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Star Trek: Starship Creator Warp II – Mac/Windows Manual – English

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USING MISSION CREATOR

SYSTEM REQUIREMENTS AND SETUP—WINDOWS ®
Minimum Windows® System Requirements
• 200 MHz or Faster
• Windows® 95/98
• 24 MB free memory minimum
(this is roughly equivalent to 32MB installed RAM)
• 4X CD-ROM drive or faster
• 70 MB free space on Hard Disk
• 640 X 480 capable color monitor
• Thousands of colors (16-bit)
Recommended Windows® System
• 400 MHz or Faster
• Windows® 98
• 32 MB free memory minimum
• 8X or faster CD-ROM drive
• 70 MB free space on Hard Disk
• Greater than 640 X 480 capable color monitor
• Thousands of colors (16-bit)

INTRODUCTION TO MISSION CREATOR
You can use this program to construct mission scripts which can then be
imported into Warp II and used to test the ships in your fleet. To get into
Mission Creator while running Starship Creator, if you are using a PC, press
ALT+TAB to get back to your desktop, or hit the Windows® Start key, then run
“Mission Creator.” You can also quit out of Starship Creator entirely and start
over by running Mission Creator. To get into Mission Creator from Starship
Creator on a Macintosh®, you have to quit out of Starship Creator, then
double-click on the Mission Creator icon in the mission Creator folder,
Here is the MC main screen: the Flow Chart on the left and the Palette on the
right. The Flow Chart area is the Mission—you build it by dragging and
dropping icons, which are individual mission elements, from the right Palette.
While you are dragging and dropping the icons from the Palette on the right
to the Flow Chart area on the left, the program in the background is writing
out a script using a language we call SSML (StarShip Mission Language),
rather like HTML, but unique to Starship Creator. Note that at the top right is
a pull-down menu which currently says Officer Commands, but can be

USING STARSHIP CREATOR WARP II
TO CREATE A SHIP

SYSTEM REQUIREMENTS AND SETUP—
MACINTOSH® AND iMAC™
Minimum Macintosh® System Requirements
• 200 MHz or Faster
• Mac ®OS 7.5 or later (PowerPC )
• 24 MB free memory minimum
• 4X CD-ROM drive or faster
• 70 MB free space on Hard Disk
• 640 X 480 capable color monitor
• Thousands of colors
Recommended Macintosh ® System
• 400 MHz or Faster
• Mac ®OS 7.5 or later (PowerPC)
• 32 MB free memory minimum
(without Virtual Memory on)
• 8X CD-ROM drive or faster
• 70 MB free space on Hard Disk
• Greater than 640 X 480 capable color monitor
• Thousands of colors

If you are experiencing problems running Warp II
on your computer, please check our website first,
WWW.STARSHIPCREATORWARP2.COM

Every screen in Starship Creator has a Menu Strip and a Control Panel.
On the Menu Strip you'll see 9 buttons.
(To see them all, just roll your mouse over the Menu Strip area.)
1. OPTIONS
OPTIONS This is where the program starts. Log-in and choose an experience
level. The preferences buttons in the Control Panel indicate what will happen
if you click on them. For example, to activate the help prompts, click HELP
ON.
The Control Panel can be opened and closed by clicking the triangle on the
“T-bar” frame. The buttons in the Control Panel are mostly specific to the
activities on each screen. You will always see: PROCEED…which takes you
to the next logical screen. BACK…returns to whatever screen you were
looking at previously.
For more assistance while using the program, go to OPTIONS, open the
Control Panel, and turn HELP ON. The status text area (in the bar next to the
screen name) will describe the function of important areas of the screen as
you roll over them.

