			  
			  STAR COMMAND REVOLUTION


SYSTEM REQUIREMENTS:
In order to play Star Command, you will need the following:
486/66 PC or higher (Pentium processor recommended)
MS-DOS 6.22 or higher
16 MB RAM required
50 MB of free hard drive space
1 MB video card
Double-speed CD-ROM or higher
Sound Blaster sound card or 100% compatible sound card (recommended)
Mouse
Network play requires IPX -compatible network card.
Internet play requires an internet play service.

INSTALLATION:
1. Place the CD in your CD-ROM drive (typically drive D:).
2. Switch to your CD-ROM drive by typing D: (or the appropriate drive letter 
   designation) and pressing [ENTER]
3. Type INSTALL and press [ENTER] to start the installation program.
4. Click on either FULL INSTALL or PARTIAL INSTALL.  FULL INSTALL requires
   90 megs of free hard drive space.  PARTIAL INSTALL requires 50 megs of 
   free hard drive space.

THE STORY SO FAR:
  Four cultures met in the deep void.  Weary of endless exploration, and 
eager to peacefully colonize the fertile worlds of the Zeta Galaxy, they 
formed a non-aggression pact and engaged in limited trade.  Thus, the 
Computrons, the Nomads, the Triumverites, and Terrans were able to co-exist
quietly and autonomously.
  Then came the Age of Solinite.  Computron mining vehicles chanced upon 
a method of transforming the warp storms that plagued the Zeta Galaxy into 
an awesome source of energy.  They freely shared this knowledge with their 
nearest neighbors, the Nomads.  Armed with this unprecedented source of 
energy, the Nomads constructed a fleet of devastating warships known 
today as Mass Driver Cannons.  The Nomads sought to rain fiery death 
upon the Terrans.
  The Terrans suspected that the Nomads harbored animosity against them 
for their frequent espionage.  Terran spies within the Nomad government 
confirmed this suspicion.  These spies not only provided the Terrans with 
status reports on the Nomad fleet, but also revealed the secret of Solinite.  
The Terrans incorporated this technology into shield piercing mini-shuttles 
which could deliver special mechanized operatives deep into enemy ships.  
The Nomads soon found that their own destructive technology was being 
used against them.
  The Triumverites emerged from their cloaked colony worlds to examine the 
wreckage of the Nomad/Terran war.  They soon unlocked the secret power 
of Solinite.  The Triumverites used Solinite to develop weaponry that 
destroyed all systems of propulsion.  Terran and Nomad ships began 
disappearing from battlezones.
  Computron scanners determined that the Triumverites were harvesting 
frozen Terran and Nomad ships for research.  The Computrons also detected 
huge surges of energy emanating from the Triumverite homeworld.  They 
discovered that the Triumverites were using an unidentified technology to 
structurally enhance Triumverite warships, making them virtually 
indestructable.  All this data led the Computrons to the conclusion that the 
Triumverites would eventually achieve galaxy-wide domination.
  To preserve balance, the Computrons initiated a program to develop the 
Tech Disruptor.  The Computrons allied themselves with the Nomads in 
order to optimally combine their shield repair and Disruptor technology with 
the Nomad's raw firepower.  The Computron/Nomad alliance held back the 
Triumverite threat until each of the four races' central governments collapsed 
after a series of mysterious bombings and assassinations staged by the 
elusive Ahkun Vek Warlord, Narvek.
  Narvek quickly absorbed the four races' technology.  The Ahkun Vek had 
been secretly fomenting hostilities between the races for so long that 
Narvek's single dreadnaught was able to defeat the great multitude of 
divided Terran, Computron, Nomad, and Triumverite forces.  Narvek's reign 
of terror began, and the Zeta Sector trembled in his iron grip.  Using the four 
races' technology combined with Ahkun Vek dreadnaught design, Narvek 
began constructing four super-dreadnaughts.
  Some of the Terran survivors banded together to stop the Ahkun Vek 
nemisis.  Together they formed a secret revolutionary military group called 
Star Command:  an interstellar peace-keeping force dedicated to protecting 
their ideals and destroying the mysterious Ahkun Vek.

