were enhanced to change the color of the &amp;quot;+&amp;quot; and letters used depending on if the ship is a cybertron or not. I am considering using a different color for each class of ship but want some feedback from you the users before I make that change. CALL ME AND LET ME KNOW WHAT YOU THINK!&lt;br /&gt;
&lt;br /&gt;
The neutral zone is now in the center of the galaxy, sector 290. Some of you will have difficulty understanding why I think 290 is the center but the choices were 290 or 310 and I picked 290. If you are still confused why there are two choices get out a sheet of graph paper and work it out. I had to...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The user guide has been completed (shocked?). You can make this new copy available for downloading to your users.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Included in this release are several versions of the Galactic Empire Library.&lt;br /&gt;
&lt;br /&gt;
GALEMP.LIB - Large Model&lt;br /&gt;
&lt;br /&gt;
GALEMPH.LIB - Huge Model&lt;br /&gt;
&lt;br /&gt;
GALEMPM.LIB - Large Model with Math Coprocessor&lt;br /&gt;
&lt;br /&gt;
GALEMPMH.LIB - Huge Model with Math Coprocessor&lt;br /&gt;
&lt;br /&gt;
The huge models are for use with the protected mode systems.&lt;br /&gt;
&lt;br /&gt;
Also, some of the text files and link examples have been changed to make it easier to understand and install.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A whole new GALMAKE.EXE has been included in this release. This version only takes a few minutes to regenerate a galaxy, and lets you bypass the &amp;quot;aging&amp;quot; process if you like. You should not have the need to recompile it but the source is included for those of you who can&#039;t resist. Read the GALMAKE.DOC for further instructions.&lt;br /&gt;
Notation:&lt;br /&gt;
&lt;br /&gt;
Notation:&lt;br /&gt;
&lt;br /&gt;
READ THIS! - If you wish to keep an existing GEPLANET.DAT which has the neutral zone in sector 100 you MUST change the define statements in the GALEMP.H file. To do this simply change the following from;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;define NEUTRAL_X 9&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;define NEUTRAL_Y 10&lt;br /&gt;
&lt;br /&gt;
to;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;define NEUTRAL_X 0&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;define NEUTRAL_Y 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You must then recompile GALEMP.C and relink your system.&lt;br /&gt;
&lt;br /&gt;
=== 06/16/90  Release 2.2b BETA (NOT GENERALLY RELEASED) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bugs resolved:&lt;br /&gt;
&lt;br /&gt;
A couple more bugs which caused GE to GP in protected mode were resolved.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The bug with a USER RECORD getting set to 255 ships and causing problems has been resolved.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The last message in the CYB_ANNOY list of messages will now be displayed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This version is a BETA TEST version released to a limited number of BETA sites to test for other problems.&lt;br /&gt;
Enhancements added:&lt;br /&gt;
&lt;br /&gt;
Enhancements added:&lt;br /&gt;
&lt;br /&gt;
I have changed the SCAN LO function and added a SCAN HY function. The SCAN LO function now provides a long range scan of ships around your ship but will not display the ship letter. The SCAN HY function now provides the same function that the SCAN LO did with the exception that it also does not show ship letter.&lt;br /&gt;
&lt;br /&gt;
While I am aware that I will probably catch some flak for these changes, I feel that they add to the game play. While a player can tell that there is a ship out there, it is too far to tell any more about it, INCLUDING the letter of the ship. When they get closer they can do a SCAN RA to see what the letter is.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notation:&lt;br /&gt;
&lt;br /&gt;
=== 06/15/90  Release 2.2a BETA (NOT GENERALLY RELEASED) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bugs resolved:&lt;br /&gt;
&lt;br /&gt;
Several bugs which caused GE to GP in protected mode were resolved. This version is a BETA TEST version released to a limited number of BETA sites to test for other problems.&lt;br /&gt;
Enhancements added:&lt;br /&gt;
&lt;br /&gt;
Enhancements added:&lt;br /&gt;
&lt;br /&gt;
Some of the messages in the message file have been &amp;quot;colorized&amp;quot; for added effect. Thanks for Robert Michnick for his contributions of these changes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notation:&lt;br /&gt;
&lt;br /&gt;
=== ??/??/90  Release 2.1f (NOT RELEASED) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bugs resolved:&lt;br /&gt;
&lt;br /&gt;
The captured document listing all the planets a player has was not limited in length. When a player had many (more than 70) planets the displaying of this text could overflow the output buffer and cause MBBS to hangup on the player. It is now limited to the first 20 planets only. Thanks to Karl Kirk of The Crypt BBS.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The cybertrons were able to fire on a player in Warp from Impulse speed. This is now fixed. Thanks to Karl Kirk of the Crypt BBS.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some players have noted that ION cannons occasionally continued to fire on a player after he conquered the planet. This should be resolved now. Thanks again to Karl Kirk of the Crypt BBS.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enhancements added:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notation:&lt;br /&gt;
&lt;br /&gt;
===  03/22/90  Release 2.1e ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bugs resolved:&lt;br /&gt;
&lt;br /&gt;
The TRANSFER command was fixed to permit more than 65000 items to be transfered to the planet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enhancements added:&lt;br /&gt;
&lt;br /&gt;
The Cybertrons were enhanced to make them a bit more aggressive. They can move faster and have slightly more powerfull phasers.&lt;br /&gt;
Notation:&lt;br /&gt;
&lt;br /&gt;
Notation:&lt;br /&gt;
&lt;br /&gt;
PLEASE!!!!!  MAKE SURE YOU USE THE NEW MESSAGE FILES PROVIDED WITH EACH RELEASE. IF YOU HAVE MADE CUSTOM CHANGES TO YOUR .MSG FILES THEN YOU MUST RUN A FILE COMPARE UTILITY AGAINST THE NEW VERSION AND THE STANDARD RELEASED PREVIOUS VERSION. THE FILE COMPARE UTILITY WILL IDENTIFY WHAT CHANGES HAVE BEEN MADE IN THE NEW VERSION AND YOU CAN MAKE THE SAME CHANGES TO YOUR CUSTOM VERSION.&lt;br /&gt;
&lt;br /&gt;
IF YOU HAVE ANY QUESTIONS CONCERNING THIS PLEASE CALL US, OR LEAVE MAIL IN THE SUPPORT SIG ON MEGANET (813) 449-2008.&lt;br /&gt;
&lt;br /&gt;
=== 03/05/90  Release 2.1d ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bugs resolved:&lt;br /&gt;
&lt;br /&gt;
A big problem with the attack command where a planet with over 65000 fighters or troops when attacked had their troops or fighters reduced to 65000 (approx). This is an unsigned vs long problem that we thought we had resolved in 2.1a, WHOOPS! Sorry!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enhancements added:&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notation:&lt;br /&gt;
&lt;br /&gt;
If anyone has any additional size problems or display problems please let us know. The only way we get these fixes in is when you, our users bring it to our attention.... MANY THANKS!!!&lt;br /&gt;
&lt;br /&gt;
=== 02/28/90  Release 2.1c ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bugs resolved:&lt;br /&gt;
&lt;br /&gt;
A couple of minor bugs have been resolved and the update posted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enhancements added:&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
===  02/04/90  Release 2.1b ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bugs resolved:&lt;br /&gt;
&lt;br /&gt;
A problem with BTRIEVE version 5.0 is causing the nightly cleanup to not function. Additionally the roster scores were incorrect. The problem is that BTRIEVE seems to loose its location in the database when an UPDATE is done. In order to resolve the problem I was forced to &amp;quot;re-get&amp;quot; the same record I just updated each time. This is a silly BUG for a &amp;quot;NOVELL COMPANY&amp;quot;.  Thanks guys!&lt;br /&gt;
&lt;br /&gt;
A display problem with the REPORT SYS command (troops line) was resolved.&lt;br /&gt;
&lt;br /&gt;
The cybertrons were modified to not pick on new players to hard until they had 50 kills in 2.0k. Some players have complained that the cybs come down too hard at that point. An additional level was added where they are tougher but not their toughest. Additionally the two kill levels that determine these levels are now set in the GALEMP.H file. They are GE_BE_NICE and GE_BE_EASY. You can change them if you like.&lt;br /&gt;
Enhancements added:&lt;br /&gt;
&lt;br /&gt;
Enhancements added:&lt;br /&gt;
&lt;br /&gt;
The scoring was fine tuned a little bit to resolve a scoring &amp;quot;loophole&amp;quot;. The problem was that cash and taxes were divided by 10 and the result added to the players score. This permited a player to jump from 3000 to 100000 in one night. To resolve this problem the cash and taxes are now divided by 1000 (or .1%) then added to the score. This means that 1,000,000 in cash and tax is worth 1,000 in points.&lt;br /&gt;
Notation:&lt;br /&gt;
&lt;br /&gt;
Notation:&lt;br /&gt;
&lt;br /&gt;
Release 2.1a has been extremly clean and as a result version 2.0b will be a general release version.&lt;br /&gt;
&lt;br /&gt;
THANKS TO ALL WHO HELPED BETA TEST.... WE REALLY APPRECIATE IT!!!&lt;br /&gt;
&lt;br /&gt;
- Mike &amp;amp; Jean -&lt;br /&gt;
&lt;br /&gt;
===  01/10/90  Release 2.1a ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bugs resolved:&lt;br /&gt;
&lt;br /&gt;
The problem of hyper-phasers hitting ships at great distances has been resolved. The hyper-phaser range now terminates at 25000.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A related problem that would cause the Cybertrons to home in on a ship after a failed lock on with missles has been resolved.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Players are no longer immune from cybertron attacks when orbiting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The problem of transfers being limited to 65535 items has been resolved.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many minor problems were resolved.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enhancements added:&lt;br /&gt;
&lt;br /&gt;
The coding that would permit a victorious player to capture the secret document that listed the other players planets and sectors has been re-added to the game. This feature can be optionally removed by commenting out the #define SHOWDOC in GALEMP.H. Additionally the odds of the document being captured can be modified by changing the #define RNDDOC statement. Refer to the GALEMP.H file for further instructions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The scoring has been enhanced to emphasize the planets more. The items on the planet count for a portion of a players total score in addition to the points for kills. This should have the effect of giving an advantage to players who can maintain an empire of planets, the original intent of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The roster now shows additionally, the number of planets a player has, and the total population of his empire. This should help other players rate the strength of the player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notation:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; ATTENTION ** ATTENTION ** ATTENTION ** ATTENTION ** ATTENTION *&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With this release the data bases changed. DO NOT IMPLEMENT THIS VERSION WITH THE DATABASES FROM PRIOR VERSIONS AS UNPREDICTABLE PROBLEMS MAY OCCUR!!!&lt;br /&gt;
&lt;br /&gt;
===  12/01/89  Release 2.0n ===&lt;br /&gt;
&lt;br /&gt;
Bugs resolved:&lt;br /&gt;
&lt;br /&gt;
A bug in the BUY command which permitted players to purchase more than their ships would carry was resolved. This bug was only a problem when the player typed BUY n &amp;lt;item name&amp;gt; where n was &amp;gt;32767 and less than 65535. Bet you &amp;quot;C&amp;quot; programmers know what I did wrong....oops..&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since this was a rather serious bug it was rushed out and is the only change from the prior release.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enhancements added:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notation&lt;br /&gt;
&lt;br /&gt;
===  11/08/89  Release 2.0m ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bugs resolved:&lt;br /&gt;
&lt;br /&gt;
Several bugs that were introduced in version 2.0l were resolved. Minor cleanup that shrinks the code size a bit were made.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enhancements added:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notation:&lt;br /&gt;
&lt;br /&gt;
===  10/27/89  Release 2.0l ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bugs resolved:&lt;br /&gt;
&lt;br /&gt;
A bug (in version 2.0k only) that causes the system to lockup was resolved. This is the only change in this release due to its critical nature.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enhancements added:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notation:&lt;br /&gt;
&lt;br /&gt;
===  10/17/89  Release 2.0k ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bugs resolved:&lt;br /&gt;
&lt;br /&gt;
A bug which cropped up when GE was combined with KYRANDIA and caused the SCAN SHIP function to scan invalid ships has been resolved.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Parameters changed:&lt;br /&gt;
&lt;br /&gt;
This is getting old, with the Cybertron homing code removed the Cybertrons were too easy. The Cybertrons now home again, they also play harder on players who have accumulated more than 50 kills. This lets the newer players get used to the game before the cybertrons get really nasty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enhancements added:&lt;br /&gt;
&lt;br /&gt;
The planet update function has been enhanced to cause the update to start at a random point in the galaxy rather than sector 101 everytime. This eliminates the advantage that owners of the lower sectors had.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notation:&lt;br /&gt;
&lt;br /&gt;
=== 06/17/89  Release 2.0j ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bugs resolved:&lt;br /&gt;
&lt;br /&gt;
A really strange bug which allowed a player with the name in the database that preceded Cyborg-1 alphabetically, to sit at the ship selection menu and watch as his channel became the Cyborg-1. He could see all the messages as if he were the captain of Cyborg-1 but could not enter any commands. This presented a chance of creating a BTRIEVE 4 ERROR if by chance both his channel, and channel 1 (presumming it had a Cyborg-1 on it also) got killed at the same time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Shields now get repaired at the time you get maintenance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Parameters changed:&lt;br /&gt;
&lt;br /&gt;
Everyone loved the fact that Cybertrons don&#039;t home on the lower class ships, but complained about the problem on all the big ships. I removed the homing code all together. We shall see how this improves play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enhancements added:&lt;br /&gt;
&lt;br /&gt;
Notation:&lt;br /&gt;
&lt;br /&gt;
While a player with a lower class ship will not be attacked unless the cybertrons are provoked, they can be provoked by ANY other player. This means that if a cybertron is close to a Heavy Freighter hauling stuff to a planet, and another player attacks the Cybertron, the Cybertron will begin to attack both players. Some have complained that this is not fair (who said Galactic Empire was fair) and others like it this way. Let me hear from you on this subject. Leave mail to Cyclops on MEGANET, or to Mmurdock on Galacticomm.&lt;br /&gt;
&lt;br /&gt;
=== 06/15/89  Release 2.0i ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bugs resolved:&lt;br /&gt;
&lt;br /&gt;
Several changes were made to the GEMSG.MSG file where unsigned ints were being displayed with %d designators instead of %u. This resolves display problems where some quantities of items, cash, or other values came up negative.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Several other really minor things got fixed, and frankly I don&#039;t remember what they all were.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cybertrons were still attacking Light Freighters, Heavy Freighters, and Inteceptors. Resolved.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Parameters changed:&lt;br /&gt;
&lt;br /&gt;
Cybertrons no longer home in on Freighters, and Inteceptors. This was getting to be a problem which made it difficult to get far from Sector 100 without getting blasted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enhancements added:&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
=== 05/30/89  Release 2.0h ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bugs resolved:&lt;br /&gt;
&lt;br /&gt;
The Hyper-Phasers were identical on all ship classes. This has been corrected to reflect the ships size and power. Be prepared for some flack from your users who used to kill anything with an Interceptor and who now will have a more difficult time facing larger ships. Cybertrons are a bit more difficult to kill since they are more powerfull than the smaller Inteceptor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The hyper-phasers could fire into sector 100. This has been changed to prevent anyone in sector 100 from incuring any damage from an intentional or stray hyper-phaser fired into 100.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cybertrons should not fire on a cloaked player anymore.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Parameters changed:&lt;br /&gt;
&lt;br /&gt;
CYB_MINCLASS changed to 3 to prevent cybertrons from attacking freighters first. They will attack when provoked. They will also fire on anyone and everyone who enters into an area where a battle it in progress. The area is defined by a circle with the radius defined in SCANRANGE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cybertrons now have Mark-3 Phasers and Mark-2 shields to toughen them up a bit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enhancements added:&lt;br /&gt;
&lt;br /&gt;
The parameter SCORE_F1 was added to allow you to adjust the bonus points awarded to the killer. Bonus points are calculated by taking the killed players score, dividing it by SCORE_F1, and adding the result to the ship kill points to give a total points awarded. Example: SHIP1 has 41255 points, and is flying a Dreadnought. When killed the attacking player will get 400 points for killing the dreadnought, plus 412 (41255/SCORE_F1) bonus points. This makes the players on the upper end of the top players list worth alot more and more prone to attack by other greedy players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The parameter SCORE_F2 was added to further let you adjust how scoreing is handled. SCORE_F2 is a percentage of the awarded points to subtract from the killed players score. This means that when a player kills another player the killed players score goes down by SCORE_F2 percent of the total points awarded to the killer.&lt;br /&gt;
&lt;br /&gt;
=== 05/17/89 Release 2.0g ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bugs resolved:&lt;br /&gt;
&lt;br /&gt;
Parameters changed:&lt;br /&gt;
&lt;br /&gt;
Cybertrons are now limited in how much cash they can have. This is to prevent the games economy from becoming too rich (kinda acts like the federal reserve). This amount is set by CYB_MAXCASH in GALEMP.h&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Freighters (and all ships in general) could not hold enough fighters to launch any sort of successfull attack against a planet. The weight of a fighter was lowered to 15 tons, and all the ships weight capacities increased.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enhancements added:&lt;br /&gt;
&lt;br /&gt;
Several sysops (and players) have complained about the scan functions not working around the &amp;quot;wrap&amp;quot; in the galaxy. To resolve this problem I have added an option for you to select the type of galaxy you wish. The option EDGEOPT in GEMSG.MSG will let you select a &amp;quot;wrapping&amp;quot; galaxy or a flat galaxy. In the flat galaxy, a player crossing the edge, is relocated randomly in the boundries of the galaxy. While this does not specifically resolve the problem, it does eliminate the problem from occuring since you can no longer &amp;quot;wrap&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== 05/16/89 Release 2.0f ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bugs resolved:&lt;br /&gt;
&lt;br /&gt;
The cybertrons were getting updated too opten causing unnecessary disk activity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The cybertrons would shoot at a player in sector 100.&lt;br /&gt;
Parameters changed:&lt;br /&gt;
&lt;br /&gt;
Parameters changed:&lt;br /&gt;
&lt;br /&gt;
Cybertrons accumulated a bit much cash in a day. CYB_ALLOW lowered a bit.&lt;br /&gt;
Hyperphasers sucked up too much energy each time they were fired. HPFIRAMT and HPMINFIR adjusted down.&lt;br /&gt;
&lt;br /&gt;
Hyperphasers sucked up too much energy each time they were fired. HPFIRAMT and HPMINFIR adjusted down.&lt;br /&gt;
&lt;br /&gt;
Hyperphasers didnt do enough damage. HPDAMMAX adjusted to 35.&lt;br /&gt;
Enhancements added:&lt;br /&gt;
&lt;br /&gt;
Enhancements added:&lt;br /&gt;
&lt;br /&gt;
None that I can remember (its 2am).&lt;br /&gt;
&lt;br /&gt;
=== 05/12/89 Release 2.0e ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bugs resolved:&lt;br /&gt;
&lt;br /&gt;
The strange bug which cause cybertrons to not be updated resurfaced. It should be resolved now... we hope!&lt;br /&gt;
Several minor nusance bugs were resolved.&lt;br /&gt;
&lt;br /&gt;
Several minor nusance bugs were resolved.&lt;br /&gt;
&lt;br /&gt;
Cybertrons were not getting into the roster all the time.&lt;br /&gt;
Parameters changed:&lt;br /&gt;
&lt;br /&gt;
Parameters changed:&lt;br /&gt;
&lt;br /&gt;
Cybertrons were now TOO good, we added some changes to even up the game a bit.&lt;br /&gt;
Cybertrons can not go faster than warp 4.0.&lt;br /&gt;
&lt;br /&gt;
Cybertrons can not go faster than warp 4.0.&lt;br /&gt;
&lt;br /&gt;
Since it was too difficult for new users to do much with just a light freighter, the first ship a player gets is now a Interceptor. This will allow players to start with a fighting ship and take on the cybertrons.&lt;br /&gt;
All ships come equiped with a Mark-1 Phaser and Shield system. This will permit players who are out of cash to still play and try to get more cash from killing another ship.&lt;br /&gt;
&lt;br /&gt;
All ships come equiped with a Mark-1 Phaser and Shield system. This will permit players who are out of cash to still play and try to get more cash from killing another ship.&lt;br /&gt;
&lt;br /&gt;
Enhancements added:&lt;br /&gt;
&lt;br /&gt;
The help command HELP CYBERTRON was added to help explain the cybertrons actions.&lt;br /&gt;
&lt;br /&gt;
===  05/09/89  Release 2.0d ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bugs resolved:&lt;br /&gt;
&lt;br /&gt;
Players could sit outside sector 100 and attack ships in the neutral zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cybertrons could not fire hyper-phasers properly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;range=&amp;quot; message was removed from the SCAN RANGE function.&lt;br /&gt;
&lt;br /&gt;
The debt display was removed from the REPORT ACCOUNT function.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cybertrons will now get updated on the roster properly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Parameters changed:&lt;br /&gt;
&lt;br /&gt;
The SCAN RANGE 9 was scanning too far, SCANADJ in galemp.h increased.&lt;br /&gt;
Enhancements added:&lt;br /&gt;
&lt;br /&gt;
Enhancements added:&lt;br /&gt;
&lt;br /&gt;
The Cybertrons will now attack a player with a more powerful ship with more than one cybertron. This makes it harder for the bigger ships to cruise the universe un-challanged.&lt;br /&gt;
&lt;br /&gt;
Cybertrons will now accumulate cash throughout the day makeing them more valuable when the system is less busy. The specific amount granted each &amp;quot;tick&amp;quot; is set with CYB_ALLOW in GALEMP.H.&lt;br /&gt;
&lt;br /&gt;
=== 05/07/89  Release 2.0c ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bugs resolved:&lt;br /&gt;
&lt;br /&gt;
Cybertrons would not regenerate right away after being killed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Planetary mail would not delete when read.&lt;br /&gt;
&lt;br /&gt;
Parameters changed:&lt;br /&gt;
&lt;br /&gt;
Freighters could not attack planets, yet were the only ships that could hold enough fighters to launch a successfull attack. The weight of a fighter was reduced to 25 tons, tripleing the number that each ship can hold. Heavy Freighters can now launch attacks on planets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A new parameter was added to the GEMSG.MSG file. The parameter SHOWYN will turn off the logging of informational &amp;quot;GE:&amp;quot; messages to the console when set to NO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enhancements added:&lt;br /&gt;
&lt;br /&gt;
Several functions in the game were enhanced to permit the ships to function beyond the current sector only. These changes are;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The scan functions were changed substantally. SCAN RANGE was enhanced to permit scanning beyond the current sector. SCAN RANGE 9 will provide the longest scan, about 25000 (as defined by SCANRANGE and SCANADJ in GALEMP.H) SCAN SHIP was enhanced to scan a ship that is not in the current sector. It too uses the SCANRANGE value as a maximum. The SCAN SHIP display was enhanced to display the sector number of the ship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The SCAN HYPERSPACE function was removed as it is duplicated by the enhanced SCAN RANGE function.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The MISSILE function was enhanced to permit missiles to lock on and be fired beyond the current sector.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Cybertrons programming was enhanced to permit it to better track another ship. A bug in its programming prevented them from firing hyperphasers properly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additional notes:&lt;br /&gt;
&lt;br /&gt;
The scan functions will always provide directions and distances as if the galaxy is flat. It will not take into account the &amp;quot;shortest route&amp;quot; that may be available by &amp;quot;wrapping&amp;quot; around the edge of the sector. I spent many hours working on a resolution, but the math is very complicated, and further work will be required. This problem will also account for some strange behaviour in Cybertrons when they are following a player who crosses the boundry.&lt;br /&gt;
&lt;br /&gt;
=== 05/01/89  Release 2.0b ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Resolved a major scoring bug;&lt;br /&gt;
&lt;br /&gt;
Players were able to kill another player and after destroying them was awarded the cash (or a portion) that was on the other ship. The cash was not deducted from the other players user record and as a result the total cash on hand in the universe kept multiplying dramatically. The Cybertrons soon became very very rich.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cybertrons still were too easy to kill for an experienced player. Some enhancements to their programming were made to permit them to fight better;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Resolved several minor problems&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Reduced code size 2k;&lt;br /&gt;
&lt;br /&gt;
===  04/29/89  Release 2.0a ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This was the first official release of Galactic Empire Version 2.0 outside of our BETA sites. It represents a major revision of features, strategy, and scoring from release 1.4.&lt;br /&gt;
Major features are;&lt;br /&gt;
&lt;br /&gt;
Major features are;&lt;br /&gt;
&lt;br /&gt;
the addition of Cybertron Robot ships to the game&lt;br /&gt;
&lt;br /&gt;
the addition of multiple kinds of ships from Light Freighter to Dreadnought&lt;br /&gt;
&lt;br /&gt;
the ability for a player to own multiple ships in his fleet&lt;br /&gt;
&lt;br /&gt;
a major change to the scoring where score is determined by the kills and not by the players wealth&lt;br /&gt;
&lt;br /&gt;
many many other minor improvements and enhancements&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
SUGGESTION ZONE - USER SUGGESTIONS FOR NEXT RELEASES&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You comments are suggested on these enhancements... Please leave them on the NETWORX support SIG as noted below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;===============================================================================&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Suggestions for enhancements and problem resolution can be made by leaving email on NETWORX (813) 541-5876 to the sysop, or in the MBM_GE sig on the same system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Our office phone is (813) 545-8050 and suggestions can be left there also.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additionally they may be mailed to us at the address below;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
M. B. Murdock &amp;amp; Associates&lt;br /&gt;
&lt;br /&gt;
P.O. Box 2194&lt;br /&gt;
&lt;br /&gt;
Pinellas Park, Fl 34665-2194&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;===============================================================================&amp;lt;/nowiki&amp;gt;&lt;/div&gt;</summary>
		<author><name>Manicpop</name></author>
	</entry>
	<entry>
		<id>https://manicpop.org/gewiki/index.php?title=Where_to_play_online&amp;diff=566</id>
		<title>Where to play online</title>
		<link rel="alternate" type="text/html" href="https://manicpop.org/gewiki/index.php?title=Where_to_play_online&amp;diff=566"/>
		<updated>2024-08-22T17:06:02Z</updated>

		<summary type="html">&lt;p&gt;Manicpop: /* Elwynor&amp;#039;s 32-bit version (&amp;quot;3.3&amp;quot;) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You can play Galactic Empire online on the following BBS systems:&lt;br /&gt;
&lt;br /&gt;
== Stock 3.2e ==&lt;br /&gt;
These boards have a standard Galactic Empire 3.2e with no apparent modifications to the game settings.&lt;br /&gt;
&lt;br /&gt;
* [http://tdod.org/ The Dawn of Demise] [telnet://tdod.org:3000/ telnet link]&lt;br /&gt;
* [https://www.telnetbbsguide.com/bbs/liquid-digital/ Liquid Digital] [telnet://98.212.225.126 telnet link]&lt;br /&gt;
* [http://soc4ever.com/ Swords of Chaos Forever] [telnet://bbs.soc4ever.com telnet link]&lt;br /&gt;
* [http://wabac.ccsnet.com/ The WABAC Machine] [telnet://bbs.ccsnet.com:23 telnet link]&lt;br /&gt;
&lt;br /&gt;
== Others ==&lt;br /&gt;
