range of your planes and control how far away they'll intercept, you can
change the reaction radius for land units with \*Qlrange\*U. Units with a base reaction
radius of 0, or those whose radius you have set to 0, will not react.
+When built, the unit will have as its reaction radius set to zero.
.s1
.L Cargo
.s1
Don't confuse this spy value with the "spy" capability of a unit. See
"info \*QSpies\*U" for more information.
.s1
-Rad is the maximum reaction radius for the unit. When built, the unit will
-have this as its reaction radius. If you change the reaction radius by using
+Rad is the maximum reaction radius for the unit.
+If you change the reaction radius by using
the \*Qlrange\*U command, you will be able to select any value that is
between 0 and the maximum.
.s1
.NF
(1) Build 100% forts and put 10 guns and at least 100 shells in them.
(2) Put at least 5 mil in all of your coastal sectors.
-(3) Build infantry units, put them in the forts, "fortify" them, and
- put them on "reserve" mission (info mission).
+(3) Build infantry units, put them in the forts, "fortify" them,
+ put them on "reserve" mission (info mission) and set their
+ reaction radius to maximum (info lrange).
(4) Build battleships and artillery and put them on "interdiction"
mission. Put the artillery in forts and fortify them.
-(5) Put infantry units in your banks and capitals, fortify them, and set their
- reaction radius to 0 (info lrange).
+(5) Put infantry units in your banks and capitals and fortify them.
---later in the game---