BASIC TRAINING:
  The main ideas to learn in Basic Training are resource gathering, 
technology acquisition, and training.  The Mothership is responsible for 
resource gathering and technology acquisition.  When the Mothership 
is near a resource, she opens her bay doors and sends out a shuttle to 
grab the resource.  When the Mothership is adjacent to any University 
(Academy, Programming, Battle School, or Eduplex), she will learn new 
technology.  If she is adjacent to two Universities, she will learn at twice 
the rate.  The ships you build may also benefit from being adjacent to a 
University.  A ship will become educated up to the fourth level of 
experience if you leave your unit adjacent to a University.  If you need 
to rapidly train a stream of new units, you can build two Universities 
with enough space between them to fit one new ship.  That way all your 
new ships will become fourth level at twice the rate that your 
opponents' ships raise levels.
  If you ever feel stuck in Basic Training, remember that your 
Mothership can build a Missile Base a short range away from herself, 
even on the other side of a barrier.  Then build a Terran Switcher ship.  
Select the Switcher ship.  Right click on the Missile Base that you built 
on the other side of an obstacle that has you stuck.  The Switcher ship 
will swap locations with the Missile Base and can now move freely on 
the other side of the obstacle.  If you feel that the new area is safe, 
select your Switcher again and right-click on your Mothership.  Now 
your Mothership is on the other side.  If she is attacked, just Switch her 
out of danger.
  If your Mothership remains adjacent to the Academy long enough, she 
will learn Computron technology.  Build the Computron Base and then 
the Programming station.  Position your Mothership adjacent to the 
Programming station.  One of the Computron technologies is the 
Teleportal.  If you build a Teleportal on the other side of an obstacle, 
you can bring many units to the other side.  Just select the Teleportal 
and right-click on your Mothership and then on any other ship you own 
to transport them to an unoccupied space adjacent to the Teleportal.
  When the Basic Training mission feels easy, you will be ready for 
Campaign or Battles.  If the Basic Training mission is going too fast, hit 
F5 two times to set game speed to slow.

CAMPAIGN:
  The Ahkun Vek have enslaved the Computron, Nomad, Triumverite, 
and Terran home worlds.  You have been chosen to lead the crew of a 
commandeered Ahkun Vek Mothership.  Your mission is to command an 
advance group of Terran insurgents and stir rebellion against Narvek's 
violent rule and destroy all who are loyal to the Ahkun Vek.  Victory is 
achieved when you successfully demolish the four super-dreadnaughts 
under construction and destroy Narvek himself.
  When entering campaign mode, you will first be asked to enter your 
log-in name.  After typing your name, click OK.  You will then see the 
Campaign Selection screen.  If you wish to start a new game or continue 
an old game, click on one of the four save slots.  If you wish to delete an 
old game and start anew, hold down the CTRL key and left-click on the 
save slot.  The save slot will then be erased.  If you wish to join another 
player's new campaign as a lieutenant, click on their name under the 
Campaign banner.
  If you click on an empty save slot you will proceed to the Campaign 
Gathering screen.  There you may wait for another player to join you in 
your Campaign against the Ahkun Vek.  If you click on START before a 
lieutenant's name appears, you will enter the Campaign alone.  You may 
continue from a save slot that began as a two-player campaign without 
your partner, but if you save your game without your partner, that game 
may never include your partner again.
  Your Campaign game is saved each time your Mothership enters 
Hyperspace.  To enter Hyperspace, move your Mothership into the 
green glowing area at the border of the sector you currently occupy.  
Only Motherships may travel between sectors;  in two-player 
Campaigns, if either Mothership enters Hyperspace, both Motherships 
will travel to the new Sector.  If you wish to get a better idea as to where 
the Hyperspace jump will take you, right click on your mini-map--this 
changes your mini-map into a global map detailing where you have 
explored during the Campaign.  If your Mothership is destroyed you will 
return to the Campaign Selection screen.  If your plans go awry during 
the course of a battle, you may quit the game and restore your save slot.  
A save slot will always start you at the point where you have just exited 
Hyperspace.

BATTLES:
  Your specific goal in sector Battles is to collect asteroids, crystals, 
plasma, gaseous anomalies, and Solinite to build a military force of highly 
specialized warships, defensive stations, and droids to protect your colony 
from leaders who oppose your way of life.  Command Mass Driver Battleships, 
Shield Resonators, Point Laser Towers, Fighter Carriers, and a vast array of 
alien technology to tactically outmatch your opponents.  Victory goes to the 
survivor.
  When you click on Battles on the Main Menu, you will first be asked to 
enter your log-in name.  After typing your name, click OK.  You will then see 
the Battle Selection screen.  Here you will have the option to Create or Join a 
Battle.
  If you click Create, you will enter the Gathering Screen.  At this time, all 
other players on the network will see your name appear under the Battles 
banner as a valid game to join.  Click on the name of the Sector where you 
wish to do battle.  If you wish to add computer controlled commanders, left 
click on an empty slot under the Commanders banner.  If you wish to toggle 
off a computer, left click on the slot you wish to purge.  If an unwanted 
human player has intruded on your gathering, left click on their name to eject 
them from the game.  If you left-click twice on a slot, that slot will be closed--
no human player may join in that slot.  Choose which race you wish to 
represent in the battle by left-clicking on their insignia, depicted in the lower 
left quadrant of the screen.  If you wish to communicate with the players 
who occupy the other slots, simply type and they will see your text in real-
time as long as your cursor is a yellow arrow.  Use this mode to establish 
which map they want, alliances, and to ask the players if they are ready for 
you to begin the game.  If you hit TAB, your cursor will become a blue 
sphere and any message you type will be broadcast to the Battle Selection 
screen.  Use the global broadcast mode to invite players on the network to 
join your game.  Hitting TAB will toggle you through the two broadcast 
modes.  
  Joining a battle is very similar to Creating a battle.  To Join a battle, on the 
Battle Selection screen click the name of the battle you wish to join under 
the Battles banner.  You will then see a screen very similar to the creating 
player's Gathering screen, except you will not be able to choose the Sector, 
nor will you be able to eject Commanders from the game.
  Whether you are joining or creating a game, the most important decision to 
make before the battle begins is which race you will control.  Each race has 
unique technologies and provides a different strategic approach.  The 
Terrans are a culture of explorers who would rather conquer than kill their 
enemies.  They use an arsenal of guided missles and Infiltrator Tech to 
capture their enemies' units.  The silicon-based Computrons are Experts at 
healing themselves and transporting themselves out of danger.  They 
possess Tech Disruptor weaponry and the fastest vessels in the Zeta 
Galaxy.  The Nomads have developed the mercilessly destructive Mass 
Driver technology and long range warp torpedoes.  They also use point 
laser defense and droid transport vessels to aid in their lightning fast 
onslaught tactics.  The Triumverites use stealth weapons to harrass their 
enemies at long-range and cripple their engines.  Through repeated 
structural realignment, the Triumverites can bring their ships to a near state 
of invincibility.

