from: Apple II TextFiles http://www.textfiles.com/apple/ *)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*) (*) (*) (*) UNIVERSE II DOCUMENTATION (*) (*) (*) (*) Brought to you by: (*) (*) (*) (*) Dr. Fix (*) (*) (*) *)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*) These docs are verbatim from the manual, except where noted. Eight asterisks denote chapter titles. A phrase/word that has an asterisk on either side or is in all caps in mid-sentence is eithr bold-faced or italicized in the documentation. All caps on a single line delineate a major subheading in a chapter. "<|" and "|>" brace comments from me. Enjoy. ********INTRODUCTION********* THE STORY SO FAR ... *History* During the latter part of the First Stellar Expansion, is became evident that the technology from planets in the Home Cluster could not support the ever expanding colonization effort. The hyperdrive had opened an era of fast, economical travel between the stars. Journeys that used to consume decades could be made in a matter of days. However, the hyperdrive was not without its problems. Its unrefueled maximum range was a major limitation. After 3 or 4 hyperjumps, the ship would be completely out of the inhabited regions, with nowhere to refuel. Its fuel capacity was also part of thge second hinderance: the so-called "Mass Limit." Stated simply, it sets a severe limit on the maximum size of a spacecraft that can enter hyperspace. Because of these problems, the experts were predicting an end to the rapid expansion that had previously characterized Earth's emergence as an insterstellar civilization. In 2105, a research ship traveling through the far reaches of the Tau Ceti starsystem discovered a huge alien artifact. Entie scientific communities came to study the artifact and, several years latr, the purpose of the great machine was discovered. It was a hyperspace boostr. It had the capability to "push" spacecraft not tens but thousands of light-years. Since the booster itself did not enter hyperspace, ships up to the mass limit could travel a thousand lightyears with minimal power. Years of research continued. Why had the aliens abandonned the booster? Where had they gone? The scientists were unable to say. The booster contained a mapping sustem depicting millions of stars, but very few of them had recieved any special mention. Finally, the control system was deciphered and test flights were made. They proved the machine to be fully functional and technician's knowledge of the control system, adequate enough to allow regular use. The Second Stellar Expansion started. You are in a cluster of stars known as the Local Group. It is impossible to communicate with Earth because travel using the booster is strictly one-way. Up until 40 years ago, small capsules containing the latest news and technical examples used to arrive every month from the Home Clustedr. Then one day they stopped. There was no indication that there was anything wrong in the Home Cluster. The ensuing panic and fear in the Local Group nearly destroyed civilization; as it is, the LG has been divided into two mutually hostile govenments, set on the brink of war. Fortunately, 20 years ago, a second hyperspace booster was discovered at the planet Diftalpa, right in the Local Group. The second booster is currently being towed to Cetus Amicus, where is will be studied in greater detail. It is hoped that in the near future thre wll be two-way communication between the Local Group and the Home Cluster ... if the Local Group doesn't destroy itself first. *Who You Are* The Local Group has been divided into two governments, the Federated Worlds (FW) and the United Democratic Planets (UDP). Although trade and travel continue between the two governments, the situation is deteriorating rapidly. Almost 8 years ago, you "retired" from the Federated Worlds Special Forces (FWSF), an organization whose function is to gather intelligence data and perform covert operations within the United Decmocratic Planets. Now you carry the personna of a free trader from Vrommus Prime. Your cover is quite airtight. Occasionally, the FWSF provides you with money and special equipment, but only to send you out on a mission. Not all of your crew is even aware that you are anything else but a trader. So during your travels and missions, you're ging to have to earn a living. -------------------------------- ******* GETTING STARTED ******** -------------------------------- <| I skipped the game warranty & repair section and the paragraphs dealing with how to set up Universe II on your Macintosh, Ibm or Zenith. D.F.