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The following are values that can be configured by the sysop in the MBMGEMSG.MSG file: | The following are values that can be configured by the sysop in the MBMGEMSG.MSG file: | ||
== | == BBS settings == | ||
PLAYKEY = what type of BBS user you need to be Galactic Empire | PLAYKEY = what type of BBS user you need to be Galactic Empire | ||
REGNO = your [[registration]] number, required in order for Galactic Empire to function on your system. | REGNO = your [[registration]] number, required in order for Galactic Empire to function on your system. | ||
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GESEL = the selection letter on the BBS menu (by default, G). Only used on MajorBBS 5. | GESEL = the selection letter on the BBS menu (by default, G). Only used on MajorBBS 5. | ||
FREEBIES = 1 to allow non-paying users to play, 0 for no. Only used on MajorBBS 5. | |||
PROFON = profanity filter, yes or no | |||
SHOWOPT = debug level, 0 to 3 | |||
LOGFLG = output log to file, yes or no | |||
USEGEMSG = use in-game mail system (yes) or send to user's BBS mailbox (no), default yes | |||
== Sysop == | |||
SYSKEY = what type of BBS user you need to be in order to use the [[Sysop commands|SYS]] command. | |||
SYSCMDS = allow [[Sysop commands|SYS]] command, default yes | |||
SYSONLY = only allow sysop to use SYS command, default yes (no means ANYONE can) | |||
== Files == | |||
GEUSER = user database, default [[MBMGEUSR.DAT]] | |||
GESHIP = ship database, default [[MBMGESHP.DAT]] | |||
GEMAIL = mail database, default [[MBMGEMAL.DAT]] | |||
GEPLNT = planet database, default [[MBMGEPLT.DAT]] | |||
GESHIPCL = runtime ship database, default MBMGESHP.MCV | |||
== Optional main menu selection == | == Optional main menu selection == | ||
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OPTCHR = The selection character of the optional menu entry (by default, N). | OPTCHR = The selection character of the optional menu entry (by default, N). | ||
== | == Players == | ||
MAXPLRS = max players allowed in the game at once, default 30 | MAXPLRS = max players allowed in the game at once, default 30 | ||
MAXLIST = max top players shown on the roster, default 10 | MAXLIST = max top players shown on the roster, default 10 | ||
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MAXPLNTS = max planets a player can own, default 20 | MAXPLNTS = max planets a player can own, default 20 | ||
MAILDAYS = how many days to save mail, 1 to 7, default 3 | |||
STRTCASH = starting cash amount in 1000s, 1 to 32000, default 100 (100,000 Cs) | |||
== Sectors and planets == | |||
MAXPLSE = max planets that can appear in a sector, default 5 | MAXPLSE = max planets that can appear in a sector, default 5 | ||
SE100DAM = amount of damage done when attempting to fire in neutral zone, default 10, instant kill 101 | SE100DAM = amount of damage done when attempting to fire in neutral zone, default 10, instant kill 101 | ||
TRANSOPT = allow users to transfer items to planets they don't own, default yes | |||
PLANTOCK = how often to update planets, in minutes, default 360 (every six hours) | |||
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) | |||
WORMODDS = how likely a sector will have wormholes, 1 (least likely) to 100 (most likely), default 6 | |||
== CPU ships == | |||
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) | |||
MAXDROID = maximum amount of DROID (non-combatant) CPU ships, default 6 | |||
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) | |||
CYBGOLD = maximum amount of gold held by combative CPU ships, 0 to 32000, default 1200 | |||
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 | |||
