[PREVXNON]
Previous Race
Page back through the available alien races.
[NEXTXNON]
Next Race
Page forward through the available alien races.
[RACEPLURAL]
Edit Race Title
Change the text of the race title.  This title is intended to describe the race as
a whole, e.g. "Humans".
[RACESINGLE]
Edit Alien Title
Change the text of the alien title.  This title is intended to describe an individual
within this race, e.g. "Human".
[GORACE]
Get Alien Race
Select an alien to edit from all available alien races.  You will be given "<" and
">" commands to page backward and forward through the available aliens if there
are too many to display on a single page.

On this and many other alien lists, you will see a + next to active aliens.
[NEWRACE]
Create New Alien Race
When creating a new alien, you will first be asked to select an alien to base your
new design on.  This will save time when creating slight modifications to existing
alien races.  Once this race has been chosen, the new alien is created as a
duplicate of that race.  There is no further association between the two races,
and you can make the new race as different from the original as you wish.

If this command is invoked from a deleted alien race record, the new alien will
replace the deleted alien.  Otherwise, the new alien is appended to the end of the
alien race database.
[DELETERACE]
Delete Alien Race
You will be prompted to confirm this operation.

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

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

You will be prompted for confirmation.
[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.
[SETTINGS]
Settings
Various settings to describe this alien race.
[SPAWNINGPROFILE]
Spawning Profile
Use this screen to customize the equations used to spawn new aliens.  There are
several equation forms.  These use either the number of days that have passed in
the game (T) or the generated experience for the spawned alien (X), and from
one to three constants (A, B, and C).  You can modify the constants to effect
the results of the each equation.

The equations determine a maximum and minimum amount that can be generated for
a new alien depending on the age of the game, but the actual result is typically
varied by the random function r(N) which returns a random value between 0 and N.
[RESOURCES]
Resources
This screen determines what ships and planets this race will be given access to.
The ships available to the race will be determined by the selected ship and planet
deployment methods (General, Alien, and Specific).

The actual ships available to a given alien will be limited by the ship ratings and the "Days Before Ship Is Accessible"
settings.  For example, if a level II combat ship becomes accessible for this
race at 20 days, then that means that an alien spawned with the maximum possible experience
for 20 days (determined by the experience spawning profile equation) will be allowed access
to a level II combat ship.  Before 20 days, no aliens of this race have access, at 20 days
it will be rare, and as the game age increases ships of this level will become much more
common.

Aliens will show a preference for the highest level of ship that they have access
to.
[RANKINGS]
Rankings
Use this screen to customize the ranking for this alien race.  You can use the
standard rank tables for good and evil or create your own for one or both.
[MISCELLANEOUS]
Miscellaneous
Various fields used for the administration of the alien race within your game.
[STARTDAY]
Days Until Race Appears
Specify the number of days that must pass in the game before this alien race first
begins to appear.
[FULLDAY]
Days Until Full Strength
Specify the number of days that must pass before this race is present in the game
at full strength.
[INITNUMBER]
Initial Number of Aliens
Specify the number of individual aliens that will exist on the first day that
this race is present in the game.
[MAXNUMBER]
Maximum Number of Aliens
Specify the number of individual aliens that will exist once this race is at
full strength.
[SHOWRANK]
Show Alien Rank
This setting determines how the aliens will appear in a sector display.

If this setting is on, the alien names will be prefaced with a rank as determined
by their alignment, experience level, and your selection of good and evil rank
tables.

If this setting is off, the alien names will appear without any rank.
[MOVECHANCE]
Move Chance
This value determines how active the alien race will be in the game.  Each
alien has an opportunity to move once every 30 seconds, and this setting determines
the probability that the alien will do so.
[ISORG]
Treat As Organization
You might want your non-players to be more of an organization than an alien race.
This will effect where the description of the aliens will appear in the StarDock
library, under Known Alien Races or Known Galactic Organizations.  The Ferrengi
are an alien race, while the Alien Traders are a multiracial group of traders.

You can create non-player corporations and such using this option.
[SHY]
Xenophobic
This setting determines whether or not the aliens shy away from others.  Shy
aliens will tend to exit from a sector soon after a trader enters.

Enabling this setting will increase the load on the alien server.
[PROTECTIVE]
Protective
This setting determines whether the aliens will attempt to protect members of
their own race (or organization), including themselves.