|> HOW TO USE THIS MANUAL This manual is broken up into 8 major sections. They are: INTRODUCTION, GETTING STARTED, PLAYING UNIVERSE II, FILE CONTROL, FLIGHT, STARPORT, DRYDOCK, and APPENDIX. *Introduction* contains the background history on which the game is based. *Getting Started* explains the game warranty and repair policies,<|sorry to deprive you of that|> how to boot the program and get it running on your particular computer, how to operate the user interface (pull down menus, buttons, mouse, etc.), and playing tips to help you jump right into the game withut having to go through the whole manual. *Playing Universe II* is a guide to the way the systems on your ship work in concert. It details the functions of the various systems availible for your spacecraft, your crew and what to do with them, insterstellar commerce, the on-board computer, astrogation, warfare, energyd and time, and your mission as a deep-cover agent for the Federated Worlds. *File Control* Explains how to create a new player file, check yuor disks for any errors, delete old player files, and save current player files. *Flight* describes the workings of each of the various sections involved in operating your spacecraft. *Drydock* describes all of the various services available at the orbital drydocks, including the Labor Mart, new parts, new supplies, and even purchasing a totally new spacecraft. *Starport* explains how to use the text parser, a user interface which allows you to: type in sentences to move about the starports, talk with other characters in the game, and find special clues to help you finish successfully. It also describes the Transaction Terminal, which enables you to buy and sell products, exchange ores for currency, accept and discharge passengers, and send your crew to a technical school to increase their grade. *Appendix* is a convenient collection of tables and data neede to play Universe II. It also includes a glossary, instructions on using the Universe electronic bulletin board, and an index. <| I cut the index because I didn't try to match the page numbers of the actual documentation, and I cut the bit about the Universe BBS because you use have to have an account based on your purchase of the game. |> We suggest that you read THE STORY SO FAR ... and PLAYING TIPS. Following that, you should read the entirre PLAYING UNIVERSE II chapter to understand the ideas behind each of the program sections. Then, you only need to read the sections in FLIGHT, DRYDOCK, and STARPORT as you need them. Enjoy! RUNNING UNIVERSE II ON YOUR COMPUTER APPLE II System Requirments Apple //e with a 128K 80 column board or Apple //c, 2 disk drives, optional Apple Mouse. *Starting Omnitrend's UNIVERSE II* Universe II is distributed on five disk sides labeled A,B,C,D, and E. To run Universe II, place disk A into drive 1 and turn on the computer. Disk A must not be write protected. The 128K 80 column board must be enabled so that the double hi-resolution graphics are active. See the 80 column text card manual for more information on enabling the double hi-resolution graphics. *Using the Menus With a Mouse* If you have a mouse connected to your computer, you can use it for selecting menu entries. To display a menu, point to its name on the white bar at the top of the screen and press the mouse button. Hold the button down and move the pointer to highlight the entry you wish to select. Once the pointer is positioned correctly, release the button. You may often see a window on the screen in which there will be one or two buttons. A button is a rectangle with a word in it such as "Continue". You may click that button by pointing to it with the mouse and pressing the button. *Using the Menus Without a Mouse* Too use the menus without a mouse, press the ESC (escape) key in the upper left corner of the keyboard. This will enable you to use the arrow keys to select the items in the menus. To move the pointer in a certain direction, just use the four arrow keys. When the item you want is highlighted, press the RETURN key. You may also use the key equivalents to select menu entries in the game. When you pull down a menu, you will see the apple character followed by a letter next to every menu entry. To select an entry, press either apple key (located on either side of the space bar) and the letter for that function. The apple key works in the same way that the shift key works, so you should press the apple key first and hold it down while you press th letter. It is not necessary to pull down a menu to use the key equivalents. You may often see a window on the screen in which there will be one or two buttons. A button is a rectangle with a word in it such as "Continue". To press a button with the keyboard, just press the key that corresponds to the first letter of the word in the button. For example if the work in the button is "Continue" the you may press the 'C' on te keyboard to press it. Note that buttons override menu entries, so if a menu function's key equivalent was "C" and the buttonn "Continue" were on the screen, pressng "C" would "click" the button instead of selecting the menu function. You may use either upper or lower case letters when using the keyboard. *Making Backups" We suggest that you make backups of disk sides B,C,D, and E. The disk with side A is copy protected, so you will neeed to... <| get a cracked copy. (I left out the mailing instructions, etc.) For those of you with Unidisks, you may want to consider buying this program... |> Omnitrend Software is offering a free game update for Unidisk 3.5 owners. When your original game disks have been received, we will mail you a 3.5" version of the game, which fits entirely on one disk. <| more mailing instructions that I left out... |> PLAYING TIPS These are a few playing tips to help you get started with Universe II. * Check the vidscomm frequently. * Many of your assignments and clues will come from listening to vidcomm messages. Don't forget that the government affiliation of the planet you are orbiting will determine which vidcomm messages you receive. * There is a drydock nearby. * When you are starting the