The Control Panel is normally open at Beginner level, but it will remember if
you've opened it or closed it at any level.
2. CLASS
Start here to choose a Class of vessel to create. You may also start here if you
need to select a ship from your Fleet to repair or re-fit. (PLEASE NOTE: The
Structure, Assembly, Naming, Systems, and Crew screens will be empty if
you haven’t chosen a ship to work on.)
a) Drag the slider under the gallery of ships until you see a class you like.
b) Click and hit “select” on one of the ships. You have now selected a Class
to work on. Select an “NCC” registry number for your ship, or have one
generated randomly. (For Starfleet’s record-keeping purposes, allied
Klingon vessels also get an NCC number.)
c) Click PROCEED, or roll over the menu strip at the top of the screen and click
STRUCTURE. (HINT: This ship is now in your Fleet as “Ship In Progress”.
All the work you do on this ship from now on will be automatically
recorded. If you want to erase this ship from your Fleet, you can do that on
the FLEET screen.)

On the OPTIONS screen you can select one of 3 levels at which to run the
program. Certain aspects of the program are different at each level.
BEGINNER: When you select a new vessel class to create a ship for your Fleet,
it automatically comes equipped with a group of Systems, “ready to fly.” The
Missions you have available to choose from tend to be shorter and simpler. At
beginner level, you do NOT get the complete Mission Menu. The Status
window on the Mission screen automatically pops open when damage occurs
during a mission.
INTERMEDIATE: When you select a new vessel class to create a ship for your
Fleet, it automatically comes equipped with the group of fundamental Systems
which are required to fly. However, you must add officers (at least a Captain
and Chief Engineer) and adjust your Crew Complement before the ship
becomes spaceworthy. Ships with only fundamental systems can go out on
Missions, but may be missing certain parts which a given Mission may
require. (You might want to add additional Systems and Crew!) The Missions
you have available to choose from at Intermediate level tend to be somewhat
longer and more complex than Beginner-level Missions. You will see more
missions in the Mission Menu.

WINDOWS® SETUP
1. Insert the CD-ROM.
2. Select the “Start” button.
3. Choose Run from the Start Menu.
4. At the Open box, type “D:\setup.exe”, where D is the letter
of your CD-ROM drive.
5. Click on OK and follow the prompts.
6. Do install QuickTime™ unless you already have a FULL install
of version 4. *It is very important that you choose the
custom install of QuickDraw ®3D.
a. Choose Custom.
b. In Components scroll down until you see
QuickDraw® 3D and check the box.
c. Proceed with install.

MACINTOSH® AND iMAC™ SETUP
1. Insert the CD-ROM.
2. Double-click on the disk icon, “WARP2” which appears on your
desktop.
3. Double-click icon, “Creator Warp 2 installer” which appears on the
CD.
4. If you do not have a full copy of Apple Quicktime™ version 4 install
QuickTime™.

Windows —Starting Starship Creator Warp II
From the Start button, select:
Programs > Starship Creator Warp2> Creator Warp2

MISSION CREATOR WALK THROUGH
* To make this first mission creation session as simple as possible, we will
add some commands to the default mission flowchart which opens when
you start Mission Creator.
* Explore the very simple flowchart that appears on the left side of your
screen. Note that rolling your mouse over each icon causes text to appear
at the bottom of the screen that describes what each icon does. For
instance, rolling your mouse over the second icon reveals that it is a
command which causes the Captain to speak, and his or her message is
‘Let’s get under way.’
* If you want to change this message, simply double-click the icon. That
opens the Dialogue Box associated with that icon's command. Erase ‘Let’s
get under way’ and write something else.
* First you want to name your mission—double-click the PHASE 1 yellow box
and write your own mission title in the Mission Name box. That's the name

WHAT THE EXPERIENCE LEVELS MEAN

ADVANCED: Newly-chosen ships are entirely empty, and won’t be ready to fly
until the required systems and crew are installed. Missions are the most
complex. At this level, all missions are available on the menu.

Windows®—Starting Mission Creator
From the Start button, select:
Programs > Starship Creator Warp2> Mission Creator.
The CD-ROM must be in the drive for the program to run.

elsewhere, and fly home. In the following section, you'll see how easy it is to
modify this mission to suit your own designs…

c) Click PROCEED (if the the Control Panel is closed, open it with the arrow), or
roll over the menu strip at the bottom of the screen and click SELECTION.

a) Log in as a new user or pick the existing name.
b) Click a Level, for example: Beginner.