These boards offer a bit more of a challenge for experienced players.&lt;br /&gt;
* [https://thekeep.net/ The Keep] has Galactic Empire 3.2e with several modifications. Gold is more plentiful from destroying NPCs, but worth half as much. There are several high capacity freighters available. Maximum population on planets is lowered and maximum planetary defenses are raised. Several additional classes of hostile NPCs are included. [telnet://thekeep.net telnet link]&lt;br /&gt;
* [http://onix.org/ Onix] has Galactic Empire 3.2d with a wide variety of Star Trek-themed ships (both user ships and NPCs) and a massive 64000x64000 galaxy, and Galactic Empire Trainer 3.0p.3. [telnet://onixbbs.servebbs.com:2525 telnet link]&lt;br /&gt;
* [https://saturn5bbs.com/ Saturn 5] has Galactic Empire 3.2e with a modest bump in freighter capacity, one additional user ship, and a couple custom enemy NPCs. [telnet://bbs.saturn5bbs.com telnet link]&lt;br /&gt;
&lt;br /&gt;
== Elwynor&#039;s 32-bit version (&amp;quot;3.3&amp;quot;) ==&lt;br /&gt;
These boards run a version of Galactic Empire 3.2e ported to the 32-bit MBBS/WorldGroup platform by [http://www.elwynor.com/ Elwynor Technologies], but have otherwise stock settings.&lt;br /&gt;
&lt;br /&gt;
* [https://www.telnetbbsguide.com/bbs/dreamline-bbs/ Dreamline] [telnet://din.elwynor.com telnet link]&lt;br /&gt;
* [https://www.telnetbbsguide.com/bbs/ilefinian-castle/ Ilefinian Castle] [telnet://bbs.elwynor.com telnet link]&lt;br /&gt;
* [http://thepenaltybox.org/ The Penalty Box] [telnet://thepenaltybox.org telnet link]&lt;br /&gt;
* [http://www.seabreezegn.com/ Sea Breeze Gaming Network] [telnet://seabreeze.servegame.com telnet link]&lt;br /&gt;
* [https://starbase21.net/ Starbase 21] [telnet://bbs.starbase21.net telnet link]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you know of any others please [mailto:anthony@manicpop.org contact me].&lt;/div&gt;</summary>
		<author><name>Manicpop</name></author>
	</entry>
	<entry>
		<id>https://manicpop.org/gewiki/index.php?title=Weapons_and_combat&amp;diff=565</id>
		<title>Weapons and combat</title>
		<link rel="alternate" type="text/html" href="https://manicpop.org/gewiki/index.php?title=Weapons_and_combat&amp;diff=565"/>
		<updated>2024-07-12T23:58:26Z</updated>

		<summary type="html">&lt;p&gt;Manicpop: /* Maintenance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Phasers ==&lt;br /&gt;
&lt;br /&gt;
== Torpedoes ==&lt;br /&gt;
Torpedoes are a projectile weapon. Despite traveling at a speed of almost warp 16 (2441 [[Parsec|parsecs]]/[[centock]] [[MBMGEMSG.MSG#Weapons|by default]]), torpedoes cannot be fired by a vessel at warp, nor be fired at or hit a vessel at warp.&lt;br /&gt;
&lt;br /&gt;
Torpedoes contain a charge of their own and do not need to be charged from a ship&#039;s flux pile, unlike missiles.&lt;br /&gt;
&lt;br /&gt;
Torpedoes always hit their target unless the ship they are pursuing jumps to warp, or they are intercepted by a decoy.&lt;br /&gt;
&lt;br /&gt;
=== Use ===&lt;br /&gt;
To use torpedoes, a ship must be at impulse speed or a full stop. Shields will be lowered once a torpedo is fired, and will not raise again automatically.&lt;br /&gt;
&lt;br /&gt;
Enter:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;TOR [SHIP LETTER]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
for example, &amp;lt;code&amp;gt;TOR C&amp;lt;/code&amp;gt; to fire on ship C or &amp;lt;code&amp;gt;TOR @&amp;lt;/code&amp;gt; to fire on the locked on ship.&lt;br /&gt;
&lt;br /&gt;
Torpedoes will travel toward the specified ship until they hit their target, are intercepted by a decoy, or the target ship goes to warp.&lt;br /&gt;
&lt;br /&gt;
=== Offensive strategy ===&lt;br /&gt;
Torpedoes can only be fired while not at warp, and only at a ship that is not at warp.&lt;br /&gt;
&lt;br /&gt;
=== Defensive strategy ===&lt;br /&gt;
A player may make a quick jump to warp 1 or higher (even for as little as one centock) to cause any torpedoes pursuing them to lose their target lock and disappear. However, this will drop the player&#039;s shields, making them more vulnerable to phasers or hyper-phasers.&lt;br /&gt;
&lt;br /&gt;
A player can deploy [[Weapons and combat#Decoys|decoys]] to reduce (not eliminate) the chance of being hit by an incoming torpedo.&lt;br /&gt;
&lt;br /&gt;
== Missiles ==&lt;br /&gt;
Unlike torpedoes, missiles are capable of traveling at warp speed and hitting ships traveling at warp. Missiles must be charged from the ship&#039;s flux pile, and the more a missile is charged, the further it will travel and more damage it will do when it hits another ship.&lt;br /&gt;
&lt;br /&gt;
== Mines ==&lt;br /&gt;
&lt;br /&gt;
== Zippers ==&lt;br /&gt;
&lt;br /&gt;
== Decoys ==&lt;br /&gt;
&lt;br /&gt;
== Jammers ==&lt;br /&gt;
Jammers can be deployed from a ship to block the scanners of all ships in the area, including the ship using the jammer.&lt;br /&gt;
&lt;br /&gt;
=== Usage ===&lt;br /&gt;
Just enter &amp;lt;code&amp;gt;JAM&amp;lt;/code&amp;gt;. The jammer command does not have any options.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
Jammers are mainly a defensive weapon, and useful for covering a retreat. A ship commander that is on the losing end of battle may use a jammer, then try to escape at a high warp on a random heading. Successive jammers can be used to prolong the length of the jamming.&lt;br /&gt;
&lt;br /&gt;
Jammers can also be used offensively, for example in a sneak attack.&lt;br /&gt;
&lt;br /&gt;
== Lock ==&lt;br /&gt;
&lt;br /&gt;
== Maintenance ==&lt;br /&gt;
To repair your ship, you can purchase the services of a maintenance team while orbiting Zygor, Tahanian Station, or any planet with a population of at least 25,000 men&amp;lt;ref&amp;gt;GECMDS.C, line 4484&amp;lt;/ref&amp;gt;. If a planet has a trade password, it is required&amp;lt;ref&amp;gt;GECMDS.C, lines 4469-4482&amp;lt;/ref&amp;gt;. The price is 2500 in the neutral zone and 200 at any other planet.&lt;br /&gt;
&lt;br /&gt;
The duration of the maintenance is one centock plus one centock for every three percent of damage&amp;lt;ref&amp;gt;GECMDS.C, line 4516&amp;lt;/ref&amp;gt;. During the final centock of the repair process, any ship systems that are offline are repaired, the top speed of the warp engines is restored if it was lowered, and any charge in the shield bank is lowered to zero&amp;lt;ref&amp;gt;GEFUNCS.C, lines 411-421&amp;lt;/ref&amp;gt;. Unless you&#039;re in a hurry, recharge your shields after the maintenance is completed.&lt;br /&gt;
&lt;br /&gt;
If you break orbit, fire weapons, or are being targeted by another ship, the maintenance process ends.&lt;br /&gt;
&lt;br /&gt;
=== Usage ===&lt;br /&gt;
Just enter &amp;lt;code&amp;gt;MAI&amp;lt;/code&amp;gt;. If the planet has a trade password, enter &amp;lt;code&amp;gt;MAI [PASSWORD]&amp;lt;/code&amp;gt;.&lt;/div&gt;</summary>
		<author><name>Manicpop</name></author>
	</entry>
	<entry>
		<id>https://manicpop.org/gewiki/index.php?title=Commands&amp;diff=564</id>
		<title>Commands</title>
		<link rel="alternate" type="text/html" href="https://manicpop.org/gewiki/index.php?title=Commands&amp;diff=564"/>
		<updated>2024-07-12T22:50:58Z</updated>

		<summary type="html">&lt;p&gt;Manicpop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[Colonizing planets#Abandon a planet|abandon]]&lt;br /&gt;
&lt;br /&gt;
* [[Self-destruct#Abort|abort]]&lt;br /&gt;
* [[Colonizing planets|admin]]&lt;br /&gt;
&lt;br /&gt;
* [[Attacking planets|attack]]&lt;br /&gt;
* [[Items#Buy|buy]]&lt;br /&gt;
* [[Defensive systems#Cloak|cloak]]&lt;br /&gt;
* [[cls]]&lt;br /&gt;
* [[data]]&lt;br /&gt;
* [[Defensive systems#Decoy|decoy]]&lt;br /&gt;
* [[Self-destruct|destruct]]&lt;br /&gt;
* [[Neutron flux|flux]]&lt;br /&gt;
* [[Communications|freq]]&lt;br /&gt;
* [[help]] / ?&lt;br /&gt;
* [[Movement#Impulse|impulse]]&lt;br /&gt;
* [[Defensive systems#Jammer|jammer]]&lt;br /&gt;
* [[Items#Jettison|jettison]]&lt;br /&gt;
* [[Weapons and combat#Lock|lock]]&lt;br /&gt;
* [[Weapons and combat#Maintenance|maintenance]]&lt;br /&gt;
* [[Weapons and combat#Mines|mine]]&lt;br /&gt;
* [[Weapons and combat#Missiles|missile]]&lt;br /&gt;
* [[Movement#Navigation|navigate]]&lt;br /&gt;
* [[new]]&lt;br /&gt;
* [[orbit]]&lt;br /&gt;
* [[Weapons and combat#Phasers|phaser]]&lt;br /&gt;
* [[Colonizing planets#List of owned planets|planet]]&lt;br /&gt;
* [[Items#Price|price]]&lt;br /&gt;
* [[rename]]&lt;br /&gt;
* [[Reports and scans#Reports|report]]&lt;br /&gt;
* [[rg#]]&lt;br /&gt;
* [[Scoring#Roster|roster]]&lt;br /&gt;
* [[Movement#Rotation|rotate]]&lt;br /&gt;
* [[Reports and scans#Scans|scan]]&lt;br /&gt;
* [[Items#Sell|sell]]&lt;br /&gt;
* [[Communications#Sending messages|send]]&lt;br /&gt;
* [[SET|set]]&lt;br /&gt;
* [[Defensive systems#Shield|shield]]&lt;br /&gt;
* [[Attacking planets#Spies|spy]]&lt;br /&gt;
* [[Sysop commands|sys]]&lt;br /&gt;
* [[Teams and trade alliances|team]]&lt;br /&gt;
* [[Weapons and combat#Torpedoes|torpedo]]&lt;br /&gt;
* [[Items#Transfer|transfer]]&lt;br /&gt;
* [[Movement#Warp|warp]]&lt;br /&gt;
* [[who]]&lt;br /&gt;
* [[x]]&lt;br /&gt;
* [[Weapons and combat#Zippers|zipper]]&lt;/div&gt;</summary>
		<author><name>Manicpop</name></author>
	</entry>
	<entry>
		<id>https://manicpop.org/gewiki/index.php?title=Weapons_and_combat&amp;diff=563</id>
		<title>Weapons and combat</title>
		<link rel="alternate" type="text/html" href="https://manicpop.org/gewiki/index.php?title=Weapons_and_combat&amp;diff=563"/>
		<updated>2024-07-12T22:50:17Z</updated>

		<summary type="html">&lt;p&gt;Manicpop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Phasers ==&lt;br /&gt;
&lt;br /&gt;
== Torpedoes ==&lt;br /&gt;
Torpedoes are a projectile weapon. Despite traveling at a speed of almost warp 16 (2441 [[Parsec|parsecs]]/[[centock]] [[MBMGEMSG.MSG#Weapons|by default]]), torpedoes cannot be fired by a vessel at warp, nor be fired at or hit a vessel at warp.&lt;br /&gt;
&lt;br /&gt;
Torpedoes contain a charge of their own and do not need to be charged from a ship&#039;s flux pile, unlike missiles.&lt;br /&gt;
&lt;br /&gt;
Torpedoes always hit their target unless the ship they are pursuing jumps to warp, or they are intercepted by a decoy.&lt;br /&gt;
&lt;br /&gt;
=== Use ===&lt;br /&gt;
To use torpedoes, a ship must be at impulse speed or a full stop. Shields will be lowered once a torpedo is fired, and will not raise again automatically.&lt;br /&gt;
&lt;br /&gt;
Enter:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;TOR [SHIP LETTER]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
for example, &amp;lt;code&amp;gt;TOR C&amp;lt;/code&amp;gt; to fire on ship C or &amp;lt;code&amp;gt;TOR @&amp;lt;/code&amp;gt; to fire on the locked on ship.&lt;br /&gt;
&lt;br /&gt;
Torpedoes will travel toward the specified ship until they hit their target, are intercepted by a decoy, or the target ship goes to warp.&lt;br /&gt;
&lt;br /&gt;
=== Offensive strategy ===&lt;br /&gt;
Torpedoes can only be fired while not at warp, and only at a ship that is not at warp.&lt;br /&gt;
&lt;br /&gt;
=== Defensive strategy ===&lt;br /&gt;
A player may make a quick jump to warp 1 or higher (even for as little as one centock) to cause any torpedoes pursuing them to lose their target lock and disappear. However, this will drop the player&#039;s shields, making them more vulnerable to phasers or hyper-phasers.&lt;br /&gt;
&lt;br /&gt;
A player can deploy [[Weapons and combat#Decoys|decoys]] to reduce (not eliminate) the chance of being hit by an incoming torpedo.&lt;br /&gt;
&lt;br /&gt;
== Missiles ==&lt;br /&gt;
Unlike torpedoes, missiles are capable of traveling at warp speed and hitting ships traveling at warp. Missiles must be charged from the ship&#039;s flux pile, and the more a missile is charged, the further it will travel and more damage it will do when it hits another ship.&lt;br /&gt;
&lt;br /&gt;
== Mines ==&lt;br /&gt;
&lt;br /&gt;
== Zippers ==&lt;br /&gt;
&lt;br /&gt;
== Decoys ==&lt;br /&gt;
&lt;br /&gt;
== Jammers ==&lt;br /&gt;
Jammers can be deployed from a ship to block the scanners of all ships in the area, including the ship using the jammer.&lt;br /&gt;
&lt;br /&gt;
=== Usage ===&lt;br /&gt;
Just enter &amp;lt;code&amp;gt;JAM&amp;lt;/code&amp;gt;. The jammer command does not have any options.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
Jammers are mainly a defensive weapon, and useful for covering a retreat. A ship commander that is on the losing end of battle may use a jammer, then try to escape at a high warp on a random heading. Successive jammers can be used to prolong the length of the jamming.&lt;br /&gt;
&lt;br /&gt;
Jammers can also be used offensively, for example in a sneak attack.&lt;br /&gt;
&lt;br /&gt;
== Lock ==&lt;br /&gt;
&lt;br /&gt;
== Maintenance ==&lt;br /&gt;
To repair your ship, issue the&lt;/div&gt;</summary>
		<author><name>Manicpop</name></author>
	</entry>
	<entry>
		<id>https://manicpop.org/gewiki/index.php?title=Weapons_and_combat&amp;diff=562</id>
		<title>Weapons and combat</title>
		<link rel="alternate" type="text/html" href="https://manicpop.org/gewiki/index.php?title=Weapons_and_combat&amp;diff=562"/>
		<updated>2024-07-12T22:49:58Z</updated>

		<summary type="html">&lt;p&gt;Manicpop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Phasers ==&lt;br /&gt;
&lt;br /&gt;
== Torpedoes ==&lt;br /&gt;
Torpedoes are a projectile weapon. Despite traveling at a speed of almost warp 16 (2441 [[Parsec|parsecs]]/[[centock]] [[MBMGEMSG.MSG#Weapons|by default]]), torpedoes cannot be fired by a vessel at warp, nor be fired at or hit a vessel at warp.&lt;br /&gt;
&lt;br /&gt;
Torpedoes contain a charge of their own and do not need to be charged from a ship&#039;s flux pile, unlike missiles.&lt;br /&gt;
&lt;br /&gt;
Torpedoes always hit their target unless the ship they are pursuing jumps to warp, or they are intercepted by a decoy.&lt;br /&gt;
&lt;br /&gt;
=== Use ===&lt;br /&gt;
To use torpedoes, a ship must be at impulse speed or a full stop. Shields will be lowered once a torpedo is fired, and will not raise again automatically.&lt;br /&gt;
&lt;br /&gt;
Enter:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;TOR [SHIP LETTER]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
for example, &amp;lt;code&amp;gt;TOR C&amp;lt;/code&amp;gt; to fire on ship C or &amp;lt;code&amp;gt;TOR @&amp;lt;/code&amp;gt; to fire on the locked on ship.&lt;br /&gt;
&lt;br /&gt;
Torpedoes will travel toward the specified ship until they hit their target, are intercepted by a decoy, or the target ship goes to warp.&lt;br /&gt;
&lt;br /&gt;
=== Offensive strategy ===&lt;br /&gt;
Torpedoes can only be fired while not at warp, and only at a ship that is not at warp.&lt;br /&gt;
&lt;br /&gt;
=== Defensive strategy ===&lt;br /&gt;
A player may make a quick jump to warp 1 or higher (even for as little as one centock) to cause any torpedoes pursuing them to lose their target lock and disappear. However, this will drop the player&#039;s shields, making them more vulnerable to phasers or hyper-phasers.&lt;br /&gt;
&lt;br /&gt;
A player can deploy decoys to reduce (not eliminate) the chance of being hit by an incoming torpedo.&lt;br /&gt;
&lt;br /&gt;
== Missiles ==&lt;br /&gt;
Unlike torpedoes, missiles are capable of traveling at warp speed and hitting ships traveling at warp. Missiles must be charged from the ship&#039;s flux pile, and the more a missile is charged, the further it will travel and more damage it will do when it hits another ship.&lt;br /&gt;
&lt;br /&gt;
== Mines ==&lt;br /&gt;
&lt;br /&gt;
== Zippers ==&lt;br /&gt;
&lt;br /&gt;
== Decoys ==&lt;br /&gt;
&lt;br /&gt;
== Jammers ==&lt;br /&gt;
Jammers can be deployed from a ship to block the scanners of all ships in the area, including the ship using the jammer.&lt;br /&gt;
&lt;br /&gt;
=== Usage ===&lt;br /&gt;
Just enter &amp;lt;code&amp;gt;JAM&amp;lt;/code&amp;gt;. The jammer command does not have any options.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
Jammers are mainly a defensive weapon, and useful for covering a retreat. A ship commander that is on the losing end of battle may use a jammer, then try to escape at a high warp on a random heading. Successive jammers can be used to prolong the length of the jamming.&lt;br /&gt;
&lt;br /&gt;
Jammers can also be used offensively, for example in a sneak attack.&lt;br /&gt;
&lt;br /&gt;
== Lock ==&lt;br /&gt;
&lt;br /&gt;
== Maintenance ==&lt;br /&gt;
To repair your ship, issue the&lt;/div&gt;</summary>
		<author><name>Manicpop</name></author>
	</entry>
	<entry>
		<id>https://manicpop.org/gewiki/index.php?title=MBMGEMSG.MSG&amp;diff=561</id>
		<title>MBMGEMSG.MSG</title>
		<link rel="alternate" type="text/html" href="https://manicpop.org/gewiki/index.php?title=MBMGEMSG.MSG&amp;diff=561"/>
		<updated>2024-07-02T21:19:15Z</updated>

		<summary type="html">&lt;p&gt;Manicpop: /* Unused messages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following are values that can be configured by the sysop in the MBMGEMSG.MSG file:&lt;br /&gt;
&lt;br /&gt;
== BBS settings ==&lt;br /&gt;
PLAYKEY = what type of BBS user you need to be Galactic Empire&lt;br /&gt;
&lt;br /&gt;
REGNO = your [[registration]] number, required in order for Galactic Empire to function on your system.&lt;br /&gt;
&lt;br /&gt;
GEMNU = the name of the game on the BBS menu (by default, &amp;quot;Galactic Empire&amp;quot;). This value was used in version 5 of MajorBBS and has no effect in version 6.&lt;br /&gt;
&lt;br /&gt;
GESEL = the selection letter on the BBS menu (by default, G). Only used on MajorBBS 5.&lt;br /&gt;
&lt;br /&gt;
FREEBIES = 1 to allow non-paying users to play, 0 for no. Only used on MajorBBS 5.&lt;br /&gt;
&lt;br /&gt;
PROFON = profanity filter, yes or no&lt;br /&gt;
&lt;br /&gt;
SHOWOPT = debug level, 0 to 3&lt;br /&gt;
&lt;br /&gt;
LOGFLG = output log to file, yes or no&lt;br /&gt;
&lt;br /&gt;
USEGEMSG = use in-game mail system (yes) or send to user&#039;s BBS mailbox (no), default yes&lt;br /&gt;
&lt;br /&gt;
== Sysop ==&lt;br /&gt;
SYSKEY = what type of BBS user you need to be in order to use the [[Sysop commands|SYS]] command.&lt;br /&gt;
&lt;br /&gt;
SYSCMDS = allow [[Sysop commands|SYS]] command, default yes&lt;br /&gt;
&lt;br /&gt;
SYSONLY = only allow sysop to use SYS command, default yes (no means ANYONE can)&lt;br /&gt;
&lt;br /&gt;
== Files ==&lt;br /&gt;
GEUSER = user database, default [[MBMGEUSR.DAT]]&lt;br /&gt;
&lt;br /&gt;
GESHIP = ship database, default [[MBMGESHP.DAT]]&lt;br /&gt;
&lt;br /&gt;
GEMAIL = mail database, default [[MBMGEMAL.DAT]]&lt;br /&gt;
&lt;br /&gt;
GEPLNT = planet database, default [[MBMGEPLT.DAT]]&lt;br /&gt;
&lt;br /&gt;
GESHIPCL = runtime ship database, default MBMGESHP.MCV&lt;br /&gt;
&lt;br /&gt;
== Optional main menu selection ==&lt;br /&gt;
The &amp;quot;Whats New!&amp;quot; option of the main menu of Galactic Empire can be configured by the sysop to show something else. It can be turned off completely, or changed to have a different description and selection letter. When selected, it will display the contents of [[MBMGEMNU.TXT]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
OPTMENU = YES to show the option for the &amp;quot;Whats new!&amp;quot; on the main Galactic Empire menu, NO to turn it off.&lt;br /&gt;
&lt;br /&gt;
OPTTXT = The name of the optional menu entry (by default, &amp;quot;Whats New!&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
OPTCHR = The selection character of the optional menu entry (by default, N).&lt;br /&gt;
&lt;br /&gt;
== Players ==&lt;br /&gt;
MAXPLRS = max players allowed in the game at once, default 30&lt;br /&gt;
&lt;br /&gt;
MAXLIST = max top players shown on the roster, default 10&lt;br /&gt;
&lt;br /&gt;
MAXSHIPS = max ships a player can own, default 8&lt;br /&gt;
&lt;br /&gt;
MAXPLNTS = max planets a player can own, default 20&lt;br /&gt;
&lt;br /&gt;
MAILDAYS = how many days to save mail, 1 to 7, default 3&lt;br /&gt;
&lt;br /&gt;
STRTCASH = starting cash amount in 1000s, 1 to 32000, default 100 (100,000 Cs)&lt;br /&gt;
&lt;br /&gt;
== Sectors and planets ==&lt;br /&gt;
MAXPLSE = max planets that can appear in a sector, default 5&lt;br /&gt;
&lt;br /&gt;
SE100DAM = amount of damage done when attempting to fire in neutral zone, default 10, instant kill 101&lt;br /&gt;
&lt;br /&gt;
TRANSOPT = allow users to transfer items to planets they don&#039;t own, default yes&lt;br /&gt;
&lt;br /&gt;
PLANTOCK = how often to update planets, in minutes, default 360 (every six hours)&lt;br /&gt;
&lt;br /&gt;
PLODDS = how likely a sector will have planets, 1 (most likely) to 20 (least likely), default 3 (TO DO: what was changed in release 3.1c)&lt;br /&gt;
&lt;br /&gt;
WORMODDS = how likely a sector will have wormholes, 1 (least likely) to 100 (most likely), default 6&lt;br /&gt;
&lt;br /&gt;
== CPU ships ==&lt;br /&gt;
NUMSHIPS = number of CPU ships in the game, default 30 (TO DO: it says up to 256, but the listed range is 0 to 500, so investigate)&lt;br /&gt;
&lt;br /&gt;
MAXDROID = maximum amount of DROID (non-combatant) CPU ships, default 6&lt;br /&gt;
&lt;br /&gt;
TOOCLOSE = how close (in parsecs) a non-combative (that is, a ship with SXXCATK set to no in [[MBMGESHP.MSG]]) can get to a combative CPU ship before it attacks, 1 to 32000, default 2500 (actual value is random and between this value and twice this value)&lt;br /&gt;
&lt;br /&gt;
CYBGOLD = maximum amount of gold held by combative CPU ships, 0 to 32000, default 1200&lt;br /&gt;
&lt;br /&gt;
HYPDST1 = if combative CPU ships are more than this value of sectors away from player target use hyperwarp, 1 to 32000, default 25, must be larger than HYPDST2, new in 3.2c7&lt;br /&gt;
&lt;br /&gt;
HYPDST2 = if combative CPU ships are closer than this value of sectors away from player target use hyerwarp, 1 to 32000, default 10, must be smaller than HYPDST1, new in 3.2c7&lt;br /&gt;
&lt;br /&gt;
== Galaxy ==&lt;br /&gt;
UNIVMAX = radius of galaxy, 10 to 32000, default 300 (galaxy extends to sector 300 300 and -300 -300)&lt;br /&gt;
&lt;br /&gt;
UNIVWRAP = does galaxy wrap around, yes or no, added in version 3.2c.5&lt;br /&gt;
&lt;br /&gt;
MAXPLREC = maximum size of planet database in Kb, 10 to 32767, default 32767&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
TORFACT = range of torpedo lockon (TO DO: figure out and explain how this works)&lt;br /&gt;
&lt;br /&gt;
TDAMMAX = maximum damage % a torpedo can do, default 35 (TO DO)&lt;br /&gt;
&lt;br /&gt;
TORPSPED = speed of torpedo ([[Parsec|parsecs]] traveled per [[centock]]), 1 to 10000, default 2441&lt;br /&gt;
&lt;br /&gt;
MISFACT = range of missle lockon (TO DO)&lt;br /&gt;
&lt;br /&gt;
MDAMMAX = maximum damage % a missile can do, default 25 (TO DO)&lt;br /&gt;
&lt;br /&gt;
MISLSPED = speed of missile (parsecs traveled per centock), 1 to 10000, default 1212&lt;br /&gt;
&lt;br /&gt;
MISENGFC = ratio of flux pile power withdrawn to charge of missle, 1 to 2000, default 10 (e.g. MIS X 50000 withdraws 5000 from flux)&lt;br /&gt;
&lt;br /&gt;
NUMMINES = maximum number of mines allowed at once, default 12&lt;br /&gt;
&lt;br /&gt;
USRMINES = maximum number of mines per user allowed at once, default 3&lt;br /&gt;
&lt;br /&gt;
MNDAMMAX = maximum damage % from a mine, default 75&lt;br /&gt;
&lt;br /&gt;
DECODDS = odds in % of a decoy catching a missile or torpedo, default 11&lt;br /&gt;
&lt;br /&gt;
HPFIRDST = hyperphaser distance factor, 1 (longest) to 20 (shortest), default 5&lt;br /&gt;
&lt;br /&gt;
HPDAMMAX = maximum damage % of hyperphaser, 1 to 200, default 50&lt;br /&gt;
&lt;br /&gt;
PFIRDST = phaser distance factor, 1 (longest) to 20 (shortest), default 5&lt;br /&gt;
&lt;br /&gt;
PDAMMAX = maximum damage % of phaser, 1 to 200, default 50&lt;br /&gt;
&lt;br /&gt;
PHATOWRP = minimum class of (non-hyper) phaser required to hit a ship traveling at warp, default 3&lt;br /&gt;
&lt;br /&gt;
== Other ship functions ==&lt;br /&gt;
REPAIRRT = rate of spontaneous ship repair in %, default 6&lt;br /&gt;
&lt;br /&gt;
JAMTIME = length of jammer, 1 to 10, default 3 (TO DO: explain how this works)&lt;br /&gt;
&lt;br /&gt;
CLENGUSE = amount of flux used per centock by cloak, 1 to 32000, default 7500&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
SCRBONUS = maximum bonus for killing top scoring players, 1 to 32700, default 1000 (1000 points for killing top player, 500 for player 2, 333 for player 3, etc), new in 3.1c&lt;br /&gt;
&lt;br /&gt;
SCRFACT = when bonus is awarded, percentage of points to deduct from killed player, default 35 (loser would lose 350 points if winner gets 1000), new in 3.1c&lt;br /&gt;
&lt;br /&gt;
CHGLOSER = % that a killed player loses of their cash which is awarded to the winner, default 2&lt;br /&gt;
&lt;br /&gt;
TEAMBONU = bonus points (x100) added to team score for each player in a team, 0 to 32000, default 5 (500)&lt;br /&gt;
&lt;br /&gt;
TEAMMAX = max members on a team, 0 to 32000, default 10&lt;br /&gt;
&lt;br /&gt;
== Neutral zone planets ==&lt;br /&gt;
S00PLNUM = number of planets in neutral zone, 3 to 9, default 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Below are the options for planet 1 in the neutral zone, called Zygor by default. Other planets in the neutral zone can be defined by changing the other S00P&amp;lt;u&amp;gt;X&amp;lt;/u&amp;gt; values, for example S00P2 for the second planet. The neutral zone must have at least three planets, one of which must be type 1 (Zygor/trading planet), one of which must be type 2 (Tahanian Station/population planet), and one of which must be type 0 (Enforcer Planet). Other planets and wormholes can be defined, up to the maximum of nine in a sector. You may have more planets in the neutral zone than the value of MAXPLSE. If you change a planet&#039;s owner to the name of a player in the game, this player will be able to administer the planet.&lt;br /&gt;
&lt;br /&gt;
If you change the name of Zygor and/or Tahanian Station, you may want to search through MBMGEMSG.MSG and [[MBMGEHLP.MSG]] to change all references to those planets to their new names, as the game will not do so automatically.&lt;br /&gt;
&lt;br /&gt;
S00P1DEF = is there a planet 1, default yes&lt;br /&gt;
&lt;br /&gt;
S00P1NM = planet 1 name, default Zygor&lt;br /&gt;
&lt;br /&gt;
S00P1OWN = planet 1 owner, default *EMPIRE*&lt;br /&gt;
&lt;br /&gt;
S00P1TYP = planet 1 type (0 normal, 1 Zygor, 2 Tahanian Station, 3 wormhole)&lt;br /&gt;
&lt;br /&gt;
S00P1X = X coordinate of planet 1, default 5000&lt;br /&gt;
&lt;br /&gt;
S00P1Y = Y coordinate of planet 1, default 5000&lt;br /&gt;
&lt;br /&gt;
S00P1ENV = planet 1 environment (0 poor, 1 marginal, 2 good, 3 very good), default 3&lt;br /&gt;
&lt;br /&gt;
S00P1RES = planet 1 resources (0 poor, 1 marginal, 2 good, 3 very good), default 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The remaining planets (up to the amount of S00PLNUM) needed to be configured as well, by editing the values beginning with S00P2, S00P3, and so on.&lt;br /&gt;
&lt;br /&gt;
== Maximum amount of items on a planet ==&lt;br /&gt;
The maximum amount of a particular item that can be maintained on a marginal/marginal planet without a planetary cash bonus. The range for all options is 0 to [[wikipedia:2,147,483,647|2147483647]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ITMPL01 = maximum men on a planet, default 201228378&lt;br /&gt;
&lt;br /&gt;
ITMPL02 = maximum missiles on a planet, default 39633&lt;br /&gt;
&lt;br /&gt;
ITMPL03 = maximum torpedoes on a planet, default 59833&lt;br /&gt;
&lt;br /&gt;
ITMPL04 = maximum ion cannons on a planet, default 250&lt;br /&gt;
&lt;br /&gt;
ITMPL05 = maximum flux pods on a planet, default 923&lt;br /&gt;
&lt;br /&gt;
ITMPL06 = maximum food cases on a planet, default 187312837&lt;br /&gt;
&lt;br /&gt;
ITMPL07 = maximum fighters on a planet, default 579332&lt;br /&gt;
&lt;br /&gt;
ITMPL08 = maximum decoys on a planet, default 5399&lt;br /&gt;
&lt;br /&gt;
ITMPL09 = maximum troops on a planet, default 201228378&lt;br /&gt;
&lt;br /&gt;
ITMPL10 = maximum zippers on a planet, default 5233&lt;br /&gt;
&lt;br /&gt;
ITMPL11 = maximum jammers on a planet, default 25928&lt;br /&gt;
&lt;br /&gt;
ITMPL12 = maximum mines on a planet, default 25867&lt;br /&gt;
&lt;br /&gt;
ITMPL13 = maximum gold on a planet, default 10000&lt;br /&gt;
&lt;br /&gt;
ITMPL14 = maximum spys on a planet, default 5&lt;br /&gt;
&lt;br /&gt;
(ITMPL15 through ITMPL25 are defined and marked as &amp;quot;reserved for expansion&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
== Item weight ==&lt;br /&gt;
The weight of 100 units of a particular item. The range for all options is 0 to [[wikipedia:2,147,483,647|2147483647]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ITMWT01 = weight of 100 men, default 100&lt;br /&gt;
&lt;br /&gt;
ITMWT02 = weight of 100 missiles, default 500&lt;br /&gt;
&lt;br /&gt;
ITMWT03 = weight of 100 torpedoes, default 300&lt;br /&gt;
&lt;br /&gt;
ITMWT04 = weight of 100 ion cannons, default 25000&lt;br /&gt;
&lt;br /&gt;
ITMWT05 = weight of 100 flux pods, default 2000&lt;br /&gt;
&lt;br /&gt;
ITMWT06 = weight of 100 food cases, default 200&lt;br /&gt;
&lt;br /&gt;
IMTWT07 = weight of 100 fighters, default 1500&lt;br /&gt;
&lt;br /&gt;
IMTWT08 = weight of 100 decoys, default 300&lt;br /&gt;
&lt;br /&gt;
ITMWT09 = weight of 100 troops, default 200&lt;br /&gt;
&lt;br /&gt;
ITMWT10 = weight of 100 zippers, default 500&lt;br /&gt;
&lt;br /&gt;
ITMWT11 = weight of 100 jammers, default 400&lt;br /&gt;
&lt;br /&gt;
ITMWT12 = weight of 100 mines, default 500&lt;br /&gt;
&lt;br /&gt;
ITMWT13 = weight of 100 gold, default 50&lt;br /&gt;
&lt;br /&gt;
ITMWT14 = weight of 100 spy, default 100&lt;br /&gt;
&lt;br /&gt;
(ITMWT15 through 25 are defined and and marked as &amp;quot;reserved for expansion&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
== Point value of items ==&lt;br /&gt;
How many points a player is given for keeping these items on a planet they own. This value is divided by PLTVDIV to determine the actual points awarded. By default, a player is only awarded points for keeping men on a planet, all other items are set to 0. The range is 0 to 201288837.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ITMWT01 = point value of men, default 10&lt;br /&gt;
&lt;br /&gt;
(ITMWT02 through 14 default to 0, ITMWT15 through 25 are defined and unused)&lt;br /&gt;
&lt;br /&gt;
== Planet item production rate ==&lt;br /&gt;
How many units of an item that 10,000 men will create in 42 planetary cycles (about a week and half with default settings). This is affected by tax rate, planet quality, and work assignments. For example, the default value of ITMMH03 is 500. This means that a population of 10000 men would create 11 torpedoes (11.9047... rounded down) per planetary cycle given a zero % tax rate, marginal environment and resources, no planetary cash bonus, and 100% of work assignments assigned to men. The range is 0 to 201288837.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ITMMH01 = production rate of men, default 3500&lt;br /&gt;
&lt;br /&gt;
ITMMH02 = production rate of missiles, default 300&lt;br /&gt;
&lt;br /&gt;
ITMMH03 = production rate of torpedoes, default 500&lt;br /&gt;
&lt;br /&gt;
ITMMH04 = production rate of ion cannons, default 4&lt;br /&gt;
&lt;br /&gt;
ITMMH05 = production rate of flux pods, default 200&lt;br /&gt;
&lt;br /&gt;
ITMMH06 = production rate of food cases, default 8000&lt;br /&gt;
&lt;br /&gt;
ITMMH07 = production rate of fighters, default 100&lt;br /&gt;
&lt;br /&gt;
ITMMH08 = production rate of decoys, default 900&lt;br /&gt;
&lt;br /&gt;
