[PREVSHIP]
Previous Class
Page back through the available ship classes.
[NEXTSHIP]
Next Class
Page forward through the available ship classes.
[SHIPCLASS]
Edit Ship Class
Change the text and/or color format of the ship class.

To change the color, press the ` key.  The currently active color will be displayed with a menu of
colors.  Make your selection and press enter to return to the Class edit field.
[SHIPMAKE]
Edit Ship Make
This is the manufacturer of this ship class.  There are several common manufacturers
in Trade Wars, and you can either specify one or choose "Standard Manufacture" to
allow each ship to be assigned one of these companies at random.

You can specify your own company, or perhaps the race of the alien that typically
pilots this ship, using the "Other" option.

The first option listed is always the current and default manufacture.
[GOCLASS]
Get Ship Class
Select a ship to edit from all available ship classes.  You will be given "<" and
">" commands to page backward and forward through the available ships if there
are too many to display on a single page.

On this and many other ship lists, you will see a + next to active ships.  The
plus will be blue for normal ships, dark gold for unavailable unique ships, and
light gold for available unique ships.
[NEWSHIP]
Create New Ship Class
When creating a new ship, you will first be asked to select a ship to base your
new design on.  This will save time when creating slight modifications to existing
ship classes.  Once this class has been chosen, the new ship is created as a
duplicate of that class.  There is no further association between the two classes,
and you can make the new class as different from the original as you wish.

If this command is invoked from a deleted ship class record, the new ship will
replace the deleted ship.  Otherwise, the new ship is appended to the end of the
ship class database.
[DELETESHIP]
Delete Ship Class
You will be prompted to confirm this operation.

When attempting to delete a ship class, the editor will first deactivate it.  If
deactivation fails (see help on Activate), the ship will not be deleted.  If
successful, the ship will be physically removed from your database.  In order
to maintain ship class IDs during an active game, deleted ships will be replaced
with an empty record.  You may create a new ship at the location of the deleted
ship by selecting that ship and using the new ship command.  Later, when the
game is reset, the database will be packed so that all empty ship class records
will be removed.
[ABORTCHANGES]
Abort Changes
You can revert the current ship class to the last saved version by using this
command.  You will be prompted to confirm this operation.

Some operations will commit the ship class to disk, and you will be notified
before the commit occurs.
[COMMITCHANGES]
Commit Changes
You can force the editor to write the ship class to disk using this operation.

