* Known contributors to this file:
* Steve McClure, 2000
* Ron Koenderink, 2005-2006
- * Markus Armbruster, 2006-2014
+ * Markus Armbruster, 2006-2015
*/
#include <config.h>
-#include "chance.h"
-#include "damage.h"
#include "file.h"
-#include "land.h"
-#include "map.h"
-#include "misc.h"
-#include "nat.h"
-#include "news.h"
#include "nsc.h"
-#include "optlist.h"
#include "path.h"
#include "player.h"
#include "prototypes.h"
#include "retreat.h"
-#include "sect.h"
-#include "ship.h"
-#include "xy.h"
-
-static int findcondition(char);
-static int retreat_land1(struct lndstr *, char, int);
-static int retreat_ship1(struct shpstr *, char, int);
-
-struct ccode {
- char code;
- char *desc[2];
-};
-
-static struct ccode conditions[] = {
- { 'i', { "retreated with a damaged friend",
- "was damaged" } },
- { 't', { "retreated with a torpedoed ship",
- "was hit by a torpedo" } },
- { 's', { "retreated with a ship scared by sonar",
- "detected a sonar ping" } },
- { 'h', { "retreated with a helpless ship",
- "was fired upon with no one able to defend it" } },
- { 'b', { "retreated with a bombed friend",
- "was bombed" } },
- { 'd', { "retreated with a depth-charged ship",
- "was depth-charged" } },
- { 'u', { "retreated with a boarded ship", "was boarded" } },
- { 0, { "panicked", "panicked"} }
-};
+#include "unit.h"
+
+static void retreat_ship_sel(struct shpstr *, struct emp_qelem *, int);
+static int retreat_ships_step(struct emp_qelem *, char, natid);
+static void retreat_land_sel(struct lndstr *, struct emp_qelem *, int);
+static int retreat_lands_step(struct emp_qelem *, char, natid);
+
+static int
+retreat_steps(char *rpath)
+{
+ int i;
+
+ for (i = 0; i < MAX_RETREAT && rpath[i]; i++) {
+ if (rpath[i] == 'h')
+ return i + 1;
+ }
+ return i;
+}
+
+static void
+consume_step(char *rpath, int *rflags)
+{
+ memmove(rpath, rpath + 1, RET_LEN - 1);
+ if (!rpath[0])
+ *rflags = 0;
+}
void
retreat_ship(struct shpstr *sp, char code)
{
+ int n, i;
+ natid own;
+ struct emp_qelem list;
struct nstr_item ni;
struct shpstr ship;
if (CANT_HAPPEN(!sp->shp_own))
return;
- if (sp->shp_own == player->cnum)
+ if (sp->shp_own == player->cnum || !sp->shp_rpath[0])
return;
- retreat_ship1(sp, code, 1);
+ n = retreat_steps(sp->shp_rpath);
+ if (!n)
+ return;
+
+ /*
+ * We're going to put a copy of *sp into list. The movement loop
+ * will use that copy, which may render *sp stale. To avoid
+ * leaving the caller with a stale *sp, we'll re-get it at the
+ * end. To make that work, we need to put it now. However, that
+ * resets sp->shp_own when the ship sinks, so save it first.
+ */
+ own = sp->shp_own;
+ putship(sp->shp_uid, sp);
+
+ emp_initque(&list);
+ if (sp->shp_own)
+ retreat_ship_sel(sp, &list, n);
if (sp->shp_rflags & RET_GROUP) {
- snxtitem_group(&ni, EF_SHIP, sp->shp_fleet);
+ snxtitem_xy(&ni, EF_SHIP, sp->shp_x, sp->shp_y);
while (nxtitem(&ni, &ship)) {
- if (ship.shp_own != sp->shp_own || ship.shp_uid == sp->shp_uid)
+ if (ship.shp_own != own
+ || !(ship.shp_rflags & RET_GROUP)
+ || ship.shp_fleet != sp->shp_fleet
+ || ship.shp_uid == sp->shp_uid)
+ continue;
+ if (strncmp(ship.shp_rpath, sp->shp_rpath, MAX_RETREAT + 1))
continue;
- if (retreat_ship1(&ship, code, 0))
- putship(ship.shp_uid, &ship);
+ retreat_ship_sel(&ship, &list, n);
}
}
-}
-
-static int
-retreat_ship1(struct shpstr *sp, char code, int orig)
-
-
- /* Is this the originally scared ship, or a follower */
-{
- struct sctstr sect;
- int i;
- int m;
- int max;
- int dir;
- coord newx;
- coord newy;
- coord dx;
- coord dy;
- int mines;
- int shells;
- double mobcost;
- struct mchrstr *mcp;
- int changed;
-
- if (sp->shp_effic < SHIP_MINEFF) {
- if (!orig)
- putship(sp->shp_uid, sp);
- return 0;
- }
- /* check crew - uws don't count */
- if (sp->shp_item[I_MILIT] == 0 && sp->shp_item[I_CIVIL] == 0) {
- wu(0, sp->shp_own,
- "%s %s,\nbut had no crew, and couldn't retreat!\n", prship(sp),
- conditions[findcondition(code)].desc[orig]);
- return 0;
+ /* Loop similar to the one in unit_move(). Keep it that way! */
+ for (i = 0; i < n && !QEMPTY(&list); i++) {
+ /*
+ * Invariant: shp_may_nav() true for all ships
+ * Implies all are in the same sector
+ */
+ if (!retreat_ships_step(&list, sp->shp_rpath[i], own))
+ n = i;
+ shp_nav_stay_behind(&list, own);
+ unit_rad_map_set(&list);
}
- getsect(sp->shp_x, sp->shp_y, §);
- switch (shp_check_nav(sp, §)) {
- case SHP_STUCK_NOT:
- break;
- case SHP_STUCK_CONSTRUCTION:
- wu(0, sp->shp_own,
- "%s %s,\nbut was caught in a construction zone, and couldn't retreat!\n",
- prship(sp), conditions[findcondition(code)].desc[orig]);
- return 0;
- default:
- CANT_REACH();
- /* fall through */
- case SHP_STUCK_CANAL:
- case SHP_STUCK_IMPASSABLE:
- wu(0, sp->shp_own,
- "%s %s,\nbut was landlocked, and couldn't retreat!\n",
- prship(sp), conditions[findcondition(code)].desc[orig]);
- return 0;
- }
-
- if (sp->shp_mobil <= 0.0) {
- wu(0, sp->shp_own,
- "%s %s,\nbut had no mobility, and couldn't retreat!\n",
- prship(sp), conditions[findcondition(code)].desc[orig]);
- return 0;
- }
+ if (!QEMPTY(&list))
+ shp_nav_put(&list, own);
+ getship(sp->shp_uid, sp);
+}
- for (i = 0; i < MAX_RETREAT && sp->shp_rpath[0]; i++) {
- if (sp->shp_mobil <= 0.0) {
- wu(0, sp->shp_own,
- "%s %s,\nbut ran out of mobility, and couldn't retreat fully!\n",
- prship(sp), conditions[findcondition(code)].desc[orig]);
- return 1;
- }
- dir = chkdir(sp->shp_rpath[0], DIR_STOP, DIR_LAST);
- if (dir == DIR_STOP || CANT_HAPPEN(dir < 0)) {
- memmove(sp->shp_rpath, sp->shp_rpath + 1,
- sizeof(sp->shp_rpath) - 1);
- if (sp->shp_rpath[0] == 0)
- sp->shp_rflags = 0;
- break;
- }
- dx = diroff[dir][0];
- dy = diroff[dir][1];
-
- mcp = &mchr[(int)sp->shp_type];
- newx = xnorm(sp->shp_x + dx);
- newy = ynorm(sp->shp_y + dy);
- mobcost = shp_mobcost(sp);
-
- getsect(newx, newy, §);
- if (shp_check_nav(sp, §) != SHP_STUCK_NOT ||
- (sect.sct_own
- && relations_with(sect.sct_own, sp->shp_own) < FRIENDLY)) {
- wu(0, sp->shp_own, "%s %s,\nbut could not retreat to %s!\n",
- prship(sp), conditions[findcondition(code)].desc[orig],
- xyas(newx, newy, sp->shp_own));
- return 1;
- }
- sp->shp_x = newx;
- sp->shp_y = newy;
- sp->shp_mobil -= mobcost;
- sp->shp_mission = 0;
- memmove(sp->shp_rpath, sp->shp_rpath + 1,
- sizeof(sp->shp_rpath) - 1);
- if (sp->shp_rpath[0] == 0)
- sp->shp_rflags = 0;
-
- mines = sect.sct_mines;
- changed = 0;
- if (sect.sct_type != SCT_WATER || mines <= 0)
- continue;
- if (mcp->m_flags & M_SWEEP) {
- max = mcp->m_item[I_SHELL];
- shells = sp->shp_item[I_SHELL];
- for (m = 0; mines > 0 && m < 5; m++) {
- if (chance(0.66)) {
- mines--;
- shells = MIN(max, shells + 1);
- changed |= map_set(sp->shp_own, sp->shp_x, sp->shp_y,
- 'X', 0);
- }
- }
- if (sect.sct_mines != mines) {
- wu(0, sp->shp_own,
- "%s cleared %d mine%s in %s while retreating\n",
- prship(sp), sect.sct_mines - mines,
- splur(sect.sct_mines - mines),
- xyas(newx, newy, sp->shp_own));
- sect.sct_mines = mines;
- sp->shp_item[I_SHELL] = shells;
- putsect(§);
- }
- if (changed)
- writemap(sp->shp_own);
- }
- if (chance(DMINE_HITCHANCE(mines))) {
- wu(0, sp->shp_own,
- "%s %s,\nand hit a mine in %s while retreating!\n",
- prship(sp), conditions[findcondition(code)].desc[orig],
- xyas(newx, newy, sp->shp_own));
- nreport(sp->shp_own, N_HIT_MINE, 0, 1);
- m = MINE_DAMAGE();
- shipdamage(sp, m);
- mines--;
- if (map_set(sp->shp_own, sp->shp_x, sp->shp_y, 'X', 0))
- writemap(sp->shp_own);
- sect.sct_mines = mines;
- putsect(§);
- return 1;
- }
- }
+static void
+retreat_ship_sel(struct shpstr *sp, struct emp_qelem *list, int n)
+{
+ struct shpstr *flg = QEMPTY(list) ? NULL
+ : &((struct ulist *)(list->q_back))->unit.ship;
- if (orig) {
- wu(0, sp->shp_own, "%s %s, and retreated to %s\n",
- prship(sp), conditions[findcondition(code)].desc[orig],
- xyas(sp->shp_x, sp->shp_y, sp->shp_own));
- } else {
- wu(0, sp->shp_own, "%s %s, and ended up at %s\n",
- prship(sp),
- conditions[findcondition(code)].desc[orig],
- xyas(sp->shp_x, sp->shp_y, sp->shp_own));
+ if (!shp_may_nav(sp, flg, ", and can't retreat!"))
+ return;
+ if (sp->shp_mobil <= 0) {
+ mpr(sp->shp_own, "%s has no mobility, and can't retreat!\n",
+ prship(sp));
+ return;
}
- return 1;
+ if (flg)
+ mpr(sp->shp_own, "%s retreats with her\n", prship(sp));
+ else
+ mpr(sp->shp_own, "%s retreats along path %.*s\n",
+ prship(sp), n, sp->shp_rpath);
+ shp_insque(sp, list);
}
static int
-findcondition(char code)
+retreat_ships_step(struct emp_qelem *list, char step, natid actor)
{
- int i;
+ int dir = chkdir(step, DIR_STOP, DIR_LAST);
+ struct emp_qelem *qp;
+ struct ulist *mlp;
+ struct shpstr *sp;
+
+ if (dir != DIR_STOP && shp_nav_dir(list, dir, actor))
+ return 0; /* can't go there */
+
+ for (qp = list->q_back; qp != list; qp = qp->q_back) {
+ mlp = (struct ulist *)qp;
+ sp = &mlp->unit.ship;
+ consume_step(sp->shp_rpath, &sp->shp_rflags);
+ if (dir != DIR_STOP)
+ sp->shp_mission = 0;
+ putship(sp->shp_uid, sp);
+ }
- for (i = 0; conditions[i].code && conditions[i].code != code; i++) ;
- CANT_HAPPEN(!conditions[i].code);
- return i;
+ return dir != DIR_STOP && !shp_nav_gauntlet(list, 0, actor);
}
void
retreat_land(struct lndstr *lp, char code)
{
+ int n, i;
+ natid own;
+ struct emp_qelem list;
struct nstr_item ni;
struct lndstr land;
if (CANT_HAPPEN(!lp->lnd_own))
return;
- if (lp->lnd_own == player->cnum)
+ if (lp->lnd_own == player->cnum || !lp->lnd_rpath[0])
return;
- retreat_land1(lp, code, 1);
+ n = retreat_steps(lp->lnd_rpath);
+ if (!n)
+ return;
+
+ /* See explanation in retreat_ship() */
+ own = lp->lnd_own;
+ putland(lp->lnd_uid, lp);
+
+ emp_initque(&list);
+ if (lp->lnd_own)
+ retreat_land_sel(lp, &list, n);
if (lp->lnd_rflags & RET_GROUP) {
- snxtitem_group(&ni, EF_LAND, lp->lnd_army);
+ snxtitem_xy(&ni, EF_LAND, lp->lnd_x, lp->lnd_y);
while (nxtitem(&ni, &land)) {
- if (land.lnd_own != lp->lnd_own || land.lnd_uid == lp->lnd_uid)
+ if (land.lnd_own != own
+ || !(land.lnd_rflags & RET_GROUP)
+ || land.lnd_army != lp->lnd_army
+ || land.lnd_uid == lp->lnd_uid)
+ continue;
+ if (strncmp(land.lnd_rpath, lp->lnd_rpath, MAX_RETREAT + 1))
continue;
- if (retreat_land1(&land, code, 0))
- putland(land.lnd_uid, &land);
+ retreat_land_sel(&land, &list, n);
}
}
-}
-static int
-retreat_land1(struct lndstr *lp, char code, int orig)
+ /* Loop similar to the one in unit_move(). Keep it that way! */
+ for (i = 0; i < n && !QEMPTY(&list); i++) {
+ /*
+ * Invariant: lnd_may_nav() true for all land units
+ * Implies all are in the same sector
+ */
+ if (!retreat_lands_step(&list, lp->lnd_rpath[i], own))
+ n = i;
+ lnd_mar_stay_behind(&list, own);
+ unit_rad_map_set(&list);
+ }
+ if (!QEMPTY(&list))
+ lnd_mar_put(&list, own);
+ getland(lp->lnd_uid, lp);
+}
- /* Is this the originally scared unit, or a follower */
+static void
+retreat_land_sel(struct lndstr *lp, struct emp_qelem *list, int n)
{
- struct sctstr sect;
- int i;
- int m;
- int max;
- int dir;
- coord newx;
- coord newy;
- coord dx;
- coord dy;
- int mines;
- int shells;
- double mobcost;
- struct lchrstr *lcp;
-
- if (lp->lnd_effic < LAND_MINEFF) {
- if (!orig)
- putland(lp->lnd_uid, lp);
- return 0;
- }
+ struct lndstr *ldr = QEMPTY(list)
+ ? NULL : &((struct ulist *)(list->q_back))->unit.land;
- getsect(lp->lnd_x, lp->lnd_y, §);
-
- if (lp->lnd_mobil <= 0.0) {
- wu(0, lp->lnd_own,
- "%s %s,\nbut had no mobility, and couldn't retreat!\n",
- prland(lp), conditions[findcondition(code)].desc[orig]);
- return 0;
+ if (!lnd_may_mar(lp, ldr, ", and can't retreat!"))
+ return;
+ if (lp->lnd_mobil <= 0) {
+ mpr(lp->lnd_own, "%s has no mobility, and can't retreat!\n",
+ prland(lp));
+ return;
}
- for (i = 0; i < MAX_RETREAT && lp->lnd_rpath[0]; i++) {
- if (lp->lnd_mobil <= 0.0) {
- wu(0, lp->lnd_own,
- "%s %s,\nbut ran out of mobility, and couldn't retreat fully!\n",
- prland(lp), conditions[findcondition(code)].desc[orig]);
- return 1;
- }
- dir = chkdir(lp->lnd_rpath[0], DIR_STOP, DIR_LAST);
- if (dir == DIR_STOP || CANT_HAPPEN(dir < 0)) {
- memmove(lp->lnd_rpath, lp->lnd_rpath + 1,
- sizeof(lp->lnd_rpath) - 1);
- if (lp->lnd_rpath[0] == 0)
- lp->lnd_rflags = 0;
- break;
- }
- dx = diroff[dir][0];
- dy = diroff[dir][1];
-
- lcp = &lchr[(int)lp->lnd_type];
- newx = xnorm(lp->lnd_x + dx);
- newy = ynorm(lp->lnd_y + dy);
-
- getsect(newx, newy, §);
- mobcost = lnd_mobcost(lp, §);
- if (mobcost < 0
- || sect.sct_type == SCT_MOUNT
- || sect.sct_own != lp->lnd_own) {
- wu(0, lp->lnd_own, "%s %s,\nbut could not retreat to %s!\n",
- prland(lp),
- conditions[findcondition(code)].desc[orig],
- xyas(newx, newy, lp->lnd_own));
- return 1;
- }
- lp->lnd_x = newx;
- lp->lnd_y = newy;
- lp->lnd_mobil -= mobcost;
- lp->lnd_mission = 0;
- memmove(lp->lnd_rpath, lp->lnd_rpath + 1,
- sizeof(lp->lnd_rpath) - 1);
- if (lp->lnd_rpath[0] == 0)
- lp->lnd_rflags = 0;
-
- mines = SCT_LANDMINES(§);
- if (mines <= 0 || sect.sct_oldown == lp->lnd_own)
- continue;
- if (lcp->l_flags & L_ENGINEER) {
- max = lcp->l_item[I_SHELL];
- shells = lp->lnd_item[I_SHELL];
- for (m = 0; mines > 0 && m < 5; m++) {
- if (chance(0.66)) {
- mines--;
- shells = MIN(max, shells + 1);
- }
- }
- sect.sct_mines = mines;
- lp->lnd_item[I_SHELL] = shells;
- putsect(§);
- }
- if (chance(DMINE_LHITCHANCE(mines))) {
- wu(0, lp->lnd_own,
- "%s %s,\nand hit a mine in %s while retreating!\n",
- prland(lp),
- conditions[findcondition(code)].desc[orig],
- xyas(newx, newy, lp->lnd_own));
- nreport(lp->lnd_own, N_LHIT_MINE, 0, 1);
- m = MINE_LDAMAGE();
- if (lcp->l_flags & L_ENGINEER)
- m /= 2;
- landdamage(lp, m);
- mines--;
- sect.sct_mines = mines;
- putsect(§);
- return 1;
- }
- }
+ if (ldr)
+ mpr(lp->lnd_own, "%s retreats with them\n", prland(lp));
+ else
+ mpr(lp->lnd_own, "%s retreats along path %.*s\n",
+ prland(lp), n, lp->lnd_rpath);
+ lnd_insque(lp, list);
+}
- if (orig) {
- wu(0, lp->lnd_own, "%s %s, and retreated to %s\n",
- prland(lp),
- conditions[findcondition(code)].desc[orig],
- xyas(lp->lnd_x, lp->lnd_y, lp->lnd_own));
- } else {
- wu(0, lp->lnd_own, "%s %s, and ended up at %s\n",
- prland(lp),
- conditions[findcondition(code)].desc[orig],
- xyas(lp->lnd_x, lp->lnd_y, lp->lnd_own));
+static int
+retreat_lands_step(struct emp_qelem *list, char step, natid actor)
+{
+ int dir = chkdir(step, DIR_STOP, DIR_LAST);
+ struct emp_qelem *qp;
+ struct ulist *llp;
+ struct lndstr *lp;
+
+ if (dir != DIR_STOP && lnd_mar_dir(list, dir, actor))
+ return 0; /* can't go there */
+
+ for (qp = list->q_back; qp != list; qp = qp->q_back) {
+ llp = (struct ulist *)qp;
+ lp = &llp->unit.land;
+ consume_step(lp->lnd_rpath, &lp->lnd_rflags);
+ if (dir != DIR_STOP) {
+ lp->lnd_mission = 0;
+ lp->lnd_harden = 0;
+ }
+ putland(lp->lnd_uid, lp);
}
- return 1;
+ return dir != DIR_STOP && !lnd_mar_gauntlet(list, 0, actor);
}
Play#1 output Play#1 1 # owner eff type
Play#1 output Play#1 1 (# 32) 2 completely lc light cruiser (#32)
Play#1 output Play#1 1 (# 35) 2 completely lc light cruiser (#35)
+ Play#1 output Play#1 1 (# 36) 2 completely lc light cruiser (#36)
Play#1 output Play#1 1 # owner eff type
Play#1 output Play#1 1 (# 9) 2 completely tra train #9
Play#1 output Play#1 1 (# 30) 2 minimally cav cavalry #30
Play#1 output Play#1 1 Target sector is a completely constructed agribusiness
Play#1 output Play#1 1 # owner eff type
Play#1 output Play#1 1 (# 10) 2 completely cav cavalry #10
- Play#1 output Play#1 1 (# 33) 2 completely cav cavalry #33
Play#1 output Play#1 1 (# 37) 2 completely tra train #37
Play#1 output Play#1 1 (# 40) 2 completely cav cavalry #40
Play#1 output Play#1 1 (# 41) 2 completely cav cavalry #41
Play#1 input l
Play#1 output Play#1 1 # owner eff type
Play#1 output Play#1 1 (# 10) 2 completely cav cavalry #10
- Play#1 output Play#1 1 (# 33) 2 completely cav cavalry #33
Play#1 output Play#1 1 (# 37) 2 completely tra train #37
Play#1 output Play#1 1 (# 40) 2 completely cav cavalry #40
Play#1 output Play#1 1 (# 41) 2 completely cav cavalry #41
Play#1 output Play#1 1 Target sector is a completely constructed agribusiness
Play#1 output Play#1 1 # owner eff type
Play#1 output Play#1 1 (# 10) 2 completely cav cavalry #10
- Play#1 output Play#1 1 (# 33) 2 completely cav cavalry #33
Play#1 output Play#1 1 (# 37) 2 completely tra train #37
Play#1 output Play#1 1 (# 40) 2 completely cav cavalry #40
Play#1 output Play#1 1 (# 41) 2 completely cav cavalry #41
Play#1 input l
Play#1 output Play#1 1 # owner eff type
Play#1 output Play#1 1 (# 10) 2 completely cav cavalry #10
- Play#1 output Play#1 1 (# 33) 2 completely cav cavalry #33
Play#1 output Play#1 1 (# 37) 2 completely tra train #37
Play#1 output Play#1 1 (# 40) 2 completely cav cavalry #40
Play#1 output Play#1 1 (# 41) 2 completely cav cavalry #41
Play#1 output Play#1 1 Target sector is a completely constructed agribusiness
