diff --git a/info/Commands/build.t b/info/Commands/build.t index 7f3169a8..2f34f9fd 100644 --- a/info/Commands/build.t +++ b/info/Commands/build.t @@ -232,7 +232,7 @@ will gradually rust, take on water, and sink. On a civilian ship: work = etus * (civ/2 + mil/5) Crew is the current # of mil (for a military ship), or civs for a -civilian ship. + civilian ship. Max crew is the max # of mil/civs (depending on ship type) diff --git a/info/Commands/cargo.t b/info/Commands/cargo.t index 2a357351..822d5eb4 100644 --- a/info/Commands/cargo.t +++ b/info/Commands/cargo.t @@ -12,11 +12,15 @@ or one fleet/army or all ships/units within a given area. .s1 The report format contains the following fields: .s1 -.in +1i -.L shp# or # -the ship or unit number -.L shiptype or unit type -the type of ship/unit; \*Qpatrol boat\*U, \*Qsubmarine\*U, etc, +.in \w'ship type\0\0'u +.L shp# +the ship number, or +.L lnd# +the unit number, +.L "ship type" +the type of ship; \*Qpatrol boat\*U, \*Qsubmarine\*U, etc, or +.L "unit type" +the type of unit; \*Qwar band\*U, \*Qengineer\*U, etc, .L x,y the ship/unit's current location (relative to your capital), .L flt diff --git a/info/Commands/census.t b/info/Commands/census.t index 791e103f..bd00d70a 100644 --- a/info/Commands/census.t +++ b/info/Commands/census.t @@ -22,7 +22,7 @@ CENSUS del dst .FI These columns represent: .s1 -.in \w'gmin\0\0'u +.in \w'coast\0\0'u .L sect the x and y coordinates of the sector .L eff @@ -64,7 +64,7 @@ the sector only when you use the census command, so if you want to query your sectors depending on whether they're coastal, then you may need to do a census twice--the first time to set the coastal flags, and the second time to query them. -.in \\n(in +.in .s1 For example: .EX cens #0 diff --git a/info/Commands/commodity.t b/info/Commands/commodity.t index 6fabb140..34fb9d65 100644 --- a/info/Commands/commodity.t +++ b/info/Commands/commodity.t @@ -56,7 +56,7 @@ the number of units of light construction materials the number of units of heavy construction materials .L rad the number of units of radioactive materials -.in \\n(in +.in .s1 For example: .EX commodity -3:3,-2:2 diff --git a/info/Commands/cutoff.t b/info/Commands/cutoff.t index ec9ee2a7..55ced76c 100644 --- a/info/Commands/cutoff.t +++ b/info/Commands/cutoff.t @@ -21,7 +21,7 @@ DELIVERY CUTOFF LEVELS .FI These columns represent: .s1 -.in \w'ufsgpidbolh\0\0'u +.in \w'ufsgpidbolhr\0\0'u .L sect the x and y coordinates of the sector .L ufsgpidbolhr @@ -54,7 +54,7 @@ the delivery cutoff threshold for heavy construction materials in that sector .L rad the delivery cutoff threshold for radioactive materials in that sector -.in \\n(in +.in .s1 For example: .EX cutoff -3:3,-2:0 diff --git a/info/Commands/dump.t b/info/Commands/dump.t index bd88392f..ecdad541 100644 --- a/info/Commands/dump.t +++ b/info/Commands/dump.t @@ -120,6 +120,5 @@ which would list data for all sectors in realm #5. A dump lists each of your sectors in the specified area. The header line is a list of fields that correspond to the order that dump prints the sector info. -.FI .s1 .SA "census, commodity, cutoff, level, Clients, Sectors" diff --git a/info/Commands/echo.t b/info/Commands/echo.t index e56d7ab9..9db6d92c 100644 --- a/info/Commands/echo.t +++ b/info/Commands/echo.t @@ -17,7 +17,7 @@ SN#123456 .nf hi .fi -.EX echo \Q*hi mom\U* +.EX echo \*Qhi mom\*U .nf hi mom .fi diff --git a/info/Commands/explore.t b/info/Commands/explore.t index 98186dd8..3a56ce19 100644 --- a/info/Commands/explore.t +++ b/info/Commands/explore.t @@ -29,9 +29,9 @@ You may respond with any combination of: .NF y for up-left u for up-right y u -g for left \\\\ / +g for left \e / j for right g -- -- j -b for down-left / \\\\ +b for down-left / \e n for down-right b n v for view m for map diff --git a/info/Commands/land.t b/info/Commands/land.t index 4ebaabc0..1fa22d49 100644 --- a/info/Commands/land.t +++ b/info/Commands/land.t @@ -13,10 +13,10 @@ the argument '*', i.e. type "land *". .s1 The report format contains the following fields: .s1 -.in \w'unit-type\0\0'u +.in \w'unit type\0\0'u .L # the unit number -.L unit type +.L "unit type" the type of unit; \*Qwar band\*U, \*Qengineer\*U, etc, .L x,y the unit's current location (relative to your capital), diff --git a/info/Commands/launch.t b/info/Commands/launch.t index a697158f..b2b2c33e 100644 --- a/info/Commands/launch.t +++ b/info/Commands/launch.t @@ -40,7 +40,7 @@ are less efficient, and missiles below 60% cannot be launched. .s1 The formula for the chance that a missile hits its target is in -\*Uinfo Hitchance\*U. +\*Qinfo Hitchance\*U. .s1 Of course, things don't always go as planned! .s1 diff --git a/info/Commands/lcargo.t b/info/Commands/lcargo.t index 31772e33..de07b74e 100644 --- a/info/Commands/lcargo.t +++ b/info/Commands/lcargo.t @@ -12,11 +12,15 @@ or one fleet/army or all ships/units within a given area. .s1 The report format contains the following fields: .s1 -.in +1i -.L shp# or # -the ship or unit number -.L shiptype or unit type -the type of ship/unit; \*Qpatrol boat\*U, \*Qsubmarine\*U, etc, +.in \w'ship type\0\0'u +.L shp# +the ship number, or +.L lnd# +the unit number, +.L "ship type" +the type of ship; \*Qpatrol boat\*U, \*Qsubmarine\*U, etc, or +.L "unit type" +the type of unit; \*Qwar band\*U, \*Qengineer\*U, etc, .L x,y the ship/unit's current location (relative to your capital), .L flt diff --git a/info/Commands/level.t b/info/Commands/level.t index 2ab35fff..b26d859e 100644 --- a/info/Commands/level.t +++ b/info/Commands/level.t @@ -58,7 +58,7 @@ the distribution threshold for heavy construction materials in that sector .L rad the distribution threshold for radioactive materials in that sector -.in \\n(in +.in .s1 For example: .EX level -2,2 diff --git a/info/Commands/list.t b/info/Commands/list.t index 01790ef5..e8148fa6 100644 --- a/info/Commands/list.t +++ b/info/Commands/list.t @@ -2,7 +2,7 @@ .NA list "List commands which are currently legal" .LV Expert .SY list -.SY list of commands +.SY "list of commands" The list command gets you a list of currently legal commands with their associated BTU costs, (see \*Qinfo time\*U for description of BTU's). diff --git a/info/Commands/llookout.t b/info/Commands/llookout.t index 5bb0fe1a..e3c29be2 100644 --- a/info/Commands/llookout.t +++ b/info/Commands/llookout.t @@ -17,12 +17,14 @@ UNIT to UNIT This range is dependent on both the visibility of the unit being observed and the visual range of the observing unit. (see \*Qinfo Unit-types\*U) -.in \\n(in +.in .s1 UNIT to PLANE .s1 -Planes are treated as if they had a visibility of 10. .in +0.2i +Planes are treated as if they had a visibility of 10. +.in +.s1 For example: .EX lookout 24 .NF diff --git a/info/Commands/lmap.t b/info/Commands/lmap.t index 46d27e32..4fe6cb91 100644 --- a/info/Commands/lmap.t +++ b/info/Commands/lmap.t @@ -62,7 +62,7 @@ the same for a ship. .s1 If you give an 's' flag, all your ships will be shown on the map. An 'l' flag does the same for land units, and a 'p' for planes. -'*' shows all in this order: land units, ships, planes. +\&'*' shows all in this order: land units, ships, planes. To highlight sectors you own, specifiy the 'h' flag. .s1 .SA "census, commodity, radar, realm, route, update, LandUnits, Maps" diff --git a/info/Commands/lookout.t b/info/Commands/lookout.t index eaaa0005..d853284c 100644 --- a/info/Commands/lookout.t +++ b/info/Commands/lookout.t @@ -21,12 +21,14 @@ can see using their periscope--they can usually only see ships in the same sector. However, all ships (including subs) which are docked in a harbour are visible to all ships (including subs) in adjacent sectors. (see also \*Qinfo sonar\*U) -.in \\n(in +.in .s1 SHIP to SHIP .s1 -This range is effectively 1.0. .in +0.2i +This range is effectively 1.0. +.in +.s1 For example: .EX lookout 24 .NF diff --git a/info/Commands/lost.t b/info/Commands/lost.t index 23cd5c5f..35dccf91 100644 --- a/info/Commands/lost.t +++ b/info/Commands/lost.t @@ -38,16 +38,14 @@ timestamp. The third line is the columns which are output. .s1 These columns represent: .s1 -.in \w'gtimestamp\0\0'u +.in \w'timestamp\0\0'u .L type The type of lost item. They are as follows: -.NF - 0 - Sector - 1 - Ship - 2 - Plane - 3 - Land unit - 4 - Nuclear stockpile -.FI + 0 - Sector + 1 - Ship + 2 - Plane + 3 - Land unit + 4 - Nuclear stockpile .L id The # of the ship, plane, land unit or nuke. All of these items are identified by id. Sectors are identified by x and y. @@ -57,6 +55,6 @@ The x coordinate of the lost item when it was lost. The y coordinate of the lost item when it was lost. .L timestamp The timestamp of when the item was lost. -.in \\n(in +.in .s1 .SA "dump, ldump, sdump, ndump, pdump, Ships, Planes, LandUnits, Sectors, Clients" diff --git a/info/Commands/lstat.t b/info/Commands/lstat.t index d728137c..a75e7b7f 100644 --- a/info/Commands/lstat.t +++ b/info/Commands/lstat.t @@ -18,7 +18,7 @@ The report format contains the following fields: .in \w'unit-type\0\0'u .L lnd# the unit number -.L unit type +.L unit-type the type of unit .L x,y the unit's current location (relative to your origin), diff --git a/info/Commands/map.t b/info/Commands/map.t index 95d6afd3..d95c37aa 100644 --- a/info/Commands/map.t +++ b/info/Commands/map.t @@ -60,7 +60,7 @@ the same for a ship. .s1 If you give an 's' flag, all your ships will be shown on the map. An 'l' flag does the same for land units, and a 'p' for planes. -'*' shows all in this order: land units, ships, planes. +\&'*' shows all in this order: land units, ships, planes. To highlight sectors you own, specifiy the 'h' flag. .s1 .SA "census, commodity, radar, realm, route, update, Maps" diff --git a/info/Commands/march.t b/info/Commands/march.t index 380eb874..71bf9f19 100644 --- a/info/Commands/march.t +++ b/info/Commands/march.t @@ -28,9 +28,9 @@ following: .NF y for up-left u for up-right y u -g for left \\\\ / +g for left \e / j for right g -- -- j -b for down-left / \\\\ +b for down-left / \e n for down-right b n r for radar l for lookout diff --git a/info/Commands/move.t b/info/Commands/move.t index 0f3f6b41..855238e9 100644 --- a/info/Commands/move.t +++ b/info/Commands/move.t @@ -40,9 +40,9 @@ You may respond with any combination of: .NF y for up-left u for up-right y u -g for left \\\\ / +g for left \e / j for right g -- -- j -b for down-left / \\\\ +b for down-left / \e n for down-right b n v for view m for map diff --git a/info/Commands/navigate.t b/info/Commands/navigate.t index 30030ce7..06cdd969 100644 --- a/info/Commands/navigate.t +++ b/info/Commands/navigate.t @@ -26,9 +26,9 @@ following: .NF y for up-left u for up-right y u -g for left \\\\ / +g for left \e / j for right g -- -- j -b for down-left / \\\\ +b for down-left / \e n for down-right b n .FI Other commands you may type while navigating are: diff --git a/info/Commands/ndump.t b/info/Commands/ndump.t index a2b2adb6..b6f5b8ab 100644 --- a/info/Commands/ndump.t +++ b/info/Commands/ndump.t @@ -39,6 +39,5 @@ which would list data for all nukes in realm #5. A ndump lists each of your sectors in the specified area. The header line is a list of fields that correspond to the order that ndump prints the nuke info. -.FI .s1 .SA "nuke, Clients, Planes" diff --git a/info/Commands/nmap.t b/info/Commands/nmap.t index 0ac7cdca..c918a07a 100644 --- a/info/Commands/nmap.t +++ b/info/Commands/nmap.t @@ -60,7 +60,7 @@ the same for a ship. .s1 If you give an 's' flag, all your ships will be shown on the map. An 'l' flag does the same for land units, and a 'p' for planes. -'*' shows all in this order: land units, ships, planes. +\&'*' shows all in this order: land units, ships, planes. To highlight sectors you own, specifiy the 'h' flag. .s1 .SA "census, commodity, radar, realm, route, update, Maps" diff --git a/info/Commands/nuke.t b/info/Commands/nuke.t index a7b24ca9..fa3c22f4 100644 --- a/info/Commands/nuke.t +++ b/info/Commands/nuke.t @@ -9,9 +9,9 @@ build nuclear warheads), then you will be given additional information about the sector relevant to the building of nukes. .s1 .EX nuke #1 -.NF +0.3i +.NF sect eff num nuke-type lcm hcm oil rad avail - 21,-3 n 100% 2 5mt fusion 499 499 1498 783 549 + 21,-3 n 100% 2 5mt fusion 499 499 1498 783 549 21 100kt fission 1 250kt fusion 19,-3 + 100% 12 5mt fusion diff --git a/info/Commands/order.t b/info/Commands/order.t index 4c985a30..4bac4231 100644 --- a/info/Commands/order.t +++ b/info/Commands/order.t @@ -162,6 +162,6 @@ After an update has completed your ship will have mobility so it can be moved by hand if needed. .s1 For information on setting up ships to feed your country see -'info autofeed' for details. +\&'info autofeed' for details. .s1 .SA "sorder, qorder, bmap, navigate, ship, Autofeed, Autonav, Ships" diff --git a/info/Commands/path.t b/info/Commands/path.t index 6a7fc550..4df97f45 100644 --- a/info/Commands/path.t +++ b/info/Commands/path.t @@ -13,16 +13,17 @@ exactly as for the "route" command: .sp m/ up-right (u in level) m> right (j in level) - m\\\\ down-right (n in level) + m\e down-right (n in level) /m down-left (b in level) t> i/ . . 0 + 0 0\ c u> t> i/ . . 0 1 . a> l/ ^ a a . . 1 2 . a a a . a . 2 - - - 0 0 0 0 0 0 0 0 0 0 1 1 3 2 1 0 1 2 3 4 5 6 7 8 9 0 1 +.ec .FI .sp where -2,0 distributes to 10,-4 along the path shown. diff --git a/info/Commands/payoff.t b/info/Commands/payoff.t index a20ecb43..e329f4d8 100644 --- a/info/Commands/payoff.t +++ b/info/Commands/payoff.t @@ -25,6 +25,7 @@ the type of ship; \*Qpatrol boat\*U, \*Qsubmarine\*U, etc, the ship's current location (relative to your capital), .L $$ the money you would get if you scuttled this ship +.in .s1 For example: .EX payoff * diff --git a/info/Commands/pmap.t b/info/Commands/pmap.t index 4a0ecc7e..fd801f5c 100644 --- a/info/Commands/pmap.t +++ b/info/Commands/pmap.t @@ -60,7 +60,7 @@ the same for a ship. .s1 If you give an 's' flag, all your ships will be shown on the map. An 'l' flag does the same for land units, and a 'p' for planes. -'*' shows all in this order: land units, ships, planes. +\&'*' shows all in this order: land units, ships, planes. To highlight sectors