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 | |||
== Galaxy == | |||
UNIVMAX = radius of galaxy, 10 to 32000, default 300 (galaxy extends to sector 300 300 and -300 -300) | |||
UNIVWRAP = does galaxy wrap around, yes or no, added in version 3.2c.5 | |||
MAXPLREC = maximum size of planet database in Kb, 10 to 32767, default 32767 | |||
== Weapons == | |||
TORFACT = range of torpedo lockon (TO DO: figure out and explain how this works) | |||
TDAMMAX = maximum damage % a torpedo can do, default 35 (TO DO) | |||
TORPSPED = speed of torpedo ([[Parsec|parsecs]] traveled per [[centock]]), 1 to 10000, default 2441 | |||
MISFACT = range of missle lockon (TO DO) | |||
MDAMMAX = maximum damage % a missile can do, default 25 (TO DO) | |||
MISLSPED = speed of missile (parsecs traveled per centock), 1 to 10000, default 1212 | |||
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) | |||
NUMMINES = maximum number of mines allowed at once, default 12 | |||
USRMINES = maximum number of mines per user allowed at once, default 3 | |||
MNDAMMAX = maximum damage % from a mine, default 75 | |||
DECODDS = odds in % of a decoy catching a missile or torpedo, default 11 | |||
HPFIRDST = hyperphaser distance factor, 1 (longest) to 20 (shortest), default 5 | |||
HPDAMMAX = maximum damage % of hyperphaser, 1 to 200, default 50 | |||
PFIRDST = phaser distance factor, 1 (longest) to 20 (shortest), default 5 | |||
PDAMMAX = maximum damage % of phaser, 1 to 200, default 50 | |||
PHATOWRP = minimum class of (non-hyper) phaser required to hit a ship traveling at warp, default 3 | |||
== Other ship functions == | |||
REPAIRRT = rate of spontaneous ship repair in %, default 6 | |||
JAMTIME = length of jammer, 1 to 10, default 3 (TO DO: explain how this works) | |||
CLENGUSE = amount of flux used per centock by cloak, 1 to 32000, default 7500 | |||
== Scoring == | |||
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 | |||
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 | |||
CHGLOSER = % that a killed player loses of their cash which is awarded to the winner, default 2 | |||
TEAMBONU = bonus points (x100) added to team score for each player in a team, 0 to 32000, default 5 (500) | |||
TEAMMAX = max members on a team, 0 to 32000, default 10 | |||
== Neutral zone planets == | |||
S00PLNUM = number of planets in neutral zone, 3 to 9, default 6 | |||
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<u>X</u> 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's owner to the name of a player in the game, this player will be able to administer the planet. | |||
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. | |||
S00P1DEF = is there a planet 1, default yes | |||
S00P1NM = planet 1 name, default Zygor | |||
S00P1OWN = planet 1 owner, default *EMPIRE* | |||
S00P1TYP = planet 1 type (0 normal, 1 Zygor, 2 Tahanian Station, 3 wormhole) | |||
S00P1X = X coordinate of planet 1, default 5000 | |||
S00P1Y = Y coordinate of planet 1, default 5000 | |||
S00P1ENV = planet 1 environment (0 poor, 1 marginal, 2 good, 3 very good), default 3 | |||
S00P1RES = planet 1 resources (0 poor, 1 marginal, 2 good, 3 very good), default 3 | |||
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. | |||
== Maximum amount of items on a planet == | |||
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]]. | |||
ITMPL01 = maximum men on a planet, default 201228378 | |||
ITMPL02 = maximum missiles on a planet, default 39633 | |||
ITMPL03 = maximum torpedoes on a planet, default 59833 | |||
ITMPL04 = maximum ion cannons on a planet, default 250 | |||
ITMPL05 = maximum flux pods on a planet, default 923 | |||
ITMPL06 = maximum food cases on a planet, default 187312837 | |||
ITMPL07 = maximum fighters on a planet, default 579332 | |||
ITMPL08 = maximum decoys on a planet, default 5399 | |||
ITMPL09 = maximum troops on a planet, default 201228378 | |||
ITMPL10 = maximum zippers on a planet, default 5233 | |||
ITMPL11 = maximum jammers on a planet, default 25928 | |||
ITMPL12 = maximum mines on a planet, default 25867 | |||
ITMPL13 = maximum gold on a planet, default 10000 | |||
ITMPL14 = maximum spys on a planet, default 5 | |||
(ITMPL15 through ITMPL25 are defined and marked as "reserved for expansion") | |||
== Item weight == | |||
The weight of 100 units of a particular item. The range for all options is 0 to [[wikipedia:2,147,483,647|2147483647]]. | |||
ITMWT01 = weight of 100 men, default 100 | |||
ITMWT02 = weight of 100 missiles, default 500 | |||
ITMWT03 = weight of 100 torpedoes, default 300 | |||
ITMWT04 = weight of 100 ion cannons, default 25000 | |||
ITMWT05 = weight of 100 flux pods, default 2000 | |||
ITMWT06 = weight of 100 food cases, default 200 | |||
IMTWT07 = weight of 100 fighters, default 1500 | |||
IMTWT08 = weight of 100 decoys, default 300 | |||
ITMWT09 = weight of 100 troops, default 200 | |||
ITMWT10 = weight of 100 zippers, default 500 | |||
ITMWT11 = weight of 100 jammers, default 400 | |||
ITMWT12 = weight of 100 mines, default 500 | |||
ITMWT13 = weight of 100 gold, default 50 | |||
ITMWT14 = weight of 100 spy, default 100 | |||
(ITMWT15 through 25 are defined and and marked as "reserved for expansion") | |||
== Point value of items == | |||
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. | |||
ITMWT01 = point value of men, default 10 | |||
(ITMWT02 through 14 default to 0, ITMWT15 through 25 are defined and unused) | |||
== Planet item production rate == | |||
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. | |||
ITMMH01 = production rate of men, default 3500 | |||
ITMMH02 = production rate of missiles, default 300 | |||
ITMMH03 = production rate of torpedoes, default 500 | |||
ITMMH04 = production rate of ion cannons, default 4 | |||
ITMMH05 = production rate of flux pods, default 200 | |||
ITMMH06 = production rate of food cases, default 8000 | |||
ITMMH07 = production rate of fighters, default 100 | |||
ITMMH08 = production rate of decoys, default 900 | |||
ITMMH09 = production rate of troops, default 200 | |||
ITMMH10 = production rate of zippers, default 100 | |||
ITMMH11 = production rate of jammers, default 300 | |||
ITMMH12 = production rate of mines, default 500 | |||
ITMMH13 = production rate of gold, default 30 | |||
ITMMH14 = production rate of spys, default 20 | |||
(ITMMH15 through 25 are defined and marked as reserved) | |||
== Base prices == | |||
(TO DO: explain how base prices work), range is 1 to 3200 | |||
ITMPR01 = base price of men, default 2 | |||
ITMPR02 = base price of missiles, default 20 | |||
ITMPR03 = base price of torpedoes, default 7 | |||
ITMPR04 = base price of ion cannons, default 33 | |||
ITMPR05 = base price of flux pods, default 200 | |||
ITMPR06 = base price of food cases, default 2 | |||
ITMPR07 = base price of fighters, default 50 | |||
ITMPR08 = base price of decoys, default 18 | |||
ITMPR09 = base price of troops, default 1 | |||
ITMPR10 = base price of zippers, default 99 | |||
ITMPR11 = base price of mines, default 21 | |||
ITMPR12 = base price of jammers, default 16 | |||
ITMPR13 = base price of gold, default 1000 | |||
ITMPR14 = base price of spys, default 100 | |||
(ITMPR15 through 25 are defined and reserved) | |||
== Shield prices == | |||
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. | |||
SHLDPR01 = price for Mark-1 shields, default 5000 | |||
SHLDPR02 = price for Mark-2 shields, default 10000 | |||
