* Info page fixes, manual page improvements.
Changes to Empire 4.3.25 - Sun Mar 21 08:27:37 UTC 2010
- * Hitting seamines could crash the server. When not, the damage
+ * Hitting sea mines could crash the server. When not, the damage
reduction for capability sweep was applied unpredictably. Broken
in 4.3.24.
* When an interdiction did damage other than collateral damage, the
is a tty.
* Fix a client bug that could make it hang when EOF on standard input
follows an execute command closely.
- * Seamines under bridge spans were disabled a long time ago, in
+ * Sea mines under bridge spans were disabled a long time ago, in
Empire 2. The drop command refuses to mine there. Change mine
command to do so as well.
- * Seamines under bridge spans were mistaken for landmines by ground
+ * Sea mines under bridge spans were mistaken for landmines by ground
combat, land units retreating from bombs, and non-land unit ground
movement.
* When a bridge tower collapsed, its landmines magically became
- seamines.
+ sea mines.
* Don't log out player when he interrupts a command. Broken in
4.3.19.
* Code cleanup and portability improvements.
blam: 1 + 1d6
Blam: 5 + 1d6
BLAM: 8 + 1d6
-When pinbombing a ship, plane, or land unit, damage is doubled.
+When pin-bombing a ship, plane, or land unit, damage is doubled.
Whether you get a blam, Blam, or a BLAM depends on the accuracy of the
plane and the difficulty of the target (see info bomb).
* Info page fixes, manual page improvements.
Changes to Empire 4.3.25 - Sun Mar 21 08:27:37 UTC 2010
- * Hitting seamines could crash the server. When not, the damage
+ * Hitting sea mines could crash the server. When not, the damage
reduction for capability sweep was applied unpredictably. Broken
in 4.3.24.
* When an interdiction did damage other than collateral damage, the
is a tty.
* Fix a client bug that could make it hang when EOF on standard input
follows an execute command closely.
- * Seamines under bridge spans were disabled a long time ago, in
+ * Sea mines under bridge spans were disabled a long time ago, in
Empire 2. The drop command refuses to mine there. Change mine
command to do so as well.
- * Seamines under bridge spans were mistaken for landmines by ground
+ * Sea mines under bridge spans were mistaken for landmines by ground
combat, land units retreating from bombs, and non-land unit ground
movement.
* When a bridge tower collapsed, its landmines magically became
- seamines.
+ sea mines.
* Don't log out player when he interrupts a command. Broken in
4.3.19.
* Code cleanup and portability improvements.
defense, missile, or plane hitting its target.
.nf
-Sea Mine hitchance
+Sea mine hit chance
The chance of a ship hitting a mine at sea is (mines/(mines+20)). (For
example, with 20 mines, the chance of hitting one is 20/40 = 50%) The
damage is dependent upon the size of the ship and the spot that the
mine hits. (see \*Qinfo Damage\*U).
-Land Mine Hitchance
+Land mine hit chance
The chance of a land unit hitting a land mine is mines/(mines+35).
(For example, with 20 mines, the chance of hitting one is 20/55 =
36%). See \*Qinfo Damage\*U to find out how much damage things take
/ 100) is checked.
-Torpedo hitchance
+Torpedo hit chance
The chance of a torpedo hitting its target is equal to:
hitchance = 0.9/(range + 1)
where "range" is the range to the target. If the visibility of the
ship firing is less than 6, then (5 - visibility) * 0.03 is added to
-the hitchance.
+the hit chance.
Thus, the base chance of a sub hitting its target (before visibility
modification) is:
tech is the tech level that the ship was built at
-Plane and missile hitchance
+Plane and missile hit chance
If the target is
-a sector, then the hitchance is 100%. Otherwise, the following
-procedure is used to calculate hitchance.
+a sector, then the hit chance is 100%. Otherwise, the following
+procedure is used to calculate hit chance.
The formula for a plane or missile hitting its target depends on the
type of the target (ship, plane, land unit) and the "hardtarget" value
and if the target is a ship and the plane does not have tactical capability
placc = placc + 35
-Lastly we smooth out the bottom end of the hitchance curve. If
+Lastly we smooth out the bottom end of the hit chance curve. If
hitchance is less than 20, then it is "belled up" using the following
curve:
hitchance = 5 + 300 / (40 - hitchance).
-On the other hand, you can just find out the hitchance by pinbombing
-or launching a missile--the hitchance is always printed! :-)
+On the other hand, you can just find out the hit chance by pin-bombing
+or launching a missile--the hit chance is always printed! :-)
.fi
.SA "fire, launch, bomb, torpedo, Attacking, Damage, Interception, Combat"
else {
hitchance = pln_hitchance(&plp->plane,
shp_hardtarget(&ship), EF_SHIP);
- pr("%d%% hitchance...", hitchance);
+ pr("%d%% hit chance...", hitchance);
}
if (pct_chance(hitchance)) {
- /* pinbombing is more accurate than normal bombing */
+ /* pin-bombing is more accurate than normal bombing */
dam = 2 * pln_damage(&plp->plane, 'p', "");
} else {
pr("splash\n");
hitchance = 100;
else {
hitchance = pln_hitchance(&plp->plane, 0, EF_PLANE);
- pr("%d%% hitchance...", hitchance);
+ pr("%d%% hit chance...", hitchance);
}
if (pct_chance(hitchance)) {
- /* pinbombing is more accurate than normal bombing */
+ /* pin-bombing is more accurate than normal bombing */
