Clean up some trailing whitespace
This commit is contained in:
parent
e9a69b6bc9
commit
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32 changed files with 69 additions and 79 deletions
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@ -622,5 +622,3 @@ These are all the things I fixed when changing the bad to the good:
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- There should always be a space on either side of a {
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- There should always be a space on either side of a {
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- There should always be a new line after a ;
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- There should always be a new line after a ;
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- The closing function bracket should be on a line by itself
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- The closing function bracket should be on a line by itself
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@ -63,7 +63,7 @@ Attack: You are limited by the mobility of the attacking sector
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according to the mob-cost to move the mil into the target sector.
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according to the mob-cost to move the mil into the target sector.
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Assault: If the target sector contains mil, then you may only attack with
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Assault: If the target sector contains mil, then you may only attack with
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1/10th of your mil on board, unless your ship has "semi-land"
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1/10th of your mil on board, unless your ship has "semi-land"
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capability in which case it is 1/4th, -or- if your ship has
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capability in which case it is 1/4th, -or- if your ship has
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"land" capability in which case there is no limitation.
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"land" capability in which case there is no limitation.
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Board: When boarding from a sector, the sector must have mob. When
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Board: When boarding from a sector, the sector must have mob. When
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boarding from either a ship or a sector, the number of mil
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boarding from either a ship or a sector, the number of mil
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@ -47,12 +47,12 @@ as your fishing grounds.
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You can also use a global '*' or a fleet letter here.
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You can also use a global '*' or a fleet letter here.
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"order * level 1 start food 30"
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"order * level 1 start food 30"
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"order * level 1 end food 30"
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"order * level 1 end food 30"
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"order F level 1 start food 30"
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"order F level 1 start food 30"
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"order F level 1 end food 30"
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"order F level 1 end food 30"
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NOTE: You should set BOTH start and end fields to insure
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NOTE: You should set BOTH start and end fields to insure
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autofish will work correctly and set them at the
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autofish will work correctly and set them at the
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same levels!
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same levels!
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NOTE: Fishing boats and oil derricks are a special case
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NOTE: Fishing boats and oil derricks are a special case
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@ -75,7 +75,7 @@ For oil derricks, step 2b becomes:
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.nf
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.nf
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"order 0 level 1 start food 30"
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"order 0 level 1 start food 30"
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"order 1 level 2 end oil 1"
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"order 1 level 2 end oil 1"
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Note: If food is not required, food cargo levels can be zeroed.
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Note: If food is not required, food cargo levels can be zeroed.
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Note: In this configuration, the end oil level is not important
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Note: In this configuration, the end oil level is not important
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@ -136,4 +136,3 @@ For the above, use this table:
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and a flakscale of 1.75
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and a flakscale of 1.75
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.fi
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.fi
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.SA "bomb, fly, recon, paradrop, nation, Planes, Interception, Combat"
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.SA "bomb, fly, recon, paradrop, nation, Planes, Interception, Combat"
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@ -153,7 +153,7 @@ improvements to many commands, rewrote missile, navigation, and march
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code. Consolidated launch/bomb and missile/plane interdiction so that
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code. Consolidated launch/bomb and missile/plane interdiction so that
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hit chance and damage is the same whether it's a mission or done "by
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hit chance and damage is the same whether it's a mission or done "by
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hand". Added collateral damage, interdiction nuke detonation,
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hand". Added collateral damage, interdiction nuke detonation,
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"friendly" trade relations, BIG_CITY, ATT_INTERDICT,
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"friendly" trade relations, BIG_CITY, ATT_INTERDICT,
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Consolidated sail, navi, and order. Added toggle, flash, wall,
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Consolidated sail, navi, and order. Added toggle, flash, wall,
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shutdown, strength. Other contributers:
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shutdown, strength. Other contributers:
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Chad Zabel (ship anti-missile defense)
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Chad Zabel (ship anti-missile defense)
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@ -219,7 +219,7 @@ place to keep the server source free forever. Yee-haw!
