in the info file.
argument will be ignored). You can see whether a nuke will air- or
ground-burst using the "plane" command.
.s1
-.SA "disarm, plane, build, transport, launch, Damage, Planes"
+.SA "disarm, plane, build, transport, launch, Damage, Planes, Moving"
delivery systems such as planes or missiles.
.s1
.s1
-.SA "arm, transport, Planes"
+.SA "arm, transport, Planes, Moving"
so that you can type something like "lload plane * *" without getting a
hundred error messages.
.s1
-.SA "lunload, Unit-types, Plane-types, LandUnits"
+.SA "lunload, Unit-types, Plane-types, LandUnits, Moving"
so that you can type something like "load land * *" without getting a
hundred error messages.
.s1
-.SA "unload, navigate, Ship-types, Unit-types, Plane-types, Ships"
+.SA "unload, navigate, Ship-types, Unit-types, Plane-types, Ships, Moving"
The ltend command allows transfer of commodities
from a particular (supply) ship to a land unit it is carrying.
.s1
-.SA "load, unload, lload, lunload, tend, Ships, LandUnits"
+.SA "load, unload, lload, lunload, tend, Ships, LandUnits, Moving"
sector already has 999. For example, if a unit has 10 food, and the sector
has 994, you can only unload 5 of the 10 food.
.s1
-.SA "lload, LandUnits"
+.SA "lload, LandUnits, Moving"
Missiles and pinbombers have a 100% chance of hitting their target
(provided they make it through plane/missile defenses). Collateral
damage will be done to the sector that the units were marching into.
-.SA "Unit-types, lmine, LandUnits, Transportation, Spies"
+.SA "Unit-types, lmine, LandUnits, Transportation, Spies, Moving"
the sector will infect the sector that it moves into. Note that
sectors moved through will not catch the plague.
.s1
-.SA "navigate, transport, test, explore, Plague, Mobility, Commodities, Transportation"
+.SA "navigate, transport, test, explore, Plague, Mobility, Commodities, Moving, Transportation"
While navigating, you cannot enter a sector that belongs to another
country unless they have FRIENDLY relations with you. This includes bridges, and harbors.
.s1
-.SA "mine, Ship-types, mission, order, sail, Ships, Transportation"
+.SA "mine, Ship-types, mission, order, sail, Ships, Transportation, Moving"
ship. In particular, you may tend land units to "friendly" ships in
the same sector.
.s1
-.SA "load, unload, lload, lunload, ltend, Ships"
+.SA "load, unload, lload, lunload, ltend, Ships, Moving"
.s1
See info \*QMobility\*U for the mobility cost to transport planes and nukes.
.s1
-.SA "arm, move, navigate, nuke, Mobility, Planes, Transportation"
+.SA "arm, move, navigate, nuke, Mobility, Planes, Transportation, Moving"
.s1
Also, you must have Friendly relations with the owner of the harbour
in order to unload into it.
-.SA "load, Ships"
+.SA "load, Ships, , Moving"