ITMMH09 = production rate of troops, default 200&lt;br /&gt;
&lt;br /&gt;
ITMMH10 = production rate of zippers, default 100&lt;br /&gt;
&lt;br /&gt;
ITMMH11 = production rate of jammers, default 300&lt;br /&gt;
&lt;br /&gt;
ITMMH12 = production rate of mines, default 500&lt;br /&gt;
&lt;br /&gt;
ITMMH13 = production rate of gold, default 30&lt;br /&gt;
&lt;br /&gt;
ITMMH14 = production rate of spys, default 20&lt;br /&gt;
&lt;br /&gt;
(ITMMH15 through 25 are defined and marked as reserved)&lt;br /&gt;
&lt;br /&gt;
== Base prices ==&lt;br /&gt;
(TO DO: explain how base prices work), range is 1 to 3200&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ITMPR01 = base price of men, default 2&lt;br /&gt;
&lt;br /&gt;
ITMPR02 = base price of missiles, default 20&lt;br /&gt;
&lt;br /&gt;
ITMPR03 = base price of torpedoes, default 7&lt;br /&gt;
&lt;br /&gt;
ITMPR04 = base price of ion cannons, default 33&lt;br /&gt;
&lt;br /&gt;
ITMPR05 = base price of flux pods, default 200&lt;br /&gt;
&lt;br /&gt;
ITMPR06 = base price of food cases, default 2&lt;br /&gt;
&lt;br /&gt;
ITMPR07 = base price of fighters, default 50&lt;br /&gt;
&lt;br /&gt;
ITMPR08 = base price of decoys, default 18&lt;br /&gt;
&lt;br /&gt;
ITMPR09 = base price of troops, default 1&lt;br /&gt;
&lt;br /&gt;
ITMPR10 = base price of zippers, default 99&lt;br /&gt;
&lt;br /&gt;
ITMPR11 = base price of mines, default 21&lt;br /&gt;
&lt;br /&gt;
ITMPR12 = base price of jammers, default 16&lt;br /&gt;
&lt;br /&gt;
ITMPR13 = base price of gold, default 1000&lt;br /&gt;
&lt;br /&gt;
ITMPR14 = base price of spys, default 100&lt;br /&gt;
&lt;br /&gt;
(ITMPR15 through 25 are defined and reserved)&lt;br /&gt;
&lt;br /&gt;
== Shield prices ==&lt;br /&gt;
The price of upgrading your shields at Zygor. You are given a 2/3rd credit for your existing shields when changing. Range is from 1 to 201288837. Changing these values does not change what is displayed by entering [[MBMGEHLP.MSG#HELP NEWPRICE|HELP NEWPRICE]], so make sure to update [[MBMGEHLP.MSG]] to match.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
SHLDPR01 = price for Mark-1 shields, default 5000&lt;br /&gt;
&lt;br /&gt;
SHLDPR02 = price for Mark-2 shields, default 10000&lt;br /&gt;
&lt;br /&gt;
SHLDPR03 = price for Mark-3 shields, default 40000&lt;br /&gt;
&lt;br /&gt;
SHLDPR04 = price for Mark-4 shields, default 100000&lt;br /&gt;
&lt;br /&gt;
SHLDPR05 = price for Mark-5 shields, default 250000&lt;br /&gt;
&lt;br /&gt;
SHLDPR06 = price for Mark-6 shields, default 500000&lt;br /&gt;
&lt;br /&gt;
SHLDPR07 = price for Mark-7 shields, default 750000&lt;br /&gt;
&lt;br /&gt;
SHLDPR08 = price for Mark-8 shields, default 1100000&lt;br /&gt;
&lt;br /&gt;
SHLDPR09 = price for Mark-9 shields, default 1500000&lt;br /&gt;
&lt;br /&gt;
SHLDPR10 = price for Mark-10 shields, default 2500000&lt;br /&gt;
&lt;br /&gt;
SHLDPR11 = price for Mark-11 shields, default 4000000&lt;br /&gt;
&lt;br /&gt;
SHLDPR12 = price for Mark-12 shields, default 6000000&lt;br /&gt;
&lt;br /&gt;
SHLDPR13 = price for Mark-13 shields, default 8000000&lt;br /&gt;
&lt;br /&gt;
SHLDPR14 = price for Mark-14 shields, default 10000000&lt;br /&gt;
&lt;br /&gt;
SHLDPR15 = price for Mark-15 shields, default 30000000&lt;br /&gt;
&lt;br /&gt;
SHLDPR16 = price for Mark-16 shields, default 50000000&lt;br /&gt;
&lt;br /&gt;
SHLDPR17 = price for Mark-17 shields, default 80000000&lt;br /&gt;
&lt;br /&gt;
SHLDPR18 = price for Mark-18 shields, default 120000000&lt;br /&gt;
&lt;br /&gt;
SHLDPR19 = price for Mark-19 shields, default 200000000&lt;br /&gt;
&lt;br /&gt;
== Phaser prices ==&lt;br /&gt;
The price of upgrading your phaser at Zygor. You are given a 2/3rd credit for your existing phaser when changing. Range is from 1 to 201288837. Changing these values does not change what is displayed by entering [[MBMGEHLP.MSG#HELP NEWPRICE|HELP NEWPRICE]], so make sure to update [[MBMGEHLP.MSG]] to match.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PHSRPR01 = price for Mark-1 shields, default 5000&lt;br /&gt;
&lt;br /&gt;
PHSRPR02 = price for Mark-2 shields, default 10000&lt;br /&gt;
&lt;br /&gt;
PHSRPR03 = price for Mark-3 shields, default 40000&lt;br /&gt;
&lt;br /&gt;
PHSRPR04 = price for Mark-4 shields, default 100000&lt;br /&gt;
&lt;br /&gt;
PHSRPR05 = price for Mark-5 shields, default 220000&lt;br /&gt;
&lt;br /&gt;
PHSRPR06 = price for Mark-6 shields, default 400000&lt;br /&gt;
&lt;br /&gt;
PHSRPR07 = price for Mark-7 shields, default 650000&lt;br /&gt;
&lt;br /&gt;
PHSRPR08 = price for Mark-8 shields, default 900000&lt;br /&gt;
&lt;br /&gt;
PHSRPR09 = price for Mark-9 shields, default 1200000&lt;br /&gt;
&lt;br /&gt;
PHSRPR10 = price for Mark-10 shields, default 2000000&lt;br /&gt;
&lt;br /&gt;
PHSRPR11 = price for Mark-11 shields, default 3800000&lt;br /&gt;
&lt;br /&gt;
PHSRPR12 = price for Mark-12 shields, default 5000000&lt;br /&gt;
&lt;br /&gt;
PHSRPR13 = price for Mark-13 shields, default 7000000&lt;br /&gt;
&lt;br /&gt;
PHSRPR14 = price for Mark-14 shields, default 9000000&lt;br /&gt;
&lt;br /&gt;
PHSRPR15 = price for Mark-15 shields, default 15000000&lt;br /&gt;
&lt;br /&gt;
PHSRPR16 = price for Mark-16 shields, default 30000000&lt;br /&gt;
&lt;br /&gt;
PHSRPR17 = price for Mark-17 shields, default 60000000&lt;br /&gt;
&lt;br /&gt;
PHSRPR18 = price for Mark-18 shields, default 100000000&lt;br /&gt;
&lt;br /&gt;
PHSRPR19 = price for Mark-19 shields, default 200000000&lt;br /&gt;
&lt;br /&gt;
== Planet points divisor ==&lt;br /&gt;
PLTVDIV = (TO DO explain how this works)&lt;br /&gt;
&lt;br /&gt;
PLTVCASH = each 1m of cash on a planet (both bank and taxes) is worth this many points, range 1 to 201288837, default 10&lt;br /&gt;
&lt;br /&gt;
== Planetary attack ==&lt;br /&gt;
IDAMMAX = maximum damage % from ion cannon per shot, default 50 &lt;br /&gt;
&lt;br /&gt;
PLATTRF1 = Efficiency of defending troops taking out attacking fighters, default 18. There is a 60% chance that a planet with more than 500 troops will take out some fighters before the fighter-on-fighter combat begins.&amp;lt;ref&amp;gt;GECMDS.C, line 3834-3839&amp;lt;/ref&amp;gt; When this occurs, a random value between 0.05 and 0.05 plus this value divided by 100 is generated (using the default, between 0.05 and 0.23). This random value is multiplied by the amount of attacking fighters to determine the amount of attacking fighters to eliminate.&lt;br /&gt;
&lt;br /&gt;
PLATTRF2 = Efficiency of defending fighters taking out attacking fighters, default 100. For each attack, a random value between 0.20 and 0.20 plus this value divided by 100 is generated (using the default, between 0.20 and 1.20). This random value is multiplied by the amount of defending fighters to determine the amount of attacking fighters to eliminate. If this amount is equal to or more than the amount of attacking fighters, all fighters are lost. &lt;br /&gt;
&lt;br /&gt;
PLATTRF3 = Efficiency of attacking fighters taking out defending fighters, default 55. For each attack, a random value between 0.20 and 0.20 plus this value divided by 100 is generated (using the default, between 0.20 and 0.75). &lt;br /&gt;
&lt;br /&gt;
PLATTRT1 = Efficiency of defending troops taking out attacking troops, default value 125. For each attack, a random value between 0.25 and 0.25 plus this value divided by 100 is generated (using the default, between 0.25 and 1.5). This random value is multiplied by the amount of defending troops to determine the amount of attacking troops to eliminate. If this amount is equal to or more than the amount of attacking troops, all attacking troops are lost.&lt;br /&gt;
&lt;br /&gt;
PLATTRT2 = Efficiency of attacking troops taking out defending troops, default value 35. For each attack, a random value between 0.1 and and 0.1 plus this value divided by 100 is generated (using the default, between 0.1 and 0.45). This random value is multiplied by the amount of attacking troops to determine the amount of defending troops to eliminate. If this amount is equal to or more than the amount of defending troops, all defending troops are lost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(The rest of the file is the text of menus, messages from the helm, hailing messages from CPU ships, and more, all of which can be edited.)&lt;br /&gt;
&lt;br /&gt;
== Unused messages ==&lt;br /&gt;
Several messages exist in MBMGEMSG.MSG that either were used in previous versions of Galactic Empire but unused in 3.2e, or were being considered for future versions but never implemented. These include:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Enter warp factor (0 - 100)&amp;quot;&lt;br /&gt;
* &amp;quot;Sorry Sir, we cannot fire with the shields up.&amp;quot;&lt;br /&gt;
* &amp;quot;Sir, we cannot rotate while we are moving!!&amp;quot; — still referenced in the game&#039;s code, but can&#039;t actually be triggered.&amp;lt;ref&amp;gt;GECMDS.C, lines 685 and 717&amp;lt;/ref&amp;gt; Used prior to version 3.2d.&amp;lt;ref&amp;gt;[[GEREADME.DOC#03/06/94 Release 3.2d]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
*&amp;quot;Sorry Sir! Sector scans are impossible in Hyperspace.&amp;quot; — probably used in version 2.x.&lt;br /&gt;
*&amp;quot;Sorry Sir! The Hyper Scanners only work when we are in Hyperspace.&amp;quot; — probably used in version 2.x.&lt;br /&gt;
*&amp;quot;Sorry Sir! The Long Range Scanners only work when we are in Hyperspace.&amp;quot; — still referenced in the game&#039;s code, but can&#039;t actually be triggered.&amp;lt;ref&amp;gt;GECMDS.C, line 2739&amp;lt;/ref&amp;gt; Probably used in version 2.x.&lt;br /&gt;
*&amp;quot;WHAT!!!! You lost your last ship! Giving you another ship is against my better judgment. But since you insist....&amp;quot;&lt;br /&gt;
*&amp;quot;I am very sorry, but the Galactic Monetary Reserve Bank has marked you a credit risk due to your outstanding debt, and has reduced the cash advance you are permitted.&amp;quot;&lt;br /&gt;
*&amp;quot;The ships Quartermaster reports our food reserves are getting low, Sir!&amp;quot;&lt;br /&gt;
*&amp;quot;The galley reports we are out of food Sir! The men are fighting over what little supplies are left. We must replenish our supplies soon!&amp;quot;&lt;br /&gt;
*&amp;quot;We can&#039;t own a Wormhole!!!&amp;quot; — there is code in the game to handle trying to administer a wormhole&amp;lt;ref&amp;gt;GECMDS.C, lines 3477-3482&amp;lt;/ref&amp;gt;, but since you can&#039;t orbit a wormhole, it&#039;s impossible to trigger it.&lt;br /&gt;
*&amp;quot;We have lost %s fighter(s) Sir!&amp;quot;&lt;br /&gt;
*&amp;quot;Uh oh! You have slipped to the #%d position in the Top Ten Players list.&amp;quot;&lt;br /&gt;
*&amp;quot;Congratulations!! You are now #%d in the Top Ten Players list.&amp;quot;&lt;br /&gt;
*&amp;quot;**** Hi score totals Reset ****&amp;quot;&lt;br /&gt;
*&amp;quot;Civilian Population...   %u&amp;quot; &amp;quot;Troops................   %u&amp;quot; &amp;quot;Missiles...............   %u&amp;quot; &amp;quot;Torpedoes..............   %u&amp;quot; &amp;quot;Ion Cannons...........   %u&amp;quot; &amp;quot;Fighters..............   %u&amp;quot; &amp;quot;Neutron Flux Pods......   %u&amp;quot; &amp;quot;Food Lots.............   %u&amp;quot; — all from an older version of the SCAN command&lt;br /&gt;
*&amp;quot;Hyperspace Scan  (s:%d %d)&amp;quot; — used in the SCAN HY command in version 2.x, the code for which is still in the game be can&#039;t be triggered.&lt;br /&gt;
*&amp;quot;Sorry Sir! The scanners cannot show planet detail from hyperspace.&amp;quot; — probably also used in 2.x.&lt;br /&gt;
*&amp;quot;Sorry Sir! The scanners cannot show ship detail from hyperspace.&amp;quot; — probably also used in 2.x.&lt;br /&gt;
*&amp;quot;USER-ID ...... OPTION SELECTED&amp;quot;&lt;br /&gt;
*&amp;quot;(line %02d)  ... (log-on)&amp;quot;&lt;br /&gt;
*&amp;quot;(line %02d)  ... (sign-up)&amp;quot;&lt;br /&gt;
*&amp;quot;%-11s... %s&amp;quot;&lt;br /&gt;
*&amp;quot;Warnings to intruders....... %c&amp;quot; — apparently shown in the ADMINSTER command in older versions, but disabled in 3.2e.&amp;lt;ref&amp;gt;GEMAIN.C, line 3023&amp;lt;/ref&amp;gt;&lt;br /&gt;
*&amp;quot;You currently have in your fleet...&amp;quot;&lt;br /&gt;
*&amp;quot;You are being transported to your %s The %s...&amp;quot;&lt;br /&gt;
*&amp;quot;We can&#039;t spy on a wormhole!!!&amp;quot; — there is code in the game to handle trying to spy on a wormhole&amp;lt;ref&amp;gt;GECMDS.C, lines 6055-6060&amp;lt;/ref&amp;gt;, but since you can&#039;t orbit a wormhole, it&#039;s impossible to trigger it.&lt;/div&gt;</summary>
		<author><name>Manicpop</name></author>
	</entry>
	<entry>
		<id>https://manicpop.org/gewiki/index.php?title=Source_code&amp;diff=560</id>
		<title>Source code</title>
		<link rel="alternate" type="text/html" href="https://manicpop.org/gewiki/index.php?title=Source_code&amp;diff=560"/>
		<updated>2024-06-29T17:21:33Z</updated>

		<summary type="html">&lt;p&gt;Manicpop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Galactic Empire&#039;s source code was released under the [https://www.gnu.org/licenses/old-licenses/gpl-2.0.en.html GNU General Public License (GPLv2)] in 2002 by Mike Murdock and posted here: [https://sourceforge.net/p/gnu-ge/code/ https://sourceforge.net/p/gnu-ge/code/]&lt;br /&gt;
&lt;br /&gt;
It was moved to [https://github.com/bsimser/ge https://github.com/bsimser/ge] in 2016 by Bil Simser and relicensed under the [https://opensource.org/licenses/MIT MIT license].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Files from source&lt;br /&gt;
&lt;br /&gt;
GECMDS.C&lt;br /&gt;
&lt;br /&gt;
GECYBS.C&lt;br /&gt;
&lt;br /&gt;
GEDROIDS.C&lt;br /&gt;
&lt;br /&gt;
GEFUNCS.C&lt;br /&gt;
&lt;br /&gt;
GEGLOBAL.H&lt;br /&gt;
&lt;br /&gt;
GELIB.C&lt;br /&gt;
&lt;br /&gt;
GEMAIN.C&lt;br /&gt;
&lt;br /&gt;
GEMAIN.H&lt;br /&gt;
&lt;br /&gt;
GEPLANET.C&lt;br /&gt;
&lt;br /&gt;
GEPROTO.H&lt;br /&gt;
&lt;br /&gt;
GESAMPLE.C&lt;br /&gt;
&lt;br /&gt;
MBMGEGRF.C&lt;br /&gt;
&lt;br /&gt;
MBMGEMP.LNK&lt;br /&gt;
&lt;br /&gt;
MBMGEMP.MAK&lt;br /&gt;
&lt;br /&gt;
README.TXT&lt;br /&gt;
&lt;br /&gt;
SECURE.C&lt;br /&gt;
&lt;br /&gt;
SECURE.H&lt;/div&gt;</summary>
		<author><name>Manicpop</name></author>
	</entry>
	<entry>
		<id>https://manicpop.org/gewiki/index.php?title=MBMGEHLP.MSG&amp;diff=559</id>
		<title>MBMGEHLP.MSG</title>
		<link rel="alternate" type="text/html" href="https://manicpop.org/gewiki/index.php?title=MBMGEHLP.MSG&amp;diff=559"/>
		<updated>2024-06-29T17:17:57Z</updated>

		<summary type="html">&lt;p&gt;Manicpop: /* HELP GALAXY */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://www.manicpop.org/gewiki/orig_docs/MBMGEHLP.MSG Download original file]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Galactic Empire Help Message Database&lt;br /&gt;
&lt;br /&gt;
Version 3.2c&lt;br /&gt;
&lt;br /&gt;
== HELP ==&lt;br /&gt;
Help is available on the following commands and topics:&lt;br /&gt;
&lt;br /&gt;
Commands: abandon abort admin attack buy cloak cls decoy destruct flux freq help impulse jammer jettison maintenance mine missile new orbit phaser planet price rename report roster rotate scan sell send set shield spy team torpedo transfer warp zipper&lt;br /&gt;
&lt;br /&gt;
Topics: battle class communicate cybertron galaxy moving planets scoring sector starting strategy wormholes&lt;br /&gt;
&lt;br /&gt;
Issue the help command as follows;&lt;br /&gt;
&lt;br /&gt;
help [&amp;lt;topic&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
topic = one of the command or topic words above.&lt;br /&gt;
&lt;br /&gt;
== HELP STARTING ==&lt;br /&gt;
Topic: Start playing Galactic Empire&lt;br /&gt;
&lt;br /&gt;
When you begin playing Galactic Empire you are first given an Interceptor class ship. The Interceptor is ideal to begin your quest into the Galaxy. You can seek out an ideal planet to colonize, claim it, and transport down a basic compliment of colonists and supplies.&lt;br /&gt;
&lt;br /&gt;
After starting your colony give it some time to grow. Your planet will soon be large enough to generate taxes and cash in your pocket. With this cash you can purchase larger and larger ship and expand your empire.&lt;br /&gt;
&lt;br /&gt;
Beware the Cybertrons, they are bent on destroying all human life in the Galaxy and are tough (but not impossible) to beat. Cybertrons may be vicious, but they do have a code; they will not attack an Interceptor or Freighter unless provoked.&lt;br /&gt;
&lt;br /&gt;
Good Luck and enjoy the game.&lt;br /&gt;
&lt;br /&gt;
Further hints are available under other help topics.&lt;br /&gt;
&lt;br /&gt;
== HELP GALAXY ==&lt;br /&gt;
Topic: Galaxy&lt;br /&gt;
&lt;br /&gt;
The game takes place in a universe with millions of sectors and thousands of known planets. Each sector is 10000 by 10000 parsecs square. The entire navigable galaxy is 6000 by 6000 sectors numbered from the center of the galaxy to the edges. Sectors are mapped on a two coordinate system giving a galactic map that looks something like this;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;+--------------------------------------+&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;|-3000,-3000                +3000,-3000|&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;|                                      |&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;|                                      |&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;|                                      |&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;|                                      |&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;|                                      |&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;|                  0,0                 |&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;|                                      |&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;|                                      |&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;|                                      |&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;|                                      |&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;|                                      |&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;|-3000,+3000                +3000,+3000|&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;+--------------------------------------+&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each sector is measured 10000 by 10000 parsecs square measured from the top left to bottom right as follows;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;+--------------------------------------+&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;|0,0                             0,9999|&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;|                                      |&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;|                                      |&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;|                                      |&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;|                                      |&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;|                                      |&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;|              5000,5000               |&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;|                                      |&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;|                                      |&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;|                                      |&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;|                                      |&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;|                                      |&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;|9999,0                       9999,9999|&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;+--------------------------------------+&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== HELP SECTOR ==&lt;br /&gt;
Topic: Sector&lt;br /&gt;
&lt;br /&gt;
In each sector there may be between 0 and 9 planetary bodies. Each planet has various environmental and resource qualities. The best planet has very good resources and a very good environment.&lt;br /&gt;
&lt;br /&gt;
Sector 0 0 is governed by the Galactic Command and is a declared neutral zone. This policy is maintained by the Enforcer Planet. A single hostile action by any player in this sector will be met with a swift and preemptive strike from the Galactic Commands top secret weapons base on The Enforcer Planet.&lt;br /&gt;
&lt;br /&gt;
Sector 0 0 also has the first planet Zygor, the leaders in state-of-the-art weapons and ship hardware. Zygor manufactures the various ships and the weapons they carry. It is also home of the Galactic Monetary Reserve Fund, the only duly authorized financial institution in the Galaxy.&lt;br /&gt;
&lt;br /&gt;
Planet number two in Sector 0 0 is Tahanian Station, a embarking station for colonists and mercenary soldiers. This is also where you can purchase food supplies.&lt;br /&gt;
&lt;br /&gt;
Once out of Sector 0 0 it is a free for all, and you have to decide how to best defend yourself and your planets.&lt;br /&gt;
&lt;br /&gt;
== HELP COMMUNICATE ==&lt;br /&gt;
Topic: Communications&lt;br /&gt;
&lt;br /&gt;
Each ship has a communications console with three separate transmission channels. You can set each to a specific channel or to the HAIL setting which permits you to receive all general hailing messages. If you create alliances you can set one radio to an agreed upon channel and have a private and secure communications path between members of your alliance.&lt;br /&gt;
&lt;br /&gt;
Use the FREQ command to change the communications frequency.&lt;br /&gt;
&lt;br /&gt;
Note that if the frequency is set above 32000 then it is determined to be a Hyperspace communications Packet Code and transmissions will be sent via Hyperspace to anyone with the same packet code anywhere in the Galaxy.&lt;br /&gt;
&lt;br /&gt;
== HELP MOVING ==&lt;br /&gt;
Topic: Moving (Navigating)&lt;br /&gt;
&lt;br /&gt;
All directional information in Galactic Empire functions on a 360 degree compass and is strictly two dimensional. The major bearings are illustrated as follow;       &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;    315  0  45&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;      \ | /&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;       \|/&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt; 270----*----90&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;       /|\&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;      / | \&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;   225 180 135&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BEARING - Bearing is always used to indicate where a particular ship or planet is in relation to you. It is relative to the direction you are facing and expressed in a number from -180 to +180. If a object is bearing -90, it is to the left of you, if +90 it is to the right of you, if 0 it is directly in front of you, and if - or + 180 it is directly behind you.&lt;br /&gt;
&lt;br /&gt;
HEADING - Heading is the relative direction of the other ship. It is used to indicate when a ship is facing toward or away from you. A heading of 0 means the ship is facing toward you, while a heading of 180 is away from you.&lt;br /&gt;
&lt;br /&gt;
GALACTIC HEADING - This is the absolute heading in the galaxy. A galactic heading of 0 means you (or the other ship) is facing north up.&lt;br /&gt;
&lt;br /&gt;
== HELP PLANETS ==&lt;br /&gt;
Topic: Owning Planets&lt;br /&gt;
&lt;br /&gt;
In order to build up wealth you must colonize planets and maintain them.  Planets are claimed by simply going into orbit around one and using the ADMIN command. You should be choosy at first about which planets you put a population on, as surviving on a poor planet can be very difficult and require frequent supply runs.&lt;br /&gt;
&lt;br /&gt;
Planets are rated on two factors, resources, and environment, with the following categories, POOR, MARGINAL, GOOD, and VERY GOOD. The resources factor rates the natural resources of the planet. A rating of good or very good will insure that your population has plenty of natural resources to use in the establishment of the colony, and the manufacture of goods. The environment factor rates the hospitality of the planet and how difficult it will be for a colony to survive. A rating of good, or very good, will insure that the majority of there efforts go toward producing goods and not simply surviving.&lt;br /&gt;
&lt;br /&gt;
Once you have claimed a planet you need to establish a population on it. This is done with the TRANSFER command to shuttle items from your ship to the planet. Once a colony is established they become an somewhat independent society. Anything you transfer to the planet belongs to them, you cannot transfer it back. If you wish to retrieve items from a planet you must purchase them from the planet at the base price.&lt;br /&gt;
&lt;br /&gt;
Type HELP PLANETS2 for more information on planets&lt;br /&gt;
&lt;br /&gt;
=== HELP PLANETS2 ===&lt;br /&gt;
Topic: Owning planets (Section 2)&lt;br /&gt;
&lt;br /&gt;
It is a good idea to leave some additional items on a planet besides men. They are;&lt;br /&gt;
&lt;br /&gt;
FOOD - If you fail to leave food on the planet you will find your men and troops all dead when you return next time. It is a good idea to leave a case for each 10 men &amp;amp; troops you have.&lt;br /&gt;
&lt;br /&gt;
TROOPS - Troops are mercenaries who produce nothing but serve to defend your planet from outside attacks and prevent domestic revolts. They must be fed well, and will fight to the death when attacked.&lt;br /&gt;
&lt;br /&gt;
FIGHTERS - Fighters will defend your planet from both ground troop invasions and fighter attacks. They provide a primary defense force for your planet.  Your troops will not be called into action unless the fighters are all destroyed.&lt;br /&gt;
&lt;br /&gt;
ION CANNON - This is a large defensive cannon which will attack any hostile ship that is in orbit around your planet. It will fire once every few seconds, and can destroy a ship in just a few blasts. An attacking ship won&#039;t stay long with an ion cannon firing upon them. You can have multiple ion cannons, but only one will be active at a time.&lt;br /&gt;
&lt;br /&gt;
Type HELP PLANETS3 for more information on Planets&lt;br /&gt;
&lt;br /&gt;
=== HELP PLANETS3 ===&lt;br /&gt;
Topic: Owning planets (Section 3)&lt;br /&gt;
&lt;br /&gt;
There are several other factors you may adjust when you establish a planet. When the planet is first established your colony is instructed to divide their efforts evenly between the manufacture of each of the commodities a planet can produce. You may wish to alter this to provide for faster population growth, and food production. Additionally, you can tax your planet at a specific rate. The harsher the tax the less the productivity. Tax is your principle source of income for purchasing supplies for your ship. This tax is kept in the planetary bank until you arrive to collect it. Your colony will produce all the supplies you need for your ship if managed properly. These goods are cheapest at your own planets as Zygor charges three times the base rate for goods. The cash you spend on supplies goes into the planetary bank and is used to purchase more raw materials when the Galactic Command supply ships come around.&lt;br /&gt;
&lt;br /&gt;
You can decide to sell supplies to other players if you like, and even mark up the price to other players. If you wish to be selective in who can purchase from your planets you can establish a trade password for your planet and only those who know the password can buy from you. This is also useful in establishing an alliance with other players where you all would set your planets to the same password and agree on the price to charge each other. Non-members will be excluded from trading with your alliance.&lt;br /&gt;
&lt;br /&gt;
Remember that the better your planet, the more attractive it is to marauders. Nothing can take the place of a well rounded defense system and frequent supply runs. Leaving a planet un-checked for more than a few days may spell disaster for your colony.&lt;br /&gt;
&lt;br /&gt;
== HELP STRATEGY ==&lt;br /&gt;
Topic: Game Strategy&lt;br /&gt;
&lt;br /&gt;
Your ship is equipped with nothing when you first enter the game, you are not in any eminent danger as sector 0 0 is a neutral zone. You are provided with a light freighter and an amount of cash with which you must decide what you are going to do.&lt;br /&gt;
&lt;br /&gt;
On Zygor you can purchase shield systems, phaser systems, missiles, torpedoes, fighters, decoys, and ion cannons. Note: some of these may not be available or useful on some ship classes (see HELP CLASS for more info).&lt;br /&gt;
&lt;br /&gt;
On Tahanian Station you can purchase colonists (men), troops, and food. Your first goal should be to secure an income for yourself, and therefore provide a source for taxes you will need to expand your empire, and keep your ships fully stocked. To do this you should purchase men, troops, food, and some fighters. Locate as good a planet as you can find and colonize it. It is advisable that you steer clear of other ships unless you know they are friendly.&lt;br /&gt;
&lt;br /&gt;
An alternative, albeit somewhat immoral, strategy is to purchase weapons and lie waiting for other ships to leave sector 0 0. When they do mount an attack and upon destroying their ship, gain what remains of the supplies on their ship. After several successful attacks you may have enough to colonize a planet or two.&lt;br /&gt;
&lt;br /&gt;
When you do colonize a planet you should redirect the majority of the effort to producing men, food, and troops, and gaining cash with which you can purchase larger and more powerful ships and expand your empire.&lt;br /&gt;
&lt;br /&gt;
Remember, these are only a couple suggested strategies, and others are only limited by your imagination.&lt;br /&gt;
&lt;br /&gt;
== HELP BATTLE ==&lt;br /&gt;
Topic: Battle Strategy&lt;br /&gt;
&lt;br /&gt;
The flexibility of Galactic Empire precludes an exhaustive discussion of all the strategies involved in user versus user battling. Some suggestions are simply put forth here to get you started.&lt;br /&gt;
&lt;br /&gt;
When in a potential battle situation make sure your shields are up, and keep moving. The easiest target is a ship with shields down, sitting still.&lt;br /&gt;
&lt;br /&gt;
If you have a cloaking system use it sparingly as it consumes incredible amounts of energy, it is most useful in covering a retreat.&lt;br /&gt;
&lt;br /&gt;
If you have incoming torpedoes you can ditch them easily by making a jump to light speed provided you have warp drive.&lt;br /&gt;
&lt;br /&gt;
This does not work for missiles though as they too can go hyperspace.&lt;br /&gt;
&lt;br /&gt;
Launching decoys does not guarantee that the incoming missiles or torpedoes will be destroyed. Launching more decoys than incoming weapons increases the chance of destroying an incoming weapon.&lt;br /&gt;
&lt;br /&gt;
When launching an attack try to get close to the target and use the faster torpedoes as they will have less time to react.&lt;br /&gt;
&lt;br /&gt;
Type HELP BATTLE2 for more information on battling&lt;br /&gt;
&lt;br /&gt;
=== HELP BATTLE2 ===&lt;br /&gt;
Topic: Battle Strategy (Section 2)&lt;br /&gt;
&lt;br /&gt;