Play#1 output Play#1 1 # owner eff type
Play#1 output Play#1 1 (# 10) 2 completely cav cavalry #10
- Play#1 output Play#1 1 (# 33) 2 completely cav cavalry #33
Play#1 output Play#1 1 (# 37) 2 completely tra train #37
Play#1 output Play#1 1 (# 41) 2 completely cav cavalry #41
Play#1 output Play#1 1 (# 42) 2 completely cav cavalry #42
Play#1 input l
Play#1 output Play#1 1 # owner eff type
Play#1 output Play#1 1 (# 10) 2 completely cav cavalry #10
- Play#1 output Play#1 1 (# 33) 2 completely cav cavalry #33
Play#1 output Play#1 1 (# 37) 2 completely tra train #37
Play#1 output Play#1 1 (# 41) 2 completely cav cavalry #41
Play#1 output Play#1 1 (# 42) 2 completely cav cavalry #42
Play#1 output Play#1 1 Target sector is a completely constructed agribusiness
Play#1 output Play#1 1 # owner eff type
Play#1 output Play#1 1 (# 10) 2 completely cav cavalry #10
- Play#1 output Play#1 1 (# 33) 2 completely cav cavalry #33
Play#1 output Play#1 1 (# 37) 2 completely tra train #37
Play#1 output Play#1 1 (# 42) 2 completely cav cavalry #42
Play#1 output Play#1 1 (# 43) 2 completely eng engineer #43
Play#1 input l
Play#1 output Play#1 1 # owner eff type
Play#1 output Play#1 1 (# 10) 2 completely cav cavalry #10
- Play#1 output Play#1 1 (# 33) 2 completely cav cavalry #33
Play#1 output Play#1 1 (# 37) 2 completely tra train #37
Play#1 output Play#1 1 (# 42) 2 completely cav cavalry #42
Play#1 output Play#1 1 (# 43) 2 completely eng engineer #43
Play#1 output Play#1 1 Target sector is a completely constructed agribusiness
Play#1 output Play#1 1 # owner eff type
Play#1 output Play#1 1 (# 10) 2 completely cav cavalry #10
- Play#1 output Play#1 1 (# 33) 2 completely cav cavalry #33
Play#1 output Play#1 1 (# 37) 2 completely tra train #37
Play#1 output Play#1 1 (# 42) 2 completely cav cavalry #42
Play#1 output Play#1 1 (# 43) 2 completely eng engineer #43
Play#1 input l
Play#1 output Play#1 1 # owner eff type
Play#1 output Play#1 1 (# 10) 2 completely cav cavalry #10
- Play#1 output Play#1 1 (# 33) 2 completely cav cavalry #33
Play#1 output Play#1 1 (# 37) 2 completely tra train #37
Play#1 output Play#1 1 (# 42) 2 completely cav cavalry #42
Play#1 output Play#1 1 (# 43) 2 completely eng engineer #43
Play#1 output Play#1 1 flying over agribusiness at 1,-1
Play#1 output Play#1 1 Target sector is a completely constructed agribusiness
Play#1 output Play#1 1 # owner eff type
+ Play#1 output Play#1 1 (# 43) 2 completely eng engineer #43
Play#1 output Play#1 1 (# 44) 2 completely eng engineer #44
Play#1 output Play#1 1 (# 45) 2 completely tra train #45
Play#1 output Play#1 1 (# 47) 2 completely cav cavalry #47
Play#1 output Play#1 4 Bomb what? (ship, plane, land unit, efficiency, commodities)
Play#1 input l
Play#1 output Play#1 1 # owner eff type
+ Play#1 output Play#1 1 (# 43) 2 completely eng engineer #43
Play#1 output Play#1 1 (# 44) 2 completely eng engineer #44
Play#1 output Play#1 1 (# 45) 2 completely tra train #45
Play#1 output Play#1 1 (# 47) 2 completely cav cavalry #47
Play#1 output Play#1 1 Target sector is a completely constructed agribusiness
Play#1 output Play#1 1 # owner eff type
Play#1 output Play#1 1 (# 10) 2 completely cav cavalry #10
- Play#1 output Play#1 1 (# 33) 2 completely cav cavalry #33
Play#1 output Play#1 1 (# 37) 2 completely tra train #37
Play#1 output Play#1 1 (# 42) 2 completely cav cavalry #42
- Play#1 output Play#1 1 (# 43) 2 completely eng engineer #43
Play#1 output Play#1 4 Bomb what? (ship, plane, land unit, efficiency, commodities)
Play#1 input l
Play#1 output Play#1 1 # owner eff type
Play#1 output Play#1 1 (# 10) 2 completely cav cavalry #10
- Play#1 output Play#1 1 (# 33) 2 completely cav cavalry #33
Play#1 output Play#1 1 (# 37) 2 completely tra train #37
Play#1 output Play#1 1 (# 42) 2 completely cav cavalry #42
- Play#1 output Play#1 1 (# 43) 2 completely eng engineer #43
Play#1 output Play#1 4 ac AH-64 Apache #30, 1 bombs. Target ('~' to skip)?
Play#1 input 10
Play#1 output Play#1 1 71% hitchance...Blam
Play#1 output Play#1 1 (# 26) 2 completely cav cavalry #26
Play#1 output Play#1 1 (# 27) 2 completely cav cavalry #27
Play#1 output Play#1 1 (# 28) 2 completely cav cavalry #28
- Play#1 output Play#1 1 (# 41) 2 completely cav cavalry #41
Play#1 output Play#1 4 Bomb what? (ship, plane, land unit, efficiency, commodities)
Play#1 input l
Play#1 output Play#1 1 # owner eff type
Play#1 output Play#1 1 (# 26) 2 completely cav cavalry #26
Play#1 output Play#1 1 (# 27) 2 completely cav cavalry #27
Play#1 output Play#1 1 (# 28) 2 completely cav cavalry #28
- Play#1 output Play#1 1 (# 41) 2 completely cav cavalry #41
Play#1 output Play#1 4 ac AH-64 Apache #30, 1 bombs. Target ('~' to skip)?
Play#1 input 10
Play#1 output Play#1 1 73% hitchance...Blam
Play#1 output Play#1 1 (# 26) 2 completely cav cavalry #26
Play#1 output Play#1 1 (# 27) 2 completely cav cavalry #27
Play#1 output Play#1 1 (# 28) 2 completely cav cavalry #28
- Play#1 output Play#1 1 (# 41) 2 completely cav cavalry #41
Play#1 output Play#1 4 Bomb what? (ship, plane, land unit, efficiency, commodities)
Play#1 input l
Play#1 output Play#1 1 # owner eff type
Play#1 output Play#1 1 (# 26) 2 completely cav cavalry #26
Play#1 output Play#1 1 (# 27) 2 completely cav cavalry #27
Play#1 output Play#1 1 (# 28) 2 completely cav cavalry #28
- Play#1 output Play#1 1 (# 41) 2 completely cav cavalry #41
Play#1 output Play#1 4 ac AH-64 Apache #30, 1 bombs. Target ('~' to skip)?
Play#1 input 10
- Play#1 output Play#1 1 75% hitchance...BLAM
+ Play#1 output Play#1 1 76% hitchance...BLAM
Play#1 output Play#1 1 cav cavalry #24 takes 1
Play#1 output Play#1 6 0 547
Play#1 input bomb 30 . p -3,1 h
Play#1 output Play#1 1 (# 26) 2 completely cav cavalry #26
Play#1 output Play#1 1 (# 27) 2 completely cav cavalry #27
Play#1 output Play#1 1 (# 28) 2 completely cav cavalry #28
- Play#1 output Play#1 1 (# 41) 2 completely cav cavalry #41
Play#1 output Play#1 4 Bomb what? (ship, plane, land unit, efficiency, commodities)
Play#1 input l
Play#1 output Play#1 1 # owner eff type
Play#1 output Play#1 1 (# 26) 2 completely cav cavalry #26
Play#1 output Play#1 1 (# 27) 2 completely cav cavalry #27
Play#1 output Play#1 1 (# 28) 2 completely cav cavalry #28
- Play#1 output Play#1 1 (# 41) 2 completely cav cavalry #41
Play#1 output Play#1 4 ac AH-64 Apache #30, 1 bombs. Target ('~' to skip)?
Play#1 input 25
Play#1 output Play#1 1 71% hitchance...Blam
Play#1 output Play#1 1 flying over agribusiness at 0,0
Play#1 output Play#1 1 Target sector is a completely constructed agribusiness
Play#1 output Play#1 1 # owner eff type
- Play#1 output Play#1 1 (# 46) 2 completely cav cavalry #46
Play#1 output Play#1 1 (# 60) 2 completely cav cavalry #60
Play#1 output Play#1 1 (# 61) 2 completely cav cavalry #61
Play#1 output Play#1 1 (# 62) 2 completely cav cavalry #62
Play#1 output Play#1 4 Bomb what? (ship, plane, land unit, efficiency, commodities)
Play#1 input l
Play#1 output Play#1 1 # owner eff type
- Play#1 output Play#1 1 (# 46) 2 completely cav cavalry #46
Play#1 output Play#1 1 (# 60) 2 completely cav cavalry #60
Play#1 output Play#1 1 (# 61) 2 completely cav cavalry #61
Play#1 output Play#1 1 (# 62) 2 completely cav cavalry #62
Play#1 input 60
Play#1 output Play#1 1 50% hitchance...Blam-BLAM
Play#1 output Play#1 1 # owner eff type
- Play#1 output Play#1 1 (# 46) 2 completely cav cavalry #46
Play#1 output Play#1 1 (# 61) 2 completely cav cavalry #61
Play#1 output Play#1 1 (# 62) 2 completely cav cavalry #62
Play#1 output Play#1 1 (# 63) 2 completely cav cavalry #63
Play#1 input 61
Play#1 output Play#1 1 50% hitchance...thud
Play#1 output Play#1 1 # owner eff type
- Play#1 output Play#1 1 (# 46) 2 completely cav cavalry #46
Play#1 output Play#1 1 (# 61) 2 completely cav cavalry #61
Play#1 output Play#1 1 (# 62) 2 completely cav cavalry #62
Play#1 output Play#1 1 (# 63) 2 completely cav cavalry #63
Play#1 input 62
Play#1 output Play#1 1 50% hitchance...thud
Play#1 output Play#1 1 # owner eff type
- Play#1 output Play#1 1 (# 46) 2 completely cav cavalry #46
Play#1 output Play#1 1 (# 61) 2 completely cav cavalry #61
Play#1 output Play#1 1 (# 62) 2 completely cav cavalry #62
Play#1 output Play#1 1 (# 63) 2 completely cav cavalry #63
Play#1 input 63
Play#1 output Play#1 1 50% hitchance...thud
Play#1 output Play#1 1 # owner eff type
- Play#1 output Play#1 1 (# 46) 2 completely cav cavalry #46
Play#1 output Play#1 1 (# 61) 2 completely cav cavalry #61
Play#1 output Play#1 1 (# 62) 2 completely cav cavalry #62
Play#1 output Play#1 1 (# 63) 2 completely cav cavalry #63
Play#0 output Play#0 1 > BULLETIN from POGO, (#0) dated Thu Jan 1 00:00:00 1970
Play#0 output Play#0 1 Country #1 shelled lc light cruiser (#30) in 0,2 for 10 damage.
