It's redundant; retreat path 'h' cancels orders just fine. Document
that instead. 'c' still works, and I don't plan to break it as long
as it doesn't get in the way, which seems unlikely.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
.SY "lretreat <UNIT/ARMY> <PATH> <CONDITIONS>"
.SY "lretreat <UNIT/ARMY> q"
The lretreat command allows you to examine or modify the retreat
.SY "lretreat <UNIT/ARMY> <PATH> <CONDITIONS>"
.SY "lretreat <UNIT/ARMY> q"
The lretreat command allows you to examine or modify the retreat
-paths and conditions of your land units.
+orders of your land units.
.s1
The first argument selects land units to view or give orders for.
If an army designation is given when specifying orders, the orders
apply to all members of that army.
.s1
.s1
The first argument selects land units to view or give orders for.
If an army designation is given when specifying orders, the orders
apply to all members of that army.
.s1
+Retreat orders consist of a retreat path and conditions.
+.s1
+A retreat path 'h' orders the ships not to retreat.
+.s1
With 'q' instead of a retreat path, the current retreat paths and
conditions will be listed.
The report format contains the following fields:
With 'q' instead of a retreat path, the current retreat paths and
conditions will be listed.
The report format contains the following fields:
when it is fired upon, and no friendly
units/sectors (including the unit itself)
are able to fire back at the aggressor.
when it is fired upon, and no friendly
units/sectors (including the unit itself)
are able to fire back at the aggressor.
.fi
.s1
For example, if the cavalry above was fired at, it would attempt to
.fi
.s1
For example, if the cavalry above was fired at, it would attempt to
.SY "retreat <SHIP/FLEET> <PATH> <CONDITIONS>"
.SY "retreat <SHIP/FLEET> q"
The retreat command allows you to examine or modify the retreat
.SY "retreat <SHIP/FLEET> <PATH> <CONDITIONS>"
.SY "retreat <SHIP/FLEET> q"
The retreat command allows you to examine or modify the retreat
-paths and conditions of your ships.
.s1
The first argument selects ships to view or give orders for.
If a fleet designation is given when specifying orders, the orders
apply to all members of that fleet.
.s1
.s1
The first argument selects ships to view or give orders for.
If a fleet designation is given when specifying orders, the orders
apply to all members of that fleet.
.s1
+Retreat orders consist of a retreat path and conditions.
+.s1
+A retreat path 'h' orders the ships not to retreat.
+.s1
With 'q' instead of a retreat path, the current retreat paths and
conditions will be listed.
The report format contains the following fields:
With 'q' instead of a retreat path, the current retreat paths and
conditions will be listed.
The report format contains the following fields:
ships/sectors (including the ship itself) are
able to fire back at the aggressor
u Retreat upon a failed boarding attempt
ships/sectors (including the ship itself) are
able to fire back at the aggressor
u Retreat upon a failed boarding attempt
.fi
.s1
For example, if the battleship above was fired at, it would attempt to
.fi
.s1
For example, if the battleship above was fired at, it would attempt to
}
for (i--; i >= 0 && pq[i] == dirch[DIR_STOP]; i--)
pq[i] = 0;
}
for (i--; i >= 0 && pq[i] == dirch[DIR_STOP]; i--)
pq[i] = 0;
again:
fl = getstarg(player->argp[3],
"Retreat conditions ('?' to list available ones)? ",
again:
fl = getstarg(player->argp[3],
"Retreat conditions ('?' to list available ones)? ",
for (i = 0; fl[i]; i++) {
ch = tolower(fl[i]);
if (ch == 'c') {
for (i = 0; fl[i]; i++) {
ch = tolower(fl[i]);
if (ch == 'c') {
+ /* Deprecated, but keeping it around doesn't hurt */
rflagsc[j],
symbol_by_value(1 << j, retreat_flags));
}
rflagsc[j],
symbol_by_value(1 << j, retreat_flags));
}
- pr("c\tcancel retreat order\n");
goto again;
}
p = strchr(rflagsc, ch);
goto again;
}
p = strchr(rflagsc, ch);
Play#1 output Play#1 1 b retreat when bombed
Play#1 output Play#1 1 d retreat when depth-charged
Play#1 output Play#1 1 u retreat when boarded
Play#1 output Play#1 1 b retreat when bombed
Play#1 output Play#1 1 d retreat when depth-charged
Play#1 output Play#1 1 u retreat when boarded
- Play#1 output Play#1 1 c cancel retreat order
Play#1 output Play#1 4 Retreat conditions ('?' to list available ones)?
Play#1 input junk
Play#1 output Play#1 1 Bad retreat condition 'j'
Play#1 output Play#1 4 Retreat conditions ('?' to list available ones)?
Play#1 input junk
Play#1 output Play#1 1 Bad retreat condition 'j'
Play#1 output Play#1 1 i retreat when injured
Play#1 output Play#1 1 h retreat when helpless
Play#1 output Play#1 1 b retreat when bombed
Play#1 output Play#1 1 i retreat when injured
Play#1 output Play#1 1 h retreat when helpless
Play#1 output Play#1 1 b retreat when bombed
- Play#1 output Play#1 1 c cancel retreat order
Play#1 output Play#1 4 Retreat conditions ('?' to list available ones)?
Play#1 input junk
Play#1 output Play#1 1 Bad retreat condition 'j'
Play#1 output Play#1 4 Retreat conditions ('?' to list available ones)?
Play#1 input junk
Play#1 output Play#1 1 Bad retreat condition 'j'