If a target goes to light speed be prepared to make the jump with him and use Hyper-Phasers as soon as you pass warp 1.&lt;br /&gt;
&lt;br /&gt;
If you get hit with a Hyper-Phaser immediately go into a series of 180 degree high speed turns as your opponent will have difficulty locating you. Go out of light speed in another sector and immediately cloak as a last ditch effort to loose your pursuers.&lt;br /&gt;
&lt;br /&gt;
Form alliances to help protect each other from marauders. Remember two ships are twice as powerful as one.&lt;br /&gt;
&lt;br /&gt;
When you are under attack you cannot EXIT the game to avoid your attackers.  If you hang-up while you are under attack your ship will be destroyed. Remember &amp;quot;Death before Dishonor&amp;quot;!!&lt;br /&gt;
&lt;br /&gt;
If you are damaged try to make it back to sector 0 0 or to one of your own planets where you can get your ship repaired with the MAINT command. Remember the cost for everything is much more expensive in Sector 0 0.&lt;br /&gt;
&lt;br /&gt;
When you kill another ship you will get some of his goods on his ship. This can be very helpful when you are running low.&lt;br /&gt;
&lt;br /&gt;
Type HELP BATTLE3 for more information on battling&lt;br /&gt;
&lt;br /&gt;
=== HELP BATTLE3 ===&lt;br /&gt;
Topic: Battle Strategy (section 3) Planetary Battles...&lt;br /&gt;
&lt;br /&gt;
Planets can defend themselves with troops, fighters, and ion cannons.&lt;br /&gt;
&lt;br /&gt;
If you have no troops or fighters then your planet can be easily overrun.&lt;br /&gt;
&lt;br /&gt;
FIGHTERS are Nova Class Battle Fighters commanded by a fully automated tactical computer. They have inboard and outboard photon  cannons capable of powerful and deadly offensive and defensive attacks. When pitted against troops the fighter is deadly, capable of taking out between 10 and 50 troops in a pass. When pitted against other fighters they are fairly evenly matched.&lt;br /&gt;
&lt;br /&gt;
TROOPS are trained mercenaries, and serve no other function than the defense or attack on a planet. The consume food, maintain there skills, and mostly play cards. But when needed they will fight to the death.&lt;br /&gt;
&lt;br /&gt;
ION CANNONS are the very powerful fixed focus, ion-plasma&lt;br /&gt;
transmitters, capable of taking out a Star Class ship with only a few strikes. They are strictly defensive weapons controlled by a fully automated system. When the planet comes under attack they will automatically locate the attacker and commence firing upon the ship.&lt;br /&gt;
&lt;br /&gt;
When attacking a planet you are always at a disadvantage, as the local troops and fighters are better supported and fresh. Knowing this you should always plan on commencing a battle with superior numbers.&lt;br /&gt;
&lt;br /&gt;
Begin with a fighter attack. If they have no fighters you will overpower the troops rather quickly. If they have fighters you will be in a better position to do battle.&lt;br /&gt;
&lt;br /&gt;
After each wave your fighters or troops will return to your ship. If you wish to send them back you can do so. Remember, you will not take a planet so long as 1 fighter or 1 squad of troops (5) exists on the planet.&lt;br /&gt;
&lt;br /&gt;
== HELP CYBERTRON ==&lt;br /&gt;
Topic: Cyborgs and Cybertrons&lt;br /&gt;
&lt;br /&gt;
Cyborgs are a race of automatons which are bent on the destruction of all humans from the universe. They command a class of ship manufactured specifically for them, the Cybertron. Both pilot and ship function as a single fighting unit and they can be quite deadly.&lt;br /&gt;
&lt;br /&gt;
The Cybertron is armed with phasers, and torpedoes, but has no missile capability. They can be deadly in hyperspace with hyper-phasers, but cannot recycle the phaser as fast as most other ships. Cybertrons are prone to battle failure, and they will malfunction occasionally. This is often noted by strange transmissions from their ship.&lt;br /&gt;
&lt;br /&gt;
The top speed of a Cybertron is warp 8.0 so they can be out run with a faster ship. They will however continue seeking, and if you stay too long in a single spot, they will catch up. The larger the ship the more cybertrons that will be dispatched to intercept it. It is not advisable to get caught in a sector with a swarm of cybertrons surrounding you.&lt;br /&gt;
&lt;br /&gt;
Finally, Cybertrons will not attack smaller ships unless first provoked, so don&#039;t mess with them unless you know what you are doing.&lt;br /&gt;
&lt;br /&gt;
== HELP SCORING ==&lt;br /&gt;
Topic: Scoring&lt;br /&gt;
&lt;br /&gt;
Scores are based upon the size of your empire and the number and class of kills you have accumulated is ship to ship combat.  Each class of ship is worth a different number of points as detailed below;&lt;br /&gt;
&lt;br /&gt;
Interceptor       10&lt;br /&gt;
&lt;br /&gt;
Light Freighter   25&lt;br /&gt;
&lt;br /&gt;
Heavy Freighter   75&lt;br /&gt;
&lt;br /&gt;
Destroyer        150&lt;br /&gt;
&lt;br /&gt;
Star Cruiser     200&lt;br /&gt;
&lt;br /&gt;
Battle Cruiser   250&lt;br /&gt;
&lt;br /&gt;
Frigate          300&lt;br /&gt;
&lt;br /&gt;
Dreadnought      500&lt;br /&gt;
&lt;br /&gt;
Cybertron         75&lt;br /&gt;
&lt;br /&gt;
Cyberquad        200&lt;br /&gt;
&lt;br /&gt;
Additionally you are awarded as a bonus, a small percentage of the killed players score on top of the ship points.&lt;br /&gt;
&lt;br /&gt;
Finally, when you kill another player, his score goes also This means that you can actually knock him down on the top player list making it easier to overtake him (or pass him further).&lt;br /&gt;
&lt;br /&gt;
== HELP WORMHOLES ==&lt;br /&gt;
Wormholes are fairly rare galactic anomalies caused by a paired spatial singularity. The effect it to create a means of &amp;quot;leaping&amp;quot; across the galaxy to another sector. To navigate through a wormhole you must carefully approach it directly at about 1/4 impulse. You will be pulled into the wormhole and emerge at the terminal sector. If you approach too fast you will simply miss the event horizon. If you approach too slow you may oscillate between terminal sectors. Each time you pass through a wormhole some damage to systems may occur. Passing through a wormhole while severely damaged is not recommended. Wormholes are usually by-directional but an even rarer form of one way wormhole has been speculated to exist.&lt;br /&gt;
&lt;br /&gt;
== HELP ADMIN ==&lt;br /&gt;
The ADMIN command permits you to claim and administer a planet once in orbit. If you already own this planet then you can perform several planetary maintenance functions from the Planer Administration Menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Planet Administration Menu&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;-----------------------------------&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;1 - Get accounting report&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;2 - Collect taxes ($)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;3 - Alter work assignments and&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;adjust trade policy/pricing&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;4 - Rename planet&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;5 - Adjust Tax Rate&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;6 - Set Trade Password&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;x - Exit to command mode&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== HELP ABANDON ==&lt;br /&gt;
The abandon command will release ownership of a planet previously claimed. You must be in orbit around the planet to be abandoned. Issue the abandon command as follows;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;abandon&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
simple enough.&lt;br /&gt;
&lt;br /&gt;
== HELP ABORT ==&lt;br /&gt;
The Abort command will abort a self distract countdown and prevent the destruction of your ship.&lt;br /&gt;
&lt;br /&gt;
== HELP ATTACK ==&lt;br /&gt;
The Attack command permits you to start an attack on a planet with either troops or fighters. Issue the Attack command as follows;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;attack [&amp;lt;number&amp;gt;] [tro/fig]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
number = number of troops or fighters to attack with;&lt;br /&gt;
&lt;br /&gt;
tro = send &amp;lt;number&amp;gt; troops to the surface.&lt;br /&gt;
&lt;br /&gt;
fig = send &amp;lt;number&amp;gt; fighters to the surface.&lt;br /&gt;
&lt;br /&gt;
examples:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;attack 100 tro&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;attack 30 fighters&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== HELP BUY ==&lt;br /&gt;
The Buy command will permit you to purchase goods from one of your own planets or another players planet. Issue the Buy command as follows;&lt;br /&gt;
&lt;br /&gt;
buy [&amp;lt;number&amp;gt;] [men/tro/mis/tor/ion/flu/foo/fig/dec/min/jam/zip/gol] [&amp;lt;password&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
number = the number you want to buy.&lt;br /&gt;
&lt;br /&gt;
men  = buy men&lt;br /&gt;
&lt;br /&gt;
tro  = buy troops&lt;br /&gt;
&lt;br /&gt;
mis  = buy missiles&lt;br /&gt;
&lt;br /&gt;
tor  = buy torpedoes&lt;br /&gt;
&lt;br /&gt;
ion  = buy ion cannons&lt;br /&gt;
&lt;br /&gt;
flu  = buy flux pods&lt;br /&gt;
&lt;br /&gt;
foo  = buy food&lt;br /&gt;
&lt;br /&gt;
fig  = buy fighters&lt;br /&gt;
&lt;br /&gt;
dec  = buy decoys&lt;br /&gt;
&lt;br /&gt;
min  = buy mines&lt;br /&gt;
&lt;br /&gt;
jam  = buy jammers&lt;br /&gt;
&lt;br /&gt;
zip  = buy zippers&lt;br /&gt;
&lt;br /&gt;
gol  = buy gold&lt;br /&gt;
&lt;br /&gt;
password = optional trade password may be required by planet.&lt;br /&gt;
&lt;br /&gt;
examples:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;buy 1000 men&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;buy 3 ion&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;buy 500 foo drowssap&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== HELP CLOAK ==&lt;br /&gt;
The Cloak command will turn on or off the cloaking system, if your ship is equipped. The cloaking system consumes large amounts of power and you should be careful not to drain all your energy pool. The cloaking system takes a few seconds to charge once the command is issued.&lt;br /&gt;
&lt;br /&gt;
Issue the Cloak command as follows;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cloak [ON/OFF]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example:  &amp;lt;code&amp;gt;Cloak on&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Cloak off&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== HELP CLS ==&lt;br /&gt;
The CLS function simply clears the screen using ANSI characters.&lt;br /&gt;
&lt;br /&gt;
== HELP DECOY ==&lt;br /&gt;
The Decoy command deploys a single decoy. Decoys proceed away from your ship and send a sensor signature that resembles your ship. If a torpedo or missile comes near the decoy the decoy will explode and destroy the inbound weapon. The decoy will self destruct after a period of time to prevent stray decoys floating around in your navigation path.&lt;br /&gt;
&lt;br /&gt;
== HELP DESTRUCT ==&lt;br /&gt;
The Destruct command will begin a self destruct countdown timer that when it reaches zero will destroy your ship. The countdown can be aborted with the ABORT command.&lt;br /&gt;
&lt;br /&gt;
== HELP FLUX ==&lt;br /&gt;
The Flux command will replace an exhausted Flux Pod from the energy pool with a new one. This command presumes that you want it changed now, and does not warn you if there is still a good percentage of power left in the old pod. The old pod is jettisoned. Your power is restored to full charge automatically.&lt;br /&gt;
&lt;br /&gt;
== HELP HELP ==&lt;br /&gt;
The Help command will display a vast amount of information on Galactic Empire. Type HELP for a list of subjects.&lt;br /&gt;
&lt;br /&gt;
== HELP HYPER ==&lt;br /&gt;
When in hyperspace the normal ships phasers are useless. The Hyper-Phaser however can be deadly. The Hyper-Phaser Beam is very narrow but very powerful and can destroy another ship with only a few well placed shots. Issue the Hyper-Phaser command as follows;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;phaser [&amp;lt;direction&amp;gt;]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
direction = the heading to fire the phasers at, usually the same as the bearing of another ship given in the &amp;quot;scan sh&amp;quot; command. With the Hyper-Phaser you must be pin-point accurate to score a hit.&lt;br /&gt;
&lt;br /&gt;
examples: &amp;lt;code&amp;gt;phaser 4&amp;lt;/code&amp;gt;  fire 4 degrees off starboard.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;phaser 180&amp;lt;/code&amp;gt;  fire directly behind you.&lt;br /&gt;
&lt;br /&gt;
Note: The Fire Control System automatically switches to Hyper-Phasers when in hyperspace.&lt;br /&gt;
&lt;br /&gt;
== HELP IMPULSE ==&lt;br /&gt;
The Impulse command directs your impulse (sub-light) engines and sets your course and speed. Issue the Impulse command as follows;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;impulse [&amp;lt;speed&amp;gt;] [&amp;lt;heading&amp;gt;]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
speed   = the impulse speed between 0 and 99 (99 is .99 light speed)&lt;br /&gt;
&lt;br /&gt;
heading = the heading from your current direction&lt;br /&gt;
&lt;br /&gt;
examples: &amp;lt;code&amp;gt;impulse 5 0&amp;lt;/code&amp;gt; would alter the speed to impulse 5 and not change the heading.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;impulse 10 5&amp;lt;/code&amp;gt;  would alter the speed to impulse 10 and turn the ship 5 degrees to the starboard (right).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;impulse 10 355&amp;lt;/code&amp;gt; would alter the speed to impulse 10 and turn the ship 5 degrees to the port (left).&lt;br /&gt;
&lt;br /&gt;
== HELP JAMMER ==&lt;br /&gt;
The jammer command will cause a jammer device to be launched. It disrupts all scanner systems on all ships within range of the device, yours included. It is useful for covering an escape or distracting an opponent. Issue the jammer command as follows;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;jammer&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Simple enough!&lt;br /&gt;
&lt;br /&gt;
== HELP LOCK ==&lt;br /&gt;
The Lock command permits you to lock your fire control systems onto a specific ship no matter what its letter designation changes to. As long as the ship is within scanner range the fire control systems will remain locked onto that specific ship. This is extremely useful when in heated battle and multiple ships are in the vicinity. Ship letter designated -A- may become -B- or -C- as other ships move closer to you. The Lock command permits you to stay locked on to the ship as distances and letter designates change.&lt;br /&gt;
&lt;br /&gt;
Commands like MISSILE and TORPEDO can be then be used with the Lock option to fire on the ship you have locked onto. Issue the Lock command as follows;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;lock [&amp;lt;ship letter designate&amp;gt;]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-or-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;lock&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
examples: &amp;lt;code&amp;gt;lock A&amp;lt;/code&amp;gt; would lock onto the closest ship.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;lock B&amp;lt;/code&amp;gt;  would lock onto the second closest ship.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;lock&amp;lt;/code&amp;gt; would cause the lock to be released.&lt;br /&gt;
&lt;br /&gt;
Note: Once a ship is killed the lock is released automatically.&lt;br /&gt;
&lt;br /&gt;
== HELP MAINT ==&lt;br /&gt;
The Maintenance command functions when you are in orbit at your own planet or Zygor. The maintenance crews will start repairing your ship and charge you a nominal fee of 200c&#039;s at your own planet and 2500c&#039;s at Zygor.&lt;br /&gt;
&lt;br /&gt;
Leaving orbit early will cease all repairs on the ship.&lt;br /&gt;
&lt;br /&gt;
== HELP MINE ==&lt;br /&gt;
The MINE command causes a neutron mine to be deposited at your current location. You specify how long until detonation permitting you time to leave the spot for safety. Mines are useful when you are being tailed by another ship. Beware that they are very powerful and you can also be damaged by them if you don&#039;t get far enough away. Issue the MINE command as follows;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;mine [&amp;lt;nowiki&amp;gt;&amp;lt;time&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
time = the time till detonation in centocks (approx 5 seconds). This can be set from 1 to 50.&lt;br /&gt;
&lt;br /&gt;
Example: &amp;lt;code&amp;gt;mine 10&amp;lt;/code&amp;gt; will deposit a mine to detonate in 10 centocks&lt;br /&gt;
&lt;br /&gt;
== HELP MISSILE ==&lt;br /&gt;
The Missile command instructs your ship to fire a hyper-missile at a given ship with a given charge. This missile guidance system will attempt to lock on the ship prior to firing the missile. If a lock is made the missile is launched. Issue the Missile command as follows;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;missile [&amp;lt;ship letter&amp;gt;/@] [&amp;lt;energy&amp;gt;]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
ship letter = the ship you are firing upon&lt;br /&gt;
&lt;br /&gt;
@ = to fire at the locked on ship&lt;br /&gt;
&lt;br /&gt;
energy = the energy from your Neutron Flux Pile to charge into the missile.&lt;br /&gt;
&lt;br /&gt;
examples:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;missile A 100&amp;lt;/code&amp;gt; would fire a missile at ship A which will only cause minor (if any) damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;missile C 20000&amp;lt;/code&amp;gt; would fire a missile at ship C which will cause major damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;missile @ 10000&amp;lt;/code&amp;gt; would fire on the ship that a previous Lock command has locked on to.&lt;br /&gt;
&lt;br /&gt;
note: the energy imparted to the missile must come from your charged neutron flux pile and will drain the pile by that amount.&lt;br /&gt;
&lt;br /&gt;
== HELP NAVIGATE ==&lt;br /&gt;
Please issue the Navigate command as follows;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;navigate [sector]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
sector number = the sector number you wish to navigate to.&lt;br /&gt;
&lt;br /&gt;
examples: &amp;lt;code&amp;gt;navigate sector 0 0&amp;lt;/code&amp;gt;  give a bearing and distance to sector 0 0.&lt;br /&gt;
&lt;br /&gt;
== HELP NEW ==&lt;br /&gt;
The New command permits you to purchase from the ship yards at Zygor one of several types of shields, phaser systems, or even a new ship.&lt;br /&gt;
&lt;br /&gt;
Issue the New command as follows;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;New [shield/ship/phaser] [&amp;lt;type&amp;gt;]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
type = the class type of the shield, phaser, or ship you wish to purchase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;---- Shields -----  ---- Phasers ----   ------ Ships ------&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt; Mark-1  Shield = 1  Mark-1  Phaser = 1   Interceptor     = 1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt; Mark-2  Shield = 2  Mark-2  Phaser = 2   Light Freighter = 2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;       ...                 ...           Heavy Freighter = 3&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;       ...                 ...           Destroyer       = 4&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;       ...                 ...           Star Cruiser    = 5&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Mark-19 Shield = 19 Mark-19 Phaser = 19  Battle Cruiser  = 6&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;                                         Frigate         = 7&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;                                         Dreadnought     = 8&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;                                         Freight Barge   = 9&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
examples: &amp;lt;code&amp;gt;new ship 2&amp;lt;/code&amp;gt;  purchase a new Heavy Freighter&lt;br /&gt;
&lt;br /&gt;
note: you must be orbiting around Zygor in Sector 0 0 to issue this command. A complete list of ship classes and prices can be obtained from the HELP CLASS command.&lt;br /&gt;
&lt;br /&gt;
For pricing on ships type HELP CLASS, for phasers and shields type HELP NEWPRICE&lt;br /&gt;
&lt;br /&gt;
== HELP NEWPRICE ==&lt;br /&gt;
(Note: this is coded into MBMGEHLP.MSG and does not update if you change the prices of phasers and shields in [[MBMGEMSG.MSG]]. If you wish to change the prices of phasers and shields, you should update both files to match so users will be able to see the correct prices. Also of note is that by default, the Mark-19 phaser is actually 200m.)  &lt;br /&gt;
&lt;br /&gt;
The prices for Phasers and Shields are as follows; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;----&amp;lt;/nowiki&amp;gt; Shields -----             ---- Phasers ----&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Mark-1......    5k             Mark-1......    5k&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Mark-2......   10k             Mark-2......   10k&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Mark-3......   40k             Mark-3......   40k&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Mark-4......  100k             Mark-4......  100k&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Mark-5......  250k             Mark-5......  220k&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Mark-6......  500k             Mark-6......  400k&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Mark-7......  750k             Mark-7......  650k&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Mark-8......  1.1m             Mark-8......  900k&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Mark-9......  1.5m             Mark-9......  1.2m&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Mark-10.....  2.5m             Mark-10.....  2.0m&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Mark-11.....  4.0m             Mark-11.....  3.8m&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Mark-12.....  6.0m             Mark-12.....  5.0m&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Mark-13.....  8.0m             Mark-13.....  7.0m&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Mark-14..... 10.0m             Mark-14.....  9.0m&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Mark-15..... 30.0m             Mark-15..... 15.0m&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Mark-16..... 50.0m             Mark-16..... 30.0m&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Mark-17..... 80.0m             Mark-17..... 60.0m&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Mark-18.....120.0m             Mark-18.....100.0m&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Mark-19.....250.0m             Mark-19.....200.0m&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== HELP ORBIT ==&lt;br /&gt;
The Orbit command instructs your ship to enter into orbit around a given planet. Issue the Orbit command as follows;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;orbit [&amp;lt;planet #&amp;gt;]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
planet # = the planet you are wishing to orbit.&lt;br /&gt;
  &lt;br /&gt;
NOTE: YOU MUST BE 250 or closer to orbit a planet!&lt;br /&gt;
&lt;br /&gt;
example: &amp;lt;code&amp;gt;orbit 2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== HELP PHASER ==&lt;br /&gt;
The Phaser command directs your ships phasers to fire in a given direction with a given beam spread. The more narrow the beam the stronger the hit, but the more difficult it is to get a hit. Issue the Phaser command as follows; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;phaser [&amp;lt;direction&amp;gt;] [&amp;lt;spread&amp;gt;]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
direction = the heading to fire the phasers at, usually the same as the bearing of another ship given in the &amp;quot;scan sh&amp;quot; command.&lt;br /&gt;
&lt;br /&gt;
spread = the focus of the beam (0 to 5). 0 gives the most concentrated beam but is so narrow that you must be dead on to get a hit. 1 and 2 are good numbers to use if you know where a target is located. Use 5 if you know he is close but cloaked.&lt;br /&gt;
&lt;br /&gt;
examples: &amp;lt;code&amp;gt;phaser 4 1&amp;lt;/code&amp;gt; fire 4 degrees off starboard, focus 1. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;phaser 180 5&amp;lt;/code&amp;gt;  fire directly behind focus 5. &lt;br /&gt;
&lt;br /&gt;
== HELP PLANET ==&lt;br /&gt;
Produces a list of the planets registered to you. This list is only current as of 3AM each day. Any planets added to your empire today will not appear in the list until 3AM tomorrow.&lt;br /&gt;
&lt;br /&gt;
== HELP PRICE ==&lt;br /&gt;
The Price command permits you to get a price for a quantity of goods prior to actually purchasing them. Issue the Price command as follows;&lt;br /&gt;
&lt;br /&gt;
price [&amp;lt;number&amp;gt;] [men/tro/mis/tor/ion/flu/foo/fig/dec/min/jam/zip/gol]&lt;br /&gt;
&lt;br /&gt;
men  = price men&lt;br /&gt;
&lt;br /&gt;
tro  = price troops&lt;br /&gt;
&lt;br /&gt;
mis  = price missiles&lt;br /&gt;
&lt;br /&gt;
tor  = price torpedoes&lt;br /&gt;
&lt;br /&gt;
ion  = price ion cannons&lt;br /&gt;
&lt;br /&gt;
flu  = price flux pods&lt;br /&gt;
&lt;br /&gt;
foo  = price food&lt;br /&gt;
&lt;br /&gt;
fig  = price fighters&lt;br /&gt;
&lt;br /&gt;
dec  = price decoys&lt;br /&gt;
&lt;br /&gt;
min  = price mines&lt;br /&gt;
&lt;br /&gt;
jam  = price jammers&lt;br /&gt;
&lt;br /&gt;
zip  = price zippers&lt;br /&gt;
&lt;br /&gt;
gol  = price gold&lt;br /&gt;
&lt;br /&gt;
examples: &amp;lt;code&amp;gt;price 1000 men&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;price 3 ion&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;price 500 foo&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== HELP RENAME ==&lt;br /&gt;
The Rename command will change the name assigned to your ship. Issue the Rename command as follows; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;rename &amp;lt;new ship name&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== HELP REPORT ==&lt;br /&gt;
The Report command gives you status information on navigation, ships systems, inventory, and accounting. Issue the Report command as follows;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;report [nav/sys/inv/acc]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
examples: &amp;lt;code&amp;gt;report nav&amp;lt;/code&amp;gt;   produces a navigational report&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;report sys&amp;lt;/code&amp;gt;   produces a systems report&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;report inv&amp;lt;/code&amp;gt;   produces an inventory report&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;report acc&amp;lt;/code&amp;gt;   produces an accounting report&lt;br /&gt;
&lt;br /&gt;
== HELP ROSTER ==&lt;br /&gt;
The Roster command will display the Top Players Roster.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;roster [all]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
examples: &amp;lt;code&amp;gt;roster&amp;lt;/code&amp;gt;   display the top players&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;roster all&amp;lt;/code&amp;gt;   display all players&lt;br /&gt;
&lt;br /&gt;
== HELP ROTATE ==&lt;br /&gt;
The Rotate command will cause to directional thrusters to rotate the ship a specified number of degrees. The ship must be stationary first. The ship will automatically turn in the direction which causes the shortest arc to arrive at the given heading. Issue the Rotate command as follows;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;rotate [&amp;lt;heading&amp;gt;]&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;rotate [@&amp;lt;abosolute heading&amp;gt;]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
heading = the heading from your current direction&lt;br /&gt;
&lt;br /&gt;
absolute heading = the abosolute direction regardless of your current heading.&lt;br /&gt;
&lt;br /&gt;
examples: &amp;lt;code&amp;gt;rotate 5&amp;lt;/code&amp;gt;   would turn the ship 5 degrees to the starboard (right).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;rotate -5&amp;lt;/code&amp;gt;   would turn the ship 5 degrees to the port (left).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;rotate @5&amp;lt;/code&amp;gt;   would turn the ship to 5 degrees absolute.&lt;br /&gt;
&lt;br /&gt;
== HELP SET ==&lt;br /&gt;
The SET command lets you set user configurable options.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;set  &amp;lt;nowiki&amp;gt;&amp;lt;option&amp;gt;/? [on/off]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
options are;&lt;br /&gt;
&lt;br /&gt;
scanhome - home the screen before displaying scan  &lt;br /&gt;
&lt;br /&gt;
scanfull - full screen scans  &lt;br /&gt;
&lt;br /&gt;
scannames - show user names in Range Scans (scanfull must be ON too)  &lt;br /&gt;
&lt;br /&gt;
filter - filters out 80% of the battle messages  &lt;br /&gt;
&lt;br /&gt;
examples: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;set scanhome on&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;set scannames off&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;set ?&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
== HELP SCAN ==&lt;br /&gt;
The Scan command permits you to direct the ships tactical scanners in a number of different ways. Issue the Scanner command as follows;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;scan [se/sh/pl/ra/lo] [&amp;lt;ship letter&amp;gt;/&amp;lt;planet #&amp;gt;/&amp;lt;range&amp;gt;]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
se = sector scan showing the ships and planets in this sector&lt;br /&gt;
&lt;br /&gt;
sh = ship scan showing detail on ship &amp;lt;ship letter&amp;gt;&lt;br /&gt;
&lt;br /&gt;
pl = planet scan showing detail on planet &amp;lt;planet #&amp;gt;&lt;br /&gt;
&lt;br /&gt;
ra = close range scan for range &amp;lt;range&amp;gt; 1 to 9&lt;br /&gt;
&lt;br /&gt;
lo = long range scan of neutron distortions&lt;br /&gt;
&lt;br /&gt;
examples: &amp;lt;code&amp;gt;scan se&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;scan sh a&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;scan pl 1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;scan ra 9&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;scan lo&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: See the SET command for additional configuration options for SCAN&lt;br /&gt;
&lt;br /&gt;
== HELP SELL ==&lt;br /&gt;
The Sell command will permit you to re-sell back to the Empire excess goods. The Empire will charge a small Tranfer Tax on each transaction. &lt;br /&gt;
&lt;br /&gt;
Issue the Sell command as follows;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Sell [&amp;lt;number&amp;gt;] [men/tro/mis/tor/ion/flu/foo/fig/dec/min/jam/zip/gol]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
number = the number you want to sell.&lt;br /&gt;
&lt;br /&gt;
men  = sell men&lt;br /&gt;
&lt;br /&gt;
tro  = sell troops&lt;br /&gt;