Play#0 output Play#0 1 lc light cruiser (#30) takes 6
- Play#0 output Play#0 1 lc light cruiser (#32) retreated with a damaged friend,
- Play#0 output Play#0 1 but had no crew, and couldn't retreat!
- Play#0 output Play#0 1 lc light cruiser (#35) retreated with a damaged friend,
- Play#0 output Play#0 1 but had no mobility, and couldn't retreat!
- Play#0 output Play#0 1 lc light cruiser (#36) retreated with a damaged friend, and ended up at 1,3
Play#0 output Play#0 1 lc light cruiser (#30) sunk!
+ Play#0 output Play#0 1 lc light cruiser (#32) is crewless, and can't retreat!
+ Play#0 output Play#0 1 lc light cruiser (#35) has no mobility, and can't retreat!
+ Play#0 output Play#0 1 lc light cruiser (#36) is on the trading block, and can't retreat!
Play#0 output Play#0 1 Country #1 shelled lc light cruiser (#31) in 4,0 for 8 damage.
Play#0 output Play#0 1 lc light cruiser (#31) takes 5
- Play#0 output Play#0 1 lc light cruiser (#31) was damaged,
- Play#0 output Play#0 1 but was landlocked, and couldn't retreat!
+ Play#0 output Play#0 1 lc light cruiser (#31) is landlocked, and can't retreat!
Play#0 output Play#0 1 Country #1 shelled lc light cruiser (#33) in 2,2 for 8 damage.
Play#0 output Play#0 1 lc light cruiser (#33) takes 5
- Play#0 output Play#0 1 lc light cruiser (#33) was damaged,
- Play#0 output Play#0 1 but was caught in a construction zone, and couldn't retreat!
+ Play#0 output Play#0 1 lc light cruiser (#33) is caught in a construction zone, and can't retreat!
Play#0 output Play#0 1 Country #1 shelled lc light cruiser (#34) in 3,1 for 10 damage.
Play#0 output Play#0 1 lc light cruiser (#34) takes 6
- Play#0 output Play#0 1 lc light cruiser (#34) was damaged,
- Play#0 output Play#0 1 but was landlocked, and couldn't retreat!
+ Play#0 output Play#0 1 lc light cruiser (#34) is landlocked, and can't retreat!
Play#0 output Play#0 1 Country #1 shelled lc light cruiser (#40) in 0,2 for 14 damage.
Play#0 output Play#0 1 lc light cruiser (#40) takes 9
- Play#0 output Play#0 1 lc light cruiser (#40) was damaged,
- Play#0 output Play#0 1 but ran out of mobility, and couldn't retreat fully!
+ Play#0 output Play#0 1 lc light cruiser (#40) retreats along path nn
+ Play#0 output Play#0 1 lc light cruiser (#40) is out of mobility & stays in 1,3
Play#0 output Play#0 1 Country #1 shelled lc light cruiser (#41) in 0,2 for 6 damage.
Play#0 output Play#0 1 lc light cruiser (#41) takes 4
- Play#0 output Play#0 1 lc light cruiser (#41) was damaged,
- Play#0 output Play#0 1 but could not retreat to 2,2!
+ Play#0 output Play#0 1 lc light cruiser (#41) retreats along path nu
+ Play#0 output Play#0 1 can't go to 2,2
+ Play#0 output Play#0 1 lc light cruiser (#41) stopped at 1,3
Play#0 output Play#0 1 Country #1 shelled lc light cruiser (#42) in -4,2 for 8 damage.
Play#0 output Play#0 1 lc light cruiser (#42) takes 5
- Play#0 output Play#0 1 lc light cruiser (#42) was damaged,
- Play#0 output Play#0 1 but could not retreat to -3,1!
+ Play#0 output Play#0 1 lc light cruiser (#42) retreats along path ug
+ Play#0 output Play#0 1 can't go to -3,1
+ Play#0 output Play#0 1 lc light cruiser (#42) stopped at -4,2
Play#0 output Play#0 1 Country #1 shelled ms minesweeper (#44) in -4,4 for 11 damage.
Play#0 output Play#0 1 ms minesweeper (#44) takes 10
- Play#0 output Play#0 1 ms minesweeper (#44) cleared 3 mines in -6,4 while retreating
- Play#0 output Play#0 1 ms minesweeper (#44) was damaged,
- Play#0 output Play#0 1 and hit a mine in -6,4 while retreating!
- Play#0 output Play#0 1 ms minesweeper (#44) takes 29
- Play#0 output Play#0 1 ms minesweeper (#43) cleared 2 mines in -6,4 while retreating
- Play#0 output Play#0 1 ms minesweeper (#43) retreated with a damaged friend, and ended up at -8,4
+ Play#0 output Play#0 1 ms minesweeper (#44) retreats along path gg
+ Play#0 output Play#0 1 ms minesweeper (#43) retreats with her
+ Play#0 output Play#0 1 Approaching minefield at -6,4...
+ Play#0 output Play#0 1 Sweep...
+ Play#0 output Play#0 1 Sweep...
+ Play#0 output Play#0 1 Sweep...
+ Play#0 output Play#0 1 Kawhomp! Mine detected in -6,4!
+ Play#0 output Play#0 1 ms minesweeper (#44) takes 14
+ Play#0 output Play#0 1 Sweep...
+ Play#0 output Play#0 1 Sweep...
+ Play#0 output Play#0 1 Kawhomp! Mine detected in -6,4!
+ Play#0 output Play#0 1 ms minesweeper (#44) takes 13
+ Play#0 output Play#0 1 Kawhomp! Mine detected in -6,4!
+ Play#0 output Play#0 1 ms minesweeper (#43) takes 13
+ Play#0 output Play#0 1 ms minesweeper (#44) stopped at -6,4
+ Play#0 output Play#0 1 ms minesweeper (#43) stopped at -6,4
Play#0 output Play#0 1 Country #1 shelled lc light cruiser (#46) in 5,1 for 11 damage.
Play#0 output Play#0 1 lc light cruiser (#46) takes 7
- Play#0 output Play#0 1 lc light cruiser (#46) was damaged,
- Play#0 output Play#0 1 but could not retreat to 4,0!
- Play#0 output Play#0 1 pt patrol boat (#47) retreated with a damaged friend, and ended up at 4,0
+ Play#0 output Play#0 1 lc light cruiser (#46) retreats along path y
+ Play#0 output Play#0 1 pt patrol boat (#47) retreats with her
+ Play#0 output Play#0 1 lc light cruiser (#46) is too large to fit into the canal system at 4,0 & stays in 5,1
+ Play#0 output Play#0 1 pt patrol boat (#47) stopped at 4,0
Play#0 output Play#0 1 Country #1 shelled lc light cruiser (#10) in 0,2 for 11 damage.
Play#0 output Play#0 1 lc light cruiser (#10) takes 7
- Play#0 output Play#0 1 lc light cruiser (#10) was damaged, and retreated to 1,3
+ Play#0 output Play#0 1 lc light cruiser (#10) retreats along path nh
+ Play#0 output Play#0 1 lc light cruiser (#10) stopped at 1,3
Play#0 output Play#0 1 Country #1 shelled lc light cruiser (#10) in 1,3 for 6 damage.
Play#0 output Play#0 1 lc light cruiser (#10) takes 4
- Play#0 output Play#0 1 lc light cruiser (#10) was damaged, and retreated to 1,3
+ Play#0 output Play#0 1 lc light cruiser (#10) retreats along path h
+ Play#0 output Play#0 1 lc light cruiser (#10) stopped at 1,3
Play#0 output Play#0 1 Country #1 shelled lc light cruiser (#10) in 1,3 for 6 damage.
Play#0 output Play#0 1 lc light cruiser (#10) takes 4
- Play#0 output Play#0 1 lc light cruiser (#10) was damaged, and retreated to 4,4
+ Play#0 output Play#0 1 lc light cruiser (#10) retreats along path nj
+ Play#0 output Play#0 1 lc light cruiser (#10) stopped at 4,4
Play#0 output Play#0 1 Country #1 shelled lc light cruiser (#11) in 0,2 for 11 damage.
Play#0 output Play#0 1 lc light cruiser (#11) takes 7
- Play#0 output Play#0 1 lc light cruiser (#11) was fired upon with no one able to defend it, and retreated to 1,3
+ Play#0 output Play#0 1 lc light cruiser (#11) retreats along path n
+ Play#0 output Play#0 1 lc light cruiser (#11) stopped at 1,3
Play#0 output Play#0 1 Country #1 shelled lc light cruiser (#20) in -3,1 for 6 damage.
Play#0 output Play#0 1 lc light cruiser (#20) takes 4
Play#0 output Play#0 1 Return fire hit sector -2,-2 for 8 damage.
Play#0 output Play#0 1 Country #1 shelled lc light cruiser (#25) in -4,2 for 11 damage.
Play#0 output Play#0 1 lc light cruiser (#25) takes 7
- Play#0 output Play#0 1 lc light cruiser (#25) was damaged, and retreated to -8,2
- Play#0 output Play#0 1 lc light cruiser (#26) retreated with a damaged friend, and ended up at -4,4
- Play#0 output Play#0 1 lc light cruiser (#27) retreated with a damaged friend, and ended up at -4,4
- Play#0 output Play#0 1 lc light cruiser (#28) retreated with a damaged friend, and ended up at -8,2
- Play#0 output Play#0 1 lc light cruiser (#29) retreated with a damaged friend, and ended up at 1,3
+ Play#0 output Play#0 1 lc light cruiser (#25) retreats along path gg
+ Play#0 output Play#0 1 lc light cruiser (#28) retreats with her
+ Play#0 output Play#0 1 lc light cruiser (#25) stopped at -8,2
+ Play#0 output Play#0 1 lc light cruiser (#28) stopped at -8,2
Play#0 output Play#0 1 Country #1 shelled sb submarine (#50) in -5,1 for 42 damage.
Play#0 output Play#0 1 sb submarine (#50) takes 33
- Play#0 output Play#0 1 sb submarine (#50) was damaged, and retreated to -9,1
+ Play#0 output Play#0 1 sb submarine (#50) retreats along path gg
+ Play#0 output Play#0 1 sb submarine (#50) stopped at -9,1
Play#0 output Play#0 1 Country #1 shelled sb submarine (#51) in -5,1 for 45 damage.
Play#0 output Play#0 1 sb submarine (#51) takes 36
- Play#0 output Play#0 1 sb submarine (#51) was depth-charged, and retreated to -9,1
+ Play#0 output Play#0 1 sb submarine (#51) retreats along path gg
+ Play#0 output Play#0 1 sb submarine (#51) stopped at -9,1
Play#0 output Play#0 1 Country #1 shelled sb submarine (#52) in -5,1 for 34 damage.
Play#0 output Play#0 1 sb submarine (#52) takes 27
- Play#0 output Play#0 1 sb submarine (#52) was fired upon with no one able to defend it, and retreated to -9,1
+ Play#0 output Play#0 1 sb submarine (#52) retreats along path gg
+ Play#0 output Play#0 1 sb submarine (#52) stopped at -9,1
Play#0 output Play#0 1 1 dd destroyer (#5) sighted at -5,1
Play#0 output Play#0 1 1 dd destroyer (#5) sighted at -6,0
Play#0 output Play#0 1 Country #1 shelled sb submarine (#53) in -4,-2 for 34 damage.
Play#0 output Play#0 1 -6,2 takes 3% collateral damage
Play#0 output Play#0 1 1 bombs did 40 damage to dd destroyer (#61) at -6,2
Play#0 output Play#0 1 dd destroyer (#61) takes 27
- Play#0 output Play#0 1 dd destroyer (#61) was damaged, and retreated to -4,4
+ Play#0 output Play#0 1 dd destroyer (#61) retreats along path nn
+ Play#0 output Play#0 1 dd destroyer (#61) stopped at -4,4
Play#0 output Play#0 1 -6,2 takes 2% collateral damage
Play#0 output Play#0 1 1 bombs did 48 damage to dd destroyer (#62) at -6,2
Play#0 output Play#0 1 dd destroyer (#62) takes 33
- Play#0 output Play#0 1 dd destroyer (#62) was damaged, and retreated to -4,4
+ Play#0 output Play#0 1 dd destroyer (#62) retreats along path nn
+ Play#0 output Play#0 1 dd destroyer (#62) stopped at -4,4
Play#0 output Play#0 1 -6,2 takes 2% collateral damage
Play#0 output Play#0 1 1 bombs did 64 damage to dd destroyer (#63) at -6,2
Play#0 output Play#0 1 dd destroyer (#63) takes 44
- Play#0 output Play#0 1 dd destroyer (#63) was damaged, and retreated to -4,4
+ Play#0 output Play#0 1 dd destroyer (#63) retreats along path nn
+ Play#0 output Play#0 1 dd destroyer (#63) stopped at -4,4
Play#0 output Play#0 1 -6,2 takes 3% collateral damage
Play#0 output Play#0 1 1 bombs did 48 damage to dd destroyer (#64) at -6,2
Play#0 output Play#0 1 dd destroyer (#64) takes 33
- Play#0 output Play#0 1 dd destroyer (#64) was damaged, and retreated to -4,4
+ Play#0 output Play#0 1 dd destroyer (#64) retreats along path nn
+ Play#0 output Play#0 1 dd destroyer (#64) stopped at -4,4
Play#0 output Play#0 1 -6,2 takes 2% collateral damage
Play#0 output Play#0 1 1 planes spotted over -4,2
Play#0 output Play#0 1 1 planes spotted over -6,2
Play#0 output Play#0 1 1 bombs did 60 damage to dd destroyer (#65) at -6,2
Play#0 output Play#0 1 dd destroyer (#65) takes 41
- Play#0 output Play#0 1 dd destroyer (#65) was bombed, and retreated to -4,4
+ Play#0 output Play#0 1 dd destroyer (#65) retreats along path nn
+ Play#0 output Play#0 1 dd destroyer (#65) stopped at -4,4
Play#0 output Play#0 1 -6,2 takes 3% collateral damage
Play#0 output Play#0 1 1 bombs did 48 damage to dd destroyer (#66) at -6,2
Play#0 output Play#0 1 dd destroyer (#66) takes 33
- Play#0 output Play#0 1 dd destroyer (#66) was bombed, and retreated to -4,4
+ Play#0 output Play#0 1 dd destroyer (#66) retreats along path nn
+ Play#0 output Play#0 1 dd destroyer (#66) stopped at -4,4
Play#0 output Play#0 1 -6,2 takes 2% collateral damage
Play#0 output Play#0 1 -6,2 takes 4% collateral damage
Play#0 output Play#0 1 1 bombs did 44 damage to dd destroyer (#68) at -6,2
Play#0 output Play#0 1 dd destroyer (#68) takes 30
- Play#0 output Play#0 1 dd destroyer (#68) was bombed, and retreated to -4,4
+ Play#0 output Play#0 1 dd destroyer (#68) retreats along path nn
+ Play#0 output Play#0 1 dd destroyer (#68) stopped at -4,4
Play#0 output Play#0 1 -6,2 takes 2% collateral damage
Play#0 output Play#0 1 1 bombs did 52 damage to dd destroyer (#69) at -6,2
Play#0 output Play#0 1 dd destroyer (#69) takes 35
- Play#0 output Play#0 1 dd destroyer (#69) was bombed, and retreated to -4,4
+ Play#0 output Play#0 1 dd destroyer (#69) retreats along path nn
+ Play#0 output Play#0 1 dd destroyer (#69) stopped at -4,4
Play#0 output Play#0 1 -6,2 takes 3% collateral damage
Play#0 output Play#0 1 Incoming 1 missile sighted at -6,2...
Play#0 output Play#0 1 ...Incoming 1 missile missed
Play#0 output Play#0 1 ...Incoming 1 missile HIT!
Play#0 output Play#0 1
Play#0 output Play#0 1 dd destroyer (#83) takes 71
- Play#0 output Play#0 1 dd destroyer (#83) was damaged, and retreated to -4,4
+ Play#0 output Play#0 1 dd destroyer (#83) retreats along path nn
+ Play#0 output Play#0 1 dd destroyer (#83) stopped at -4,4
Play#0 output Play#0 1 Incoming 1 missile sighted at -6,2...
Play#0 output Play#0 1 ...Incoming 1 missile missed
Play#0 output Play#0 1
Play#0 output Play#0 1 -6,2 takes 6% collateral damage
Play#0 output Play#0 1 sub in -1,3 torpedoed lc light cruiser (#100) for 75 damage.
Play#0 output Play#0 1 lc light cruiser (#100) takes 50
- Play#0 output Play#0 1 lc light cruiser (#100) was hit by a torpedo, and retreated to 2,-6
+ Play#0 output Play#0 1 lc light cruiser (#100) retreats along path nn
+ Play#0 output Play#0 1 lc light cruiser (#100) stopped at 2,-6
Play#0 output Play#0 1 Torpedo sighted @ -1,3 by lc light cruiser (#101)
Play#0 output Play#0 1 sub in -1,3 torpedoed lc light cruiser (#102) for 44 damage.
Play#0 output Play#0 1 lc light cruiser (#102) takes 29
- Play#0 output Play#0 1 lc light cruiser (#102) was hit by a torpedo, and retreated to 2,-6
+ Play#0 output Play#0 1 lc light cruiser (#102) retreats along path nn
+ Play#0 output Play#0 1 lc light cruiser (#102) stopped at 2,-6
Play#0 output Play#0 1 sub in -1,3 torpedoed lc light cruiser (#103) for 95 damage.
Play#0 output Play#0 1 lc light cruiser (#103) takes 63
- Play#0 output Play#0 1 lc light cruiser (#103) was hit by a torpedo, and retreated to 2,-6
+ Play#0 output Play#0 1 lc light cruiser (#103) retreats along path nn
+ Play#0 output Play#0 1 lc light cruiser (#103) stopped at 2,-6
Play#0 output Play#0 1 Torpedo sighted @ -1,3 by lc light cruiser (#104)
Play#0 output Play#0 1 Sonar ping from -6,0 detected by sb submarine (#120)!
- Play#0 output Play#0 1 sb submarine (#120) detected a sonar ping, and retreated to -9,1
+ Play#0 output Play#0 1 sb submarine (#120) retreats along path gg
+ Play#0 output Play#0 1 sb submarine (#120) stopped at -9,1
Play#0 output Play#0 1 1 dd destroyer (#5) sighted at -5,1
Play#0 output Play#0 1 tt troop transport (#130) is being approached by dd destroyer (#5)...
Play#0 output Play#0 1 1 (#1) lost 1 troops trying to board tt troop transport (#130)
Play#0 output Play#0 1 We lost 0 troops defending
- Play#0 output Play#0 1 tt troop transport (#130) was boarded, and retreated to -9,1
+ Play#0 output Play#0 1 tt troop transport (#130) retreats along path gg
+ Play#0 output Play#0 1 tt troop transport (#130) stopped at -9,1
Play#0 output Play#0 1 1 planes spotted over 0,2
Play#0 output Play#0 1 1 pinpoint bombing raid did 44 damage to cav cavalry #30
Play#0 output Play#0 1 cav cavalry #30 takes 17
- Play#0 output Play#0 1 cav cavalry #31 retreated with a bombed friend, and ended up at 2,2
- Play#0 output Play#0 1 cav cavalry #32 retreated with a bombed friend, and ended up at 2,2
- Play#0 output Play#0 1 cav cavalry #34 retreated with a bombed friend, and ended up at 2,2
- Play#0 output Play#0 1 cav cavalry #35 retreated with a bombed friend,
- Play#0 output Play#0 1 but had no mobility, and couldn't retreat!
- Play#0 output Play#0 1 cav cavalry #36 retreated with a bombed friend, and ended up at 2,2
+ Play#0 output Play#0 1 cav cavalry #31 is on a ship, and can't retreat!
+ Play#0 output Play#0 1 cav cavalry #32 has no mil on it to guide it, and can't retreat!
+ Play#0 output Play#0 1 cav cavalry #34 is on a unit, and can't retreat!
+ Play#0 output Play#0 1 cav cavalry #35 has no mobility, and can't retreat!
+ Play#0 output Play#0 1 cav cavalry #36 is on the trading block, and can't retreat!
Play#0 output Play#0 1 0,2 takes 4% collateral damage
Play#0 output Play#0 1 tra train #9 takes 1
Play#0 output Play#0 1 1 planes spotted over -1,1
Play#0 output Play#0 1 1 pinpoint bombing raid did 40 damage to cav cavalry #33
Play#0 output Play#0 1 cav cavalry #33 takes 15
- Play#0 output Play#0 1 cav cavalry #33 was bombed, and retreated to 1,1
+ Play#0 output Play#0 1 cav cavalry #33 has been kidnapped by 1, and can't retreat!
