Cold Revenge

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Screenshots - Cold Revenge

Cold Revenge atari screenshot
Cold Revenge atari screenshot

Information - Cold Revenge

GenreStrategy - WargameYear1991
Language[unknown]Publisher[no publisher]
ControlsMouseDistributor-
Players1, 1 vs. 2Developer[no developer]
ResolutionLowLicensed from-
Programmer(s)

Greene, Warren L.

CountryUSA
Graphic Artist(s)

Greene, Warren L.

SoftwareEnglish
Game design

Greene, Warren L.

Box / InstructionsEnglish
Musician(s)

[n/a]

LicensePD / Freeware / Shareware
Sound FX

Greene, Warren L.

Serial
Cover Artist(s)ST TypeST, STe / 0.5MB
MIDIVersion
Dumpdownload atari Cold Revenge Download / MSANumber of Disks1 / Double-Sided
Protection

Additional Comments - Cold Revenge

Multiplayer mode only available with MIDI-cable.

Instructions - Cold Revenge

 COLD REVENGE
                    INSTRUCTIONS


               Table of Contents

Section        Title                              Page

 1.0      DESCRIPTION                              2

 2.0      SCENARIO SETUP                           2

 3.0      DISPLAYS                                 3
 3.1           Main Viewer                         3
 3.2           Engineering Display                 3
 3.3           Communication Screen                4
 3.4           Weapon Displays                     4
 3.5           Shield Displays                     4
 3.6           Navigation Displays                 4
 3.7           Target Displays                     4
 3.8           Library Displays                    5
 3.9           Proximity Alarms                    5

 4.0      COMMANDS                                 5

 5.0      SYSTEMS                                  7
 5.1           Engineering                         7
 5.2           Weapons and Sensors                 7
 5.3           Defenses                            9
 5.4           Navigation                          9
 5.5           Repair                              9

 6.0      SQUADRON TACTICS                        10

 7.0      MULTI-COMPUTER HOOKUP                   11

 8.0      ENDING THE SIMULATION                   11

1.0    DESCRIPTION

       Cold Revenge is a simulation of starship combat for 1 to 6 computers.  
       Up to 6 ships may be used in a scenario.  For each computer in the 
       network, 1 player may control a starship.  Other starships are computer 
       controlled.  Units of distance in the simulation represent 
       light-seconds (the distance light will travel in one second).  With a 
       standard ST, approximately 4 to 8 seconds are required to simulate one 
       second of simulation time, depending on how many computers are in the 
       network.

       If the program is running from floppy disk, the files must be in the 
       root directory.  If running from a hard disk, the files must be in a 
       D: drive subdirectory named COLDRVNG.

2.0    SCENARIO SETUP

       The first alert box will require you to select 1-player or serial mode.  
       Select multi-computer only if you have more than 1 computer in the 
       network (see section 7.0 below for multi-computer hookup).  The 
       scenario setup screen will allow selection of up to 6 ships for the 
       simulation.  Click on the number on the left hand side to activate a 
       ship.  Low numbered ships must be selected first, e.g., select KR 1 
       before KR 2.  Ship types may not be mixed on a side, i.e., CAs cannot 
       be selected with an outpost, and D7s cannot be selected with KRs.  For 
       the multi-computer game, ships are assigned to the additional nodes by 
       clicking on the number under the node column on the right hand side.  
       Ships of different sides must not be assigned to the same node.  One 
       ship for each node (computer) in the network must be designated as 
       player controlled, by clicking on the word 'computer' next to the ship 
       designation.  The lowest numbered ship on the side must be selected.  
       For the 1-player game, only one ship may be so selected.  Click on 
       'DONE' when the scenario setup is correct.  If D7s have been selected, 
       an alert box will require selection of standard or cloak-equipped 
       ships.

3.0    DISPLAYS

       The bridge display of each class of ship displays essentially the same 
       information, but in different locations.

3.1    Main Viewer

       The main viewer or screen displays a computer-generated pseudo-optical 
       image of the space surrounding the ship.  A true optical image is 
       obviously impossible for objects moving at trans-light speeds.  <> show 
       the target, in yellow if inside weapon range and in red if inside 
       torpedo range and arc.  The viewer has 5 display modes, shown below the 
       viewer, just to the right of center:

          360  The complete 360 degree field of view is displayed.  Objects in 
               front of the ship are shown in the center of the screen and 
               objects behind are shown at the outer edges.

          FWD  180 degrees forward of the ship are shown.

          AFT  180 degrees aft of the ship are shown.

          90   90 degrees centered on the current target are shown.

          Et   As 90, but the target is shown at maximum magnification.