you own, specifiy the 'h' flag. .s1 .SA "census, commodity, radar, realm, route, update, Planes, Maps" diff --git a/info/Commands/production.t b/info/Commands/production.t index d74d03fa..82bfe8bd 100644 --- a/info/Commands/production.t +++ b/info/Commands/production.t @@ -39,7 +39,7 @@ Note that some sectors although working at 100% may show up less as the natural resources influence this figure. .L wkfc the number of active workers in the sector (in units of civilians). -.L will make--- +.L "will make---" How much of what product will be made at the next update. .L p.e. Production efficiency \- the efficiency with which the product is made @@ -56,7 +56,7 @@ was available). .L max This field gives the maximum output for the workforce if all the raw materials were present. -.in \\n(in +.in .s1 For example: .EX prod #4 ?civ>100 diff --git a/info/Commands/radar.t b/info/Commands/radar.t index 51fe71af..5fd0939a 100644 --- a/info/Commands/radar.t +++ b/info/Commands/radar.t @@ -91,7 +91,7 @@ next come cargo ships, heavy cruisers and tenders, and so on. See \*Qinfo Ship-types\*U for a chart. .s1 Ship A will see ship B if the distance between them is less than: -.NF + 0.3i +.NF spy factor of ship A * visibility of ship B efficiency * ------------------------------------------- * technology factor 20 @@ -100,7 +100,7 @@ efficiency * ------------------------------------------- * technology factor Note that, although subs can not be found via radar, destroyers automatically use sonar so they can see subs. Destroyer A will see submarine B if the distance between them is less than: -.NF + 0.3i +.NF spy factor of ship A * visibility of ship B efficiency * ------------------------------------------- * technology factor 20 diff --git a/info/Commands/relations.t b/info/Commands/relations.t index a30643d3..f87ad9dd 100644 --- a/info/Commands/relations.t +++ b/info/Commands/relations.t @@ -91,7 +91,7 @@ if you were hostile towards them. .s1 .L Sitzkrieg Sitzkrieg is the same as \*QMobilizing\*U. You still are unable to attack -their land. At the next update, you will automatically move to \*QAt War\*. +their land. At the next update, you will automatically move to \*QAt War\*U. .s1 When you are At War with someone, you may attack them willy-nilly. .s1 diff --git a/info/Commands/resource.t b/info/Commands/resource.t index f7305dfa..dc3ed24c 100644 --- a/info/Commands/resource.t +++ b/info/Commands/resource.t @@ -22,7 +22,7 @@ RESOURCE .FI These columns represent: .s1 -.in \w'gmin\0\0'u +.in \w'uran\0\0'u .L sect the x and y coordinates of the sector .L eff @@ -45,7 +45,7 @@ the uranium (radioactive materials) content in relative terms, (non-renewable) .L ter the territory number. -.in \\n(in +.in .s1 For example: .EX reso #0 diff --git a/info/Commands/route.t b/info/Commands/route.t index d317a020..07aa454a 100644 --- a/info/Commands/route.t +++ b/info/Commands/route.t @@ -30,10 +30,10 @@ using the following codes, (assuming the sector in question is a mine): .sp m/ up-right (u in census) m> right (j in census) - m\\\\ down-right (n in census) + m\e down-right (n in census) /m down-left (b in census) h> \\\\j \\\\a$ + -3 - -2 \\\\a$ \\\\a$ $a\\\\ /a$ /a$ -2 - -1 /a$ $a\\\\ /a$ b /+ + -1 - 0 m c u t \\\\i 0 - 1 \\\\a$ \\\\l \\\\a \\\\a 1 - 2 a/ \\\\a a/ $a$ 2 + -3 a> h> \j \a$ + -3 + -2 \a$ \a$ $a\ /a$ /a$ -2 + -1 /a$ $a\ /a$ b /+ + -1 + 0 m c u t \i 0 + 1 \a$ \l \a \a 1 + 2 a/ \a a/ $a$ 2 - - - 0 0 0 0 0 0 0 0 0 0 1 1 1 3 2 1 0 1 2 3 4 5 6 7 8 9 0 1 2 +.ec .FI .sp .s1 diff --git