Play#0 output Play#0 1 1 pinpoint bombing raid did 24 damage to tra train #37
Play#0 output Play#0 1 tra train #37 takes 14
- Play#0 output Play#0 1 tra train #37 was bombed,
- Play#0 output Play#0 1 but could not retreat to 3,1!
+ Play#0 output Play#0 1 tra train #37 is stuck off the rail system, and can't retreat!
Play#0 output Play#0 1 1,1 takes 2% collateral damage
+ Play#0 output Play#0 1 1 planes spotted over -1,1
Play#0 output Play#0 1 1 pinpoint bombing raid did 24 damage to cav cavalry #40
Play#0 output Play#0 1 cav cavalry #40 takes 9
- Play#0 output Play#0 1 cav cavalry #40 was bombed,
- Play#0 output Play#0 1 but ran out of mobility, and couldn't retreat fully!
+ Play#0 output Play#0 1 cav cavalry #40 retreats along path nu
+ Play#0 output Play#0 1 cav cavalry #40 is out of mobility & stays in 2,2
Play#0 output Play#0 1 1,1 takes 2% collateral damage
+ 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 1 pinpoint bombing raid did 28 damage to cav cavalry #41
Play#0 output Play#0 1 cav cavalry #41 takes 11
- Play#0 output Play#0 1 cav cavalry #41 was bombed,
- Play#0 output Play#0 1 but could not retreat to 2,0!
+ Play#0 output Play#0 1 cav cavalry #41 retreats along path jy
+ Play#0 output Play#0 1 cav cavalry #41 stopped at 2,0
Play#0 output Play#0 1 1,1 takes 3% collateral damage
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 pinpoint bombing raid did 36 damage to cav cavalry #42
Play#0 output Play#0 1 cav cavalry #42 takes 14
- Play#0 output Play#0 1 cav cavalry #42 was bombed,
- Play#0 output Play#0 1 but could not retreat to -1,1!
+ Play#0 output Play#0 1 cav cavalry #42 retreats along path g
+ Play#0 output Play#0 1 can't go to -1,1
+ Play#0 output Play#0 1 cav cavalry #42 stopped at 1,1
Play#0 output Play#0 1 1,1 takes 4% collateral damage
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 1 pinpoint bombing raid did 40 damage to eng engineer #44
Play#0 output Play#0 1 eng engineer #44 takes 10
- Play#0 output Play#0 1 eng engineer #44 was bombed, and retreated to 1,-1
+ Play#0 output Play#0 1 eng engineer #44 retreats along path yu
+ Play#0 output Play#0 1 eng engineer #43 retreats with them
+ Play#0 output Play#0 1 Approaching minefield at 0,0...
+ Play#0 output Play#0 1 Sweep...
+ Play#0 output Play#0 1 Sweep...
+ Play#0 output Play#0 1 Sweep...
+ Play#0 output Play#0 1 Sweep...
+ Play#0 output Play#0 1 Sweep...
+ Play#0 output Play#0 1 Sweep...
+ Play#0 output Play#0 1 Sweep...
+ Play#0 output Play#0 1 Sweep...
+ Play#0 output Play#0 1 Sweep...
+ Play#0 output Play#0 1 eng engineer #44 stopped at 1,-1
+ Play#0 output Play#0 1 eng engineer #43 stopped at 1,-1
Play#0 output Play#0 1 1,1 takes 4% collateral damage
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 0,-2
Play#0 output Play#0 1 1 pinpoint bombing raid did 28 damage to tra train #45
Play#0 output Play#0 1 tra train #45 takes 16
- Play#0 output Play#0 1 tra train #45 was bombed,
- Play#0 output Play#0 1 but could not retreat to 0,0!
- Play#0 output Play#0 1 cav cavalry #46 retreated with a bombed friend,
- Play#0 output Play#0 1 and hit a mine in 0,0 while retreating!
- Play#0 output Play#0 1 cav cavalry #46 takes 8
+ Play#0 output Play#0 1 tra train #45 retreats along path nb
+ Play#0 output Play#0 1 cav cavalry #46 can't rail-march with the leading train, and can't retreat!
+ Play#0 output Play#0 1 no rail system in 0,0
+ Play#0 output Play#0 1 tra train #45 stopped at 1,-1
Play#0 output Play#0 1 0,-2 takes 3% collateral damage
Play#0 output Play#0 1 1 planes spotted over 0,0
Play#0 output Play#0 1 1 planes spotted over 1,-1
Play#0 output Play#0 1 1 pinpoint bombing raid did 24 damage to cav cavalry #47
Play#0 output Play#0 1 cav cavalry #47 takes 9
- Play#0 output Play#0 1 cav cavalry #47 was bombed,
- Play#0 output Play#0 1 but could not retreat to -1,-1!
- Play#0 output Play#0 1 spy infiltrator #48 retreated with a bombed friend,
- Play#0 output Play#0 1 but could not retreat to -1,-1!
+ Play#0 output Play#0 1 cav cavalry #47 retreats along path gh
+ Play#0 output Play#0 1 spy infiltrator #48 retreats with them
+ Play#0 output Play#0 1 cav cavalry #47 can't go to -1,-1 & stays in 1,-1
+ Play#0 output Play#0 1 spy infiltrator #48 stopped at -1,-1
Play#0 output Play#0 1 1,-1 takes 2% collateral damage
Play#0 output Play#0 1 1 planes spotted over 1,1
Play#0 output Play#0 1 1 pinpoint bombing raid did 44 damage to cav cavalry #10
Play#0 output Play#0 1 cav cavalry #10 takes 17
- Play#0 output Play#0 1 cav cavalry #10 was bombed, and retreated to 3,1
+ Play#0 output Play#0 1 cav cavalry #10 retreats along path jh
+ Play#0 output Play#0 1 cav cavalry #10 stopped at 3,1
Play#0 output Play#0 1 1,1 takes 4% collateral damage
Play#0 output Play#0 1 tra train #37 takes 1
Play#0 output Play#0 1 1 pinpoint bombing raid did 36 damage to cav cavalry #10
- Play#0 output Play#0 1 cav cavalry #10 takes 14
- Play#0 output Play#0 1 cav cavalry #10 was bombed, and retreated to 3,1
+ Play#0 output Play#0 1 cav cavalry #10 takes 27
+ Play#0 output Play#0 1 cav cavalry #10 retreats along path h
+ Play#0 output Play#0 1 cav cavalry #10 stopped at 3,1
Play#0 output Play#0 1 3,1 takes 4% collateral damage
+ Play#0 output Play#0 1 cav cavalry #10 takes 1
+ Play#0 output Play#0 1 1 planes spotted over -1,1
Play#0 output Play#0 1 1 pinpoint bombing raid did 40 damage to cav cavalry #10
- Play#0 output Play#0 1 cav cavalry #10 takes 15
- Play#0 output Play#0 1 cav cavalry #10 was bombed,
- Play#0 output Play#0 1 but could not retreat to 3,-1!
+ Play#0 output Play#0 1 cav cavalry #10 takes 30
+ Play#0 output Play#0 1 cav cavalry #10 retreats along path uy
+ Play#0 output Play#0 1 cav cavalry #10 stopped at 3,-1
Play#0 output Play#0 1 3,1 takes 4% collateral damage
+ Play#0 output Play#0 1 1 planes spotted over -1,1
Play#0 output Play#0 1 1 planes spotted over 3,1
Play#0 output Play#0 1 1 pinpoint bombing raid did 24 damage to cav cavalry #25
Play#0 output Play#0 1 cav cavalry #25 takes 9
- Play#0 output Play#0 1 cav cavalry #25 was bombed, and retreated to 2,2
- Play#0 output Play#0 1 cav cavalry #26 retreated with a bombed friend, and ended up at 4,0
- Play#0 output Play#0 1 cav cavalry #27 retreated with a bombed friend, and ended up at 4,0
- Play#0 output Play#0 1 cav cavalry #28 retreated with a bombed friend, and ended up at 2,2
- Play#0 output Play#0 1 cav cavalry #29 retreated with a bombed friend, and ended up at 3,1
+ Play#0 output Play#0 1 cav cavalry #25 retreats along path bh
+ Play#0 output Play#0 1 cav cavalry #28 retreats with them
+ Play#0 output Play#0 1 cav cavalry #25 stopped at 2,2
+ Play#0 output Play#0 1 cav cavalry #28 stopped at 2,2
Play#0 output Play#0 1 3,1 takes 2% collateral damage
+ Play#0 output Play#0 1 1 planes spotted over -1,1
Play#0 output Play#0 1 1 planes spotted over 0,0
Play#0 output Play#0 1 1 pinpoint bombing raid did 72 damage to cav cavalry #60
Play#0 output Play#0 1 cav cavalry #60 takes 27
- Play#0 output Play#0 1 cav cavalry #60 was damaged, and retreated to 3,1
+ Play#0 output Play#0 1 cav cavalry #60 retreats along path nj
+ Play#0 output Play#0 1 cav cavalry #60 stopped at 3,1
Play#0 output Play#0 1 0,0 takes 7% collateral damage
Play#0 output Play#0 1 0,0 takes 4% collateral damage
Play#0 output Play#0 1 0,0 takes 3% collateral damage
Play#0 output Play#0 1 0,0 takes 4% collateral damage
Play#0 output Play#0 1 1 pinpoint bombing raid did 68 damage to cav cavalry #64
Play#0 output Play#0 1 cav cavalry #64 takes 26
