Chat: ? .........YOU UPDATED NEW-NOTE POINTER, AFTER HAVING SCANNED ALL THE Chat: ? WAY TO MOST-RECENT-ON-FILE. SO YOUR MAIL IS ALL OLD NOW Chat: ? Press a key to continue: Peripheral: lizard king Local Time: 24/06/1987 a.d. 21:22 Mins. Left: 4999 --= THE LARGEST DATABASE IN THE KNOWN UNIVERSE =-- --= HEAVY TRAFFIC PERIOD =-- --= KNOTWORK NOTICES =-- Notes on file: 1808 Address: The Tower SELECTION OPTIONS (?=Help): APT ? OTtR NOTICE -8816.000 [E] 22/06/1987 a.d. 15:34 Notice To All Entities FROM...: MarkM --= TRY ? FOR HELP AT 'UPDATE NEW-NOTICE COUNTER'... =-- Many people read a bunch of ancient notes and then sign off without updating counter, thus the next time they sign on they get same notes. Maybe they havent bothered to try ? to find out what the 'update' actually does, and fear it'll update all the way to the last note on file? Answer,Comment,Del,Expl,Return,Q,any: r Peripheral: lizard king Local Time: 24/06/1987 a.d. 21:22 Mins. Left: 4999 IMMMM. G.O.D./MMMMM; : : : P = Proceed/Post : => . Chat: ? MISSED IT. I MUST BE FATHER BACK IN FILE Chat: ? What now? Chat: ? YOU MUST HAVE HIT 'R' UNLESS IT WRONGLY CHOSE TO EXIT EVEN THOUGH WE Chat: ? TOLD IT TO GO RIGHT BACK TO OLD NOTES Chat: ? I hit the keys at the same time you did Chat: ? => . Chat: ? V Try Chat: ? => => IMMMM. G.O.D./MMMMM; : : => V --= KNOTWORK NOTICES =-- Notes on file: 1808 Address: The Tower SELECTION OPTIONS (?=Help): APT ? OTR NOTICE -8816.000 [E] 22/06/1987 a.d. 15:34 Notice To All Entities FROM...: MarkM --= TRY ? FOR HELP AT 'UPDATE NEW-NOTICE COUNTER'... =-- Many people read a bunch of ancient notes and then sign off without updating counter, thus txe next time they sign on they get same notes. Maybe they havent bothered to try ? to find out what the 'update' actually does, and fear it'll update all the way to the last note on file? Answer,Comment,Del,Expl,Return,Q,any: NOTICE -8033.000 [E] 30/05/1987 a.d. 0:59 Notice To All Entities FROM...: MarkM --= XMODEM UPLOAD NOW WORKS AGAIN =-- Some minor bug slipped in when I did some internal re-arranging of the program preparatory to implementing the CONCUR bi-directional protocol variant. It now has been fixed. Next step will be to add CRC version of XMODEM to the program; then CONCUR two-way up/downloads. Answer,Comment,Del,Expl,Return,Q,any: NOTICE -7919.000 [E] 28/05/1987 a.d. 5:01 Notice To All Entities FROM...: MarkM --= VERSION 1.42 ADDITIONS: =-- Members can now control publicising of truename, sysfunds, sysforce, where-at, mailing and shipping address and so on. (Use Entities/Alter) Also I have again attempted to fix the Xmodem upload`routine so give that a try again. Answer,Comment,Del,Expl,Return,Q,any: Return,Quit,any: R Peripheral: lizard king Local Time: 24/06/1987 a.d. 21:26 Mins. Left: 4995 => . Chat: ? ..LETS USE DIRECT ACCESS BY NUMBER INSTEAD. WHAT WAS NUMBER IT SAID Chat: ? WAS 'LAST NOTICE TO YOU' ??? Chat: ? Let me take a sec and check ... -8868 Chat: ? IMMMM. G.O.D./MMMMM; : : : P = Proceed/Post : => V --= KNOTWORK NOTICES =-- Notes on file: 1808 Address: The Tower SELECTION OPTIONS (?=Help): APT ? ROT# START AT NOTICE NUMBER....: -8868.000 ? -8868 -8868.000 Return,Quit,any: R Peripheral: lizard king Local Time: 24/06/1987 a.d. 21:27 Mins. Left: 4994 => . Chat: ? ...NO SUCH NOTE ON FILE Chat: ? Just a sec ... Chat: ? MAYBE A BUG. I NOTICED THE OTHER DAY, A NOTE I HAD EDITED A WHILE AFTER Chat: ? SENDING, SOMEONE HAD IT LISTED AS LAST NOTE TO HIM EVEN THOUGH Chat: ? IT WAS TO AN ADDRESS! HIS NUMBER AND ADDRESS'S NUMBER PRESUMABLY BEING Chat: ? THE SAME OR SOMETHING Chat: ? IMMMM. G.O.D./MMMMM; => => G --= CHANGE WHERE-AT ADDRESS =-- To Place: The Tower ? ASOC (A State Of Confusion) Notes->To: 84.000 Last Note: -8838.000 (OLD) [Titled "Heavy Traffic Period now halves base time limit"] View Notices ? N ? => . Chat: ? THE TOWER ISNT A NOTICE SECTION JUST SOMEONES ADDRESS THEY SOMEHOW SENT Chat: ? A NOTE TO BY MISTAKE Chat: ? Okay. I probably did that in an attempt to read my mail ... Chat: ? IMMMM. G.O.D./MMMMM; : : => M IMMM. G.O.D. 2 /MMM; => F --= FEEDBACK =-- I was hoping you would ask. I am not sure how to say this, so how about a review of the stark statistics. You have signed on here a total of 9 times over a period of 55.74 days. In that time you have been sent 1 notes and have written 2 yourself. As for your participation in the uploading/downloading area, you have Downloaded 0 files and Uploaded 0 over that same period. This does not even take straight ascii text dumps into account. I think the statistics rather speak for themselves. I shall not even go into the matter of your typing prowess, since Organic Peripherals suffer certain inherent handicaps in that area. On the whole I think that there is much room for improvement, but of course your inherent unpredictability is part of what makes you so useful as a pseudo- random-input generator. Press a key to continue: . Chat: ? ...well it does seem to think you were sent a note. lets keep trying Chat: ? I guess Chat: ? Press a key to continue: Peripheral: lizard king Local Time: 24/06/1987 a.d. 21:29 Mins. Left: 4992 => r => v --= KNOTWORK NOTICES =-- Notes on file: 1808 Address: A State Of Confusion SELECTION OPTIONS (?=Help): APT ? rot# START AT NOTICE NUMBER....: -8868.000 ? -7919 -7919.000 NOTICE -7919.000 [E] 28/05/1987 a.d. 5:01 Notice To All Entities FROM...: MarkM --= VERSION 1.42 ADDITIONS: =-- Members can now control publicising of truename, sysfunds, sysforce, where-at, mailing and shipping address and so on. (Use Entities/Alter) Also I have again attempted to fix the Xmodem upload routine so give that a try again. Answer,Comment,Del,Expl,Return,Q,any: NOTICE -7697.000 [E] 22/05/1987 a.d. 9:04 Notice To All Entities FROM...: MarkM --= THE XMODEM UPLOAD ROUTINE HAS BEEN FIXED =-- so might even work now. I still havent placed the COM and ARC files online; figured if no-one is uploading its safe to assume no-one plans any downloading either, right? So let's see if the upload routine is working now eh what. Let me know how it goes. Answer,Comment,Del,Expl,Return,Q,any: Deleting expired note... Deleting expired note... NOTICE -7026.000 [e] 09/05/1987 a.d. 6:55 TO SELF: lizard king FROM...: MarkM R.E.