game, take advantage of the drydock above Axia to obtain additional supplies and parts. * There is a starport nearby. * When you are starting the game, go down to the Axia starport and pick upsome products. Check the planet chart and the culture chart so you will know what products to buy and where to bring them. Hint: Zeath is a good place to bring products from Axia. * Be patient. * It takes some time to become familiar with Universe II. * Use the Save & Continue feature. * By frequently backing up your game, you can see whether a particular strategy works before committing yourself to it. * Check your ship's status frequently. * Go into C&S every so often and check your ship's damage levels, supplies and crew. Chances are someone will get a promotion. * Check if anyone is locked-on. * When you are orbiting a planet and ready to send shuttles or ore-processors down to the surface, you are rather vulnerable to enemy attacks. Make sure that no one is shooting at you before launching landers. * Talk to people. * It's a good idea to talk to everyone you meet in a starport. * Check in. * Check into the FWSF headquarters on Vromus Prime every so often. Admiral Bresheliah may have something important. * Plan ahead with crew, * You may find that it will save you money to purchase low grade crew early in the game, so that when you need high grades, you won't have to send anyone to expensive technical school. * Don't purchase too quickly. * When you are at a starport waiting to buy something, watch a single brand of product to get an idea of what a good price is. Many times, buying the first product you see won't yield much profit, expecially when you are paying premium price for it. * Check part requirments. * When purchasing a complicated system such as an ore processor, make sure that you have all of the accesories for using it (ex., pilots, marines, eneregy, resource scanner, programs, etc.) before leaving the drydock. This will eliminate many unnecessary trips. * What to do first. * When you begin the game your Agora class spacecraft is in the Hope starsystem, but not around any planet. Do a solar transfer to Axia, get into a low orbit, take the orbital shuttle down to the starport, get products and passengers for the planet Zeath, and then go there. From there, it's up to you! >>>>>>>>>>>>>>>>-- UNIVERSE II DOCS, part II --<<<<<<<<<<<<<<<<<< <<<<<<<<<<<<<<<<-- By: Dr. Fix -->>>>>>>>>>>>>>>>>>>> ----------------------------- **** PLAYING UNIVERSE II **** ----------------------------- This section of the manual illustrates the functions of the various compnents (or *systems*) of a state-of-the-art spacecraft. There are seven different types of systems. They are: Drive, Energy, Command & Support (C&S), Scanning, Lander, Weapon, and Mining. Notice that each spacecraft design available to you has these seven sections in it. The capacity of each of the sections determines the spacecraft design's primary goal. For example, ore processors and the ramscoop may only be placed in the mining section. If a spacecraft has a large mining section, such as the sutter, then it is primarily suited for minng. SPACECRAFT SYSTEMS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ All systems have several common characterisics. They are: *Damage Points (DP)* - This is a measure of the abount of damage that a part can take before it is destroyed. The higher the damage point level, the more likely the part will survive an attack. Damaged parts can be brought back to their original damage point level by an enginner or by the repair crew at a drydock. *Size* - The measurement of a part's bulk. The larger the part, the more room it will take to fit it in a section. *Visibility* - The measurement of how likely a part is to be his during an attack. This is based upon two factors: the part's size and the visibility modifier of the spacecraft section the part is inside. To calculate the part's visibilitym the appropriate section's visibility modifier is added to the part's size. For example, if you have a hyperdrive of size 5 in an Angora class spacecraft, its visibility wouold be 3, because the visibility modifier for the drive section is -2. This means that the drive section is concealed enough so that anything inside of it "appears" smaller to the outside than it really is and thus presents less of a target. The actual visibiliy of a part may never go below 1. *Sophistication* - This is the same as the sophistication of the drydock where the part was purchased. Only high-grade engineers and high sophistication drydocks can repair the most sophisticated parts. Typically, the sophistication parts are the best (and costliest). In addition, some systems have the following characteristics: *Partial operation* - Any system marked as such will operate at a fraction of its normal efficiency if damaged. The percentage of efficiency is calculated by dividing the current dp level of the part by its maximum dp level. For example, if a sub-light drive with 15 dp maximum and 500 gravities of acceleration is reduced to 11 dp, then its top acceleration is reduced to 367 gravities (11/15 =.734 and .734 * 500 =367). Note: partial operation will affect all of a part's functions adversely. *Constant drain* - If a system has the note "constant drain" in the Parts List, it will consume power even if it has been severely damaged, although