recursal/Fanatic-Fandom huggingface dataset:
Especificações Técnicas

Aqui vão as especificações técnicas e as escolhas resultantes disso, tanto relacionadas a bluetooth, plataforma, etc. Coloca-se tudo como sistema operacional, resolução do jogo etc.

* **Plataforma***:* iPad [*talvez com crossplataform pra iPhone*]
* **Sistema Operacional**: iOs

Requisitos Técnicos

Conforme fomos tendo, coloca negrito.

* Conta de Developer Apple
* SDK Blue Goji Unity
* Blue Goji Developer Interface
Artigo Científico - Arquivo de Interfaces

## Bicicletas que funcionam como controladores:

* Cyberbike - Bicicleta ergométrica desenvolvida para funcionar como controlador para WII, Playstation 3 e Smarttv da Samsung

## Bicicletas com interatividade embutida:

* Cybercycle - Bicicleta interativa com softwares e hardwares próprios
* PelotonCycle - Bicicleta interativa com tablet android embutido
* Exertris - Bicicleta interativa com softwares e hardwares próprios

## Dispositivos auxiliares para interatividade:

* Cyber ExerCycle - Aparelho leitor de rotações da bicicleta (conexão via cabo)
* Wahoo rpm cadence sensor - Aparelho leitor de rotações da bicicleta (conexão via Bluetooth)
* Arduino - Aparelho (com instruções de uso) leitor de rotações de bicicletas ergométricas(conexão via cabo)
* Gamefit - Tutorial para criação de uma bicicleta interativa a partir do 0
Contatos do Grupo

Contatos de todo mundo que está participando do desenvolvimento de TCC

Caio Andersen - 11 983 812 125

Edoardo Berra - 11 949 154 089

Eduardo Cucick - 11 964 290 670

Fernando Silva - 11 975 485 074

Isaque Lazaro - 11 998 830 343

Lucas Machado - 11 960 707 254

Raphael Cirelli - 11 971 736 933

Roberto Yokota

Gusmão

BlueGoji - developer@bluegoji.com
Wiki Final Wave Project

**Wiki Final Wave Project**
 Arquivo:Placeholder

## Objetivos

A Wiki tem como objetivo ajudar a construção coletiva de conteúdo pro jogo, eliminando o Facebook como meio de comunicação.

Aqui é possível criar páginas específicas (Por exemplo: PDG - Sumário ou Artigo Científico - Sumário), ou páginas de conteúdo (Ex. Pesquisa E Desenvolvimento, onde a gente pode postar plugins, serviços, gráficas e etc, que otimizem nosso trabalho.)

## Jogo

* Jogo - Especificações Técnicas
* Jogo - Conceito de Jogo
* Jogo - Conceitos de Cenários

## Artigo Científico

* Artigo Científico - Sumário

* Artigo Científico - Gamificação

* Artigo Científico - Diversão e Flow

* Artigo Científico - Arquivo de Jogos

* Artigo Científico - Arquivo de Interfaces

## Projeto

* Pesquisa e Desenvolvimento

* Troca de Emails

* Cronograma de Projeto
* Documentação
* Contatos do Grupo

* Briefing
Rangers

1/2The rangers (aka "Hunters") are an invite-only covert Jericho Accord agency of monsters hunters armed with the best weapons and information about threats to Accord. They come from all walks of life, have a great degree of independence in what they do, and are considered humanity’s best hope. A hunter is not trained or recruited for position- he is invited by an existing hunter to join the organization. Not all are educated, some are psychotic, but all have a hearty souls and a passion for killing what needs to be killed.

## Organization

Rangers have small council of veteran, retired, respected, rangers who perform an administrative role and report directly to the Accord. New rangers are apprenticed to the older ranger who invites them for a period of several years until they are ready for solo work. A ranger may never have more than 2 apprentices at a time. Rangers are assigned tasks by the Council and those who prove their value are elevated in rank by the council (generally on the advisement of other higher ranking rangers). Higher ranking rangers command more authority, are given more difficult tasks, and greater freedoms.

## Relationship with the Spaceforce

Rangers are not a part of the spaceforce and they act as a separate entity. They have a good working relationship however, sharing information when possible. Rangers use spaceforce ships for transport and are often employed in joint missions as special forces soldiers.

## Life as a Ranger

The life of a ranger is a solitary one filled with constant combat and training. Rangers are always on the move chasing their next target. They are well compensated but are expected to provide everything themselves and be self sufficient.

## Skills of a Ranger

Rangers are skilled at a variety of arts. Their line of work brings them into hand-to-hand combat and any ranger worth his salt (even the rare Eufrem ranger) can devastate a man or alien with his prowess. While they rely on firearms, Rangers are more at home with melee weapons and are particularly fond of military knives. Rangers are required to be dirty, nasty, underhanded, cheating, and unconventional even by military standards. They have to be able to steal, hack, intimidate, stalk, lie, interrogate, and seduce in their line of work and many rangers are more adept at this than criminals.
Briefing

A gente posta aqui os briefings do projeto. Nossas limitações, exatamente o que a gente vai entregar.

## Capacidades Tecnicas

**Isaque**

Roteiro Narrativo

Level Design (2D principalmente, 3D demora mais, mas sai com mais detalhe)

Direção de arte (foco principal: narrativa através da imagem)

## Briefing

Um exemplo de coisas que estão briefadas é:

- A gente precisa entregar algo cuja parte visual, embora seja bem trabalhada, não seja difícil de executar por conta da nossa limitação com modeladores. Alguns exemplos são a texturização por cor, ou assets tipo Unity Polyworld

- O ideal é o jogo ser pequeno e denso. Por estudo de caso, jogos grandes flopam o TCC, então o ideal é criarmos uma coisa pequena mas muito bem polida.