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In addition, the server was made run-time configurable (yes, including
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In addition, the server was made run-time configurable (yes, including
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WORLD_X and WORLD_Y) so that you didn't have to re-build an entire server
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WORLD_X and WORLD_Y) so that you didn't have to re-build an entire server
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each time you changed an option (you just have to rebuild the world
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each time you changed an option (you just have to rebuild the world
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sometimes. ;-) )
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sometimes. ;-) )
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2006 Empire 4.3, Wolfpack
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2006 Empire 4.3, Wolfpack
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@ -105,7 +105,7 @@ where
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mintech = min tech level required to build plane
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mintech = min tech level required to build plane
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and
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and
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placc = plane accuracy
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placc = plane accuracy
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and if the target is a ship and the plane is an ASW plane, then
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and if the target is a ship and the plane is an ASW plane, then
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placc = placc - 20
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placc = placc - 20
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and if the target is a ship and the plane does not have tactical capability
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and if the target is a ship and the plane does not have tactical capability
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placc = placc + 35
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placc = placc + 35
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@ -20,7 +20,7 @@
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.\"
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.\"
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.\" pop off the enviornment
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.\" pop off the enviornment
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.\"
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.\"
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.de TH
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.de TH
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.ds Ts \\$1\\\\0:\\\\0\\$2
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.ds Ts \\$1\\\\0:\\\\0\\$2
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.ev 1
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.ev 1
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.cs \\*N
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.cs \\*N
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@ -39,7 +39,7 @@
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.de EX \" Start of macro EX
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.de EX \" Start of macro EX
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.nf
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.nf
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.ti +0.3i \" Temporary indent of 3/10 inch
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.ti +0.3i \" Temporary indent of 3/10 inch
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.\" Constant spacing for EF font = 26/36 ems
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.\" Constant spacing for EF font = 26/36 ems
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.cs \*(EF 26
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.cs \*(EF 26
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.nr CS 1 \" Indicate constant spacing on
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.nr CS 1 \" Indicate constant spacing on
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.lg 0 \" Turn off ligature mode
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.lg 0 \" Turn off ligature mode
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@ -10,11 +10,11 @@ if you type in the following.
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.s1
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.s1
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.nf
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.nf
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.in +1i
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.in +1i
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telnet your.local.empire.machine 6666
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telnet your.local.empire.machine 6666
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coun <NAME>
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coun <NAME>
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pass <PASSWORD>
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pass <PASSWORD>
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kill
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kill
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quit
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quit
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.in -1i
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.in -1i
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.fi
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.fi
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.s1
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.s1
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@ -33,4 +33,3 @@ the unit or plane id. So for example, to load ship #1 with land unit
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.EX "load land 1 2"
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.EX "load land 1 2"
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.s1
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.s1
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.SA "Mobility, Transportation"
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.SA "Mobility, Transportation"
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@ -81,7 +81,7 @@ bombers These were basically an intermediate stage between the light &
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These planes were essentially compromises, and were phased out
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These planes were essentially compromises, and were phased out
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as time went on. They could not bomb as precisely as a light
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as time went on. They could not bomb as precisely as a light
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bomber, nor as heavily as a heavy bomber.
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bomber, nor as heavily as a heavy bomber.
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transports
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transports
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Initially, these were basically similar to civilian airliners.
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Initially, these were basically similar to civilian airliners.
