With the convienence of controlled hyperspace travel comes risk. Each time a ship travels via Jump Gate, there is a small chance that an alien ship will exit the destination Jump Gate with the traveller. The aliens are a warrior race, intent on conquering all that they see. They will conquer the entire Echo Cluster unless stopped.
Contents
Jump Gate contains two programs:
JGCONFIG.EXE
JUMPGATE.EXE
Place these programs in the same directory that HOST normally runs from. Jump Gate requires access the the VGA Planets databases (HULLSPEC.DAT, BEAMSPEC.DAT, etc.) as well as the host databases (SHIP.HST, XYPLAN.HST, etc.).
New Game Setup
Before Jump Gate can be used the configuration program, JGCONFIG.EXE, must be run. JGCONFIG accepts one command line parameter, the DOS path to the game directory. For example; to configure a new game in E:\
JGCONFIG E:\PLANETS\NEWGAME
When JGCONFIG starts, a configuration dialog will be displayed. Notice that the DOS path provided on the command line is displayed in the Path to Game Directory edit box.
Default values are automatically provided. Change them to suit the requirements of the game. Each value has valid ranges and all changes must be within the valid ranges.
Select the OK button when all changes have been made. The following files will be written to the Game Directory:
JGCONFIG.HST
After the configuration file is saved a confirmation dialog will be shown at which time if YES is selected the Jump Gate database will be initialized. Additionally, the UFO database will updated by adding the first Jump Gate and removing any old records used by Jump Gate.
These files are written to during initialization:
JUMPGATE.HST
UFO.HST
The config program will write and modify all necessary files.
Build Jump Gate
If the ship's friendly code is set to BJG, an attempt to build a Jump Gate will take place. Jump Gates can only be built by Super Transport Freighters, sine one ship must have all of the building materials on board. The amount of building materials required to build a Jumpgate are configurable by the host. The host can configure the amount of Neutronium, Tritanium, Duranium, Molybdenum, and Supplies that are needed up to a 2600 KT cargo maximum
Additionally, there are restrictions on the number of Jump Gates allowed in the game. Jump Gates will only be built if there is room in the UFO database for one, the maximum number of Jump Gates has not been reached, and the desired location for the Jump Gate is at least 5.01 light years from the nearest planet. Jump Gates will be assigned a random ID# between 01-99 from the range of numbers available in the UFO database.
Repair Jump Gate
Jump Gates can be repaired by any ship carrying supplies and has its friendly code set to RJG. One point of damage is repaired for every five supplies on board the ship.
Attack Jump Gate
Any ship that has beam weapons in excess of Tech 2 can attack a Jump Gate by setting its friendly code to AJG. Any ship that meets these restrictions will attack a Jump Gate that is at the same location as the ship. Damage done to the Jump Gate is as follows: