* Fixed missing -ltermcap in HP/UX build.
* Fixed setsector to limit mobility to 127 not 255 (255 was being caught
later and being reset to 0 anyway)
- * Fixed Sector-types.t to show a '\' instead of a '/' for wasteland,
+ * Fixed Sector-types.t to show a '\e' instead of a '/' for wasteland,
since that is what it really is.
* Fixed retreat.t documentation to reflect the "retreat upon failed
boarding" flag.
If option RAILWAYS is enabled, all highway-like sectors are railways,
and the track is operational as long as the sector is at least 5%
efficient. A sector is highway-like if its mobility cost at 100% is
-zero (column mob cost in \*Qshow sect s\*u). Operational railways
+zero (column mob cost in \*Qshow sect s\*U). Operational railways
additionally extend track into adjacent sectors that are at least 60%
efficient and owned by the same nation. Sector selector track gives
the number of operational railways within one sector range. Spy and
.s1
HIGHWAY - Moving stuff through sectors costs mobility. Efficienct
highways cost much less than other sectors. To find out more about
-moving stuff, start with \*info Transportation\*.
+moving stuff, start with \*Qinfo Transportation\*U.
.s1
RADAR - Radar stations can scan the surrounding
area, and generate
.L tch
the tech level of the land unit,
.L retr
-the retreat percentage of the land unit (see info \*morale\*U),
+the retreat percentage of the land unit (see info \*Qmorale\*U),
.L xl
the number of extra-light planes on board,
.L ln