Star Fleet 2: Krellan Commander manual
- Star Fleet 2: Krellan Commander
S T A R F L E E T I I
NEW FEATURES OF VERSION 1.5*
*Note: The last released version was Version 1.1. Versions 1.2-1.4 were
reserved for Interstel in-house use only.
NEW COMMANDS (see changes to Battle Manual below for detailed descriptions)
* CONTINUOUS TORPEDO FIRE (BARRAGE) [Alt][B]
Orders weapons control to fire torpedoes automatically when loaded
and targeted without requiring a specific firing command.
* HELM MANUAL OVERRIDE TOGGLE [Alt][H]
Enables you to switch temporarily to manual navigation without losing
your current nav target (eg. for engaged in combat on your way to a
* QUICK SAVE [Alt][Q]
Enables you to save the game in progress without going into the Save
command via the Computer menu.
* EXIT TO DOS [Alt][X]
Enables you to exit directly to your DOS prompt rather than going to
the Sign-On Options menu as when you use the Quit command.
* PLANET BASES DATABASE TABLE [C]/[I]/[B]
Shows you data about the bases that have been established on planets.
This helps you locate the nearest base with needed supplies, etc.
* PASSWORD MODIFICATION CAPABILITY (see Officer's Manual Changes below)
Enables you to view and change the password of any of the Fleet
* MESSAGE TIME DELAY COMMAND (in Planetary Invasion Module)
Allows you to alter the delay between messages during an Invasion.
* HOLD FIRE REQUEST
You can request (or order) other Krellan ships & starforts to hold
their fire, making capture of the enemy easier.
* LOG ON ANOTHER PLAYER ([L] in Sign-On Options Menu)
From the Sign-On Options menu, you can log on a different player
without having to restart the game.
OTHER NEW FEATURES
* The Krellan ship Ship's Data box now also shows the amount of cargo
carried, if any.
* The time displays now shows time to two decimal places (ie. 1/100 ths of a
* Response to Keyboard Controls has been improved.
* Sound effects take into account CPU speed for consistency.
* After completing a planetary invasion, the summary screen now shows all
the legions that participated (ie. were in orbit), their strength and
battle honors earned for the invasion.
* You will be informed when a legion is destroyed during your invasion of a
planet (ie. when the last cohort is destroyed).
* The single key response for menu commands is now highlighted in a
different color as well as being capitalized.
* You can move the Target Designator while the Nav. Targeter Box is on
the screen. In the star maps, if you try to move the TD into the area
covered by the Targeter Box, the Targeter Box will automatically move
to another part of the screen.
* Hull damage indicator has been added to Main Display in the Damage box.
* When the Target Designator Box (TDB) appears in the Tactical Display
during a teleporters or scanners command, a TARGET ID box will appear
below the Tactical Display. In this box will appear the identification
of the object inside the TDB as you move it. This especially
streamlines the process for teleporting materials or personnel.
* In the material and personnel transfer boxes under teleporters, the
actual ID number of the target is displayed instead of the word
* If you try to leave orbit or starfort without having set your escorts
to a formation, you will be given the opportunity to do so, without
having to go through the menus to reach the Escort Formation command.
* Your ship reorients itself to a 0 deg. heading (in the star system
coordinate system) when it enters orbit. This is so the Orbital
Display angle indicators and the LRS match up with the System Map
orientation, which makes it easier to determine departure angles.
* All Krellan ship names are now given in English translations rather
than the original Krellanese to aid in identification.
* When you destroy a starbase, a table will appear showing the numbers
and types of ships inside the starbase that were also destroyed.
* When you select to display the orders on the Space Forces table in
Strategic Command, it will keep displaying orders until you deselect
that mode. Previously, pressing any key would remove the orders.
* When a rendezvous is set up with another ship, you will be told how
long it will take to reach you, and the estimated time of arrival.
* Your system colors (at the DOS prompt) are restored when you exit the
* An alternative screen i/o method has been provided for problem machines.