&lt;br /&gt;
mis  = sell missiles&lt;br /&gt;
&lt;br /&gt;
tor  = sell torpedoes&lt;br /&gt;
&lt;br /&gt;
ion  = sell ion cannons&lt;br /&gt;
&lt;br /&gt;
flu  = sell flux pods&lt;br /&gt;
&lt;br /&gt;
foo  = sell food&lt;br /&gt;
&lt;br /&gt;
fig  = sell fighters&lt;br /&gt;
&lt;br /&gt;
dec  = sell decoys&lt;br /&gt;
&lt;br /&gt;
min  = sell mines&lt;br /&gt;
&lt;br /&gt;
jam  = sell jammers&lt;br /&gt;
&lt;br /&gt;
zip  = sell zippers&lt;br /&gt;
&lt;br /&gt;
gol  = sell gold&lt;br /&gt;
&lt;br /&gt;
examples: &amp;lt;code&amp;gt;sell 1000 men&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;sell 3 ion&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;sell 500 foo&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== HELP SEND ==&lt;br /&gt;
The Send command is the only means of communication between ships and team members. Please issue the Send command as follows; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;send [&amp;lt;channel&amp;gt;] [&amp;lt;message&amp;gt;]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
channel = Your communications channel A, B, or C as set by the SET command.&lt;br /&gt;
&lt;br /&gt;
message = Your message to be sent.&lt;br /&gt;
&lt;br /&gt;
examples: &amp;lt;code&amp;gt;send A Why you scum guzzler, I am gonna get you&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;send C This is a warning to all ships.... I am here!!!!&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== HELP FREQ ==&lt;br /&gt;
The Freq command permits you to specify the channels you want your ships communication system set to. Issue the Com channel set command as follows; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;freq [&amp;lt;channel&amp;gt;] [hail/&amp;lt;freq&amp;gt;]&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
examples: &amp;lt;code&amp;gt;freq A 12345&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;freq b hail&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;freq c 23221&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Channel frequencies above 20000 are converted to hyperspace modulation packets and transmitted through hyperspace. Channel frequencies below 20000 are transmitted in the current star system only.  &lt;br /&gt;
&lt;br /&gt;
== HELP SHIELD ==&lt;br /&gt;
The Shield command will raise or lower the ships shields. The shields will begin charging upon being raised for the first time. They are providing immediate yet limited protection until fully charged. When fully charged the shields come up immediately when issued. The shields do drain on the neutron flux pile, and will automatically come down when the energy drops to dangerously low levels.&lt;br /&gt;
&lt;br /&gt;
NOTE: When firing a weapon with the shields up, the shields will be automatically lowered. They WILL NOT be automatically raised after the firing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;shield [up/down]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
examples: &amp;lt;code&amp;gt;shield up&amp;lt;/code&amp;gt;   would raise the shields&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;shield down&amp;lt;/code&amp;gt;   would lower the shields &lt;br /&gt;
&lt;br /&gt;
== HELP TORPEDO ==&lt;br /&gt;
The Torpedo command instructs your ship to fire a torpedo at a given ship. This fire control system will attempt to lock on the ship prior to firing the torpedo. If a lock is made the torpedo is launched. Issue the Torpedo command as follows; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;torpedo [&amp;lt;ship letter&amp;gt;/@]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
ship letter = the ship you are firing upon&lt;br /&gt;
&lt;br /&gt;
@ = the locked on ship.&lt;br /&gt;
&lt;br /&gt;
examples: &amp;lt;code&amp;gt;torpedo A&amp;lt;/code&amp;gt;   would fire a torpedo at ship A.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;torpedo @&amp;lt;/code&amp;gt;   would fire at the ship you locked on with the LOCK cmd &lt;br /&gt;
&lt;br /&gt;
The Transfer command permits you to transfer goods from your ship to a newly established planet, or from a planet to your ship. Issue the transfer command as follows; &lt;br /&gt;
&lt;br /&gt;
== HELP TRANSFER ==&lt;br /&gt;
&amp;lt;code&amp;gt;transfer [up/down] [&amp;lt;number&amp;gt;] [men/tro/mis/tor/ion/flu/foo/fig/dec/min/jam]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
men  = transfer men&lt;br /&gt;
&lt;br /&gt;
tro  = transfer troops&lt;br /&gt;
&lt;br /&gt;
mis  = transfer missiles&lt;br /&gt;
&lt;br /&gt;
tor  = transfer torpedoes&lt;br /&gt;
&lt;br /&gt;
ion  = transfer ion cannons&lt;br /&gt;
&lt;br /&gt;
flu  = transfer flux pods&lt;br /&gt;
&lt;br /&gt;
foo  = transfer food&lt;br /&gt;
&lt;br /&gt;
fig  = transfer fighters&lt;br /&gt;
&lt;br /&gt;
dec  = transfer decoys&lt;br /&gt;
&lt;br /&gt;
min  = transfer mines&lt;br /&gt;
&lt;br /&gt;
jam  = transfer jammers&lt;br /&gt;
&lt;br /&gt;
zip  = transfer zippers&lt;br /&gt;
&lt;br /&gt;
examples: &amp;lt;code&amp;gt;transfer up 3 ion&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;transfer down 500 foo&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
== HELP WARP ==&lt;br /&gt;
The Warp command starts the warp drives (provided your type of ship has them) and directs your course and speed. Issue the Warp command as follows; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;warp [&amp;lt;speed&amp;gt;] [&amp;lt;heading&amp;gt;]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
speed = the warp speed between 0 and 50&lt;br /&gt;
&lt;br /&gt;
heading = the heading from your current direction&lt;br /&gt;
&lt;br /&gt;
examples: &amp;lt;code&amp;gt;warp 5 0&amp;lt;/code&amp;gt;   would alter the speed to warp 5 and not change the heading.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;warp 10 5&amp;lt;/code&amp;gt;   would alter the speed to warp 10 and turn the ship 5 degrees to the starboard (right).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;warp 10 355&amp;lt;/code&amp;gt;   would alter the speed to warp 10 and turn the ship 5 degrees to the port (left).&lt;br /&gt;
&lt;br /&gt;
== HELP ZIPPER ==&lt;br /&gt;
The ZIP command launches a defensive (and sometimes offensive) weapon which interferes with the timing mechanism on mines. The effect is to trip all mines in the vicinity of the players ship into exploding immediately. This weapon can be used to &amp;quot;trip&amp;quot; an opponents mines after he has laid them but before he can distance himself from them, causing the mines to do damage to the opponents own ship. Issue the zipper command as follows; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;zipper&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Easy enough! &lt;br /&gt;
&lt;br /&gt;
== HELP CLASS ==&lt;br /&gt;
These are the classes of ships manufactured at Zygor. Each has its own features and capabilities. The chart below summarizes the differences. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;                       S  P  T M D J Z M A C&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;                       h  h  o i e a i i t l&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;                       l  s  r s c m p n t o&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;##&amp;lt;/nowiki&amp;gt; --Class Name---     d--r--p-l-y-r-r-e-k-k-Acc-Warp-Tons----Price--Scan--Pts&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
(The game&#039;s ships as defined in [[MBMGESHP.MSG]] are displayed here) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Shld - Maximum Shield type (0 = No shields available)&lt;br /&gt;
&lt;br /&gt;
Phsr - Maximum Phaser type&lt;br /&gt;
&lt;br /&gt;
Torp - 0 = Has no Torpedo System / 1 = Has Torpedo System&lt;br /&gt;
&lt;br /&gt;
Misl - 0 = Has no Missile System / 1 = Has Missile System&lt;br /&gt;
&lt;br /&gt;
Decy - 0 = Has no Decoy Launching system / 1 = Has Decoy Launcher&lt;br /&gt;
&lt;br /&gt;
Jamr - 0 = Has no Jammer Launching system / 1 = Has Jammer Launcher&lt;br /&gt;
&lt;br /&gt;
Zipr - 0 = Has no Zipper Launching system / 1 = Has Zipper Launcher&lt;br /&gt;
&lt;br /&gt;
Mine - 0 = Has no Mine Launching system / 1 = Has Mine Launcher&lt;br /&gt;
&lt;br /&gt;
Attk - Has Planetary Attack Capability&lt;br /&gt;
&lt;br /&gt;
Clok - 0 = Has no Cloaking System / 1 = Has Cloaking System&lt;br /&gt;
&lt;br /&gt;
Acc  - Maximum Acceleration rate&lt;br /&gt;
&lt;br /&gt;
Warp - 0 = Has no Warp Drive / &amp;gt;0 = Maximum Warp drive capable of&lt;br /&gt;
&lt;br /&gt;
Tons - Maximum Tonnage ship can transport&lt;br /&gt;
&lt;br /&gt;
Price- Price for a ship of this class&lt;br /&gt;
&lt;br /&gt;
Scan - Maximum Scanner Range&lt;br /&gt;
&lt;br /&gt;
Pts  - Points for killing a ship in this class&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;NOTE* For more details on a class of ship use the &amp;quot;HELP CLASS nn&amp;quot; command where nn is the class number from the table above.&lt;br /&gt;
== HELP TEAM ==&lt;br /&gt;
The Team command allows you to perform a number of functions related to teams. It allows you to join a team, create a new team, leave a team, and get team scores. Additionally the team founder (or anyone with the founder password) can expell a team member, change the Team Password, or change the team name.&lt;br /&gt;
&lt;br /&gt;
Teams are identified by a 5 digit team code created by the founder when they started the team. This code never changes even though the team name may be changed.&lt;br /&gt;
&lt;br /&gt;
Team Founder commands are;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;team start nnnnn ssssssssss pppppppppp &amp;lt;team name&amp;gt;&amp;lt;/code&amp;gt;   starts a new team with code nnnnn, Founder Password ssssssssss, Member Password pppppppppp, and with the team name &amp;lt;team name&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;team kick ssssssssss &amp;lt;user name&amp;gt;&amp;lt;/code&amp;gt;   permits a team member with the Founder Password to kick another team member off the team. Note: if you don&#039;t also change the password the kicked player can simply rejoin.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;team newpass ssssssssss pppppppppp&amp;lt;/code&amp;gt;   permits a team member with the Founder Passowrd to assign a new Member Password pppppppppp.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;team newname ssssssssss &amp;lt;team name&amp;gt;&amp;lt;/code&amp;gt;   permits a team member with the Founder Password to change the team name to &amp;lt;team name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Team Member commands are;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;team join nnnnn pppppppppp&amp;lt;/code&amp;gt;   permits a player to join the team nnnnn provided they have the correct member password pppppppppp&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;team unjoin&amp;lt;/code&amp;gt;   permits the player to leave the current team they are a member of.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;team score&amp;lt;/code&amp;gt;   displays a list of the current teams and their scores.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;team members&amp;lt;/code&amp;gt;   displays a list of the members of the players current team. &lt;br /&gt;
&lt;br /&gt;
The SPY command will transport a spy (provided you have one on board) to the planet you are currently orbiting. If the Spy survives and is not caught you will from time to time get intellegence reports on the planet. You can defend from spy&#039;s by having your own spys on your planets. The more trained spy&#039;s you have the better your chances you will catch any foreign spy&#039;s who sneak onto your planet. &lt;br /&gt;
&lt;br /&gt;
== HELP JETTISON ==&lt;br /&gt;
The Jettison command permits you to dump goods from your ship. You can dump a specific number or ALL you have of a item type. &lt;br /&gt;
&lt;br /&gt;
Issue the jettison command as follows;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;jettison [ALL/&amp;lt;number&amp;gt;] [men/tro/mis/tor/ion/flu/foo/fig/dec/min/jam]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
men  = transfer men&lt;br /&gt;
&lt;br /&gt;
tro  = transfer troops&lt;br /&gt;
&lt;br /&gt;
mis  = transfer missiles&lt;br /&gt;
&lt;br /&gt;
tor  = transfer torpedoes&lt;br /&gt;
&lt;br /&gt;
ion  = transfer ion cannons&lt;br /&gt;
&lt;br /&gt;
flu  = transfer flux pods&lt;br /&gt;
&lt;br /&gt;
foo  = transfer food&lt;br /&gt;
&lt;br /&gt;
fig  = transfer fighters&lt;br /&gt;
&lt;br /&gt;
dec  = transfer decoys&lt;br /&gt;
&lt;br /&gt;
min  = transfer mines&lt;br /&gt;
&lt;br /&gt;
jam  = transfer jammers&lt;br /&gt;
&lt;br /&gt;
zip  = transfer zippers&lt;br /&gt;
&lt;br /&gt;
examples: &amp;lt;code&amp;gt;jettison ALL ion&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;jettison 500 foo&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>Manicpop</name></author>
	</entry>
	<entry>
		<id>https://manicpop.org/gewiki/index.php?title=MBMGEHLP.MSG&amp;diff=558</id>
		<title>MBMGEHLP.MSG</title>
		<link rel="alternate" type="text/html" href="https://manicpop.org/gewiki/index.php?title=MBMGEHLP.MSG&amp;diff=558"/>
		<updated>2024-06-23T05:53:05Z</updated>

		<summary type="html">&lt;p&gt;Manicpop: /* HELP NEWPRICE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://www.manicpop.org/gewiki/orig_docs/MBMGEHLP.MSG Download original file]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Galactic Empire Help Message Database&lt;br /&gt;
&lt;br /&gt;
Version 3.2c&lt;br /&gt;
&lt;br /&gt;
== HELP ==&lt;br /&gt;
Help is available on the following commands and topics:&lt;br /&gt;
&lt;br /&gt;
Commands: abandon abort admin attack buy cloak cls decoy destruct flux freq help impulse jammer jettison maintenance mine missile new orbit phaser planet price rename report roster rotate scan sell send set shield spy team torpedo transfer warp zipper&lt;br /&gt;
&lt;br /&gt;
Topics: battle class communicate cybertron galaxy moving planets scoring sector starting strategy wormholes&lt;br /&gt;
&lt;br /&gt;
Issue the help command as follows;&lt;br /&gt;
&lt;br /&gt;
help [&amp;lt;topic&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
topic = one of the command or topic words above.&lt;br /&gt;
&lt;br /&gt;
== HELP STARTING ==&lt;br /&gt;
Topic: Start playing Galactic Empire&lt;br /&gt;
&lt;br /&gt;
When you begin playing Galactic Empire you are first given an Interceptor class ship. The Interceptor is ideal to begin your quest into the Galaxy. You can seek out an ideal planet to colonize, claim it, and transport down a basic compliment of colonists and supplies.&lt;br /&gt;
&lt;br /&gt;
After starting your colony give it some time to grow. Your planet will soon be large enough to generate taxes and cash in your pocket. With this cash you can purchase larger and larger ship and expand your empire.&lt;br /&gt;
&lt;br /&gt;
Beware the Cybertrons, they are bent on destroying all human life in the Galaxy and are tough (but not impossible) to beat. Cybertrons may be vicious, but they do have a code; they will not attack an Interceptor or Freighter unless provoked.&lt;br /&gt;
&lt;br /&gt;
Good Luck and enjoy the game.&lt;br /&gt;
&lt;br /&gt;
Further hints are available under other help topics.&lt;br /&gt;
&lt;br /&gt;
== HELP GALAXY ==&lt;br /&gt;
Topic: Galaxy&lt;br /&gt;
&lt;br /&gt;
The game takes place in a universe with millions of sectors and thousands of known planets. Each sector is 10000 by 10000 parsecs square. The entire navigable galaxy is 6000 by 6000 sectors numbered from the center of the galaxy to the edges. Sectors are mapped on a two coordinate system giving a galactic map that looks something like this;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;+--------------------------------------+&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;|-3000,-3000                +3000,-3000|&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;|                                      |&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;|                                      |&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;|                                      |&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;|                                      |&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;|                                      |&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;|                  0,0                 |&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;|                                      |&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;|                                      |&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;|                                      |&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;|                                      |&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;|                                      |&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;|-3000,+3000                +3000,+3000|&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;+--------------------------------------+&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each sector is measured 10000 by 10000 parsecs square measured from the top left to bottom right as follows;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;+--------------------------------------+&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;|0,0                             0,9999|&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;|                                      |&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;|                                      |&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;|                                      |&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;|                                      |&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;|                                      |&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;|              5000,5000               |&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;|                                      |&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;|                                      |&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;|                                      |&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;|                                      |&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;|                                      |&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;|9999,0                       9999,9999|&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;+--------------------------------------+&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== HELP SECTOR ==&lt;br /&gt;
Topic: Sector&lt;br /&gt;
&lt;br /&gt;
In each sector there may be between 0 and 9 planetary bodies. Each planet has various environmental and resource qualities. The best planet has very good resources and a very good environment.&lt;br /&gt;
&lt;br /&gt;
Sector 0 0 is governed by the Galactic Command and is a declared neutral zone. This policy is maintained by the Enforcer Planet. A single hostile action by any player in this sector will be met with a swift and preemptive strike from the Galactic Commands top secret weapons base on The Enforcer Planet.&lt;br /&gt;
&lt;br /&gt;
Sector 0 0 also has the first planet Zygor, the leaders in state-of-the-art weapons and ship hardware. Zygor manufactures the various ships and the weapons they carry. It is also home of the Galactic Monetary Reserve Fund, the only duly authorized financial institution in the Galaxy.&lt;br /&gt;
&lt;br /&gt;
Planet number two in Sector 0 0 is Tahanian Station, a embarking station for colonists and mercenary soldiers. This is also where you can purchase food supplies.&lt;br /&gt;
&lt;br /&gt;
Once out of Sector 0 0 it is a free for all, and you have to decide how to best defend yourself and your planets.&lt;br /&gt;
&lt;br /&gt;
== HELP COMMUNICATE ==&lt;br /&gt;
Topic: Communications&lt;br /&gt;
&lt;br /&gt;
Each ship has a communications console with three separate transmission channels. You can set each to a specific channel or to the HAIL setting which permits you to receive all general hailing messages. If you create alliances you can set one radio to an agreed upon channel and have a private and secure communications path between members of your alliance.&lt;br /&gt;
&lt;br /&gt;
Use the FREQ command to change the communications frequency.&lt;br /&gt;
&lt;br /&gt;
Note that if the frequency is set above 32000 then it is determined to be a Hyperspace communications Packet Code and transmissions will be sent via Hyperspace to anyone with the same packet code anywhere in the Galaxy.&lt;br /&gt;
&lt;br /&gt;
== HELP MOVING ==&lt;br /&gt;
Topic: Moving (Navigating)&lt;br /&gt;
&lt;br /&gt;
All directional information in Galactic Empire functions on a 360 degree compass and is strictly two dimensional. The major bearings are illustrated as follow;       &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;    315  0  45&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;      \ | /&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;       \|/&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt; 270----*----90&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;       /|\&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;      / | \&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;   225 180 135&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BEARING - Bearing is always used to indicate where a particular ship or planet is in relation to you. It is relative to the direction you are facing and expressed in a number from -180 to +180. If a object is bearing -90, it is to the left of you, if +90 it is to the right of you, if 0 it is directly in front of you, and if - or + 180 it is directly behind you.&lt;br /&gt;
&lt;br /&gt;
HEADING - Heading is the relative direction of the other ship. It is used to indicate when a ship is facing toward or away from you. A heading of 0 means the ship is facing toward you, while a heading of 180 is away from you.&lt;br /&gt;
&lt;br /&gt;
GALACTIC HEADING - This is the absolute heading in the galaxy. A galactic heading of 0 means you (or the other ship) is facing north up.&lt;br /&gt;
&lt;br /&gt;
== HELP PLANETS ==&lt;br /&gt;
Topic: Owning Planets&lt;br /&gt;
&lt;br /&gt;
In order to build up wealth you must colonize planets and maintain them.  Planets are claimed by simply going into orbit around one and using the ADMIN command. You should be choosy at first about which planets you put a population on, as surviving on a poor planet can be very difficult and require frequent supply runs.&lt;br /&gt;
&lt;br /&gt;
Planets are rated on two factors, resources, and environment, with the following categories, POOR, MARGINAL, GOOD, and VERY GOOD. The resources factor rates the natural resources of the planet. A rating of good or very good will insure that your population has plenty of natural resources to use in the establishment of the colony, and the manufacture of goods. The environment factor rates the hospitality of the planet and how difficult it will be for a colony to survive. A rating of good, or very good, will insure that the majority of there efforts go toward producing goods and not simply surviving.&lt;br /&gt;
&lt;br /&gt;
Once you have claimed a planet you need to establish a population on it. This is done with the TRANSFER command to shuttle items from your ship to the planet. Once a colony is established they become an somewhat independent society. Anything you transfer to the planet belongs to them, you cannot transfer it back. If you wish to retrieve items from a planet you must purchase them from the planet at the base price.&lt;br /&gt;
&lt;br /&gt;
Type HELP PLANETS2 for more information on planets&lt;br /&gt;
&lt;br /&gt;
=== HELP PLANETS2 ===&lt;br /&gt;
Topic: Owning planets (Section 2)&lt;br /&gt;
&lt;br /&gt;
It is a good idea to leave some additional items on a planet besides men. They are;&lt;br /&gt;
&lt;br /&gt;
FOOD - If you fail to leave food on the planet you will find your men and troops all dead when you return next time. It is a good idea to leave a case for each 10 men &amp;amp; troops you have.&lt;br /&gt;
&lt;br /&gt;
TROOPS - Troops are mercenaries who produce nothing but serve to defend your planet from outside attacks and prevent domestic revolts. They must be fed well, and will fight to the death when attacked.&lt;br /&gt;
&lt;br /&gt;
FIGHTERS - Fighters will defend your planet from both ground troop invasions and fighter attacks. They provide a primary defense force for your planet.  Your troops will not be called into action unless the fighters are all destroyed.&lt;br /&gt;
&lt;br /&gt;
ION CANNON - This is a large defensive cannon which will attack any hostile ship that is in orbit around your planet. It will fire once every few seconds, and can destroy a ship in just a few blasts. An attacking ship won&#039;t stay long with an ion cannon firing upon them. You can have multiple ion cannons, but only one will be active at a time.&lt;br /&gt;
&lt;br /&gt;
Type HELP PLANETS3 for more information on Planets&lt;br /&gt;
&lt;br /&gt;
=== HELP PLANETS3 ===&lt;br /&gt;
Topic: Owning planets (Section 3)&lt;br /&gt;
&lt;br /&gt;
There are several other factors you may adjust when you establish a planet. When the planet is first established your colony is instructed to divide their efforts evenly between the manufacture of each of the commodities a planet can produce. You may wish to alter this to provide for faster population growth, and food production. Additionally, you can tax your planet at a specific rate. The harsher the tax the less the productivity. Tax is your principle source of income for purchasing supplies for your ship. This tax is kept in the planetary bank until you arrive to collect it. Your colony will produce all the supplies you need for your ship if managed properly. These goods are cheapest at your own planets as Zygor charges three times the base rate for goods. The cash you spend on supplies goes into the planetary bank and is used to purchase more raw materials when the Galactic Command supply ships come around.&lt;br /&gt;
&lt;br /&gt;
You can decide to sell supplies to other players if you like, and even mark up the price to other players. If you wish to be selective in who can purchase from your planets you can establish a trade password for your planet and only those who know the password can buy from you. This is also useful in establishing an alliance with other players where you all would set your planets to the same password and agree on the price to charge each other. Non-members will be excluded from trading with your alliance.&lt;br /&gt;
&lt;br /&gt;
Remember that the better your planet, the more attractive it is to marauders. Nothing can take the place of a well rounded defense system and frequent supply runs. Leaving a planet un-checked for more than a few days may spell disaster for your colony.&lt;br /&gt;
&lt;br /&gt;
== HELP STRATEGY ==&lt;br /&gt;
Topic: Game Strategy&lt;br /&gt;
&lt;br /&gt;
Your ship is equipped with nothing when you first enter the game, you are not in any eminent danger as sector 0 0 is a neutral zone. You are provided with a light freighter and an amount of cash with which you must decide what you are going to do.&lt;br /&gt;
&lt;br /&gt;
On Zygor you can purchase shield systems, phaser systems, missiles, torpedoes, fighters, decoys, and ion cannons. Note: some of these may not be available or useful on some ship classes (see HELP CLASS for more info).&lt;br /&gt;
&lt;br /&gt;
On Tahanian Station you can purchase colonists (men), troops, and food. Your first goal should be to secure an income for yourself, and therefore provide a source for taxes you will need to expand your empire, and keep your ships fully stocked. To do this you should purchase men, troops, food, and some fighters. Locate as good a planet as you can find and colonize it. It is advisable that you steer clear of other ships unless you know they are friendly.&lt;br /&gt;
&lt;br /&gt;
An alternative, albeit somewhat immoral, strategy is to purchase weapons and lie waiting for other ships to leave sector 0 0. When they do mount an attack and upon destroying their ship, gain what remains of the supplies on their ship. After several successful attacks you may have enough to colonize a planet or two.&lt;br /&gt;
&lt;br /&gt;
When you do colonize a planet you should redirect the majority of the effort to producing men, food, and troops, and gaining cash with which you can purchase larger and more powerful ships and expand your empire.&lt;br /&gt;
&lt;br /&gt;
Remember, these are only a couple suggested strategies, and others are only limited by your imagination.&lt;br /&gt;
&lt;br /&gt;
== HELP BATTLE ==&lt;br /&gt;
Topic: Battle Strategy&lt;br /&gt;
&lt;br /&gt;
The flexibility of Galactic Empire precludes an exhaustive discussion of all the strategies involved in user versus user battling. Some suggestions are simply put forth here to get you started.&lt;br /&gt;
&lt;br /&gt;
When in a potential battle situation make sure your shields are up, and keep moving. The easiest target is a ship with shields down, sitting still.&lt;br /&gt;
&lt;br /&gt;
If you have a cloaking system use it sparingly as it consumes incredible amounts of energy, it is most useful in covering a retreat.&lt;br /&gt;
&lt;br /&gt;
If you have incoming torpedoes you can ditch them easily by making a jump to light speed provided you have warp drive.&lt;br /&gt;
&lt;br /&gt;
This does not work for missiles though as they too can go hyperspace.&lt;br /&gt;
&lt;br /&gt;
Launching decoys does not guarantee that the incoming missiles or torpedoes will be destroyed. Launching more decoys than incoming weapons increases the chance of destroying an incoming weapon.&lt;br /&gt;
&lt;br /&gt;
When launching an attack try to get close to the target and use the faster torpedoes as they will have less time to react.&lt;br /&gt;
&lt;br /&gt;
Type HELP BATTLE2 for more information on battling&lt;br /&gt;
&lt;br /&gt;
=== HELP BATTLE2 ===&lt;br /&gt;
Topic: Battle Strategy (Section 2)&lt;br /&gt;
&lt;br /&gt;
If a target goes to light speed be prepared to make the jump with him and use Hyper-Phasers as soon as you pass warp 1.&lt;br /&gt;
&lt;br /&gt;
If you get hit with a Hyper-Phaser immediately go into a series of 180 degree high speed turns as your opponent will have difficulty locating you. Go out of light speed in another sector and immediately cloak as a last ditch effort to loose your pursuers.&lt;br /&gt;
&lt;br /&gt;
Form alliances to help protect each other from marauders. Remember two ships are twice as powerful as one.&lt;br /&gt;
&lt;br /&gt;
When you are under attack you cannot EXIT the game to avoid your attackers.  If you hang-up while you are under attack your ship will be destroyed. Remember &amp;quot;Death before Dishonor&amp;quot;!!&lt;br /&gt;
&lt;br /&gt;
If you are damaged try to make it back to sector 0 0 or to one of your own planets where you can get your ship repaired with the MAINT command. Remember the cost for everything is much more expensive in Sector 0 0.&lt;br /&gt;
&lt;br /&gt;
When you kill another ship you will get some of his goods on his ship. This can be very helpful when you are running low.&lt;br /&gt;
&lt;br /&gt;
Type HELP BATTLE3 for more information on battling&lt;br /&gt;
&lt;br /&gt;
=== HELP BATTLE3 ===&lt;br /&gt;