- Considerando as capacidades narrativas do Isaque e a vontade dele de ter o jogo como portfólio de roteiro, o jogo deve ter algum grau de narrativa profundo que se inclui na mecânica e ambientação. Essa narrativa deve combinar, no entanto, com o fato do jogo ser pequeno e denso.

- Etc! Na verdade é possível colocar uma reserva pra cada membro do grupo. Juntos a gente faz isso, o Isaque foi um exemplo.

## Pontos a se considerar

Dificuldade de adaptação do código

Apresentação de protótipo em Arduino

Simplicidade Gráfica (Direção de arte USP)

Roteiro

Tempo restante: 10 semanas
Dreadnought

## Overview

1/2Dreadnought are a kind of super-powered battleship that fills much the same role but is far larger and more powerful. Typically either a dreadnought or a super carrier is the flagship of the larger fleets and more than one of these behemoths are never assigned to the same fleet.

Dreadnoughts are each unique creations, chaning with the times and needs of the military. They are commanded by flag officers (a Grand Effoket or higher) and are the pride of the Empire. Dreadnought are living cities with 2,000-3,000 people on board. Due to this they can only go 6 months between resupplies.

While each dreadnought is unique, they typically have a higher number of the same sort of armements that battleships have. They are reliant on their high energy cannons and sport the best armor in the fleet.

## Variants

Each dreadnought is different has will have its statistics listed here as they are comissioned.

## Statistics

* Size 4
* Speed 2
* Power 8
* Rank 7
* Value 7
* Type Capital
Citizen (Job)

Citizen is the default job assigned to all players upon joining or being demoted. They have no unique items or abilities, however they are versatile and players can create their own sub-jobs with it using the /job command.

Citizen-specific rules:

* You are allowed to steal items you find out in the open.
* You can lockpick into a home or base and steal, but you cannot carry a weapon while doing this.
* You can join gangs however you must follow the above rule and not participate in armed raids.
* You can work as an informant or spy for the government.
* You can join the Bridge forces if there is an active Moulder or Warden who allows it.

Salary - $25

Model List:

"models/player/group01/male\_01.mdl",

"models/player/Group01/Male\_02.mdl",

"models/player/Group01/male\_03.mdl",

"models/player/Group01/Male\_04.mdl",

"models/player/Group01/Male\_05.mdl",

"models/player/Group01/Male\_06.mdl",

"models/player/Group01/Male\_07.mdl",

"models/player/Group01/Male\_08.mdl",

"models/player/Group01/Male\_09.mdl",

"models/player/Group01/Female\_01.mdl",

"models/player/Group01/Female\_02.mdl",

"models/player/Group01/Female\_03.mdl",

"models/player/Group01/Female\_04.mdl",

"models/player/Group01/Female\_06.mdl"

},
Destroyers

## Overview

1/5
A destroyer is a small, heavily armed, fast, wedge-shaped, warships that is used both to protect the fleet and to launch offensives. They are escort ships that stay close to the capital ships and act as a first line of engagement. While well protected, they rely more on their speed than their armor. A good shot from an enemy's main weapon will take them out of commission but they can stand small arms fire for a while.

Destroyers have been called "mini-battleships" and are just that. Destoyers have combat grade shielding unless otherwise noted. They are captained by a Brek or higher and typically have about 20 crew members. They have an operation times of 1 month before they need to refuel and resupply under normal conditions.

## Variants

They come in two variants: one with a large number of medium caliber weapons, known as "Gunboats", and a second that has a single high powered cannon with smaller support armaments known as a "Heavy Destroyers". Despite the set up, destroyers generally lack missiles.

### Gunboats

Using 10, medium caliber, turret mounted, medium range, rapid firing, energy cannons gunboats are designed to provide protection for larger ships from other destroyers and nimble fighter craft. For its own protection they have 5 small caliber, turret mounted, short range, rapid firing, energy cannons.

### Heavy Destroyers

These ships have a single, forward facing, high energy, long range, energy cannon mounted in the front of their ship. These cannons are used in conjunction with other heavy destroyers and battleships to cause most of the damage to enemy capital ships. This comes at a cost however, heavy destroyers only have 5 small caliber, turret mounted, short range, rapid firing, energy cannons. These are mostly used for self-defense against incoming fighter craft.

## Statistics

* Size 2
* Speed 4
* Power 4
* Rank 2
* Value 3
* Type: Auxiliary
George Kaysen

* FINAL RULE
 Kill Player 1Five or more Players must live Meet all active Players after 24 hoursAssit one Player in completing their objective
 ABILITY
 WEAPON
 STATUS
 DOB
 HT/WT
 BLOODTYPE

George Harry Kaysen was the owner of the now-defunct KLA Clothing and a voluntary participant in the 44th Ludus, supposedly involved in order to escape his debts through the aid of The Committee after his company went bankrupt two months earlier. A native of Beaugosse, George learned English as a second language, following French. He is known to act flirtatious around men and was a popular socialite prior to his participation in the Game, though this former extravagant lifestyle is what led to his financial downfall and he is presently unemployed.

## Relationships

George is the child of Xander Kaysen and Marie Kaysen Allison, both currently living. He often acts sultry around the other Players in order to leaven the mood and has a strong belief in love at first sight, though in reality has never been in a relationship.