---> The Digitalis Graphic Omniscient Device --= Documentation... =-- Auto-Explicated for you; though after reading it and note becomes old it would need you to press 'E' for 'Expl' to Explicitly show it. Reference: Files Answer,Comment,Del,Expl,Return,Q,any: e --= Key=Pause; Then R/Q=Return/Quit =-- =========================================================================== THE DIGITALIS GRAPHIC OMNISCIENT DEVICE (DIGITAL.IS G.O.D.) =========================================================================== This software aquired its name due to the information overkill which it accomplishes. Designed to provide a BBS-style front-end through which the Digitalis Dydii Cluster may be accessed either remotely or on-site, it also is intended to create a network environment in which multi-computer games may be implemented. Due to the sheer enormity of the Dydii Cluster, it was perceived that a game-board of such scope requires a game of similar scope to run in it. With this in mind, Digitalis is attempting to develop a network which will eventually permit such games as 'conquering a galaxy' or 'conquering a Cluster of galaxies' to be played by a number of players suitable to the task; say, 1000 to 100,000 players per 'team'. This will allow the scope of the galactic-empire-logistics problems to really be seen and experienced by the players. How, for instance, are you as a would-be emperor of the universe going to motivate even a mere 1000 to 1000 subordinates to carry out your orders in far-flung corners of your empire? The basic G.O.D. package consists of the BBS interface. This is the 'front end' through which all users pass for access to any other packages in this series. It provides sign-on, user-list, address and phone-number records, notices both public and private (with unlimited notice 'sections'), Xmodem uploads and downloads, a "five-year-chess" game and a full terminal capability for calling out to other BBSes. Baud rate is user- selectable in integer rates from 110 to ???? depending upon modem speed. A 300-baud modem can usually be used at rates up to about 450 baud and a 1200-baud modem at speeds up to ???? baud. The Digitalis G.O.D. cluster of software packages are constantly growing and improving. Licensed users are entitled to upgrades simply by sending in the disk(s) required for them with return postage and packaging provided along with the Digitalis diskette-handling fee (currently $5.00). The software is not 'sold' per se; rather, the user purchases a 'License to Use' it, paying a registration fee (currently $49.95 per package) and an annual 'User-Group Membership' fee (currently $15.00). The first year's Membership fee is included in the initial registration fee. This structure is used in order to protect Digitalis's right to upgrade the software; since you do not own it, you cannot complain about it automatically updating itself when it contacts newer versions over the network. Current technology provides some logistic limitations to this form of auto- upgrading but it is anticipated that as fibreoptic lines become commonplace it will become a very important, very fast factor in the performance of the network. A time will come when no human will be able to keep up with the volumes of data pouring into and through the household computer; this software license format is designed with that in mind. The network of G.O.D. systems is called the 'Knotwork' to provide an identifying label differentiating it from PunterNet, FIDO, and other networks extant. The system is designed to be relatively easy to use without documentation; the on-line help provides some data, and the user is expected to feel relatively confident to play around to get used to the system. This is partly because the system is expected to be 'alive' in the sense that it will constantly be being kept up-to-date by the Knotwork. Thus documentation will also have to be constantly updated. Using online help-pages means this updated help is always available. All inputs in the programs have an optional help-page reference, so we can add a help-page for every input if it is felt to be required; at present we are only using a help page for each menu and some few other pages for specific places. We include a help-page editing function so these can be customised. The help- page system also is used for entering pages about files uploaded, and any other entries may be added to provide an online Glossary, Dictionary, Encyclopaedia etc. since all such pages are accessible by title. The system uses 'Aliasses' or names for Entities, Addresses, Glossary (help) pages, Starships, Objects, etc... all these 'Aliasses' may be up to 48 characters in length and may contain spaces. Thus phrases may be used. Records are accessed by these 'Aliasses'. A 'text-driven-mode' is provided in which phrases up to 48 characters long may be used as commands instead of using the menus; this mode LEARNS by applying the 'Sentience Algorithm' to any new phrases encountered. Sysops can limit such learning to the single session, or allow learned phrases to be recorded to disk for future recognition. Phrases taught to it by Sysops, of course, are excepted from the single-session memory limit. The notices system is designed to provide maximum information at minimum cost, avoiding redundancy. For example one does not waste text space in a notice typing an address; one simply 'attaches' the address record directly to the notice by making the 'R.E. field' of the notice point to the address record. The reader may display the address at the press of the 'E = Explicit or Explicate' key. This 'Explication of References' function currently may be used with Entities, Addresses, Glossary-pages, Files, and Notices. In the case of files, the file itself is displayed; thus providing means of sending arbitrary-sized textfiles attached to messages and sending the same file attached to several messages without duplicating the file itself. Two 'respond to a note' functions are provided: Comment and Answer. To Comment on a note is to send a note to the same person or place as the one being commented on; to Answer a note is to send a note to the person who wrote the note you are answering. In both cases, the R.E. field of