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Space Treker
3 - the game of Space exploration, trading & combat |
Installation Space Treker is installed
using a 'setup' program which you run from a PC with your PocketPC
connected via Activesync. The game requires around 4Mb of storage space.
The game should be downloaded from an online software site onto a PC. To install double click on
treker_install.exe then click [ NEXT> ]. The second
page is the 'readme' and the third page is the license to use the
game. Click on the [ Yes ] option to accept the terms of
the license agreement and install the game. At this point the
installer checks for a connected device and offers you the chance to
install to the default location in main memory of your PPC
/program files/space treker/ or to choose the location (eg: SD
card, CF card). If you do not have a PC you require the 'treker.cab' file
which you download directly to your PocketPC and tap to install the game.
Contact SundialSoft support for the CAB file. |
Only a very few things
can go wrong at the installation stage. If you have problems contact
SundialSoft (not the site you downloaded from). Once installed you can
run the game from the program files games menu by tapping the Space Treker III
icon or by going to the installation directory and doing the same. If the
game fails to run please copy the text of the error message and contact
SundialSoft. This is only likely to happen on older or obscure
devices. |
Getting Started When
you start the game you will see a 'splash screen' followed by the main
menu. The menu is explained in full later. I suggest that you choose your
game options and sound settings before you start a new game. Game &
sound settings are saved separately from the game itself.
If you
have registered the game you can enter your registration details now to
open up all the features of the game.
When a new game begins the
galaxy is created with a progress bar from left to right showing this
process. All planetary systems, bases, ships and races are created at this
point. No two games will be identical and all planets, ships & other
names are generated fresh for every new game. Trade goods are based on the
technology level, industry and type of a planet. Planets come in various
types including Terran, Oceanic and Terraform. Uninhabited planets are
either gas giants or airless frozen rock balls.
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You will be offered up to 5 ship types to choose
from (Demo mode only offers 2). These are:- CARRIER,
SALVAGE, FIGHTER, EXPLORER and COLONY. Whichever ship type you
choose you need to trade to have enough funds to equip & repair your
ship. When you select one ship type the next screen allows you to get a
better look at the ship. The control bar offers (from left to right)
Rotate Left, Zoom in, toggle rotate on/off, Zoom out, Rotate right and the
[TEXT] button gives information about class, speed, weapons bays, cargo
pods, shields & armour strength by overlaying scrolling text onto the
ship's image. From here you can return to ship selection or accept the
ship & move on to the ship name, captain's name and race selection
screen. |
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| Note that for every new game the names of races
are generated afresh. The Ship name radio button is selected by default.
Enter your ship's name by tapping on the on-screen keyboard and then tap
the Captain's Name radio button (you can tap anywhere to the right of
these buttons as well) and enter the captain's name. If you enter nothing
you get default names of 'Ventura Highway' and 'John Thatcher'. Next you
can choose which race you will be. Tap the 'Choose Race' radio button and
select a race from the pop-up list. Tap OK to start the game. |
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The main control buttons in the game are shown
here: |
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click on the buttons to go to the relevant section
of this manual. | |
When you start a new game you will find yourself
in the first of 8 Octants in a random sector of space with a planetary
system nearby. Each octant has 50 sectors to explore. Many screens show
your energy and shields as onscreen bars separating the upper view-screen
from the lower control panels. The shield strength
bar changes colour from green to yellow & then red as shields
deteriorate. If the shields show red you should think about finding a base
for repair. Remember to always keep enough energy to Warp off to the
nearest base or you could be marooned in space. |
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Used to move between octants & sectors. The
sector selection screen gives brief information about known systems and
the available database gives more details of trading opportunities
available. The option of [ENGINES] or [Database] appears after you select
a sector. The database records planets visited and traded with and
displays certain details about bases scanned or probed. The faster you fly
the quicker you arrive but the more fuel you use. if your engines are
damaged during combat your fuel consumption will be badly affected. The
engines screen shows the available energy as a writhing blue column. As
you increase warp speed the total energy required for a journey is
displayed in a similar manner. The glowing engage button [E] will
illuminate when your selected speed and fuel consumption are within
bounds.
The back button
is functional but grayed out during warping.
It's not a good idea to drop out of warp without knowing where you will
be. While in flight the display gives a countdown to show flight
duration. Remember that you can reduce the duration by going faster but
this uses more fuel. Keeping your engines in good repair ensures the best
fuel economy.
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First choose
which octant to visit.
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Then you can select a sector from one of 50.
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Now set your speed and off we go into the
darkness of space |
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 When you arrive in a new sector
your ship stops well back from the sun & any planets to give you a
good view. The 'heads up' display gives location info about your ship,
planets, bases & ships in the sector.