SHLDPR03 = price for Mark-3 shields, default 40000 | |||
SHLDPR04 = price for Mark-4 shields, default 100000 | |||
SHLDPR05 = price for Mark-5 shields, default 250000 | |||
SHLDPR06 = price for Mark-6 shields, default 500000 | |||
SHLDPR07 = price for Mark-7 shields, default 750000 | |||
SHLDPR08 = price for Mark-8 shields, default 1100000 | |||
SHLDPR09 = price for Mark-9 shields, default 1500000 | |||
SHLDPR10 = price for Mark-10 shields, default 2500000 | |||
SHLDPR11 = price for Mark-11 shields, default 4000000 | |||
SHLDPR12 = price for Mark-12 shields, default 6000000 | |||
SHLDPR13 = price for Mark-13 shields, default 8000000 | |||
SHLDPR14 = price for Mark-14 shields, default 10000000 | |||
SHLDPR15 = price for Mark-15 shields, default 30000000 | |||
SHLDPR16 = price for Mark-16 shields, default 50000000 | |||
SHLDPR17 = price for Mark-17 shields, default 80000000 | |||
SHLDPR18 = price for Mark-18 shields, default 120000000 | |||
SHLDPR19 = price for Mark-19 shields, default 200000000 | |||
== Phaser prices == | |||
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. | |||
PHSRPR01 = price for Mark-1 shields, default 5000 | |||
PHSRPR02 = price for Mark-2 shields, default 10000 | |||
PHSRPR03 = price for Mark-3 shields, default 40000 | |||
PHSRPR04 = price for Mark-4 shields, default 100000 | |||
PHSRPR05 = price for Mark-5 shields, default 220000 | |||
PHSRPR06 = price for Mark-6 shields, default 400000 | |||
PHSRPR07 = price for Mark-7 shields, default 650000 | |||
PHSRPR08 = price for Mark-8 shields, default 900000 | |||
PHSRPR09 = price for Mark-9 shields, default 1200000 | |||
PHSRPR10 = price for Mark-10 shields, default 2000000 | |||
PHSRPR11 = price for Mark-11 shields, default 3800000 | |||
PHSRPR12 = price for Mark-12 shields, default 5000000 | |||
PHSRPR13 = price for Mark-13 shields, default 7000000 | |||
PHSRPR14 = price for Mark-14 shields, default 9000000 | |||
PHSRPR15 = price for Mark-15 shields, default 15000000 | |||
PHSRPR16 = price for Mark-16 shields, default 30000000 | |||
PHSRPR17 = price for Mark-17 shields, default 60000000 | |||
PHSRPR18 = price for Mark-18 shields, default 100000000 | |||
PHSRPR19 = price for Mark-19 shields, default 200000000 | |||
== Planet points divisor == | |||
PLTVDIV = (TO DO explain how this works) | |||
PLTVCASH = each 1m of cash on a planet (both bank and taxes) is worth this many points, range 1 to 201288837, default 10 | |||
== Planetary attack == | |||
IDAMMAX = maximum damage % from ion cannon per shot, default 50 | |||
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.<ref>GECMDS.C, line 3834-3839</ref> 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. | |||
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. | |||
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). | |||
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. | |||
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. | |||
(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.) | |||
== Unused messages == | |||
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: | |||
* "Enter warp factor (0 - 100)" | |||
* "Sorry Sir, we cannot fire with the shields up." | |||
* "Sir, we cannot rotate while we are moving!!" — still referenced in the game's code, but can't actually be triggered.<ref>GECMDS.C, lines 685 and 717</ref> Used prior to version 3.2d.<ref>[[GEREADME.DOC#03/06/94 Release 3.2d]]</ref> | |||
*"Sorry Sir! Sector scans are impossible in Hyperspace." — probably used in version 2.x. | |||
*"Sorry Sir! The Hyper Scanners only work when we are in Hyperspace." — probably used in version 2.x. | |||
*"Sorry Sir! The Long Range Scanners only work when we are in Hyperspace." — still referenced in the game's code, but can't actually be triggered.<ref>GECMDS.C, line 2739</ref> Probably used in version 2.x. | |||