* NOTE: non-graphics adapters are no longer supported. The
alternative methods for handling boarding and orbit control/invasions
have been eliminated to save memory. You must have CGA or better
graphics to use these features.
CHANGES TO THE OFFICER'S MANUAL, Vol. 2
* 1.2 YOUR MISSIONS (p.2)
In TABLE I, YOUR COMMAND for the rank of Sub-Commander should not include
"invasions". At this rank you only command your ship and escorts.
* 2.1 THE RIGHT HARDWARE (p.3)
STAR FLEET II requires at least 473,000 bytes of FREE memory (as
indicated when you run the DOS program CHKDSK). We recommend that you
set FILES=20 and, BUFFERS=5 (512K) or BUFFERS=10 (640K), in the
CONFIG.SYS file on the root or boot-up directory. It is best to
remove all large TSR programs, even if you have 640K RAM or more. Be
sure that the DOS program SHARE is NOT installed. It is also
recommended that if you have a VGA graphics card that you set it to
EGA emulation mode before running STAR FLEET II (see your VGA card
manual for instructions). It is not necessary, but will give better
DO NOT RUN UNDER MICROSOFT's WINDOWS OR SIMILAR SHELL PROGRAMS!
* 2.2 INSTALLATION (p.3)
You can also use a single high-density 3-1/2" or 5-1/4" blank disk to
install the game on. The manual erroneously has a 1.2mb after hard disk.
* 2.3.1 Star Fleet Security System (p.4)
This security check will only appear after you have selected to start
a new mission (from the Sign-On Options menu). Resuming a saved game,
and the other Sign-On activites do not require the security system
* Enter last name (p.5)
The wording of this has been changed to "Enter your name". If you
enter the name "Manager" with password "Fleet", you will be given the
opportunity to modify the password or permanently delete any of the
players from the fleet (see 126.96.36.199). Follow the instructions on the
screen. When you exit from the Manager function, you will be returned
to the "Enter your name" prompt, so you don't have to restart the
* 2.3.2 Sign-On Options Menu (p.5) For new recruits only: after
you have chosen your password, you will be taken directly to review
the default settings (see 188.8.131.52) before going to the Sign-On
Options menu. Be sure that the correct keyboard is selected.
New option: "L" allows you to log on another player without having to
restart the game.
* 184.108.40.206 Change the Default Settings - Option [C] (p.7)
Screen mode - Norm (fast direct output); Alt (BIOS method - slow)
* TABLE III: KEYBOARD COMMANDS (p.15)
The following commands have been added:
[Alt][B] - Continuous torpedo fire toggle when bombardment is not set
[Alt][H] - Helm Manual Override toggle
[Alt][Q] - Quick Save
[Alt][X] - Exit to DOS
* TABLE IV: INVASION CONTROL KEY COMMANDS (p.16)
The following command has been added:
[Alt][X] - Exit to DOS
CHANGES TO THE KRELLAN COMMAND & BATTLE MANUAL
* 2.0 Main Display (pp.5-9)
The HULL PN (hull penetrated) warning comes on when the hull penetration
level reaches 50%. A hull damage indicator bar has been added to the
systems status area (#12) of the main display, which has been
enclosed in a box labeled "DAMAGE". Bright yellow in the bar
indicates the percent of hull damage (increments for every 10%).
The "TB" indicator has been moved to above the alert status indicator
and next to the "SS" indicator (#6).
The continuous torpedo fire indicator "cont" has been added to the
right of the torpedo status indicators (#13).
Time is shown to two decimal places (area 3) instead of one.
* 3.2 Keyboard Commands (p.13,14)
[Alt][B]: Planetary Bombardment / Barrage (Continuous Torpedo Fire)
When in orbit and bombardment is set (salvo or continuous), then this
is the bombardment command as specified in the manual. At other
times, if you are in red alert, then this command is the Barrage or
Continuous Torpedo Fire toggle. When active, a flashing "cont" will
appear next to the weapons status indicators on the main display. In
this mode, each torpedo tube will fire as soon as it is loaded and has
a target. If you drop out of red alert, then this command will
automatically be cancelled, or you turn it off manually by toggling the
[Alt][H]: Helm Manual Override Toggle
Overrides your currently set navigation target and allows you to use
manual navigation control (4.2). When the override switch is active, the
current nav target will flash in bright white. When it is turned off,
the ship will immediately resume course towards the set nav target. This
switch is particularly useful for engaging in combat while on your way
to a destination, such as a planet.