Topic: Battle Strategy (section 3) Planetary Battles...&lt;br /&gt;
&lt;br /&gt;
Planets can defend themselves with troops, fighters, and ion cannons.&lt;br /&gt;
&lt;br /&gt;
If you have no troops or fighters then your planet can be easily overrun.&lt;br /&gt;
&lt;br /&gt;
FIGHTERS are Nova Class Battle Fighters commanded by a fully automated tactical computer. They have inboard and outboard photon  cannons capable of powerful and deadly offensive and defensive attacks. When pitted against troops the fighter is deadly, capable of taking out between 10 and 50 troops in a pass. When pitted against other fighters they are fairly evenly matched.&lt;br /&gt;
&lt;br /&gt;
TROOPS are trained mercenaries, and serve no other function than the defense or attack on a planet. The consume food, maintain there skills, and mostly play cards. But when needed they will fight to the death.&lt;br /&gt;
&lt;br /&gt;
ION CANNONS are the very powerful fixed focus, ion-plasma&lt;br /&gt;
transmitters, capable of taking out a Star Class ship with only a few strikes. They are strictly defensive weapons controlled by a fully automated system. When the planet comes under attack they will automatically locate the attacker and commence firing upon the ship.&lt;br /&gt;
&lt;br /&gt;
When attacking a planet you are always at a disadvantage, as the local troops and fighters are better supported and fresh. Knowing this you should always plan on commencing a battle with superior numbers.&lt;br /&gt;
&lt;br /&gt;
Begin with a fighter attack. If they have no fighters you will overpower the troops rather quickly. If they have fighters you will be in a better position to do battle.&lt;br /&gt;
&lt;br /&gt;
After each wave your fighters or troops will return to your ship. If you wish to send them back you can do so. Remember, you will not take a planet so long as 1 fighter or 1 squad of troops (5) exists on the planet.&lt;br /&gt;
&lt;br /&gt;
== HELP CYBERTRON ==&lt;br /&gt;
Topic: Cyborgs and Cybertrons&lt;br /&gt;
&lt;br /&gt;
Cyborgs are a race of automatons which are bent on the destruction of all humans from the universe. They command a class of ship manufactured specifically for them, the Cybertron. Both pilot and ship function as a single fighting unit and they can be quite deadly.&lt;br /&gt;
&lt;br /&gt;
The Cybertron is armed with phasers, and torpedoes, but has no missile capability. They can be deadly in hyperspace with hyper-phasers, but cannot recycle the phaser as fast as most other ships. Cybertrons are prone to battle failure, and they will malfunction occasionally. This is often noted by strange transmissions from their ship.&lt;br /&gt;
&lt;br /&gt;
The top speed of a Cybertron is warp 8.0 so they can be out run with a faster ship. They will however continue seeking, and if you stay too long in a single spot, they will catch up. The larger the ship the more cybertrons that will be dispatched to intercept it. It is not advisable to get caught in a sector with a swarm of cybertrons surrounding you.&lt;br /&gt;
&lt;br /&gt;
Finally, Cybertrons will not attack smaller ships unless first provoked, so don&#039;t mess with them unless you know what you are doing.&lt;br /&gt;
&lt;br /&gt;
== HELP SCORING ==&lt;br /&gt;
Topic: Scoring&lt;br /&gt;
&lt;br /&gt;
Scores are based upon the size of your empire and the number and class of kills you have accumulated is ship to ship combat.  Each class of ship is worth a different number of points as detailed below;&lt;br /&gt;
&lt;br /&gt;
Interceptor       10&lt;br /&gt;
&lt;br /&gt;
Light Freighter   25&lt;br /&gt;
&lt;br /&gt;
Heavy Freighter   75&lt;br /&gt;
&lt;br /&gt;
Destroyer        150&lt;br /&gt;
&lt;br /&gt;
Star Cruiser     200&lt;br /&gt;
&lt;br /&gt;
Battle Cruiser   250&lt;br /&gt;
&lt;br /&gt;
Frigate          300&lt;br /&gt;
&lt;br /&gt;
Dreadnought      500&lt;br /&gt;
&lt;br /&gt;
Cybertron         75&lt;br /&gt;
&lt;br /&gt;
Cyberquad        200&lt;br /&gt;
&lt;br /&gt;
Additionally you are awarded as a bonus, a small percentage of the killed players score on top of the ship points.&lt;br /&gt;
&lt;br /&gt;
Finally, when you kill another player, his score goes also This means that you can actually knock him down on the top player list making it easier to overtake him (or pass him further).&lt;br /&gt;
&lt;br /&gt;
== HELP WORMHOLES ==&lt;br /&gt;
Wormholes are fairly rare galactic anomalies caused by a paired spatial singularity. The effect it to create a means of &amp;quot;leaping&amp;quot; across the galaxy to another sector. To navigate through a wormhole you must carefully approach it directly at about 1/4 impulse. You will be pulled into the wormhole and emerge at the terminal sector. If you approach too fast you will simply miss the event horizon. If you approach too slow you may oscillate between terminal sectors. Each time you pass through a wormhole some damage to systems may occur. Passing through a wormhole while severely damaged is not recommended. Wormholes are usually by-directional but an even rarer form of one way wormhole has been speculated to exist.&lt;br /&gt;
&lt;br /&gt;
== HELP ADMIN ==&lt;br /&gt;
The ADMIN command permits you to claim and administer a planet once in orbit. If you already own this planet then you can perform several planetary maintenance functions from the Planer Administration Menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Planet Administration Menu&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;-----------------------------------&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;1 - Get accounting report&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;2 - Collect taxes ($)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;3 - Alter work assignments and&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;adjust trade policy/pricing&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;4 - Rename planet&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;5 - Adjust Tax Rate&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;6 - Set Trade Password&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;x - Exit to command mode&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== HELP ABANDON ==&lt;br /&gt;
The abandon command will release ownership of a planet previously claimed. You must be in orbit around the planet to be abandoned. Issue the abandon command as follows;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;abandon&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
simple enough.&lt;br /&gt;
&lt;br /&gt;
== HELP ABORT ==&lt;br /&gt;
The Abort command will abort a self distract countdown and prevent the destruction of your ship.&lt;br /&gt;
&lt;br /&gt;
== HELP ATTACK ==&lt;br /&gt;
The Attack command permits you to start an attack on a planet with either troops or fighters. Issue the Attack command as follows;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;attack [&amp;lt;number&amp;gt;] [tro/fig]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
number = number of troops or fighters to attack with;&lt;br /&gt;
&lt;br /&gt;
tro = send &amp;lt;number&amp;gt; troops to the surface.&lt;br /&gt;
&lt;br /&gt;
fig = send &amp;lt;number&amp;gt; fighters to the surface.&lt;br /&gt;
&lt;br /&gt;
examples:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;attack 100 tro&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;attack 30 fighters&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== HELP BUY ==&lt;br /&gt;
The Buy command will permit you to purchase goods from one of your own planets or another players planet. Issue the Buy command as follows;&lt;br /&gt;
&lt;br /&gt;
buy [&amp;lt;number&amp;gt;] [men/tro/mis/tor/ion/flu/foo/fig/dec/min/jam/zip/gol] [&amp;lt;password&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
number = the number you want to buy.&lt;br /&gt;
&lt;br /&gt;
men  = buy men&lt;br /&gt;
&lt;br /&gt;
tro  = buy troops&lt;br /&gt;
&lt;br /&gt;
mis  = buy missiles&lt;br /&gt;
&lt;br /&gt;
tor  = buy torpedoes&lt;br /&gt;
&lt;br /&gt;
ion  = buy ion cannons&lt;br /&gt;
&lt;br /&gt;
flu  = buy flux pods&lt;br /&gt;
&lt;br /&gt;
foo  = buy food&lt;br /&gt;
&lt;br /&gt;
fig  = buy fighters&lt;br /&gt;
&lt;br /&gt;
dec  = buy decoys&lt;br /&gt;
&lt;br /&gt;
min  = buy mines&lt;br /&gt;
&lt;br /&gt;
jam  = buy jammers&lt;br /&gt;
&lt;br /&gt;
zip  = buy zippers&lt;br /&gt;
&lt;br /&gt;
gol  = buy gold&lt;br /&gt;
&lt;br /&gt;
password = optional trade password may be required by planet.&lt;br /&gt;
&lt;br /&gt;
examples:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;buy 1000 men&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;buy 3 ion&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;buy 500 foo drowssap&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== HELP CLOAK ==&lt;br /&gt;
The Cloak command will turn on or off the cloaking system, if your ship is equipped. The cloaking system consumes large amounts of power and you should be careful not to drain all your energy pool. The cloaking system takes a few seconds to charge once the command is issued.&lt;br /&gt;
&lt;br /&gt;
Issue the Cloak command as follows;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;cloak [ON/OFF]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example:  &amp;lt;code&amp;gt;Cloak on&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Cloak off&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== HELP CLS ==&lt;br /&gt;
The CLS function simply clears the screen using ANSI characters.&lt;br /&gt;
&lt;br /&gt;
== HELP DECOY ==&lt;br /&gt;
The Decoy command deploys a single decoy. Decoys proceed away from your ship and send a sensor signature that resembles your ship. If a torpedo or missile comes near the decoy the decoy will explode and destroy the inbound weapon. The decoy will self destruct after a period of time to prevent stray decoys floating around in your navigation path.&lt;br /&gt;
&lt;br /&gt;
== HELP DESTRUCT ==&lt;br /&gt;
The Destruct command will begin a self destruct countdown timer that when it reaches zero will destroy your ship. The countdown can be aborted with the ABORT command.&lt;br /&gt;
&lt;br /&gt;
== HELP FLUX ==&lt;br /&gt;
The Flux command will replace an exhausted Flux Pod from the energy pool with a new one. This command presumes that you want it changed now, and does not warn you if there is still a good percentage of power left in the old pod. The old pod is jettisoned. Your power is restored to full charge automatically.&lt;br /&gt;
&lt;br /&gt;
== HELP HELP ==&lt;br /&gt;
The Help command will display a vast amount of information on Galactic Empire. Type HELP for a list of subjects.&lt;br /&gt;
&lt;br /&gt;
== HELP HYPER ==&lt;br /&gt;
When in hyperspace the normal ships phasers are useless. The Hyper-Phaser however can be deadly. The Hyper-Phaser Beam is very narrow but very powerful and can destroy another ship with only a few well placed shots. Issue the Hyper-Phaser command as follows;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;phaser [&amp;lt;direction&amp;gt;]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
direction = the heading to fire the phasers at, usually the same as the bearing of another ship given in the &amp;quot;scan sh&amp;quot; command. With the Hyper-Phaser you must be pin-point accurate to score a hit.&lt;br /&gt;
&lt;br /&gt;
examples: &amp;lt;code&amp;gt;phaser 4&amp;lt;/code&amp;gt;  fire 4 degrees off starboard.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;phaser 180&amp;lt;/code&amp;gt;  fire directly behind you.&lt;br /&gt;
&lt;br /&gt;
Note: The Fire Control System automatically switches to Hyper-Phasers when in hyperspace.&lt;br /&gt;
&lt;br /&gt;
== HELP IMPULSE ==&lt;br /&gt;
The Impulse command directs your impulse (sub-light) engines and sets your course and speed. Issue the Impulse command as follows;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;impulse [&amp;lt;speed&amp;gt;] [&amp;lt;heading&amp;gt;]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
speed   = the impulse speed between 0 and 99 (99 is .99 light speed)&lt;br /&gt;
&lt;br /&gt;
heading = the heading from your current direction&lt;br /&gt;
&lt;br /&gt;
examples: &amp;lt;code&amp;gt;impulse 5 0&amp;lt;/code&amp;gt; would alter the speed to impulse 5 and not change the heading.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;impulse 10 5&amp;lt;/code&amp;gt;  would alter the speed to impulse 10 and turn the ship 5 degrees to the starboard (right).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;impulse 10 355&amp;lt;/code&amp;gt; would alter the speed to impulse 10 and turn the ship 5 degrees to the port (left).&lt;br /&gt;
&lt;br /&gt;
== HELP JAMMER ==&lt;br /&gt;
The jammer command will cause a jammer device to be launched. It disrupts all scanner systems on all ships within range of the device, yours included. It is useful for covering an escape or distracting an opponent. Issue the jammer command as follows;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;jammer&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Simple enough!&lt;br /&gt;
&lt;br /&gt;
== HELP LOCK ==&lt;br /&gt;
The Lock command permits you to lock your fire control systems onto a specific ship no matter what its letter designation changes to. As long as the ship is within scanner range the fire control systems will remain locked onto that specific ship. This is extremely useful when in heated battle and multiple ships are in the vicinity. Ship letter designated -A- may become -B- or -C- as other ships move closer to you. The Lock command permits you to stay locked on to the ship as distances and letter designates change.&lt;br /&gt;
&lt;br /&gt;
Commands like MISSILE and TORPEDO can be then be used with the Lock option to fire on the ship you have locked onto. Issue the Lock command as follows;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;lock [&amp;lt;ship letter designate&amp;gt;]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-or-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;lock&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
examples: &amp;lt;code&amp;gt;lock A&amp;lt;/code&amp;gt; would lock onto the closest ship.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;lock B&amp;lt;/code&amp;gt;  would lock onto the second closest ship.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;lock&amp;lt;/code&amp;gt; would cause the lock to be released.&lt;br /&gt;
&lt;br /&gt;
Note: Once a ship is killed the lock is released automatically.&lt;br /&gt;
&lt;br /&gt;
== HELP MAINT ==&lt;br /&gt;
The Maintenance command functions when you are in orbit at your own planet or Zygor. The maintenance crews will start repairing your ship and charge you a nominal fee of 200c&#039;s at your own planet and 2500c&#039;s at Zygor.&lt;br /&gt;
&lt;br /&gt;
Leaving orbit early will cease all repairs on the ship.&lt;br /&gt;
&lt;br /&gt;
== HELP MINE ==&lt;br /&gt;
The MINE command causes a neutron mine to be deposited at your current location. You specify how long until detonation permitting you time to leave the spot for safety. Mines are useful when you are being tailed by another ship. Beware that they are very powerful and you can also be damaged by them if you don&#039;t get far enough away. Issue the MINE command as follows;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;mine [&amp;lt;nowiki&amp;gt;&amp;lt;time&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
time = the time till detonation in centocks (approx 5 seconds). This can be set from 1 to 50.&lt;br /&gt;
&lt;br /&gt;
Example: &amp;lt;code&amp;gt;mine 10&amp;lt;/code&amp;gt; will deposit a mine to detonate in 10 centocks&lt;br /&gt;
&lt;br /&gt;
== HELP MISSILE ==&lt;br /&gt;
The Missile command instructs your ship to fire a hyper-missile at a given ship with a given charge. This missile guidance system will attempt to lock on the ship prior to firing the missile. If a lock is made the missile is launched. Issue the Missile command as follows;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;missile [&amp;lt;ship letter&amp;gt;/@] [&amp;lt;energy&amp;gt;]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
ship letter = the ship you are firing upon&lt;br /&gt;
&lt;br /&gt;
@ = to fire at the locked on ship&lt;br /&gt;
&lt;br /&gt;
energy = the energy from your Neutron Flux Pile to charge into the missile.&lt;br /&gt;
&lt;br /&gt;
examples:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;missile A 100&amp;lt;/code&amp;gt; would fire a missile at ship A which will only cause minor (if any) damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;missile C 20000&amp;lt;/code&amp;gt; would fire a missile at ship C which will cause major damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;missile @ 10000&amp;lt;/code&amp;gt; would fire on the ship that a previous Lock command has locked on to.&lt;br /&gt;
&lt;br /&gt;
note: the energy imparted to the missile must come from your charged neutron flux pile and will drain the pile by that amount.&lt;br /&gt;
&lt;br /&gt;
== HELP NAVIGATE ==&lt;br /&gt;
Please issue the Navigate command as follows;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;navigate [sector]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
sector number = the sector number you wish to navigate to.&lt;br /&gt;
&lt;br /&gt;
examples: &amp;lt;code&amp;gt;navigate sector 0 0&amp;lt;/code&amp;gt;  give a bearing and distance to sector 0 0.&lt;br /&gt;
&lt;br /&gt;
== HELP NEW ==&lt;br /&gt;
The New command permits you to purchase from the ship yards at Zygor one of several types of shields, phaser systems, or even a new ship.&lt;br /&gt;
&lt;br /&gt;
Issue the New command as follows;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;New [shield/ship/phaser] [&amp;lt;type&amp;gt;]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
type = the class type of the shield, phaser, or ship you wish to purchase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;---- Shields -----  ---- Phasers ----   ------ Ships ------&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt; Mark-1  Shield = 1  Mark-1  Phaser = 1   Interceptor     = 1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt; Mark-2  Shield = 2  Mark-2  Phaser = 2   Light Freighter = 2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;       ...                 ...           Heavy Freighter = 3&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;       ...                 ...           Destroyer       = 4&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;       ...                 ...           Star Cruiser    = 5&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Mark-19 Shield = 19 Mark-19 Phaser = 19  Battle Cruiser  = 6&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;                                         Frigate         = 7&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;                                         Dreadnought     = 8&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;                                         Freight Barge   = 9&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
examples: &amp;lt;code&amp;gt;new ship 2&amp;lt;/code&amp;gt;  purchase a new Heavy Freighter&lt;br /&gt;
&lt;br /&gt;
note: you must be orbiting around Zygor in Sector 0 0 to issue this command. A complete list of ship classes and prices can be obtained from the HELP CLASS command.&lt;br /&gt;
&lt;br /&gt;
For pricing on ships type HELP CLASS, for phasers and shields type HELP NEWPRICE&lt;br /&gt;
&lt;br /&gt;
== HELP NEWPRICE ==&lt;br /&gt;
(Note: this is coded into MBMGEHLP.MSG and does not update if you change the prices of phasers and shields in [[MBMGEMSG.MSG]]. If you wish to change the prices of phasers and shields, you should update both files to match so users will be able to see the correct prices. Also of note is that by default, the Mark-19 phaser is actually 200m.)  &lt;br /&gt;
&lt;br /&gt;
The prices for Phasers and Shields are as follows; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;----&amp;lt;/nowiki&amp;gt; Shields -----             ---- Phasers ----&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Mark-1......    5k             Mark-1......    5k&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Mark-2......   10k             Mark-2......   10k&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Mark-3......   40k             Mark-3......   40k&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Mark-4......  100k             Mark-4......  100k&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Mark-5......  250k             Mark-5......  220k&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Mark-6......  500k             Mark-6......  400k&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Mark-7......  750k             Mark-7......  650k&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Mark-8......  1.1m             Mark-8......  900k&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Mark-9......  1.5m             Mark-9......  1.2m&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Mark-10.....  2.5m             Mark-10.....  2.0m&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Mark-11.....  4.0m             Mark-11.....  3.8m&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Mark-12.....  6.0m             Mark-12.....  5.0m&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Mark-13.....  8.0m             Mark-13.....  7.0m&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Mark-14..... 10.0m             Mark-14.....  9.0m&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Mark-15..... 30.0m             Mark-15..... 15.0m&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Mark-16..... 50.0m             Mark-16..... 30.0m&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Mark-17..... 80.0m             Mark-17..... 60.0m&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Mark-18.....120.0m             Mark-18.....100.0m&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Mark-19.....250.0m             Mark-19.....200.0m&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== HELP ORBIT ==&lt;br /&gt;
The Orbit command instructs your ship to enter into orbit around a given planet. Issue the Orbit command as follows;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;orbit [&amp;lt;planet #&amp;gt;]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
planet # = the planet you are wishing to orbit.&lt;br /&gt;
  &lt;br /&gt;
NOTE: YOU MUST BE 250 or closer to orbit a planet!&lt;br /&gt;
&lt;br /&gt;
example: &amp;lt;code&amp;gt;orbit 2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== HELP PHASER ==&lt;br /&gt;
The Phaser command directs your ships phasers to fire in a given direction with a given beam spread. The more narrow the beam the stronger the hit, but the more difficult it is to get a hit. Issue the Phaser command as follows; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;phaser [&amp;lt;direction&amp;gt;] [&amp;lt;spread&amp;gt;]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
direction = the heading to fire the phasers at, usually the same as the bearing of another ship given in the &amp;quot;scan sh&amp;quot; command.&lt;br /&gt;
&lt;br /&gt;
spread = the focus of the beam (0 to 5). 0 gives the most concentrated beam but is so narrow that you must be dead on to get a hit. 1 and 2 are good numbers to use if you know where a target is located. Use 5 if you know he is close but cloaked.&lt;br /&gt;
&lt;br /&gt;
examples: &amp;lt;code&amp;gt;phaser 4 1&amp;lt;/code&amp;gt; fire 4 degrees off starboard, focus 1. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;phaser 180 5&amp;lt;/code&amp;gt;  fire directly behind focus 5. &lt;br /&gt;
&lt;br /&gt;
== HELP PLANET ==&lt;br /&gt;
Produces a list of the planets registered to you. This list is only current as of 3AM each day. Any planets added to your empire today will not appear in the list until 3AM tomorrow.&lt;br /&gt;
&lt;br /&gt;
== HELP PRICE ==&lt;br /&gt;
The Price command permits you to get a price for a quantity of goods prior to actually purchasing them. Issue the Price command as follows;&lt;br /&gt;
&lt;br /&gt;
price [&amp;lt;number&amp;gt;] [men/tro/mis/tor/ion/flu/foo/fig/dec/min/jam/zip/gol]&lt;br /&gt;
&lt;br /&gt;
men  = price men&lt;br /&gt;
&lt;br /&gt;
tro  = price troops&lt;br /&gt;
&lt;br /&gt;
mis  = price missiles&lt;br /&gt;
&lt;br /&gt;
tor  = price torpedoes&lt;br /&gt;
&lt;br /&gt;
ion  = price ion cannons&lt;br /&gt;
&lt;br /&gt;
flu  = price flux pods&lt;br /&gt;
&lt;br /&gt;
foo  = price food&lt;br /&gt;
&lt;br /&gt;
fig  = price fighters&lt;br /&gt;
&lt;br /&gt;
dec  = price decoys&lt;br /&gt;
&lt;br /&gt;
min  = price mines&lt;br /&gt;
&lt;br /&gt;
jam  = price jammers&lt;br /&gt;
&lt;br /&gt;
zip  = price zippers&lt;br /&gt;
&lt;br /&gt;
gol  = price gold&lt;br /&gt;
&lt;br /&gt;
examples: &amp;lt;code&amp;gt;price 1000 men&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;price 3 ion&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;price 500 foo&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== HELP RENAME ==&lt;br /&gt;
The Rename command will change the name assigned to your ship. Issue the Rename command as follows; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;rename &amp;lt;new ship name&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== HELP REPORT ==&lt;br /&gt;
The Report command gives you status information on navigation, ships systems, inventory, and accounting. Issue the Report command as follows;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;report [nav/sys/inv/acc]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
examples: &amp;lt;code&amp;gt;report nav&amp;lt;/code&amp;gt;   produces a navigational report&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;report sys&amp;lt;/code&amp;gt;   produces a systems report&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;report inv&amp;lt;/code&amp;gt;   produces an inventory report&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;report acc&amp;lt;/code&amp;gt;   produces an accounting report&lt;br /&gt;
&lt;br /&gt;
== HELP ROSTER ==&lt;br /&gt;
The Roster command will display the Top Players Roster.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;roster [all]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
examples: &amp;lt;code&amp;gt;roster&amp;lt;/code&amp;gt;   display the top players&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;roster all&amp;lt;/code&amp;gt;   display all players&lt;br /&gt;
&lt;br /&gt;
== HELP ROTATE ==&lt;br /&gt;
The Rotate command will cause to directional thrusters to rotate the ship a specified number of degrees. The ship must be stationary first. The ship will automatically turn in the direction which causes the shortest arc to arrive at the given heading. Issue the Rotate command as follows;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;rotate [&amp;lt;heading&amp;gt;]&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;rotate [@&amp;lt;abosolute heading&amp;gt;]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
heading = the heading from your current direction&lt;br /&gt;
&lt;br /&gt;
absolute heading = the abosolute direction regardless of your current heading.&lt;br /&gt;
&lt;br /&gt;
examples: &amp;lt;code&amp;gt;rotate 5&amp;lt;/code&amp;gt;   would turn the ship 5 degrees to the starboard (right).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;rotate -5&amp;lt;/code&amp;gt;   would turn the ship 5 degrees to the port (left).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;rotate @5&amp;lt;/code&amp;gt;   would turn the ship to 5 degrees absolute.&lt;br /&gt;
&lt;br /&gt;
== HELP SET ==&lt;br /&gt;
The SET command lets you set user configurable options.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;set  &amp;lt;nowiki&amp;gt;&amp;lt;option&amp;gt;/? [on/off]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
options are;&lt;br /&gt;
&lt;br /&gt;
scanhome - home the screen before displaying scan  &lt;br /&gt;
&lt;br /&gt;
scanfull - full screen scans  &lt;br /&gt;
&lt;br /&gt;
scannames - show user names in Range Scans (scanfull must be ON too)  &lt;br /&gt;
&lt;br /&gt;
filter - filters out 80% of the battle messages  &lt;br /&gt;
&lt;br /&gt;
examples: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;set scanhome on&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;set scannames off&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;set ?&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
== HELP SCAN ==&lt;br /&gt;
The Scan command permits you to direct the ships tactical scanners in a number of different ways. Issue the Scanner command as follows;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;scan [se/sh/pl/ra/lo] [&amp;lt;ship letter&amp;gt;/&amp;lt;planet #&amp;gt;/&amp;lt;range&amp;gt;]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
se = sector scan showing the ships and planets in this sector&lt;br /&gt;
&lt;br /&gt;
sh = ship scan showing detail on ship &amp;lt;ship letter&amp;gt;&lt;br /&gt;
&lt;br /&gt;
pl = planet scan showing detail on planet &amp;lt;planet #&amp;gt;&lt;br /&gt;
&lt;br /&gt;
ra = close range scan for range &amp;lt;range&amp;gt; 1 to 9&lt;br /&gt;
&lt;br /&gt;
lo = long range scan of neutron distortions&lt;br /&gt;
&lt;br /&gt;
examples: &amp;lt;code&amp;gt;scan se&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;scan sh a&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;scan pl 1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;scan ra 9&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;scan lo&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: See the SET command for additional configuration options for SCAN&lt;br /&gt;
&lt;br /&gt;
== HELP SELL ==&lt;br /&gt;
The Sell command will permit you to re-sell back to the Empire excess goods. The Empire will charge a small Tranfer Tax on each transaction. &lt;br /&gt;
&lt;br /&gt;
Issue the Sell command as follows;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Sell [&amp;lt;number&amp;gt;] [men/tro/mis/tor/ion/flu/foo/fig/dec/min/jam/zip/gol]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
number = the number you want to sell.&lt;br /&gt;
&lt;br /&gt;
men  = sell men&lt;br /&gt;
&lt;br /&gt;
tro  = sell troops&lt;br /&gt;
&lt;br /&gt;
mis  = sell missiles&lt;br /&gt;
&lt;br /&gt;
tor  = sell torpedoes&lt;br /&gt;
&lt;br /&gt;
ion  = sell ion cannons&lt;br /&gt;
&lt;br /&gt;
flu  = sell flux pods&lt;br /&gt;
&lt;br /&gt;
foo  = sell food&lt;br /&gt;
&lt;br /&gt;
fig  = sell fighters&lt;br /&gt;
&lt;br /&gt;
dec  = sell decoys&lt;br /&gt;
&lt;br /&gt;
min  = sell mines&lt;br /&gt;
&lt;br /&gt;
jam  = sell jammers&lt;br /&gt;
&lt;br /&gt;
zip  = sell zippers&lt;br /&gt;
&lt;br /&gt;
gol  = sell gold&lt;br /&gt;
&lt;br /&gt;
examples: &amp;lt;code&amp;gt;sell 1000 men&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;sell 3 ion&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;sell 500 foo&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== HELP SEND ==&lt;br /&gt;
The Send command is the only means of communication between ships and team members. Please issue the Send command as follows; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;send [&amp;lt;channel&amp;gt;] [&amp;lt;message&amp;gt;]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
channel = Your communications channel A, B, or C as set by the SET command.&lt;br /&gt;
&lt;br /&gt;
message = Your message to be sent.&lt;br /&gt;
&lt;br /&gt;