your note points at the one responded to, allow the recipient to check back on what you are talking about at the press of a key. Notices are also provided with a Funds field which will be used for implementing automatic order-placing functions, transfers of funds and other such features in the future. The R.E./Explicate will also be expanded to cover objects, job- descriptions, starships, characters, and any other Concepts that may be implemented in the future. TECHNICAL NOTES --------------- The system supports up to eight disk drives, each of which is flagged as removable-media yes/no and as hard disk yes/no. Out of the eight drives, one is designated the 'base' drive on which resident files are kept, and one as the 'removable' drive used for anything involving taking disks in and out of the drive. If using twin floppy-drives, the lobe-file, class- file, and file of file-descriptions (classes 1.0, 4.0, and 9.0) should be kept on the 'base' drive, along with all classes and files required for the application except the programs themselves; in such configurations the programs are best kept on the 'removable' drive. This allows you to change disks only when changing programs or picking up concepts from other disks. - An honest attempt has been made to ensure this software will be compatible with any 256k+, MSDOS 2.0+ , disk-equipped computer. However due to the fact that PCompatibles do not possess interrupt-driven buffered input for COM-ports built into the BIOS (as the Tandy 2000 does), it has proven necessary to write that faculty into the programs, a necessarily machine-specific function. Thus despite our best efforts to avoid machine- specific features, the BBS aspect of the system requires a 'true PCompatible' or a Tandy 2000. - The 'Conceptual Virtual Memory' is basically a record-handling system in which each Class of record is kept separately. It allows records to be stored with or without their 'handles': usually they are stored handle and all, but for a few simple numeric lists and such we have told it to trim the handles when storing on disk. Records reside in a 'heap' until either deliberately forced to long-term (disk) or a housekeeping function decides to clear them away to make space. THIS MEANS YOU SHOULD NEVER TURN OFF THE MACHINE WITHOUT LEGITIMATELY EXITTING THE PROGRAM!!! However to minimise problems, the system opens and closes the files for each retrieve or stash: this takes time but the number of files is theoretically unlimited, and the housekeeping functions currently just stash them in the order they are found; also the using applications want totally random acces, so we never know what file is required until a concept (record) is requested or sent to long-term storage. Each concept's handle allows for recording the Class and Instance of the Concept this concept MEANS, the Lobe it is at home at, it's local and absolute reference codes, and so forth. - All concepts have reference numbers, which are 'real' numbers. A negative reference number (Class or Instance) means it is LOCAL to this lobe; positive ('absolute') reference numbers will be assigned by the Knotwork and will be global across the Knotwork. - YOU DECIDE WHO ELSE GETS TO ACCESS DOS, PRINTER, SPOOLER, ETC. USING EDIT ENTITIES MENU. ALL NEW ORGANIC PERIPHERALS ARE FLAGGED FICTITIOUS UNTIL YOU DECIDE THEY ARE REAL. NOTE THAT FICTITIOUS IS IN-CONTEXT: THERE ARE REAL AND FICTITIOUS PEOPLE AND ALSO REAL AND FICTITIOUS GAME-CHARACTERS, SO 'IS A CHARACTER' FLAG AND 'IS FICTITIOUS' FLAG ARE NOT THE SAME THING: THE FICTITIOUS FLAG CAN BE USED TO KEEP TRACK OF WHAT GAME-ENTITIES YOU BELIEVE ARE FICTITIOUS AS WELL AS WHAT 'REAL' ENTITITES YOU BELIEVE ARE FICTITIOUS. =================================================================== DIGITALIS DATA SERVICES: 5229 TOBIN ST. HALIFAX, N.S. B3H 1S3 G.O.D.: (902) 425-0052 24 Hours 300 baud 8/1/N =================================================================== Press a key to continue: THE DIGITALIS DYDII CLUSTER. =========================================================================== This CLUSTER situation is sort of like the 'days' of Creation: on the first 'day', GOD said let there be Starsystems. On the second 'day', GOD said let there be Starships, that I may look upon my Supercluster and see that it is Good. On the third day, GOD said let there be Fuel, that I may fly about in my starship and see that IT is Good. On the fourth day, GOD said let there be (yes, you guessed it, faithful Cultists!) Cargo, that I may engage in commerce in my Cluster and see that commerce is Good. On the fifth day, God said let there be all manner of creatures, both those that fly, and those that swim, and those that crawl upon the earth, and Yea indeed all combinations thereof, that mine Players may be pleased. And with that thought did GOD decide, on the sixth day, that Lo! there shall be Players, that they shall look upon all that I have done and see that it is Good. And it was so. Yet even as GOD did rest from his mighty labours was a cry heard from the land, Oh GOD, what are we supposed to DO with all this? The Digitalis Dydii Cluster simulation consists of a simulation of a vast region of space containing myriads of populated Galaxies. Within this basic 'playing area' Starship simulations are provided for travelling and various classes of goods are provided which one may trade between systems. This simulation was originally conceived as an 'aid' for role-playing game 'Game-Moderators' to utilise as a region or 'board' within which to base their campaigns. As such, it relieves the G.M. of the chore of generating stars, planets, and creatures, allowing more time to be devoted to other G.M. chores; which chores will, in turn, gradually come to be taken on by the computer. The software is designed to be compatible with most MS-DOS computers. Certain features, most particularly graphics features, will work only on some machines; however the TANDY 2000, 1200, 1000 and IBM PC are all provided with graphic displays of one sort or another. You may select 320 x 200 or 640 x 200 or 640 x 400 displays in colour or monochrome. Colour printing is supported. Sound is not presently used save for the 'ascii 7 beep' tone, and that