- There should always be a space on either side of a {
- There should always be a new line after a ;
- The closing function bracket should be on a line by itself
-
-
according to the mob-cost to move the mil into the target sector.
Assault: If the target sector contains mil, then you may only attack with
1/10th of your mil on board, unless your ship has "semi-land"
- capability in which case it is 1/4th, -or- if your ship has
+ capability in which case it is 1/4th, -or- if your ship has
"land" capability in which case there is no limitation.
Board: When boarding from a sector, the sector must have mob. When
boarding from either a ship or a sector, the number of mil
You can also use a global '*' or a fleet letter here.
"order * level 1 start food 30"
"order * level 1 end food 30"
-
+
"order F level 1 start food 30"
"order F level 1 end food 30"
NOTE: You should set BOTH start and end fields to insure
- autofish will work correctly and set them at the
+ autofish will work correctly and set them at the
same levels!
NOTE: Fishing boats and oil derricks are a special case
.nf
"order 0 level 1 start food 30"
"order 1 level 2 end oil 1"
-
+
Note: If food is not required, food cargo levels can be zeroed.
Note: In this configuration, the end oil level is not important
and a flakscale of 1.75
.fi
.SA "bomb, fly, recon, paradrop, nation, Planes, Interception, Combat"
-
code. Consolidated launch/bomb and missile/plane interdiction so that
hit chance and damage is the same whether it's a mission or done "by
hand". Added collateral damage, interdiction nuke detonation,
-"friendly" trade relations, BIG_CITY, ATT_INTERDICT,
+"friendly" trade relations, BIG_CITY, ATT_INTERDICT,
Consolidated sail, navi, and order. Added toggle, flash, wall,
shutdown, strength. Other contributers:
Chad Zabel (ship anti-missile defense)
In addition, the server was made run-time configurable (yes, including
WORLD_X and WORLD_Y) so that you didn't have to re-build an entire server
-each time you changed an option (you just have to rebuild the world
+each time you changed an option (you just have to rebuild the world
sometimes. ;-) )
2006 Empire 4.3, Wolfpack
mintech = min tech level required to build plane
and
placc = plane accuracy
-and if the target is a ship and the plane is an ASW plane, then
+and if the target is a ship and the plane is an ASW plane, then
placc = placc - 20
and if the target is a ship and the plane does not have tactical capability
placc = placc + 35
.\"
.\" pop off the enviornment
.\"
-.de TH
+.de TH
.ds Ts \\$1\\\\0:\\\\0\\$2
.ev 1
.cs \\*N
.de EX \" Start of macro EX
.nf
.ti +0.3i \" Temporary indent of 3/10 inch
-.\" Constant spacing for EF font = 26/36 ems
+.\" Constant spacing for EF font = 26/36 ems
.cs \*(EF 26
.nr CS 1 \" Indicate constant spacing on
.lg 0 \" Turn off ligature mode
.s1
.nf
.in +1i
-telnet your.local.empire.machine 6666
-coun <NAME>
-pass <PASSWORD>
+telnet your.local.empire.machine 6666
+coun <NAME>
+pass <PASSWORD>
kill
-quit
+quit
.in -1i
.fi
.s1
.EX "load land 1 2"
.s1
.SA "Mobility, Transportation"
-
These planes were essentially compromises, and were phased out
as time went on. They could not bomb as precisely as a light
bomber, nor as heavily as a heavy bomber.
-
+
transports
Initially, these were basically similar to civilian airliners.
- wilderness h harbor l library/school
c capital/city w warehouse e enlistment center
p park u uranium mine ! headquarters
- COMMUNICATIONS * airfield
+ COMMUNICATIONS * airfield
+ highway a agribusiness FINANCIAL
) radar installation o oil field b bank
j light manufacturing
- wilderness h harbor l library/school
~ plains w warehouse e enlistment center
c capital/city u uranium mine ! headquarters
- p park * airfield
+ p park * airfield
a agribusiness FINANCIAL
COMMUNICATIONS o oil field b bank
- + highway j light manufacturing
+ + highway j light manufacturing
) radar installation k heavy manufacturing
- # bridge head % refinery
- = bridge span
+ # bridge head % refinery
+ = bridge span
@ bridge tower
.FI
.s1
fighting men at any desired point. Small squadrons of these
ships could (and did) take over towns, attack fortresses by
surprise, and generally make life miserable for the defense).