The Units
COMPUTRON SHIPS:
1. "Computron Base"--All Computron ships are created adjacent to the 
    Computron Base.  This Base will increase the recharge rate of your 
    production meter.

Strength:       
	Building the Computron base is the first step in building 
	Computron technology.  This race will allow you to repair 
	shields, deal tech damage, teleport, and fold space.  
	Computron strategies typically employ hit-and-run tactics 
	and quick re-location backed by Shield DOCs.

Weakness:       
	Computrons fear control damage and guided weapons.

2. "XPLR"--This unit fires guided shield damage modules.  The XPLR can 
    target Pack Solinite.

Strength:       
	The XPLR is extremely fast at high levels.  Its high speed 
	and turreted weapon make it ideal for attacking units 
	which lack guided weaponry, for it can dodge and attack 
	simultaneously without getting hit.  You need this unit to 
	detonate Pack Solinite.

Weakness:       
	The XPLR deals very little shield damage.

3. "Shield DOC"--The Shield DOC repairs friendly ship's shields.

Strength:       
	This unit is crucial to defense.  One Shield Doc in a battle 
	group can extend the life of all of your units tremendously.  
	It is turreted, so it can repair friendly units while fleeing a 
	battle.  It is extremely effective in countering enemy units 
	which deal no permanent shield damage, like the Evaser.

Weakness:       
	Units which deal heavy permanent damage nullify the 
	effectiveness of the Shield DOC.  Also, if the enemy force 
	is huge, the Shield DOC will not have time to make repairs.

4. "Reflex Weapon"--This unit fires one shield damage shot at all enemy 
    ships in range.

Strength:       
	The Reflex Weapon is great in large scale battles when it is 
	firing at more than 5 units simultaneously.

Weakness:       
	The Reflex Weapon is weak in small-scale battles.

5. "Tech Disruptor"--deals tech damage to enemy ships.

Strength:       
	The Tech Disruptor is great against Nomad units.  Nomad 
	Bomb Droids will not detonate if fully tech damaged and 
	Mass Drivers are crippled when their rate of fire drops 
	below 50%.

Weakness:       
	Terrans can build the Tech Fixer which repairs tech 
	damage very quickly.

6. "EMP Launcher"--The EMP shot detonates radially and deals light shield 
    damage to all units in the pulse radius.  The EMP deals bonus heavy tech 
    damage to droids.

Strength:       A single EMP Launcher can destroy legions of droids.

Weakness:       Not effective against non-droids.

7. "Penetrator"--A Penetrator load deals heavy permanent shield damage.

Strength:       
	The Penetrator is the main attack unit of the Computron 
	fleet.  It is very effective in mobile battles.

Weakness:       
	Fast droids can dodge the Penetrator's shot.

8. "Disruptor Carrier"--Fighters launch from the Disruptor Carrier to seek out 
    enemies and deal tech damage.

Strength:       
	The Disruptor Carrier is useful for delivering tech damage 
	at extremely long range.  It's great for wearing down 
	Nomad fortifications.

Weakness:       
	Terrans can build the Tech Fixer which repairs tech 
	damage very quickly.

COMPUTRON STRUCTURES:
1. "Programming"--This structure trains adjacent Computron units.  When 
    your Mothership is adjacent to Programming, she will learn new Computron 
    tech.

Strength:       
	This unit enhances friendly Computrons and is necessary 
	for learning Computron tech.  It is the first unit you should 
	build after constructing a Computron Base.

Weakness:       
	This unit does not engage in combat.

2. "Techpost"--This station fires twin guided tech damage loads.