sparingly: basically when something unusual happens or as an 'effect'. The reason for this is that sound is not specifically supported by Turbo Pascal and may be machine- specific: this software is designed for MS-DOS compatibility across machines, not for any single model of machine. The Dydii Cluster is not just a simulation of a universe, but in certain ways is an ACTUAL universe, inasmuch as it is mappable, repeatable, constant. IT REALLY IS THERE IN YOUR COMPUTER, YOU COME BACK AND IT IS STILL THERE. This makes it an actual, metaphysical entity having an existence quite regardless of any uses to which it may be put. It is not a matter of, why invent a universe, but of having already an entire universe in existence within your computer, simply waiting for you to find some use for it. One does not say, "that universe does not fit my game system", but rather, "how can characters of mine explore this universe which is the largest universe ever made available to be explored by them?" For the Universe precedes the Characters who may come to inhabit it. The entire premise of a universe for characters to inhabit involves the assumption that the universe exists apart from and prior to the characters; the idea that the characters are exploring an actual place which possess it's properties prior to their discovery by the characters. Thus in fact it is the properties of a universe that determine the qualities to be desired in a character, not the other way around. The Dydii Cluster will be used by persons currently playing ANY existing science-fiction roleplaying game, precisely because it IS a universe whereas in the existing games there is only really the characters, their universe being made-up after the fact, in limited scale, to try to justify the existence of the characters. This 'feels' wrong, in that the real challenge is supposed to be the fact that a universe exists whether or not any given characters manage to survive in it; the provision of a universe tailored to the characters puts them in an 'artificial' environment designed for their survival; the Dydii Cluster provides instead a universe in which if the characters wish to survive it is up to them to fit themselves to the conditions prevailing rather than the other way around. It is not a universe which is being continually created another module (that you must go out and purchase) at a time, but a complete universe already created and ripe for exploration. This exploration is TRUE DISCOVERY, in that even the Creator does not know specifically what you may find and where! The game operates on a ten-month year composed of 28-day standard months. Each standard day is 24 hours long; each hour is 60 minutes of ten combat-turns each. Within a combat-turn action occurs in 'phases': these are arbitrary 'subjective-time' periods which do not necessarily correspond to an even breakdown of the combat-turn's six seconds. This is because the number of 'phases' in a turn depends upon the 'speed' of the characters involved, and the fastest characters move first. In the case of spacecraft, the ships' computers use all the phases there are, while the characters will tend to pack their actions into just the last few phases of each turn. This is a function of the role-playing mechanics used; in the cluster programs themselves they will make little difference until the tactical flight-and-combat module is finished. The Dydii Cluster module provides the following features: 1) A MAP of 1,000,000,000,000,000,000,000,000,000,000,000 cubic parsecs, occupied by millions of full-scale galaxies. 2) SPECIFICATIONS of each starsystem in each galaxy, formatted to be useable with many popular science-fiction roleplaying games. 4) CHARACTERS support including a database of hundreds of Skills and procedures for studying them and exercising attributes. 5) A GMSHIP, which provides the Game Moderator (G.M.) with mobility to move between starsystems and whose built-in ship's computer is superior to player ship computers: it contains library information on all subsectors around the current location, not just those for which library software has been purchased from a starport or from another ship. [ GMSHIP MAY BE AN OPTIONAL FEATURE AT AN EXTRA PRICE ] 5) The routines to fly Ships around. Ships are actually constructed using the Shipyard module. 6) GOODS TYPES whose value is adjusted for each world according to the characteristics of the world. These goods are bought and sold by the ton as cargo, at any technology-level within certain bounds. (i.e. you can choose tech-level as well as type of cargo to carry). 7) ITEMS which you create as instances of the Goods Types, which you can print a Price List from adjusted to each world and printed in the currency of your choice. In other words, whatever your campaign system we here provide you a price-list facility; and further we take your own price list and adjust it for each world in the Cluster. Prices are entered in any arbitrary currency of your choice, so just price a few things like perhaps silver, gold, and copper against the Cluster prices, set your ship's computer to convert all prices into say grams of silver, and then type in your silver-base price list. NOTE: IF YOU ENTER YOUR PRICES ON A WORLD HAVING PRICE-MODIFIERS FOR VARIOUS CARGO TYPES, THEY WILL BE DIFFERENT ON A WORLD HAVING NO MODIFIERS. A WORLD HAS MODIFIERS IF IT SHOWS ANY 'NOTES' ON THE WORLD-DISPLAY. (Currently modifiers are: Agricultural, Industrial, Rich, Non-Aricultural, Non-Industrial, and Poor. They can occur in combination, but some combinations are supposed to be mutually exclusive, obviously.) To obtain a 'normalised' price list therefore, you should set up the prices originally on a world whose modifiers match the world on which you designed the price list originally: this will preserve the world- type-modifiers presumably intrinsic to the price list you already use. Included in this package is the SHIPYARD module, which allows you to tailor a custom ship. Shipyards do not charge GMSHIP for alterations, however drastic such alterations may be. The Shipyard is currently included in the Starport module. The basic 'DYDII CLUSTER' offering consists of the following modules... CLUSTER.CHN - Main chaining-program: root of this chaining-set. STARPORT.CHN - Starport: Trade goods, refuel; also the shipyards. DYDIICHR.CHN - Characters, skills, study, exercise. Other DYDII CLUSTER modules 'in the works' are... ONPLANET.CHN - Movement, encounters, fauna and flora of each world. FIEFS.CHN - Fief management, army raising, strategic combat. Mainly for a Fantasy Milieu or Feudal worlds of the Cluster. NOTE that Digitalis G.O.D. is required to run Cluster as a BBS. NOTES ON USING SYSTEM. ---------------------- TO FLY SHIPS: When you find the ON SHIP menu, check out the ship's computer. In there somewhere is an 'Autopilot' option for setting the jump drive course. This automatically sets the manouver (plasma) drive's course for the most interesting planet, if any, in that system. Upon arrival in a system from hyperspace, the reaction (plasma) drive clicks in if a planet exists there, and uses a powered course with turnover at midpoint to fly you there. NOTE that the ship's computer will use one m/sec/sec of accelleration for every point of structural strength your hull has. It does so because the structural strength means the number of m/sec/sec it is designed to withstand. Thus, if you assign your hull a very high strength, you may well find that you have insufficient fuel for the kind of planetary approach/departure manouver the computer is contemplating. Your computer will then inform you of this fact, and advise you to use tactical manouvers to approach the planet. The drawback to this advice is that the tactical manouvers module is not yet implemented. You will have to go back to a different ship until you get the Tactical Manoevers module or the Ship Salvage option. - There is a facility for spooling and/or printing anything that is displayed in the main display window of the system. This facility is accessed from any menu, under option 'W' (Window). This option allows you to turn on or off the screen, printer, and spool-to-disk features so you can even stop the screen-display if you wish. (Remember this if the screen display seems to have vanished!) Help screens turn the screen-display back on to display them, then back to off if it was off. - The ship you get when you start out is a generic scout-ship of a type often given by planetary or interplanetary governments to retiring space- service scouts. - Ships may be 'locked' by use of the 'Security' option somewhere in the menus. Make sure you remember your password if you use this, because only the 'Game-Moderator' can get onto a locked ship without the password! NOTE: If you do NOT assign a password, no-one but the OWNER of the ship is permitted access (or the Game Moderator, of course). Thus the password is assigned in order to allow others to access your ship. - There is a special type of ship called a 'Game-Moderator ship'. A G.M.- ship allows various privileges not available to the normal player. Shipyards do not charge for any alterations to a game-master ship, and they get fuel free too. Also, the ship automatically refuels after every hyperspace voyage, so you can explore without worrying about whether you can buy fuel at the end of the voyage. Furthermore the ship's computer's atlas will always contain data on a sphere around the ship, instead of around the place the ship was bought. This means the G.M. ship is always equipped with a map of it's local area. One of the uses of a G.M. Ship is to try out designs to see how they fly: because the G.M. ship can fly around without worrying about whether there will be fuel at the destinaion to refuel with. - The atlas in the ship's computer contains maps of a number of subsectors determined by the 'kilomems' rating of the ship's computer. The determination is by means of taking the cube root of the kilomem rating as the radius, in subsectors, of the space mapped in the atlas. (Roughly). The centre of the sphere of knowledge is the shipyard where the ship was built, except for G.M.-Ships, which always have a sphere centred about their present location. - Menus display only if there is no type-ahead in the buffer, to save time if you are at low baud-rates. - G.M.-ships can carry no currency or goods, to stop the Game-Master from using the free-fuel etc. priviledges to upset the economy. Currency transfers to G.M.-ships are similarly forbidden. - Local currencies are USELESS anywhere else, so spend them before leaving the star-system! You lose all local currency each time you change star- systems, so you cannot take it with you to bring back and spend later! One method of getting around this is to leave a cheap ship behind, to which you transfer your local funds before leaving the system. This amounts to creating a 'bank'. When you return you can use the currency transfers option to restore the currency to your real ship. - Ships are created using the Shipyard, which exists at all class 'A' starports. You must be on a ship to enter the shipyard, because it takes the ship you are on as the model for it's "hypothetical ship" which is used to discuss all modifications or plans of ships. Upon leaving the yard, you decide whether to purchase the hypothetical ship, modify your current ship to match the hypothetical ship, or just leave with nothing changed. If you just leave, the hypothetical ship is retained to be recalled next time any ship enters the yard. Thus, the hypothtical ship is only a copy of the ship you flew in on if there was no hypothetical ship on file. From then on, you get your own ship copied to the hypothetical ship by using option 'C = Copy ship' option of the shipyard menu. This option simply makes the hypothetical ship a copy of the ship you rode in on. - The Atlas feature uses scratch 'subsector maps' to save a few seconds of 'scanning' when doing subsector displays and so forth. These maps are about 1.3k in size, and are absolutely optional in that the system creates them only to save scan-time (maybe as much as 30 seconds on a 16x8 bit processor, less on a 16x16). Thus they are not worth keeping except for subsectors you scan a lot. To save the user worrying about them, they are automatically deleted when you quit the Cluster. Thus the only point in telling you about them is that they may