Jump Gate v2.0 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 fromthe 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 messaging system.
NOTE TO HOSTS:
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