If this setting is enabled and a player attacks a member of this "race", that
alien and all others in the same sector will strike back at the player.  Only
one attack per alien will occur per attack against an alien.
[BANDING]
Travel In Groups
With this setting enabled, the individuals of this alien race will tend to group
together in a single sector.  When an alien moves from one sector to another,
he will take the other aliens in the sector with him, up to the maximum group
count.
[BANDCOUNT]
Maximum Members of Group
For banding alien groups, this number determines the maximum number of individual
aliens that will tend to move around together.
[ANOMALOUS]
Anomalous Aliens
By enabling this setting, you create the possibility for the occasional alien to be
generated far in advance of what the current game day would dictate.  There is a one
percent chance per spawned alien that an unusually advanced alien will be generated.
If an alien is advanced, it is spawned as if it was being generated on from 100 to 200
days in the future.  Ships that are not currently available may be available to an
advanced alien.
[GRUDGE]
Alien Grudges
In order for a grudge to occur, a player must destroy an alien in the same sector as another
alien of that race.  If no other alien views the attack, no grudge will exist.

Up to 10 individuals can be "remembered" by each race.  As new players are added
to the grudge list, older players are removed.  A player can only be on the grudge list once,
but with each offense the player is moved to the beginning of the list.

Aliens will attack a begrudged player when entering the player's sector, or when the player
enters the alien's sector.  Once in the same sector, the aliens will not be hostile (they
got their point across).

The severity of an alien's attack depends on how recent the begrudged offense occurred.  In
other words, players near the front of the grudge list will receive a more severe attack
than those near the end.
[REGENERATE]
Alien Regeneration
Aliens can regenerate their fighters and shields to the average level for the
current game day.  This has three effects.  Aliens that lose fighters and shields in
combat can have them replaced slowly over time, aliens spawned with less than
average fighter and shield amounts will regenerate toward average, and all aliens
will increase their fighter and shield values to keep up with the average values of
these fields as the game progresses.

Regeneration occurs whenever an alien attempts to move, whether or not it actually does.
This means that there is a correlation between the move frequency and regeneration rate.
Also, since banding aliens move more frequently, these will regenerate more rapidly as
well.
[SPAWNMETHOD]
Spawning Method
Select the form of the spawning equation for this field.  You can modify the variables
of an equation to fit the desired results.  Results of a given spawning equation and
variable set are displayed in the "sample by day" report.
[SPAWNA]
Variable A
Setting the value for variable A will effect the results of the associated spawning
equation.
[SPAWNB]
Variable B
Setting the value for variable B will effect the results of the associated spawning
equation.
[SPAWNC]
Variable C
Setting the value for variable C will effect the results of the associated spawning
equation.
[SAMPLESPAWN]
Sample Spawning Method
To help clarify the spawned characteristics of your aliens using a given equation form,
you can generate a sample of a field for aliens spawned on a given day.  As a sample
(taken from 1000 spawning events), the values will change slightly from one sampling to
the next.  Select "Sample" multiple times to see how consistent the sampled values are.

Note that many fields have boundaries imposed on them by the alien ship type or other
circumstances.  The spawned value will be truncated to the upper or lower acceptable
boundary in actual practice.  For example, if the Experience equation returns all
negative numbers, Experience will be truncated to 0 for ALL spawned aliens ALWAYS.  For
this report, an upper and lower boundary of 9,999,999 and -9,999,999 has been imposed.

The sample report shows the maximum and minimum values on this day.  It also shows values
associated with several probabilities to indicate what the most probable values will be on this day.
[SAMPLESPAWNDAY]
Sample Day
When viewing sample data, you can specify the day at which the sample is to occur using
this value.  Acceptable values range from the alien start day to the maximum value for days.
[SPAWNREVERT]
Revert Spawning Equation
This command will revert the spawning equation and variables to the settings it
had when you entered this screen or since you last committed the spawning equation.
This will allow you to experiment with several settings and still be able to return
to the values you started with.

Note that you can still abort any changes to the spawning equations from the Alien
Editor at any time before the alien record is committed to disk.
[SPAWNCOMMIT]
Commit Spawning Equation
Using this command, you can commit the changes you have been making in the spawning
profile editor.  Once committed, you can make more changes and still return to the
committed settings by using the revert command.

Note that you can still abort any changes to the spawning equations from the Alien
Editor at any time before the alien record is committed to disk.
[SPAWNFIELD]
Modify Spawn Field
The alien characteristics are generated as each alien is spawned.  These settings determine
how each characteristic is generated over the life of the game.

The main spawning field menu shows each of the configurable fields along with some
sample values.  The samples are shown for the start day and "full strength" day of the
given alien race.  The values shown are the maximum (or minimum) value and the average
value for that field on that day.  No alien will be spawned with a value greater (or less)
then the boundary value, and the majority will receive the average value.