take up disk space if the system needs short-term memory (thus dumps stuff to disk) and on a floppy system this space may be valuable: if you are scanning a lot, you may wish to quit the cluster once in a while to free up this space. Some background on the milieu may be handy. Basically each customer is a person who runs a game. In this game, a few or many friends play the parts of individual characters who are simulated to a greater or lesser degree of detail depending upon the specific roleplaying mechanics (game rules) used. These mechanics define such things as chance of hitting with a weapon, amount of damage done, chance of flying a spacecraft, chance of finding a job, chance of falling if bumped by whom, when, and where, etc. Dice govern results in most cases. However dice are used in prescribed manners to result in particular ranges of probability which, taken in combination, achieve a gestalt effect which is a large part of the Milieu. Thus dice are rolled for specific purposes, with specific implications which vary from roll to roll. The Graphic Omniscient Device software is addressed to the needs of these game-moderators. Thus they cover dice-rolling from individual throws and groups of rolls, through complex sequences of rolls used to generate characters, planets, stars, animals, and so forth. Rather than for example roll dice for each room of each level of a 'dungeon' or 'treasure lair', the computer generates the room-contents for you. The Cluster package takes this principle to the extreme: the Cluster will eventually have millions of 'dungeons' scattered across it's planets, or millions per planet if desired. Ultimately, the surfaces of all the planets will be mapped, using fractal landscape generators. Thus a day may come when a planet you see blown up on a 'star wars' movie could well be one Press a key to continue: from the Cluster, known to be due to blow up on the date ahead of time, and chosen as a setting for a movie. The computer-graphic images on screen could be more-accurate calculations of the exact landscapes you see on a home-computer! Going home from the movie and progressing through game-time to the date in the movie, you could find that sure enough, the planet is an asteriod belt from that date onward in the Cluster program. The scope is unlimited, thus the other name for the Graphic Omniscient Device is The Macroscope. In these games, each player tells the game-moderator moment by moment what the player's character is doing; the time-scale varies with the action, thus 'study' may be in weekly moves, combat in six-second turns divided into 'phases' according to character's 'speed', 'agility', 'deftness' or somesuch, and so forth. In a science-fiction milieu, typical activities revolve around interstellar travel. Typical rules systems provide two-dimensional playing areas, and simplify travel calculations (for instance using same amount of fuel for an empty ship as for a fully laden ship!) This system provides a desperately needed improvement: three- dimensional field, accurate calculations, total overkill of spacial volume so no more prohibiting players from long voyages due to lack of game- moderator time or inclination to 'roll up' new territories, and detail on all planets. Eventually it will also keep inventories for players, determine if the characters are encumbered by the amount carried, keep track of hunger, thirst, and healing of wounds while travelling on-planet or on-ship, total your take for periods spent pickpocketing in starports or in medieval settings (i.e. the Fantasy Milieu will also be supported), perform lengthy tasks including alchemy and enchanting, keep track of skills and their prerequisites, and so forth: a total game-moderator system. That this will take a lot of storage is unimportant: we began designing of this system with the knowledge at the time that 5-meg floppies were supposedly just around the corner due to vertical-magnetic-domain recording techniques. Even if this is no longer true (I have heard nothing more about it) it should be supportable by say compact disks: hard to record but a playback device is so cheap you can get them for your car: one for a computer should be easy. 600 megabytes filled with software of this order (i.e. that actually uses no storage for its primary data-base!) will be truly awesome. THE COORDINATE SYSTEM used is designed for use by the layman. Thus instead of giving you X-Y-Z co-ordinates on the grand scale, we give you a 36-digit number, in groups of three digits. Each group of three digits is the X-Y-Z on a certain scale. (EXCEPTION: Last 3 digits are planet or object code: 001 for the most interesting world in each system: the only one in each system CURRENTLY implemented. Tactical module will likely show you the entire starsystem, where each planet is, and even comets etc. perhaps: thus we allow up to 998 objects in each system, 000 being the star, and 999 meaning you are at safe jump distance from the star ergo outside the system.) Thus 123-456 would be place 4x5x6 WITHIN section 1x2x3. Each block is ten by ten by ten at any scale, and is further divided into ten by ten by ten of the next units down. The basic scale played on is the 'subsector', which is 10x10x10 'parsecs', each 'parsec' possibly containing a starsystem. This is similar to the 10x10 flat subsectors used in some other games. Ten by ten by ten subsectors make a sector; ten by ten by ten sectors a segment or somesuch, etc. I cannot even recall the names for the blocks, but they are on the 'Display Galaxy' screen which breaks down your location into these chunks. There are three reasons for this approach: (a) understandability without cartesian background; (b) originally implemented on 6-digit-accuracy Apple IIe; (c) being near the limits of accuracy (11 digits) of non-BCD Turbo Pascal, I do not use all digits in caculation but eliminate the identical first portion of location- strings and make numbers only of the last digits: those that change. Because in practice, one cannot fly across superclusters using existing technology. (Star Trek/Star Wars is about the top technology level you are LIKELY to encounter). PARSEC = 40 Light-Months. MONTH = 28 Standard