

Tachyon v2.0
for VGA Planets 3.5

Copyright (C) 1995-1996 Dave Killingsworth - All Rights Reserved


Overview

	Tachyon 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 and incorporate Tachyon Pulse Generators 
into 2 of their ships.  This device will allow the player to burn fuel and 
fire a pulse of Tachyon energy into space.  This pulse will uncloak any ships 
that are cloaked with in its pulse radius.

	Two new friendly codes are introduced with this program.  They ARE 
case sensitive, the (n) represents the distance of the pulse in 10's of Light Years, they 
are as follows:

TPn -   Tachyon Pulse at (n) time ten light years (0=10)
ITD -   Incorporate Tachyon Device (planet friendly code)
	
	With the added ability to thwart cloaked vessels come some extreme 
costs.  This is the large base fuel cost needed to fire a Tachyon Pulse.

Contents

	Tachyon contains two programs:

TACHYON.EXE
TACONFIG.EXE

	Place these programs in the same directory that the HOST normally 
runs from.  Tachyon 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 Tachyon can be used the configuration program TACONFIG.EXE, 
must be run. TACONFIG accepts one command line parameter, the DOS path to the 
host directory.  For example; to configure a new game in E:\PLANETS\NEWGAME 
type:

TACONFIG  E:\PLANETS\NEWGAME

	When TACONFIG 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.

TACONFIG  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:
	
TACONFIG.HST

	After the configuration file has been saved a confirmation dialog will be 
shown at which time, if YES is selected the Tachyon database will be initialized. 
These files are written to during initialization:

TACHYON.HST

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


Tachyon Device Construction Requirements

	To construct a Tachyon device and incorporate it into a hull, you need 
to have a ship in orbit around a starbase and the starbase needs to have tech
10 beam technology.  The following resources present on the surface of the 
planet:

	80 Tritanium    
	110 Duranium
	210 Molybdenum
	200 Supplies
	2000 megacredits

	If these requirements are met you have the capability of constructing 
a Tachyon device.  If you are lacking any of these resources or requirements 
you will be unable to build a Tachyon device.

	
Installing a Tachyon Device

	To install the device on to a ship you need to select the FIX mission 
from the main starbase and a planet friendly code of  ITD . When you set 
these conditions the Tachyon device (which can only be constructed on the 
same turn it is installed) will be placed on to the ship that was the target 
of the FIX mission on the starbase.

	You will receive a message for a few turns reminding you which ship 
is equipped with a Tachyon device, so take note, this message will stop 
eventually.

Tachyon Device Limitations
	
	Tachyon devices can only be constructed in the same turn they are 
installed.  Each race can only build two (2) devices per game.  That means 
over the entire course of the game only two (2) devices can be made and 
installed on your vessels.  Even if the ship is captured or destroyed, you 
CAN NOT build another device and install it on one of your ships.

	If you capture a Tachyon equipped vessel and already have two (2) of 
your ships equipped with Tachyon devices, this is OK.  The rule and code 
state that you can only BUILD two (2), there is no limit to the number of 
devices you can control and operate.

Using a Tachyon Device

	To use a Tachyon device, you need to have a ship equipped with this 
device.  If a vessel is equipped with a Tachyon device you need to make sure 
it has fuel and then you decide on how many light years of space you want to 
effect with the Tachyon device.

	Once this is determine the range you set your ships friendly code to 
TP(n), where (n) is a number between 0-9.  This number times 10 (0=10) will 
be the radius of the Tachyon pulse circle.  (i.e., TP0 = a pulse of 100 light 
year radius.)




Cost of Using The Tachyon Device

	The Tachyon device has a base fuel (Neutronium) cost of 200 KT per 
Tachyon firing.  The amount of fuel actually used is based on the radius of 
the pulse fired.  The radius of the pulse is equal to the percentage of the 
200 KT base fuel cost.

(i.e., TP5 = 50 Light Year Pulse -- 50 light years = 50% of the 200 KT base 
fuel cost, thus a 50 LY pulse costs 100 KT of fuel = 200 (base) *.5 (50%).


Effects of a Tachyon Pulse

	When a Tachyon pulse is fired it will decloak all vessels in the 
pulse radius area.  The uncloaking will cause their mission to be reset to 
Exploration.  This is caused by the electrical disruption cased by the Tachyon 
pulse.  This decloak will last until the other player resets their mission. 
So yes, an enemy vessel will be uncloaked for the whole processing of the host 
(turn).

	Warning: The pulse will uncloak your own ships too.  And any vessel 
struck by a Tachyon pulse will receive a message telling them  the x,y of the 
origination point of the pulse and the ID# of the ship that fired it.

HOST Sequence
Tachyon
     AUXHOST 1
	Load Tachyon
	Verify Tachyon
	Gather Ship Friendly Codes
	Gather Planet Friendly Codes
	Tachyon Ping
	Build New Tachyon Device
	Send Tachyon Status Messages




Tachyon
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

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 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 bmps that are linked to
the messaging system.

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


Thank you for your interest.

	Dave Killingsworth
                  Sysops of Dan & Dave's BBS 916-345-6447
                  Co-sysop of Warp Speed & Tim Continuum