examples: &amp;lt;code&amp;gt;send A Why you scum guzzler, I am gonna get you&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;send C This is a warning to all ships.... I am here!!!!&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== HELP FREQ ==&lt;br /&gt;
The Freq command permits you to specify the channels you want your ships communication system set to. Issue the Com channel set command as follows; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;freq [&amp;lt;channel&amp;gt;] [hail/&amp;lt;freq&amp;gt;]&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
examples: &amp;lt;code&amp;gt;freq A 12345&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;freq b hail&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;freq c 23221&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Channel frequencies above 20000 are converted to hyperspace modulation packets and transmitted through hyperspace. Channel frequencies below 20000 are transmitted in the current star system only.  &lt;br /&gt;
&lt;br /&gt;
== HELP SHIELD ==&lt;br /&gt;
The Shield command will raise or lower the ships shields. The shields will begin charging upon being raised for the first time. They are providing immediate yet limited protection until fully charged. When fully charged the shields come up immediately when issued. The shields do drain on the neutron flux pile, and will automatically come down when the energy drops to dangerously low levels.&lt;br /&gt;
&lt;br /&gt;
NOTE: When firing a weapon with the shields up, the shields will be automatically lowered. They WILL NOT be automatically raised after the firing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;shield [up/down]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
examples: &amp;lt;code&amp;gt;shield up&amp;lt;/code&amp;gt;   would raise the shields&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;shield down&amp;lt;/code&amp;gt;   would lower the shields &lt;br /&gt;
&lt;br /&gt;
== HELP TORPEDO ==&lt;br /&gt;
The Torpedo command instructs your ship to fire a torpedo at a given ship. This fire control system will attempt to lock on the ship prior to firing the torpedo. If a lock is made the torpedo is launched. Issue the Torpedo command as follows; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;torpedo [&amp;lt;ship letter&amp;gt;/@]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
ship letter = the ship you are firing upon&lt;br /&gt;
&lt;br /&gt;
@ = the locked on ship.&lt;br /&gt;
&lt;br /&gt;
examples: &amp;lt;code&amp;gt;torpedo A&amp;lt;/code&amp;gt;   would fire a torpedo at ship A.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;torpedo @&amp;lt;/code&amp;gt;   would fire at the ship you locked on with the LOCK cmd &lt;br /&gt;
&lt;br /&gt;
The Transfer command permits you to transfer goods from your ship to a newly established planet, or from a planet to your ship. Issue the transfer command as follows; &lt;br /&gt;
&lt;br /&gt;
== HELP TRANSFER ==&lt;br /&gt;
&amp;lt;code&amp;gt;transfer [up/down] [&amp;lt;number&amp;gt;] [men/tro/mis/tor/ion/flu/foo/fig/dec/min/jam]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
men  = transfer men&lt;br /&gt;
&lt;br /&gt;
tro  = transfer troops&lt;br /&gt;
&lt;br /&gt;
mis  = transfer missiles&lt;br /&gt;
&lt;br /&gt;
tor  = transfer torpedoes&lt;br /&gt;
&lt;br /&gt;
ion  = transfer ion cannons&lt;br /&gt;
&lt;br /&gt;
flu  = transfer flux pods&lt;br /&gt;
&lt;br /&gt;
foo  = transfer food&lt;br /&gt;
&lt;br /&gt;
fig  = transfer fighters&lt;br /&gt;
&lt;br /&gt;
dec  = transfer decoys&lt;br /&gt;
&lt;br /&gt;
min  = transfer mines&lt;br /&gt;
&lt;br /&gt;
jam  = transfer jammers&lt;br /&gt;
&lt;br /&gt;
zip  = transfer zippers&lt;br /&gt;
&lt;br /&gt;
examples: &amp;lt;code&amp;gt;transfer up 3 ion&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;transfer down 500 foo&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
== HELP WARP ==&lt;br /&gt;
The Warp command starts the warp drives (provided your type of ship has them) and directs your course and speed. Issue the Warp command as follows; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;warp [&amp;lt;speed&amp;gt;] [&amp;lt;heading&amp;gt;]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
speed = the warp speed between 0 and 50&lt;br /&gt;
&lt;br /&gt;
heading = the heading from your current direction&lt;br /&gt;
&lt;br /&gt;
examples: &amp;lt;code&amp;gt;warp 5 0&amp;lt;/code&amp;gt;   would alter the speed to warp 5 and not change the heading.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;warp 10 5&amp;lt;/code&amp;gt;   would alter the speed to warp 10 and turn the ship 5 degrees to the starboard (right).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;warp 10 355&amp;lt;/code&amp;gt;   would alter the speed to warp 10 and turn the ship 5 degrees to the port (left).&lt;br /&gt;
&lt;br /&gt;
== HELP ZIPPER ==&lt;br /&gt;
The ZIP command launches a defensive (and sometimes offensive) weapon which interferes with the timing mechanism on mines. The effect is to trip all mines in the vicinity of the players ship into exploding immediately. This weapon can be used to &amp;quot;trip&amp;quot; an opponents mines after he has laid them but before he can distance himself from them, causing the mines to do damage to the opponents own ship. Issue the zipper command as follows; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;zipper&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Easy enough! &lt;br /&gt;
&lt;br /&gt;
== HELP CLASS ==&lt;br /&gt;
These are the classes of ships manufactured at Zygor. Each has its own features and capabilities. The chart below summarizes the differences. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;                       S  P  T M D J Z M A C&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;                       h  h  o i e a i i t l&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;                       l  s  r s c m p n t o&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;##&amp;lt;/nowiki&amp;gt; --Class Name---     d--r--p-l-y-r-r-e-k-k-Acc-Warp-Tons----Price--Scan--Pts&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
(The game&#039;s ships as defined in [[MBMGESHP.MSG]] are displayed here) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Shld - Maximum Shield type (0 = No shields available)&lt;br /&gt;
&lt;br /&gt;
Phsr - Maximum Phaser type&lt;br /&gt;
&lt;br /&gt;
Torp - 0 = Has no Torpedo System / 1 = Has Torpedo System&lt;br /&gt;
&lt;br /&gt;
Misl - 0 = Has no Missile System / 1 = Has Missile System&lt;br /&gt;
&lt;br /&gt;
Decy - 0 = Has no Decoy Launching system / 1 = Has Decoy Launcher&lt;br /&gt;
&lt;br /&gt;
Jamr - 0 = Has no Jammer Launching system / 1 = Has Jammer Launcher&lt;br /&gt;
&lt;br /&gt;
Zipr - 0 = Has no Zipper Launching system / 1 = Has Zipper Launcher&lt;br /&gt;
&lt;br /&gt;
Mine - 0 = Has no Mine Launching system / 1 = Has Mine Launcher&lt;br /&gt;
&lt;br /&gt;
Attk - Has Planetary Attack Capability&lt;br /&gt;
&lt;br /&gt;
Clok - 0 = Has no Cloaking System / 1 = Has Cloaking System&lt;br /&gt;
&lt;br /&gt;
Acc  - Maximum Acceleration rate&lt;br /&gt;
&lt;br /&gt;
Warp - 0 = Has no Warp Drive / &amp;gt;0 = Maximum Warp drive capable of&lt;br /&gt;
&lt;br /&gt;
Tons - Maximum Tonnage ship can transport&lt;br /&gt;
&lt;br /&gt;
Price- Price for a ship of this class&lt;br /&gt;
&lt;br /&gt;
Scan - Maximum Scanner Range&lt;br /&gt;
&lt;br /&gt;
Pts  - Points for killing a ship in this class&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;NOTE* For more details on a class of ship use the &amp;quot;HELP CLASS nn&amp;quot; command where nn is the class number from the table above.&lt;br /&gt;
== HELP TEAM ==&lt;br /&gt;
The Team command allows you to perform a number of functions related to teams. It allows you to join a team, create a new team, leave a team, and get team scores. Additionally the team founder (or anyone with the founder password) can expell a team member, change the Team Password, or change the team name.&lt;br /&gt;
&lt;br /&gt;
Teams are identified by a 5 digit team code created by the founder when they started the team. This code never changes even though the team name may be changed.&lt;br /&gt;
&lt;br /&gt;
Team Founder commands are;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;team start nnnnn ssssssssss pppppppppp &amp;lt;team name&amp;gt;&amp;lt;/code&amp;gt;   starts a new team with code nnnnn, Founder Password ssssssssss, Member Password pppppppppp, and with the team name &amp;lt;team name&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;team kick ssssssssss &amp;lt;user name&amp;gt;&amp;lt;/code&amp;gt;   permits a team member with the Founder Password to kick another team member off the team. Note: if you don&#039;t also change the password the kicked player can simply rejoin.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;team newpass ssssssssss pppppppppp&amp;lt;/code&amp;gt;   permits a team member with the Founder Passowrd to assign a new Member Password pppppppppp.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;team newname ssssssssss &amp;lt;team name&amp;gt;&amp;lt;/code&amp;gt;   permits a team member with the Founder Password to change the team name to &amp;lt;team name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Team Member commands are;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;team join nnnnn pppppppppp&amp;lt;/code&amp;gt;   permits a player to join the team nnnnn provided they have the correct member password pppppppppp&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;team unjoin&amp;lt;/code&amp;gt;   permits the player to leave the current team they are a member of.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;team score&amp;lt;/code&amp;gt;   displays a list of the current teams and their scores.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;team members&amp;lt;/code&amp;gt;   displays a list of the members of the players current team. &lt;br /&gt;
&lt;br /&gt;
The SPY command will transport a spy (provided you have one on board) to the planet you are currently orbiting. If the Spy survives and is not caught you will from time to time get intellegence reports on the planet. You can defend from spy&#039;s by having your own spys on your planets. The more trained spy&#039;s you have the better your chances you will catch any foreign spy&#039;s who sneak onto your planet. &lt;br /&gt;
&lt;br /&gt;
== HELP JETTISON ==&lt;br /&gt;
The Jettison command permits you to dump goods from your ship. You can dump a specific number or ALL you have of a item type. &lt;br /&gt;
&lt;br /&gt;
Issue the jettison command as follows;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;jettison [ALL/&amp;lt;number&amp;gt;] [men/tro/mis/tor/ion/flu/foo/fig/dec/min/jam]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
men  = transfer men&lt;br /&gt;
&lt;br /&gt;
tro  = transfer troops&lt;br /&gt;
&lt;br /&gt;
mis  = transfer missiles&lt;br /&gt;
&lt;br /&gt;
tor  = transfer torpedoes&lt;br /&gt;
&lt;br /&gt;
ion  = transfer ion cannons&lt;br /&gt;
&lt;br /&gt;
flu  = transfer flux pods&lt;br /&gt;
&lt;br /&gt;
foo  = transfer food&lt;br /&gt;
&lt;br /&gt;
fig  = transfer fighters&lt;br /&gt;
&lt;br /&gt;
dec  = transfer decoys&lt;br /&gt;
&lt;br /&gt;
min  = transfer mines&lt;br /&gt;
&lt;br /&gt;
jam  = transfer jammers&lt;br /&gt;
&lt;br /&gt;
zip  = transfer zippers&lt;br /&gt;
&lt;br /&gt;
examples: &amp;lt;code&amp;gt;jettison ALL ion&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;jettison 500 foo&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>Manicpop</name></author>
	</entry>
	<entry>
		<id>https://manicpop.org/gewiki/index.php?title=MBMGEMSG.MSG&amp;diff=557</id>
		<title>MBMGEMSG.MSG</title>
		<link rel="alternate" type="text/html" href="https://manicpop.org/gewiki/index.php?title=MBMGEMSG.MSG&amp;diff=557"/>
		<updated>2024-06-21T08:03:17Z</updated>

		<summary type="html">&lt;p&gt;Manicpop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following are values that can be configured by the sysop in the MBMGEMSG.MSG file:&lt;br /&gt;
&lt;br /&gt;
== BBS settings ==&lt;br /&gt;
PLAYKEY = what type of BBS user you need to be Galactic Empire&lt;br /&gt;
&lt;br /&gt;
REGNO = your [[registration]] number, required in order for Galactic Empire to function on your system.&lt;br /&gt;
&lt;br /&gt;
GEMNU = the name of the game on the BBS menu (by default, &amp;quot;Galactic Empire&amp;quot;). This value was used in version 5 of MajorBBS and has no effect in version 6.&lt;br /&gt;
&lt;br /&gt;
GESEL = the selection letter on the BBS menu (by default, G). Only used on MajorBBS 5.&lt;br /&gt;
&lt;br /&gt;
FREEBIES = 1 to allow non-paying users to play, 0 for no. Only used on MajorBBS 5.&lt;br /&gt;
&lt;br /&gt;
PROFON = profanity filter, yes or no&lt;br /&gt;
&lt;br /&gt;
SHOWOPT = debug level, 0 to 3&lt;br /&gt;
&lt;br /&gt;
LOGFLG = output log to file, yes or no&lt;br /&gt;
&lt;br /&gt;
USEGEMSG = use in-game mail system (yes) or send to user&#039;s BBS mailbox (no), default yes&lt;br /&gt;
&lt;br /&gt;
== Sysop ==&lt;br /&gt;
SYSKEY = what type of BBS user you need to be in order to use the [[Sysop commands|SYS]] command.&lt;br /&gt;
&lt;br /&gt;
SYSCMDS = allow [[Sysop commands|SYS]] command, default yes&lt;br /&gt;
&lt;br /&gt;
SYSONLY = only allow sysop to use SYS command, default yes (no means ANYONE can)&lt;br /&gt;
&lt;br /&gt;
== Files ==&lt;br /&gt;
GEUSER = user database, default [[MBMGEUSR.DAT]]&lt;br /&gt;
&lt;br /&gt;
GESHIP = ship database, default [[MBMGESHP.DAT]]&lt;br /&gt;
&lt;br /&gt;
GEMAIL = mail database, default [[MBMGEMAL.DAT]]&lt;br /&gt;
&lt;br /&gt;
GEPLNT = planet database, default [[MBMGEPLT.DAT]]&lt;br /&gt;
&lt;br /&gt;
GESHIPCL = runtime ship database, default MBMGESHP.MCV&lt;br /&gt;
&lt;br /&gt;
== Optional main menu selection ==&lt;br /&gt;
The &amp;quot;Whats New!&amp;quot; option of the main menu of Galactic Empire can be configured by the sysop to show something else. It can be turned off completely, or changed to have a different description and selection letter. When selected, it will display the contents of [[MBMGEMNU.TXT]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
OPTMENU = YES to show the option for the &amp;quot;Whats new!&amp;quot; on the main Galactic Empire menu, NO to turn it off.&lt;br /&gt;
&lt;br /&gt;
OPTTXT = The name of the optional menu entry (by default, &amp;quot;Whats New!&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
OPTCHR = The selection character of the optional menu entry (by default, N).&lt;br /&gt;
&lt;br /&gt;
== Players ==&lt;br /&gt;
MAXPLRS = max players allowed in the game at once, default 30&lt;br /&gt;
&lt;br /&gt;
MAXLIST = max top players shown on the roster, default 10&lt;br /&gt;
&lt;br /&gt;
MAXSHIPS = max ships a player can own, default 8&lt;br /&gt;
&lt;br /&gt;
MAXPLNTS = max planets a player can own, default 20&lt;br /&gt;
&lt;br /&gt;
MAILDAYS = how many days to save mail, 1 to 7, default 3&lt;br /&gt;
&lt;br /&gt;
STRTCASH = starting cash amount in 1000s, 1 to 32000, default 100 (100,000 Cs)&lt;br /&gt;
&lt;br /&gt;
== Sectors and planets ==&lt;br /&gt;
MAXPLSE = max planets that can appear in a sector, default 5&lt;br /&gt;
&lt;br /&gt;
SE100DAM = amount of damage done when attempting to fire in neutral zone, default 10, instant kill 101&lt;br /&gt;
&lt;br /&gt;
TRANSOPT = allow users to transfer items to planets they don&#039;t own, default yes&lt;br /&gt;
&lt;br /&gt;
PLANTOCK = how often to update planets, in minutes, default 360 (every six hours)&lt;br /&gt;
&lt;br /&gt;
PLODDS = how likely a sector will have planets, 1 (most likely) to 20 (least likely), default 3 (TO DO: what was changed in release 3.1c)&lt;br /&gt;
&lt;br /&gt;
WORMODDS = how likely a sector will have wormholes, 1 (least likely) to 100 (most likely), default 6&lt;br /&gt;
&lt;br /&gt;
== CPU ships ==&lt;br /&gt;
NUMSHIPS = number of CPU ships in the game, default 30 (TO DO: it says up to 256, but the listed range is 0 to 500, so investigate)&lt;br /&gt;
&lt;br /&gt;
MAXDROID = maximum amount of DROID (non-combatant) CPU ships, default 6&lt;br /&gt;
&lt;br /&gt;
TOOCLOSE = how close (in parsecs) a non-combative (that is, a ship with SXXCATK set to no in [[MBMGESHP.MSG]]) can get to a combative CPU ship before it attacks, 1 to 32000, default 2500 (actual value is random and between this value and twice this value)&lt;br /&gt;
&lt;br /&gt;
CYBGOLD = maximum amount of gold held by combative CPU ships, 0 to 32000, default 1200&lt;br /&gt;
&lt;br /&gt;
HYPDST1 = if combative CPU ships are more than this value of sectors away from player target use hyperwarp, 1 to 32000, default 25, must be larger than HYPDST2, new in 3.2c7&lt;br /&gt;
&lt;br /&gt;
HYPDST2 = if combative CPU ships are closer than this value of sectors away from player target use hyerwarp, 1 to 32000, default 10, must be smaller than HYPDST1, new in 3.2c7&lt;br /&gt;
&lt;br /&gt;
== Galaxy ==&lt;br /&gt;
UNIVMAX = radius of galaxy, 10 to 32000, default 300 (galaxy extends to sector 300 300 and -300 -300)&lt;br /&gt;
&lt;br /&gt;
UNIVWRAP = does galaxy wrap around, yes or no, added in version 3.2c.5&lt;br /&gt;
&lt;br /&gt;
MAXPLREC = maximum size of planet database in Kb, 10 to 32767, default 32767&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
TORFACT = range of torpedo lockon (TO DO: figure out and explain how this works)&lt;br /&gt;
&lt;br /&gt;
TDAMMAX = maximum damage % a torpedo can do, default 35 (TO DO)&lt;br /&gt;
&lt;br /&gt;
TORPSPED = speed of torpedo ([[Parsec|parsecs]] traveled per [[centock]]), 1 to 10000, default 2441&lt;br /&gt;
&lt;br /&gt;
MISFACT = range of missle lockon (TO DO)&lt;br /&gt;
&lt;br /&gt;
MDAMMAX = maximum damage % a missile can do, default 25 (TO DO)&lt;br /&gt;
&lt;br /&gt;
MISLSPED = speed of missile (parsecs traveled per centock), 1 to 10000, default 1212&lt;br /&gt;
&lt;br /&gt;
MISENGFC = ratio of flux pile power withdrawn to charge of missle, 1 to 2000, default 10 (e.g. MIS X 50000 withdraws 5000 from flux)&lt;br /&gt;
&lt;br /&gt;
NUMMINES = maximum number of mines allowed at once, default 12&lt;br /&gt;
&lt;br /&gt;
USRMINES = maximum number of mines per user allowed at once, default 3&lt;br /&gt;
&lt;br /&gt;
MNDAMMAX = maximum damage % from a mine, default 75&lt;br /&gt;
&lt;br /&gt;
DECODDS = odds in % of a decoy catching a missile or torpedo, default 11&lt;br /&gt;
&lt;br /&gt;
HPFIRDST = hyperphaser distance factor, 1 (longest) to 20 (shortest), default 5&lt;br /&gt;
&lt;br /&gt;
HPDAMMAX = maximum damage % of hyperphaser, 1 to 200, default 50&lt;br /&gt;
&lt;br /&gt;
PFIRDST = phaser distance factor, 1 (longest) to 20 (shortest), default 5&lt;br /&gt;
&lt;br /&gt;
PDAMMAX = maximum damage % of phaser, 1 to 200, default 50&lt;br /&gt;
&lt;br /&gt;
PHATOWRP = minimum class of (non-hyper) phaser required to hit a ship traveling at warp, default 3&lt;br /&gt;
&lt;br /&gt;
== Other ship functions ==&lt;br /&gt;
REPAIRRT = rate of spontaneous ship repair in %, default 6&lt;br /&gt;
&lt;br /&gt;
JAMTIME = length of jammer, 1 to 10, default 3 (TO DO: explain how this works)&lt;br /&gt;
&lt;br /&gt;
CLENGUSE = amount of flux used per centock by cloak, 1 to 32000, default 7500&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
SCRBONUS = maximum bonus for killing top scoring players, 1 to 32700, default 1000 (1000 points for killing top player, 500 for player 2, 333 for player 3, etc), new in 3.1c&lt;br /&gt;
&lt;br /&gt;
SCRFACT = when bonus is awarded, percentage of points to deduct from killed player, default 35 (loser would lose 350 points if winner gets 1000), new in 3.1c&lt;br /&gt;
&lt;br /&gt;
CHGLOSER = % that a killed player loses of their cash which is awarded to the winner, default 2&lt;br /&gt;
&lt;br /&gt;
TEAMBONU = bonus points (x100) added to team score for each player in a team, 0 to 32000, default 5 (500)&lt;br /&gt;
&lt;br /&gt;
TEAMMAX = max members on a team, 0 to 32000, default 10&lt;br /&gt;
&lt;br /&gt;
== Neutral zone planets ==&lt;br /&gt;
S00PLNUM = number of planets in neutral zone, 3 to 9, default 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Below are the options for planet 1 in the neutral zone, called Zygor by default. Other planets in the neutral zone can be defined by changing the other S00P&amp;lt;u&amp;gt;X&amp;lt;/u&amp;gt; values, for example S00P2 for the second planet. The neutral zone must have at least three planets, one of which must be type 1 (Zygor/trading planet), one of which must be type 2 (Tahanian Station/population planet), and one of which must be type 0 (Enforcer Planet). Other planets and wormholes can be defined, up to the maximum of nine in a sector. You may have more planets in the neutral zone than the value of MAXPLSE. If you change a planet&#039;s owner to the name of a player in the game, this player will be able to administer the planet.&lt;br /&gt;
&lt;br /&gt;
If you change the name of Zygor and/or Tahanian Station, you may want to search through MBMGEMSG.MSG and [[MBMGEHLP.MSG]] to change all references to those planets to their new names, as the game will not do so automatically.&lt;br /&gt;
&lt;br /&gt;
S00P1DEF = is there a planet 1, default yes&lt;br /&gt;
&lt;br /&gt;
S00P1NM = planet 1 name, default Zygor&lt;br /&gt;
&lt;br /&gt;
S00P1OWN = planet 1 owner, default *EMPIRE*&lt;br /&gt;
&lt;br /&gt;
S00P1TYP = planet 1 type (0 normal, 1 Zygor, 2 Tahanian Station, 3 wormhole)&lt;br /&gt;
&lt;br /&gt;
S00P1X = X coordinate of planet 1, default 5000&lt;br /&gt;
&lt;br /&gt;
S00P1Y = Y coordinate of planet 1, default 5000&lt;br /&gt;
&lt;br /&gt;
S00P1ENV = planet 1 environment (0 poor, 1 marginal, 2 good, 3 very good), default 3&lt;br /&gt;
&lt;br /&gt;
S00P1RES = planet 1 resources (0 poor, 1 marginal, 2 good, 3 very good), default 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The remaining planets (up to the amount of S00PLNUM) needed to be configured as well, by editing the values beginning with S00P2, S00P3, and so on.&lt;br /&gt;
&lt;br /&gt;
== Maximum amount of items on a planet ==&lt;br /&gt;
The maximum amount of a particular item that can be maintained on a marginal/marginal planet without a planetary cash bonus. The range for all options is 0 to [[wikipedia:2,147,483,647|2147483647]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ITMPL01 = maximum men on a planet, default 201228378&lt;br /&gt;
&lt;br /&gt;
ITMPL02 = maximum missiles on a planet, default 39633&lt;br /&gt;
&lt;br /&gt;
ITMPL03 = maximum torpedoes on a planet, default 59833&lt;br /&gt;
&lt;br /&gt;
ITMPL04 = maximum ion cannons on a planet, default 250&lt;br /&gt;
&lt;br /&gt;
ITMPL05 = maximum flux pods on a planet, default 923&lt;br /&gt;
&lt;br /&gt;
ITMPL06 = maximum food cases on a planet, default 187312837&lt;br /&gt;
&lt;br /&gt;
ITMPL07 = maximum fighters on a planet, default 579332&lt;br /&gt;
&lt;br /&gt;
ITMPL08 = maximum decoys on a planet, default 5399&lt;br /&gt;
&lt;br /&gt;
ITMPL09 = maximum troops on a planet, default 201228378&lt;br /&gt;
&lt;br /&gt;
ITMPL10 = maximum zippers on a planet, default 5233&lt;br /&gt;
&lt;br /&gt;
ITMPL11 = maximum jammers on a planet, default 25928&lt;br /&gt;
&lt;br /&gt;
ITMPL12 = maximum mines on a planet, default 25867&lt;br /&gt;
&lt;br /&gt;
ITMPL13 = maximum gold on a planet, default 10000&lt;br /&gt;
&lt;br /&gt;
ITMPL14 = maximum spys on a planet, default 5&lt;br /&gt;
&lt;br /&gt;
(ITMPL15 through ITMPL25 are defined and marked as &amp;quot;reserved for expansion&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
== Item weight ==&lt;br /&gt;
The weight of 100 units of a particular item. The range for all options is 0 to [[wikipedia:2,147,483,647|2147483647]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ITMWT01 = weight of 100 men, default 100&lt;br /&gt;
&lt;br /&gt;
ITMWT02 = weight of 100 missiles, default 500&lt;br /&gt;
&lt;br /&gt;
ITMWT03 = weight of 100 torpedoes, default 300&lt;br /&gt;
&lt;br /&gt;
ITMWT04 = weight of 100 ion cannons, default 25000&lt;br /&gt;
&lt;br /&gt;
ITMWT05 = weight of 100 flux pods, default 2000&lt;br /&gt;
&lt;br /&gt;
ITMWT06 = weight of 100 food cases, default 200&lt;br /&gt;
&lt;br /&gt;
IMTWT07 = weight of 100 fighters, default 1500&lt;br /&gt;
&lt;br /&gt;
IMTWT08 = weight of 100 decoys, default 300&lt;br /&gt;
&lt;br /&gt;
ITMWT09 = weight of 100 troops, default 200&lt;br /&gt;
&lt;br /&gt;
ITMWT10 = weight of 100 zippers, default 500&lt;br /&gt;
&lt;br /&gt;
ITMWT11 = weight of 100 jammers, default 400&lt;br /&gt;
&lt;br /&gt;
ITMWT12 = weight of 100 mines, default 500&lt;br /&gt;
&lt;br /&gt;
ITMWT13 = weight of 100 gold, default 50&lt;br /&gt;
&lt;br /&gt;
ITMWT14 = weight of 100 spy, default 100&lt;br /&gt;
&lt;br /&gt;
(ITMWT15 through 25 are defined and and marked as &amp;quot;reserved for expansion&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
== Point value of items ==&lt;br /&gt;
How many points a player is given for keeping these items on a planet they own. This value is divided by PLTVDIV to determine the actual points awarded. By default, a player is only awarded points for keeping men on a planet, all other items are set to 0. The range is 0 to 201288837.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ITMWT01 = point value of men, default 10&lt;br /&gt;
&lt;br /&gt;
(ITMWT02 through 14 default to 0, ITMWT15 through 25 are defined and unused)&lt;br /&gt;
&lt;br /&gt;
== Planet item production rate ==&lt;br /&gt;
How many units of an item that 10,000 men will create in 42 planetary cycles (about a week and half with default settings). This is affected by tax rate, planet quality, and work assignments. For example, the default value of ITMMH03 is 500. This means that a population of 10000 men would create 11 torpedoes (11.9047... rounded down) per planetary cycle given a zero % tax rate, marginal environment and resources, no planetary cash bonus, and 100% of work assignments assigned to men. The range is 0 to 201288837.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ITMMH01 = production rate of men, default 3500&lt;br /&gt;
&lt;br /&gt;
ITMMH02 = production rate of missiles, default 300&lt;br /&gt;
&lt;br /&gt;
ITMMH03 = production rate of torpedoes, default 500&lt;br /&gt;
&lt;br /&gt;
ITMMH04 = production rate of ion cannons, default 4&lt;br /&gt;
&lt;br /&gt;
ITMMH05 = production rate of flux pods, default 200&lt;br /&gt;
&lt;br /&gt;
ITMMH06 = production rate of food cases, default 8000&lt;br /&gt;
&lt;br /&gt;
ITMMH07 = production rate of fighters, default 100&lt;br /&gt;
&lt;br /&gt;
ITMMH08 = production rate of decoys, default 900&lt;br /&gt;
&lt;br /&gt;
ITMMH09 = production rate of troops, default 200&lt;br /&gt;
&lt;br /&gt;
ITMMH10 = production rate of zippers, default 100&lt;br /&gt;
&lt;br /&gt;
ITMMH11 = production rate of jammers, default 300&lt;br /&gt;
&lt;br /&gt;
ITMMH12 = production rate of mines, default 500&lt;br /&gt;
&lt;br /&gt;
ITMMH13 = production rate of gold, default 30&lt;br /&gt;
&lt;br /&gt;
ITMMH14 = production rate of spys, default 20&lt;br /&gt;
&lt;br /&gt;
(ITMMH15 through 25 are defined and marked as reserved)&lt;br /&gt;
&lt;br /&gt;
== Base prices ==&lt;br /&gt;
(TO DO: explain how base prices work), range is 1 to 3200&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ITMPR01 = base price of men, default 2&lt;br /&gt;
&lt;br /&gt;
ITMPR02 = base price of missiles, default 20&lt;br /&gt;
&lt;br /&gt;
ITMPR03 = base price of torpedoes, default 7&lt;br /&gt;
&lt;br /&gt;
ITMPR04 = base price of ion cannons, default 33&lt;br /&gt;
&lt;br /&gt;
ITMPR05 = base price of flux pods, default 200&lt;br /&gt;
&lt;br /&gt;
ITMPR06 = base price of food cases, default 2&lt;br /&gt;
&lt;br /&gt;
ITMPR07 = base price of fighters, default 50&lt;br /&gt;
&lt;br /&gt;
ITMPR08 = base price of decoys, default 18&lt;br /&gt;
&lt;br /&gt;
ITMPR09 = base price of troops, default 1&lt;br /&gt;
&lt;br /&gt;
ITMPR10 = base price of zippers, default 99&lt;br /&gt;
&lt;br /&gt;
ITMPR11 = base price of mines, default 21&lt;br /&gt;
&lt;br /&gt;
ITMPR12 = base price of jammers, default 16&lt;br /&gt;
&lt;br /&gt;
ITMPR13 = base price of gold, default 1000&lt;br /&gt;
&lt;br /&gt;
ITMPR14 = base price of spys, default 100&lt;br /&gt;
&lt;br /&gt;
(ITMPR15 through 25 are defined and reserved)&lt;br /&gt;
&lt;br /&gt;
== Shield prices ==&lt;br /&gt;
The price of upgrading your shields at Zygor. You are given a 2/3rd credit for your existing shields when changing. Range is from 1 to 201288837. Changing these values does not change what is displayed by entering [[MBMGEHLP.MSG#HELP NEWPRICE|HELP NEWPRICE]], so make sure to update [[MBMGEHLP.MSG]] to match.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
SHLDPR01 = price for Mark-1 shields, default 5000&lt;br /&gt;
&lt;br /&gt;
SHLDPR02 = price for Mark-2 shields, default 10000&lt;br /&gt;
&lt;br /&gt;
SHLDPR03 = price for Mark-3 shields, default 40000&lt;br /&gt;
&lt;br /&gt;
SHLDPR04 = price for Mark-4 shields, default 100000&lt;br /&gt;
&lt;br /&gt;
SHLDPR05 = price for Mark-5 shields, default 250000&lt;br /&gt;
&lt;br /&gt;
SHLDPR06 = price for Mark-6 shields, default 500000&lt;br /&gt;
&lt;br /&gt;
SHLDPR07 = price for Mark-7 shields, default 750000&lt;br /&gt;
&lt;br /&gt;
SHLDPR08 = price for Mark-8 shields, default 1100000&lt;br /&gt;
&lt;br /&gt;
SHLDPR09 = price for Mark-9 shields, default 1500000&lt;br /&gt;
&lt;br /&gt;
SHLDPR10 = price for Mark-10 shields, default 2500000&lt;br /&gt;
&lt;br /&gt;
SHLDPR11 = price for Mark-11 shields, default 4000000&lt;br /&gt;
&lt;br /&gt;
SHLDPR12 = price for Mark-12 shields, default 6000000&lt;br /&gt;
&lt;br /&gt;
SHLDPR13 = price for Mark-13 shields, default 8000000&lt;br /&gt;
&lt;br /&gt;
SHLDPR14 = price for Mark-14 shields, default 10000000&lt;br /&gt;
&lt;br /&gt;
SHLDPR15 = price for Mark-15 shields, default 30000000&lt;br /&gt;
&lt;br /&gt;
SHLDPR16 = price for Mark-16 shields, default 50000000&lt;br /&gt;
&lt;br /&gt;
SHLDPR17 = price for Mark-17 shields, default 80000000&lt;br /&gt;
&lt;br /&gt;
SHLDPR18 = price for Mark-18 shields, default 120000000&lt;br /&gt;
&lt;br /&gt;
SHLDPR19 = price for Mark-19 shields, default 200000000&lt;br /&gt;
&lt;br /&gt;
== Phaser prices ==&lt;br /&gt;
The price of upgrading your phaser at Zygor. You are given a 2/3rd credit for your existing phaser when changing. Range is from 1 to 201288837. Changing these values does not change what is displayed by entering [[MBMGEHLP.MSG#HELP NEWPRICE|HELP NEWPRICE]], so make sure to update [[MBMGEHLP.MSG]] to match.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PHSRPR01 = price for Mark-1 shields, default 5000&lt;br /&gt;
&lt;br /&gt;
PHSRPR02 = price for Mark-2 shields, default 10000&lt;br /&gt;
&lt;br /&gt;
PHSRPR03 = price for Mark-3 shields, default 40000&lt;br /&gt;
&lt;br /&gt;
PHSRPR04 = price for Mark-4 shields, default 100000&lt;br /&gt;
&lt;br /&gt;
PHSRPR05 = price for Mark-5 shields, default 220000&lt;br /&gt;
&lt;br /&gt;
PHSRPR06 = price for Mark-6 shields, default 400000&lt;br /&gt;
&lt;br /&gt;
PHSRPR07 = price for Mark-7 shields, default 650000&lt;br /&gt;
&lt;br /&gt;
PHSRPR08 = price for Mark-8 shields, default 900000&lt;br /&gt;
&lt;br /&gt;
PHSRPR09 = price for Mark-9 shields, default 1200000&lt;br /&gt;
&lt;br /&gt;
PHSRPR10 = price for Mark-10 shields, default 2000000&lt;br /&gt;
&lt;br /&gt;
PHSRPR11 = price for Mark-11 shields, default 3800000&lt;br /&gt;
&lt;br /&gt;
PHSRPR12 = price for Mark-12 shields, default 5000000&lt;br /&gt;
&lt;br /&gt;
PHSRPR13 = price for Mark-13 shields, default 7000000&lt;br /&gt;
&lt;br /&gt;