Days. (Standard Month). DAY = 24 Hours (Standard Day). YEAR = 10 Standard Months. (280 Standard Days). The ten-month year is the Dydii Year. For some reason ('just to be different') I put my campaign calendar on a ten-month year. This has led to all kinds of minor hassles adapting farming, taxing, etc. rules to the planet Dydii, but ultimately is perhaps a boon in that my final rules are necessarily now uniquely my own to use herein. Furthermore it gives me an incentive to provide calendar flexibility for the fief module to allow different year-length thus different climate cycles and growing seasons. It just seemed that since one could invent an arbitrary calendar, one may as well invent a convenient one. Thus, ten months. Somewhere in the Dydii Cluster there is supposedly the planet Dydii, which has a 280-day year and a day exactly one standard day long. Furthermore it has a moon which rises in the north one week, and each quarter each subsequent week until in the north agoin after a month. It also rises new, waxes to full at zenith (for werewolves every night) and sets new again. Cluster personell will recognise this must be on a powered orbit: it is likely a Death-Star painted black on one side and luminous on the other. Where in the Cluster this may be, no-one seems to know. But many would like to find it: they have an immortality serum there which adds 500 standard years to a main- branch-human's lifespan, whereas in "Traveler" (T.M.) for instance a longevity drug you must take by injection every month is the best available. Finding Dydii could be quite the quest! TECHNOLOGY LEVELS: These are measures of relative degree of technological advancement. Earth currently is perhaps tech-80 to tech-83 or so. The way these levels work is, every tenth level we mention a something, the invention on drawing-board realistically of which marks that tech-level. For example, tech-80 is when Fusion is on the drawing-boards. The Efficiency of a thing is undefined at it's 'base' tech-level, thus at tech- 80 we have fusion, but efficiency below 50%. By tech 'base+10', efficiency is near 90% and the next major development (artificial gravity at tech-90) occurs on the drawing-boards. The system will not permit you to purchase things at less than 'base+5' technology level, figuring anything that close to it's base is experimental, custom, pre-release version, or somesuch. On the market, you find everything only at reasonable efficiency levels. TEC INVENTION 0 No Technology 1 Premetal 10 Metallurgy 20 Windmill (Gunpowder except in some Fantasy milieus) 30 Hot air balloon 40 Steam engine, Electricity 50 Internal Combustion, Electronics (vacuum tube), ergo Wireless 60 Fission, Rocket, Television 70 Laser, Spaceship 80 Fusion, Laser-ablative armour, Eternacell 90 Artificial Gravity, ship's laser (raster-scan megalaser) 100 Hyperdrive, Superconductors (room-temperature+) 110 Gauss rifle (superconductor magnets drive shell: recoiless also) 120 Pulse tractor-pressor, Gravbelt 130 Battledress (Man Amplification Exoskeleton armour: 'mobile infantry') 140 Gravitic Structural Enhancement 150 Portable fusion gun 160 Disintegrator, Mattermitter (with wire & both ends equipped) 170 Antimatter powerplant, Wireless Mattermission 180 Transporter: single-station wireless mattermission 190 F.T.L. Infoburst (Transport low mass electrons vast distances) 200 Matter synthesis 210-255: Who Knows? Still deciding these: have seen none anywhere yet. [ NOTE that the planet display shows tech-level as slightly below these figures: this is because it attempts to show 'typical' planetary tech- level. Thus a planet just developing something is listed on the description as commonly using the next-lower level (the number is correct, just the characterisation is rounded down a bit.)] NOTE ON CARGO: If the system allows you to pick any tech-level (up to level of planet, down to base+5) of goods, it really does not know how APPROPRIATE the level chosen is. It is up to the GAME MODERATOR to see to it for example that tech-170 Meat is not chosen exept if the game moderator has determined that some kind of super-unusual, high-tech-processed meat is available. Perhaps individually stasis-field-wrapped snack items? Probably should go under 'stasis field devices' instead of 'Meat'? In other words if this feature is enabled, it is up to the G.M. to decide what level is appropriate. (Presently locked in at base +10 except for G.M. mode). HYPERDRIVE assumes that one vanishes from normal space-time at one point, and emerges at another. By comparing the two points against emerged time in normal space-time, we find a 'pseudovelocity', which it seems is always greater than the speed of light (else you do not go hyper at all). This facility is gravity-sensitive: a gravitational flux density below a certain tolerance level is required for safe operation. (The Ship computer navigation system tries for below 0.5% chance of misjump, assuming the G.M. will use percentile dice and round below 0.5% to no percent at all.) In for example "Traveller" (T.M.) they say you must be 'x many planetary diameters from the nearest planet' to jump safely; however that set of rules is primitive compared to the Dydii Cluster. Examination of gravitational field strength around stars shows that anyhere within about 1.5 to 2.0 times the orbit of Pluto, the Sun's field is as strong as the field at the "Traveller" specified number of planetary diameters from even a very dense planet. Thus, we ignore the planets and measure the star's field: anywhere safe from the star is well away from any but VERY trans-plutonian planets. This is another of our little improvements on the 'standard' game, for "Traveller" is very much a 'standard' in this Milieu. TURRETS: The Turrets option is not yet implemented. However a field for Turret Mass is included so it is taken into account in calculations. VEHICLES: Ship's vehicles should be carried as cargo. This also preserves their value within the system as you can resell them. Food, Water: Such supplies are carried as mass throughout the voyage: no garbage-dumping in hyperspace! Program does not currently handle starvation and thirst of passengers and crew, so game moderator is reminded