[Alt][Q]: Quick Save
This enables the game to be saved at any point without having to go into
the menu selection process (7.4.2). If you have not previously saved
the current mission, you will be prompted for the filename as in the
standard Save command. However, if the game has already be saved, then
this command will save the game using the previous name without
overwrite confirmation. Once the game is saved, you will receive a
message box informing what path and name the game was saved under. If
you wish to save it under a different name than previously, then you
will have to use the standard Save command ([C]/[S]/[S]).
[Alt][X]: Exit to DOS
This provides an immediate end to the current game and exits you to the
DOS prompt, unlike the Quit command (7.4.5), which returns you to the
Sign-on Options menu. After executing this command, you must confirm
that you really do wish to exit. Be careful, exiting the program will
lose everything that has happened since the game was last saved. The
normal way to end a mission in progress is to use [Alt][Q] to save the
game, then [Alt][X] to exit to DOS.
* 4.3 NAVIGATION TARGETER (Automatic Navigation) (p.16)
You can only set automatic navigation (using the Target Designator Box)
from the System, Navigation Star Map and War Map, and NOT from the Main
Display (the only exception is setting a Pursuit Target (220.127.116.11), which
can ONLY be done from the Main Display). Also, you can call up the
Targeter option and then move the TDB to the target, and not necessarily
the other way around as stated in the manual.
In the third-last paragraph: "To examine another location...Targeter,
just move the TDB to the other location. To enter..."
* 4.4.3 Establishing Orbit (p.20) & 4.4.4 Docking (p.21)
You no longer have to be in the main display to be prompted for
entering orbit or docking when you arrive at your target.
* 4.5 HYPERSPACE TRAVEL (p.21)
On the fifth line: "When your ship reaches the edge of the system AND
HAS A VELOCITY OF 0.9, it will automatically jump into hyperspace...
have set. NOTE THAT IF YOU REACH THE EDGE WITH A VELOCITY LESS THAN 0.9
(e.g. DUE TO SUBLIGHT ENGINE DAMAGE) YOUR SHIP WILL OSCILLATE AROUND THE
EDGE POSITION WITHOUT MAKING THE JUMP INTO HYPERSPACE. If you are moving
from...hyperspace immediately AFTER REACHING A VELOCITY OF 0.9 instead
* 18.104.22.168 Orbit [N]/[H]/[O] (p.35)
The [Shift][up]&[down] keys change the orbit you are in, not the
orbital altitude as stated in paragraph 2. eg. if you are in a high
orbit, then [Shift][down] puts you in the medium orbit, whereas
pressing [Shift][up] while in the medium orbit would put you in the
high orbit (the orbital altitude will be anywhere in the range of the
* 22.214.171.124 Emergency Hyperspace Maneuver [N]/[H]/[H] (p.36)
The hyperspace manuever shunts 20 units of power (instead of 50). The
computer will only allow this maneuver if you have at least 50 units of
power available (inluding emergency cells). Your escorts, if any, will
be left behind.
* 5.1 DAMAGE CONTROL (p.37,38)
The Status (5.1.1) and Repair (5.1.2) options have been eliminated.
Instead, when Damage Control is selected, the Status table will
appear and you can allocate repair teams as in the Repair option.
Sublight engines will show amber status if their operational
capability falls below 90%, since that is the point at which their
performance is degraded enough to prevent a jump into hyperspace.
* 126.96.36.199 Mission Descriptions - Establish Base (p.41)
Bases will also be supplied with torpedoes and sensor probes by
visiting supply ships. When you orbit, the base can provide you with
what you need, not just supplies.
* 5.2.2 Boarding Parties (p.42)
If you capture a starbase, any UGA ships inside the starbase at the time
will be destroyed by their crews before they surrender. However, you
will receive credit for their destruction. Any captured UGA ship or
starbase becomes non-combatant, ie. they will never fire their weapons.
A captured starbase can be used to resupply energy and supplies, and
once they have been visited by supplyships, you will also be able to
obtain torpedoes and probes there. You can dock with a captured starbase
just as you would with a starfort.
* 5.2.2 Boarding Parties / Kill option (p.42)
If you elect this mission for your teams to board a surrendered ship,
then the enemy marines will fight back instead of laying down their
arms. You should send over a full strength boarding party.
* 5.2.2 Boarding Parties / Hit and Run option (p.42,43)
If you choose this option, the Boarding Display will NOT appear. A single
boarding team of 10 shock troops is sent over and you will receive a report
of their success or failure.
* 5.2.2 Boarding Parties (p.43)
Delete the NOTE at the top of the page - you must have graphics
capability to conduct boardings.
* 5.2.3 Personnel Transfer [E]/[T]/[P] (p.46) &
5.2.4 Material Transfer [E]/[T]/[M] (p.47)
The label "TARGET" in the display box (Fig.19) has been replaced with
the actual ID number of the destination.
* 6.1 Phaser Control [W]/[P] (p.50)
When your phasers are de-energized (eg. when Red Alert is cancelled), the
power in the phasers bank (usually 100 units) is returned to main reserves
with a 10% loss.
* Figure 22. Computer Control Command Menu (p.54)
Planet Bases has been added as Section 7.3.4, and Intelligence with its
sub-boxes becomes Section 7.3.5.
* 7.1.2 COMBAT STATUS - Krellan [C]/[C]/[E]/[K] (p.56)
The abbreviation for Torpedoes in the table has been changed from
"Trp" to "Tor" to avoid confusion with the abbreviation for
Troopships ("trp") in the same table.
* 7.3.4 Planet Bases [C]/[I]/[B] (p.58)
This command allows you to display the following information about all
Krellan planetary bases in the region:
Planet : The planet id#
RgLoc & SyLoc: The regional and system locations of the planet
Crew & ShkTrp: The number of regular crew and shock troops manning the
base, including your landing parties as well as other
ships' landing parties. A base on a Krellan populated planet
normally consists of 100 crew and 50 shock troops. These
personnel are available as crew replacements.
Energy : The amount of energy stored available for your use. Some
bases have an infinite supply.
Supplies : The amount of supplies available. If the planet has
supplies available, then this is an infinite amount.
Torps : The number of replacement torpedoes in storage.
Probes : The number of replacement sensor probes in storage.
Status : The LP/base status (7.3.1). An additional status is
"UNMANNED". Unmanned bases can still provide material
that is in storage.
* 7.3.4, 188.8.131.52, 184.108.40.206 changed to 7.3.5, 220.127.116.11, & 18.104.22.168.
* 22.214.171.124 Mission Tally (p.59,60)
The number of slaves earned for capturing a planet is 10 times the tech
level of the planet and not always 100 (eg. for TL 7 planet you will
earn 70 slaves). You will also earn at least 100 Krels for capturing a
planet (the actual amount depends on the worth of the planet as
determined by Imperial Fleet HQ). In Version 1.2+, you are also
penalized for the destruction of cities and loss of legions. In the
losses section appear Escorts Lost, which for the Krellan side means
destroyers, and Ships Lost, which means all other ships (battlecruisers
and transports). In your personal tally, your own battlecruiser is the
only "Ships Lost" you can lose.
* 9.3.4 Communications/Krellan Ship & 9.3.6 Starfort (p.66)
A new message option has been added: "Hold Fire". Below Prefect rank,
this is strictly a request that they do not fire at the enemy,
allowing you to gain the glory or effect a capture. Battlecruisers
are likely to ignore your request, but destroyers & starforts may be
obliging, at least until they receive a hit or enter hyperspace. For
local ships with you being a Prefect, or any ships/forts with you a
Sub-Admiral or higher, this is considered an order, not a request.