*"WHAT!!!! You lost your last ship! Giving you another ship is against my better judgment. But since you insist...." | |||
*"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." | |||
*"The ships Quartermaster reports our food reserves are getting low, Sir!" | |||
*"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!" | |||
*"We can't own a Wormhole!!!" — there is code in the game to handle trying to administer a wormhole<ref>GECMDS.C, lines 3477-3482</ref>, but since you can't orbit a wormhole, it's impossible to trigger it. | |||
*"We have lost %s fighter(s) Sir!" | |||
*"Uh oh! You have slipped to the #%d position in the Top Ten Players list." | |||
*"Congratulations!! You are now #%d in the Top Ten Players list." | |||
*"**** Hi score totals Reset ****" | |||
*"Civilian Population... %u" "Troops................ %u" "Missiles............... %u" "Torpedoes.............. %u" "Ion Cannons........... %u" "Fighters.............. %u" "Neutron Flux Pods...... %u" "Food Lots............. %u" — all from an older version of the SCAN command | |||
*"Hyperspace Scan (s:%d %d)" — used in the SCAN HY command in version 2.x, the code for which is still in the game be can't be triggered. | |||
*"Sorry Sir! The scanners cannot show planet detail from hyperspace." — probably also used in 2.x. | |||
*"Sorry Sir! The scanners cannot show ship detail from hyperspace." — probably also used in 2.x. | |||
*"USER-ID ...... OPTION SELECTED" | |||
*"(line %02d) ... (log-on)" | |||
*"(line %02d) ... (sign-up)" | |||
*"%-11s... %s" | |||
*"Warnings to intruders....... %c" — apparently shown in the ADMINSTER command in older versions, but disabled in 3.2e.<ref>GEMAIN.C, line 3023</ref> | |||
*"You currently have in your fleet..." | |||
*"You are being transported to your %s The %s..." | |||
*"We can't spy on a wormhole!!!" — there is code in the game to handle trying to spy on a wormhole<ref>GECMDS.C, lines 6055-6060</ref>, but since you can't orbit a wormhole, it's impossible to trigger it. |
Latest revision as of 16:19, 2 July 2024
The following are values that can be configured by the sysop in the MBMGEMSG.MSG file:
BBS settings
PLAYKEY = what type of BBS user you need to be Galactic Empire
REGNO = your registration number, required in order for Galactic Empire to function on your system.
GEMNU = the name of the game on the BBS menu (by default, "Galactic Empire"). This value was used in version 5 of MajorBBS and has no effect in version 6.
GESEL = the selection letter on the BBS menu (by default, G). Only used on MajorBBS 5.
FREEBIES = 1 to allow non-paying users to play, 0 for no. Only used on MajorBBS 5.
PROFON = profanity filter, yes or no
SHOWOPT = debug level, 0 to 3
LOGFLG = output log to file, yes or no
USEGEMSG = use in-game mail system (yes) or send to user's BBS mailbox (no), default yes
Sysop
SYSKEY = what type of BBS user you need to be in order to use the SYS command.
SYSCMDS = allow SYS command, default yes
SYSONLY = only allow sysop to use SYS command, default yes (no means ANYONE can)
Files
GEUSER = user database, default MBMGEUSR.DAT
GESHIP = ship database, default MBMGESHP.DAT
GEMAIL = mail database, default MBMGEMAL.DAT
GEPLNT = planet database, default MBMGEPLT.DAT
GESHIPCL = runtime ship database, default MBMGESHP.MCV
The "Whats New!" 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.
OPTMENU = YES to show the option for the "Whats new!" on the main Galactic Empire menu, NO to turn it off.
OPTTXT = The name of the optional menu entry (by default, "Whats New!")
OPTCHR = The selection character of the optional menu entry (by default, N).
