int l_acc; /* firing accuracy */
int l_dam; /* # of guns firing */
int l_ammo; /* firing ammu used per shot */
- int l_aaf; /* aa fire */
+ int l_aaf; /* AA fire */
int l_flags; /* what special things can this unit do */
unsigned char l_nxlight; /* maximum number of xlight planes */
unsigned char l_nland; /* maximum number of units */
#define P_I bit(8) /* Imaging ability (advanced spying) */
#define P_O bit(9) /* Orbital ability (a satellite) */
/* unused bit(10) */
-#define P_N bit(11) /* Nuclear RV interceptor (abm) */
+#define P_N bit(11) /* Nuclear RV interceptor (ABM) */
/* unused bit(12) */
#define P_E bit(13) /* extra light */
#define P_K bit(14) /* chopper */
.s1
One player, one country.
You may NEVER use any country other than your own.
-It is ok for two people to play one country
-but it is NEVER ok for one person to play two countries.
+It is OK for two people to play one country
+but it is NEVER OK for one person to play two countries.
If you are caught doing this, your countries will be removed
from the game.
In addition, your registrations for future games may be
declined.
DON'T DO IT.
.s1
-Ok, but what do I do when I'm away?
+OK, but what do I do when I'm away?
.s1
.in +.5i
1) you may turn over your country to someone who has never
the army.
Plane:
-If the plane is in the air (satellite, icbm), then
+If the plane is in the air (satellite, ICBM), then
hardtarget = the "def" value of the plane.
otherwise if the plane is on the ground:
hardtarget = 0
The infantry unit has an attack multiplier of 1.0, and defensive multiplier
of 1.5. It has a vulnerability rating of 60, a speed of 23, a visibility of
15, spy value of 2, reaction radius maximum of 1, no firing range, no accuracy,
-no firing damage, uses no ammo, has no aa fire,
+no firing damage, uses no ammo, has no AA fire,
and can't carry extra-light planes.
.s1
When attacking, a unit's value is expressed in 'mil-equivalents', i.e. 1
(7) Build fighter planes.
(8) Always guard your ships with destroyers (or other kinds of ASW ships).
(9) Build some ASW planes and put them on interdiction mission.
-(10) Build lots of sam's and abm's.
+(10) Build lots of SAMs and ABMs.
.FI
.s1
\*(iFA Treatise of Advice on War and Peace
able to fly higher, as with the U-2 & SR-71. These planes are
largely superseded by satellites now (for good or ill).
-ssm's
-& icbm's
+SSMs
+& ICBMs
- The first ssm's were used as strategic harassing weapons, and
+ The first SSMs were used as strategic harassing weapons, and
were almost useless. (German V-1 & V-2) There were also combat
rockets, such as the Russian Katayusha's and the German
Nebelwerfers, but these were essentially similar to artillery.
- The first true SSM's were the Russian missiles in the 1950's,
+ The first true SSMs were the Russian missiles in the 1950's,
such as the Frog. They were intended to deliver nuclear or
chemical warheads at medium ranges, and to be un-interceptable.
Later missiles increase payload & range.
However, since we've artificially restricted the blast effects
of nuclear weapons, I am merging these in with tactical
- missiles. (no need for an icbm unless you've got big nukes)
+ missiles. (no need for an ICBM unless you've got big nukes)
marine
missiles
as the Harpoon, Penguin, Exocet. They are accurate missiles which
may be launched at ships.
-sam's
+SAMs
The first sams were nuclear-tipped, and intended to break up
large attacking bomber forces. Later, they were made smaller
and more accurate, and were intended to hit single targets
at any speed or altitude.
-abm's These are to shoot down missiles, and are mostly fantasy.
+ABMs These are to shoot down missiles, and are mostly fantasy.
-asw
+ASW
planes These are either long-range bomber type aircraft, with some
sort of equipment for locating & killing submarines, or also
helicopters, able to fly from most naval vessels.
.L amm
ammo: the number of shells the unit uses when fighting or firing
.L aaf
-the aa fire rating of the unit
+the AA fire rating of the unit
.L xpl
The number of extra-light planes the land unit can carry.
(If the XLIGHT option is enabled)
\*Qinfo Hitchance\*U.
.s1
In the case of non-marine tactical missiles, if there are any HOSTILE
-abm's within range of the target sector, then two of them will fire in
+ABMs within range of the target sector, then two of them will fire in
an attempt to intercept the incoming missile.