Strength:       
	The Techpost is an excellent Bomb Droid defense.

Weakness:       
	The Techpost is stationary and easily destroyed by long-
	range units.  Also, Terrans can build the Tech Fixer which 
	repairs tech damage very quickly.

3. "Teleportal"--This unit transports one target friendly ship to a location 
    adjacent to the Teleportal (target a friendly ship by right-clicking on it).

Strength:       
	The Teleportal can bring friendly units home at infinite 
	range.  This is useful for responding to a surprise attack, 
	or when you units are in disarray.  The Teleportal is 
	insanely powerful when used in combination with the 
	Terran Switcher ship.

Weakness:       
	The Teleportal is not a combat unit and is vulnerable to 
	attack by the Nuker.

4. "Droid Factory"--This unit allows you to build Computron droids.  New 
    droids are constructed adjacent to the Droid Factory.

Strength:       
	The Droid Factory allows you to build droids.  Droids are 
	cheap;  the Droid Factory is a great structure to build if 
	you are running low on Gaseous Anomalies and do not 
	intend to build any other race's technology.

Weakness:       
	This is not a combat unit.  Also, if your enemies know that 
	you are building droids, they can build an EMP launcher 
	or Special Ops to destroy your horde of droids.

5. "ComDroid"--This unit fires a guided shield damage rocket.

Strength:       
	The ComDroid is cheap and quick to construct.  At higher 
	levels it also deals tech damage.

Weakness:       
	Droids are vulnerable to EMP launchers and Special Ops.

6. "Scrambler"--The Scrambler cannot be targetted by structures.  It fires a 
    shield damage pellet.

Strength:       
	The Scrambler can punish an opponent for relying too 
	heavily upon structures for defense.

Weakness:       
	The Scrambler is not as effective in combat as other droids.

7. "Foldspacer"--The Foldspacer fires a radial blast shield damage charge.  

Strength:       
	The Foldspacer is often used to assassinate enemy 
	Motherships.

Weakness:               
	The Foldspacer is vulnerable to Terran Nuker ships.

8. "Foldspace"--Building Foldspace relocates the Foldspacer to a target 
    destination you have previously explored.

Strength:       
	Foldspace can surprise an enemy and turn the tide of a battle.

Weakness:       
	Building Foldspace steadily drains your Gaseous 
	Anomalies.  Also, Foldspace can leave your Foldspacer 
	stranded in the middle of an enemy fleet if the target area 
	is not adequately explored.

NOMAD SHIPS:
1. "Nomad Base"--newly constructed Nomad ships appear adjacent to the 
    Nomad Base.  This base will increase the recharge rate of your production 
    meter.

Strength:       
	Building the Nomad base is the first step in building 
	Nomad technology.  This race will allow you to build 
	bomb bases, repair engines, transport droids, and launch 
	infinite range torpedos.  Nomad strategies involve 
	overwhelming your opponent with superior firepower.

Weakness:       
	Nomads are crippled by tech damage and droids can easily 
	dodge the deadly storm of Mass Driver weaponry.

2. "Scout" -- This unit fires guided shield damage masses.  It can target 
    Pack Solinite.

Strength:       
	The Scout's guided weaponry is a useful addition to a 
	Nomad fleet faced with droids.  The Scout is essential for 
	cracking open Pack Solinite.

Weakness:       
	The Scout is not as potent in large-scale battles as the 
	Rifleman or Spreadfire.

3. "Engine Repair"--The Engine Repair ship fixes engine damage on nearby 
    friendly units.

Strength:       
	The Engine Repair ship is a strong counter to a 
	Triumverite engine damage fleet.

Weakness:       
	The Engine Repair ship is only useful if the opponent is 
	Triumverite and decides to build engine damage units or if 
	their high level units start dealing engine damage.

4. "Droid Launcher"--This unit can transport a target friendly droid from any 
    location.  The droid teleports to the center of the Droid Launcher.  The 
    Droid is now protected by the Droid Launcher's shields, and can still 
    fire its weapon as though it were the Droid Launcher's turret.  When the 
    Droid Launcher has a droid loaded, you may target empty space at long 
    range and transport the droid to that location.

Strength:       
	You can transport droids over blockades and impassable terrain.

Weakness:       
	The Droid Launcher is not a combat unit and relies on a 
	good supply of droids for optimal effect.

5. "Spreadfire Mass-Driver"--This unit unloads heavy shield damage.

Strength:       
	This unit is tremendously destructive.

Weakness:       
	The Spreadfire often misses enemy droids and hits 
	friendly units in the line of fire.

6. "Rifleman Mass-Driver"-- This unit fires light shield damage masses at 
    long range.

Strength:       
	The Rifleman is both long range and turreted which allows 
	it to retreat from an enemy and simultaneouly pelt it with 
	shield damage.

Weakness:       
	The Rifleman often misses enemy droids and hits friendly 
	units in the line of fire.