Players
MAXPLRS = max players allowed in the game at once, default 30
MAXLIST = max top players shown on the roster, default 10
MAXSHIPS = max ships a player can own, default 8
MAXPLNTS = max planets a player can own, default 20
MAILDAYS = how many days to save mail, 1 to 7, default 3
STRTCASH = starting cash amount in 1000s, 1 to 32000, default 100 (100,000 Cs)
Sectors and planets
MAXPLSE = max planets that can appear in a sector, default 5
SE100DAM = amount of damage done when attempting to fire in neutral zone, default 10, instant kill 101
TRANSOPT = allow users to transfer items to planets they don't own, default yes
PLANTOCK = how often to update planets, in minutes, default 360 (every six hours)
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)
WORMODDS = how likely a sector will have wormholes, 1 (least likely) to 100 (most likely), default 6
CPU ships
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)
MAXDROID = maximum amount of DROID (non-combatant) CPU ships, default 6
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)
CYBGOLD = maximum amount of gold held by combative CPU ships, 0 to 32000, default 1200
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
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
Galaxy
UNIVMAX = radius of galaxy, 10 to 32000, default 300 (galaxy extends to sector 300 300 and -300 -300)
UNIVWRAP = does galaxy wrap around, yes or no, added in version 3.2c.5
MAXPLREC = maximum size of planet database in Kb, 10 to 32767, default 32767
Weapons
TORFACT = range of torpedo lockon (TO DO: figure out and explain how this works)
TDAMMAX = maximum damage % a torpedo can do, default 35 (TO DO)
TORPSPED = speed of torpedo (parsecs traveled per centock), 1 to 10000, default 2441
MISFACT = range of missle lockon (TO DO)
MDAMMAX = maximum damage % a missile can do, default 25 (TO DO)
MISLSPED = speed of missile (parsecs traveled per centock), 1 to 10000, default 1212
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)
NUMMINES = maximum number of mines allowed at once, default 12
USRMINES = maximum number of mines per user allowed at once, default 3
MNDAMMAX = maximum damage % from a mine, default 75
DECODDS = odds in % of a decoy catching a missile or torpedo, default 11
HPFIRDST = hyperphaser distance factor, 1 (longest) to 20 (shortest), default 5
HPDAMMAX = maximum damage % of hyperphaser, 1 to 200, default 50
PFIRDST = phaser distance factor, 1 (longest) to 20 (shortest), default 5
PDAMMAX = maximum damage % of phaser, 1 to 200, default 50
PHATOWRP = minimum class of (non-hyper) phaser required to hit a ship traveling at warp, default 3
Other ship functions
REPAIRRT = rate of spontaneous ship repair in %, default 6
JAMTIME = length of jammer, 1 to 10, default 3 (TO DO: explain how this works)
CLENGUSE = amount of flux used per centock by cloak, 1 to 32000, default 7500
Scoring
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
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
CHGLOSER = % that a killed player loses of their cash which is awarded to the winner, default 2
TEAMBONU = bonus points (x100) added to team score for each player in a team, 0 to 32000, default 5 (500)
TEAMMAX = max members on a team, 0 to 32000, default 10
Neutral zone planets
S00PLNUM = number of planets in neutral zone, 3 to 9, default 6
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 S00PX 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's owner to the name of a player in the game, this player will be able to administer the planet.
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.
S00P1DEF = is there a planet 1, default yes
S00P1NM = planet 1 name, default Zygor
S00P1OWN = planet 1 owner, default *EMPIRE*
S00P1TYP = planet 1 type (0 normal, 1 Zygor, 2 Tahanian Station, 3 wormhole)
S00P1X = X coordinate of planet 1, default 5000
S00P1Y = Y coordinate of planet 1, default 5000
S00P1ENV = planet 1 environment (0 poor, 1 marginal, 2 good, 3 very good), default 3
S00P1RES = planet 1 resources (0 poor, 1 marginal, 2 good, 3 very good), default 3
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.
Maximum amount of items on a planet
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 2147483647.
ITMPL01 = maximum men on a planet, default 201228378
ITMPL02 = maximum missiles on a planet, default 39633
ITMPL03 = maximum torpedoes on a planet, default 59833
ITMPL04 = maximum ion cannons on a planet, default 250
ITMPL05 = maximum flux pods on a planet, default 923
ITMPL06 = maximum food cases on a planet, default 187312837
ITMPL07 = maximum fighters on a planet, default 579332
ITMPL08 = maximum decoys on a planet, default 5399
ITMPL09 = maximum troops on a planet, default 201228378
ITMPL10 = maximum zippers on a planet, default 5233
ITMPL11 = maximum jammers on a planet, default 25928
ITMPL12 = maximum mines on a planet, default 25867
ITMPL13 = maximum gold on a planet, default 10000
ITMPL14 = maximum spys on a planet, default 5
(ITMPL15 through ITMPL25 are defined and marked as "reserved for expansion")
Item weight
The weight of 100 units of a particular item. The range for all options is 0 to 2147483647.
