Jump Gate v2.0 (Shareware)
for VGA Planets 3.5


Copyright (c) 1995-1996  Dave Killingsworth    All rights reserved.
VGA Planets is a trademark of Tim Wisseman


Overview

	Jump Gate 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 Build, Attack, and Repair Jump Gates as well 
as using them as a form of travel. Four new friendly codes are introduced 
with this program.  They are case sensitive and as follows:

BJG -   Build Jump Gate
AJG -   Attack Jump Gate
RJG -   Repair Jump Gate
Jnn -   Jump to Jump Gate ID# nn

	With the convienence of controlled hyperspace travel comes risk.  
Each time a ship travels via Jump Gate, there is a small chance that an 
alien ship will exit the destination Jump Gate with the traveller.  The 
aliens are a warrior race, intent on conquering all that they see.  
They will conquer the entire Echo Cluster unless stopped.

Contents

	Jump Gate contains two programs:

JGCONFIG.EXE
JUMPGATE.EXE

	Place these programs in the same directory that HOST normally runs 
from.  Jump Gate requires access the the VGA Planets databases 
(HULLSPEC.DAT, BEAMSPEC.DAT, etc.) as well as the host databases (SHIP.HST, 
XYPLAN.HST, etc.).


New Game Setup

	Before Jump Gate can be used the configuration program, JGCONFIG.EXE, 
must be run.  JGCONFIG accepts one command line parameter, the DOS path to 
the game directory.  For example; to configure a new game in E:\

JGCONFIG  E:\PLANETS\NEWGAME

	When JGCONFIG 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.

	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 
files will be written to the Game Directory:

JGCONFIG.HST

	After the configuration file is saved a confirmation dialog will be 
shown at which time if YES is selected the Jump Gate database will be 
initialized.  Additionally, the UFO database will updated by adding the 
first Jump Gate and removing any old records used by Jump Gate.  

These files are written to during initialization:

JUMPGATE.HST
UFO.HST

	The config program will write and modify all necessary files.


Build Jump Gate       
	
	If the ship's friendly code is set to BJG, an attempt to build a 
Jump Gate will take place.  Jump Gates can only be built by Super Transport 
Freighters, sine one ship must have all of the building materials on board.  
The amount of building materials required to build a Jumpgate are configurable
by the host.  The host can configure the amount of Neutronium, Tritanium,
Duranium, Molybdenum, and Supplies that are needed up to a 2600 KT
cargo maximum

Additionally, there are restrictions on the number of Jump Gates allowed in 
the game.  Jump Gates will only be built if there is room in the UFO database 
for one, the maximum number of Jump Gates has not been reached, and the 
desired location for the Jump Gate is at least 5.01 light years from the 
nearest planet. Jump Gates will be assigned a random ID# between 01-99 from
the range of numbers available in the UFO database.

Repair Jump Gate

	Jump Gates can be repaired by any ship carrying supplies and has its 
friendly code set to RJG.  One point of damage is repaired for every five 
supplies on board the ship.


Attack Jump Gate

	Any ship that has beam weapons in excess of Tech 2 can attack a Jump 
Gate by setting its friendly code to AJG.  Any ship that meets these 
restrictions will attack a Jump Gate that is at the same location as the 
ship.  Damage done to the Jump Gate is as follows:

	Number of Beams * Beam Explosive Power

A Nocturne destroyer with Heavy Phasers would do ( 4 * 45 ) 180 points of 
damage while a Disruptor equipped Nocturne would do ( 4 * 20 ) 80 points 
of damage. Damage doesnot effect the ability of the Jump Gate to operate,
unless, of course, it is destroyed.
Note: The Ancient Jumpgate is not able to be destroyed.

Jump Gate Travel

	Any ship that is at a Jump Gate and has its friendly code set to 
Jnn, where nn is the ID number of the destination Jump Gate, will travel 
to the destination Jump Gate.  It will arrive with its speed and destination 
waypoint set to zero.  It will travel at no cost in fuel.  Builders of Jump 
Gates will be informed when foriegners use their Jump Gates.  They will be 
told what kind of ship came through the gate and who owned the ship.
Note: Ships with ZERO fuel can not travel via a Jump Gate.

Alien Marauders

	Each time a Jump Gate is used, there is a small chance that an alien 
ship will exit out of the destination Jump Gate with the traveller.  This 
alien vessel will go on a rampage, attacking planets, attempting to conquer 
the Echo Cluster.

	The creation of Alien Marauders can be turned off in the configuration
program.

Jump Gate Messages

	Setting a friendly code of 'con' on one of your planets will send the player
a message that lists the configuration settings of the JumpGate program. (This is the
same fcode that Tim uses in HOST 3.2 for this same purpose).

	Jump Gates will send  their owners a variety of messages over the 
course of the game.  These messages range as follows:

	A message telling you its damage level, in points.

	A message telling you how many ships have passed through the Jump
	Gate, to date.

	A message telling you if the Jump Gate has been attacked.

	A message telling you if an enemy has passed through one of "your"
	Jump Gates.


Jumpgate Sequence of Events

     AUXHOST 2
	Load Jump Gates
	Verify Jump Gates
	Load Alien Ships
	Verify Alien Ships
	Gather Ship Friendly Codes
	Attack Jump Gates
	Repair Jump Gates
	Travel Via Jump Gates
	If Travelers > 0 
		Check for new Alien
	Build Jump Gates
	If Aliens > 0
		Move Alien Ships
		Restock Alien Ships


Jump Gate
for VGA Planets 3.5

Design:                 
Dave Killingsworth & Dan Gale

Special Consultation:   
Tim Wisseman

Programming:            
Dan Gale

Documentation:          
Dan Gale & Dave Killingsworth

BMP Artwork:            
Mark Stewart & Kenneth Wisseman

************************************************************************
HOSTS----  You need to give a copy of this DOC 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 Jump Gates in the
messagign system.

NOTE TO HOSTS:

	This is a shareware copy of this program.  It will only allow tech
5 hulls or lower to travel through Jump Gates.  It will also send a share-
ware message every 10 turns or so.

	Registration of this program will get you a registered copy of the
program mailed to you.  This copy will allow all ships to use Jump Gates
and remove the please register message.


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


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

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