7. "Point-Laser"--The Point Laser shoots down enemy shots and turns 
    enemy fighters back to their carrier.

Strength:       
	The Point Laser can nullfiy Carriers, the Nomad Torpedo, 
	and the Terran Controller.

Weakness:       
	This unit is not a combat unit.  It can nullify only one 
	incoming shot at a time;  multi-shot units are not 
	countered by the Point Laser.

8. "NOM Carrier"--The NOM Carrier launches shield damage fighters at long 
    range.

Strength:       
	The NOM fighters fire mini-Mass Driver cannons for rapid 
	damage.  This unit is ideal for surprise strategic strikes 
	against a lone or stationary target.

Weakness:       
	This unit is vulnerable to being rushed and needs support 
	ships for close quarter combat.

NOMAD STRUCTURES:
1. "Battle School"-- This structure trains adjacent Nomad units.  When your 
    Mothership is adjacent to Battle School, she will learn new Nomad tech.

Strength:       
	This unit enhances friendly Nomads and is necessary for 
	learning Nomad tech.  It is the first unit you should build 
	after constructing a Nomad Base.

Weakness:       
	This unit does not engage in combat.

2. "Mass-Driver"--This station deals heavy shield damage.

Strength:       
	The Mass-Driver station unloads a spread of shield 
	damage.  It is most effective against large targets.

Weakness:       
	Nuker ships and Scrambler droids can wipe out many 
	Mass Driver stations without taking damage.

3. "Bomb"--Left-click on the Bomb station to detonate.  The Bomb deals 
    heavy shield damage radially to all adjacent units and to itself.

Strength:       
	The Bomb station can be used to elminate enemy units 
	quickly in an emergency or to turn the balance of the 
	battle in your favor.

Weakness:       
	Building the Bomb drains your Production fully and is a 
	short-term solution:  surviors will have a long period of 
	time to atack before you are ready to construct another 
	Bomb.

4. "Droid Builder"--This unit allows you to build Nomad droids.  New droids 
    are constructed adjacent to the Droid Builder.

Strength:       
	The Droid Builder allows you to build droids. Droids are 
	cheap;  the Droid Builder is a great structure to build if 
	you are running low on Radioactive Asteroids and do not 
	intend to build any other race's technology.

Weakness:       
	This is not a combat unit.  Also, if your enemies know that 
	you are building droids, they can build an EMP launcher 
	or Special Ops to destroy your horde of droids.

5. "Battlemech"-- This unit fires a guided shield damage rocket.

Strength:       
	The Battlemech is cheap and quick to construct.  At 
	higher levels it also deals bonus shield damage.

Weakness:       
	Droids are vulnerable to EMP launchers and Special Ops.

6. "Bomb Droid"--This unit fires a shield damage shot.  If at the time it is 
    destroyed it has any remaining tech, it will explode and deal heavy damage 
    radially.

Strength:       
	The Bomb Droid is inexpensive and can deal heavy radial 
	damage against an unprepared opponent.  Because it is 
	slow and due to the fact that an opponent can choose to 
	not target the droid, the Droid Launcher is often needed to 
	maximize the Bomb Droid's effectiveness.

Weakness:       
	The Bomb Droid is vulnerable to tech damage, EMP 
	launchers, and Special Ops.

7. "Torpedo Base"--This unit allows you to build the Torpedo.

Strength:       
	Infinite range capability can wear an opponent down or 
	compel them to attack.

Weakness:       
	This station is not a combat unit.  It is large and vulnerable 
	to Mass-Drivers and Nuker ships.

8. "Torpedo"--Building a Torpedo requires that you specify a destination.  
    The Torpedo will emerge from the Torpedo Base and travel an infinite range 
    to the destination, where it will explode dealing heavy shield damage.

Strength:       
	The Torpedo is ideal for delivering radial shield damage 
	where your units cannot reach.  It is useful in battles in 
	combination with the Computron Reflex Weapon.

Weakness:       
	The Torpedo is a short-term unit that drains your production 
	significantly.  Due to the drain on production and the steady drain 
	on your Radioactive Asteroid supply, missing your intended target 
	is a serious loss.  Also, the opponent can build Point Laser ships 
	to counter the effectiveness of the Torpedo.

TRIUMVERITE SHIPS:
1. "Trium Base"-- Newly constructed Triumverite ships appear adjacent to 
    the Trium Base.  This base will increase the recharge rate of your production 
    Ameter.

Strength:       
	Building the Trium Base is the first step in building 
	Triumverite technology.  This race will allow you to repair 
	control damage, deal engine damage, cloak, and upgrade 
	units.  Triumverite strategies typically employ deception 
	and long-term augmentation.

Weakness:       
	Triumverites fear the Torpedo, Engine Repair, and Special 
	Ops.

2. "Tri-Scout"-- This unit fires guided shield damage plasma.  It can target 
    Pack Solinite.