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@ -11,7 +11,7 @@ Sector-types:
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- wilderness h harbor l library/school
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- wilderness h harbor l library/school
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c capital/city w warehouse e enlistment center
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c capital/city w warehouse e enlistment center
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p park u uranium mine ! headquarters
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p park u uranium mine ! headquarters
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COMMUNICATIONS * airfield
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COMMUNICATIONS * airfield
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+ highway a agribusiness FINANCIAL
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+ highway a agribusiness FINANCIAL
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) radar installation o oil field b bank
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) radar installation o oil field b bank
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j light manufacturing
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j light manufacturing
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@ -10,13 +10,13 @@
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- wilderness h harbor l library/school
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- wilderness h harbor l library/school
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~ plains w warehouse e enlistment center
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~ plains w warehouse e enlistment center
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c capital/city u uranium mine ! headquarters
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c capital/city u uranium mine ! headquarters
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p park * airfield
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p park * airfield
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a agribusiness FINANCIAL
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a agribusiness FINANCIAL
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COMMUNICATIONS o oil field b bank
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COMMUNICATIONS o oil field b bank
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+ highway j light manufacturing
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+ highway j light manufacturing
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) radar installation k heavy manufacturing
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) radar installation k heavy manufacturing
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# bridge head % refinery
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# bridge head % refinery
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= bridge span
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= bridge span
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@ bridge tower
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@ bridge tower
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.FI
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.FI
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.s1
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.s1
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@ -54,7 +54,7 @@ battleship While the names change, the purpose remained the same: a ship
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fighting men at any desired point. Small squadrons of these
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fighting men at any desired point. Small squadrons of these
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ships could (and did) take over towns, attack fortresses by
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ships could (and did) take over towns, attack fortresses by
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surprise, and generally make life miserable for the defense).
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surprise, and generally make life miserable for the defense).
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The pre-dreadnought was a battleship with a limited number
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The pre-dreadnought was a battleship with a limited number
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(usually 4) of heavy guns, numerous lighter guns ('secondary'
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(usually 4) of heavy guns, numerous lighter guns ('secondary'
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and 'tertiary' armament), and heavy armor on vital portions
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and 'tertiary' armament), and heavy armor on vital portions
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@ -77,7 +77,7 @@ battleship While the names change, the purpose remained the same: a ship
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The battleship of the 1918-1945 period was faster, and carried
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The battleship of the 1918-1945 period was faster, and carried
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a new AA capacity, especially in the latter years of the period.
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a new AA capacity, especially in the latter years of the period.
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After 1945, the class died out (except for 4 ships)
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After 1945, the class died out (except for 4 ships)
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For our purposes, a battleship 1 is a ship of the line, a
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For our purposes, a battleship 1 is a ship of the line, a
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@ -97,7 +97,7 @@ battlecruiser These special ships existed in the 1905-1920 period, prior to
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With this (and with the introduction of oil fuel, which made
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With this (and with the introduction of oil fuel, which made
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battleships their equal in speed), they were phased out.
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battleships their equal in speed), they were phased out.
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ASW cruiser These ships came into being in the 1965-present period in
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ASW cruiser These ships came into being in the 1965-present period in
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response to a need for a large ASW ship to carry ASW helicopters
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response to a need for a large ASW ship to carry ASW helicopters
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and command equipment. It typically carries full ASW armament,
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and command equipment. It typically carries full ASW armament,
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as well as a minor ASuW capability.
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as well as a minor ASuW capability.
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@ -113,7 +113,7 @@ missile cruiser These ships range in size from 100t missile boats (the modern
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The missile frigate and cruiser also serve as SAM ships.
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The missile frigate and cruiser also serve as SAM ships.
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landing craft These ships are relatively unique, being used mainly in the
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landing craft These ships are relatively unique, being used mainly in the
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1942-1950 period. Before that, landings were carried out by
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1942-1950 period. Before that, landings were carried out by
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frigates, ships-of-the-line, light & heavy cruisers, &
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frigates, ships-of-the-line, light & heavy cruisers, &
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pre-dreadnoughts, all of which could land a large number of
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pre-dreadnoughts, all of which could land a large number of
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men. With the introduction of the concept of beach-defense by
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men. With the introduction of the concept of beach-defense by
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@ -144,7 +144,7 @@ escort carrier These ships are designed for various purposes. At first,
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submarine The submarine was originally intended, in the 1900-1910 period,
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submarine The submarine was originally intended, in the 1900-1910 period,
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to fill the same role as the torpedo boat, using stealth to
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to fill the same role as the torpedo boat, using stealth to
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get to the battleships instead of speed. It was a strictly
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get to the battleships instead of speed. It was a strictly
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defensive weapon, without much speed or endurance.