a/info/Commands/satellite.t b/info/Commands/satellite.t index df8589c6..983af45a 100644 --- a/info/Commands/satellite.t +++ b/info/Commands/satellite.t @@ -47,9 +47,9 @@ To list all airports owned by country #7: To list all ships in 12,14: .EX "sat 28 sh ?xloc=12&yloc=14" To list all land units: -.Ex "sat 28 l" +.EX "sat 28 l" To list all cavalry units: -.EX "sat 28 l ?type=cavalry". +.EX "sat 28 l ?type=cavalry" .s1 For a complete list of conditionals you can use, see info Syntax. Note that the large radar map is only drawn when the output is not filtered: diff --git a/info/Commands/sinfrastructure.t b/info/Commands/sinfrastructure.t index d176f35a..32afb64f 100644 --- a/info/Commands/sinfrastructure.t +++ b/info/Commands/sinfrastructure.t @@ -28,24 +28,23 @@ the x and y coordinates of the sector .L eff the efficiency of the sector (affects all benefits of a designated sector except mobility and defense) -.L road eff +.L "road eff" the road efficiency of the sector -.L road mcost +.L "road mcost" the mcost used to determine the mobility cost of moving things and marching non-train units through the sector -.L rail eff +.L "rail eff" the rail efficiency of the sector -.L rail mcost +.L "rail mcost" the mcost used to determine the mobility cost of moving trains through the sector. If the rail eff is 0, trains cannot move through this sector. -.L defense eff +.L "defense eff" the defense efficiency of the sector. -.L defense fact +.L "defense fact" the defense factor of the sector. This is how well the sector defends. All sectors start at 1, and improve (see "improve") from there to the maximum shown in "show sect stats" -.FI -.in \w' 'u +.in .s1 For example: .EX sinf #0 diff --git a/info/Commands/smap.t b/info/Commands/smap.t index 796996d8..5ba8201f 100644 --- a/info/Commands/smap.t +++ b/info/Commands/smap.t @@ -62,7 +62,7 @@ the same for a ship. .s1 If you give an 's' flag, all your ships will be shown on the map. An 'l' flag does the same for land units, and a 'p' for planes. -'*' shows all in this order: land units, ships, planes. +\&'*' shows all in this order: land units, ships, planes. To highlight sectors you own, specifiy the 'h' flag. .s1 .SA "census, commodity, radar, realm, route, update, Ships, Maps" diff --git a/info/Commands/sonar.t b/info/Commands/sonar.t index 644c2352..26b3c8b0 100644 --- a/info/Commands/sonar.t +++ b/info/Commands/sonar.t @@ -70,7 +70,7 @@ sb2 submarine 2 (#3) at 24,0 efficiency 76%, max range 2 Sonar detects TheBorg (#5) bb4 battleship 4 (#1) @ 23,-1 . . B ? -. . 0 ? +\&. . 0 ? . . . . . . .FI diff --git a/info/Commands/sstat.t b/info/Commands/sstat.t index 877f9fcd..8fe6c9ba 100644 --- a/info/Commands/sstat.t +++ b/info/Commands/sstat.t @@ -16,7 +16,7 @@ the argument '*', or type "sstat *". .s1 The report format contains the following fields: .s1 -.in \w'shiptype\0\0'u +.in \w'ship-type\0\0'u .L shp# the ship number .L ship-type diff --git a/info/Commands/strength.t b/info/Commands/strength.t index cb424685..79fcff3b 100644 --- a/info/Commands/strength.t +++ b/info/Commands/strength.t @@ -10,7 +10,7 @@ DEFENSE STRENGTH land sect sector reacting total .FI These columns represent: .s1 -.in \w'reacting\0\0'u +.in \w'reacting units\0\0'u .L sect the x and y coordinates of the sector .L eff @@ -20,18 +20,18 @@ of a designated sector except mobility units) the number of military troops .L units the total defensive strength of units in the sector -.L land mines +.L "land mines" the number of land mines in the sector. If you do not completely own the