- Play#0 output Play#0 1 cav cavalry #64 was damaged, and retreated to 3,1
+ Play#0 output Play#0 1 cav cavalry #64 retreats along path nj
+ Play#0 output Play#0 1 cav cavalry #64 stopped at 3,1
Play#0 output Play#0 1 0,0 takes 7% collateral damage
Play#0 output Play#0 6 0 640
Play#0 input ship *
Play#0 output Play#0 1 2 11 lc light cruis 1,3 93% 0 10 0 0 0 0 0 0 105 45
Play#0 output Play#0 1 2 20 lc light cruis -3,1 96% 0 9 0 0 0 0 0 0 122 45
Play#0 output Play#0 1 1 24 lc light cruis -4,2 g 100% 0 10 0 0 0 0 0 0 127 45
- Play#0 output Play#0 1 2 25 lc light cruis -8,2 g 93% 0 9 0 0 0 0 0 0 93 45
- Play#0 output Play#0 1 2 26 lc light cruis -4,4 g 100% 0 10 0 0 0 0 0 0 103 45
- Play#0 output Play#0 1 2 27 lc light cruis -4,4 g 100% 0 10 0 0 0 0 0 0 103 45
+ Play#0 output Play#0 1 2 25 lc light cruis -8,2 g 93% 0 9 0 0 0 0 0 0 94 45
+ Play#0 output Play#0 1 2 26 lc light cruis -4,2 g 100% 0 10 0 0 0 0 0 0 127 45
+ Play#0 output Play#0 1 2 27 lc light cruis -4,2 g 100% 0 10 0 0 0 0 0 0 127 45
Play#0 output Play#0 1 2 28 lc light cruis -8,2 g 100% 0 10 0 0 0 0 0 0 103 45
- Play#0 output Play#0 1 2 29 lc light cruis 1,3 g 100% 0 10 0 0 0 0 0 0 103 45
+ Play#0 output Play#0 1 2 29 lc light cruis 5,3 g 100% 0 10 0 0 0 0 0 0 127 45
Play#0 output Play#0 1 2 31 lc light cruis 4,0 95% 0 9 0 0 0 0 0 0 121 45
Play#0 output Play#0 1 2 32 lc light cruis 0,2 c 100% 0 0 0 0 0 0 0 0 127 45
Play#0 output Play#0 1 2 33 lc light cruis 2,2 95% 0 9 0 0 0 0 0 0 121 45
Play#0 output Play#0 1 2 34 lc light cruis 3,1 94% 0 10 0 0 0 0 0 0 120 45
Play#0 output Play#0 1 2 35 lc light cruis 0,2 c 100% 0 10 0 0 0 0 0 1 0 45
- Play#0 output Play#0 1 2 36 lc light cruis 1,3 c 100% 0 10 0 0 0 0 0 0 115 45
+ Play#0 output Play#0 1 2 36 lc light cruis 0,2 c 100% 0 10 0 0 0 0 0 0 127 45
Play#0 output Play#0 1 2 40 lc light cruis 1,3 91% 0 9 0 0 0 0 0 0 -7 45
Play#0 output Play#0 1 2 41 lc light cruis 1,3 96% 0 9 0 0 0 0 0 0 109 45
Play#0 output Play#0 1 2 42 lc light cruis -4,2 95% 0 10 0 0 0 0 0 0 121 45
- Play#0 output Play#0 1 2 43 ms minesweeper -8,4 m 100% 0 10 0 0 0 0 0 0 99 45
- Play#0 output Play#0 1 2 44 ms minesweeper -6,4 m 64% 0 6 0 0 0 0 0 0 70 45
+ Play#0 output Play#0 1 2 43 ms minesweeper -6,4 m 87% 0 8 0 0 0 0 0 0 98 45
+ Play#0 output Play#0 1 2 44 ms minesweeper -6,4 m 68% 0 6 0 0 0 0 0 0 73 45
Play#0 output Play#0 1 2 46 lc light cruis 5,1 n 93% 0 9 0 0 0 0 0 0 118 45
Play#0 output Play#0 1 2 47 pt patrol boat 4,0 n 100% 0 2 0 0 0 0 0 0 117 45
- Play#0 output Play#0 1 2 50 sb submarine -9,1 67% 0 7 0 0 0 0 0 0 33 60
- Play#0 output Play#0 1 2 51 sb submarine -9,1 64% 0 7 0 0 0 0 0 0 28 60
- Play#0 output Play#0 1 2 52 sb submarine -9,1 73% 0 7 0 0 0 0 0 0 45 60
+ Play#0 output Play#0 1 2 50 sb submarine -9,1 67% 0 7 0 0 0 0 0 0 34 60
+ Play#0 output Play#0 1 2 51 sb submarine -9,1 64% 0 7 0 0 0 0 0 0 29 60
+ Play#0 output Play#0 1 2 52 sb submarine -9,1 73% 0 7 0 0 0 0 0 0 46 60
Play#0 output Play#0 1 2 53 sb submarine -4,-2 73% 0 7 0 0 0 0 0 0 92 60
Play#0 output Play#0 1 2 60 dd destroyer -6,2 100% 0 10 0 0 0 0 0 0 127 70
- Play#0 output Play#0 1 2 61 dd destroyer -4,4 73% 0 7 0 0 0 0 0 0 65 70
- Play#0 output Play#0 1 2 62 dd destroyer -4,4 67% 0 7 0 0 0 0 0 0 55 70
+ Play#0 output Play#0 1 2 61 dd destroyer -4,4 73% 0 7 0 0 0 0 0 0 66 70
+ Play#0 output Play#0 1 2 62 dd destroyer -4,4 67% 0 7 0 0 0 0 0 0 56 70
Play#0 output Play#0 1 2 63 dd destroyer -4,4 56% 0 5 0 0 0 0 0 0 37 70
- Play#0 output Play#0 1 2 64 dd destroyer -4,4 67% 0 7 0 0 0 0 0 0 55 70
- Play#0 output Play#0 1 2 65 dd destroyer -4,4 59% 0 6 0 0 0 0 0 0 40 70
- Play#0 output Play#0 1 2 66 dd destroyer -4,4 67% 0 7 0 0 0 0 0 0 55 70
+ Play#0 output Play#0 1 2 64 dd destroyer -4,4 67% 0 7 0 0 0 0 0 0 56 70
+ Play#0 output Play#0 1 2 65 dd destroyer -4,4 59% 0 6 0 0 0 0 0 0 41 70
+ Play#0 output Play#0 1 2 66 dd destroyer -4,4 67% 0 7 0 0 0 0 0 0 56 70
Play#0 output Play#0 1 2 67 dd destroyer -6,2 100% 0 10 0 0 0 0 0 0 127 70
Play#0 output Play#0 1 2 68 dd destroyer -4,4 70% 0 7 0 0 0 0 0 0 61 70
Play#0 output Play#0 1 2 69 dd destroyer -4,4 65% 0 7 0 0 0 0 0 0 53 70
Play#0 output Play#0 1 2 82 dd destroyer -6,2 100% 0 10 0 0 0 0 0 0 127 70
Play#0 output Play#0 1 2 83 dd destroyer -4,4 29% 0 3 0 0 0 0 0 0 -28 70
Play#0 output Play#0 1 2 84 dd destroyer -6,2 100% 0 10 0 0 0 0 0 0 127 70
- Play#0 output Play#0 1 2 100 lc light cruis 2,-6 50% 0 5 0 0 0 0 0 0 15 45
+ Play#0 output Play#0 1 2 100 lc light cruis 2,-6 50% 0 5 0 0 0 0 0 0 16 45
Play#0 output Play#0 1 2 101 lc light cruis 0,4 100% 0 10 0 0 0 0 0 0 127 45
- Play#0 output Play#0 1 2 102 lc light cruis 2,-6 71% 0 7 0 0 0 0 0 0 56 45
- Play#0 output Play#0 1 2 103 lc light cruis 2,-6 37% 0 3 0 0 0 0 0 0 -16 45
+ Play#0 output Play#0 1 2 102 lc light cruis 2,-6 71% 0 7 0 0 0 0 0 0 57 45
+ Play#0 output Play#0 1 2 103 lc light cruis 2,-6 37% 0 3 0 0 0 0 0 0 -15 45
Play#0 output Play#0 1 2 104 lc light cruis 0,4 100% 0 10 0 0 0 0 0 0 127 45
Play#0 output Play#0 1 2 120 sb submarine -9,1 100% 0 10 0 0 0 0 0 0 93 60
- Play#0 output Play#0 1 2 130 tt troop trans -9,1 100% 0 10 0 0 0 0 0 0 95 60
+ Play#0 output Play#0 1 2 130 tt troop trans -9,1 100% 0 10 0 0 0 0 0 0 96 60
Play#0 output Play#0 1 57 ships
Play#0 output Play#0 6 0 640
Play#0 input retr * ?rflags#0
Play#0 output Play#0 1 2 20 lc light cruis -3,1 u h
Play#0 output Play#0 1 1 24 lc light cruis -4,2 g ggg Yes i
Play#0 output Play#0 1 2 25 lc light cruis -8,2 g g Yes i
+ Play#0 output Play#0 1 2 26 lc light cruis -4,2 g bn i
+ Play#0 output Play#0 1 2 27 lc light cruis -4,2 g bn Yes i
Play#0 output Play#0 1 2 28 lc light cruis -8,2 g g Yes b
- Play#0 output Play#0 1 2 29 lc light cruis 1,3 g g Yes i
+ Play#0 output Play#0 1 2 29 lc light cruis 5,3 g ggg Yes i
Play#0 output Play#0 1 2 31 lc light cruis 4,0 n i
Play#0 output Play#0 1 2 32 lc light cruis 0,2 c n Yes i
Play#0 output Play#0 1 2 33 lc light cruis 2,2 n i
Play#0 output Play#0 1 2 34 lc light cruis 3,1 n i
Play#0 output Play#0 1 2 35 lc light cruis 0,2 c n Yes i
+ Play#0 output Play#0 1 2 36 lc light cruis 0,2 c n Yes i
Play#0 output Play#0 1 2 40 lc light cruis 1,3 nnnh i
Play#0 output Play#0 1 2 41 lc light cruis 1,3 uh i
Play#0 output Play#0 1 2 42 lc light cruis -4,2 ugggh i
+ Play#0 output Play#0 1 2 43 ms minesweeper -6,4 m g Yes i
Play#0 output Play#0 1 2 44 ms minesweeper -6,4 m g Yes i
Play#0 output Play#0 1 2 46 lc light cruis 5,1 n y Yes i
Play#0 output Play#0 1 2 53 sb submarine -4,-2 gg h
Play#0 output Play#0 1 2 84 dd destroyer -6,2 nn ihb
Play#0 output Play#0 1 2 101 lc light cruis 0,4 nn ith
Play#0 output Play#0 1 2 104 lc light cruis 0,4 nn ith
- Play#0 output Play#0 1 27 ships
+ Play#0 output Play#0 1 31 ships
Play#0 output Play#0 6 0 639
Play#0 input miss s * ?mission#0 q
Play#0 command mission
Play#0 output Play#0 1 Thing x,y op-sect rad mission
Play#0 output Play#0 1 lc light cruiser (#20) -3,1 -3,1 1 is on an interdiction mission
+ Play#0 output Play#0 1 lc light cruiser (#26) -4,2 -4,2 1 is on an interdiction mission
+ Play#0 output Play#0 1 lc light cruiser (#27) -4,2 -4,2 1 is on an interdiction mission
+ Play#0 output Play#0 1 lc light cruiser (#29) 5,3 5,3 1 is on an interdiction mission
Play#0 output Play#0 1 lc light cruiser (#31) 4,0 4,0 1 is on an interdiction mission
Play#0 output Play#0 1 lc light cruiser (#32) 0,2 0,2 1 is on an interdiction mission
Play#0 output Play#0 1 lc light cruiser (#33) 2,2 2,2 1 is on an interdiction mission
Play#0 output Play#0 1 lc light cruiser (#34) 3,1 3,1 1 is on an interdiction mission