.s1
Similarly, two AT_WAR a-sat's will attempt to intercept any satellites
should declare hostile relations towards them. This will ensure that
your planes will intercept theirs if they
try to over-fly you, and your forts will fire on their ships when they
-sail within range. Also, your a-sat's and abm's will attempt
+sail within range. Also, your a-sat's and ABMs will attempt
to intercept their satellites and missiles independent of the target
sector they have launched them at, and your ships with anti-missile
capability will attempt to intercept any incoming marine missiles
wu(0, def->own, "%s spy spotted in %s.\n",
cname(player->cnum), xyas(def->x, def->y,
def->own));
- pr(" but made it ok.\n");
+ pr(" but made it OK.\n");
}
}
}
flak = roundavg(techfact(land.lnd_tech,
aaf * 3.0 * land.lnd_effic / 100.0));
mpr(land.lnd_own,
- "Flak! Firing flak guns from unit %s (aa rating %d)\n",
+ "Flak! Firing flak guns from unit %s (AA rating %d)\n",
prland(&land), aaf);
if (pinflak_planedamage(&plp->plane, plp->pcp, land.lnd_own, flak))
continue;
"frowns upon %s" } },
{ N_TAKE, 0, N_ECON, { "sacrifices to %s",
"makes divine payment to %s" } },
- { N_NUKE_STOP, -10,N_MISS, { "abms intercept a %s missile",
+ { N_NUKE_STOP, -10,N_MISS, { "ABMs intercept a %s missile",
"strategic defense systems destroy a %s missile" } },
{ N_SCT_MISS, -2, N_MISS, { "missile fired at one of %s's sectors",
"missile wreaks havoc on %s" } },
"ship damaged by marine missile" } },
{ N_START_COL, 0, N_COLONY,{ "pilgrims settle on a new island",
"discovers new land and starts a colony" } },
- { N_NUKE_SSTOP, 0, N_MISS, { "abms intercept an incoming sub-launched missile",
+ { N_NUKE_SSTOP, 0, N_MISS, { "ABMs intercept an incoming sub-launched missile",
"strategic defense systems destroy an incoming sub-launched warhead"}},
{ N_LND_MISS, 2, N_MISS, { "missile fired at %s ground troops",
"missile hits %s troops" } },
ngun += flak;
total += techfact(land.lnd_tech, flak * 2.0);
- mpr(land.lnd_own, "firing flak guns from unit %s (aa rating %d)\n",
+ mpr(land.lnd_own, "firing flak guns from unit %s (AA rating %d)\n",
prland(&land), aaf);
from = land.lnd_own;
}
/*
* First, would we be abandoning it? If not, just return that
- * it's ok to move out.
+ * it's OK to move out.
*/
if (!would_abandon(sp, vtype, amnt, land_list))
return 1;
if ((amt_moved = amt_src - thresh) <= 0)
return 0;
/*
- * make sure delivery looks ok. Check where its going,
+ * make sure delivery looks OK. Check where its going,
* where its coming from, and see if there is more than
* the threshold amount
*/
Play#0 output Play#0 1 tra train #37 takes 1
Play#0 output Play#0 1 1 planes spotted over -1,1
Play#0 output Play#0 1 1 planes spotted over 1,1
- Play#0 output Play#0 1 Flak! Firing flak guns from unit eng engineer #44 (aa rating 1)
+ Play#0 output Play#0 1 Flak! Firing flak guns from unit eng engineer #44 (AA rating 1)
Play#0 output Play#0 1 1 bombs did 40% damage to eng engineer #44 at 1,1
Play#0 output Play#0 1 eng engineer #44 takes 10
Play#0 output Play#0 1 eng engineer #44 retreats along path yu
Play#0 output Play#0 1 43 "aids\\040%s\\040with\\040divine\\040intervention" "smiles\\040upon\\040%s" 0 9
Play#0 output Play#0 1 44 "hurts\\040%s\\040with\\040divine\\040intervention" "frowns\\040upon\\040%s" 0 9
Play#0 output Play#0 1 45 "sacrifices\\040to\\040%s" "makes\\040divine\\040payment\\040to\\040%s" 0 7
- Play#0 output Play#0 1 46 "abms\\040intercept\\040a\\040%s\\040missile" "strategic\\040defense\\040systems\\040destroy\\040a\\040%s\\040missile" -10 5
+ Play#0 output Play#0 1 46 "ABMs\\040intercept\\040a\\040%s\\040missile" "strategic\\040defense\\040systems\\040destroy\\040a\\040%s\\040missile" -10 5
Play#0 output Play#0 1 47 "missile\\040fired\\040at\\040one\\040of\\040%s's\\040sectors" "missile\\040wreaks\\040havoc\\040on\\040%s" -2 5