Strength:       
	The Tri-Scout is fast and fires guided plasma.  This is 
	useful for fighting droids, since the Tri-Scout is the 
	Triumverites only guided weapon.

Weakness:       
	This unit is not as potent as the other combat units.  It is 
	designed to crack open Pack Solinite.

3. "Re-Master"--The Re-Master repairs control damage to friendly units.

Strength:       
	This ship is a strong counter-technology to Terran control 
	damage units.  Three Re-Masters can prevent a large 
	group of Infiltrators from taking control of your units.

Weakness:       
	This unit is not a combat unit and should only be 
	constructed in response to enemy control damage units.

4. "Harasser"--The Harasser fires a long-range shield damage plasma pellet.

Strength:       
	This ship is useful for destroying stationary targets or 
	bombarding an enemy base.  This unit is very powerful in 
	combination with the Obliterati.  The Harasser's range 
	approaches a Carrier's range at higher levels.

Weakness:       
	The Harasser is weak against droids and is not optimized 
	for close combat.

5. "Cloaker"--The Cloaker does not appear on opponent's mini-map.  This 
    unit fires a shield damage plasma.

Strength:       
	A group of Cloakers can take enemy units by surprise.  
	The Cloaker can be used in combination with the Terran 
	Switcher and the Computron Teleportal to sneak your 
	entire fleet into an enemy base.

Weakness:       
	The Cloaker sacrifices weapon power for its inviso-map 
	ability.

6. "Obliterator"--This unit deals heavy engine damage.

Strength:       
	Obliterators are useful for slowing down enemy units and 
	work well in combination with the Harasser, the Omni-
	Fighter, and the Obliterati.  Due to the fact that stations 
	typically have very weak engine systems, the Obliterators 
	are a good choice for assaults on enemy bases.

Weakness:       
	This unit is not effective if the enemy builds Nomad 
	Engine Repair.

7. "Devastator"--The Devastator fires a radial blast shield damage plasma.

Strength:       
	Radial blast weaponry is excellent for fighting hordes of 
	droids or a large compact battle fleet.  When a Devastator 
	plasma weapon hits a friendly ship, the Plasma Graft effect 
	will add to the friendly ship's maximum control systems.  
	The Devastator can be used in combination with the Re-
	Master and the Terran Target station to upgrade all of 
	your unit's control systems to maximum capacity.

Weakness:       
	The Devastator is not as effective when locked in single 
	combat.  The Rifleman can use its turret advantage and 
	long range Mass-Driver to destroy lone Devastators.

8. "Obliterati"-- The Obliterati Carrier launches engine damage fighters at 
    long range.

Strength:       
	The Obliterati fighters can immobilize enemy units and 
	destroy them--this prevents the enemy from viewing your 
	base and discovering the nature of your fleet.  The 
	Obliterati are effective in combination with the Harasser or 
	Terran Infiltrators.

Weakness:       
	This unit is vulnerable to being rushed and needs support 
	ships for close quarter combat.

TRIUMVERITE STRUCTURES
1. "Eduplex"-- This structure trains adjacent Triumverite units.  When your 
    Mothership is adjacent to the Eduplex, she will learn new Triumverite tech.

Strength:       
	This unit enhances friendly Triumverites and is necessary 
	for learning Triumverite tech.  It is the first unit you should 
	build after constructing a Triumverite Base.

Weakness:       
	This unit does not engage in combat.

2. "Obliteroid"--This station fires three engine damage plasmas at enemy 
    units.

Strength:       
	The Obliteroid is great for preventing enemy units from 
	seeing your base.  This station is also effective against 
	other stations.

Weakness:       
	This unit countered by Nomad Engine Repair.

3. "Omni-Fighter"--The Omni-Fighter cannot be targetted by the Point Laser.  
    It targets enemy units at extreme range and showers them with engine 
    damage plasma.

Strength:       
	The Omni-Fighter is useful for defending your base from 
	enemy recon.  It is excellent in combination with other 
	engine damage units.  Also, the Terran Switcher can be 
	used to launch a series of Omni-Fighters from one 
	location.

Weakness:       
	The Omni-Fighter does not deal damage quickly and is 
	weak at close range.

4. "Droidium"-- This unit allows you to build Triumverite droids.  New droids 
    are constructed adjacent to the Droidium.

Strength:       
	The Droidium allows you to build droids. Droids are 
	cheap;  the Droidium is a great structure to build if you are 
	running low on Plasma and do not intend to build any 
	other race's technology.

Weakness:       
	This is not a combat unit.  Also, if your enemies know that 
	you are building droids, they can build an EMP launcher 
	or Special Ops to destroy your horde of droids.

5. "Oculoid"- This unit fires a guided shield damage rocket.  The Oculoid 
    has a higher scanning range than other droids.

Strength:       
	The Oculoid is cheap and quick to construct.  At higher 
	levels it also deals engine damage.