to check supplies will last the trip. All such supplies are 'baggage': they take up space in staterooms (staterooms include bridge, corridors, recroom, etc.) BUILDING SHIPS -------------- 1) The HYPERDRIVE is the important thing: design it first for the speed you want to go (it shows speed based on fully laden hull), then pick a powerplant whose output rating matches the Hyperdrive's rating (Drives have input requiement rating listed: powerplant rating is power output rating). Then pick manoever drive to give m/sec/sec you want, then artificial gravity units sufficient to cancel all the m/sec/sec AND ALSO provide whatever comfort gravity you wish (10m/sec/sec for main-branch humans). Thus the artificial gravity units want 10 m/sec/sec more effective acceleration than the manoever drives, to allow you to go in any direction at full thrust and still feel like Earth inside. NOTE that the Artificial Gravity applies ONLY in the main compartment of the ship: unlike 'Star Trek', we do not provide artificial gravity in the Engineering compartment. Typical pseudovelocity to be 'traveller' (T.M.) compatible would be parhaps 300 to 400 lightspeeds: figure on making your full range in one week or so. 2) REMEMBER to include a Ship's Computer: it is under 'More Options' on the main ship-tailoring menu, on a menu called 'Equipment'. Computers are measured in 'Kilomems': one 'kilomem' is the memory/processing power required to implement one 'Base Chance' of a 'knowledge' type skill. (2 are required for a 'Base Chance' of a physical skill). This applies to future enhancements. The 'task points per hour' rating is similarly an abstract figure: it will eventually be related to the maximum pseudovelocity your ship can attaim and still navigate accurately. Presently, the only use of these figures in the programs is to determine the radius of the Atlas included in the computer, and checking that you have a non-zero 'kilomems' rating to have access to the ship's computer at all. Thus, one kilomem holds one subsector of Atlas, approximately. (You may get several in the first kilomem but overall the radius is about the cube root of the kilomems, in subsectors.) This means right now you could skimp on a computer and get away with it, but in future enhancements you may regret it. SELLING SHIPS: THE SYSTEM DOES NOT BUY SHIPS: SELL TO SOMEONE ELSE! OUT OF FUEL/NO STARPORT: You have just created a salvagable hulk! Try not to fly to places you are not equipped to return from! Again, no provision is currently made to get you out of this, deliberately: it is a valid situation in game terms. TECHNICAL NOTES --------------- - Any resemblance to actual persons, places, things, or even language elements, real or imaginary, is purely co-incidental or the result of operator error except where included for the purposes of simulational verisimilitude only with no bearing, relevance, application, or implication regarding any real or imaginary model upon which they may appear to be based or in actuality be based. This means we may simulate but the simulation implies nothing whatsoever: no libel, slander, etc. suits will be in any way considered, no damages direct, indirect, consequential or inconsequential, etc. and so forth ad nauseum. In short, we are not responsible for anything whatsoever or whosoever saving only and particularly the gathering in of monies without liability and in return for nothing more nor less than intangibles which may or may not exist, period, full stop, end. - An honest attempt has been made to ensure this software will be compatible with any 256k+, MSDOS 2.0+ , disk-equipped computer. can. Let me know if you find any! - The 'Conceptual Virtual Memory' is basically a record-handling system in which each Class of record is kept separately. It allows records to be stored with or without their 'handles': usually they are stored handle and all, but for a few simple numeric lists and such we have told it to trim the handles when storing on disk. Records reside in a 'heap' until either deliberately forced to long-term (disk) or a housekeeping function decides to clear them away to make space. THIS MEANS YOU SHOULD NEVER TURN OFF THE MACHINE WITHOUT LEGITIMATELY EXITTING THE PROGRAM!!! However to minimise problems, the system opens and closes the files for each retrieve or stash: this takes time but the number of files is theoretically unlimited, and the housekeeping functions currently just stash them in the order they are found; also the using applications want totally random acces, so we never know what file is required until a concept (record) is requested or sent to long-term storage. Each concept's handle allows for recording the Class and Instance of the Concept this concept MEANS, the Lobe it is at home at, it's local and absolute reference codes, date last written to long-term, and so forth. Thus each concept can be detected as foreign: if even a single ship from a different lobe (customer site) gets pirated, the system will know and, through the Knotwork, request a program for dealing with such infringements. - All concepts have reference numbers, which are 'real' numbers. A negative reference number (Class or Instance) means it is LOCAL to this lobe; positive ('absolute') reference numbers will be assigned by the Knotwork and will be global across the Knotwork. =========================================================================== DIGITALIS DATA SERVICES: 5229 TOBIN ST. HALIFAX, N.S. B3H 1S3 G.O.D.: (902) 425-0052 24 Hours 300 baud 8/1/N =========================================================================== Peripheral: lizard king Local Time: 24/06/1987 a.d. 21:37 Mins. Left: 4984 NOTICE -7026.000 [e!] 09/05/1987 a.d. 6:55 TO SELF: lizard king FROM...: MarkM R.E.---> The Digitalis Graphic Omniscient Device --= Documentation... =-- Auto-Explicated for you; though after reading it and note becomes old it would need you to press 'E' for 'Expl' to Explicitly show it. Reference: Files Answer,Comment,Del,Expl,Return,Q,any: . Chat: ? there. Chat: ? thanks. I'll be in touch within the week. Chat: ? ok. after noon is best cause I often program all nite in slow timeperiod Chat: ? right. I've got to do a show at 10:30, so I gotta fly.