it will stop draining if it is removed or destroyed. ** Drive Systems ** Hyperdrive - Used for interstellar travel. The only way to move from one starsystem to another is to use the hyperdrive. The hyperdrive is too inaccurate to use for moving from planet to planet. Sub-light Drive - Used to travel between planets within a starsystem. Unable to propel yoour spacecraft faster than light, the sublight is too slow to be used for moving between starsystems. Gravity Generator - Generates gravity for environmental and protective purposes. The gravity generator will also protect you from acceleration caused by the sub-light drive. ** Energy Systems ** Converter - A power generator that transforms Ore IV into energy units. Accumulators - Store energy units made by the converter. This system is primarily used whenn another system, such as the hyperdrive, requires a large amount opf eneregy at a rate much faster than the convertoer can produce. Essentially a large collection of batteries. Ore Storage - Holds the 4 different types of ore (I-IV). ** Command and Support Systems (C&S) ** Bridge - The command cneter of your ship. If the bridge is destroyed, the game ends. Crew Quarters - The living quarters and off-duty stations for your crew. Computer - The central computer for your spacecraft. It is very powerful, but not a true machine intelligence. Autodoctor - An automatic medical repair unit used for raising you and your crew's health percentage. Hibernaculum - A cold-storage unit for transporting passengers. The process is dangerous and you should expect to lose a certain percentage of the passengers upon revival. Vidcomm - The video communications device for your spacecraft. In this game it is limited to receive only. Messages are stored by repeater units in orbit around all of the habitable planets, so you won't miss any messssges that you might need. Cargo Hold - Stores cargo that you purchase down at the starports or that you capture from enemy vessels. Atmospehrics - The environmental control for your spacecraft. If this sustem is destroyed, everyone on the spacecraft will die. ** Scanning Systems ** Solar/Planetal Scanner - Scans the starsystem that you are in or the planet that you are currently orbiting. Resource Scanner - Scans the surface of habitable or airless planets for the best available mining site. High Definition Scanner - Provides a detailed scan of any spacecraft within your range. ** Lander systems ** Orbital Shuttle - Used to travel to and from starports, which are found on the surface of almost all of the habitable planets. ** Weapon Systems ** Missile Launcher - Powers and launches missiles at enemy ships. Missile Rack - The system of racks and conveyors used to store missiles and load them in the Missile Launcher. Enhanced Beam Weapon (EBW) - A type of highly destructive particle-beam weapon. Shield Generator - Generates a sphere of disruptive gravity waves around your spacecraft, lessening the effects EBW or missile hits upon your spacecraft. Docking Adaptor - Used only for docking and boarding an enemy spacecraft. It will adhere to the other spacecraft's hull and, if marines are deployed, burn a breach right through the outer hull. Electronic Countermeasure (ECM) - A variety of jamming equipment which renders your ship invisible to enemy scanners. Assault Capsule - A lander used on habitable planets with a population sophistication of 40 or greater when you wish to mine ore illiegally. The capsules are siimilar to the orbital shuttles, but they carry marines, are covered with armor, have a cannon mounted on top, and can land almost anywhere. ** Mining Systems ** Ore Processor - Another lander, this one greatly resembles a flying off-shore oil rig of the 20th century. Used to mine ores on habitable and airless planets. Ramscoop - A recently invented device which allows you to collect ore IV directly from the atmosphere of a gaseous planet. CREW: USE AND MAINTAINANCE ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Running a complex starship of the 24th century requires the aid of many skilled technicians. Although you are initially provided with a few crewmen, as ou expand your ship you will find the need to hire more. Each crewman has a number of characteristics on which they should be judged. Hiring the right crewman can make the difference between winning and losing. The characteristics for each crewman are: Health - A measurement of a crewmember's ability to perform his duty. If the health percentage reaches 0, the crewmember dies. Reduced health may result from battle damage, injury when moving dangerous cargo, and changing watch. A crewman with a health percentage of less than 70% may die of untreated injuries during any watch. This is especially true for older crewmen. Age - In the time period that Universe II depicts, a crewman's age runs from 20 to 130. All crewmen automatically retire when they reach 130. On a dossier, the promotion date is also the birthdate. Age primarily determines a crewman's ability to resist death from injuries. Older crewmen are more likely to die from untreated (below 70% health) injuries. Specialty - Every crewman has a specialty, which they may not switch. They are: Captain - The supreme authority on a spacecraft. Captains are invariably asomnigenated and technically always on duty. Astrogator - The person responsible