Weakness:       
	Droids are vulnerable to EMP launchers and Special Ops.

6. "Evaser"-The Evaser cannot be targeted by ships;  only carriers, 
    stations, and other droids can target the Evaser.  The Evaser fires a weak 
    shield damage plasma.

Strength:       
	The Evaser can punish opponents for building only ship 
	technology.  It is very useful for blocking an entrance to 
	your home base.

Weakness:       
	The Evaser is weak against non-ships and Shield DOCs.

7. "Repair Matrix"--The Repair Matrix allows you to build the Omni Repair.

Strength:       
	Infinite range augmentation can keep your units alive in 
	the middle of battle.

Weakness:       
	This station is not a combat unit.  It is large and vulnerable 
	to Mass-Drivers and Nuker ships.

8. "Omni-Repair"--Building an Omni-Repair plasma requires that you specify 
    a destination.  The Omni-Repair plasma will emerge from the Repair Matrix 
    and travel an infinite range to the destination, where it will radially 
    increase the Shield, Engine, Tech, and Control systems all units in the 
    area of effect.

Strength:       
	Omni-Repair can make your units extremely strong.

Weakness:       
	The Omni-Repair is not effective without other units to 
	benefit from its upgrade effect.

TERRAN SHIPS:
1. "Terran Base"-- newly constructed Terran ships appear adjacent to the 
    Terran Base.  This base will increase the recharge rate of your production 
    meter.

Strength:       
	Building the Terran base is the first step in building Terran 
	technology.  This race will allow you to repair tech, deal 
	control damage, rapidly increase your unit's experience 
	level, and switch the locations of friendly ships and 
	stations.  Terran strategies typically employ rapid 
	relocation of their Mothership for rapid resource growth in 
	order to build up a massive fleet of Infiltrators.

Weakness:       
	Triumverite control repair can nullify a control damage 
	strategy.  Also, the Nomad fleet can out-class a Terran 
	fleet in large scale battles.

2. "Explorer" -- This unit fires guided shield damage missiles.  It can target 
    Pack Solinite.

Strength:       
	The Explorer is fast and fires guided missiles.  This is 
	useful for chasing down evasive enemy units.

Weakness:       
	This unit is not as potent as the other combat units.  It is 
	designed to crack open Pack Solinite.

3. "Tech Fixer"-- The Tech Fixer repairs tech damage to friendly units.

Strength:       
	This ship is a strong counter-technology to Computron 
	tech damage units.

Weakness:       
	This ship is not a combat unit and should only be 
	constructed in response to enemy tech damage units.

4. "Switcher"--This ship allows you to swap locations with target friendly 
    ship or station.  Select the Switcher and right-click on target friendly 
    unit to switch.

Strength:       
	The Switcher allows you to relocate your stations into 
	battle areas.  Also, you may use the Switcher in 
	combination with a Computron Teleportal to transport 
	your entire fleet to wherever any one of your ships is 
	located.

Weakness:       
	This is not a combat unit.  It can only switch with friendly 
	units of equal size.

5. "Nuker"--The Nuker fires a radial blast shield damage missile.  This ship 
    deals massive damage to stations.

Strength:       
	The Nuker is the best unit for destroying stations.  It is an 
	excellent counter to enemy Foldspacer attacks.

Weakness:       
	The Nuker is not effective in combat against non-stations.

6. "ROC4"-- The ROC4 fires guided shield damage rockets at enemy units.

Strength:       
	The ROC4 is good at dealing with enemy units which 
	attempt to dodge or use teleportation.  At seventh level, 
	the ROC4 gains the ability to fire four rockets 
	simultaneously.

Weakness:       
	The ROC4 is relatively weaker than most attack units at 
	lower levels.

7. "Infiltrator"--The Infiltrator fires a control damage rocket at enemy units.

Strength:       
	This unit is the core of the control strategy.  When used in 
	combination with the Infiltrator Carrier and the Controller, 
	you can acquire many of your opponent's units.  The 
	Computron Teleportal can be used in combination with a 
	control strategy to bring your newly acquired unit out of 
	danger. the Infiltrator Carrier and the Controller, you can 
	acquire many of your opponent's units.

Weakness:       
	Droids and fast ships can dodge the Infiltrator control 
	damage missile.

8. "Infiltrator Carrier"--The Infiltrator Carrier launches control damage 
    fighters at long range.

Strength:       
	The Infiltrator Carrier is excellent for defending your home 
	base and swelling the ranks of your fleet with the ships of 
	your enemy.

Weakness:       
	This unit is vulnerable to being rushed and needs support 
	ships for close quarter combat.

TERRAN STRUCTURES:
1. "Academy"-- This structure trains adjacent Terran units.  When your 
    Mothership is adjacent to the Academy, she will learn new Terran tech.

Strength:       
	This unit enhances friendly Terrans and is necessary for 
	learning Terran tech.  It is the first unit you should build 
	after constructing a Terran Base.