       The viewer may be switched to tactical mode, where a plot of objects is 
       shown over a grid.  Your ship is allways in the center of the screen.  
       Course 000 is toward the top of the screen.  Federation ships are 
       displayed as blue numbers, Klingon and Romulan ships as gray numbers.  
       Cloaked contacts appear as 'C'.  The current target is shown in yellow.  
       The scale of the plot is automatically adjusted for the most distant 
       contact.  The scale in thousands of light-seconds is displayed below 
       the viewer, just to the right of center.

3.2    Engineering Display

       In the lower right is a display of engine power and temperature.  The 
       two vertical bars in the center show power use for the port and 
       starboard engines.  Normal 100% power is half way up the display.  The 
       two outer vertical bars show engine temperature.  The top of the 
       display is 9000 degrees.  The horizontal bar between the power bars 
       shows that the engines are cross-connected, and disappears otherwise.  
       The small tab on the left side of the left temperature bar shows the 
       temperature limit setting.  The numbers below the display show the 
       highest engine temperature and the temperature limit setting.

3.3    Communication Screen

       The light gray area at the bottom center displays messages about weapon 
       firing, damage and repair.  It is also used for entering multiple key 
       commands (see section 4.0 below).

3.4    Weapon Displays

       The weapon displays vary with ship class.  In general, green indicates 
       phasers/disruptors ready to fire or torpedoes ready to be charged, 
       yellow indicates torpedoes charged, light blue indicates weapons in 
       cooldown and red indicates weapons damaged or destroyed.  Phasers and 
       disruptors are small squares in rows, to the right of the viewer in 
       Federation ships, and on either side of the ship icon below the viewer 
       in Klingon and Romulan ships.  Torpedoes are slightly larger disks in 
       the same areas.  In Klingon ships without cloaking devices, the rear 
       torpedo is below the ship icon.

3.5    Shield Displays

       The shield displays vary with ship class.  In general, green indicates 
       shields up, yellow indicates shields weakened or damaged and red 
       indicates shields down.  Shields shut off are black.  Federation 
       shields are shown around the ship icon to the left of the viewer.  
       Klingon and Romulan shields are shown around the border of the viewer, 
       with the front shield at the top and the rear shield at the bottom.  
       The front and rear shield indicators are duplicated on each side of the 
       centerline.  The shield mode is shown on the left of the viewer in 
       Federation ships and in the upper left corner in Klingon and Romulan 
       ships.

3.6    Navigation Displays

       Course and speed are shown on the left below the viewer.  An indicator 
       for the navigation mode is to the right of these in Federation ships, 
       and in a rhomboid to the upper right of the viewer in Klingon and 
       Romulan ships.  Course and speed indicators are yellow when the 
       parameter is changing.  Speed is red during emergency acceleration or 
       deceleration.

3.7    Target Displays

       Target course, speed, range and range-rate are shown on the left above 
       the viewer.  An indicator for the condition of the target's facing 
       shield is to the right of these in Federation ships, and in a rhomboid 
       to the upper left of the viewer in Klingon and Romulan ships.  This 
       indicator is green for a full-strength shield, yellow for a weakened 
       shield and red if the shield is down.

3.8    Library Displays

       If the library computer is activated, three pages of data are 
       available.  The first page shows the current status of the player's 
       ship, the second shows information on the other ships in the squadron 
       and the third page shows information on the current target.  The number 
       displayed before each ship's name on the library pages is a unique 
       number assigned to each ship in the simulation, and is the same as that 
       used on the tactical display.

3.9    Proximity Alarms

       Alarm lights on the bridge flash yellow and red for enemy contacts 
       within 6000 and 3000 light-seconds, respectively.  These lights are at 
       the top corners of Federation bridge and under the main viewer on a 
       Klingon or Romulan bridge.

4.0    KEYBOARD COMMANDS

       Commands are given by single key and multiple key entries.  The 
       keyboard buffer is polled once per simulation cycle and all valid 
       keystrokes in the buffer will be processed.  For most commands, 
       repeated keys (as from keybounce or holding down a single key) will be 
       ignored.  Most commands are accomplished by single keystrokes.  
       Squadron orders, repair orders and self destruct orders are 
       accomplished by a series of keystrokes.  For these multiple key 
       entries, the first key puts the keyboard into a special mode where 
       other commands will be ignored.  A timer will count down and 
       automatically return the keyboard to the normal mode without issuing 
       any command.  For the squadron orders and repair modes, the 'Q' key 
       will return to the normal mode and confirm any valid order given.  For 
       the self destruct mode, entry of any code, valid or invalid, will 
       return to the normal mode.