PHSRPR14 = price for Mark-14 shields, default 9000000&lt;br /&gt;
&lt;br /&gt;
PHSRPR15 = price for Mark-15 shields, default 15000000&lt;br /&gt;
&lt;br /&gt;
PHSRPR16 = price for Mark-16 shields, default 30000000&lt;br /&gt;
&lt;br /&gt;
PHSRPR17 = price for Mark-17 shields, default 60000000&lt;br /&gt;
&lt;br /&gt;
PHSRPR18 = price for Mark-18 shields, default 100000000&lt;br /&gt;
&lt;br /&gt;
PHSRPR19 = price for Mark-19 shields, default 200000000&lt;br /&gt;
&lt;br /&gt;
== Planet points divisor ==&lt;br /&gt;
PLTVDIV = (TO DO explain how this works)&lt;br /&gt;
&lt;br /&gt;
PLTVCASH = each 1m of cash on a planet (both bank and taxes) is worth this many points, range 1 to 201288837, default 10&lt;br /&gt;
&lt;br /&gt;
== Planetary attack ==&lt;br /&gt;
IDAMMAX = maximum damage % from ion cannon per shot, default 50 &lt;br /&gt;
&lt;br /&gt;
PLATTRF1 = Efficiency of defending troops taking out attacking fighters, default 18. There is a 60% chance that a planet with more than 500 troops will take out some fighters before the fighter-on-fighter combat begins.&amp;lt;ref&amp;gt;GECMDS.C, line 3834-3839&amp;lt;/ref&amp;gt; When this occurs, a random value between 0.05 and 0.05 plus this value divided by 100 is generated (using the default, between 0.05 and 0.23). This random value is multiplied by the amount of attacking fighters to determine the amount of attacking fighters to eliminate.&lt;br /&gt;
&lt;br /&gt;
PLATTRF2 = Efficiency of defending fighters taking out attacking fighters, default 100. For each attack, a random value between 0.20 and 0.20 plus this value divided by 100 is generated (using the default, between 0.20 and 1.20). This random value is multiplied by the amount of defending fighters to determine the amount of attacking fighters to eliminate. If this amount is equal to or more than the amount of attacking fighters, all fighters are lost. &lt;br /&gt;
&lt;br /&gt;
PLATTRF3 = Efficiency of attacking fighters taking out defending fighters, default 55. For each attack, a random value between 0.20 and 0.20 plus this value divided by 100 is generated (using the default, between 0.20 and 0.75). &lt;br /&gt;
&lt;br /&gt;
PLATTRT1 = Efficiency of defending troops taking out attacking troops, default value 125. For each attack, a random value between 0.25 and 0.25 plus this value divided by 100 is generated (using the default, between 0.25 and 1.5). This random value is multiplied by the amount of defending troops to determine the amount of attacking troops to eliminate. If this amount is equal to or more than the amount of attacking troops, all attacking troops are lost.&lt;br /&gt;
&lt;br /&gt;
PLATTRT2 = Efficiency of attacking troops taking out defending troops, default value 35. For each attack, a random value between 0.1 and and 0.1 plus this value divided by 100 is generated (using the default, between 0.1 and 0.45). This random value is multiplied by the amount of attacking troops to determine the amount of defending troops to eliminate. If this amount is equal to or more than the amount of defending troops, all defending troops are lost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(The rest of the file is the text of menus, messages from the helm, hailing messages from CPU ships, and more, all of which can be edited.)&lt;br /&gt;
&lt;br /&gt;
== Unused messages ==&lt;br /&gt;
Several messages exist in MBMGEMSG.MSG that either were used in previous versions of Galactic Empire but unused in 3.2e, or were being considered for future versions but never implemented. These include:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Enter warp factor (0 - 100)&amp;quot;&lt;br /&gt;
* &amp;quot;Sorry Sir, we cannot fire with the shields up.&amp;quot;&lt;br /&gt;
* &amp;quot;Sir, we cannot rotate while we are moving!!&amp;quot; — still referenced in the game&#039;s code, but can&#039;t actually be triggered.&amp;lt;ref&amp;gt;GECMDS.C, lines 685 and 717&amp;lt;/ref&amp;gt; Used prior to version 3.2d.&amp;lt;ref&amp;gt;[[GEREADME.DOC#03/06/94 Release 3.2d]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
*&amp;quot;Sorry Sir! Sector scans are impossible in Hyperspace.&amp;quot; — probably used in version 2.x.&lt;br /&gt;
*&amp;quot;Sorry Sir! The Hyper Scanners only work when we are in Hyperspace.&amp;quot; — probably used in version 2.x.&lt;br /&gt;
*&amp;quot;Sorry Sir! The Long Range Scanners only work when we are in Hyperspace.&amp;quot; — still referenced in the game&#039;s code, but can&#039;t actually be triggered.&amp;lt;ref&amp;gt;GECMDS.C, line 2739&amp;lt;/ref&amp;gt; Probably used in version 2.x.&lt;br /&gt;
*&amp;quot;WHAT!!!! You lost your last ship! Giving you another ship is against my better judgment. But since you insist....&amp;quot;&lt;br /&gt;
*&amp;quot;I am very sorry, but the Galactic Monetary Reserve Bank has marked you a credit risk due to your outstanding debt, and has reduced the cash advance you are permitted.&amp;quot;&lt;br /&gt;
*&amp;quot;The ships Quartermaster reports our food reserves are getting low, Sir!&amp;quot;&lt;br /&gt;
*&amp;quot;The galley reports we are out of food Sir! The men are fighting over what little supplies are left. We must replenish our supplies soon!&amp;quot;&lt;br /&gt;
*&amp;quot;We can&#039;t own a Wormhole!!!&amp;quot; — there is code in the game to handle trying to administer a wormhole&amp;lt;ref&amp;gt;GECMDS.C, lines 3477-3482&amp;lt;/ref&amp;gt;, but since you can&#039;t orbit a wormhole, it&#039;s impossible to trigger it.&lt;br /&gt;
*&amp;quot;We have lost %s fighter(s) Sir!&amp;quot;&lt;br /&gt;
*&amp;quot;**** Hi score totals Reset ****&amp;quot;&lt;br /&gt;
*&amp;quot;Civilian Population...   %u&amp;quot; &amp;quot;Troops................   %u&amp;quot; &amp;quot;Missiles...............   %u&amp;quot; &amp;quot;Torpedoes..............   %u&amp;quot; &amp;quot;Ion Cannons...........   %u&amp;quot; &amp;quot;Fighters..............   %u&amp;quot; &amp;quot;Neutron Flux Pods......   %u&amp;quot; &amp;quot;Food Lots.............   %u&amp;quot; — all from an older version of the SCAN command&lt;br /&gt;
*&amp;quot;Hyperspace Scan  (s:%d %d)&amp;quot; — used in the SCAN HY command in version 2.x, the code for which is still in the game be can&#039;t be triggered.&lt;br /&gt;
*&amp;quot;Sorry Sir! The scanners cannot show planet detail from hyperspace.&amp;quot; — probably also used in 2.x.&lt;br /&gt;
*&amp;quot;Sorry Sir! The scanners cannot show ship detail from hyperspace.&amp;quot; — probably also used in 2.x.&lt;br /&gt;
*&amp;quot;USER-ID ...... OPTION SELECTED&amp;quot;&lt;br /&gt;
*&amp;quot;(line %02d)  ... (log-on)&amp;quot;&lt;br /&gt;
*&amp;quot;(line %02d)  ... (sign-up)&amp;quot;&lt;br /&gt;
*&amp;quot;%-11s... %s&amp;quot;&lt;br /&gt;
*&amp;quot;Warnings to intruders....... %c&amp;quot; — apparently shown in the ADMINSTER command in older versions, but disabled in 3.2e.&amp;lt;ref&amp;gt;GEMAIN.C, line 3023&amp;lt;/ref&amp;gt;&lt;br /&gt;
*&amp;quot;You currently have in your fleet...&amp;quot;&lt;br /&gt;
*&amp;quot;You are being transported to your %s The %s...&amp;quot;&lt;br /&gt;
*&amp;quot;We can&#039;t spy on a wormhole!!!&amp;quot; — there is code in the game to handle trying to spy on a wormhole&amp;lt;ref&amp;gt;GECMDS.C, lines 6055-6060&amp;lt;/ref&amp;gt;, but since you can&#039;t orbit a wormhole, it&#039;s impossible to trigger it.&lt;/div&gt;</summary>
		<author><name>Manicpop</name></author>
	</entry>
	<entry>
		<id>https://manicpop.org/gewiki/index.php?title=MBMGEMSG.MSG&amp;diff=556</id>
		<title>MBMGEMSG.MSG</title>
		<link rel="alternate" type="text/html" href="https://manicpop.org/gewiki/index.php?title=MBMGEMSG.MSG&amp;diff=556"/>
		<updated>2024-06-21T07:24:43Z</updated>

		<summary type="html">&lt;p&gt;Manicpop: /* Planetary attack */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following are values that can be configured by the sysop in the MBMGEMSG.MSG file:&lt;br /&gt;
&lt;br /&gt;
== BBS settings ==&lt;br /&gt;
PLAYKEY = what type of BBS user you need to be Galactic Empire&lt;br /&gt;
&lt;br /&gt;
REGNO = your [[registration]] number, required in order for Galactic Empire to function on your system.&lt;br /&gt;
&lt;br /&gt;
GEMNU = the name of the game on the BBS menu (by default, &amp;quot;Galactic Empire&amp;quot;). This value was used in version 5 of MajorBBS and has no effect in version 6.&lt;br /&gt;
&lt;br /&gt;
GESEL = the selection letter on the BBS menu (by default, G). Only used on MajorBBS 5.&lt;br /&gt;
&lt;br /&gt;
FREEBIES = 1 to allow non-paying users to play, 0 for no. Only used on MajorBBS 5.&lt;br /&gt;
&lt;br /&gt;
PROFON = profanity filter, yes or no&lt;br /&gt;
&lt;br /&gt;
SHOWOPT = debug level, 0 to 3&lt;br /&gt;
&lt;br /&gt;
LOGFLG = output log to file, yes or no&lt;br /&gt;
&lt;br /&gt;
USEGEMSG = use in-game mail system (yes) or send to user&#039;s BBS mailbox (no), default yes&lt;br /&gt;
&lt;br /&gt;
== Sysop ==&lt;br /&gt;
SYSKEY = what type of BBS user you need to be in order to use the [[Sysop commands|SYS]] command.&lt;br /&gt;
&lt;br /&gt;
SYSCMDS = allow [[Sysop commands|SYS]] command, default yes&lt;br /&gt;
&lt;br /&gt;
SYSONLY = only allow sysop to use SYS command, default yes (no means ANYONE can)&lt;br /&gt;
&lt;br /&gt;
== Files ==&lt;br /&gt;
GEUSER = user database, default [[MBMGEUSR.DAT]]&lt;br /&gt;
&lt;br /&gt;
GESHIP = ship database, default [[MBMGESHP.DAT]]&lt;br /&gt;
&lt;br /&gt;
GEMAIL = mail database, default [[MBMGEMAL.DAT]]&lt;br /&gt;
&lt;br /&gt;
GEPLNT = planet database, default [[MBMGEPLT.DAT]]&lt;br /&gt;
&lt;br /&gt;
GESHIPCL = runtime ship database, default MBMGESHP.MCV&lt;br /&gt;
&lt;br /&gt;
== Optional main menu selection ==&lt;br /&gt;
The &amp;quot;Whats New!&amp;quot; option of the main menu of Galactic Empire can be configured by the sysop to show something else. It can be turned off completely, or changed to have a different description and selection letter. When selected, it will display the contents of [[MBMGEMNU.TXT]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
OPTMENU = YES to show the option for the &amp;quot;Whats new!&amp;quot; on the main Galactic Empire menu, NO to turn it off.&lt;br /&gt;
&lt;br /&gt;
OPTTXT = The name of the optional menu entry (by default, &amp;quot;Whats New!&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
OPTCHR = The selection character of the optional menu entry (by default, N).&lt;br /&gt;
&lt;br /&gt;
== Players ==&lt;br /&gt;
MAXPLRS = max players allowed in the game at once, default 30&lt;br /&gt;
&lt;br /&gt;
MAXLIST = max top players shown on the roster, default 10&lt;br /&gt;
&lt;br /&gt;
MAXSHIPS = max ships a player can own, default 8&lt;br /&gt;
&lt;br /&gt;
MAXPLNTS = max planets a player can own, default 20&lt;br /&gt;
&lt;br /&gt;
MAILDAYS = how many days to save mail, 1 to 7, default 3&lt;br /&gt;
&lt;br /&gt;
STRTCASH = starting cash amount in 1000s, 1 to 32000, default 100 (100,000 Cs)&lt;br /&gt;
&lt;br /&gt;
== Sectors and planets ==&lt;br /&gt;
MAXPLSE = max planets that can appear in a sector, default 5&lt;br /&gt;
&lt;br /&gt;
SE100DAM = amount of damage done when attempting to fire in neutral zone, default 10, instant kill 101&lt;br /&gt;
&lt;br /&gt;
TRANSOPT = allow users to transfer items to planets they don&#039;t own, default yes&lt;br /&gt;
&lt;br /&gt;
PLANTOCK = how often to update planets, in minutes, default 360 (every six hours)&lt;br /&gt;
&lt;br /&gt;
PLODDS = how likely a sector will have planets, 1 (most likely) to 20 (least likely), default 3 (TO DO: what was changed in release 3.1c)&lt;br /&gt;
&lt;br /&gt;
WORMODDS = how likely a sector will have wormholes, 1 (least likely) to 100 (most likely), default 6&lt;br /&gt;
&lt;br /&gt;
== CPU ships ==&lt;br /&gt;
NUMSHIPS = number of CPU ships in the game, default 30 (TO DO: it says up to 256, but the listed range is 0 to 500, so investigate)&lt;br /&gt;
&lt;br /&gt;
MAXDROID = maximum amount of DROID (non-combatant) CPU ships, default 6&lt;br /&gt;
&lt;br /&gt;
TOOCLOSE = how close (in parsecs) a non-combative (that is, a ship with SXXCATK set to no in [[MBMGESHP.MSG]]) can get to a combative CPU ship before it attacks, 1 to 32000, default 2500 (actual value is random and between this value and twice this value)&lt;br /&gt;
&lt;br /&gt;
CYBGOLD = maximum amount of gold held by combative CPU ships, 0 to 32000, default 1200&lt;br /&gt;
&lt;br /&gt;
HYPDST1 = if combative CPU ships are more than this value of sectors away from player target use hyperwarp, 1 to 32000, default 25, must be larger than HYPDST2, new in 3.2c7&lt;br /&gt;
&lt;br /&gt;
HYPDST2 = if combative CPU ships are closer than this value of sectors away from player target use hyerwarp, 1 to 32000, default 10, must be smaller than HYPDST1, new in 3.2c7&lt;br /&gt;
&lt;br /&gt;
== Galaxy ==&lt;br /&gt;
UNIVMAX = radius of galaxy, 10 to 32000, default 300 (galaxy extends to sector 300 300 and -300 -300)&lt;br /&gt;
&lt;br /&gt;
UNIVWRAP = does galaxy wrap around, yes or no, added in version 3.2c.5&lt;br /&gt;
&lt;br /&gt;
MAXPLREC = maximum size of planet database in Kb, 10 to 32767, default 32767&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
TORFACT = range of torpedo lockon (TO DO: figure out and explain how this works)&lt;br /&gt;
&lt;br /&gt;
TDAMMAX = maximum damage % a torpedo can do, default 35 (TO DO)&lt;br /&gt;
&lt;br /&gt;
TORPSPED = speed of torpedo ([[Parsec|parsecs]] traveled per [[centock]]), 1 to 10000, default 2441&lt;br /&gt;
&lt;br /&gt;
MISFACT = range of missle lockon (TO DO)&lt;br /&gt;
&lt;br /&gt;
MDAMMAX = maximum damage % a missile can do, default 25 (TO DO)&lt;br /&gt;
&lt;br /&gt;
MISLSPED = speed of missile (parsecs traveled per centock), 1 to 10000, default 1212&lt;br /&gt;
&lt;br /&gt;
MISENGFC = ratio of flux pile power withdrawn to charge of missle, 1 to 2000, default 10 (e.g. MIS X 50000 withdraws 5000 from flux)&lt;br /&gt;
&lt;br /&gt;
NUMMINES = maximum number of mines allowed at once, default 12&lt;br /&gt;
&lt;br /&gt;
USRMINES = maximum number of mines per user allowed at once, default 3&lt;br /&gt;
&lt;br /&gt;
MNDAMMAX = maximum damage % from a mine, default 75&lt;br /&gt;
&lt;br /&gt;
DECODDS = odds in % of a decoy catching a missile or torpedo, default 11&lt;br /&gt;
&lt;br /&gt;
HPFIRDST = hyperphaser distance factor, 1 (longest) to 20 (shortest), default 5&lt;br /&gt;
&lt;br /&gt;
HPDAMMAX = maximum damage % of hyperphaser, 1 to 200, default 50&lt;br /&gt;
&lt;br /&gt;
PFIRDST = phaser distance factor, 1 (longest) to 20 (shortest), default 5&lt;br /&gt;
&lt;br /&gt;
PDAMMAX = maximum damage % of phaser, 1 to 200, default 50&lt;br /&gt;
&lt;br /&gt;
PHATOWRP = minimum class of (non-hyper) phaser required to hit a ship traveling at warp, default 3&lt;br /&gt;
&lt;br /&gt;
== Other ship functions ==&lt;br /&gt;
REPAIRRT = rate of spontaneous ship repair in %, default 6&lt;br /&gt;
&lt;br /&gt;
JAMTIME = length of jammer, 1 to 10, default 3 (TO DO: explain how this works)&lt;br /&gt;
&lt;br /&gt;
CLENGUSE = amount of flux used per centock by cloak, 1 to 32000, default 7500&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
SCRBONUS = maximum bonus for killing top scoring players, 1 to 32700, default 1000 (1000 points for killing top player, 500 for player 2, 333 for player 3, etc), new in 3.1c&lt;br /&gt;
&lt;br /&gt;
SCRFACT = when bonus is awarded, percentage of points to deduct from killed player, default 35 (loser would lose 350 points if winner gets 1000), new in 3.1c&lt;br /&gt;
&lt;br /&gt;
CHGLOSER = % that a killed player loses of their cash which is awarded to the winner, default 2&lt;br /&gt;
&lt;br /&gt;
TEAMBONU = bonus points (x100) added to team score for each player in a team, 0 to 32000, default 5 (500)&lt;br /&gt;
&lt;br /&gt;
TEAMMAX = max members on a team, 0 to 32000, default 10&lt;br /&gt;
&lt;br /&gt;
== Neutral zone planets ==&lt;br /&gt;
S00PLNUM = number of planets in neutral zone, 3 to 9, default 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Below are the options for planet 1 in the neutral zone, called Zygor by default. Other planets in the neutral zone can be defined by changing the other S00P&amp;lt;u&amp;gt;X&amp;lt;/u&amp;gt; values, for example S00P2 for the second planet. The neutral zone must have at least three planets, one of which must be type 1 (Zygor/trading planet), one of which must be type 2 (Tahanian Station/population planet), and one of which must be type 0 (Enforcer Planet). Other planets and wormholes can be defined, up to the maximum of nine in a sector. You may have more planets in the neutral zone than the value of MAXPLSE. If you change a planet&#039;s owner to the name of a player in the game, this player will be able to administer the planet.&lt;br /&gt;
&lt;br /&gt;
If you change the name of Zygor and/or Tahanian Station, you may want to search through MBMGEMSG.MSG and [[MBMGEHLP.MSG]] to change all references to those planets to their new names, as the game will not do so automatically.&lt;br /&gt;
&lt;br /&gt;
S00P1DEF = is there a planet 1, default yes&lt;br /&gt;
&lt;br /&gt;
S00P1NM = planet 1 name, default Zygor&lt;br /&gt;
&lt;br /&gt;
S00P1OWN = planet 1 owner, default *EMPIRE*&lt;br /&gt;
&lt;br /&gt;
S00P1TYP = planet 1 type (0 normal, 1 Zygor, 2 Tahanian Station, 3 wormhole)&lt;br /&gt;
&lt;br /&gt;
S00P1X = X coordinate of planet 1, default 5000&lt;br /&gt;
&lt;br /&gt;
S00P1Y = Y coordinate of planet 1, default 5000&lt;br /&gt;
&lt;br /&gt;
S00P1ENV = planet 1 environment (0 poor, 1 marginal, 2 good, 3 very good), default 3&lt;br /&gt;
&lt;br /&gt;
S00P1RES = planet 1 resources (0 poor, 1 marginal, 2 good, 3 very good), default 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The remaining planets (up to the amount of S00PLNUM) needed to be configured as well, by editing the values beginning with S00P2, S00P3, and so on.&lt;br /&gt;
&lt;br /&gt;
== Maximum amount of items on a planet ==&lt;br /&gt;
The maximum amount of a particular item that can be maintained on a marginal/marginal planet without a planetary cash bonus. The range for all options is 0 to [[wikipedia:2,147,483,647|2147483647]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ITMPL01 = maximum men on a planet, default 201228378&lt;br /&gt;
&lt;br /&gt;
ITMPL02 = maximum missiles on a planet, default 39633&lt;br /&gt;
&lt;br /&gt;
ITMPL03 = maximum torpedoes on a planet, default 59833&lt;br /&gt;
&lt;br /&gt;
ITMPL04 = maximum ion cannons on a planet, default 250&lt;br /&gt;
&lt;br /&gt;
ITMPL05 = maximum flux pods on a planet, default 923&lt;br /&gt;
&lt;br /&gt;
ITMPL06 = maximum food cases on a planet, default 187312837&lt;br /&gt;
&lt;br /&gt;
ITMPL07 = maximum fighters on a planet, default 579332&lt;br /&gt;
&lt;br /&gt;
ITMPL08 = maximum decoys on a planet, default 5399&lt;br /&gt;
&lt;br /&gt;
ITMPL09 = maximum troops on a planet, default 201228378&lt;br /&gt;
&lt;br /&gt;
ITMPL10 = maximum zippers on a planet, default 5233&lt;br /&gt;
&lt;br /&gt;
ITMPL11 = maximum jammers on a planet, default 25928&lt;br /&gt;
&lt;br /&gt;
ITMPL12 = maximum mines on a planet, default 25867&lt;br /&gt;
&lt;br /&gt;
ITMPL13 = maximum gold on a planet, default 10000&lt;br /&gt;
&lt;br /&gt;
ITMPL14 = maximum spys on a planet, default 5&lt;br /&gt;
&lt;br /&gt;
(ITMPL15 through ITMPL25 are defined and marked as &amp;quot;reserved for expansion&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
== Item weight ==&lt;br /&gt;
The weight of 100 units of a particular item. The range for all options is 0 to [[wikipedia:2,147,483,647|2147483647]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ITMWT01 = weight of 100 men, default 100&lt;br /&gt;
&lt;br /&gt;
ITMWT02 = weight of 100 missiles, default 500&lt;br /&gt;
&lt;br /&gt;
ITMWT03 = weight of 100 torpedoes, default 300&lt;br /&gt;
&lt;br /&gt;
ITMWT04 = weight of 100 ion cannons, default 25000&lt;br /&gt;
&lt;br /&gt;
ITMWT05 = weight of 100 flux pods, default 2000&lt;br /&gt;
&lt;br /&gt;
ITMWT06 = weight of 100 food cases, default 200&lt;br /&gt;
&lt;br /&gt;
IMTWT07 = weight of 100 fighters, default 1500&lt;br /&gt;
&lt;br /&gt;
IMTWT08 = weight of 100 decoys, default 300&lt;br /&gt;
&lt;br /&gt;
ITMWT09 = weight of 100 troops, default 200&lt;br /&gt;
&lt;br /&gt;
ITMWT10 = weight of 100 zippers, default 500&lt;br /&gt;
&lt;br /&gt;
ITMWT11 = weight of 100 jammers, default 400&lt;br /&gt;
&lt;br /&gt;
ITMWT12 = weight of 100 mines, default 500&lt;br /&gt;
&lt;br /&gt;
ITMWT13 = weight of 100 gold, default 50&lt;br /&gt;
&lt;br /&gt;
ITMWT14 = weight of 100 spy, default 100&lt;br /&gt;
&lt;br /&gt;
(ITMWT15 through 25 are defined and and marked as &amp;quot;reserved for expansion&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
== Point value of items ==&lt;br /&gt;
How many points a player is given for keeping these items on a planet they own. This value is divided by PLTVDIV to determine the actual points awarded. By default, a player is only awarded points for keeping men on a planet, all other items are set to 0. The range is 0 to 201288837.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ITMWT01 = point value of men, default 10&lt;br /&gt;
&lt;br /&gt;
(ITMWT02 through 14 default to 0, ITMWT15 through 25 are defined and unused)&lt;br /&gt;
&lt;br /&gt;
== Planet item production rate ==&lt;br /&gt;
How many units of an item that 10,000 men will create in 42 planetary cycles (about a week and half with default settings). This is affected by tax rate, planet quality, and work assignments. For example, the default value of ITMMH03 is 500. This means that a population of 10000 men would create 11 torpedoes (11.9047... rounded down) per planetary cycle given a zero % tax rate, marginal environment and resources, no planetary cash bonus, and 100% of work assignments assigned to men. The range is 0 to 201288837.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ITMMH01 = production rate of men, default 3500&lt;br /&gt;
&lt;br /&gt;
ITMMH02 = production rate of missiles, default 300&lt;br /&gt;
&lt;br /&gt;
ITMMH03 = production rate of torpedoes, default 500&lt;br /&gt;
&lt;br /&gt;
ITMMH04 = production rate of ion cannons, default 4&lt;br /&gt;
&lt;br /&gt;
ITMMH05 = production rate of flux pods, default 200&lt;br /&gt;
&lt;br /&gt;
ITMMH06 = production rate of food cases, default 8000&lt;br /&gt;
&lt;br /&gt;
ITMMH07 = production rate of fighters, default 100&lt;br /&gt;
&lt;br /&gt;
ITMMH08 = production rate of decoys, default 900&lt;br /&gt;
&lt;br /&gt;
ITMMH09 = production rate of troops, default 200&lt;br /&gt;
&lt;br /&gt;
ITMMH10 = production rate of zippers, default 100&lt;br /&gt;
&lt;br /&gt;
ITMMH11 = production rate of jammers, default 300&lt;br /&gt;
&lt;br /&gt;
ITMMH12 = production rate of mines, default 500&lt;br /&gt;
&lt;br /&gt;
ITMMH13 = production rate of gold, default 30&lt;br /&gt;
&lt;br /&gt;
ITMMH14 = production rate of spys, default 20&lt;br /&gt;
&lt;br /&gt;
(ITMMH15 through 25 are defined and marked as reserved)&lt;br /&gt;
&lt;br /&gt;
== Base prices ==&lt;br /&gt;
(TO DO: explain how base prices work), range is 1 to 3200&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ITMPR01 = base price of men, default 2&lt;br /&gt;
&lt;br /&gt;
ITMPR02 = base price of missiles, default 20&lt;br /&gt;
&lt;br /&gt;
ITMPR03 = base price of torpedoes, default 7&lt;br /&gt;
&lt;br /&gt;
ITMPR04 = base price of ion cannons, default 33&lt;br /&gt;
&lt;br /&gt;
ITMPR05 = base price of flux pods, default 200&lt;br /&gt;
&lt;br /&gt;
ITMPR06 = base price of food cases, default 2&lt;br /&gt;
&lt;br /&gt;
ITMPR07 = base price of fighters, default 50&lt;br /&gt;
&lt;br /&gt;
ITMPR08 = base price of decoys, default 18&lt;br /&gt;
&lt;br /&gt;
ITMPR09 = base price of troops, default 1&lt;br /&gt;
&lt;br /&gt;
ITMPR10 = base price of zippers, default 99&lt;br /&gt;
&lt;br /&gt;
ITMPR11 = base price of mines, default 21&lt;br /&gt;
&lt;br /&gt;
ITMPR12 = base price of jammers, default 16&lt;br /&gt;
&lt;br /&gt;
ITMPR13 = base price of gold, default 1000&lt;br /&gt;
&lt;br /&gt;
ITMPR14 = base price of spys, default 100&lt;br /&gt;
&lt;br /&gt;
(ITMPR15 through 25 are defined and reserved)&lt;br /&gt;
&lt;br /&gt;
== Shield prices ==&lt;br /&gt;
The price of upgrading your shields at Zygor. You are given a 2/3rd credit for your existing shields when changing. Range is from 1 to 201288837. Changing these values does not change what is displayed by entering [[MBMGEHLP.MSG#HELP NEWPRICE|HELP NEWPRICE]], so make sure to update [[MBMGEHLP.MSG]] to match.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
SHLDPR01 = price for Mark-1 shields, default 5000&lt;br /&gt;
&lt;br /&gt;
SHLDPR02 = price for Mark-2 shields, default 10000&lt;br /&gt;
&lt;br /&gt;
SHLDPR03 = price for Mark-3 shields, default 40000&lt;br /&gt;
&lt;br /&gt;
SHLDPR04 = price for Mark-4 shields, default 100000&lt;br /&gt;
&lt;br /&gt;
SHLDPR05 = price for Mark-5 shields, default 250000&lt;br /&gt;
&lt;br /&gt;
SHLDPR06 = price for Mark-6 shields, default 500000&lt;br /&gt;
&lt;br /&gt;
SHLDPR07 = price for Mark-7 shields, default 750000&lt;br /&gt;
&lt;br /&gt;
SHLDPR08 = price for Mark-8 shields, default 1100000&lt;br /&gt;
&lt;br /&gt;
SHLDPR09 = price for Mark-9 shields, default 1500000&lt;br /&gt;
&lt;br /&gt;
SHLDPR10 = price for Mark-10 shields, default 2500000&lt;br /&gt;
&lt;br /&gt;
SHLDPR11 = price for Mark-11 shields, default 4000000&lt;br /&gt;
&lt;br /&gt;
SHLDPR12 = price for Mark-12 shields, default 6000000&lt;br /&gt;
&lt;br /&gt;
SHLDPR13 = price for Mark-13 shields, default 8000000&lt;br /&gt;
&lt;br /&gt;
SHLDPR14 = price for Mark-14 shields, default 10000000&lt;br /&gt;
&lt;br /&gt;
SHLDPR15 = price for Mark-15 shields, default 30000000&lt;br /&gt;
&lt;br /&gt;
SHLDPR16 = price for Mark-16 shields, default 50000000&lt;br /&gt;
&lt;br /&gt;
SHLDPR17 = price for Mark-17 shields, default 80000000&lt;br /&gt;
&lt;br /&gt;
SHLDPR18 = price for Mark-18 shields, default 120000000&lt;br /&gt;
&lt;br /&gt;
SHLDPR19 = price for Mark-19 shields, default 200000000&lt;br /&gt;
&lt;br /&gt;
== Phaser prices ==&lt;br /&gt;
The price of upgrading your phaser at Zygor. You are given a 2/3rd credit for your existing phaser when changing. Range is from 1 to 201288837. Changing these values does not change what is displayed by entering [[MBMGEHLP.MSG#HELP NEWPRICE|HELP NEWPRICE]], so make sure to update [[MBMGEHLP.MSG]] to match.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PHSRPR01 = price for Mark-1 shields, default 5000&lt;br /&gt;
&lt;br /&gt;
PHSRPR02 = price for Mark-2 shields, default 10000&lt;br /&gt;
&lt;br /&gt;
PHSRPR03 = price for Mark-3 shields, default 40000&lt;br /&gt;
&lt;br /&gt;
PHSRPR04 = price for Mark-4 shields, default 100000&lt;br /&gt;
&lt;br /&gt;
PHSRPR05 = price for Mark-5 shields, default 220000&lt;br /&gt;
&lt;br /&gt;
PHSRPR06 = price for Mark-6 shields, default 400000&lt;br /&gt;
&lt;br /&gt;
PHSRPR07 = price for Mark-7 shields, default 650000&lt;br /&gt;
&lt;br /&gt;
PHSRPR08 = price for Mark-8 shields, default 900000&lt;br /&gt;
&lt;br /&gt;
PHSRPR09 = price for Mark-9 shields, default 1200000&lt;br /&gt;
&lt;br /&gt;
PHSRPR10 = price for Mark-10 shields, default 2000000&lt;br /&gt;
&lt;br /&gt;
PHSRPR11 = price for Mark-11 shields, default 3800000&lt;br /&gt;
&lt;br /&gt;
PHSRPR12 = price for Mark-12 shields, default 5000000&lt;br /&gt;
&lt;br /&gt;
PHSRPR13 = price for Mark-13 shields, default 7000000&lt;br /&gt;
&lt;br /&gt;
PHSRPR14 = price for Mark-14 shields, default 9000000&lt;br /&gt;
&lt;br /&gt;
PHSRPR15 = price for Mark-15 shields, default 15000000&lt;br /&gt;
&lt;br /&gt;
PHSRPR16 = price for Mark-16 shields, default 30000000&lt;br /&gt;
&lt;br /&gt;
PHSRPR17 = price for Mark-17 shields, default 60000000&lt;br /&gt;
&lt;br /&gt;
PHSRPR18 = price for Mark-18 shields, default 100000000&lt;br /&gt;
&lt;br /&gt;
PHSRPR19 = price for Mark-19 shields, default 200000000&lt;br /&gt;
&lt;br /&gt;
== Planet points divisor ==&lt;br /&gt;
PLTVDIV = (TO DO explain how this works)&lt;br /&gt;
&lt;br /&gt;
PLTVCASH = each 1m of cash on a planet (both bank and taxes) is worth this many points, range 1 to 201288837, default 10&lt;br /&gt;
&lt;br /&gt;
== Planetary attack ==&lt;br /&gt;
IDAMMAX = maximum damage % from ion cannon per shot, default 50 &lt;br /&gt;
&lt;br /&gt;
PLATTRF1 = Efficiency of defending troops taking out attacking fighters, default 18. There is a 60% chance that a planet with more than 500 troops will take out some fighters before the fighter-on-fighter combat begins.&amp;lt;ref&amp;gt;GECMDS.C, line 3834-3839&amp;lt;/ref&amp;gt; When this occurs, a random value between 0.05 and 0.05 plus this value divided by 100 is generated (using the default, between 0.05 and 0.23). This random value is multiplied by the amount of attacking fighters to determine the amount of attacking fighters to eliminate.&lt;br /&gt;
&lt;br /&gt;
PLATTRF2 = Efficiency of defending fighters taking out attacking fighters, default 100. For each attack, a random value between 0.20 and 0.20 plus this value divided by 100 is generated (using the default, between 0.20 and 1.20). This random value is multiplied by the amount of defending fighters to determine the amount of attacking fighters to eliminate. If this amount is equal to or more than the amount of attacking fighters, all fighters are lost. &lt;br /&gt;
&lt;br /&gt;
PLATTRF3 = Efficiency of attacking fighters taking out defending fighters, default 55. For each attack, a random value between 0.20 and 0.20 plus this value divided by 100 is generated (using the default, between 0.20 and 0.75). &lt;br /&gt;
&lt;br /&gt;
PLATTRT1 = Efficiency of defending troops taking out attacking troops, default value 125. For each attack, a random value between 0.25 and 0.25 plus this value divided by 100 is generated (using the default, between 0.25 and 1.5). This random value is multiplied by the amount of defending troops to determine the amount of attacking troops to eliminate. If this amount is equal to or more than the amount of attacking troops, all attacking troops are lost.&lt;br /&gt;
&lt;br /&gt;
PLATTRT2 = Efficiency of attacking troops taking out defending troops, default value 35. For each attack, a random value between 0.1 and and 0.1 plus this value divided by 100 is generated (using the default, between 0.1 and 0.45). This random value is multiplied by the amount of attacking troops to determine the amount of defending troops to eliminate. If this amount is equal to or more than the amount of defending troops, all defending troops are lost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(The rest of the file is the text of menus, messages from the helm, hailing messages from CPU ships, and more, all of which can be edited.)&lt;br /&gt;
&lt;br /&gt;
== Unused messages ==&lt;br /&gt;
Several messages exist in MBMGEMSG.MSG that either were used in previous versions of Galactic Empire but unused in 3.2e, or were being considered for future versions but never implemented. These include:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Enter warp factor (0 - 100)&amp;quot;&lt;br /&gt;
* &amp;quot;Sorry Sir, we cannot fire with the shields up.&amp;quot;&lt;br /&gt;
* &amp;quot;Sir, we cannot rotate while we are moving!!&amp;quot; — still referenced in the game&#039;s code, but can&#039;t actually be triggered.&amp;lt;ref&amp;gt;GECMDS.C, lines 685 and 717&amp;lt;/ref&amp;gt; Used prior to version 3.2d.&amp;lt;ref&amp;gt;[[GEREADME.DOC#03/06/94 Release 3.2d]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>Manicpop</name></author>
	</entry>
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