ITMWT01 = weight of 100 men, default 100
ITMWT02 = weight of 100 missiles, default 500
ITMWT03 = weight of 100 torpedoes, default 300
ITMWT04 = weight of 100 ion cannons, default 25000
ITMWT05 = weight of 100 flux pods, default 2000
ITMWT06 = weight of 100 food cases, default 200
IMTWT07 = weight of 100 fighters, default 1500
IMTWT08 = weight of 100 decoys, default 300
ITMWT09 = weight of 100 troops, default 200
ITMWT10 = weight of 100 zippers, default 500
ITMWT11 = weight of 100 jammers, default 400
ITMWT12 = weight of 100 mines, default 500
ITMWT13 = weight of 100 gold, default 50
ITMWT14 = weight of 100 spy, default 100
(ITMWT15 through 25 are defined and and marked as "reserved for expansion")
Point value of items
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.
ITMWT01 = point value of men, default 10
(ITMWT02 through 14 default to 0, ITMWT15 through 25 are defined and unused)
Planet item production rate
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.
ITMMH01 = production rate of men, default 3500
ITMMH02 = production rate of missiles, default 300
ITMMH03 = production rate of torpedoes, default 500
ITMMH04 = production rate of ion cannons, default 4
ITMMH05 = production rate of flux pods, default 200
ITMMH06 = production rate of food cases, default 8000
ITMMH07 = production rate of fighters, default 100
ITMMH08 = production rate of decoys, default 900
ITMMH09 = production rate of troops, default 200
ITMMH10 = production rate of zippers, default 100
ITMMH11 = production rate of jammers, default 300
ITMMH12 = production rate of mines, default 500
ITMMH13 = production rate of gold, default 30
ITMMH14 = production rate of spys, default 20
(ITMMH15 through 25 are defined and marked as reserved)
Base prices
(TO DO: explain how base prices work), range is 1 to 3200
ITMPR01 = base price of men, default 2
ITMPR02 = base price of missiles, default 20
ITMPR03 = base price of torpedoes, default 7
ITMPR04 = base price of ion cannons, default 33
ITMPR05 = base price of flux pods, default 200
ITMPR06 = base price of food cases, default 2
ITMPR07 = base price of fighters, default 50
ITMPR08 = base price of decoys, default 18
ITMPR09 = base price of troops, default 1
ITMPR10 = base price of zippers, default 99
ITMPR11 = base price of mines, default 21
ITMPR12 = base price of jammers, default 16
ITMPR13 = base price of gold, default 1000
ITMPR14 = base price of spys, default 100
(ITMPR15 through 25 are defined and reserved)
Shield prices
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 HELP NEWPRICE, so make sure to update MBMGEHLP.MSG to match.
SHLDPR01 = price for Mark-1 shields, default 5000
SHLDPR02 = price for Mark-2 shields, default 10000
SHLDPR03 = price for Mark-3 shields, default 40000
SHLDPR04 = price for Mark-4 shields, default 100000
SHLDPR05 = price for Mark-5 shields, default 250000
SHLDPR06 = price for Mark-6 shields, default 500000
SHLDPR07 = price for Mark-7 shields, default 750000
SHLDPR08 = price for Mark-8 shields, default 1100000
SHLDPR09 = price for Mark-9 shields, default 1500000
SHLDPR10 = price for Mark-10 shields, default 2500000
SHLDPR11 = price for Mark-11 shields, default 4000000
SHLDPR12 = price for Mark-12 shields, default 6000000
SHLDPR13 = price for Mark-13 shields, default 8000000
SHLDPR14 = price for Mark-14 shields, default 10000000
SHLDPR15 = price for Mark-15 shields, default 30000000
SHLDPR16 = price for Mark-16 shields, default 50000000
SHLDPR17 = price for Mark-17 shields, default 80000000
SHLDPR18 = price for Mark-18 shields, default 120000000
SHLDPR19 = price for Mark-19 shields, default 200000000
Phaser prices
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 HELP NEWPRICE, so make sure to update MBMGEHLP.MSG to match.