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defensive weapon, without much speed or endurance.
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In the 1910-1925 period, the sub was much enlarged, and use in
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In the 1910-1925 period, the sub was much enlarged, and use in
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a combination anti-battleship (sank at least 20)/anti-commerce
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a combination anti-battleship (sank at least 20)/anti-commerce
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@ -37,7 +37,7 @@ tip the balance in favour of the attacker.
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6) Is it important?
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6) Is it important?
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If the change involves adding detail to the game, is the detail
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If the change involves adding detail to the game, is the detail
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important enough? Does the change go beyond the general level of Empire
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important enough? Does the change go beyond the general level of Empire
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abstraction? For example, a change to allow you to name each of your mil
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abstraction? For example, a change to allow you to name each of your mil
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would obviously be beyond Empire's general detail level. A command to name
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would obviously be beyond Empire's general detail level. A command to name
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@ -60,7 +60,7 @@ mech artillery but less damage. Hvy artillery has less mobility, but more
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All artillery is bad at attacking, but can usually defend in
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All artillery is bad at attacking, but can usually defend in
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a not-horrible fashion. Artillery units are, however, pretty
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a not-horrible fashion. Artillery units are, however, pretty
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vulnerable to shelling and bombing. (except for mech artillery)
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vulnerable to shelling and bombing. (except for mech artillery)
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engineers Engineers are the most versatile unit. They can lay mines,
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engineers Engineers are the most versatile unit. They can lay mines,
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mech engineers clear mines, defend well, attack well, work on sectors, etc.
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mech engineers clear mines, defend well, attack well, work on sectors, etc.
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The drawbacks? Well, they're VERY expensive and not very
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The drawbacks? Well, they're VERY expensive and not very
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@ -38,7 +38,7 @@ Some effects happen right away, and last until you use
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the \*Qcapital\*U command to create a new capital. The effects are:
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the \*Qcapital\*U command to create a new capital. The effects are:
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.NF
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.NF
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3) You will not be able to use many commands (use the
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3) You will not be able to use many commands (use the
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'list of commands' command to see the pitiful few you may still use)
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'list of commands' command to see the pitiful few you may still use)
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4) The rate at which you gain BTUs will dramatically decrease (see
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4) The rate at which you gain BTUs will dramatically decrease (see
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@ -12,7 +12,7 @@ will replace the existing distribution sector.
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For example,
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For example,
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.EX distribute 2,0 8,4
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.EX distribute 2,0 8,4
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.NF
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.NF
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highway at 2,0 delivers to 8,4.
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highway at 2,0 delivers to 8,4.
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Distribution sector? 7,-1
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Distribution sector? 7,-1
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highway 2,0 new path distributes to 7,-1 (cost 0.200)
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highway 2,0 new path distributes to 7,-1 (cost 0.200)
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Current best path is 'gguh'
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Current best path is 'gguh'
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@ -26,7 +26,7 @@
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# ---
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# ---
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#
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#
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# findsubj.pl: Find info subjects, update subjects.mk
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# findsubj.pl: Find info subjects, update subjects.mk
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#
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#
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# Known contributors to this file:
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# Known contributors to this file:
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# Ken Stevens (when it was still info.pl)
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# Ken Stevens (when it was still info.pl)
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# Markus Armbruster, 2006-2008
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# Markus Armbruster, 2006-2008
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@ -140,7 +140,7 @@ sub parse_file {
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open(F, "<$filename")
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open(F, "<$filename")
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or die "Can't open $filename: $!";
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or die "Can't open $filename: $!";
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$_ = <F>;
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$_ = <F>;
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if (/^\.TH (\S+) (\S.+\S)$/) {
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if (/^\.TH (\S+) (\S.+\S)$/) {
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$chapter{$topic} = $1;
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$chapter{$topic} = $1;
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@ -45,7 +45,7 @@ shown here (no partial pattern matching is done.)