®

If that doesn’t help, THEN try
303-739-4020
[email protected]

expanded to list subheadings like Goals, Mission Flow, Flight, etc. The icons
below each subheading can be physically dragged into the flowchart area.
When they are 'dropped' there, their Dialogue Boxes open up for you to input
what you want—all the way from the command you want the Captain to give
to where certain planets and enemy ships should be! Most of the commands
are customizable by you while you're building a mission, through the
Dialogue Boxes which open automatically when you drag an icon onto the
flow chart. The “parameters” and “messages” unique to each command are
presented with little pop-up menus or fill-in text fields. Many of the “Message”
fields appear during the mission itself and are used to deliver dialogue or
other information as you see fit. The most common fill-in text field in these
Dialogue Boxes is for coordinates on the mission map. You should know that
the map is 2000 units wide and 1000 units high, measuring from the upper
left corner as 0:0. Thus the lower right corner's coordinates are 2000:1000.
Exact center of the map is 1000; 500. For more details, see the
mCreator Info file.
Every time you start Mission Creator, the program opens a simple default
mission. (The program uses the file “SimpleMission.txt”.) This presents the
basic command sequence needed to get a ship out of starbase, fly to a spot

Macintosh®—Starting Starship Creator Warp II
Double-click the “Creator Warp 2” icon in the “Starship Creator Warp 2”
folder.
Macintosh®—Starting Mission Creator:
Double-click the “Mission Creator” icon in the “Mission Creator” folder.
The CD-ROM must be in the drive for the program to run.

3. STRUCTURE
a) Change Saucer, Hull, and Nacelle styles available using the little
arrows in each of the three frames.
b) *Drag* parts from the frames onto the large image of the ship.
c) When you have an exterior shape you like, click PROCEED, or roll over
the menu strip at the top of the screen and click ASSEMBLY.
4. ASSEMBLY
a) In a moment, a 3D model of your chosen design will appear.
b) To see the model with its surface applied, click CREATE SHIP.

WHAT’S NEW IN WARP II

that will show up in the list of available missions in the program when you
import this script. Don't worry about any of the other boxes for now.
Click “Done.”
* The next few steps involve everything you need to get your ship up and
flying: the Powering Up/Undocking Sequence, setting the ship’s
Destination, Engaging Warp and then Waiting for Arrival at Destination.
* The destination would be far more fun if there was something actually there,
so let's place a planet at the coordinates already set: 1000, 500.
* Go to the upper right portion of your screen to the command categories
pull-down menu and choose Screen Events.
* Roll your mouse over the icons there until you find the one
called Place Icon.
* Click and drag that icon over the Engage Warp box on the left, flowchart side
of the screen. Drop it.
* A Dialogue Box pops up asking you what sort of icon to put where. Choose
“Earth” from the Icon pop-up menu and enter 1000 and then 500 in the
location boxes. Click “Done.”
* Now there should be a Place Icon box right after the Engage Warp box!
See how easy this is?

* But wait, let's make the mission even a little more fun. In the same group
of icons on the right side of the screen, choose the Play Insert Icon, and
drag it over the Place Icon box and let go. Choose “energyWave” from the
drop-down box. Note: Inserts are little videoclips that show exciting things
happening on the screen during the mission.
* And wait, what if someone else on the ship has something to say? Go to
Other Crew Messages on the command categories pulldown menu on the
upper right side of your screen. Click 'n' drag Helm Speaks over to the
mission—anywhere you want. In the box, have him or her say “Full speed
ahead, Captain.”
* Go back to Screen Events and choose Play Flyby. Drag it over the Standard
Orbit box. Let’s see your ship approach the planet you placed —Earth—by
choosing EarthBG as the background and #ByOut as the move!
* Ok, that's enough for now.
* Click View SSML on the bottom of the page to see what you wrote.
Whew! Complicated, huh?
* Click “Done.” Then click Save SSML. Point it to your Warp II directory in the
Program Files folder on your hard drive, and save it by any short name you
wish. It's a good idea to name it similarly to the name you titled it in the

c) It can be rotated if you click and drag on the image.
d) You can also zoom in and out on the model: Windows: right-mouse drag
up and down iMac: hold down the CONTROL key and drag up and down
e) Click PROCEED, or NAMING in the menu strip.