Play#0 output Play#0 1 48 "missile\\040fired\\040at\\040a\\040ship\\040flying\\040the\\040flag\\040of\\040%s" "missiles\\040hit\\040%s\\040ships" -2 5
Play#0 output Play#0 1 49 "engages\\040in\\040friendly\\040trade\\040with\\040%s" "profits\\040from\\040a\\040merchant\\040venture\\040with\\040%s" 2 7
Play#0 output Play#0 1 67 "sector\\040is\\040struck\\040by\\040a\\040sub-launched\\040missile" "sector\\040devastated\\040by\\040missile" 0 5
Play#0 output Play#0 1 68 "ship\\040is\\040hit\\040by\\040a\\040sub-launched\\040missile" "ship\\040damaged\\040by\\040marine\\040missile" 0 5
Play#0 output Play#0 1 69 "pilgrims\\040settle\\040on\\040a\\040new\\040island" "discovers\\040new\\040land\\040and\\040starts\\040a\\040colony" 0 8
- Play#0 output Play#0 1 70 "abms\\040intercept\\040an\\040incoming\\040sub-launched\\040missile" "strategic\\040defense\\040systems\\040destroy\\040an\\040incoming\\040sub-launched\\040warhead" 0 5
+ Play#0 output Play#0 1 70 "ABMs\\040intercept\\040an\\040incoming\\040sub-launched\\040missile" "strategic\\040defense\\040systems\\040destroy\\040an\\040incoming\\040sub-launched\\040warhead" 0 5
Play#0 output Play#0 1 71 "missile\\040fired\\040at\\040%s\\040ground\\040troops" "missile\\040hits\\040%s\\040troops" 2 5
Play#0 output Play#0 1 72 "regiment\\040struck\\040by\\040sub-launched\\040missile" "ground\\040troops\\040hit\\040by\\040missile" 0 5
Play#0 output Play#0 1 73 "navy\\040secures\\040a\\040beachhead\\040on\\040%s\\040territory" "sailors\\040take\\040a\\040coastal\\040sector\\040from\\040%s" -4 2
Play#1 output Play#1 1 43 "aids\\040%s\\040with\\040divine\\040intervention" "smiles\\040upon\\040%s" 0 9
Play#1 output Play#1 1 44 "hurts\\040%s\\040with\\040divine\\040intervention" "frowns\\040upon\\040%s" 0 9
Play#1 output Play#1 1 45 "sacrifices\\040to\\040%s" "makes\\040divine\\040payment\\040to\\040%s" 0 7
- Play#1 output Play#1 1 46 "abms\\040intercept\\040a\\040%s\\040missile" "strategic\\040defense\\040systems\\040destroy\\040a\\040%s\\040missile" -10 5
+ Play#1 output Play#1 1 46 "ABMs\\040intercept\\040a\\040%s\\040missile" "strategic\\040defense\\040systems\\040destroy\\040a\\040%s\\040missile" -10 5
Play#1 output Play#1 1 47 "missile\\040fired\\040at\\040one\\040of\\040%s's\\040sectors" "missile\\040wreaks\\040havoc\\040on\\040%s" -2 5
Play#1 output Play#1 1 48 "missile\\040fired\\040at\\040a\\040ship\\040flying\\040the\\040flag\\040of\\040%s" "missiles\\040hit\\040%s\\040ships" -2 5
Play#1 output Play#1 1 49 "engages\\040in\\040friendly\\040trade\\040with\\040%s" "profits\\040from\\040a\\040merchant\\040venture\\040with\\040%s" 2 7
Play#1 output Play#1 1 67 "sector\\040is\\040struck\\040by\\040a\\040sub-launched\\040missile" "sector\\040devastated\\040by\\040missile" 0 5
Play#1 output Play#1 1 68 "ship\\040is\\040hit\\040by\\040a\\040sub-launched\\040missile" "ship\\040damaged\\040by\\040marine\\040missile" 0 5
Play#1 output Play#1 1 69 "pilgrims\\040settle\\040on\\040a\\040new\\040island" "discovers\\040new\\040land\\040and\\040starts\\040a\\040colony" 0 8
- Play#1 output Play#1 1 70 "abms\\040intercept\\040an\\040incoming\\040sub-launched\\040missile" "strategic\\040defense\\040systems\\040destroy\\040an\\040incoming\\040sub-launched\\040warhead" 0 5
+ Play#1 output Play#1 1 70 "ABMs\\040intercept\\040an\\040incoming\\040sub-launched\\040missile" "strategic\\040defense\\040systems\\040destroy\\040an\\040incoming\\040sub-launched\\040warhead" 0 5
Play#1 output Play#1 1 71 "missile\\040fired\\040at\\040%s\\040ground\\040troops" "missile\\040hits\\040%s\\040troops" 2 5
Play#1 output Play#1 1 72 "regiment\\040struck\\040by\\040sub-launched\\040missile" "ground\\040troops\\040hit\\040by\\040missile" 0 5
Play#1 output Play#1 1 73 "navy\\040secures\\040a\\040beachhead\\040on\\040%s\\040territory" "sailors\\040take\\040a\\040coastal\\040sector\\040from\\040%s" -4 2