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The HUD on the top left of the display gives your
location including your height above or below the planetary
plane. |
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The HUD at top right shows planets & ships. Turn
on the HUD by tapping the button to see the layout of the system.
Planets are shown in blue and ships show green if above you or red
if below. |
Moons are not shown on the HUD but you will see them orbiting
planets. Planets can have up to 2 moons. Using the onscreen 5-way control
or the D-Pad you can maneuver your ship to orbit a planet or dock with a
base. In normal impulse mode your ship can move forwards &
backwards, up & down & rotate left & right (yaw). To the left
of the 5 way controls are up/down jet toggle buttons which switch the
central button between up & down movement.
To select a planet or base just fly close to it. The orbit button will
activate. Tap this button and you will be lined up with the planet ready
to find a safe place to stop. If you wish you can turn on the auto-orbit
feature [the brown button below the hud on/off] and simply select a planet
from the row of planets shown. Note that your energy will still decrease
as if you had flown to the planet.
During the orbit maneuver you have
access to pitch and roll control via the extra toggle button which
switches the 5 way control's functions between basic movement &
advanced. In the advanced mode it's easy to get lost so just tap the
central button to re-align your ship. to orbit the chosen planet
approach the orbit rings or space dock offered. Only advanced civilizations
have space docks. The orbit rings are generated by your
ship's computer to guide you to a safe orbit where docks don't exist. They
incorporate red (port) and green (starboard) lights. Simply fly up to the
rings/dock & enter keeping your alignment straight. The HUD readouts
help you on your approach. There are 4 numbers representing your
orientation in relation to the rings/dock. The bottom number is distance.
The other three are angles. You should aim to have all 4 numbers at or
close to zero. As the orbit rings can be above, below, left or right of
the planet you will find that some maneuvers are easier than others.
Docking with a base is simply a matter of approaching the base
& tapping the orbit/dock button when it activates.
If you scan a planetary system before using impulse you can identify
suitable planets to visit in advance.
If you fly too close to the system's sun your shields will start to
drain rapidly so keep your distance. |
 orbit rings
a space dock |
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 Inhabited planets offer both buying
& selling opportunities. Uninhabited planets offer mining and gas
collection opportunities. At bases you can sell goods and buy upgrades
& weapons for your ship. A word about money: If you are lucky enough
to have useful goods to sell then you can accumulate funds to use for
further trade and upgrades but if you find that you cannot trade and need
funds you can get a one-time only loan from one of the four space trading
guilds. Guild membership can be really useful in other ways so join up now
with the guild of your choice.
: Cargo Pods Before you can trade you
need to understand your ship's cargo pods. Each pod contains 6 holds each
of which can contain 10 items of the same type. You can add cargo pods up
to your ship type's maximum at bases. You can view your cargo using the
holds button within trading or from the main screen. Tapping the pods
button cycles through your available pods.
Ejecting Cargo You may from time to time need to
jettison cargo to make room for more valuable trade goods. When you tap on
an item of cargo within a pod the KEEP / EJECT buttons appear. Tap EJECT
to 'distribute' your cargo throughout space. Very messy but it's got to be
done.
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Trading with inhabited
planets Planets offer lists of items required &
those for sale. (Remember you can check this out via SCAN to save
having to enter orbit). To sell to a planet simply check the amount
they are offering and click the BUY/SELL button. The planet will
automatically take up to the amount they require from your holds. To
buy from a planet you need at least one free hold plus some money.
Decide what you want to buy and click the buy sell button. You can
then adjust the quantity required using the [ 1 ] [ 5 ] [ 0 ]
buttons. eg: to buy 10 Wind Generators tap the [ 5 ] button twice
then tap the buy button immediately below this. The on-screen
display keeps you informed about money & hold limits. Note: you
cannot add to a partially filled hold. From time to time the goods
required by a planet may change.
Mining uninhabited
planets These planets have valuable minerals, metals &
gases which you can collect. Mining is similar to buying but you
don't need any money. Once a planet's resources are exhausted they
to not re-generate. |
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Trading & equipping at bases Bases offer similar
selling opportunities to inhabited planets but instead of offering goods
for you to buy they offer weapons, ship repairs, upgrades and energy
(fuel). Each base will offer some of the available
items.
Weapons Bays Before you can buy weapons
you need to understand weapons bays. A bay is a complex piece of automated
equipment which is attached to you ship and integrated with it's energy
systems. Once you have a free bay you can add any weapon available.
Weapons Most weapons are energy pulse
based. ie: They use up energy every time you fire. The missiles are the
exception to this. Both the bruise missile and the twin missiles, 'les
mizerables' have their own energy packs so do not consume your ships
energy. An addition the missiles offer far greater destructive power than
the energy weapons but cost more to buy and run out. You only get 2 bruise
missiles or 10 les mizerables with each purchase. The various energy
weapons have different fire rates, recharge rates and destructive power
and of course different costs.