for getting the spacecraft from one place to another. An astrogator's grade is especially important for hyperspace jumps. The higher grade astrogators will break the ship out of hyperspace much closer to the habitable zone of a starsystem, thus saving a great deal of time and energy. Gunner - The gunner is an expert on all the various forms of weaponry that your ship may carry. A superior gunner hs a greater accuracy with missiles and more skill in using ECM's. Pilot - The pilot is the person who flies the orbital shuttles, ore processors, and the assault capsules. All lander-type vehicles require one more pilot to operate. The higher-grade pilots' ships will receive less damage when descending through the atmosphere. In addition, when an assualt capsule is on the ground, the pilot mans the cannon and the higher grades are better shots. Pilots also move cargo to and fromm the cargo hold. Miner - They are the crewmen who land on habitable and airless worlds to mine the various ores. They are required to launch ore processors. The higher-grade miners (15 and above) will recover even more ore than the resource scanner indicated for the mining site. Since miners work in gangs, it is important to realize that their grades are averaged and that it is the average which determines a particular ore processor's ore recovery rate. Marine - Marines are used in two circumstances: boarding & ground assaults. When boarding an enemy spacecraft, the marine works as a individual, neutralizing enemy marines, providing cover fire or capturing control panels. During ground assaults, the marines move as a squad, neutralizing enemy ground squads and attacking enemy defense stations. All marines are outfitted with various types of exosuit armor and portable cannons. As a marine's grade rises, his ability to move and his accuracy of fire improve. Engineer - the fix-it man for your ship. Engineers are very expensive to keep, being the highest paid of all the specialties. As an engineer's grade rises, his speed and ability to repair the various ship-board systems improves. Grade - A measurement of a crewman's knowledge of his specialty. Grades run from 1 to 20, grade 20 being the highest. Once a crewmember has been hired, his grade will rise once a year. To speed things up, a crewman can be left at a technical school, where it will take much less than a year per grade (and several thousand credits!). Promotions - Promotions happen once a year, on the crewman's birthday. A promotion increases the crewman's grade and income. Once a crewmember's grade reaches 20, promotion day only signifies his next birthday. Income - Income is based on the crewman's grade and specialty. The pay scales are: Specialty | Base Income Raise Per Grade ------------------------------------------------ Captain | N/A N/A Astrogator | 15,000 750 Gunner | 10,000 600 Pilot | 7,000 250 Miner | 8,000 300 Marine | 4,000 1300 Engineer | 19,000 1000 Crew can be paid when entering a drydock, in the Pay Day section. Any crew member which has not been paid in over 60 days will quit. Watch - Watch determines which part of the day the crewman is on duty. The day is broken up into three 8 hour watches. Astrogators and gunners stand regular watches. Pilots, miners, marines, and engineers have special watches: They only work when their duties are needed. You as the captain, have undergone a process called asomnigenation. Asomnigenation alters the body's chemistry and makes it unecessary for you to sleep. Astrogators and gunners can also be asomnigenated. Anyone who is asomnigenated is on a "full" watch and are always available. **Provisions** One provision includes enough food, water, etc. to keep one person alive for one day. Usually it is convenient to think of the provisions supply in terms of days, that is, with the current complement of crew, how long before they starve. To calculate the number of provision/days, divide the number of provisions by the current number of crew. COMMERCE IN THE LOCAL GROUP ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ In the Local Grooup, the basic unit of currency is the credit. The credit has been fixed by the Interworld Trade Commision, at the famous Meeting of 2167, as being equivalent in value o one unit of Ore IV. Since Ore IV is a common substance, but tedious to refine, it provides a stable monetary base. Your primary goal, as an interstellar merchant, is to earn money. The four sources of revenue available to youuare: trading, passenger transport, mining, and orbital piracy. ** Trading ** The object of trading is to buy an item on a world where it is commonplace and relatively inexpensive and brin it to a world whose sophistication is from 1 to 10 points lower. Suddenly, your product becomes state-of-the-art and highly desirable. Multiply your profit times the 10 products you can carry per trip and you have a sizable amount of credits. Certain products are even more marketable. Not only will food/spice, lifeforms, narcotics, and jewelry sell at a starport 10 sophistication points lower than the point of purchase, they can be sold at starports up to 10 sophistication points higher than the point of purchase. This reflects the fact that these product types have a more universal appeal and that they are not as dependent on local technology. Products have several characteristics. They are: Name - This is