
                         Asteroid v2.0 (Shareware)
			  for VGA Planets 3.5
			
        Copyright (C) 1995-1996 Dave Killingsworth - All Rights Reserved

Overview

	Asteroid is an add-on utility for VGA Planets 3.5 that takes 
advantage of the AUXHOST features found in HOST 3.20.  This add-on provides 
the capability for players to capture asteroids and tow them to planets for 
added mineral resources and the ability gather Quadbenium (a new mineral) 
from the surface of the asteroid and use it as a super fuel.

	Four new friendly codes are introduced with this program.  They ARE 
case sensitive, the (n) represents the Asteroid # (not the ID#) and they are 
as follows:

IAn -   Intercept Asteroid number (n)
TAn -   Tow Asteroid number (n)
GQn -   Gather Quadbenium from Asteroid number (n)
QJn -   Quadbenium Jump (n) times ten light years (0=10)

	
	With the added spacelane activity comes some risk.  Each time an 
Asteroid is generated there is a chance that it might stike a planet.  These 
Asteroids have no minds and wander blindly throughout the Echo Cluster.  If 
they strike a planet damage will result.

Contents

	Asteroid contains two programs:

ASTEROID.EXE
ASTCONFG.EXE

	Place these programs in the same directory that the HOST normally 
runs from.  Asteroid requires access to the VGA Planets database 
(HULLSPEC.DAT, BEAMSPEC.DAT, ect) as well as the Host database (SHIP.HST, 
XYPLAN.HST, ect.).

New Game Setup

	Before Asteroid can be used the configuration program ASTCONFG.EXE, 
must be run.  ASTGONFG accepts one command line parameter, the DOS path to 
the game directory.  For example; to configure a new game in 
E:\PLANETS\NEWGAME type:

ASTCONFG  E:\PLANETS\NEWGAME

	When ASTCONFG starts, a configuration dialog will be displayed.  
Notice that the DOS path provided on the command line is displayed in the 
Path to Game Directory  edit box.

ASTCONFG  E:\PLANETS\NEWGAME

	Default values are automatically provided.  Change them to suit the 
requirements of the game.  Each value has valid ranges and all changes must 
be within the valid ranges.

	Select the OK button when all changes have been made.  The following 
file will be written to the Game Directory:
	
ASTCONFG.HST

	After the configuration file is saved, a confirmation dialog will be 
shown at which time, if YES is selected the Asteroid database will be
initialized.  Additionally, the UFO database will be updated as Asteroids
program generates Asteroids and puts them into play.  These files are
written to during initialization:

ASTEROID.HST
UFO.HST

	The configuration program will create and update all necessary  files 
needed  to run this program.


Asteroid Generation

	The number of Asteroids that are allowed in the game is between 1 
and 9, and depends on the ASTCONFG.EXE setting.  Asteroid generation is 
based on the percentage chance of appearing that you set in the ASTCONFG.EXE.  
The type of Asteroid is based on the following table (once an Asteroid has 
been determined to have been generated the program refers to the following):

	Mass            Warp Velocity   %Chance of  Type Appering
	5000 KT              8-10                       1-5%
	4000 KT              7-9                        6-15%
	3000 KT              6-8                        16-35%
	2000 KT              5-7                        36-60%
	1000 KT              5-6                        61-100%

Intercepting an Asteroid

	If a ship has a friendly code of IA(n) selected (where n is the 
Asteroid Number) its waypoint will be set to the location of the Asteroid 
and it will move towards the Asteroid as host runs.  As long as the IA(n) 
fcode is selected the ship will keep intercepting the asteroid, as long as 
the ship has fuel.
	
	Asteroids move about the Echo Cluster under their own power.  They 
contain a mineral called Quadbenium that allows them to absorb energy from 
space and use it for propulsion.  Asteroids move at warps speeds raging 
between 5-10.  The exact range for each Asteroid depends on its mass, the 
higher the mass the higher the average warp speed of the Asteroid.

Towing an Asteroid

	To tow an Asteroid a starship needs to be at the same point in space 
as an Asteroid and select the friendly code of TA(n).  This will cause the 
Asteroid to be "towed" by the ship.  This process requires no fuel expenditure 
by the ship, due to the Asteroid's self-propulsion.

Towing an Asteroid Into a Planet's Orbit

	If an Asteroid is towed into a planets orbit it will immediately 
impact onto the planet's surface.  This will cause damge to the planets 
surface.  Damage means that colonists and natives will die (a % of them and 
lose 50 happiness points), also, mines, factories and defense outposts will 
be destryoed. The percentage of this damage is determined by the ASTCONFG 
damage multiplier setting:

ASTCONFG Damage Mulitplier *(asteroid mass/1000)

	Asteroid mineral yeild is equal to a range between 1/2 of the 
Asteroids mass up to its mass plus 500 KT.  This is the yeild from an 
asteroid impact for EACH mineral (N, T, D, M).  So a 1000 KT Asteroid could 
yield 1500 of each mineral onto the planet (if a max yield happened).  The 
impact will place 1/2 of the yield on the planet's surface and 1/2 into the 
ground.