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Upgrades and Repairs
Energy The most essential commodity. You need to keep you fuel
tanks at or near fuel to ensure a trouble free life. Shields: You can
repair your shields after combat or upgrade the power of your shield
generator.
Armour Choose from two types of
armour plating, DUTRON or ABLATIVE. Dutron armour is the cheapest of the
two but of course the more expensive ablative armour offers better
protection.
Engines Repair your engines
following combat or boost your warp speed with an engine upgrade. (engines
are more likely to get damaged if your ship is poorly protected. If you do
sustain engine damage you will have a lower maximum warp speed &
excessive fuel consumption.
Probes Probes provide an useful 'long
range' scanning function. From your current sector you can probe all the
surrounding sectors for planets & bases. This saves you flying around
the galaxy randomly looking for life.
Weapons Bay If you want to mount an additional
weapon then get a weapons bay fitted.
Cargo
Pods Extend you cargo carrying capability with a cargo pod
(allows you to carry up to 60 more trade items (6 holds x 10 items)
) |
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| You can enter tactical from the main screen however you
may find yourself in combat at any time while within the main screen
or impulse should a belligerent alien vessel decide that it can take
you on. Keeping your shields in good repair & fitting armour is
a good way to limit this. When you enter tactical you can select each
alien ship in turn using the left & right arrows to see it's
name, race, type, shield strength and firepower. The on-screen bar
chart shows Shields, Armour & Firepower as [SAF]. |
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Select [ATTACK] to begin combat. When a fight begins
you are in control of your ship's weapons & the ship's computer
handles the ship movement to bring the alien vessel into range.
Select a weapon from the list on the left of the screen.
Your weapons can be moved and fired in one of 3 ways:-
1. By tapping the viewscreen. This will aim the weapon and if the
auto-fire button is on also fire the weapon until you lift the
stylus.
2. By moving using the D-Pad and firing with the fire button.
3. By using the 'soft' controls in the lower area of the screen. The
central button fires the weapon.
For methods 2 & 3 the up/down keys can be swapped by tapping the
toggle button to the right of the auto-fire button.
The bruise missile is a
long range weapon & 'les mizerables' are short range.
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Your statistics are on the left of the main view screen. The alien
vessel's are on the right. Shields/Armour & Firepower are shown.
Firepower changes dependant on the selected weapon. When your ship is hit
you will see/hear the explosion and the screen shows HIT above your on-screen stats. Any damage which
occurs will cause an on-screen message. When you hit the alien ship the
message HIT appears on the right above the
alien's stats.
When you destroy an alien ship the vessel will dive off-screen
accompanied by an explosion. Should you allow your ship to be destroyed
the game will end (if you are not a guild member) however if you are a
guild member you can choose to be resurrected or to end the game. There
are no penalties to resurrection at this time.
Remember if you are doing badly it's time to run away & warp off to
a base for repairs. Don't ignore warning messages.
If you are playing as a Fighter ship your score in combat will be
enhanced. The number of alien ships in the game does not decrease as
you destroy ships. There are always new vessels being built & launched
so you will always find lots of alien ships to attack. |

| When you are in a new sector you
should always do a scan so that your
database records where you have been. This is very important as you
don't want to wander aimlessly about not knowing where you have been
already. When scanning a base you can tell everything about the
base's trading, upgrading and repairs. When scanning a planetary
system you need to select each planet in turn to see details of the civilization
and it's trading opportunities. Race, Population,
Industry type, type of Civilization, Technology level &
Planetary class are all shown. In the example opposite the planet is
glacial with only a thin band of habitable terrain bordering the
equator. Not surprisingly their main industry is clothing. |
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 You can launch probes (one at a time) to check for
planets & bases in the nearby sectors. The screen shows 9 sectors
including the current one and by clicking on the probe select icon on the
lower screen followed by an empty sector you can launch a probe to
investigate what's out there. Once the probe arrives it sends back
telemetry about the sector showing the number of planets in the system
found (if any) or a base if discovered. You can buy more probes at most
bases. |
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Menu The game menu
offers the options:- About The 'about'
screen shows game Version number, registration status &
thanks.
New Game Start a completely
new game (set your game options first). All planetary systems, bases and
ships, prices for trade goods and names are re-created. Note: Clicking
this button immediately begins a new game so don't click if you have a
game in progress.
Load Game Loads a
saved game file from the game folder by name. If you have more than 10
save game files in the game's installation folder only ten will be shown
and a message tells you how many files there are in total.