Weakness:       
	This unit does not engage in combat.

2. "Missile Base" --The Missile Base fires twin guided shield damage 
    rockets.

Strength:       
	This station can use its long range advantage to take out 
	other stations without taking damage.  It is excellent in 
	combination with the Switcher ship.

Weakness:       
	This station is vulnerable to Nuker ships and Carriers.

3. "Target"--Friendly attack ships may attack this station.

Strength:       
	This station can help you raise the experience level of all 
	your units outside of combat.  The Computron Shield DOC 
	can help you get the maximum benefit from the Target by 
	prolonging its life.

Weakness:       
	This station is a costly method of enhancement.

4. "Droid HQ"-- This unit allows you to build Terran droids.  New droids are 
    constructed adjacent to the Droid HQ.

Strength:       
	The Droid HQ allows you to build droids. Droids are 
	cheap;  the Droid Factory is a great structure to build if 
	you are running low on Crystals and do not intend to 
	build any other race's technology.

Weakness:       
	This is not a combat unit.  Also, if your enemies know that 
	you are building droids, they can build an EMP launcher 
	or Special Ops to destroy your horde of droids.

5. "M-160"-This unit fires a guided shield damage rocket.  The M-160 gains 
    a range advantage over other droids at higher levels.

Strength:       
	The M-160 is cheap and quick to construct.

Weakness:       
	Droids are vulnerable to EMP launchers and Special Ops.

6. "Special Ops"-Special Ops is designed to destroy droids.  It fires a long 
    range shield damage pellet which deals heavy damage to droids but harms 
    all other units only slightly.

Strength:       
	Special Ops is ideal for fighting an opponent who builds 
	mostly droids.

Weakness:       
	Special Ops is weak against non-droids.

7. "StatCon"-This unit allows you to build the Controller.

Strength:       
	Infinite range capability can wear an opponent down or 
	compel them to attack.

Weakness:       
	This station is not a combat unit.  It is large and vulnerable 
	to Mass-Drivers and Nuker ships.

8. "Controller"--Building a Controller requires that you specify a destination.  
    The Controller will emerge from StatCon and travel an infinite range to 
    the destination, where it will explode dealing heavy control damage.

Strength:       
	The Controller is ideal for delivering radial control damage 
	where your units cannot reach.  It is most useful in battles 
	in combination with the Infiltrator and Infiltrator Carrier.

Weakness:       
	The Controller is a short-term unit that drains your 
	production significantly.  Due to the drain on production 
	and the steady drain on your Crystal supply, missing your 
	intended target is a serious loss.  Also, the opponent can 
	build Point Laser ships to counter the effectiveness of the 
	Controller.


FUNCTION KEYS
Space Bar               Centers main view screen on currently selected unit
Enter                   Centers main view screen on Mothership
ALT                     Display total number of resources and active players
ALT+(1-4)               Instruct all your units to not attack a player
CTRL+(left click)       Destroy target friendly station
TAB                     Toggle between broadcast modes in Battle Gathering
Arrow Keys              Scroll main view screen
F1-F4                   Load saved unit selections
F5                      Toggle game speed
F9                      Toggle sound effects
F10                     Toggle music
SHIFT+(select on ship)  Add/subtract a unit from a group select
SHIFT+(move order)      Friendly units will wait for each other rather 
			than passing
SHIFT+(target enemy)    Friendly units will charge in close to the 
			target enemy
H                       Halt selected units
L                       Select last unit built
S                       Send mode
P                       Toggle public(send all) or private(send allies only)


				CREDITS
				MDI CREW
-----------------------------------------------------------------------------
GAME DESIGN             Roger Fang
				Mark Jordan

PROGRAMMING             Roger Fang
				Herbert Ong

ART                     Mike Withem
				Mark Jordan
				Steve Preeg

MUSIC/SOUND             Jeff Hofmann at
				J.D. AUDIO POST

CINEMATICS              Steve Preeg
				Mike Withem
				Jessi Chan
				Rick Sevy
				Dan Casey
				Stephanie Mulqueen

BUSINESS                Stephen C.H. Lin


VOICE TALENT            Effie Alexandrou
				Ken DeGrande
				Jeff Hofmann
				Staci Takiguchi

PRIMARY TESTERS         Steve Preeg
				Roger Fang
				Mark Jordan
				Herbert Ong
				Mike Withem
				John Byrne 

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


Technical Support (U.S. & Canada)
Troubleshooting
If you experience problems running or installing Star Command, try running the game in true DOS.  If you 
run the game in true DOS by typing "STARCOM F" the game will reconfigure itself so that you should be 
able to run it normally from Windows 95.  If you still have problems running the game, try running it by 
typing "STARCOM S" which will deactivate cinematics.  Windows 95 users should make sure that the 
SCREEN SAVER is off.  If you continue to experience problems running or playing this product, you can visit our web site:
http://www.metro3d.com