## Changes

* According to The Commodore's Guide, George's middle name is Dennis.
* This same profile says he was born February 16, 1986, making him 26, and measures 5'8 and 120 lbs., with blood type A. His blood type and birth date (though not year) were changed in his Amity profile to O+ and April 2nd.

## Trivia

* George's codename, *Bacchus,* is the Roman name for Dionysus, Greek god of wine and festivity and bastard child of Zeus.
* George's favorite meal is *croque-monsieur* served with fries. This is a French grilled ham and cheese sandwich topped with white sauce.
* Supposedly, George has very low alcohol tolerance, unlike Gabe Rotwell, who in the semi-canon Lost Code *Extra Stage* is seen drinking 190 proof liquor.

## External Links

* 10/14/12 "Random Facts: George Kaysen"
* 9/22/14 "The Day Before: George Kaysen"
How To Read Stats

You will see a “statistics” block on each ship. These are not important to the roleplay in general. What they basically indicate is the relative values between ships so players have an idea of how they compare when roleplaying.

## Size

Below are a list of modern vehicles corresponding the the size values we use for ships. We give the general size, in length.

0: Fighter jets (about 50 feet)

1: Large yachts (100 feet)

2: A little smaller than an average cruise ship (500-700 feet)

3: An aircraft carrier (1,000+ feet)

4: Burj Khalifa Tower (2,000+ feet)

5: 1 Mile (5,000+ feet)

## Speed

This is really speed and maneuverability. Scouts and shrike fighters are the fastest ships out there (speed of 5) but they can’t last for as long as larger ships can. Typically, the larger a ship is- the slower and less maneuverable it is. A high value like 4 or 5 is on par with modern fighter jets while a lot value like 2 would be like trying to turn an aircraft carrier.

## Power

This is a generally comparative value that displays sheer firepower. A ship with high power, like a battleship (5) are expected to cause significant damage with their onboard weapons. Ships without many weapons, like a carrier, have a much lower value.

## Rank

This corresponds with the rank required to command a ship like this. For example, a battleship requires rank of 5 to command it for spaceforce that means you must be an Effoket or higher.

## Value

A ship’s “value” is used, out of game, by staff to calculate how hard a battle will be to win. They total up the value of all the ships from both sides of a conflict and compare them. A small fleet typically has a value of about 100. It’s not hard math and there is no such thing as an automatic win. However, a fleet with a value of 100 going up against something with a value of 600 is probably in for a bad day while if the difference was more like 100 vs 120 it would hardly matter.
Fighters

## Overview

* Bluejay
* Robin
* Shrike
1/3
Fighters are small, single pilot, attack craft equiped with powerful weapons. They are deployed from carriers or fixed based in squads of 10-15. They have a very short range-typically and can only sustain themselves for a few hours out of combat or about an hour in combat before they need to resuply. Fighters are designed to be nimble and have no notable armor.

## Variants

There are many types of fighters but here are the most common three.

### Bluejay

Bluejays go for agility and firepower, they have almost no armor and only a single secondary weapon. They hunt mid-range crafts by going in packs. Their medium energy cannons can punch holes in larger ships. They have 2, medium caliber, fixed, short range, rapid firing, energy cannons and 2 small caliber, fixed, short range, rapid firing, energy cannons.

### Robin

Better armored and better equiped for multiple roles, robins focus more on utility and defense than sheer offense. They have 1, medium caliber, turrent mounted, medium range, rapid firing, energy cannon as well as 2 long range missile batteries. Robins tend to provide support for ships like heavy destroyers or broadside battleships and have light shielding.

### Shrike

A shrike is designed to hunt down other fighters. They do not have a lot of large weapons but have greater speed (speed of 5) as well as a host of small weapons. They have 8 small caliber, fixed, short range, rapid firing, energy cannons. Shrike stay close to larger ships- picking off other fighters and scouts who can be hurt by their small weapons. They also play a role in defense by using their large number of small weapons to spray an entire area. This provides flak (anti-missile barrages designed to explode them) and a sort of zone defense (deturnants against small craft). When not in a fire-fight they are often used as messangers or high-speed transports within the fleet. They can be equiped with extra fuel tanks to allow them to travel for about 3 days, but they are reduced to only 2 small energy cannons.

## Statistics

* Size 0
* Speed 4
* Power 3
* Rank 1
* Value 1 (per squad)
* Type: Auxiliary
Ranger Ranks

## Overview

1 Apprentice Ranger

3 Ranger

5 Master

7 Grand Master

9 Ranger of the Council

## Apprentice  (1)

### Duties

An apprentice ranger is a new ranger who is still being trained and supports a true ranger.

### OOC

This is where ranger players begin. You are assigned a mentor of at least Veteran status who can take you through your first mission. After that, provided you did well, you will be promoted to a full ranger.

**Spaceforce Equivilent:** Auk

## Ranger (3)

### Duties

Rangers take on assignments from the Council (typically passed down from the Accord) and act as independent covert agents or members of a temporary hit-squad to take our a particular target. The motto of the ranger is, “Every ranger walks his own path” and, true to that, each ranger works differently. Some use brute force, others rely on contacts to help get the job done, and some are more suited to guile or charm. Whatever their task- they need to be able to handle it on their own if necessary. Even when working together rangers are best described as a “group of individuals who make sure not to get in each others way” rather than a true cohesive unit. Rangers of this rank are often assigned to certain capital ships or fleets and asked to act as advisors on dangerous aliens.

**Spaceforce Equivilent:** Catal

## Master (5)

### Duties

A master ranger is a skilled killing machine who has had the good fortune of not getting killed before this point. A master ranger is elevated when he has reached sufficiently good standing in the eyes of at least 3 higher ranking rangers and has been on the job for a number of years. The day to day life of a master ranger differs very little than that of a ranger. They get better pay, better equipment, and tougher assignments but by this point the change is only a minor one. They do enjoy a much higher status, on par with that of an Effoket (who commands capital ships) and may train new rangers (up to two at a time).

**Spaceforce Equivilent:** Effoket

## Grand Master (7)

### Duties

A ranger grand master is a seasoned master who has trained many pupils. Master rangers are less involved in the actual fighting (though just try and stop a ranger from partaking in missions) and are more focused on training new rangers and planning missions. Grand masters are fabulously wealthy and their services are typically employed by flagships or they find duties as political advisors in the Accord.

### OOC

Grand masters are moderators.

**Spaceforce Equivilent:** Grand Effoket

## Ranger of the Council (9)

### Duties

The main job a ranger of the council is to manage the rangers as an organization. They are often very political in their duties and sit on high-ranking councils within the Accord as well as manage the Rangers. They assign tasks and give approvals for promotions as well as allocate funds and equipment on a case-by-case basis.

### OOC

This is typically a NPC position for staff characters.

**Spaceforce Equivilent:** Indendo
Super Carriers

## Overview

1/2
Super carriers are largest ships in service- designed to serve as a fleet in its own right. They are heavily armored and well armed to the point where they can face more threats without support. Each is designed differently and bares the name of the Hiyo that commands it.

Super carriers are the domain of Hiyos alone and they serve as much as a military base as a combat vessle. They can resuply other ships, provide transport for entire armies, and function as a symbol of power in whatever region they are in. They have a crew of 5,000-7,000 and can take on 3,000-5,000 more. When going into combat this is typically fighter pilots and their support staff but can also be ground troops, cargo, or even a few small destroyers. Super carriers are almost self-sustaining (except fuel) and go 5 years months before they need to resupply.

Super carriers are unique but at the very leasy they come equiped with a huge assortment of weapons. It has 25, medium caliber, turret mounted, medium range, rapid firing, energy cannons and 100 small caliber, turret mounted, short range, rapid firing, energy cannons. Some have high energy cannons in favor of the medium weapons but all have the support of between 500 and 1,000 fighter craft.

## Statistics

* Size 5
* Speed 1
* Power 2
* Rank 8
* Value 8 (with fighters)
* Type: Capital
Gregory Easton

ABILITY
 WEAPON
 STATUS
 DOB
 HT/WT
 BLOODTYPE

Gregory Kent Easton is an investigative reporter and was the protege of Abraham Archer before his untimely death. Perhaps for his involvement in breaking the story on The Committee's doings, Gregory is a Player in Death Rule: Killing System.

## Personality

* Lost Code
* Mesi Games

## Trivia

* The codename *Arkham* might refer to the oft-referenced fictional Massachusetts city in the Cthulhu Mythos associated with practices of the occult.
* According to the developer, Gregory has an irrational fear of snakes.
Overview

## Introduction

Star Romance is a Space Opera roleplaying game set in a golden age of our future.

This roleplay takes aestetic hints from retro / 80's scifi artists like John Berkey, Drew Struzan, and Leiji Matsumoto.

Our goal is to create and tell compelling stories in a large and original scifi universe that expands as we do.

### Inspirations

Legend of the Galactic Heroes, Battlestar (modern and old), Star Trek, Galaxy Express 999, Heavy Metal (film), Dune, Ender's Game, Old Man's War, Star Wars, etc. If you need to get excited, we have an "inspirations" page to get you in the mood!

### Note

This page is designed to give you a very brief overview of all the topics you will need to know about on this site. It will not cover every detail but will cover enough to get you started.

## Overview

### The Accord and the Eufrem

It is in the far future of our own world. Humanity  has forged an alliance with a sleightly more advanced, but friendly, race of aliens known as the Eufrem. Collectivly they are called "The Accord". Though the Eufrem were the first alien species we meet we have since meet other threats that we must face.

### The Spaceforce and the Rangers

We are protected by two major groups- the mighty and disciplined Accord Spaceforce and the covert group of individualist known as Rangers . Spaceforce officers, galant and true, command megalithic ships and inspire others with their leadership while Rangers are well-trained killing machines who will stop at nothing to protect humanity.

### Threats

Though the Accord is mighty there are still threats out there. Renegade spliters of humanity commanding great pirate fleets, rogue worlds not under the command of the Accord, and even the rare Eufrem battle group unsatisfied with the current deal threaten the Accord at every turn. Add to that the threat of aliens like the vampire-like Vox , the sinister and unseen Kresh, and the roaving hoards of the gene-plagued. This last group, humans who have been infected by the gene plague, have their bodies and minds warped so that they resemble great man-beast hybrids with an overwhelming urge to kill.

### Earth & Technomages

The nations of Earth  itself still retain their national idendity but serve under a strong United Nations. A powerful upper caste of mega-rich famlies control (and jellously guard) the knowledge and facilities needed to transport great numbers of ships vast distances across space. They are known as "technomages" for their seemingly magical understanding of alien technology and exotic concepts that make it possible.
Fleet Carriers

## Overview

1/2
Fleet carriers, typically just called "carriers" are very large, slow, long, rectangular, capital warships with minimal weapons but a large number of support fighters in their bay. Their bodies split open the discharge their squads of deadly fighters when in combat.

Carriers are often the flagship of smaller fleets or serve as mainstays for larger fleets. Their ability to launch and recover large number of fighter crafts make them vital on the battlefield and they are a common sight on most missions.

Carriers are commanded by senior officers of the rank Feng or higher and house about 1,000-2,000 people including flight crews. A carrier can house 10-15 fighter squads (or about 100-150 fighters) and typically has between 10-20 scouts onboard. Carriers can go 6 months before they need to resupply.

## Variants

Fleet carriers have two variants: the fleet support carrier can hold more fighters and is effectivly a troop transport while the main battle carrier is better armed.

### Fleet Support Carrier

A fleet support carrier doubles the number of fighters it can hold (20-30 fighter squads or about 300 fighters) but is only armed with some minimal self defense weapons and combat grade shielding. They only have 5 small caliber, turret mounted, short range, rapid firing, energy cannons. Fleet support carriers never leave the convoy and are easy targets if it is targed by an enemy's high energy weapons. Fleet support carriers are larger, physically, than other kinds of carriers.

### Main Battle Carrier

A main battle carrier has better armaments than its sister and is better able to defend itself. Main battle carriers can operate with less support due to its beefed up weapons and heavier armor (heavy shielding). It has 5, medium caliber, turret mounted, medium range, rapid firing, energy cannons and 5 small caliber, turret mounted, short range, rapid firing, energy cannons.

## Statistics

* Size 4
* Speed 2
* Power 2
* Rank 6
* Value 5 (with fighters)
* Type: Capital
Accord Spaceforce

The Accord’s Spaceforce is the military of the Jericho Accord and is jointly run by both the Eufrem  and the Humans. They are an exploratory group primarily with noble scientific and humanitarian goals but pack a punch all the same. The spaceforce has medical, scientific, and diplomatic corps. within their ranks and as part of basic training all members of the spaceforce are given a higher education. They have a rigid hierarchy and is the best trained, best equipped, and most deadly force in the universe. Spaceforce is organized into fleets which are pulled together from avaible ships for specific long-term goals and military campaigns.

## Officers

To be an officer in the Accord’s Spaceforce is honor bestowed only upon a privileged few. Tasked with the duty of defending the Accord, exploring the cosmos, and maintaining peace the Officers carry a burden few can shoulder. The are rigorously tested physically, mentally, and socially before their harsh training begins. Many fail (25-50%) but those few that graduate are truly the best of the best. To be an officer your mind must be top notch and your ability to cope with pressure second to none.

They accept applications from all walks of life but due to the high academic standards required few from the lower castes of society meet the difficult entrance exams and become enlisted members of Spaceforce. Often times scions of prestigious families train their entire lives to be officers because the prestige, influence, and compensation of high ranking officers. Unlike officers of old Earth navies, almost all officers (except for those who are very new) have command of a ship.

Officers (OOC)

All players in the Accord’s Spaceforce are officers.
Cruisers

## Overview

* Explorer
1/3
Cruisers are long range, high speed, agile, warships that can protect transports and harass the enemy. They are just as well protected as destroyers but sacrifice some of their armaments in the name of endurance and detection. Cruisers are typically slightly larger than destroyers (though not significantly) and are multi-mission capable. They are designed to operate on their own without the support of other ships so they have a great balance of attributes.

Cruisers have been used as explorers and scouts when the mission calls for some firepower in case things get rough. All cruisers have combat-grade shielding, unless otherwise noted. They are captained by a Catal or higher due to the independence they require and are crewed by about 50. They can go about 6 months between resupplies.

## Variants

There are three variants of the cruiser. Frigates are used to harass the enemy, battlecruisers are heavily armed with their missiles, and explorers are long-range science ships.

### Frigate

A frigate is a fast ship designed to get behind enemy lines and cause hell. These harriers have 3, medium caliber, fixed, medium range, rapid firing, energy cannons as well as 5 long range missile batteries. Frigates can cloak, though must move slowly when they do.

### Battlecruiser

Also called "missile cruisers", battlecruisers are heavily armed cruisers. They are typically found on the line in much the same role as destroyers, though armed with different weapons. They have 5, medium caliber, fixed, medium range, energy cannons as well as 20 long range missile batteries. They typically use these warheads to hammer an enemy fleet from a distance. These missiles can also be used as an effective barrier to punish an enemy fleet for acting too rashly.

### Explorer

An explorer cruiser has only 5 small caliber, turret mounted, short range, rapid firing, energy cannons. These are mostly used for self-defense against incoming fighter craft. In exchange they have a larger range (2 years between resupplies) and a much higher top speed. Explorers are used for scientific and diplomatic missions rather than combat ones.

## Statistics

* Size 2
* Speed 5
* Power 3
* Rank 3
* Value 3
* Type: Auxiliary
Troca de Emails

Adicionamos emails entre nós e alguém relevante pra pesquisa.

## Ark Biel - Cyber ExerCycle

Cyber ExerCycle
11:23 AM (43 minutes ago)

Hello,

The controller connects to a PC using a USB cable. It uses standard HID driver (emulates keyboard, joystick or mouse).
We have developed controls that are very generic that should work with many new games.
The controller provides core functions, and it is the game that you configure to match our controls.
However, if a game has very unusual or complex controls the functions may be limited.
In such cases please contact us, we may be able to suggest some configuration options.

The feedback from the controller is transmitted by energizing specific controls as outlined in the configuration options:
http://www.cyberbiking.com/netathlon\_mode.html
http://www.cyberbiking.com/joystick\_mode.html
http://www.cyberbiking.com/key&mouse\_mode.html
http://www.cyberbiking.com/keyboard\_mode.html
http://www.cyberbiking.com/flight\_sim\_mode.html
http://www.cyberbiking.com/video\_player\_mode.html (LITE Version only)

We have a mode where multiple devices can be connected to the same computer.

In this mode the controllers emulate multiple keyboards. Each time the crank passes trough the sensor a keystroke is generated. It is up to the PC
software to calculate pedalling speed based on the timing between keystrokes for different users (to use this mode, you may need to create custom
software application running on a PC).

See http://www.cyberbiking.com/raw\_feedback\_mode.html (this allows you to have 5 devices at the same time). This feature is only available in CEC\_LIT\_PC\_LITE.

The User Guide for the Cyber ExerCycle is available for download from
http://www.cyberbiking.com/download/CyberExerCycle\_RevA2.pdf

Please let me know if you have any questions,

Thank you,

Ark Biel

Cyber ExerCycle - Universal Timer Ltd.
email. mailto:info@cyberbiking.com
URI. http://www.cyberbiking.com
Battleship

## Overview

1/5Battleships are the main power in a fleet. They are large ships-of-the-line that are heavily armed and well protected. They often serve as flagships in smaller fleets and as cannon-ships in large ones. Few ships can rival their sheer raw fire-power in their main cannons but they lack speed.

The commanding officer of a battleship is an Effoket or higher, though Feng will often command them in place of carriers. They have a crew of about 500-1,000 and function like a small city inside. They can go 1 year between resupplies.

## Variants

There are two variants of the battleship. The broadside variant focuses on sheer overwhelming cannon-power while the tactical battleship is more heavily armored and is better equipped with missiles.

### Broadside

Broadsides are famous for their massive array of high powered cannons. They have 10 forward facing, fixed, high energy, long range, energy cannon mounted that devastate enemy capital ships. To support themselves they have 30, medium caliber, turret mounted, medium range, rapid firing, energy cannons as well as 20 long range missile batteries. Broadsides have heavy shielding.

### Tactical Battleship

A tactical battleship is designed more as a command vessel than a mobile weapons platform with heavy shielding. They have 3 turret mounted, high energy, medium range, energy cannons that they use to snipe at enemy ships without having to move. For self-defense they they have 60, small caliber, turret mounted, short range, rapid firing, energy cannons. This effectively makes any unarmored targets within the reach of these weapons instantly destroyed. A tactical battleship also has the 20 long range missile batteries of its sister ship. Finally, they have very exact sensors- matched only be explorer cruisers. From this command center they can see the entire battlefield and exploit enemy weaknesses.

## Statistics

* Size 3
* Speed 3
* Power 5
* Rank 5
* Value 5
* Type: Capital
Scouts

## Overview

* Fast Attack Craft
* Patrol Craft
* Jump Scout
1/3
Scouts are small crafts akin to fighters but with a very different role. They are designed to detect enemies, opperate at a long range, and remain undetected. They have a crew of 3-5 and are not particuarly well armed or armored. However, they can cloak when moving slowly and have excelent sensors. Scouts are also some of the fastest and most agile ships, able to outrun most threats. Unless otherwise noted, they have no notable shielding (like other fighters). Breks command scout ships and most fleets have 3 or 4 on patrol at all times. Scouts, like fighters, launch from carriers or bases and move in squads of 2-5.

## Variants

There are three scout variants. Patrol craft are utility scouts, fast attack crafts are better armede but cannot cloak, and jump scouts are like mini-submarines.

### Patrol Craft

The "standard" scout ship is a patrol craft. They have a nice blend of utility and strength. They have some of the best sensors in the fleet, but have a limited range due to their small size. Patrol craft have  2, medium caliber, fixed, medium range, rapid firing, energy cannons and 4 small caliber, fixed, short range, rapid firing, energy cannons.

### Fast Attack Craft

Larger then fighters, scouts can be armed with larger weapons and fast attack craft are able to deliver large payloads at high speeds against enemy targets. They have 2, medium caliber, fixed, medium range, rapid firing, energy cannons and 3 small caliber, fixed, short range, rapid firing, energy cannons and 4 long range missile batteries. This comes at the expense of the ship's ability to cloak. Fast attack craft have light shielding.

### Jump Scout

Able to move into underspace for 1 minute at a time, jump scouts are sometimes called "midget subs". After a jump a jump scout must wait 5 minutes before it can enter underspace again. In addation to this, a jump scout can also move at full speed while stealthed- something that, when combined with their excelent sensors, makes them ideal watchdogs. However, this extra equipment means they need to replace many of their standard weapons. They only have 4 small caliber, fixed, short range, rapid firing, energy cannons and 2 long range missile batteries. Jump scouts are used to watch for submarines and pick them appart, sneak behind enemy lines to deliver vital payloads (set bombs or deliver troops), or even to act as first warning systems. Jump scouts are more expensive and require submarine training so they are a rare variant.

## Statistics

* Size 1 (per squad)
* Speed 5
* Power 2
* Rank 2
* Value 1 (per squad)
* Type: Auxiliary
Nova Entertainment

Nova Entertainment was founded in 1996 under the name DMG Radio. Its first activities was to create regional station networks - Star FM, Hot FM and RadioWest. In 2004, DMG sold the networks to Macquarie Regional RadioWorks, now Southern Cross Austereo.
Since 2001 with the availability of new metropolitan FM licences, Nova Entertainment has created two new networks. Nova Entertainment also own two stand-alone stations and a partnership with Australian Radio Network.

**Networks**

1. **Nova :** In all mainland state capitals, it is Nova Entertainment top 40 network
2. **smoothfm :** In Sydney and Melbourne, it has an easy listening format

**Stations**

* **5AA :** Since 1996, Nova Entertainment has owned Adelaide's talk station. It works in co-operation with the other capital city talk stations, owned by Macquarie Radio Network.
* **Star 104.5 :** Nova Entertainment also owns Star 104.5 in Gosford. With Macquarie Regional RadioWorks (Southern Cross Austereo) owning the other two Gosford commercial stations, Nova Entertainment retained this adult contemporary station when they sold the Star FM network.

**Partnership**

Brisbane's 97.3 FM launched in 2001. Perth's Nova 93.7 launched in 2002. Both stations are partnerships with Australian Radio Network.
To reflect DMG Radio diversing into multi-media, in 2014 its name was changed to a more appropriate, Nova Entertainment.

ARN partnership with Australian Radio Network
Spaceforce Uniforms

## Uniforms

The Accord Spaceforce has tight regulations on uniforms while engaged in active duty. A person's status in the hierarchy (Enlisted, Jr. Officer, Sr. Officer) can be told by a uniform's color and style while more specific information (rank, post, fleet, ship) is displayed via patches on their left shoulder.

### Enlisted

Enslited personel wear an orange and black utility jumpsuit at all times. This uniform can be made air tight in the event of an EVA ("extravehicular activity" or "space walk") if it is fitted with the addational components. When not engaged in EVAs the suit is skin tight and supportive. It is resistant to mild acids and shocks, is water-proof, and most grimes just slip off its surface. They are easy to clean and come in gender and race specific fashions. While off-duty an enlisted crew member typically wears a black t-shirt or tank-top with orange slacks.

### Jr. Officers

Junior officers, who make up the vast majority of officers on a ship are expected to wear a black and white uniform. It concists of black slacks and boots, a white overcoat with a high colar, a black belt, black gloves, and a gun belt. This "gun belt", left hanging low on the hip, does not always support a firearm but can also hold a sword, a tool kit, or even a personal computer. This also comes with a black and white cap that is worn in formal situations and while on the bridge of a ship. At the commanding officer's discretion they may remove their cap. This uniform ihas a light-weight bullet-proof plate on the chest, and small point of armor on the shoulders and upper arm. This is because officers do not often go into combat directly but is still useful as a last line of defense. When nessecary, Jr. officers wear black and white EVA suits. There is little difference between male and female Jr. officer attire, though females may elect to wear skirts with high boots if they wish.

### Sr. Officers

The uniform of Sr. officers is the same as that of Jr. officers with the following exceptions. Anything white on a Jr. officer's uniform is replaced with dark green and they have a shoulder cape over their left shoulder. When on duty Sr. officers are expected to wear their caps at all times (unless it is enviormentally nessecary to remove it or out of respect) and they are likewise obliged to cary a sword on their gun bealt at all time. Though Sr. officers almost never partake in EVAs, when they do they use a green and black EVA suit (sans shoulder cape).
Death Rule: Fear Complex

GENRE
 RELEASE
 VERSION

Fear Complex was a non-canon side story released for Halloween 2012 written by Iarumas, using the original Lost Code sprites and some new CGs by Katon, and with UI, programming, and proofreading by Hijiri. The Players of the 44th Ludus, as well as Mami Kurosawa and Devon Worth, tell horror stories around a campfire to celebrate the holiday.

Not much is known about Fear Complex as both the Mediafire and Uploading.com links have been taken down and the original source files lost.

## External Links

* Deleted Mesi Games page for DR: Fear Complex
* Lemma Soft WIP thread
* Lemma Soft Release thread
Pacific Star Network

Pacific Star Network was established in 1987 and changed to its current name in 2004. They own two Melbourne stations

1. **SEN 1116 :** The station started as 3AK in 1931. In 1994, Southern Cross Broadcasting bought 3AK. With buying additional Melbourne stations, the "2 station rule" required them to sell. In 1995 along with 3MP, 3AK was sold to Pacific Star Network. They relaunched 3AK as a talk station as a competitor for 3AW. In 2004, Pacific Star Network started subleasing the station to Sports Entertainment Network (SEN) to become the current 24-hour sports talk station. In 2005, SEN was simulcasted on 5DN (now Cruise 1323) in Adelaide.
2. **3MP :** The station launched in 1976 with its callsign representing its location on the Mornington Peninsula. In 1995, it was bought by Southern Cross Broadcasting. With the "2 station rule", SCB was required to sell two stations and Pacific Star Network became the owner of 3MP and 3AK. Pacific Star Network continued 3MP as an easy listening station until 2010. For the next two years, the station was Melbourne Talk Radio (MTR), a partnership station between Pacific Star Network and Macquarie Radio Network. In 2012, 3MP was restored - and branded as MyMP 1377 - with its easy listening format. In 2015, it returned to its original name of 3MP.
4KQ

4KQ is a classic hits station in Brisbane and is owned by Australian Radio Network. Launched in 1947, 4KQ is Brisbane's fourth and last commercial AM station.