Gathering Quadbenium

	To gather Quadbenium you need to be in the same point in space as 
the Asteroid and towing it (the gather code will still equal towing of the 
Asteroid). If you meet these criteria and set your friendly code to GQ(n).  
The (n) is the Asteroid number you are towing.  Your ship will gather 
Quadbenium from the surface of the Asteroid.  The amount of Quadbenium on 
the Asteroid is determined by its mass.  


	The mass divided by 10 will tell you how many micrograms of Quadbenium 
are on the surface of the Asteroid (assuming that none has been removed 
before you gather). (i.e, 5000 KT Asteroid has 500 micrograms of Quadbenium 
on the surface).

	Starships can only hold so much Quadbenium.  This amount is determined 
by the engine tech.  The max amount of Quadbenium able to be stored in the 
Warp Core at any one time is (Engine tech / 2)*100.  (i.e., Transwarps {tech 
10} can hold  [10 / 2 ] = 5 * 100 = 500 micro grams of Quadbenium.)

Quadbenium Jumps

	The only thing Quadbenium can be used for is Quadbenium Jumps.  To 
perform a Quadbenium Jump you need to have at least 100 micrograms of 
Quadbenium in your warp core, a heading and a friendly code of QJ(n).  Where 
(n) equals the number light years (mulitplied by 10  with 0 = 10*10) you wish 
to jump.

	If these requirements are met your ship will perform a Quadbenium 
jump before host runs.  So yes it is possible to Jump before Rob, tow or any 
other missions.  When the jump occurs you move along your preset heading, if 
you have no heading you will still burn Quadbenium, but stay at the same 
point in space.    

	A Quadbenium Jump of any length ( 10 - 100 Light years) burns 100 
micrograms of Quadbenium.  The Quadbenium burn does not depend on the length 
of the Quadbenium Jump.

If you are using WINPLAN (Planets v3.5) you can set your waypoint at a
distance longer than the length of the Q-jump.  If you do this and have
a warp setting you will move normally after the Q-jump has been completed.
i.e. You set a 181 LY Waypoint.  You set fcode to QJ0 - you quad jump 100
light years and then the ship moves normally at warp 9 for another 81 LY.

HOST Sequence
Asteroid
     AUXHOST 1
	Load Asteroids
	Verify Asteroids
	Gather Ship Friendly Codes
	Tag Asteroids being towed
	If QuadJumps Allowed
		Do QuadJumps
		Gather Quadbendium
	Move Asteroids
	Gen New Asteroid
	Intercept Asteroids
     AUXHOST 2
	Load Asteroids
	Verify Asteroids
	Gather Ship Friendly Codes
	Tow Asteroids
	Impact Asteroids
	Send Quadbendium Status


Asteroid
 for VGA Planets 3.5     

Design:                 
Dave Killingsworth & Dan Gale   

Special Consulting:     
Tim Wisseman    

Programming:            
Dan Gale

Documentation:          
Dan Gale & Dave Killingsworth   

BMP Artwork:            
Mark Stewart & Kenneth Wisseman
	
Copyright ( 1995 Dave Killingsworth  All Rights Reserved
No part of the program or documentation may be copied, 
in part, or in whole, without the  written permission of 
the copyright holder)


************************************************************************
HOSTS----  You need to give a copy of this TXT file to  your players !!!
************************************************************************
You also need to give them copies of all BMP files you find in the ZIP
file you got this program from.  Tell them that they need to place the
BMP files in the sub directory (labeled BMP) under their WINPLAN dirctory.
This will give them the BMP's they need to see the bmps linked to the
messagign system.  Give them the BMPS.exe program and have them run it
in the BMP dir mentioned above.

NOTE TO HOSTS:

	This is a shareware copy of this program.  It will only allow type
1000-2000 KT asteroids to be generated.  It will also send a shareware 
message every 10 turns or so. It will also only yield 1/4 the minerals to 
the surface of the planet and 1/2 into the ground and 1/4 into the ether.

	Registration of this program will get you a registered copy of the
program mailed to you.  This copy will allow all types of Asteroid masses to
be produced and remove the please register message. It will also cause
1/2 of the yield to go on the surface and 1/2 into the ground.


Registration information is available in the ORDERFRM.ZIP file that
was included in this ZIP file.

        There is a message conference that is carried on the Tim Continuum
and this will be fore feedback, support and general help with the add-ons.
The conference will originate from Warp Speed BBS of Chico, CA  916-345-6447
(Will be a shared BBS with Dan and Dave's BBS).
You can reach me, Dave Killingsworth by E-mail there or Via internet at 
capstern@aol.com

Thank you for your interest.

	Dave Killingsworth
		Sysop Of Dan and Dave's BBS 916-345-6447
		Co-sysop of Warp Speed and Tim Continuum

contact us via the internet
capstern@aol.com
dangale@aol.com