-
+
The pre-dreadnought was a battleship with a limited number
(usually 4) of heavy guns, numerous lighter guns ('secondary'
and 'tertiary' armament), and heavy armor on vital portions
The battleship of the 1918-1945 period was faster, and carried
a new AA capacity, especially in the latter years of the period.
-
+
After 1945, the class died out (except for 4 ships)
For our purposes, a battleship 1 is a ship of the line, a
With this (and with the introduction of oil fuel, which made
battleships their equal in speed), they were phased out.
-ASW cruiser These ships came into being in the 1965-present period in
+ASW cruiser These ships came into being in the 1965-present period in
response to a need for a large ASW ship to carry ASW helicopters
and command equipment. It typically carries full ASW armament,
as well as a minor ASuW capability.
The missile frigate and cruiser also serve as SAM ships.
landing craft These ships are relatively unique, being used mainly in the
- 1942-1950 period. Before that, landings were carried out by
+ 1942-1950 period. Before that, landings were carried out by
frigates, ships-of-the-line, light & heavy cruisers, &
pre-dreadnoughts, all of which could land a large number of
men. With the introduction of the concept of beach-defense by
submarine The submarine was originally intended, in the 1900-1910 period,
to fill the same role as the torpedo boat, using stealth to
get to the battleships instead of speed. It was a strictly
- defensive weapon, without much speed or endurance.
+ defensive weapon, without much speed or endurance.
In the 1910-1925 period, the sub was much enlarged, and use in
a combination anti-battleship (sank at least 20)/anti-commerce
6) Is it important?
- If the change involves adding detail to the game, is the detail
+ If the change involves adding detail to the game, is the detail
important enough? Does the change go beyond the general level of Empire
abstraction? For example, a change to allow you to name each of your mil
would obviously be beyond Empire's general detail level. A command to name
All artillery is bad at attacking, but can usually defend in
a not-horrible fashion. Artillery units are, however, pretty
vulnerable to shelling and bombing. (except for mech artillery)
-
+
engineers Engineers are the most versatile unit. They can lay mines,
mech engineers clear mines, defend well, attack well, work on sectors, etc.
The drawbacks? Well, they're VERY expensive and not very
the \*Qcapital\*U command to create a new capital. The effects are:
.NF
-3) You will not be able to use many commands (use the
+3) You will not be able to use many commands (use the
'list of commands' command to see the pitiful few you may still use)
4) The rate at which you gain BTUs will dramatically decrease (see
For example,
.EX distribute 2,0 8,4
.NF
-highway at 2,0 delivers to 8,4.
+highway at 2,0 delivers to 8,4.
Distribution sector? 7,-1
highway 2,0 new path distributes to 7,-1 (cost 0.200)
Current best path is 'gguh'
# ---
#
# findsubj.pl: Find info subjects, update subjects.mk
-#
+#
# Known contributors to this file:
# Ken Stevens (when it was still info.pl)
# Markus Armbruster, 2006-2008
open(F, "<$filename")
or die "Can't open $filename: $!";
-
+
$_ = <F>;
if (/^\.TH (\S+) (\S.+\S)$/) {
$chapter{$topic} = $1;
fuel obsolete, retained for backwards compatibility, always zero
tech technology of unit
retr retreat %age of unit
- react current reaction radius
+ react current reaction radius
xl # of x-light planes loaded onto unit
nland # of land units loaded onto unit
land land unit # this unit is loaded on
-#!/usr/local/bin/perl
+#!/usr/local/bin/perl
use strict;
use warnings;
Education.......... 9.20 Happiness....... 2.01
Technology......... 16.81 Research........ 19.82
Technology factor : 30.81% Max population : 556
-
+
Plague factor : 1.05%