Play#0 output Play#0 1 lc light cruiser (#35) 0,2 0,2 1 is on an interdiction mission
+ Play#0 output Play#0 1 lc light cruiser (#36) 0,2 0,2 1 is on an interdiction mission
Play#0 output Play#0 1 lc light cruiser (#42) -4,2 -4,2 1 is on an interdiction mission
Play#0 output Play#0 1 lc light cruiser (#46) 5,1 5,1 1 is on an interdiction mission
Play#0 output Play#0 1 sb submarine (#53) -4,-2 -4,-2 1 is on an interdiction mission
Play#0 output Play#0 1 1 4 inf infantry -4,0 a 100% 10 0 127 0 50 42% 0 0
Play#0 output Play#0 1 1 7 inf infantry -4,0 a 100% 10 0 127 0 50 42% 0 0
Play#0 output Play#0 1 2 9 tra train 0,2 99% 10 127 126 0 50 42% 0 1
- Play#0 output Play#0 1 2 10 cav cavalry 4,0 61% 6 127 61 0 50 42% 0 0
+ Play#0 output Play#0 1 2 10 cav cavalry 3,-1 42% 4 0 29 0 50 42% 0 0
Play#0 output Play#0 1 1 24 cav cavalry 3,1 g 98% 10 0 125 0 50 42% 0 0
- Play#0 output Play#0 1 2 25 cav cavalry 2,2 g 91% 9 127 96 0 50 42% 0 0
- Play#0 output Play#0 1 2 26 cav cavalry 4,0 g 100% 10 127 117 0 50 42% 0 0
- Play#0 output Play#0 1 2 27 cav cavalry 4,0 g 100% 10 127 117 0 50 42% 0 0
- Play#0 output Play#0 1 2 28 cav cavalry 2,2 g 100% 10 127 107 0 50 42% 0 0
- Play#0 output Play#0 1 2 29 cav cavalry 3,1 g 100% 10 127 116 0 50 42% 0 0
- Play#0 output Play#0 1 2 31 cav cavalry 2,2 c 100% 10 127 107 0 50 42% 0 0 35S
- Play#0 output Play#0 1 2 32 cav cavalry 2,2 c 100% 0 127 107 0 50 42% 0 0
- Play#0 output Play#0 1 2 33 cav cavalry 1,1 85% 9 127 98 0 50 42% 0 0
- Play#0 output Play#0 1 2 34 cav cavalry 2,2 c 100% 10 127 107 0 50 42% 0 0 9L
+ Play#0 output Play#0 1 2 25 cav cavalry 2,2 g 91% 9 0 96 0 50 42% 0 0
+ Play#0 output Play#0 1 2 26 cav cavalry 3,1 g 100% 10 127 127 0 50 42% 0 0
+ Play#0 output Play#0 1 2 27 cav cavalry 3,1 g 100% 10 127 127 0 50 42% 0 0
+ Play#0 output Play#0 1 2 28 cav cavalry 2,2 g 100% 10 0 107 0 50 42% 0 0
+ Play#0 output Play#0 1 2 29 cav cavalry 4,0 g 100% 10 127 127 0 50 42% 0 0
+ Play#0 output Play#0 1 2 31 cav cavalry 0,2 c 100% 10 127 127 0 50 42% 0 0 35S
+ Play#0 output Play#0 1 2 32 cav cavalry 0,2 c 100% 0 127 127 0 50 42% 0 0
+ Play#0 output Play#0 1 2 33 cav cavalry -1,1 85% 9 127 108 0 50 42% 0 0
+ Play#0 output Play#0 1 2 34 cav cavalry 0,2 c 100% 10 127 127 0 50 42% 0 0 9L
Play#0 output Play#0 1 2 35 cav cavalry 0,2 c 100% 10 127 0 0 50 42% 0 0
- Play#0 output Play#0 1 2 36 cav cavalry 2,2 c 100% 10 127 107 0 50 42% 0 0
- Play#0 output Play#0 1 2 37 tra train 1,1 82% 8 127 105 0 50 42% 0 0
- Play#0 output Play#0 1 2 40 cav cavalry 2,2 91% 9 127 -14 0 50 42% 0 0
- Play#0 output Play#0 1 2 41 cav cavalry 3,1 89% 9 127 103 0 50 42% 0 0
+ Play#0 output Play#0 1 2 36 cav cavalry 0,2 c 100% 10 127 127 0 50 42% 0 0
+ Play#0 output Play#0 1 2 37 tra train 1,1 82% 9 127 105 0 50 42% 0 0
+ Play#0 output Play#0 1 2 40 cav cavalry 2,2 91% 9 0 -14 0 50 42% 0 0
+ Play#0 output Play#0 1 2 41 cav cavalry 2,0 89% 9 0 44 0 50 42% 0 0
Play#0 output Play#0 1 2 42 cav cavalry 1,1 86% 9 127 109 0 50 42% 0 0
- Play#0 output Play#0 1 2 43 eng engineer 1,1 m 100% 10 127 127 0 130 42% 0 0
- Play#0 output Play#0 1 2 44 eng engineer 1,-1 m 90% 9 127 88 0 130 42% 0 0
- Play#0 output Play#0 1 2 45 tra train 1,-1 t 84% 9 127 65 0 50 42% 0 0
- Play#0 output Play#0 1 2 46 cav cavalry 0,0 t 92% 9 127 99 0 50 42% 0 0
+ Play#0 output Play#0 1 2 43 eng engineer 1,-1 m 100% 10 0 89 0 130 42% 0 0
+ Play#0 output Play#0 1 2 44 eng engineer 1,-1 m 90% 9 0 76 0 130 42% 0 0
+ Play#0 output Play#0 1 2 45 tra train 1,-1 t 84% 9 0 65 0 50 42% 0 0
+ Play#0 output Play#0 1 2 46 cav cavalry 0,-2 t 100% 10 127 127 0 50 42% 0 0
Play#0 output Play#0 1 2 47 cav cavalry 1,-1 s 91% 9 127 115 0 50 42% 0 0
- Play#0 output Play#0 1 2 48 spy infiltrato 1,-1 s 100% 0 127 127 0 50 42% 0 0
- Play#0 output Play#0 1 2 60 cav cavalry 3,1 73% 7 127 71 0 50 42% 0 0
+ Play#0 output Play#0 1 2 48 spy infiltrato -1,-1 s 100% 0 0 116 0 50 42% 0 0
+ Play#0 output Play#0 1 2 60 cav cavalry 3,1 73% 7 0 72 0 50 42% 0 0
Play#0 output Play#0 1 2 61 cav cavalry 0,0 100% 10 127 127 0 50 42% 0 0
Play#0 output Play#0 1 2 62 cav cavalry 0,0 100% 10 127 127 0 50 42% 0 0
Play#0 output Play#0 1 2 63 cav cavalry 0,0 100% 10 127 127 0 50 42% 0 0
- Play#0 output Play#0 1 2 64 cav cavalry 3,1 74% 7 127 72 0 50 42% 0 0
+ Play#0 output Play#0 1 2 64 cav cavalry 3,1 74% 7 0 73 0 50 42% 0 0
Play#0 output Play#0 1 35 units
Play#0 output Play#0 6 0 637
Play#0 input lretr * ?rflags#0
Play#0 output Play#0 1 1 2 inf infantry -3,1 yujnbgyuj ihb
Play#0 output Play#0 1 1 4 inf infantry -4,0 a b Yes h
Play#0 output Play#0 1 1 7 inf infantry -4,0 a b Yes h
- Play#0 output Play#0 1 2 10 cav cavalry 4,0 y b
Play#0 output Play#0 1 1 24 cav cavalry 3,1 g bhg Yes b
Play#0 output Play#0 1 2 25 cav cavalry 2,2 g g Yes b
+ Play#0 output Play#0 1 2 26 cav cavalry 3,1 g uh b
+ Play#0 output Play#0 1 2 27 cav cavalry 3,1 g uh Yes b
Play#0 output Play#0 1 2 28 cav cavalry 2,2 g g Yes i
- Play#0 output Play#0 1 2 29 cav cavalry 3,1 g g Yes b
+ Play#0 output Play#0 1 2 29 cav cavalry 4,0 g bhg Yes b
+ Play#0 output Play#0 1 2 31 cav cavalry 0,2 c j Yes b
+ Play#0 output Play#0 1 2 32 cav cavalry 0,2 c j Yes b
+ Play#0 output Play#0 1 2 33 cav cavalry -1,1 j b
+ Play#0 output Play#0 1 2 34 cav cavalry 0,2 c j Yes b
Play#0 output Play#0 1 2 35 cav cavalry 0,2 c j Yes b
+ Play#0 output Play#0 1 2 36 cav cavalry 0,2 c j Yes b
Play#0 output Play#0 1 2 37 tra train 1,1 j b
Play#0 output Play#0 1 2 40 cav cavalry 2,2 u b
- Play#0 output Play#0 1 2 41 cav cavalry 3,1 y b
Play#0 output Play#0 1 2 42 cav cavalry 1,1 g b
- Play#0 output Play#0 1 2 43 eng engineer 1,1 m yu Yes b
Play#0 output Play#0 1 2 45 tra train 1,-1 t b Yes b
+ Play#0 output Play#0 1 2 46 cav cavalry 0,-2 t nb Yes b
Play#0 output Play#0 1 2 47 cav cavalry 1,-1 s gh Yes b
- Play#0 output Play#0 1 2 48 spy infiltrator 1,-1 s gh Yes b
Play#0 output Play#0 1 2 61 cav cavalry 0,0 nj ihb
Play#0 output Play#0 1 2 62 cav cavalry 0,0 nj ihb
Play#0 output Play#0 1 2 63 cav cavalry 0,0 nj ihb
- Play#0 output Play#0 1 20 units
+ Play#0 output Play#0 1 24 units
Play#0 output Play#0 6 0 636
Play#0 input miss l * ?mission#0 q
Play#0 command mission
Play#0 output Play#0 1 Thing x,y op-sect rad mission
+ Play#0 output Play#0 1 cav cavalry #26 3,1 3,1 3 is on a reserve mission
+ Play#0 output Play#0 1 cav cavalry #27 3,1 3,1 3 is on a reserve mission
+ Play#0 output Play#0 1 cav cavalry #29 4,0 4,0 3 is on a reserve mission
+ Play#0 output Play#0 1 cav cavalry #31 0,2 0,2 3 is on a reserve mission
+ Play#0 output Play#0 1 cav cavalry #32 0,2 0,2 3 is on a reserve mission
+ Play#0 output Play#0 1 cav cavalry #33 -1,1 -1,1 3 is on a reserve mission
+ Play#0 output Play#0 1 cav cavalry #34 0,2 0,2 3 is on a reserve mission
Play#0 output Play#0 1 cav cavalry #35 0,2 0,2 3 is on a reserve mission
+ Play#0 output Play#0 1 cav cavalry #36 0,2 0,2 3 is on a reserve mission
Play#0 output Play#0 1 cav cavalry #42 1,1 1,1 3 is on a reserve mission
- Play#0 output Play#0 1 eng engineer #43 1,1 1,1 1 is on a reserve mission
+ Play#0 output Play#0 1 cav cavalry #46 0,-2 0,-2 3 is on a reserve mission
Play#0 output Play#0 1 cav cavalry #47 1,-1 1,-1 3 is on a reserve mission
- Play#0 output Play#0 1 spy infiltrator #48 1,-1 1,-1 3 is on a reserve mission
Play#0 output Play#0 1 cav cavalry #61 0,0 0,0 3 is on a reserve mission
Play#0 output Play#0 1 cav cavalry #62 0,0 0,0 3 is on a reserve mission
Play#0 output Play#0 1 cav cavalry #63 0,0 0,0 3 is on a reserve mission