        Key                 Order

          F1                  Viewer mode 360
          F2                  Viewer mode FWD
          F3                  Viewer mode AFT
          F4                  Viewer mode 90
          F5                  Viewer mode Et
          1-0                 Warp speeds
           1-0         Reverse warp speeds
          +, -                Raise, lower engine temperature limit
                         Select/change target
          Q                   Exit multiple key order mode or cancel self 
                              destruct order
           Q           Self destruct order mode
          W                   Cycle weapon targeting mode (Phasers&Disruptors)
           W           Cycle auto fire number
          E                   Evade navigation mode
          R                   Repair order mode
          T                   Fire forward torpedo(s)
           T           Charge/discharge forward torpedo(s)
          O                   Squadron order mode
          P                   Fire phasers
           P           Cycle phaser fire mode
          [, ]                Change library computer page
          A                   Fire aft torpedo
           A           Charge/discharge aft torpedo
          S                   Cycle shield mode
           S           Drop shields
          D                   Fire disruptors
           D           Cycle disruptor fire mode
          F                   Follow navigation mode
          H                   Halt (pause) simulation
          L                   Library computer display on/off
          X                   Engine temperature cutback on/off
           X           Engine cross-connect on/off
          C                   Cloak on/off
          V                   Change main viewer mode: visual/tactical
          M                   Manual navigation mode
          /                   Auto on/off
          ?                   All systems manual
                   Emergency acceleration/deceleration

5.0    SYSTEMS

5.1    Engineering

       Power for systems on the starships comes from matter/anti-matter 
       reactors (engines).  This power is channeled through a main energizer.  
       Drawing power from the engines causes engine temperature to rise.  Use 
       of more than 100% power for extended periods will cause engine 
       overheating and damage.  This damage occurs at temperatures around 9000 
       degrees.

       Power is used by the warp drives to move the ship at speeds up to warp 
       8 (8x8x8 or 512 c.).  Speeds below the speed of light are insignificant 
       for the purposes of this simulation.  If the engines are in cutback 
       mode, temperatures above the engine temperature limit will cause warp 
       speed to be reduced.  When warp speed is changing, i.e., when the warp 
       speed display is yellow, emergency acceleration or deceleration can be 
       activated by pressing the space bar.  Emergency acceleration or 
       deceleration will change speed 6 times faster than normal, with some 
       risk of damage to the warp engines.

       Power for other systems is drawn from either the port or starboard 
       engine.  With the engines cross-connected, all loads are shared equally 
       between the two engines, resulting in equal engine temperatures.

       Damage to the main energizer will reduce the power available for 
       operating ship systems.  If systems which are undamaged do not operate, 
       it may be because insufficient power is available.

5.2    Weapons and Sensors

5.2.1  Phasers and Disruptors

       Phasers and disruptors are energy beam weapons.  Their power decreases 
       with range.  The probability of hitting a target decreases with range 
       and with target speed.  The arc of fire is 360 degrees.  Maximum range 
       is 6000 light-seconds.  Bridge indicators change color to show weapon 
       status: green for ready to fire, light blue for cooldown and red for 
       damaged or destroyed.  Phasers and disruptors may be placed in three 
       modes.  In manual (displayed as PM or DM), the weapons are fired by 
       keyboard command.  In limited automatic (displayed as PLn or DLn, where 
       n is the number of weapons to fire) the weapons will be fired when n 
       weapons are ready and the engine temperature is below the engine 
       temperature limit.  In automatic (displayed as PAn or DAn, where n is 
       the number of weapons to fire) the weapons will be fired when n weapons 
       are ready regardless of the engine temperature.

5.2.2  Torpedoes

       Photon torpedoes are encapsulated energy weapons installed on 
       Federation and Klingon ships.  Their power is constant with range.  The 
       probability of hitting a target decreases with range and with target 
       speed.  The arc of fire is 90 degrees, forward or aft depending on 
       weapon location.  Maximum range is 3000 light-seconds.

       Plasma torpedoes are encapsulated energy weapons installed on Romulan 
       ships.  Their power is constant to 1/2 maximum range and decreases 
       thereafter.  Unlike other weapons, plasma torpedoes travel at only warp 
       8, so the torpedo must follow the target until contact is made or until 
       the torpedo expends its energy.  The arc of fire is 90 degrees, 
       forward.  Maximum range is about 3000 light-seconds.

       Bridge indicators change color to show weapon status: green for ready 
       to charge, yellow for charged, light blue for cooldown and red for 
       damaged or destroyed.  