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fuel obsolete, retained for backwards compatibility, always zero
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fuel obsolete, retained for backwards compatibility, always zero
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tech technology of unit
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tech technology of unit
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retr retreat %age of unit
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retr retreat %age of unit
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react current reaction radius
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react current reaction radius
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xl # of x-light planes loaded onto unit
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xl # of x-light planes loaded onto unit
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nland # of land units loaded onto unit
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nland # of land units loaded onto unit
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land land unit # this unit is loaded on
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land land unit # this unit is loaded on
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@ -1,4 +1,4 @@
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#!/usr/local/bin/perl
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#!/usr/local/bin/perl
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use strict;
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use strict;
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use warnings;
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use warnings;
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@ -20,7 +20,7 @@ Capital is 100% efficient and has 87 civilians and 80 military
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Education.......... 9.20 Happiness....... 2.01
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Education.......... 9.20 Happiness....... 2.01
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Technology......... 16.81 Research........ 19.82
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Technology......... 16.81 Research........ 19.82
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Technology factor : 30.81% Max population : 556
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Technology factor : 30.81% Max population : 556
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Plague factor : 1.05%
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Plague factor : 1.05%
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Max safe population for civs/uws: 427/483
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Max safe population for civs/uws: 427/483
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Happiness needed is 4.385283
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Happiness needed is 4.385283
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@ -24,31 +24,31 @@ Which will print the news for the last two days.
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You can select whose news to see with the ?actor or ?victim selectors,
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You can select whose news to see with the ?actor or ?victim selectors,
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and what news to see with the ?action selector. Actions are:
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and what news to see with the ?action selector. Actions are:
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.nf
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.nf
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1) Successful sector attack
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1) Successful sector attack
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2) Unsuccessful attack
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2) Unsuccessful attack
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3) Spy shot
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3) Spy shot
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4) Telegram sent
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4) Telegram sent
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5) Treaty signing
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5) Treaty signing
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6) Loan made
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6) Loan made
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7) Loan repaid
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7) Loan repaid
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8) Goods sold
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8) Goods sold
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9) Airspace violated
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9) Airspace violated
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10) Artillery fire on sectors
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10) Artillery fire on sectors
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11) Artillery fire on ships
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11) Artillery fire on ships
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12) Attacking unowned land
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12) Attacking unowned land
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13) Ship torpedoed
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13) Ship torpedoed
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14) Gunners firing in self-defense
|
14) Gunners firing in self-defense
|
||||||
15) Breaking sanctuary
|
15) Breaking sanctuary
|
||||||
16) Planes bombing sectors
|
16) Planes bombing sectors
|
||||||
17) Planes bombing ships
|
17) Planes bombing ships
|
||||||
18) Successful boarding actions
|
18) Successful boarding actions
|
||||||
19) Unsuccessful boarding actions
|
19) Unsuccessful boarding actions
|
||||||
21) Collecting on loans
|
21) Collecting on loans
|
||||||
22) Considering treaty violation
|
22) Considering treaty violation
|
||||||
23) Actual treaty violation
|
23) Actual treaty violation
|
||||||
25) Ships hitting mines
|
25) Ships hitting mines
|
||||||
26) Alliance declaration
|
26) Alliance declaration
|
||||||
28) War declarations
|
28) War declarations
|
||||||
29) Alliance dissolving
|
29) Alliance dissolving
|
||||||
30) War ending
|
30) War ending
|
||||||
31) Plague outbreaks
|
31) Plague outbreaks
|
||||||
|
|
12
info/order.t
12
info/order.t
|
@ -37,7 +37,7 @@ again.
|
||||||
.s1
|
.s1
|
||||||
To declare an order you have 3 options.
|
To declare an order you have 3 options.
|
||||||
.NF
|
.NF
|
||||||
1) Order a ship to any sector on the map.
|
1) Order a ship to any sector on the map.
|
||||||
When it arrives it will clear its orders.
|
When it arrives it will clear its orders.
|
||||||
|
|
||||||
2) Order a ship to any sector, load goods,
|
2) Order a ship to any sector, load goods,
|
||||||
|
@ -50,7 +50,7 @@ To declare an order you have 3 options.