dam = 2 * pln_damage(&plp->plane, 'p', "");
} else {
pr("thud\n");
else {
hitchance = pln_hitchance(&plp->plane,
lnd_hardtarget(&land), EF_LAND);
- pr("%d%% hitchance...", hitchance);
+ pr("%d%% hit chance...", hitchance);
}
if (pct_chance(hitchance)) {
dam = 2 * pln_damage(&plp->plane, 'p', "");
*
* ---
*
- * demo.c: De-mobilize "n" military in a given sector
+ * demo.c: Demobilize "n" military in a given sector
*
* Known contributors to this file:
* Dave Pare, 1986
natp = getnatp(player->cnum);
if (!snxtsct(&nstr, player->argp[1]))
return RET_SYN;
- if (!(p = getstarg(player->argp[2], "Number to de-mobilize : ", buf)))
+ if (!(p = getstarg(player->argp[2], "Number to demobilize : ", buf)))
return RET_SYN;
number = atoi(p);
p = getstarg(player->argp[3],
range = mapdist(sub.shp_x, sub.shp_y, vship.shp_x, vship.shp_y);
hitchance = shp_torp_hitchance(&sub, range);
if (range <= erange) {
- pr("Hitchance = %.0f%%\n", hitchance * 100);
+ pr("Hit chance = %.0f%%\n", hitchance * 100);
}
if (range > erange)
pr("Out of range\n");
"gunners decimate %s aggressors" } },
{ N_BROKE_SANCT, 0, N_FOR, { "breaks sanctuary",
"no longer has a sanctuary" } },
- { N_SCT_BOMB, -2, N_SKY, { "planes divebomb one of %s's sectors",
+ { N_SCT_BOMB, -2, N_SKY, { "planes dive-bomb one of %s's sectors",
"bombers wreak havoc on %s" } },
- { N_SHP_BOMB, -2, N_SEA, { "divebombs a ship flying the flag of %s",
- "airforce bombs %s ships" } },
+ { N_SHP_BOMB, -2, N_SEA, { "dive-bombs a ship flying the flag of %s",
+ "air force bombs %s ships" } },
{ N_BOARD_SHIP, -2, N_SEA, { "seadogs board one of %s's ships",
"pirates board %s ship" } },
{ N_SHP_LOSE, -3, N_SEA, { "is repelled by %s while attempting to board a ship",
{ N_SUB_BOMB, 0, N_SEA, { "planes bomb a skulking %s submarine",
"planes drop depth-charges on a %s sub" } },
{ 54, 0, 0, { no_news, no_news } },
- { N_UNIT_BOMB, -2, N_SKY, { "divebombs a brave %s unit",
- "airforce bombs %s units" } },
+ { N_UNIT_BOMB, -2, N_SKY, { "dive-bombs a brave %s unit",
+ "air force bombs %s units" } },
{ N_LHIT_MINE, 0, N_FRONT, { "troops run afoul of a landmine",
"troops severely damaged in mine field" } },
{ N_FIRE_F_ATTACK, -2, N_ARTY, { "fortress gunners support troops attacking %s",
wu(0, sp->shp_own,
"\tEffective torpedo range is %d.0\n", range);
wu(0, sp->shp_own,
- "\tWhooosh... Hitchance = %.0f%%\n", hitchance * 100);
+ "\tWhooosh... Hit chance = %.0f%%\n", hitchance * 100);
if (!chance(hitchance)) {
wu(0, sp->shp_own, "\tMissed\n");
prplane(pp), cname(victim), s, xyas(x, y, pp->pln_own));
} else {
wu(0, pp->pln_own,
- "\t%s pinbombing %s %s in %s\n",
+ "\t%s pin-bombing %s %s in %s\n",
prplane(pp), cname(victim), s, xyas(x, y, pp->pln_own));
}
else {
hitchance = pln_hitchance(pp, hardtarget, EF_SHIP);
if (hardtarget != SECT_HARDTARGET)
- snprintf(buf, sizeof(buf), "\t\t%d%% hitchance...",
+ snprintf(buf, sizeof(buf), "\t\t%d%% hit chance...",
hitchance);
}
if (pct_chance(hitchance)) {
} else {
hitchance = pln_hitchance(pp, hardtarget, type);
hit = pct_chance(hitchance);
- mpr(pp->pln_own, "\t%d%% hitchance...%s\n", hitchance,
+ mpr(pp->pln_own, "\t%d%% hit chance...%s\n", hitchance,
hit ? "HIT!" : "miss");
}
if (amt > 0) {
getsect(tx, ty, §);
if (sect.sct_type != SCT_WATER) {
- pr("Your seamines have no effect here.\n");
+ pr("Your sea mines have no effect here.\n");
return;
}
sect.sct_mines = MIN(sect.sct_mines + amt, MINES_MAX);
}
/*
- * Sweep seamines with engineers in @ship_list for @actor.
+ * Sweep sea mines with engineers in @ship_list for @actor.
* All ships in @ship_list must be in the same sector.
* If @explicit is non-zero, this is for an explicit sweep command from
* a player. Else it's an automatic "on the move" sweep.
getsect(mlp->unit.ship.shp_x, mlp->unit.ship.shp_y, §);
if (sect.sct_type != SCT_WATER) {
if (explicit)
- mpr(actor, "%s is a %s. No seamines there!\n",
+ mpr(actor, "%s is a %s. No sea mines there!\n",
xyas(sect.sct_x, sect.sct_y, actor),
dchr[sect.sct_type].d_name);
return 0;
: "SWOOSH!! anti-missile system failed!!");
mpr(ship.shp_own, "Ship #%i anti-missile system activated!\n",
ship.shp_uid);
- mpr(ship.shp_own, "%d%% hitchance...%s\n", hitchance,
+ mpr(ship.shp_own, "%d%% hit chance...%s\n", hitchance,
hit ? "KABOOOM!! Incoming missile destroyed!\n"
: "SWOOSH!! Missile evades anti-missile systems\n");
Play#1 input navi 5 mh
Play#1 command navigate
Play#1 output Play#1 1 Flagship is ms minesweeper (#5)
- Play#1 output Play#1 1 1,1 is a harbor. No seamines there!
+ Play#1 output Play#1 1 1,1 is a harbor. No sea mines there!
Play#1 output Play#1 1 ms minesweeper (#5) stopped at 1,1
Play#1 output Play#1 6 0 593
Play#1 input navi 121/122/128 j
edit l 6,0 e 59
desi 1,-3:-1 i
edit l 1,-3:-1 e 1
-| seamines
+| sea mines
edit l 11,-5 M 100
edit l 11,-3 M 10
| landmines in occupied sectors
Play#1 output Play#1 1 (# 84) 2 completely dd destroyer (#84)
Play#1 output Play#1 4 lb TBD-1 Devastator #4, 2 bombs. Target ('~' to skip)?
Play#1 input 60
- Play#1 output Play#1 1 50% hitchance...splash
+ Play#1 output Play#1 1 50% hit chance...splash
Play#1 output Play#1 1 # owner eff type
Play#1 output Play#1 1 (# 60) 2 completely dd destroyer (#60)
Play#1 output Play#1 1 (# 61) 2 completely dd destroyer (#61)
Play#1 output Play#1 1 (# 84) 2 completely dd destroyer (#84)
Play#1 output Play#1 4 lb TBD-1 Devastator #3, 2 bombs. Target ('~' to skip)?
Play#1 input 61
- Play#1 output Play#1 1 50% hitchance...blam-blam
+ Play#1 output Play#1 1 50% hit chance...blam-blam
Play#1 output Play#1 1 # owner eff type
Play#1 output Play#1 1 (# 60) 2 completely dd destroyer (#60)
Play#1 output Play#1 1 (# 62) 2 completely dd destroyer (#62)
Play#1 output Play#1 1 (# 84) 2 completely dd destroyer (#84)
Play#1 output Play#1 4 lb TBD-1 Devastator #2, 2 bombs. Target ('~' to skip)?
Play#1 input 62
- Play#1 output Play#1 1 50% hitchance...Blam-blam
+ Play#1 output Play#1 1 50% hit chance...Blam-blam
Play#1 output Play#1 1 # owner eff type
Play#1 output Play#1 1 (# 60) 2 completely dd destroyer (#60)
Play#1 output Play#1 1 (# 63) 2 completely dd destroyer (#63)
Play#1 output Play#1 1 (# 84) 2 completely dd destroyer (#84)
Play#1 output Play#1 4 lb TBD-1 Devastator #1, 2 bombs. Target ('~' to skip)?
Play#1 input 63
- Play#1 output Play#1 1 50% hitchance...BLAM-Blam
+ Play#1 output Play#1 1 50% hit chance...BLAM-Blam
Play#1 output Play#1 1 # owner eff type
Play#1 output Play#1 1 (# 60) 2 completely dd destroyer (#60)
Play#1 output Play#1 1 (# 64) 2 completely dd destroyer (#64)
Play#1 output Play#1 1 (# 84) 2 completely dd destroyer (#84)
Play#1 output Play#1 4 lb TBD-1 Devastator #0, 2 bombs. Target ('~' to skip)?
Play#1 input 64
- Play#1 output Play#1 1 50% hitchance...BLAM-blam
+ Play#1 output Play#1 1 50% hit chance...BLAM-blam
Play#1 output Play#1 6 0 607
Play#1 input bomb 0/1/2/3/4 . p -2,2 ggh
Play#1 command bomb
Play#1 output Play#1 1 (# 84) 2 completely dd destroyer (#84)
Play#1 output Play#1 4 lb TBD-1 Devastator #4, 2 bombs. Target ('~' to skip)?
Play#1 input 65
- Play#1 output Play#1 1 50% hitchance...blam-BLAM
+ Play#1 output Play#1 1 50% hit chance...blam-BLAM
Play#1 output Play#1 1 # owner eff type
Play#1 output Play#1 1 (# 60) 2 completely dd destroyer (#60)
Play#1 output Play#1 1 (# 66) 2 completely dd destroyer (#66)
Play#1 output Play#1 1 (# 84) 2 completely dd destroyer (#84)
Play#1 output Play#1 4 lb TBD-1 Devastator #3, 2 bombs. Target ('~' to skip)?
Play#1 input 66
- Play#1 output Play#1 1 50% hitchance...blam-blam
+ Play#1 output Play#1 1 50% hit chance...blam-blam
Play#1 output Play#1 1 # owner eff type
Play#1 output Play#1 1 (# 60) 2 completely dd destroyer (#60)
Play#1 output Play#1 1 (# 67) 2 completely dd destroyer (#67)
Play#1 output Play#1 1 (# 84) 2 completely dd destroyer (#84)
Play#1 output Play#1 4 lb TBD-1 Devastator #2, 2 bombs. Target ('~' to skip)?
Play#1 input 67
- Play#1 output Play#1 1 50% hitchance...splash
+ Play#1 output Play#1 1 50% hit chance...splash
Play#1 output Play#1 1 # owner eff type
Play#1 output Play#1 1 (# 60) 2 completely dd destroyer (#60)
Play#1 output Play#1 1 (# 67) 2 completely dd destroyer (#67)
Play#1 output Play#1 1 (# 84) 2 completely dd destroyer (#84)
Play#1 output Play#1 4 lb TBD-1 Devastator #1, 2 bombs. Target ('~' to skip)?
Play#1 input 68
- Play#1 output Play#1 1 50% hitchance...blam-Blam
+ Play#1 output Play#1 1 50% hit chance...blam-Blam
Play#1 output Play#1 1 # owner eff type
Play#1 output Play#1 1 (# 60) 2 completely dd destroyer (#60)
Play#1 output Play#1 1 (# 67) 2 completely dd destroyer (#67)
Play#1 output Play#1 1 (# 84) 2 completely dd destroyer (#84)
Play#1 output Play#1 4 lb TBD-1 Devastator #0, 2 bombs. Target ('~' to skip)?
Play#1 input 69
- Play#1 output Play#1 1 50% hitchance...blam-Blam
+ Play#1 output Play#1 1 50% hit chance...blam-Blam
Play#1 output Play#1 6 0 605
Play#1 input launch 10 80
Play#1 command launch
Play#1 output Play#1 1 Preparing to launch mi Harpoon #10 at 2 dd destroyer (#80) in -6,2
Play#1 output Play#1 1 Launching from -2,2
Play#1 output Play#1 1 SHWOOOOOSH! Missile launched!
- Play#1 output Play#1 1 50% hitchance...miss
+ Play#1 output Play#1 1 50% hit chance...miss
Play#1 output Play#1 1 splash
Play#1 output Play#1 6 0 602
Play#1 input launch 11 81
Play#1 output Play#1 1 Preparing to launch mi Harpoon #11 at 2 dd destroyer (#81) in -6,2
Play#1 output Play#1 1 Launching from -2,2
Play#1 output Play#1 1 SHWOOOOOSH! Missile launched!
- Play#1 output Play#1 1 50% hitchance...miss
+ Play#1 output Play#1 1 50% hit chance...miss
Play#1 output Play#1 1 splash
Play#1 output Play#1 6 0 599
Play#1 input launch 12 82
Play#1 output Play#1 1 Preparing to launch mi Harpoon #12 at 2 dd destroyer (#82) in -6,2
Play#1 output Play#1 1 Launching from -2,2
Play#1 output Play#1 1 SHWOOOOOSH! Missile launched!
- Play#1 output Play#1 1 50% hitchance...miss
+ Play#1 output Play#1 1 50% hit chance...miss
Play#1 output Play#1 1 splash
Play#1 output Play#1 6 0 596
Play#1 input launch 13 83
Play#1 output Play#1 1 Preparing to launch mi Harpoon #13 at 2 dd destroyer (#83) in -6,2
Play#1 output Play#1 1 Launching from -2,2
Play#1 output Play#1 1 SHWOOOOOSH! Missile launched!
- Play#1 output Play#1 1 50% hitchance...HIT!
+ Play#1 output Play#1 1 50% hit chance...HIT!
Play#1 output Play#1 1 Blam-blam-Blam-Blam-Blam-blam
Play#1 output Play#1 6 0 593
Play#1 input launch 14 84
Play#1 output Play#1 1 Preparing to launch mi Harpoon #14 at 2 dd destroyer (#84) in -6,2
Play#1 output Play#1 1 Launching from -2,2
Play#1 output Play#1 1 SHWOOOOOSH! Missile launched!
- Play#1 output Play#1 1 50% hitchance...miss
+ Play#1 output Play#1 1 50% hit chance...miss
Play#1 output Play#1 1 splash
Play#1 output Play#1 6 0 590
Play#1 input torp 6 100
Play#1 command torpedo
Play#1 output Play#1 1 1 ships are eligible to torpedo
Play#1 output Play#1 1 Effective torpedo range is 2.0
- Play#1 output Play#1 1 Whooosh... Hitchance = 51%
+ Play#1 output Play#1 1 Whooosh... Hit chance = 51%
Play#1 output Play#1 1 BOOM!...
Play#1 output Play#1 1 Torpedo hit lc light cruiser (#100) for 75 damage.
Play#1 output Play#1 6 0 587
Play#1 command torpedo
Play#1 output Play#1 1 1 ships are eligible to torpedo
Play#1 output Play#1 1 Effective torpedo range is 2.0
- Play#1 output Play#1 1 Whooosh... Hitchance = 51%
+ Play#1 output Play#1 1 Whooosh... Hit chance = 51%
Play#1 output Play#1 1 Missed
Play#1 output Play#1 6 0 584
Play#1 input torp 6 102
Play#1 command torpedo
Play#1 output Play#1 1 1 ships are eligible to torpedo
Play#1 output Play#1 1 Effective torpedo range is 2.0
- Play#1 output Play#1 1 Whooosh... Hitchance = 51%
+ Play#1 output Play#1 1 Whooosh... Hit chance = 51%
Play#1 output Play#1 1 BOOM!...
Play#1 output Play#1 1 Torpedo hit lc light cruiser (#102) for 44 damage.
Play#1 output Play#1 6 0 581
Play#1 command torpedo
Play#1 output Play#1 1 1 ships are eligible to torpedo
Play#1 output Play#1 1 Effective torpedo range is 2.0
- Play#1 output Play#1 1 Whooosh... Hitchance = 51%
+ Play#1 output Play#1 1 Whooosh... Hit chance = 51%
Play#1 output Play#1 1 BOOM!...
Play#1 output Play#1 1 Torpedo hit lc light cruiser (#103) for 95 damage.
Play#1 output Play#1 6 0 578
Play#1 command torpedo
Play#1 output Play#1 1 1 ships are eligible to torpedo
Play#1 output Play#1 1 Effective torpedo range is 2.0
- Play#1 output Play#1 1 Whooosh... Hitchance = 51%
+ Play#1 output Play#1 1 Whooosh... Hit chance = 51%
Play#1 output Play#1 1 Missed
Play#1 output Play#1 6 0 575
Play#1 input navi 5 bsh
Play#1 output Play#1 1 (# 36) 2 completely cav cavalry #36
Play#1 output Play#1 4 ac AH-64 Apache #30, 1 bombs. Target ('~' to skip)?
Play#1 input 30
- Play#1 output Play#1 1 83% hitchance...Blam
+ Play#1 output Play#1 1 83% hit chance...Blam
Play#1 output Play#1 6 0 567
Play#1 input __cmd added -1 -2 0
Play#1 command __cmd
Play#1 output Play#1 1 (# 33) 2 completely cav cavalry #33
Play#1 output Play#1 4 ac AH-64 Apache #30, 1 bombs. Target ('~' to skip)?
Play#1 input 33
- Play#1 output Play#1 1 72% hitchance...Blam
+ Play#1 output Play#1 1 72% hit chance...Blam
Play#1 output Play#1 1 -1,1 takes 4% collateral damage
Play#1 output Play#1 6 0 563
Play#1 input bomb 30 . p -2,2 ujh
Play#1 output Play#1 1 (# 44) 2 completely eng engineer #44
Play#1 output Play#1 4 ac AH-64 Apache #30, 1 bombs. Target ('~' to skip)?
Play#1 input 37
- Play#1 output Play#1 1 91% hitchance...Blam
+ Play#1 output Play#1 1 91% hit chance...Blam
Play#1 output Play#1 6 0 561
Play#1 input bomb 30 . p -2,2 ujh
Play#1 command bomb
Play#1 output Play#1 1 (# 44) 2 completely eng engineer #44
Play#1 output Play#1 4 ac AH-64 Apache #30, 1 bombs. Target ('~' to skip)?
Play#1 input 40
- Play#1 output Play#1 1 72% hitchance...Blam
+ Play#1 output Play#1 1 72% hit chance...Blam
Play#1 output Play#1 6 0 559
Play#1 input __cmd added -1 0 0
Play#1 command __cmd
Play#1 output Play#1 1 (# 44) 2 completely eng engineer #44
Play#1 output Play#1 4 ac AH-64 Apache #30, 1 bombs. Target ('~' to skip)?
Play#1 input 41
- Play#1 output Play#1 1 72% hitchance...Blam
+ Play#1 output Play#1 1 72% hit chance...Blam
Play#1 output Play#1 6 0 557
Play#1 input bomb 30 . p -2,2 ujh
Play#1 command bomb
Play#1 output Play#1 1 (# 44) 2 completely eng engineer #44
Play#1 output Play#1 4 ac AH-64 Apache #30, 1 bombs. Target ('~' to skip)?
Play#1 input 42
- Play#1 output Play#1 1 72% hitchance...Blam
+ Play#1 output Play#1 1 72% hit chance...Blam
Play#1 output Play#1 6 0 555
Play#1 input __cmd added -1 0 0
Play#1 command __cmd
Play#1 output Play#1 4 ac AH-64 Apache #30, 1 bombs. Target ('~' to skip)?
Play#1 input 44
Play#1 output Play#1 1 Flak! ac AH-64 Apache #30 takes 1.
- Play#1 output Play#1 1 72% hitchance...Blam
+ Play#1 output Play#1 1 72% hit chance...Blam
Play#1 output Play#1 6 0 553
Play#1 input bomb 31 . p -2,2 uyuuh
Play#1 command bomb
Play#1 output Play#1 1 (# 46) 2 completely cav cavalry #46
Play#1 output Play#1 4 ac AH-64 Apache #31, 1 bombs. Target ('~' to skip)?
Play#1 input 45
- Play#1 output Play#1 1 92% hitchance...Blam
+ Play#1 output Play#1 1 92% hit chance...Blam
Play#1 output Play#1 6 0 551
Play#1 input __cmd added -1 0 0
Play#1 command __cmd
Play#1 output Play#1 1 (# 47) 2 completely cav cavalry #47
Play#1 output Play#1 4 ac AH-64 Apache #31, 1 bombs. Target ('~' to skip)?
Play#1 input 47
- Play#1 output Play#1 1 72% hitchance...Blam
+ Play#1 output Play#1 1 72% hit chance...Blam
Play#1 output Play#1 6 0 549
Play#1 input __cmd added 2 4 0
Play#1 command __cmd
Play#1 output Play#1 1 (# 42) 2 completely cav cavalry #42
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 71% hit chance...Blam
Play#1 output Play#1 6 0 551
Play#1 input __cmd added -1 0 0
Play#1 command __cmd
Play#1 output Play#1 1 (# 28) 2 completely cav cavalry #28
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 73% hit chance...Blam
Play#1 output Play#1 1 cav cavalry #24 takes 1
Play#1 output Play#1 6 0 549
Play#1 input __cmd added -1 0 0
Play#1 output Play#1 1 (# 28) 2 completely cav cavalry #28
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 76% hitchance...BLAM
+ Play#1 output Play#1 1 76% hit chance...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 (# 3) 1 completely inf infantry #3
Play#1 output Play#1 4 ac AH-64 Apache #30, 1 bombs. Target ('~' to skip)?
Play#1 input 2
- Play#1 output Play#1 1 73% hitchance...Blam
+ Play#1 output Play#1 1 73% hit chance...Blam
Play#1 output Play#1 1 inf infantry #2 takes 22
Play#1 output Play#1 1 -3,1 takes 4% collateral damage
Play#1 output Play#1 1 inf infantry #0 takes 1
Play#1 output Play#1 1 (# 28) 2 completely cav cavalry #28
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 71% hit chance...Blam
Play#1 output Play#1 6 0 543
Play#1 input __cmd added 1 2 0
Play#1 command __cmd
Play#1 output Play#1 1 (# 64) 2 completely cav cavalry #64
Play#1 output Play#1 4 lb TBD-1 Devastator #24, 2 bombs. Target ('~' to skip)?
Play#1 input 60
- Play#1 output Play#1 1 50% hitchance...Blam-BLAM
+ Play#1 output Play#1 1 50% hit chance...Blam-BLAM
Play#1 output Play#1 1 # owner eff type
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 (# 64) 2 completely cav cavalry #64
Play#1 output Play#1 4 lb TBD-1 Devastator #23, 2 bombs. Target ('~' to skip)?
Play#1 input 61
- Play#1 output Play#1 1 50% hitchance...thud
+ Play#1 output Play#1 1 50% hit chance...thud
Play#1 output Play#1 1 # owner eff type
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 (# 64) 2 completely cav cavalry #64
Play#1 output Play#1 4 lb TBD-1 Devastator #22, 2 bombs. Target ('~' to skip)?
Play#1 input 62
- Play#1 output Play#1 1 50% hitchance...thud
+ Play#1 output Play#1 1 50% hit chance...thud
Play#1 output Play#1 1 # owner eff type
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 (# 64) 2 completely cav cavalry #64
Play#1 output Play#1 4 lb TBD-1 Devastator #21, 2 bombs. Target ('~' to skip)?
Play#1 input 63
- Play#1 output Play#1 1 50% hitchance...thud
+ Play#1 output Play#1 1 50% hit chance...thud
Play#1 output Play#1 1 # owner eff type
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 (# 64) 2 completely cav cavalry #64
Play#1 output Play#1 4 lb TBD-1 Devastator #20, 2 bombs. Target ('~' to skip)?
Play#1 input 64
- Play#1 output Play#1 1 50% hitchance...Blam-Blam
+ Play#1 output Play#1 1 50% hit chance...Blam-Blam
Play#1 output Play#1 6 0 543
Play#1 input ctld
Play#1 output Play#1 1 Bye-bye
Play#1 output Play#1 1
Play#1 output Play#1 1 > BULLETIN from POGO, (#0) dated Thu Jan 1 00:00:00 1970
Play#1 output Play#1 1 Flying a support mission from 11,-1 to 12,-2
- Play#1 output Play#1 1 f1 Sopwith Camel #2 pinbombing 8 in 12,-2
+ Play#1 output Play#1 1 f1 Sopwith Camel #2 pin-bombing 8 in 12,-2
Play#1 output Play#1 1 hit 8 for 26 damage
Play#1 output Play#1 1
Play#1 output Play#1 6 0 611
Play#1 command torpedo
Play#1 output Play#1 1 1 ships are eligible to torpedo
Play#1 output Play#1 1 Effective torpedo range is 3.0
- Play#1 output Play#1 1 Whooosh... Hitchance = 36%
+ Play#1 output Play#1 1 Whooosh... Hit chance = 36%
Play#1 output Play#1 1 BOOM!... Torpedo slams into land before reaching target.
Play#1 output Play#1 6 0 598
Play#1 input torp 11 42
Play#1 output Play#1 1 1 ships are eligible to torpedo
Play#1 output Play#1 1 Starting our attack run...
Play#1 output Play#1 1 Effective torpedo range is 1.0
- Play#1 output Play#1 1 Whooosh... Hitchance = 90%
+ Play#1 output Play#1 1 Whooosh... Hit chance = 90%
Play#1 output Play#1 1 BOOM!...
Play#1 output Play#1 1 Torpedo hit sub #45 for 46 damage.
Play#1 output Play#1 6 0 592
Play#1 command torpedo
Play#1 output Play#1 1 1 ships are eligible to torpedo
Play#1 output Play#1 1 Effective torpedo range is 2.0
- Play#1 output Play#1 1 Whooosh... Hitchance = 45%
+ Play#1 output Play#1 1 Whooosh... Hit chance = 45%
Play#1 output Play#1 1 Missed
Play#1 output Play#1 6 0 589
Play#1 input torp 10 51
Play#1 command torpedo
Play#1 output Play#1 1 1 ships are eligible to torpedo
Play#1 output Play#1 1 Effective torpedo range is 1.0
- Play#1 output Play#1 1 Whooosh... Hitchance = 45%
+ Play#1 output Play#1 1 Whooosh... Hit chance = 45%
Play#1 output Play#1 1 BOOM!...
Play#1 output Play#1 1 Torpedo hit pt patrol boat (#51) for 64 damage.
Play#1 output Play#1 6 0 586
Play#1 command torpedo
Play#1 output Play#1 1 1 ships are eligible to torpedo
Play#1 output Play#1 1 Effective torpedo range is 2.0
- Play#1 output Play#1 1 Whooosh... Hitchance = 45%
+ Play#1 output Play#1 1 Whooosh... Hit chance = 45%
Play#1 output Play#1 1 Missed
Play#1 output Play#1 6 0 583
Play#1 input torp 10 53
Play#1 command torpedo
Play#1 output Play#1 1 1 ships are eligible to torpedo
Play#1 output Play#1 1 Effective torpedo range is 1.0
- Play#1 output Play#1 1 Whooosh... Hitchance = 45%
+ Play#1 output Play#1 1 Whooosh... Hit chance = 45%
Play#1 output Play#1 1 Missed
Play#1 output Play#1 6 0 580
Play#1 input torp 15 55
Play#1 output Play#1 1 1 ships are eligible to torpedo
Play#1 output Play#1 1 Starting our attack run...
Play#1 output Play#1 1 Effective torpedo range is 2.0
- Play#1 output Play#1 1 Whooosh... Hitchance = 45%
+ Play#1 output Play#1 1 Whooosh... Hit chance = 45%
Play#1 output Play#1 1 BOOM!...
Play#1 output Play#1 1 Torpedo hit pt patrol boat (#55) for 64 damage.
Play#1 output Play#1 6 0 577
Play#1 output Play#1 1 1 ships are eligible to torpedo
Play#1 output Play#1 1 Starting our attack run...
Play#1 output Play#1 1 Effective torpedo range is 1.0
- Play#1 output Play#1 1 Whooosh... Hitchance = 45%
+ Play#1 output Play#1 1 Whooosh... Hit chance = 45%
Play#1 output Play#1 1 Missed
Play#1 output Play#1 6 0 574
Play#1 input torp 15 57
Play#1 output Play#1 1 1 ships are eligible to torpedo
Play#1 output Play#1 1 Starting our attack run...
Play#1 output Play#1 1 Effective torpedo range is 1.0
- Play#1 output Play#1 1 Whooosh... Hitchance = 45%
+ Play#1 output Play#1 1 Whooosh... Hit chance = 45%
Play#1 output Play#1 1 Missed
Play#1 output Play#1 6 0 571
Play#1 input torp 15 58
Play#1 output Play#1 1 1 ships are eligible to torpedo
Play#1 output Play#1 1 Starting our attack run...
Play#1 output Play#1 1 Effective torpedo range is 2.0
- Play#1 output Play#1 1 Whooosh... Hitchance = 45%
+ Play#1 output Play#1 1 Whooosh... Hit chance = 45%
Play#1 output Play#1 1 BOOM!...
Play#1 output Play#1 1 Torpedo hit pt patrol boat (#58) for 77 damage.
Play#1 output Play#1 6 0 568
Play#1 output Play#1 1 1 ships are eligible to torpedo
Play#1 output Play#1 1 Starting our attack run...
Play#1 output Play#1 1 Effective torpedo range is 1.0
- Play#1 output Play#1 1 Whooosh... Hitchance = 45%
+ Play#1 output Play#1 1 Whooosh... Hit chance = 45%
Play#1 output Play#1 1 BOOM!...
Play#1 output Play#1 1 Torpedo hit sub #60 for 70 damage.
Play#1 output Play#1 6 0 565
Play#1 output Play#1 1 1 ships are eligible to torpedo
Play#1 output Play#1 1 Starting our attack run...
Play#1 output Play#1 1 Effective torpedo range is 1.0
- Play#1 output Play#1 1 Whooosh... Hitchance = 45%
+ Play#1 output Play#1 1 Whooosh... Hit chance = 45%
Play#1 output Play#1 1 Missed
Play#1 output Play#1 6 0 562
Play#1 input torp 15 62
Play#1 output Play#1 1 1 ships are eligible to torpedo
Play#1 output Play#1 1 Starting our attack run...
Play#1 output Play#1 1 Effective torpedo range is 1.0
- Play#1 output Play#1 1 Whooosh... Hitchance = 45%
+ Play#1 output Play#1 1 Whooosh... Hit chance = 45%
Play#1 output Play#1 1 BOOM!...
Play#1 output Play#1 1 Torpedo hit sub #62 for 67 damage.
Play#1 output Play#1 6 0 559
Play#1 output Play#1 1 1 ships are eligible to torpedo
Play#1 output Play#1 1 Starting our attack run...
Play#1 output Play#1 1 Effective torpedo range is 1.0
- Play#1 output Play#1 1 Whooosh... Hitchance = 45%
+ Play#1 output Play#1 1 Whooosh... Hit chance = 45%
Play#1 output Play#1 1 Missed
Play#1 output Play#1 6 0 556
Play#1 input torp 11 65
Play#1 command torpedo
Play#1 output Play#1 1 1 ships are eligible to torpedo
Play#1 output Play#1 1 Effective torpedo range is 3.0
- Play#1 output Play#1 1 Whooosh... Hitchance = 36%
+ Play#1 output Play#1 1 Whooosh... Hit chance = 36%
Play#1 output Play#1 1 Missed
Play#1 output Play#1 6 0 553
Play#1 input torp 11 66
Play#1 command torpedo
Play#1 output Play#1 1 1 ships are eligible to torpedo
Play#1 output Play#1 1 Effective torpedo range is 3.0
- Play#1 output Play#1 1 Whooosh... Hitchance = 36%
+ Play#1 output Play#1 1 Whooosh... Hit chance = 36%
Play#1 output Play#1 1 BOOM!...
Play#1 output Play#1 1 Torpedo hit sub #66 for 114 damage.
Play#1 output Play#1 1 sub #66 sunk!
Play#1 command torpedo
Play#1 output Play#1 1 1 ships are eligible to torpedo
Play#1 output Play#1 1 Effective torpedo range is 3.0
- Play#1 output Play#1 1 Whooosh... Hitchance = 36%
+ Play#1 output Play#1 1 Whooosh... Hit chance = 36%
Play#1 output Play#1 1 BOOM!...
Play#1 output Play#1 1 Torpedo hit sub #67 for 81 damage.
Play#1 output Play#1 6 0 547
Play#1 command torpedo
Play#1 output Play#1 1 1 ships are eligible to torpedo
Play#1 output Play#1 1 Effective torpedo range is 3.0
- Play#1 output Play#1 1 Whooosh... Hitchance = 36%
+ Play#1 output Play#1 1 Whooosh... Hit chance = 36%
Play#1 output Play#1 1 Missed
Play#1 output Play#1 6 0 544
Play#1 input torp 20 70
Play#1 output Play#1 1 \007BLAM! 20 damage!
Play#1 output Play#1 1 pt patrol boat (#21) takes 17
Play#1 output Play#1 1 Effective torpedo range is 0.0
- Play#1 output Play#1 1 Whooosh... Hitchance = 90%
+ Play#1 output Play#1 1 Whooosh... Hit chance = 90%
Play#1 output Play#1 1 BOOM!...
Play#1 output Play#1 1 Torpedo hit dd destroyer (#70) for 94 damage.
Play#1 output Play#1 1 Starting our attack run...
Play#1 output Play#1 1 BOOM!...
Play#1 output Play#1 1 pt patrol boat (#22) takes 36
Play#1 output Play#1 1 Effective torpedo range is 0.0
- Play#1 output Play#1 1 Whooosh... Hitchance = 90%
+ Play#1 output Play#1 1 Whooosh... Hit chance = 90%
Play#1 output Play#1 1 BOOM!...
Play#1 output Play#1 1 Torpedo hit dd destroyer (#70) for 61 damage.
Play#1 output Play#1 1 Starting our attack run...
Play#1 output Play#1 1 \007BLAM! 43 damage!
Play#1 output Play#1 1 pt patrol boat (#23) takes 37
Play#1 output Play#1 1 Effective torpedo range is 0.0
- Play#1 output Play#1 1 Whooosh... Hitchance = 90%
+ Play#1 output Play#1 1 Whooosh... Hit chance = 90%
Play#1 output Play#1 1 BOOM!...
Play#1 output Play#1 1 Torpedo hit dd destroyer (#70) for 81 damage.
Play#1 output Play#1 1 dd destroyer (#70) sunk!
Play#1 command torpedo
Play#1 output Play#1 1 1 ships are eligible to torpedo
Play#1 output Play#1 1 Effective torpedo range is 3.0
- Play#1 output Play#1 1 Whooosh... Hitchance = 96%
+ Play#1 output Play#1 1 Whooosh... Hit chance = 96%
Play#1 output Play#1 1 BOOM!...
Play#1 output Play#1 1 Torpedo hit bb battleship (#75) for 64 damage.
Play#1 output Play#1 1 Captain! Torpedoes sighted!
Play#1 command torpedo
Play#1 output Play#1 1 4 ships are eligible to torpedo
Play#1 output Play#1 1 Effective torpedo range is 2.0
- Play#1 output Play#1 1 Whooosh... Hitchance = 96%
+ Play#1 output Play#1 1 Whooosh... Hit chance = 96%
Play#1 output Play#1 1 BOOM!...
Play#1 output Play#1 1 Torpedo hit bb battleship (#75) for 79 damage.
Play#1 output Play#1 1 Captain! Torpedoes sighted!
Play#1 output Play#1 1 click...WHAM! 19 damage!
Play#1 output Play#1 1 sb submarine (#26) takes 14
Play#1 output Play#1 1 Effective torpedo range is 3.0
- Play#1 output Play#1 1 Whooosh... Hitchance = 96%
+ Play#1 output Play#1 1 Whooosh... Hit chance = 96%
Play#1 output Play#1 1 BOOM!...
Play#1 output Play#1 1 Torpedo hit bb battleship (#75) for 60 damage.
Play#1 output Play#1 1 Captain! Torpedoes sighted!
Play#1 output Play#1 1 BOOM!...
Play#1 output Play#1 1 sb submarine (#27) takes 40
Play#1 output Play#1 1 Effective torpedo range is 2.0
- Play#1 output Play#1 1 Whooosh... Hitchance = 96%
+ Play#1 output Play#1 1 Whooosh... Hit chance = 96%
Play#1 output Play#1 1 BOOM!...
Play#1 output Play#1 1 Torpedo hit bb battleship (#75) for 73 damage.
Play#1 output Play#1 1 bb battleship (#75) sunk!
Play#1 command torpedo
Play#1 output Play#1 1 1 ships are eligible to torpedo
Play#1 output Play#1 1 Effective torpedo range is 1.0
- Play#1 output Play#1 1 Whooosh... Hitchance = 90%
+ Play#1 output Play#1 1 Whooosh... Hit chance = 90%
Play#1 output Play#1 1 BOOM!...
Play#1 output Play#1 1 Torpedo hit af asw frigate (#16) for 67 damage.
Play#1 output Play#1 1 af asw frigate (#16) takes 44
Play#1 output Play#1 1 1 ships are eligible to torpedo
Play#1 output Play#1 1 Starting our attack run...
Play#1 output Play#1 1 Effective torpedo range is 1.0
- Play#1 output Play#1 1 Whooosh... Hitchance = 90%
+ Play#1 output Play#1 1 Whooosh... Hit chance = 90%
Play#1 output Play#1 1 Missed
Play#1 output Play#1 6 0 526
Play#1 input ctld
Play#0 output Play#0 1 13 "ships\\040torpedoed\\040by\\040enemy\\040wolf-packs" "ships\\040torpedoed\\040by\\040marauding\\040U-boats" 0 3
Play#0 output Play#0 1 14 "gunners\\040fire\\040on\\040%s\\040in\\040self-defense" "gunners\\040decimate\\040%s\\040aggressors" 0 6
Play#0 output Play#0 1 15 "breaks\\040sanctuary" "no\\040longer\\040has\\040a\\040sanctuary" 0 1
- Play#0 output Play#0 1 16 "planes\\040divebomb\\040one\\040of\\040%s's\\040sectors" "bombers\\040wreak\\040havoc\\040on\\040%s" -2 4
- Play#0 output Play#0 1 17 "divebombs\\040a\\040ship\\040flying\\040the\\040flag\\040of\\040%s" "airforce\\040bombs\\040%s\\040ships" -2 3
+ Play#0 output Play#0 1 16 "planes\\040dive-bomb\\040one\\040of\\040%s's\\040sectors" "bombers\\040wreak\\040havoc\\040on\\040%s" -2 4
+ Play#0 output Play#0 1 17 "dive-bombs\\040a\\040ship\\040flying\\040the\\040flag\\040of\\040%s" "air\\040force\\040bombs\\040%s\\040ships" -2 3
Play#0 output Play#0 1 18 "seadogs\\040board\\040one\\040of\\040%s's\\040ships" "pirates\\040board\\040%s\\040ship" -2 3
Play#0 output Play#0 1 19 "is\\040repelled\\040by\\040%s\\040while\\040attempting\\040to\\040board\\040a\\040ship" "pirates\\040prove\\040inept\\040at\\040boarding\\040%s's\\040ships" -3 3
Play#0 output Play#0 1 21 "seizes\\040a\\040sector\\040from\\040%s\\040to\\040collect\\040on\\040a\\040loan" "collects\\040one\\040of\\040%s's\\040sectors\\040in\\040repayment\\040of\\040a\\040loan" -2 7
Play#0 output Play#0 1 51 "pirates\\040keep\\040their\\040%s\\040booty" "buccaneers\\040laugh\\040and\\040bury\\040their\\040%s\\040goods" 0 7
Play#0 output Play#0 1 52 "ships\\040torpedoed\\040by\\040%s\\040torpedo-boats" "ships\\040sunk\\040by\\040marauding\\040%s\\040torpedo-boats" 0 3
Play#0 output Play#0 1 53 "planes\\040bomb\\040a\\040skulking\\040%s\\040submarine" "planes\\040drop\\040depth-charges\\040on\\040a\\040%s\\040sub" 0 3
- Play#0 output Play#0 1 55 "divebombs\\040a\\040brave\\040%s\\040unit" "airforce\\040bombs\\040%s\\040units" -2 4
+ Play#0 output Play#0 1 55 "dive-bombs\\040a\\040brave\\040%s\\040unit" "air\\040force\\040bombs\\040%s\\040units" -2 4
Play#0 output Play#0 1 56 "troops\\040run\\040afoul\\040of\\040a\\040landmine" "troops\\040severely\\040damaged\\040in\\040mine\\040field" 0 2
Play#0 output Play#0 1 57 "fortress\\040gunners\\040support\\040troops\\040attacking\\040%s" "fortress\\040artillery\\040massacres\\040%s\\040defenders" -2 6
Play#0 output Play#0 1 58 "gunners\\040support\\040troops\\040attacking\\040%s" "artillery\\040battery\\040massacres\\040%s\\040defenders" -2 6
Play#1 output Play#1 1 13 "ships\\040torpedoed\\040by\\040enemy\\040wolf-packs" "ships\\040torpedoed\\040by\\040marauding\\040U-boats" 0 3
Play#1 output Play#1 1 14 "gunners\\040fire\\040on\\040%s\\040in\\040self-defense" "gunners\\040decimate\\040%s\\040aggressors" 0 6
Play#1 output Play#1 1 15 "breaks\\040sanctuary" "no\\040longer\\040has\\040a\\040sanctuary" 0 1
- Play#1 output Play#1 1 16 "planes\\040divebomb\\040one\\040of\\040%s's\\040sectors" "bombers\\040wreak\\040havoc\\040on\\040%s" -2 4
- Play#1 output Play#1 1 17 "divebombs\\040a\\040ship\\040flying\\040the\\040flag\\040of\\040%s" "airforce\\040bombs\\040%s\\040ships" -2 3
+ Play#1 output Play#1 1 16 "planes\\040dive-bomb\\040one\\040of\\040%s's\\040sectors" "bombers\\040wreak\\040havoc\\040on\\040%s" -2 4
+ Play#1 output Play#1 1 17 "dive-bombs\\040a\\040ship\\040flying\\040the\\040flag\\040of\\040%s" "air\\040force\\040bombs\\040%s\\040ships" -2 3
Play#1 output Play#1 1 18 "seadogs\\040board\\040one\\040of\\040%s's\\040ships" "pirates\\040board\\040%s\\040ship" -2 3
Play#1 output Play#1 1 19 "is\\040repelled\\040by\\040%s\\040while\\040attempting\\040to\\040board\\040a\\040ship" "pirates\\040prove\\040inept\\040at\\040boarding\\040%s's\\040ships" -3 3
Play#1 output Play#1 1 21 "seizes\\040a\\040sector\\040from\\040%s\\040to\\040collect\\040on\\040a\\040loan" "collects\\040one\\040of\\040%s's\\040sectors\\040in\\040repayment\\040of\\040a\\040loan" -2 7
Play#1 output Play#1 1 51 "pirates\\040keep\\040their\\040%s\\040booty" "buccaneers\\040laugh\\040and\\040bury\\040their\\040%s\\040goods" 0 7
Play#1 output Play#1 1 52 "ships\\040torpedoed\\040by\\040%s\\040torpedo-boats" "ships\\040sunk\\040by\\040marauding\\040%s\\040torpedo-boats" 0 3
Play#1 output Play#1 1 53 "planes\\040bomb\\040a\\040skulking\\040%s\\040submarine" "planes\\040drop\\040depth-charges\\040on\\040a\\040%s\\040sub" 0 3
- Play#1 output Play#1 1 55 "divebombs\\040a\\040brave\\040%s\\040unit" "airforce\\040bombs\\040%s\\040units" -2 4
+ Play#1 output Play#1 1 55 "dive-bombs\\040a\\040brave\\040%s\\040unit" "air\\040force\\040bombs\\040%s\\040units" -2 4
Play#1 output Play#1 1 56 "troops\\040run\\040afoul\\040of\\040a\\040landmine" "troops\\040severely\\040damaged\\040in\\040mine\\040field" 0 2
Play#1 output Play#1 1 57 "fortress\\040gunners\\040support\\040troops\\040attacking\\040%s" "fortress\\040artillery\\040massacres\\040%s\\040defenders" -2 6
Play#1 output Play#1 1 58 "gunners\\040support\\040troops\\040attacking\\040%s" "artillery\\040battery\\040massacres\\040%s\\040defenders" -2 6