5.2.3  Sensors

       Undamaged sensors are able to detect uncloaked contacts at up to 100K 
       light-seconds.  Sensors on cloaked ships are limited to between 10K and 
       15K light-seconds.  Cloaked ships may be detected by motion sensors 
       depending on range and target speed, but this detection is not adequate 
       for torpedo firing, and the probability of phaser or disruptor hits is 
       greatly reduced.  The current sensor range is shown on the right below 
       the main view screen.

5.3    Defenses

5.3.1  Shields

       Shields are energy barriers which protect a ship from enemy fire.  
       Shield power is reduced by weapon hits and is restored gradually if 
       sufficient engine power is available.  If a shield is hit by more 
       weapon energy than it can deflect, the ship's hull and interior systems 
       may be damaged.  The maximum shield power may be temporarily or 
       permanently reduced or the shield may be shut down completely by 
       damage.  See 3.5 above for the location of the shield status displays.  
       Shields may be operated in two modes.  In limited mode (displayed as 
       SL), shields will be restored if engine temperature is below the engine 
       temperature limit.  In unlimited mode (displayed as SU), shields will 
       be restored regardless of engine temperature.  If shields are manually 
       dropped, the display will read SD.  The efficiency of shields is 
       reduced when a cloaking device is active.

5.3.2  Cloaking Device

       A cloaking device renders a ship invisible to most sensor systems.  
       Cloaked ships may be detected by motion detectors if they move, with 
       the probability of detection increasing with speed and decreasing with 
       range.  Cloaked ships cannot fire weapons and have reduced deflector 
       shield and sensor capabilities.  The cloaking device requires 
       significant engine power during operation.  The cloaking device status 
       is indicated by a colored bar under the ship icon below the main view 
       screen.  This bar is green when the cloak is ready to activate, yellow 
       when the cloak is on and light blue when the cloak is recharging.

5.4    Navigation

       For the purposes of this simulation, navigation is limited to the 
       tactical movement of the ship in a two-dimensional plane.  Navigation 
       may be operated in three modes.  In manual (displayed as NM), course 
       changes are made by holding the joystick in port 1 to the left or 
       right.  In follow (displayed as NF), the course will be automatically 
       adjusted to point the ship toward the target.  In evade (displayed as 
       NE), the course will be adjusted to point the ship away from the 
       target.  Changing course requires engine power and requires more power 
       at higher warp speeds.  Navigation damage can reduce the ability of the 
       ship to turn or prevent it from turning at all.  These damage 
       conditions are indicated by the color of the navigation mode display, 
       yellow and red, respectively.

5.5    Repair

       Repair functions are handled automatically by the ships crew.  The 
       priority for repair of a system can be increased by using the repair 
       order, however other systems will continue to be repaired.  The ability 
       of the surviving crew to repair systems decreases as the ship's hull is 
       destroyed.

6.0    SQUADRON TACTICS

       Players may give orders to the ships in their squadrons using multiple 
       key entries.  Press "O", and the communications screen will blank.  
       Pressing one of the following keys, followed by "Q" will issue an 
       order.  If the multiple key timer counts down to zero, the order mode 
       will be exited without issuing an order.  The multiple key timer 
       appears on the right, below the main viewer on Federation ships and in 
       the lower right on Klingon and Romulan ships.  The ships will obey 
       orders within the limits of their situation and their reliability.  
       Generally, Romulan captains are more likely to follow orders than 
       Federation captains, and Federation captains are more likely to follow 
       orders than Klingon captains.

               Key                      Order

                I             Independent Action

                A             Attack

               1-5            Assume formation

                              1         3 1 2

                              2         3 1 2


                              3         3 2 1

                                          1
                              4           2
                                          3

                              5         3 1 2


                C             Operate cloaked

                U             Operate uncloaked

7.0    MILTI-COMPUTER HOOKUP

       Up to six computers may be linked in a network by using MIDI cables.  
       The MIDI OUT of each computer must be connected to the MIDI IN of the 
       next, with the last connecting to the first to complete a loop.  Start 
       the program on each computer and select SERIAL from the first alert 
       box.  Click on the next alert box to perform a MIDI test.  One computer 
       must be selected as the CONTROL from the third alert box, with all 
       others selected as NODE 2-6.  The CONTROL computer will be used to 
       setup the scenario.  Each node should have at least one ship assigned, 
       and the lowest numbered ship on each node must be player-controlled.  A 
       node may not have ships from both sides.  The maximum number of ships 
       in the scenario is six.  The scenario generation routine is not 
       sailor-proof, so check that these guidelines are observed before 
       clicking on DONE.

8.0    ENDING THE SIMULATION

       To end the simulation, press the UNDO key and confirm with the alert 
       box, then press "Q".  If a multi-computer network is in use, do not 
       quit from any machine unless all users are ready to quit.  If the 
       network does not shut down, try quitting from another node.
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