It will stay in effect until you cancel it or they enter hyperspace.
* 10.1.1 Space Forces (p.69)
Change the last sentence in the first paragraph from "Press any key
to remove the orders window." to "Press [O] again to remove the
orders window.". The program now keeps the orders mode active until
turned off, even if you change to a new page of ships.
* 10.1.1 Space Forces / Data Option (p.70)
In Fig.27, the (100%) after Supplies should be replaced by the new parameter
CARGO. After the cargo value may be an identifier: P means power units, and
S means supply units (ordance & equipment for troopships).
* 10.1.1.1 Krellan Command Philosophy (p.72)
Battlecruisers are only required for an invasion if the planet is Tech Level
6 or 7, or has planetary shields.
* 10.3.2.1 Orbiting an Enemy Planet (p.75)
Delete the options for non-graphic computers - you must have graphics
capability to conduct invasions or withdrawals.
* 10.4.1 (Escorts) Formation (p.77,78)
When escorts dock or enter orbit as a group at your request, their formation
is reset to "none", but their previous formation is saved (and designated by
an "S" next to the formation number). When you leave orbit or undock, you
will be asked if you want the escorts to resume their previous formation. If
you assign a new formation while docked or in orbit, the old formation is
* 13.3 Invasion Control / 3) Zone Maps (p.90)
The colors of the background for the small zone maps stated in the manual
are for the CGA version. In EGA, a red background indicates enemy controlled,
while white indicates the zone has been captured.
* 126.96.36.199 (Invasion Control) Quit (p.91)
This option returns you to the Main Display (main bridge) and does not exit
you out of the program. It is equivalent to pressing [Esc] from the Orbital
* 188.8.131.52 (Invasion Control) Delay (p.91)
This option allows you to set the delay interval between messages during
an invasion. A box will appear showing the current delay (default is 3.0
sec). Use the [+] and [-] keys to increase or decrease the delay by 0.5
second increments respectively. [Enter] implements the displayed delay.
To exit without changing the value, press [Esc]. You can change the
delay without calling up this command by simply pressing the [+] or [-]
key, which will display the box showing the new delay time.
* TABLE II: INVASION CONTROL KEY COMMANDS (p.96)
The following should be added:
[Alt][X] Exit to DOS
[+] & [-] Increase or decrease the message delay time by 0.5 sec.
* Section 15 (p.105)
Line 2 of the first paragraph should read "...the universe at his or her
* 15.1 Stars and Planets (p.105)
A UGA colony is defined as a UGA planet of Tech Level 7.
* Power and Supplies Management (p.109)
In the second-last paragraph, it should read: " Emergency cells are
recharged at the rate of 2% of full capacity every 0.05 days...power
usage of your main energy supply will be increased by 10%."
* Nebula Class Supply Ship (p.111)
The torpedo capacity has been increased to 64 and the obliterator pods
capacity has been decreased to 4. The maximum capacity of energy units
held in cargo is 5000.
* Mammoth (Avenger) Class Supply Ship (p.112)
The name of this class should be Mammoth Class, not Avenger. The Avenger
is a Krellan battlecruiser. The maximum capacity of energy units
held in cargo is 5000.
* Protector Class Starfort (p.113)
The maximum docking capacity of a starfort is:
3 battlecruisers, 12 destroyers, 10 transports (troop or supply)
Each of the ship types has its own unique dock, so a starfort with 0 battle-
cruisers or transports, but 12 destroyers, cannot admit another destroyer.
* TABLE XII: Characteristics of the Enemy Fleet (p.117)
The phaser range of 7 listed under Starliner should be under Starbase.
Freighters have a maximum energy cargo capacity of 10000 units. The
value of other cargo varies.
* Index (p.145)
planet bases 58
prize crew 45
Pursuit/navigation 36 (not 35)
UGA colony 105