You will be prompted for confirmation.
[MAXIMUMVALUES]
Maximum Values
These fields determine the maximum amount of various items that a ship can carry
or use.
[INITIALVALUES]
Initial Values
These fields specify the initial values for fields that may change during the
life of the ship.
[SHIPSETTINGS]
Settings
This is a page of options and flags.  Options are equipment that a ship can be
outfitted with, but that aren't standard issue.  Flags describe specific characteristics
of the ship.  These may allow special functionality, limit functionality, or limit access.
[SHIPCOST]
Ship Cost
Use this screen to specify the initial cost of a ship.  You will be given free
access to the cost associated with the hold space, drive system, computer system,
and hull.  You will also be given a recommended cost based on the settings for
that ship.  A percentage indicates how much your cost deviates from the recommended
cost.  These are color coded, with light green indicating the most acceptable
costs, dark green indicating reasonable costs, light red indicating extreme (high
or low) costs, and dark red indicating unrealistic costs.  You are allowed to
set these costs to any value, but be aware of the potential unbalances that
extreme cost will bring to your game.
[MISCELLANEOUS]
Miscellaneous
Various fields used for the administration of the ship class within your game.
[HELP]
Help
You can receive help for commands by pressing the ? key and then selecting the
command you are interested in.  You will also be shown the help associated with
many commands as you are using them.
[MAXCARGOHOLDS]
Maximum Cargo Holds
This is the maximum number of cargo holds that a ship can physically carry.
[MAXFIGHTERS]
Maximum Fighters
This is the maximum number of fighters that this ship can maintain.
[MAXSHIELDS]
Maximum Shields
This is the maximum number of shields that this ship can carry.
[MAXMINES]
Maximum Mines
This is the maximum number of mines that this ship can carry.  The number is for
Armid and Limpet mines individually.  For example, if the maximum mines is set
to 10, the ship has capacity to carry 10 Armid mines and 10 Limpet mines.
[MAXBEACONS]
Maximum Beacons
This is the maximum number of Marker Beacons that this ship can carry.
[MAXGENESIS]
Maximum Genesis Torpedoes
This is the maximum number of Genesis Torpedoes that this ship can carry.
[MAXCLOAKS]
Maximum Cloaking Devices
This is the maximum number of Cloaking Devices that this ship can carry.
[MAXATOMICDET]
Maximum Atomic Detonators
This is the maximum number of Atomic Detonators that this ship can carry.
[MAXCORBOMITE]
Maximum Corbomite Devices
This is the maximum number of Corbomite Devices that this ship can carry.
[MAXETHERPROBE]
Maximum Ether Probes
This is the maximum number of Ether Probes that this ship can carry.
[MAXMINEDIS]
Maximum Mine Disruptors
This is the maximum number of Mine Disruptors that this ship can carry.
[MAXPMISSILE]
Maximum Photon Missiles
This is the maximum number of Photon Missiles that this ship can carry.
[MAXFIGHTERFORCE]
Maximum Fighter Attack Wave
This is the maximum number of fighters that this ship can send into a single
attack.
[INITHOLDS]
Initial Holds
Specifies the number of holds included with the ship.
[TURN2WARP]
Turns To Warp
This value determines the agility of the ship.  Not only does this specify the
number of turns to be subtracted from a player each time the ship is moved, but
it also specifies the corresponding physical time that the move takes (See TEDIT General
Editor Two for more info).
[OFFENSIVEODDS]
Offensive Combat Odds
The offensive combat odds determines how well this ship fairs in aggressive
combat.  Examples are attacking a player, defensive sector fighters, or defensive planet fighters.
A higher number indicates greater offensive capability.  The Merchant Cruiser is considered
baseline at 10.
[TRANSPORT]
Transporter Range
Specifies the maximum range in sector hops that the ship can transport a player.
A setting of 0 indicates that the ship can only transport in-sector.
[COMMISSION]
Imperial Rank
For ships flagged as Imperial, this is the rank required before a commissioned player
can freely pilot the ship.  Players not qualified for the ship will not be allowed
to purchase it from StarDock.
[DEFENSIVEODDS]
Defensive Combat Odds
The defensive combat odds determines how well this ship fairs in defensive
combat.  Examples are being attacked by a player, offensive sector fighters or offensive planet fighters.
A higher number indicates greater defensive capability.  The Merchant Cruiser is considered
baseline at 10.
[DENSITYSCAN]
Allow Density Scanner
Specify whether this ship can be equipped with a Density Scanner.
[HOLOSCAN]
Allow Holographic Scanner
Specify whether this ship can be equipped with a Holographic Scanner.
[TWARP]
Allow TransWarp Drive
Specify whether this ship can be equipped with a TransWarp Drive system.  If
the ship is allowed to carry a TransWarp drive, then it can be fitted with both
the Type 1 single ship model and the Type 2 paired ship model.
[PLANSCAN]
Allow Planet Scanner
Specify whether this ship can be equipped with a Planet Scanner.  
[INTERDICTOR]
Allow Interdictor Generator
Specify whether this ship can be equipped with an Interdictor Generator.
[COMBATSCAN]
Allow Combat Scanner
Specify whether this ship can be equipped with a Combat Scanner.  If the ship is
allowed to carry a Combat Scanner, it will come as standard equipment.
[ISESCAPEPOD]
Used As Escape Pod
This setting must be enabled before this ship can be carried by another ship as
that ship's escape pod.
[CANLAND]
Can Land On Planet
There are certain reasons that you may want to forbid a ship from entering the
atmosphere of a planet.  An obvious example is the Interdictor Cruiser which
was not built to withstand the stress of its own weight under gravity.

Turning this setting off will force any ship to become a level I Transport
regardless of its Transport rating since it can no longer function as a colonist
transport ship.
[GUARDIAN]
Defensive Guardian Bonus
This option equips the ship with special equipment and enhanced combat software
to greatly improve the ships defensive capability when defending its owner's
planet.

NOTE:  In standard Trade Wars, this ship only guards a corporate planet.  In
       Trade Wars Gold, this ship will guard any planet owned by the owner of
       the ship.  If the ship is corporate, it will guard the corporation
       planets in the sector where it is stationed.  If the ship is private,
       it will guard the private planets in the sector where it is stationed.
[FUSIONDRIVE]
Fusion Drive System
The standard impulse drive systems use atomic fission.  This technology is inefficient
and generates enormous stress on the engine.  The cleaner, more efficient Fusion Drive System, while much more
expensive, has a lower stress coefficient resulting in greatly diminished engine wear.
[SWAPSHIPS]
Allow Players to Swap Ships
This setting determines whether or not players are allowed to swap ships of this class
while parked in a Citadel.
[IMPERIAL]
Require Imperial Commission
Turning this flag on will make this an Imperial ship.  Only players who have
achieved an Imperial Commission will be allowed to fly this ship.  You can specify
the level of experience required before this ship will be made available to
a commissioned player (see "Rank required for commission" under Initial Values).
[CORPORATE]
Require Corporate Status
Turning this flag on will make this a Corporate ship.  Only players who are
members of a corporation will be allowed access to these ships.
[CEO]
Require CEO Status
Turning this flag on will make this a Corporate CEO ship.  Only a CEO of a
corporation will be allowed access to these ships.
[CARRYPOD]
Carries Escape Pod
Specifies whether or not this ship can carry an Escape Pod.  A ship that is
not equipped with an Escape Pod is very dangerous because its pilot will "go
down with the ship".
[PODTYPE]
Escape Pod
Specifies the type of Escape Pod that this ship carries.
[HOLDCOST]
Cost of Hold Space
The hold cost is largely determined by the initial number of holds for the ship.
The maximum hold space is a minor consideration in determining this cost.
[DRIVECOST]
Cost of Drive System
The drive system cost is set according to the mobility of the ship.  The special
fittings required for a TransWarp drive are included in this cost.
[COMPUCOST]
Cost of Computer System
The computer system cost is determined by several factors.  The combat capabilities
are partially provided by special computer systems, and nearly every item that
the ship can be equipped with requires special control systems for proper use.
[HULLCOST]
Cost of Ship's Hull
This is the cost associated with the physical structure of the ship.  The greater
the ship's capacity for storage and equipment, the greater the cost of the hull.
Other factors are included, such as the enhanced hull quality of an Imperial ship.
[DEPLOY]
Deployment Method
This setting determines how the ship is to be deployed into your game.  The methods
are as follows:

  General : Ship can be purchased from StarDock.  The description of the ship
            is available from the computer's ship database.
  Alien   : Ship will be piloted by an alien race.  Players will gain access
            to these ships only by defeating an alien and capturing the ship.
            The description of the ship is available in the StarDock library
            under preferred ships of the aliens.
  Manual  : Ship is to be deployed manually by the sysop.  This ship will not
            be available to players at StarDock or to aliens.  You must place
            this ship into the game using the TEDIT features.  The description
            of the ship is available in the StarDock library under Miscellaneous
            Ships.
[TARGRACE]
Target Race
For Alien deployment (see Deployment Method), this specifies the aliens that
will pilot the ship.  This ship will be added to the list of available ships
for that alien race if that race specifies Alien Deployment as one of its
available resources.
[FUNCTIONAL]
Functional
For Manual or Alien deployment (see Deployment Method), this specifies whether or not
the ship will be usable by players, not whether the ship will actually function
within the game.  When under the command of aliens, these ships will be fully functional.
If the ship is not functional, then a player who captures the ship can only tow it to StarDock and sell it.  The technology level of the ship
is beyond the player's comprehension, so he/she will not be able to make personal
use of the ship.
[UNIQUE]
Unique
For Manual or Alien deployment (see Deployment Method), this specifies that the
ship is to be unique.  Only one instance of a unique ship should exist within
a single game.  Once the ship is deployed through Alien deployment, the Available
flag will be turned off (see Available).  If the ship is deployed manually, you
should turn the available flag off yourself if there is a possibility that the
ship might be deployed in some other way (see Specific Ships under the Alien Editor Resource menu).
[AVAILABLE]
Available
For unique ships, this flag determines whether or not the ship is still available to
be created within the game.  Once it is created, this flag will be turned off (if Manual Deployment,
you should turn it off yourself) so that the ship will no longer be available for spawned
Aliens.  You can make the ship available even though it is currently active in the
game, but the result will be multiple instances of the ship.
[ANSIDESC]
ANSI Illustration
This is the file name of the ANSI file to be displayed to describe this ship.
Ships of General Deployment should be no more than 16 lines and all other ships
should be no more than 23 lines.  You can use the standard ANSI files as a template
for creating your own.  SHIPXX.ANS shows examples of General ships, FERRX.ANS
shows examples of Alien ships, and ALNX.ANS shows examples of Manual ships.

ANSI files must be placed in the ANSI directory off of the main data directory.
[TEXTDESC]
Text Description
When a player has ANSI capability disabled or when the ANSI Illustration is not
found or not specified, the text description will be displayed.  Sample text
descriptions can be found in the ANSI directory as SHIPXX.TXT, FERRX.TXT, and
ALNX.TXT.

Text description files must be placed in the ANSI directory off of the main data directory.
[ACTIVE]
Ship Is Active
You must enable this option before the ship will be deployed into the game.
If you attempt to deactivate a ship while it is in use by players and/or aliens,
you will receive notification.  If you proceed, you will be asked to supply
the ship ID with which to replace all active instances of this ship.  It is
not recommended that you disable a ship once it is active in the game since
it is unlikely that the player who owns the ship will be satisfied with the
replacement.