4KQ was started by the Australian Labor Party and represented in its callsign; K signifies the Labor Party and Q for Queensland.

In 1994, 4KQ was owned by Wesgo. The network was sold to Australian Provincial Newspapers which was the beginning of the Australian Radio Network.

In 2001, in partnership with Nova Entertainment, ARN launched 97.3 FM. 4KQ has a history of being Brisbane's classic hits station and compliments 97.3 FM's adult contemporary format.

4KQ is part of the Pure Gold Network and partner with WSFM (Sydney), Gold 104.3 (Melbourne) and Cruise 1323 (Adelaide).
Australian Radio Wiki

* Sydney
* Melbourne
* Brisbane
* Adelaide
* Perth
* Canberra
* Newcastle
* Hobart

* Macquarie Network Talk station network between 1938 and 1988 including 2GB and 3AW
* Macquarie Radio Network Owner of talk stations including 2GB, 2UE and 3AW
* Macquarie Regional LocalWorks Network name of Macquarie Regional RadioWorks stations from 2004 until 2011 when Macquarie Regional RadioWorks acquired Austereo
* Macquarie Regional Radio Talk, classic hits stations in Queensland owned by Macquarie Radio Network
 * Southern Cross Austereo Merger name of Macquarie Regional RadioWorks, Southern Cross Broadcasting and Austereo since 2011. Owner of Today's Hit Network, Triple M and Macquarie Regional LocalWorks
* Southern Cross Broadcasting Owner of talk stations between 1988 and 2007 including 2UE and 3AW
* Southern Cross Media Merger name of Southern Cross Broadcasting and Macquarie Regional RadioWorks. Used between 2009 and 2011
Gold 104.3

Gold 104.3 is an adult contemporary station in Melbourne and is owned by Australian Radio Network. The station started its life as 3KZ and was Melbourne's third commercial station launching in 1930.

3KZ was considered as one of the old guard of Melbourne radio. It was patriotic with its "I Love Melbourne" tag line. 3KZ format was hits and memories.

In 1990, 3KZ along with 3TT (now KIIS 101.1) converted to FM. Its hits and memories format was too broad with the other commercial FM stations - Triple M, Fox FM, TTFM - offering their targetted formats. In 1991, KZFM changed to classic hits with a name of Gold 104FM to reflect the new format.

In 1994, Gold 104FM was bought by Austereo who already owned Fox FM. Soon afterwards Austereo bought Triple M. With the "2 station rule", Gold was sold to Australian Radio Network and the station adjusted its name to Gold 104.3.

In 2015, its sister station Mix 101.1 switched to a top 40 station and renamed KIIS 101.1. Gold 104.3 has adjusted to adult contemporary to fill the void.
5AA

5AA is a talk station in Adelaide and is owned by Nova Entertainment. It is the only state capital commercial talk station not owned by Macquarie Radio Network. Launched in 1976, 5AA is Adelaide's fourth and last commercial AM station.

The station started its life with a "beautiful music" format. In 1984, 5AA was bought by the South Australia State Government owned TAB, ditching music to broadcast horse and dog racing, with talkback in between race calls.

This format lasted 12 years and in 1996, 5AA was separated from the TAB and sold to DMG Radio, now Nova Entertainment. 5AA retained its talk format but the racing content was replaced with news, talkback and sport. In 2000, DMG Radio started branding the station as FIVEaa.
Pure Gold Network

Pure Gold Network is a radio network owned by Australian Radio Network. It was originally the Classic Hits Network which described its stations format. But with the network splitting formats in 2015, its name was changed to the Pure Gold Network. The Pure Gold Network has a station in Sydney, Melbourne, Brisbane and Adelaide.

* **Sydney :** 2WS was one of two Sydney AM radio stations to convert to FM in 1990s. It retained its name until 2001 when it changed to WSFM. Its original music format was classic hits. But in 2014, its sister station Mix 106.5 switched to a top 40 station and WSFM took over its adult contemporary format.
* **Melbourne :** 3KZ was one of two Melbourne AM radio stations to convert to FM in 1990. It started its FM life as KZFM and changed its name to Gold 104FM in 1991 to reflect its classic hits format. In 2015, its sister station Mix 101.1 switched to a top 40 station and Gold 104.3 took over its adult contemporary format.
* **Brisbane :** 4KQ launched in 1947 and historically has been Brisbane's classic hits station; which remains its music format.
* **Adelaide :** 5DN converted to FM in 1990. Three years later, it swapped frequencies with its sister station 5AD (now Mix 102.3). In 2005, 5DN relaunched as Cruise 1323 with its classic hits format.
Hit 101.9 Fox

Hit 101.9 Fox is a top 40 station in Melbourne and is owned by Southern Cross Austereo. The station was the start of commercial FM radio in Melbourne. In 1980, Fox FM launched along with EON FM (now Triple M).

To make it different to the existing AM stations, Fox FM launched with an easy listening format. After a couple of years, Fox FM changed to top 40. Since 1984, Fox FM programming has included *Take 40 Australia*.

In 1986, Fox FM was bought by its current owners, Austereo. Until then, Austereo only owned SAFM (Hit 107). Buying Fox was the start to building the Austereo Radio Network. In 1994, Austereo bought Triple M from Hoyts Media bringing the two stations that started commercial FM radio in Melbourne - Fox FM and Triple M - under the same ownership.

The station is part of the *Today Network*. In 2015, it changed to the *Today's Hit Network* and Hit 101.9 became part of the station's name.