7. CREW
This area presents two screens.
a) Assign specific command officers using the selection buttons.
b) Click CREW COMPLEMENT to adjust the percentage of your total crew
population assigned the various disciplines. (HINT: The actual number of
crew members is determined by what kind of “Living Quarters” you have
chosen. “Living Quarters” is found in the Support systems group on the
Systems screen.)
c) Crew members may be killed in action during missions and will no longer
be available to the assigning admiral. Logging in as a new user will make
them available again. (HINT: Starfleet restricts the most experienced bridge
officers to their current rank, and in some cases their “era”.) (HINT: See
below, in NEW FEATURES IN WARP II, for importing your photo and
making yourself look like a Starfleet officer, and then printing it.)

5. NAMING
a) Type a name of 12 characters or less. Note: “U.S.S.” is added
automatically (except for Klingon). You don't need to type it.
b) Click NAME SHIP. You can change your mind and try another
one if you want.
c) Click CONFIRM NAME AND STRUCTURE. This ship with your name
applied is updated in your Fleet.
d) Click PROCEED, or SYSTEMS in the menu strip.
6. SYSTEMS
Install engines, weapons, crew facilities, and so on by clicking on the menu
choices and icons. Fine-tune their attributes. (HINT: The parts available here
are restricted at Beginner level, and to a lesser extent at Intermediate level.
Also not all parts are available on all Classes, since Starfleet specifies certain
Classes as specialized for particular mission types.)
a) Select a Primary System from the left pop-up, then an individual
Subsystem from the right pop-up.
b) One click on a system icon allows you to access the “Info” and “Install”
buttons for that system.
c) Click the “Install” button inside the part frame to add the part to your ship.
(HINT: While working on your ship, the SHIP INFO button in the control
panel presents a window with a list of systems you've added.) (ANOTHER
HINT: This and all other windows in the program are draggable and thus
can be moved to any position you find useful.)

We sincerely hope you have as much fun playing and expanding on the
program as we here at Imergy® and Simon & Schuster Interactive did
developing it. Feel free to explore and experiment. If you are looking for
some helpful tips, read on…

• Import your photo and use simple tools and templates to make
yourself look like a Starfleet Officer
• Print Your Crew Member Photo!
• For owners of past Creator versions, easily update Warp II to link
your CD-ROMs with other ship classes not included in Warp II
• Officer log with crew photos report in (with text) during missions

NEW FEATURES IN WARP II

ALSO…

• Mission Creator—Writing your own missions with easy
drag ‘n’ drop flowcharting
• New class: B’rel Bird of Prey!
• 6 Federation ships:
Constitution, Galaxy, Sovereign, Intrepid, Defiant, Akira
• Send two ships out at once on Cooperative missions!
• Export a ship and its crew for use in the real-time strategy fleet
game Star Trek: Deep Space Nine ® Dominion Wars—fly and fight
with your own unique ship! (Dominion Wars, to be released,
PC only, fall 2000)
• 10 New Missions!—3 by Star Trek author Peter David
(with Kathleen O’Shea) for a total of 34 missions in all.
• Print Your Ship Systems Cutaway—in color, if you have a color printer!

Enhanced conflicts…
• The simulator weighs shield and weapon strengths between your
ship(s) and the enemy. Whose shields go down first loses. Enemy
ships have discrete properties and can be defined by the author when
scripting a mission. Also, enemy weapons, shields and
maneuverability can be defined by the mission author.
• The simulator automatically chooses the best weapons you have
available during the conflict
• The mission engine automatically displays weapons fire animation
between ships in conflict
• Much easier to author conflicts than previous versions of Creator
SPECIALIZED TASKS...