the product's brand name. Type - The product's classification. Almost every culture has product types which are illegal to import. In the appendix is a list of the cultures and their illegal product types. Cargo Size - A measurement of the product's bulk. Sophistication - A measurement of the product's complexity. This figure is always the same as the product's planet of origin. At best, products appeal to a range of 20 sophistication points. This reflects the fact that products too simple for the buyer have been out-moded (no one buys grindstones anymore) and products that are too complex do not have the other supporting technologies required (an ancient Egyptian would not have any use for a television set). Price - The value of a product is based upon its sophistication and its original manufacturer's price (a figure you will never know exactly). Note that products up for sale at their planet of origin or on planets outside of the sophistication's range of appeal will be worth 0 credits. ** Mining ** Mining is a fairly straightforward way of earning money. It requires at least one ore processor, a mining squad, a resource scanner, a scanner program, and patience. In additio, depending on how intent you are in the pursuit of ore, you may need some assault capsules and their paraphernalia. Once the ore has been collected and refined, it is brought to a starport, where it can be exchanged for credits. The disadvantages of mining are numerous. High concentrations of ore are difficult to find. LAnding on airless worlds is usually very dangerous. The start-up costs in minng are very high, typically above 50,000 credits. ** Passenger Transport ** At every starport in the Local Grou there are people waiting for flights to other planets. You, as a merchant, are continually hopping from planet to planet. Equipped with a hibernaculum, you can carry these people for a fair amount profit, which is based on the distance and sophistication of the destination from your current starport. ** Orbital Piracy ** In many of the less-developed starsystems, complete anarchy in orbit is the rule. Properly outfitted, you can profit from this situation. Capturing another spacecraft, though, is not a simple process. You need to select a suitable target, scan it, and destroy its entire complement of crew and marines, all without destroying the ship. If it isn't possible to destroy all of the marines, you will have to send over some of your own and hope the can secure the ship. Once the target ship is captured, you will be able to take all of the credits, ore, and products on board... if you survive. THE ON-BOARD COMPUTER ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ In order to operate, your spacecraft must be equipped with an on-board computer. The computer controls many of the other systems on your ship. The speed of the computer is measured in *tevops per minute* (trillions of operations per minute). Program size is measured in the number of operations which must be executed in a complete run. So, to find the amount of time it takes for a program to completely run, divide the program's size (tevops) by the computer's tevops per minute figure. This will give you the time in minutes. The following is a list of the programs available for your computer: Hyperspace Navigation - Calculates the course, energy, time, and distance required to make a hyperespace jump. This program must be available for the hyperdrive to work. Normalspace Navigation - Calculates the course, energym and time required to move your ship anywhere within a starsystem. This program must be available for the sub-light drive to work. Autodoctor - Controls the autodoctor. This program must be available for the autodoctor to work. Hibernaculum - Controls the freezing and thawing of passengers in the hibernaculum. Thie program must be available for the hibernaculum to work. Solr/Planetal Scanner - Interprets the data gathered by the solar/planetal scanner. This program must be available for the solar/planetal scanner to work. Resource Scan - Interprets the data gathered by the resource scanner. This program must be available for the resource scanner to work. High Definition Scan - Interprets the data gathered by the high definition scanner. This program must be available for the high definition scanner to work. Shuttle Guidance - Controls the ascent and descent of orbital shuttles. This program must be available to launch orbital shuttles. Ore Processor Guidance - Controls the ascent and descent of ore processors. This program must be available to launch ore processors. Assault Capsule Guiudance - Controls the ascent and descent of assault capsules. This program must be available to launch assault capsules. Missile Track - Aims and launches missiles at a target object. This program must be available to launch missles. EBW Track - Aims and fires the EBW at a target object. This program must be available to fire the EBW. ECM - Controls the ECM unit. This program must be available for the ECM to function. Athena IRS - The information retrieval system program. This program contains hundreds of important facts and figures which can be recalled by typing a key word. When you sell a computer, all of the programs you have purchased for it will be lost. Once a program has been purchased, there is no way to remove it short of selling the computer.