Selecting a field will open the spawning equation editor.  You can modify the form
of the equation and set values for the variables of the chosen equation.  You will also be shown
a more complete sample of values from any selected day of the game.  You can use this
information to choose the best spawning profile for your aliens.
[SHIPDEPLOYS]
Ship Deployments
The alien race can be given access to ships of any combination of three deployment
methods:  General, Alien, and Specific.

  General  : The alien has access to any ship specified to be of General
             Deployment.
  Alien    : The alien has access to ships specified to be of Alien Deployment
             with this race specified as the target race of that deployment.
  Specific : Using a Specific Ships list, you can override the deployments of
             up to 28 individual ship classes.  For example, you could give this
             race access to a ship that uses alien deployment but that does not
             specify this race as the target, or you could list several general
             ships that the race can have access to without granting free access
             to all general ships (as done with Alien Traders).
[PLANDEPLOYS]
Planet Deployments
The alien race can be given access to planets of any combination of three deployment
methods:  General, Alien, and Specific.

  General  : The race has access to any planet specified to be of General
             Deployment.
  Alien    : The race has access to planets specified to be of Alien Deployment
             with this race specified as the target race of that deployment.
  Specific : Using a Specific Planets list, you can override the deployments of
             up to 10 individual planet classes.  For example, you could give this
             race access to a planet that uses alien deployment but that does not
             specify this race as the target, or you could list several general
             planets that the race can have access to without granting free access
             to all general planets.
[SPECIFICSHIPS]
Specific Ships
Build a list of specific ship classes to override the deployment methods of the specified
ships.  The maximum number of specific ships is 28.
[SPECIFICPLANS]
Specific Planets
Build a list of specific planet classes to override the deployment methods of the specified
planets.  The maximum number of specific planets is 10.
[DAYLVLII]
Days Until Level II Access
This specifies the number of days that must pass before an individual spawned alien will
be given access to a level II ship of the specified type (Combat, Cargo, Transport,
or Scout).  The ship is assigned an experience threshold of the maximum possible
for the specified day.  Any alien spawned with experience greater than that threshold
will be given access to ships of this level.

Each ship is rated for each of the four basic ship types from level I to level IV.
A ship could be, for example, a Combat II, Cargo III, Transport II, and Scout I.
If a spawned alien qualifies for access to a Combat II but not for a Cargo III, then
that alien will be denied access to this ship.  The spawned alien must have high
enough experience to satisfy the requirements of all four ship levels before it
can be given access to the ship.

* means the ship level will be available to ALL aliens from the first day.
[DAYLVLIII]
Days Until Level III Access
This specifies the number of days that must pass before an individual spawned alien will
be given access to a level III ship of the specified type (Combat, Cargo, Transport,
or Scout).  The ship is assigned an experience threshold of the maximum possible
for the specified day.  Any alien spawned with experience greater than that threshold
will be given access to ships of this level.

Each ship is rated for each of the four basic ship types from level I to level IV.
A ship could be, for example, a Combat II, Cargo III, Transport II, and Scout I.
If a spawned alien qualifies for access to a Combat II but not for a Cargo III, then
that alien will be denied access to this ship.  The spawned alien must have high
enough experience to satisfy the requirements of all four ship levels before it
can be given access to the ship.

* means the ship level will be available to ALL aliens from the first day.
[DAYLVLIV]
Days Until Level IV Access
This specifies the number of days that must pass before an individual spawned alien will
be given access to a level IV ship of the specified type (Combat, Cargo, Transport,
or Scout).  The ship is assigned an experience threshold of the maximum possible
for the specified day.  Any alien spawned with experience greater than that threshold
will be given access to ships of this level.

Each ship is rated for each of the four basic ship types from level I to level IV.
A ship could be, for example, a Combat II, Cargo III, Transport II, and Scout I.
If a spawned alien qualifies for access to a Combat II but not for a Cargo III, then
that alien will be denied access to this ship.  The spawned alien must have high
enough experience to satisfy the requirements of all four ship levels before it
can be given access to the ship.

* means the ship level will be available to ALL aliens from the first day.
[SAMPLESHIPS]
Sample Available Ships
It is extremely important to understand the timeline for alien ship deployment.
You can modify the timeline for ship deployment using the "Days Until Ship Appears"
settings, then sample the available ships to see if the ships are being deployed
as you intend.

There are several reasons why a ship might not be available to an alien when it
is spawned.  The alien might not have sufficient experience to gain access to a
ship of a certain level, the ship might be off limits to all aliens, it might be
unique and not currently available, or it might not be targeted for deployment
by this race.

You should make sure that at least one ship is guaranteed to be accessible for
any alien generated on day 0.  If this is not the case, your aliens will not be
allowed into the game until a ship becomes available.
[SHIPSAMPLE]
Sample Ships
This report is similar to the one generated by the Spawning Equation Editor, but
the values are for spawned experience only.  The left column contains several
experience values sampled for the specified day, including the maximum, the minimum,
and the average (50%).  These experience amounts are used as thresholds to determine
what ships will be guaranteed to be available to aliens that fall into each group.

For example, if the experience reported for "50% at or above" is 1000, then the
aliens in this group (upper 50% of spawned experience) will be guaranteed access to
any ships with an experience threshold of 1000 or less.  Ships with higher ratings
(Combat, Scout, etc) will generally have higher experience thresholds and will only
become available to aliens later in the game.  You set the day (and therefore the
experience) that each ship rating becomes available using the "Days Until Ship Appears"
settings.
[SHIPSAMPLEDAY]
Sample Day
You can set the day of the sample to get an idea of the timeline for ship deployment
by this race.  The ships are deployed based on the experience formula you selected in
the Spawning Equation Editor.

It is important to check the start day for your alien race to see that at least one
ship is guaranteed to be available for even those aliens spawned with the minimum
possible experience.  If this is not the case, your alien will not be able to enter
the game and an error will be displayed on the non-player server status screen.

When selecting the day at which a ship rating becomes available to your race, keep
in mind that the upper threshold of experience is usually only attained by a small
percentage of spawned aliens.  It may be several days beyond this day before a ship
with that level first appears.  You should use this report to determine how likely
a given ship is to be deployed by an alien on a given day.
[SHOWSHIPS]
View Ship List
Use these commands to view a list of the ships available to a given alien group.
Each group is limited to only those ships guaranteed to be accessible to an alien with
experience at or above the specified level.

The "Total Ships" group indicates the total number of ships that will be available to
this alien race at some point in the game, assuming an alien can be spawned with sufficient
experience.  Ships are included in this group if they are targeted for deployment by
the alien race, they are active, and they are either not unique or are unique and available.
[GOODRANK]
Good Rank File
Specify the name of the custom rank table, or leave blank to use the default
table of good ranks.

A rank table is simply a list of ranks from the lowest to the highest.  See
DEFGOOD.RNK for an example.
[EVILRANK]
Good Rank File
Specify the name of the custom rank table, or leave blank to use the default
table of evil ranks.

A rank table is simply a list of ranks from the lowest to the highest.  See
DEFEVIL.RNK for an example.
[MAXRANK]
Highest Rank At...
Specifies the day at which the maximum rank can be achieved.  The maximum
possible experience that could be achieved by a spawned alien on that day
(as determined by the experience spawning profile equation) is used to determine
the thresholds of all other ranks.  This allows you to easily specify the game
age at which the strongest aliens will begin to appear.
[VIEWGOOD]
View Good Ranks
View a sample of the ranks for positive aligned aliens of this race.
[VIEWEVIL]
View Evil Ranks
View a sample of the ranks for negative aligned aliens of this race.
[AIMOD]
Alien Artificial Intelligence Module
This module is the brains of the alien race.  You can make the alien race behavior
completely different by swapping out the AI module.

These modules can be created with a special development kit available from
Martech Software, Inc.  Aliens can be made to react to every event that players
see and more.

Look for new aliens using these AI modules coming soon from Martech Software, Inc. and
other third party developers.

NOTE:  The Gold Ferrengi will be the first aliens published with an AI module.
       They will be available with the next revision of Trade Wars Gold, and
       will replace the standard Ferrengi with greatly enhanced AI.
[ALIENNAME]
Alien Name File
Specifies the custom name file to be used when generating the names of the spawned
aliens.

See the accompanying NONPNAME.DOC for a description of how these name files can
be created.  Sample name files are located in the GOLD directory as TESTX.NAM.
[SAMPALIENNAME]
Sample Alien Names
Use this option to view a sample of the names that will be given to your spawned
aliens.  Each sample will be a new set of randomly generated names.
[ALIENSHIP]
Ship Name File
Specifies the custom name file to be used when generating the names of the spawned
alien's ships.

See the accompanying NONPNAME.DOC for a description of how these name files can
be created.  Sample name files are located in the GOLD directory as TESTX.NAM.
[SAMPALIENSHIP]
Sample Ship Names
Use this option to view a sample of the names that will be given to your spawned
alien's ships.  Each sample will be a new set of randomly generated names.
[ANSIDESC]
ANSI Illustration
This is the name of the ANSI file to be displayed when describing this race.
Race description files should be no more than 23 lines long.

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.

Text description files must be placed in the ANSI directory off of the main data directory.
[ACTIVE]
Race Is Active
You must enable this option before the race will be active in the game.  If you
attempt to deactivate an alien race while it has active members, you will receive
notification.  If you proceed, all active aliens of this race will be removed from
the game.