TO LAUNCH A MISSION
1. FLEET
a) Click on a ship and click SELECT. (HINT: If it is on a mission in
progress, you may RECALL it to Starbase. Recalling is not required
unless the ship is badly damaged.)
b) Click on a mission name. Click MISSION PROFILE to read about it.
(Is your chosen ship suitable for this mission? Remember that not all the
missions are accessible at the Beginner and Intermediate levels.)
c) Double-click on the mission name, or click PROCEED to advance
to the Mission screen.
2. MISSION
a) Click RUN MISSION.

• Missions can be written requiring that any of seven particular
sub-assignments be carried out. Simulator intelligently allocates
those assignments to the ships you designate and provides for
“backup” if a given ship fails a particular assignment.

Phase 1 box so you can find it later if you need it.
* Quit Mission Creator by hitting CTRL-Q.
RUN YOUR MISSION
* Start Warp II, log on, choose a ship and go to the Fleet screen.
* Open the control bar on the right side of the screen if it is not already open.
Click Import Mission and then Proceed.
* It should open you up to the same directory in which you saved your
mission, but if not just point to it and then double-click on your mission.
* Select your ship and double-click on your mission, which now appears in
the list of available missions at the bottom.
* Run it and watch! See your “energyWave” video clip and your ships flying
around the earth? You did that!
There are a lot more complicated parts to Mission Creator; we have barely
scratched the surface! You can set mission goals, test to see if the ship has
the right equipment to complete a mission, have Klingons decloak and attack,
and more! Experiment and enjoy! (and consult the Read Me files
and our website)

b) The default simulation speed is slightly faster than “Real Time”.
You may open the Control Panel and change the speed directly.
If you hold the SHIFT key down and click ACCELERATE, the
mission will run at its fastest rate.
c) When a Mission is over, you may be awarded some additional credits.
You will also get a Ship Performance evaluation which should help you in
refitting or designing new ships.
d) Damaged systems are repaired by your engineering crew over time.
“Damaged” crew members are “repaired” by your Chief Medical Officer
and associated Support Staff. If systems deemed critical to the function
of your ship are damaged at the end of a mission, you will have to
RECALL your ship to starbase to repair them before the ship can run
another mission.
e) If you’re in any level besides Beginner, the Officer’s Log window
won’t open up automatically. Click to open it and watch your
officers report in…
(HINT: You can run a Mission in STEALTH mode. Clicking that button in the
Control Panel causes the main program to quit and open the Watcher. Your
chosen mission runs from the beginning in a much smaller, draggable
window.) Results of missions run in either mode are saved to your user
profile.

SCRIPTING COOPERATIVE MISSIONS
1. In the main flow of a mission (the Phase One, Phase Two, or Phase Three
flow chart), insert an EXECUTE TASK icon and select which type of Task
you wish to be carried out at that point.
2. In the OVERLAY menu pull down to “Specialized Task” and wait for the side
menu of tasks to appear. Select the type of Task which you previously
indicated in the main flow of the mission.
3. You will be presented with a new flow screen, labeled with an anchor for
the type of Task you selected.
4. Build the command sequence for that Task on this screen, just as you
would the flow of the main mission, by dragging icons into the flow.
5. Important: At the end of the Task flow, insert a FINISH TASK icon, and
make sure it indicates the type of task you are running. You should also
indicate using the pop-up field whether the Task was accomplished
successfully. (HINT: Usually a Decision Branch is placed after the critical
part of a Task, with two FINISH TASK commands, one indicating success,
the other indicating failure.) At least one Finish Task icon must be present
in each Specialized Task. If particular Tasks are critical to the outcome of a
mission, you may, in the main flow of the mission (Phase One, Phase Two,

3. Go to SYSTEMS or STRUCTURE or CREW to revise its parts. Repairs can
be made in SYSTEMS by selecting the part and clicking REPAIR in the part
frame. If you have succeeded in your mission, you should have earned
more credits to “pay” for repairs.

ABOUT SHIP EFFICIENCY
Obviously, damaged systems are less efficient and run slower or do their
job less completely.
The efficiency of the ship is also influenced by the crew’s mood.
Unhappiness—and thus lack of initiative and efficiency—tends to be
generated by Spartan crew quarters. Happiness tends to derive from
Facilities like Lounges and Holodecks.
ABOUT DAMAGE
Systems get damaged from...
1. Enemy fire (a certain amount of randomness is built into the
simulator for that).

ASSIGNING SHIPS TO COOPER ATIVE MISSIONS

REPAIR TO DAMAGE HAPPENS EITHER...
1. Automatically, by your ship's crew, as a function of its Chief Engineer and
Engineering crew population. (Automatic repairs happen over time while
a mission is running, or all at once just before a new mission begins.
Larger Engineering crews and more experienced Chief Engineers repair
damage faster.)
2. Manually, by you, back at spacedock, by clicking "Repair" in a part window
in the SYSTEMS screen. In any case, the Ship Info window shows the %
of damage held by each system.
MISSION PROGRESS
Needless to say, the design of your ship will affect the progress of a mission
in various ways. The three most obvious effects you will notice are:

get a choice to export the vessel for the Dominion Wars or the regular
export (as opposed to if it were a non-Dominion Wars compatible ship,
in which case you would get no choice).

Scripting Part One
Scripting Part Two

Some systems are required to operate by the very nature of the ship being in
space (e.g., power generation, computer, environmental systems). Other
systems only come into play as required by the mission script itself, either
explicitly (e.g., calling for tractor beam) or implicitly (e.g., calling for a
transporter operation, which requires targeting scanners and an emitter pad,
transporter, and the power to run the transporter, as well as the computer time
to handle the transport operation, and the crew members to transport).
So, a system may fail to operate because it or any of its supporting systems
were: (1) Not installed, or (2) Damaged.
3. Not meeting every goal.
It is sometimes hard to tell immediately exactly what caused a failure. When he
mission is aborted by you or when it ends naturally, an Outcome Report is
generated which should give you feedback on what problems occurred during
the mission. Hopefully this will help you adjust your ship design.
The unavailability of explicitly—or implicitly—required systems in your ship
design may prevent specific events from happening in the mission. Depending
on how the mission script was written, the entire mission may terminate if a
vital system isn't available, or things may simply go horribly wrong in the
mission. Some of these events are purely random, and some of them can be
controlled if you have the right stuff in your ship.

The “scripting” files are for those
Interested in the technical details
of SSML scripting(as opposed to
just using Mission Creator).

Finally, the importance of having skilled, clever officers cannot be overstated.
Many of the missions depend on decisions which only an experienced officer
can make.
IMPORTING AND EXPORTING SHIPS
To share your designs, or swap them among the various Admirals in your
Log in collection, simply use the IMPORT and EXPORT buttons on the
FLEET screen, to save the description file and images of any one of your
ships. (This file is in a special format which only the Starship Creator
program will be able to read.)
Exporting: Your Starship is exported to the Export folder that is in the same
folder as the main application. The name of the file is the same as the ship’s
registry number.
Importing: We suggest your file be put in the Import folder that is in the
same folder as the main application (ShipMain). This is not mandatory
however, as a dialogue box will prompt for the file's location. Once
imported, the file is not needed by the program, but it may be desirable
to keep it as a backup.

You have probably noticed that Beginner-level vessels do not have all the best
system parts available. Try the Advanced
to be sure you have the full

Step 2. Import Your Photo

Step 4: Print Your Picture
To print your picture click the Print button in the control panel.
(note: for Windows ® users, the .bmp picture file is stored in your
windows/systems/warp2prf folder)

Step 1. Create a Crew Member Portrait
In any image editing program, create or capture a bitmap image of your
head and shoulders no smaller than 220 pixels wide by 225 pixels tall at
72 dpi. Save or export the image as a JPG file. (Mac users can also use
PICTs.) If you are planning to use the Uniforms, the best results are
obtained if your portrait is shot against a plain white background. If you
have long hair, it is best to keep it pulled back behind your neck.

Use the fields to the right to fill in your stats. Don’t forget to indicate your
skill levels for the various functions to which your crewmember may be
assigned. Click ACCEPT when you’re finished. Your name will be added to
the crew roster in alphabetical order.

CREATING YOUR OWN CREW MEMBERS

When you are assembling a Deep Space Nine ship—B’rel, Defiant, Akira, or
Galaxy—in the Structure screen, a bullet may appear in the upper right hand
corner of the screen. If it does, then it means you can export that particular
configuration for use in Dominion Wars (sold separately).
To export the ship, select it in the Fleet screen. Click the Export Ship
button in the control panel on the right side of the screen. You will then

Overview of Mission Creator
including a step-by-step
walk-through of creating a simple
mission.

On the CREW screen, open the Control Panel on the left side, and hit ADD.
You'll be invited to import your photo. Once that's done, you can select
from a gallery of starfleet uniforms. Use the sizing button under the
portrait to fit your photo into the uniform. (Shoulder shapes vary, and not
every uniform may fit every person.)

TO PRINT YOUR SHIP SYSTEMS CUTAWAY

In the “Ship Info” window you will see the print button. Click it and wait
a moment for your computer's print dialogue to appear. The output is
standard 8 1/2 x 11, color or black and white, and includes a full listing
of your installed systems and crew, and the top and side views of your

mCommand Guide Palette-by-palette summary
of all the Mission Creator icons,
their parameters, and hints on
their use in building missions.

range of parts. You can start building a ship in Beginner mode to make sure
your ship is basically spaceworthy, then save the ship, e-enter the program
(as the same Admiral) in Intermediate or Advanced mode, and “soup it up”
some more.

ship as you have created it. (If you do not have a printer already working
with your computer then this obviously isn't going to work!)

EXPORT SHIPS TO STAR TREK:
DEEP SPACE NINE® DOMINION WARS (PC ONLY )

mCreator Info

Command Guide

The posture of the ship (only "hostile" triggers a conflict)

2. Failure of a system to operate.

You can somewhat lessen these self-occurring damage events by assigning
an experienced Chief Engineer to your vessels. Less reliable ship classes
(which tend to be those with more advanced or experimental technology)
benefit more from experienced Chief Engineers than do older, more proven
classes.

1. Insufficient warp speed.

Open the “Ship Info” window (possible on the SYSTEMS screen from a
Control Panel button, and both the CLASS screen and the FLEET screen
as the INFO button inside the frame which appears when you click on the
ship).

mCreatorInfo.txt

SCRIPTINGpt1.txt
SCRIPTINGpt2.txt

Top speed is influenced by: (1)The kind of warp engine installed. (2)The
strength of the Structural Integrity Field. (3)Overall ship efficiency. (4)Damage
to supporting systems, most importantly Power Generation, Navigation
Control, and the Main Computer.

TO PRINT YOUR SHIP DESIGNS

www.starshipcreatorwarp2.com
Check out:

In your mission script, you should put a Decision Branch just after the
ENCOUNTER ADVERSARY icon so as to handle the success or failure of a
battle. For more info, go to our web site. For more on the Decision Branches,
see the mCreatorInfo file.

3. Self-inflicted failures and breakdowns, which are influenced by the inherent
reliability of the basic ship class. Some ship classes are more prone to
mechanical failures than others because the technology is less “reliable”.

On the Option Screen there is an Update button which will give you a
menu-driven sequence where you can hook up Warp II to ‘be aware’ of
other classes on other CD-ROMs.
Then on the Fleet screen you simply import the ship you want.