PHSRPR01 = price for Mark-1 shields, default 5000
PHSRPR02 = price for Mark-2 shields, default 10000
PHSRPR03 = price for Mark-3 shields, default 40000
PHSRPR04 = price for Mark-4 shields, default 100000
PHSRPR05 = price for Mark-5 shields, default 220000
PHSRPR06 = price for Mark-6 shields, default 400000
PHSRPR07 = price for Mark-7 shields, default 650000
PHSRPR08 = price for Mark-8 shields, default 900000
PHSRPR09 = price for Mark-9 shields, default 1200000
PHSRPR10 = price for Mark-10 shields, default 2000000
PHSRPR11 = price for Mark-11 shields, default 3800000
PHSRPR12 = price for Mark-12 shields, default 5000000
PHSRPR13 = price for Mark-13 shields, default 7000000
PHSRPR14 = price for Mark-14 shields, default 9000000
PHSRPR15 = price for Mark-15 shields, default 15000000
PHSRPR16 = price for Mark-16 shields, default 30000000
PHSRPR17 = price for Mark-17 shields, default 60000000
PHSRPR18 = price for Mark-18 shields, default 100000000
PHSRPR19 = price for Mark-19 shields, default 200000000
Planet points divisor
PLTVDIV = (TO DO explain how this works)
PLTVCASH = each 1m of cash on a planet (both bank and taxes) is worth this many points, range 1 to 201288837, default 10
Planetary attack
IDAMMAX = maximum damage % from ion cannon per shot, default 50
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.[1] 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.
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.
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).
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.
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.
(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.)
Unused messages
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:
- "Enter warp factor (0 - 100)"
- "Sorry Sir, we cannot fire with the shields up."
- "Sir, we cannot rotate while we are moving!!" — still referenced in the game's code, but can't actually be triggered.[2] Used prior to version 3.2d.[3]
- "Sorry Sir! Sector scans are impossible in Hyperspace." — probably used in version 2.x.
- "Sorry Sir! The Hyper Scanners only work when we are in Hyperspace." — probably used in version 2.x.
- "Sorry Sir! The Long Range Scanners only work when we are in Hyperspace." — still referenced in the game's code, but can't actually be triggered.[4] Probably used in version 2.x.
- "WHAT!!!! You lost your last ship! Giving you another ship is against my better judgment. But since you insist...."
- "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."
- "The ships Quartermaster reports our food reserves are getting low, Sir!"
- "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!"
- "We can't own a Wormhole!!!" — there is code in the game to handle trying to administer a wormhole[5], but since you can't orbit a wormhole, it's impossible to trigger it.
- "We have lost %s fighter(s) Sir!"
- "Uh oh! You have slipped to the #%d position in the Top Ten Players list."
- "Congratulations!! You are now #%d in the Top Ten Players list."
- "**** Hi score totals Reset ****"
- "Civilian Population... %u" "Troops................ %u" "Missiles............... %u" "Torpedoes.............. %u" "Ion Cannons........... %u" "Fighters.............. %u" "Neutron Flux Pods...... %u" "Food Lots............. %u" — all from an older version of the SCAN command
- "Hyperspace Scan (s:%d %d)" — used in the SCAN HY command in version 2.x, the code for which is still in the game be can't be triggered.
- "Sorry Sir! The scanners cannot show planet detail from hyperspace." — probably also used in 2.x.
- "Sorry Sir! The scanners cannot show ship detail from hyperspace." — probably also used in 2.x.
- "USER-ID ...... OPTION SELECTED"
- "(line %02d) ... (log-on)"
- "(line %02d) ... (sign-up)"
- "%-11s... %s"
- "Warnings to intruders....... %c" — apparently shown in the ADMINSTER command in older versions, but disabled in 3.2e.[6]
- "You currently have in your fleet..."
- "You are being transported to your %s The %s..."
- "We can't spy on a wormhole!!!" — there is code in the game to handle trying to spy on a wormhole[7], but since you can't orbit a wormhole, it's impossible to trigger it.