Max safe population for civs/uws: 427/483
Happiness needed is 4.385283
You can select whose news to see with the ?actor or ?victim selectors,
and what news to see with the ?action selector. Actions are:
.nf
- 1) Successful sector attack
- 2) Unsuccessful attack
- 3) Spy shot
- 4) Telegram sent
- 5) Treaty signing
- 6) Loan made
- 7) Loan repaid
- 8) Goods sold
- 9) Airspace violated
- 10) Artillery fire on sectors
- 11) Artillery fire on ships
- 12) Attacking unowned land
- 13) Ship torpedoed
- 14) Gunners firing in self-defense
- 15) Breaking sanctuary
- 16) Planes bombing sectors
- 17) Planes bombing ships
- 18) Successful boarding actions
- 19) Unsuccessful boarding actions
- 21) Collecting on loans
- 22) Considering treaty violation
- 23) Actual treaty violation
- 25) Ships hitting mines
- 26) Alliance declaration
- 28) War declarations
+ 1) Successful sector attack
+ 2) Unsuccessful attack
+ 3) Spy shot
+ 4) Telegram sent
+ 5) Treaty signing
+ 6) Loan made
+ 7) Loan repaid
+ 8) Goods sold
+ 9) Airspace violated
+ 10) Artillery fire on sectors
+ 11) Artillery fire on ships
+ 12) Attacking unowned land
+ 13) Ship torpedoed
+ 14) Gunners firing in self-defense
+ 15) Breaking sanctuary
+ 16) Planes bombing sectors
+ 17) Planes bombing ships
+ 18) Successful boarding actions
+ 19) Unsuccessful boarding actions
+ 21) Collecting on loans
+ 22) Considering treaty violation
+ 23) Actual treaty violation
+ 25) Ships hitting mines
+ 26) Alliance declaration
+ 28) War declarations
29) Alliance dissolving
30) War ending
31) Plague outbreaks
.s1
To declare an order you have 3 options.
.NF
- 1) Order a ship to any sector on the map.
+ 1) Order a ship to any sector on the map.
When it arrives it will clear its orders.
2) Order a ship to any sector, load goods,
Example: You have a cargo ship (#6) in your harbor at sector 6,0
You want to move good between that harbor and another harbor at
-sector 14,0.
+sector 14,0.
order 6 d 6,0 14,0
.EX order <SHIP/FLEET> l <hold> <start/end> <COMM> <amount>
.s1
Set cargo Levels.
-.NF
+.NF
Example: Cargo ship #109 is at your harbor in sector 10,0.
You have agreed to trade 200 lcm and 100 hcm to your friend and
he will give you 100 shells each update. His harbor is at -10,2.
order 109 l 1 start lcm 200
order 109 l 2 start hcm 100
-order 109 l 1 end shell 100
+order 109 l 1 end shell 100
-When your finished the output would look like this.
+When your finished the output would look like this.
sorder 109
shp # type x,y start end len eta
shp # type [Starting] (Ending)
109 cargo ship 2 [1-l:200 2-h:100 ] , (1-s:100 )
-.FI
+.FI
.s1
AutoNav Features.
.s1
shp# ship type [Starting] , (Ending)
6 cargo ship 1 [1-s:50 2-l:500] , ( 1-g:50 )
54 cargo ship 1 [ ] , (1-h:1000)
-1003 destroyer 2 [1-s:40] , ( )
+1003 destroyer 2 [1-s:40] , ( )
.FI
This report reads.
Cargo Ship #6 will sail to its starting sector, displayed
0) POGO Allied Allied
1) 1 Neutral Neutral
- 2) Groonland At War Hostile
+ 2) Groonland At War Hostile
.FI
.EX relations 2
0) POGO Neutral Neutral
1) 1 Allied Neutral
- 3) MGM Hostile At War
+ 3) MGM Hostile At War
.FI
.s1
your goods off the market and return them to your harbor or warehouse.
.sp
.SA "buy, sell, Commerce"
-
but planes, land units and nukes are.
.sp
.SA "trade, Commerce"
-
normal.
.sp
.SA "offer, consider, collect, financial, Loans"
-
pr("ter ");
pr("fall coa\n");
}
-
proc->name = strdup(name);
}
-
return res;
map_flags = parse_map_flags(bmap, arg2);
- if (map_flags < 0)
+ if (map_flags < 0)
return RET_SYN;
if (map_flags & MAP_BMAP_REVERT)
return res;
map_flags = parse_map_flags(bmap, arg2);
- if (map_flags < 0)
+ if (map_flags < 0)
return RET_SYN;
} else {
snxtsct_around(&ns, curx, cury);
snxtsct_dist(&ns, x, y, range);
if (type == EF_SECTOR && !snxtsct_use_condarg(&ns))
return RET_SYN;
-
blankfill(radbuf, &ns.range, 1);
if (flags & P_S) {