|
||||||
|
|
||||||
Example: You have a cargo ship (#6) in your harbor at sector 6,0
|
Example: You have a cargo ship (#6) in your harbor at sector 6,0
|
||||||
You want to move good between that harbor and another harbor at
|
You want to move good between that harbor and another harbor at
|
||||||
sector 14,0.
|
sector 14,0.
|
||||||
|
|
||||||
order 6 d 6,0 14,0
|
order 6 d 6,0 14,0
|
||||||
|
|
||||||
|
@ -80,7 +80,7 @@ scuttle themselves at sea.
|
||||||
.EX order <SHIP/FLEET> l <hold> <start/end> <COMM> <amount>
|
.EX order <SHIP/FLEET> l <hold> <start/end> <COMM> <amount>
|
||||||
.s1
|
.s1
|
||||||
Set cargo Levels.
|
Set cargo Levels.
|
||||||
.NF
|
.NF
|
||||||
Example: Cargo ship #109 is at your harbor in sector 10,0.
|
Example: Cargo ship #109 is at your harbor in sector 10,0.
|
||||||
You have agreed to trade 200 lcm and 100 hcm to your friend and
|
You have agreed to trade 200 lcm and 100 hcm to your friend and
|
||||||
he will give you 100 shells each update. His harbor is at -10,2.
|
he will give you 100 shells each update. His harbor is at -10,2.
|
||||||
|
@ -88,9 +88,9 @@ Using 'order declare' you set up your start point 10,0 and end point -10,2
|
||||||
|
|
||||||
order 109 l 1 start lcm 200
|
order 109 l 1 start lcm 200
|
||||||
order 109 l 2 start hcm 100
|
order 109 l 2 start hcm 100
|
||||||
order 109 l 1 end shell 100
|
order 109 l 1 end shell 100
|
||||||
|
|
||||||
When your finished the output would look like this.
|
When your finished the output would look like this.
|
||||||
|
|
||||||
sorder 109
|
sorder 109
|
||||||
shp # type x,y start end len eta
|
shp # type x,y start end len eta
|
||||||
|
@ -100,7 +100,7 @@ qorder 109
|
||||||
shp # type [Starting] (Ending)
|
shp # type [Starting] (Ending)
|
||||||
109 cargo ship 2 [1-l:200 2-h:100 ] , (1-s:100 )
|
109 cargo ship 2 [1-l:200 2-h:100 ] , (1-s:100 )
|
||||||
|
|
||||||
.FI
|
.FI
|
||||||
.s1
|
.s1
|
||||||
AutoNav Features.
|
AutoNav Features.
|
||||||
.s1
|
.s1
|
||||||
|
|
|
@ -15,7 +15,7 @@ The report indicates:
|
||||||
shp# ship type [Starting] , (Ending)
|
shp# ship type [Starting] , (Ending)
|
||||||
6 cargo ship 1 [1-s:50 2-l:500] , ( 1-g:50 )
|
6 cargo ship 1 [1-s:50 2-l:500] , ( 1-g:50 )
|
||||||
54 cargo ship 1 [ ] , (1-h:1000)
|
54 cargo ship 1 [ ] , (1-h:1000)
|
||||||
1003 destroyer 2 [1-s:40] , ( )
|
1003 destroyer 2 [1-s:40] , ( )
|
||||||
.FI
|
.FI
|
||||||
This report reads.
|
This report reads.
|
||||||
Cargo Ship #6 will sail to its starting sector, displayed
|
Cargo Ship #6 will sail to its starting sector, displayed
|
||||||
|
|
|
@ -15,7 +15,7 @@ report.
|
||||||
|
|
||||||
0) POGO Allied Allied
|
0) POGO Allied Allied
|
||||||
1) 1 Neutral Neutral
|
1) 1 Neutral Neutral
|
||||||
2) Groonland At War Hostile
|
2) Groonland At War Hostile
|
||||||
|
|
||||||
.FI
|
.FI
|
||||||
.EX relations 2
|
.EX relations 2
|
||||||
|
@ -25,7 +25,7 @@ report.
|
||||||
|
|
||||||
0) POGO Neutral Neutral
|
0) POGO Neutral Neutral
|
||||||
1) 1 Allied Neutral
|
1) 1 Allied Neutral
|
||||||
3) MGM Hostile At War
|
3) MGM Hostile At War
|
||||||
|
|
||||||
.FI
|
.FI
|
||||||
.s1
|
.s1
|
||||||
|
|
|
@ -10,4 +10,3 @@ commodities that are on the market.
|
||||||
your goods off the market and return them to your harbor or warehouse.
|
your goods off the market and return them to your harbor or warehouse.
|
||||||
.sp
|
.sp
|
||||||
.SA "buy, sell, Commerce"
|
.SA "buy, sell, Commerce"
|
||||||
|
|
||||||
|
|
|
@ -21,4 +21,3 @@ Note that ships are not \*Qdelivered\*U to the purchaser,
|
||||||
but planes, land units and nukes are.
|
but planes, land units and nukes are.
|
||||||
.sp
|
.sp
|
||||||
.SA "trade, Commerce"
|
.SA "trade, Commerce"
|
||||||
|
|
||||||
|
|
|
@ -12,4 +12,3 @@ of the switch. After the loan is transfered you may collect on it as
|
||||||
normal.
|
normal.
|
||||||
.sp
|
.sp
|
||||||
.SA "offer, consider, collect, financial, Loans"
|
.SA "offer, consider, collect, financial, Loans"
|
||||||
|
|
||||||
|
|
|
@ -131,4 +131,3 @@ cens_hdr(void)
|
||||||
pr("ter ");
|
pr("ter ");
|
||||||
pr("fall coa\n");
|
pr("fall coa\n");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -428,4 +428,3 @@ lwpSetName(struct lwpProc *proc, char *name)
|
||||||
|
|
||||||
proc->name = strdup(name);
|
proc->name = strdup(name);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -90,7 +90,7 @@ do_map(int bmap, int unit_type, char *arg1, char *arg2)
|
||||||
return res;
|
return res;
|
||||||
|
|
||||||
map_flags = parse_map_flags(bmap, arg2);
|
map_flags = parse_map_flags(bmap, arg2);
|
||||||
if (map_flags < 0)
|
if (map_flags < 0)
|
||||||
return RET_SYN;
|
return RET_SYN;
|
||||||
|
|
||||||
if (map_flags & MAP_BMAP_REVERT)
|
if (map_flags & MAP_BMAP_REVERT)
|
||||||
|
@ -451,7 +451,7 @@ display_region_map(int bmap, int unit_type, coord curx, coord cury,
|
||||||
return res;
|
return res;
|
||||||
|
|
||||||
map_flags = parse_map_flags(bmap, arg2);
|
map_flags = parse_map_flags(bmap, arg2);
|
||||||
if (map_flags < 0)
|
if (map_flags < 0)
|
||||||
return RET_SYN;
|
return RET_SYN;
|
||||||
} else {
|
} else {
|
||||||
snxtsct_around(&ns, curx, cury);
|
snxtsct_around(&ns, curx, cury);
|
||||||
|
|
|
@ -99,7 +99,6 @@ satmap(int x, int y, int eff, int range, int flags, int type)
|
||||||
snxtsct_dist(&ns, x, y, range);
|
snxtsct_dist(&ns, x, y, range);
|
||||||
if (type == EF_SECTOR && !snxtsct_use_condarg(&ns))
|
if (type == EF_SECTOR && !snxtsct_use_condarg(&ns))
|
||||||
return RET_SYN;
|
return RET_SYN;
|
||||||
|
|
||||||
|
|
||||||
blankfill(radbuf, &ns.range, 1);
|
blankfill(radbuf, &ns.range, 1);
|
||||||
if (flags & P_S) {
|
if (flags & P_S) {
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue