GETTING STARTED WITH BRIDGE CREW sw1.12e

This file details a Quick Start method to get up and running with four
players. If you just want to plug in one terminal or PC then you
should read the file ONESTART.TXT

Welcome to BRIDGE CREW and the world of co-operative computer assisted 
science fiction roleplaying. When configured with three or four terminals,
BRIDGE CREW can provide many hours of fun for the players. The atmosphere
of the bridge of a space combat vessel can be created and the roleplaying
and tactical aspects of the game will flourish. We at Mithril Software
hope you will take the time to learn the commands and put the effort
into cabling terminals and PCs. BRIDGE CREW is lots of fun and is best
enjoyed with a group of friends.

Attached is a simple list of things to do to get up and
running with four players using the shareware version of bridge crew.
You should read each step and do them in order.  If you do this,
you will 'enjoy' all that this program has to offer.

1.   Read this file first.
     Read this file, read all the steps and ensure that you
     have all necessary hardware, people and knowledge.

     If you wish to plug in only one terminal or pc then you should 
     read ONESTART.TXT

2. You will need the following hardware:

     One IBM compatible 386 computer with VGA graphics, 530K
     of available memory, about 6 megabytes of available
     disk space and MSDOS 5 or MSDOS 6. This computer must
     have two serial ports - standard COM1 and COM2. This
     computer will hereafter be refered to as MM (the Main
     Machine).

     Two IBM computers of almost any type with 512K of
     available memory.  We have used 286s and XT's in testing.
     These machines must each have 2 serial ports.
     These machines will be used to run the BCTERM terminal emulator
     and will hereafter be called BCTERM-A and BCTERM-B.

     Two dumb serial terminals OR two IBM compatible PCs
     able to run the VT100.EXE program supplied.  These
     machines need about 400K of memory and one serial port.
     If you don't have the additional IBM compatible
     machines or dumb terminals, you could use two computers
     of almost any type running simple VT100 terminal emulators.
     Macintosh, Amiga and Atari-ST computers have been used.
     These machines will hereafter be called DUMB-A and DUMB-B.

     Four Null modem cables.  NOTE - You must have the right
     plugs and sockets on them (normally DB25 or DB9 male or
     female) This will depend on what type of serial ports
     the MM, BCTERM-A, BCTERM-B, DUMB-A, and DUMB-B have.
     The morale here is either to obtain the cables after the terminals
     and PC's, or to purchase a good selection of gender benders
     and 9pin to 25 pin converters.

     FIVE People, one to act as Captain, one to act as GM
     and three to act as crew.

2.   Now we will physically arrange the hardware

     Place the hardware in such a way that the operators of
     BCTERM-A, BCTERM-B, DUMB-A and DUMB-B can all see the
     VGA Display of MM.

     This is normally acheived by placing them round a big
     table with MM's display at one end of the table.

     The captain's chair should be placed in such a location
     that he/she can see the VGA display of MM and any
     orders he/she gives can be clearly heard by the
     operators of BCTERM-A, BCTERM-B, DUMB-A and DUMB-B.

     Your layout (around a table) could look something like
     this:

                    _____________
                    |           |
                    |    MM     |
                    |   Screen  |
                    |___________|
                         | |
                     ___________
                    /MM         \
                   /             \ BCTERM-B Player 2
     GM /BCTERM-A /               \
                  /                \ DUMB-B   Player 3
Player 1 DUMB_A  /                   \
                /______________________\
                       Captain

3.   Now you will do the necessary cabling

     3a.
     Run a null modem cable from COM1 on MM to COM1 on
     BCTERM-A

     3b.
     Run a null modem cable from COM2 on MM to COM1 on
     BCTERM-B

     3c.
     Run a null modem cable from COM2 on BCTERM-A to DUMB-A

     3d.
     Run a null modem cable from COM2 on BCTERM-B to DUMB-B

     Note, if DUMB-A and DUMB-B are IBM PCs, run the cable
     to COM1.

     In theory you have now done the cabling.

4.   Now you will unzip and install the software

     Run PKUNZIP in the C:\ directory of MM with the
     -d option. This will place the files in their 
     proper subdirectories.

     eg   >PKUNZIP -D BCFILES.ZIP

     This will unzip a heap of files into two directories
     C:\UNIVERSE and C:\BCREW. It will also create two 
     subdirectories below c:\bcrew. These will be 
     DOCUMENTS and TERMINAL, where the manuals and bcterm
     files will be stored, respectively.

5.   Now we will install BCTERM onto BCTERM-A & BCTERM-B

     Create a C:\BCTERM directory on BCTERM-A and BCTERM-B
     eg >MD BCTERM

     Get a spare formatted floppy disk that can be read by
     MM and BCTERM-A and BCTERM-B. Copy onto it; BCTERM.EXE,
     BCTERSET.EXE and BCTERSET.DAT from the directory 
     C:\BCREW\TERMINAL
     
     eg >COPY BCTERM.EXE A:
     eg >COPY BCTERSET.EXE A:
     eg >COPY BCTERSET.DAT A:
     
     Copy these files into the \BCTERM directories you created 
     on BCTERM-A and BCTERM-B .
          eg >COPY A:BCTER*.* C\BCTERM\*.*
     
     You can test the success of this by executing the
     following commands on BCTERM-A and BCTERM-B which will
     run the BCTERM.EXE terminal emulator.

     >C:
     >cd \BCTERM
     >BCTERM
     
     If sucessful you will see a screen with three areas;
     one labelled REPORTS, one labeled MESSAGES and one
     labled INPUT.
     
     To exit this program use ALT/X (press ALT key and while
     it's depressed press the X key).
     
     In theory you have now loaded the software for BCTERM-A
     and BCTERM-B.
     
     NB:  It is possible to run BCTERM from a floppy disk.

7.   I know it's a lot of work but it's worth it!

     You are doing well to have got this far, now for the
     last few steps to fun.


8.   Now we will configure DUMB-A and DUMB-B

     If you are using PC's as DUMB-A and DUMB-B you must
     copy the file VT100.EXE (found in the TERMINAL 
     directory) onto them. You run this with the command 
     >VT100 COM1

     If you are using Dumb serial terminals, Amiga, Atari or
     Macintosh PCs, configure them to emulate VT100s and
     ensure that they are set to 9600 Baud, No Parity and
     One Stop Bit. Note: BRIDGE CREW doesn't use any flow
     control at all.

     In theory you are now ready to run BRIDGE CREW.


9.   You can safely ignore this step if you have done everything 
     exactly as above.

     Now you may wish to vary the setup from the standard.
     This is realy for hackers and should be avoided by the novice.

     By Running BCREWSET (on MM) you can configure more or different
        terminals or run them on different ports. (or use a multi port
        card - see the other documentation for this).

     By Running BCTERSET (on BCTERM-A) you can change the BCTERM
        layout and function keys. (or com ports)

     To enable sound effects on BCTERM-A, print and follow the
     documantation in SOUND.TXT


10.   Running Bridge Crew

     The GM should go to the keyboard of MM and type
     >C:
     >cd \BCREW
     >SW112 PUB1.SSW
     
     He or she will then see a copyright message.  Press
     return to get past it.
     
     If all went well, a message starting with the phrase
     'Macros have been loaded' should appear on DUMB-A, DUMB-
     B, BCTERM-A and BCTERM-B.  In addition, the main
     display of MM should go black and show a silhouette of
     a starship labled F0 in the center. At the left of the
     screen is a text status area.
     
     All of the terminals (BCTERM-A, BCTERM-B, DUMB-A and
     DUMB-B) should now respond to a WHO command (type WHO
     and then press Enter).  The Response to the WHO command
     will tell you the terminal number.  This should be
     noted by the operator who will need to tell the
     security officer later (so that his or her bridge
     position can be assigned). One of the ports will be
     identifiable as the GM by the message, 'You are the
     primary GM'.  This is the GM's terminal. (normally this
     will be BCTERM-A).
     
     The GM can now allocate the security of the ship to the
     security officer by the command SECUR ptnum, where
     ptnum is the number (from the WHO command) of the
     security officer's terminal.
     eg SECUR 2
     would allocate security to the officer on port 2.
     
     The GM can start play with the command UNFREEZE which
     will allow the starship K1 to attack the players SHIP
     F0
     
     The security officer can use the GIVE command to
     allocate bridge positions to the crew.
     
     All crew can use the RECON command to list objects on
     the sensors (initialy nothing will show on sensors).
     All crew can use the THINGS command to list all objects
     that they know about in this universe (initially K1 and
     F0)
     All crew can use the REPORT FUNCTIONS command to list
     the status of the ship's functions (initially all
     functions are at 100%)
     All crew can use the REPORT SHIP command to list the
     general status of the ship (should be ok initially)
     
     Once the security officer has given out the bridge
     positions (using the GIVE command 'eg GIVE HELM 3') the
     officers concerned can do as follows:
     
     The BEAM officer can use the CHARGE, BLOCK, REPORT BEAM
     and BFIRE commands to shoot at the hostile ship K1 (on
     the captain's orders of course).
     
     The MISSILE officer  can use the LOAD, MLOCK,
     PROXIMITY, REPORT MISSILE and MFIRE commands to shoot
     at the hostile ship K1 (on the captain's orders of
     course).
     
     The HELM officer can use the COURSE and SPEED commands
     to control the ship.  Also the MODE and SCALE commands
     can be used to change the main display.  Oh yes, and
     the VIEW command will be needed to keep F0 in the
     center of the screen!, TRACK is usefull to.
     
     The Other officers are not essential and can be learned
     at the crew's leisure (science and damage control are
     pretty useful).
     
     To really get a handle on these commands you should
     print a copy of the document PLAYER.TXT. All players
     could also use a copy of the ready reference sheets
     PLREF.TXT.
     
     The GM should read GM.TXT and print a copy of
     GMREF.TXT.
     The gm should be familiar with the comands LOCATE,KNOW,ACTIVATE
     XMIT, MISSION, SIDE, GIVE, SECUR, MOVE, RMOVE and DMOVE as a minimum

     NOTE for non ansi terminals the commands 
     >TERM BS ON
        and
     >TERM BS OFF
     can be used by players on DUMB-A and DUMB-B to use an ascii
     backspace rather than an ansi backspace (unfortunately this
     has to be done each time Bridge Crew is re-run).

     NOTE the HELP (and XHELP for GMs) command is designed only to
     assist with Syntax, not to be an instruction on how to play the
     game. I strongly suggest printing and reading manuals.

     NOTE to stop the game press # on the MM's keyboard.
     NOTE & is used to clear pause and helm hit messages.

----------------------------------------------------------------------

SUPPORT

While there is no official support for BRIDGE CREW version sw1.12e
You can contact David Readman on the internet and if he has time he
may answer your query his address is JAGUAR@WERPLE.MIRA.NET.AU


-----------------------------------------------------------------     
Example of play with example commands beside it:
-----------------------------------------------------------------

The Cast of Players:

GM Game Master (port 0)

WHERIT, Ensign Wassa     Helm Officer and Science officer
(Port 1)

RAMBO, Officer Sir Missile Officer and security officer
(port 2)

GUNS, Boans Macoy   Beam Officer (port 3)

SKIPPY, Captain Skua     Captain (no terminal, he just
stares at MM Display)

Person    Action - "Spoken"          Command Typed
-----------------------------------------------------
GM        "You are running."         at dos
                                     >sw112 pub1.ssw
-----------------------------------------------------
GM        Deciding to put k3 in      (on GM's terminal)
          rather than k1.            LOCATE
                                     DEACT k1
                                     ACTIVATE K3
-----------------------------------------------------
GM        "Who's on security?"       
-----------------------------------------------------
RAMBO     "Me on port 2."            WHO
-----------------------------------------------------
GM        "You have security."       SECUR 2
-----------------------------------------------------
RAMBO     "Who wants what?"          
-----------------------------------------------------
WHERIT    "Helm and Science to port  WHO
          one please."
-----------------------------------------------------
RAMBO                                GIVE HELM 1
                                     GIVE SCI 1
-----------------------------------------------------
RAMBO     "Done, Next?"              
-----------------------------------------------------
GUNS      "Beam to 3."               WHO
-----------------------------------------------------
RAMBO                                GIVE BEAM 3
-----------------------------------------------------
SKIPPY    "Ready Yet?"               
-----------------------------------------------------
GM        "You are running live      UNFREEZE
          now."
-----------------------------------------------------
RAMBO     "Give me a break!"         GIVE MISS 2
                                     REPORT SECURITY
-----------------------------------------------------
RAMBO     After inspecting the       
          report,
          "Security looks good. Now
          what?"
-----------------------------------------------------
SKIPPY    "WHAT'S OUT THERE?"        
-----------------------------------------------------
GUNS      "Just us, oh and K3."      THINGS
-----------------------------------------------------
SKIPPY    "Track k3."                
-----------------------------------------------------
WHERIT    "Ok."                      TRACK K3
-----------------------------------------------------
GUNS      "It's not in range yet."   RECON
-----------------------------------------------------
SKIPPY    "Lock weapons as soon as   
          it is."
-----------------------------------------------------
          TIME PASSES ...........    
-----------------------------------------------------
GUNS      "It's on sensors. ...      RECON
          Range 9000."
-----------------------------------------------------
SKIPPY    "Scale 9000."              
-----------------------------------------------------
WHERIT    "Ok."                      SCALE 9000
-----------------------------------------------------
GUNS      "locking Beams."           BLOCK K3 LB RB
-----------------------------------------------------
GUNS      "Charging Beams."          BCHARGE LB RB
-----------------------------------------------------
RAMBO     "Proximity set to 100."    PROX 100 FWD AFT
-----------------------------------------------------
SKIPPY    "Course 450, speed 30."    
-----------------------------------------------------
WHERIT    "Ok."                      COURSE 450
                                     SPEED 30
-----------------------------------------------------
          TIME PASSES ...........    
-----------------------------------------------------
RAMBO     "Locking Missiles."        MLOCK K3 FWD AFT
-----------------------------------------------------
Skippy    "Fire beams at 1400,       
          missiles at will."
-----------------------------------------------------
GUNS      "Ok."                      
-----------------------------------------------------
SKIPPY    "Course 424."              
-----------------------------------------------------
WHERIT    "Ok."                      COURSE 424
-----------------------------------------------------
SKIPPY    "Scale 3000."                                  
-----------------------------------------------------
WHERIT                               SCALE 3000
-----------------------------------------------------
RAMBO     "Firing missiles."         MFIRE FWD AFT
-----------------------------------------------------
RAMBO     "Sh.. I Forgot to load."   MLOAD FWD AFT
-----------------------------------------------------
Skippy    "Dont panic."              MLOCK K3 FWD AFT
          "Speed 10."
          "We'll slow down to give
          you time to load."
-----------------------------------------------------
WHERIT    "Range now 1500."          
-----------------------------------------------------
GUNS      "Beams firing; 2 hits."    BFIRE LB RB
-----------------------------------------------------
GUNS                                 CHARGE LB RB
-----------------------------------------------------
RAMBO     "Firing missiles."         MFIRE FWD AFT
-----------------------------------------------------
RAMBO     "Reloading Now."           MLOAD FWD AFT
-----------------------------------------------------
WHERIT    "It's shields are still    SCAN GEN K3
          50% or better."
-----------------------------------------------------
SKIPPY    Observing their front      
          shield at 30%:
          "Course 1800."
-----------------------------------------------------
WHERIT    "Ok."                      COURSE 1800
-----------------------------------------------------
          The battle continues.      


TO ORDER

To order the registered version of BRIDGE CREW fill out the
relevant order form for your country, include a cheque or
money order in the currency indicated and send to :
     Mithril Software Pty Ltd
     PO Box 225
     Kippax
     ACT 2615
     Australia

For other countries, please fill out one of the above and
include a cheque/money order in the given currency.  If
using the Australian or New Zealand order form, add $20
extra postage.  All orders are sent via Air Mail and are
despatched within 48 hours of notification of cheque
clearance.  Barring major currency fluctuations, prices
should valid until  1 July 1996.

For further pricing information contact Mithril Software:
          PO Box 225, Kippax, ACT 2615, Australia

or fax us on:
     International Access code (61) (6) 254 6280
eg from USA    011 61 6 254 6280
from NZ   00 61 6 254 6280

or contact David Readman on the internet
JAGUAR@WERPLE.MIRA.NET.AU
          
For Licence Details Please read LICENCE.TXT