The level of its shields and weapons, and its maneuverability

TRIGGERING CONFLICTS
In the DEFENSE icon palette, drag the ENCOUNTER ADVERSARY
icon onto the flow chart. In the dialogue box that opens, you can
specify the following details:

TO REFIT, FINISH OR REPAIR A SHIP

On the Systems screen, maneuver the cutaway until it is the way you
want it to look when it prints out. Note the new feature, little boxes next
to the systems submenus that allow you to turn layers of systems on and
off, so depending on the speed and size of your computer you can print
out just Weapons in your cutaway, or every system you installed, or any
combination thereof. When you have selected how you want it to look,
hit Print (near the Restore view button).

Whether you are activating or cancelling the existence of this enemy
The location of the enemy on the mission map in X:Y coordinates

When conflict is triggered, the simulator automatically engages in battle
between the enemy and the Federation ship running the mission, attempting to
use the best weapons available. Shields on each ship deplete based on the
strength of the hits from the other vessel’s weapons. The first vessel to have its
shields drop to zero will withdraw, causing the other vessel to win.

1. Make sure you are logged in as the appropriate User.
2. On the CLASS SELECTION screen choose Fleet (rather than Class) from the
Control Panel or on the FLEET screen click on a ship and click SELECT.

assigned to a particular Task but fails to accomplish the Task, the other
ship will volunteer to attempt that Task. Only Tasks specifically scripted
will be sensitive to these assignments.

The class of the enemy (this is a list of ship icons which are available)

In the Fleet screen, when you "add to mission" a second ship, the Cooperative
Mission submenu will open. Each ship can be assigned to carry out specific
Tasks, if they are scripted in the mission. Any Tasks not specifically assigned
to a particular ship will be attempted by whichever ship reaches that Task first
in the flow of the mission. Also, if a Task is assigned to a particular ship, but
it fails to accomplish that task, the other ship will volunteer to attempt that
task. Only Tasks specifically scripted will be sensitive to these assignments.

2. “damage/incident” events explicitly written into a mission script, which
poke at particular ship systems with specified amounts of damage.

WHAT’S NEW, HOW-TO

In the Fleet screen, when you “add to mission” a second ship, the
Cooperative Mission submenu will open. Each ship can be assigned to
carry out specific Tasks, if it is a cooperative mission. Tasks can be
classified as Diplomatic, Rescue, Tactical, etc. Any Tasks not
specifically assigned to a particular ship will be attempted by whichever
ship reaches that Task first in the flow of the mission. If a ship is

ASSIGNING SHIPS TO COOPERATIVE MISSIONS

HINTS FOR BUILDING EFFICIENT SHIPS

TO USE SHIPS FROM OTHER VERSIONS OF CREATOR
More mission art…
• 12 new starfield backgrounds
• 15 new enemy ship icons
• 12 new planets
• over 30 QuickTime™ action video inserts direct from the
television series

or Phase Three) insert PREREQUISITE tests for particular task types.
Follow a PREREQUISITE with a Decision Branch to handle the outcome of
the Task, whether it is a success or a failure. Prerequisites are optional.
After you have imported the finished mission into Warp II, you can assign
two ships to run this mission cooperatively.

We recommend that your photo be put in the Import folder, which is
in the same folder as the main application (ShipMain). This is not
mandatory however, as a dialogue box will prompt for the file's location.
Once imported, the photo file is not needed by the program, but it may
be desirable to keep it as a backup.

Step 3. Write Your Bio

Skill ratings operate on a scale of 1 to 10, with 1 being the lowest
skill/experience level, and 10 the highest, with 5 being “average.”
Charisma and authority run on a scale from 1 to 5, with 5 being the highest
amount of charisma or the most obedient authority response.

This text is “upside-down” so you
can read it when the poster
is hanging up. Just lift up the
bottom edge to look.
™, ® & © 2000 Paramount Pictures.
STARTREK and related elements are trademarks
of Paramount Pictures. All rights reserved.

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