Save
Game
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Saves the game using the filename entered via the
on-screen keyboard ( up to 16 characters only) or via one of three quick
save buttons which save as save1.sav save2.sav and save3.sav
If a save file name already exists you will be prompted to
overwrite or enter a new name.
Save
game files are stored in the game's installation folder (by default this
is /program files/Space Treker). They are saved as 'savename'.sav and are
around 700Kb each.
if you need to delete save files go to the game install folder
using the file explorer and delete unwanted files. |
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Sounds
Sound on/off
& volume for effects & music plus choice of a sound track from one
of 3.
Note: The .mod files included with the game are free samples. I
have not charged for them within the registration price nor have I paid
anything for them.
The game obeys the PocketPC's master volume settings so
no sounds will be heard if you have sounds turned off on your PPC.
You
can place any .mod file of similar size to the default ones in the game
directory (rename the samples & name your file the same as the
original sample tune name, spacetune1.mod 2 & 3) |
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Game Options
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The 'PERFORMANCE'
slider is used to reduce or increase the
number of active particles in explosions. If you have a fast
PocketPC move this to the right for more particles. If your PocketPC
seems to run slowly during the tactical fighting sequences then move
this to the left.
The Easy,
Normal
and Hard
radio buttons determine how difficult your opponents will be plus
many other factors in the game.
The four buttons either side of your PocketPC's D-pad (the central
5-way control button) can be re-mapped to suit your own style of
play. Tap your stylus on the chosen radio button and then press the
key you want to perform the function. You must make all 4 keys
unique. Should your key selections prove un-workable come back here
and choose reset
keys to return to the default values. |
Game Manual
| A brief game manual consisting of
9 pages
of information on how to play and the controls used. The left &
right arrows move between the pages. This in-game manual includes a
getting started section. |
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Registration Allows you to enter your
registration code to open up all the features of the game. One
registration code is issued to each registered user for that person's
personal use on their PocketPC. If you change PocketPC and find that your
registration code does not work contact SundialSoft for help. New codes
will be issued to all registered users. Please retain your registration
email as proof of purchase. Registration codes may not be copied,
transferred or otherwise supplied to other persons or used on more than
one PocketPC at a time. The registration code is generated from the
PocketPC owner name which you are required to enter when you buy the game.
The name entered must exactly match that of the PocketPC. See 'Start,
Settings, Owner Information on your device. If your name is longer than 10
letters then the first 5 and last 5 characters are used. If your
registration fails then you should ensure that you have entered the
correct code and also check that the owner name in the PocketPC matches
the one supplied to the site where you purchased the game. If your code is
not accepted please contact SundialSoft giving as much detail as possible
to allow the problem to be fixed quickly.
Resume Game Returns to the active game
from the menu.
Exit Game Does what it
says but gives you the option to return to the game if tapped in
error.
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Stats
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You need to know how your ship is
holding together and STATS gives you an at-a-glance roundup of your
vital statistics. Your engines, shields, energy and armour are shown
graphically on the top part of the screen & other information
appears in text below including ship name, weapons, money
etc. |
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Hold :You can check available cargo and eject unwanted items
here. Tap on the button to cycle through all fitted cargo pods.
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Rank Find out how well you are doing. This screen shows your
rank, score and how much of the galaxy you have explored.
When you begin a
new game your rank is 'Flight Cadet'. In the game there are 10 ranks
including "Ensign First Class" and "Fleet Admiral"
but you will need to play the game to find out what they all are.
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Differences - SPACE TREKER I/II to III
Apart from the obvious change to 3D and the huge speed
improvement from C++ there are a number of long awaited improvements. A
full save game / load game facility is now included to replace the
original 'save ship'. A database of scanned or probed systems makes it
much easier to know where to go next. Money is now used instead of simple
barter making trading much easier to understand. Instead of lone planets
we now have proper planetary systems. Docking at a base is now very easy.
No more complex docking procedure. The Galaxy is larger & more
complex. All names are created using a name generator so that you will not
get the same race/planet & ship names coming round again & again.
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Acknowledgements The
3D in the game is mostly the work of graphics artist Aron Kerr or FOOP
CGI. Aron, I thank you. It has been a pleasure to work with you.
This game would not exist without the game creation toolkits
PocketFrog and PocketGL. My thanks and gratitude to Thierry & Pierre
for their software.
The sound system used in the game is Hekkus by
Thomas Maniero. Thanks go to Thomas.
Learning C++ was not an easy
process but it would have been much harder without the wonderful people on
the PocketMatrix forums. So many people helped that it's wrong to single
people out but even so I want to give special thanks to Dan East (both for
his technical knowledge and also for his patience with an old school
beginner) . |
| And finally a thanks to all those who gave of
their time to beta test the game. Your feedback and suggestions were
greatly appreciated. |