                             Trade Wars Helper 
                           Documentation for the 
                         Universe Mapping Feature  
                              of Release 9.0 

                              Copyright 1995 
                             Just FUN Software 
                            All Rights Reserved 


  As of release 7.0 an additional program module was included in the ZIP
  file named TWHMAPER.EXE.  This module utilized the course plotter of the
  Crai computer's CIM and a method know as Level Diagramming to assist in
  creating a map of the TW universe without having to explore each sector. 

  At release 8.0 this module was updated to perform Ether Probe Mapping
  for the TW2002 Version 2.00 game.  You can use either method in a
  version 2.00 game but only Level Diagramming in a version 1.03 game.
  The Ether Probe Mapping is discussed further down in the document. 

  At release 8.7 this module was further updated to be able to find the
  Stardock and class 0 ports in the versions 2.00 game using the Level
  Diagramming method. 


           UNIVERSE MAPPING using the LEVEL DIAGRAMMING method. 

  The universe mapping feature using level diagramming serves two
  purposes.  First is to locate the Stardock in those games where it is
  not announced on the game status display.  Second is to find as many
  "edges" as possible so Ether probes can be sent to pass thru the maximum
  number of unexplored sectors.  An edge is simply the link between a
  sector and one of sector it warps to. 

  To use the universe mapping feature in a new game, you would generally
  enter the /1U command.  The program would then run thru it's phases
  using 1 as the root sector and, when done, produce a list of sectors. 

  In the version 1.03 game the list would be for those sectors with the
  highest number of potential one-way warps.  The Stardock and the other
  two class 0 ports are generally in sectors with several outgoing one-way
  warps.  You would then move to these sectors to see if any of them are
  the Stardock. 

  In the version 2.00 game the list would be for those sectors that have
  the highest number of incomming warps.  The Stardock and the other two
  class 0 ports are generally in sectors with several incomming warps.
  You would then move to these sectors to see if any of them are the
  Stardock. 

  If the Stardock was not located in the first pass, or you want to find
  more edges before sending off E-probes (two to three passes are
  recommended for probing), enter the /U command again but with a
  different root sector following the /, for example, /23U.  If known, use
  the Stardock's sector as the root sector.  Otherwise use a sector with
  several warps (one or two-way) that is also some distance from sector
  one.  Those listed after the first pass would be good candidates. 

  Once you've located the Stardock and have found sufficient edges, use
  your turns to generate credits to buy E-probes.  Then go to the
  stardock, buy the probes, and enter the /6E command to launch E-probes.
  The destination sector will be chosen so the probe will move through as
  many unexplored sectors as possible.  The more edges found, the more
  effective the /6E command will be.  If the number of new sectors TWH
  expects to explore frequently differs from the number actually found,
  then another pass using a different root sector would be advisable.  The
  Stardock should always be used as a root sector before sending off
  probes. 

  Also available is the /7E command which works much like the /6E command
  only faster and the TW Computer's I and R commands are not issued after
  each probe.  If you use the /7E commands, you MUST issue the /k command
  when done probing to update the database with the warp to and port
  information for the newly probed sectors.  You can launch hundreds of
  probes and then issue the /k afterward. 

  After using the universe mapping module, the many unexplored sectors
  will appear on the graphics map in the color red.  Depending on the
  number of edges found, many will also appears to be isolated sectors.
  This can be deceiving since they have not yet been explored and it is
  quite possible they warp to more than just one sector.  Note also the
  mapping feature will automatically mark orphan sector as inaccessible
  to the E-probe routines. 

  The universe mapping module will take roughly 10-20 minutes per pass in
  a 1000 sector universe depending on the speed of the BBS computer.  You
  can interrupt the process at anytime by pressing the SPACE BAR key or if
  it hangs up for some reason, the ESC key.  Just enter /U (without the
  root sector) to resume at the point where interrupted.  If you know
  where the Stardock is located, doing a single pass using the Stardock as
  the root sectors is fairly effective. 

  The probing phase will take at least as many probes as there are
  isolated sectors to map the entire universe.  A rough estimate is 350 to
  400 probes to fully map a 1000 sector universe although over 50% of the
  universe will be mapped with the first 100 probes.



            UNIVERSE MAPPING using the ETHER PROBING method. 

  The Ether Probing method is a very cost effective, allbeit somewhat time
  consuming, process of exploring the TW2002 version 2 universe.  The
  performance is greatly dependent on the universe generated and the speed
  of the BBS computer.  It is possible to use a single batch of 25 Ether
  Probes to explored over 1000 sectors in about one and a half hours on a
  fast BBS machine.  On the other hand, in other game setups, the same 25
  probes may explore fewer that 500 sectors in four hours a slow machine.

  The program uses the CIM mode of the Crai computers course plotter and
  avoids appropriate sectors to create a path for each probe that will
  explores the maximum number of previously unexplored sectors as
  possible.  The maximum warp path per probe is actually a sysop chosen
  option selected when the universe is first created.  Most often this
  ranges from 25 to 45 sectors.   

  NOTICE: In the Major BBS version "m" and eariler, Eprobes do not
  recognize avoided sectors so this method of universe mapping can not be
  used in those games.  This was corrected in version "n' of the MBBS
  game. 

  You can tell the process to stop at the end of the current probe, but be
  warned, it may several minutes just to complete the path for the probe.
  Be sure to have sufficient time available or press the space bar a
  second time.  The time remaining is display on the screen throughout the
  process and an alarm will sound each minute starting at the ten minute
  mark. 

  As with any Ether Probing scheme, their effectivness can be limited by
  the presence of fighters belonging to the Ferrengi or other traders.
  Thus the cost effectivness will be best early in a game and could become
  hardly worth it later in a game. 

  This method of exploring the universe becomes less cost effective after
  about half the universe has been explored.  After about 65 percent of
  the universe has been explored, using the /E or /6E commands will
  probably be just as effective and certainly less time consuming. 

  Five option are available when you initiate the Ether Probing method.
  The first one is to use the program after all or most of the universe
  has been explored in what is called the "search" mode.  The second
  option tells the program not to send probes when fewer than the
  specified number of new sectors will be explored.  Third option limits
  the maximum sectors in a probe path to the smaller of the value entered
  and the Sysop specified warp path length.  The fourth option is for
  printing entities (Planets, Traders, Ferrengi, Aliens) found in route on
  the printer or to a disk file.  The last option is only meaningful in
  the search mode and is used to search the universe again. 

  To initate the Ether Probing method just enter /U.  Normally you would
  be at the Stardock sector so as to easly replenish the supply of Ether
  Probes.  In any case the current sector should be one with at least five
  outgoing wraps.  The program will first avoid sectors that have already
  been explored.  If you want to quit during this process just press the
  SPACE BAR key.  If you have avoided sectors you want to keep track of
  use the /b or /n commands to note them and then re-avoid them when done
  using /U. 

  When the process runs out of probes or you've pressed the SPACE BAR key,
  most sectors will be marked as avoids.  If you are just going to
  replenish the E-probes and/or enter /U again then leave the avoids
  intact.  Otherwise if you need to move around the universe, you will
  have to clear all the avoids.  When you do the /U command later it will
  have to avoid all the explored sectors again so they do not become part
  of the path for the next probes sent. 

  Of course you will have to do the /k command when done probing to bring
  the Trade Wars Helper database up-to-date.  This can be done immediatly
  after returning from the /U command whether or not you clear the avoids.
  Be sure to do the /k command before moving around the universe. 

  Note: TW2002 V2B5 seems to kick one off every now an then during this
  process.  If it happens press ESC several times until the database is
  saved.