sector, then a '?' will appear here. -.L sect mult +.L "sect mult" the defensive multiplier of the sector including the land mine bonus -.L sector defense +.L "sector defense" (mil + units) * mult -.L reacting units +.L "reacting units" the total strengths of all supplied mobile reacting units in range -.L total defense +.L "total defense" (sector defense) + (reacting units) -.in \\n(in +.in .s1 For example: .EX str #1 diff --git a/info/Commands/torpedo.t b/info/Commands/torpedo.t index 0f677d57..1143be03 100644 --- a/info/Commands/torpedo.t +++ b/info/Commands/torpedo.t @@ -45,7 +45,7 @@ will still see the torpedo being launched and can return a depth charge attack (see below.) .s1 A hit will be reported to you as \*QBOOM!\*U, -See \*Winfo Damage\*U for the damage that a torpedo does. +See \*Qinfo Damage\*U for the damage that a torpedo does. .s1 In order to simulate the \*Qreal-time\*U situation, your mobility will be decremented by mobility equal to 1/2 the cost diff --git a/info/Concepts/Food.t b/info/Concepts/Food.t index ba82b095..91bc9e74 100644 --- a/info/Concepts/Food.t +++ b/info/Concepts/Food.t @@ -57,7 +57,7 @@ civilians + military \(<= 4 * fertility military \(<= 15 * civilians .\" (ofcrate / eatrate - 1) * 5 (amount that gets harvested) -.in \\n(in +.in .s1 In an agribusiness an \*(iFadditional\*(pF amount of food can be grown. That amount is calculated by the following: @@ -101,9 +101,9 @@ in 10 time units in a 100% agribusiness are: ------+-----+------+------+ .FI .s1 -.in \\n(in SPECIAL NOTE: Residents of a sanctuary need no food to survive; thus no one ever starves in a sanctuary. +.in 0 .s1 On a ship the following applies: .in +0.2i @@ -124,7 +124,7 @@ in one time unit is: .s1 .ti +0.3i 0 -.in \\n(in +.in .s1 Note that if a ship doesn't have enough food, it will try to draw it from supply sources (see info supply). If it still hasn't enough food, it will diff --git a/info/Concepts/Guerrilla.t b/info/Concepts/Guerrilla.t index eb8680c7..341fb355 100644 --- a/info/Concepts/Guerrilla.t +++ b/info/Concepts/Guerrilla.t @@ -48,9 +48,9 @@ There are two ways to handle the guerrilla problem; one way requires high yield fusion weapons, and then they only die when everything else in the sector is destroyed. Unfortunately, collateral damage to civilian assets renders this -strategy negatory ... \* Col. Batguano then launches into +strategy negatory ... [Col. Batguano then launches into a tirade against the \*Qwimpy-assed liberals\*U which interfere with the -proper guerrilla suppression techniques \* ... +proper guerrilla suppression techniques] ... Almost every fully-populated area we moved into had a few dozen of the little monsters, and troop levels of 50-100 per sector were found to adequately diff --git a/info/Concepts/Innards.t b/info/Concepts/Innards.t index 65f0f562..1c8b6824 100644 --- a/info/Concepts/Innards.t +++ b/info/Concepts/Innards.t @@ -195,7 +195,7 @@ If this sector produces something (mines, research labs, etc.) produce it pay for it (money, iron, gold mineral, oil, etc.) .fi -.in \\n(in +.in .s1 Several points are noteworthy: .s1 diff --git a/info/Concepts/Maintenance.t b/info/Concepts/Maintenance.t index 5e63d1af..8026947d 100644 --- a/info/Concepts/Maintenance.t +++ b/info/Concepts/Maintenance.t @@ -4,12 +4,12 @@ During each update, nations must pay to maintain their units, ships and planes. .s1 The cost to maintain a ship, or land-unit is: -.NF +8 +.NF .001 * cost of thing * ETUs/update .FI .s1 The cost to maintain a plane is: -.NF +8 +.NF .001 * cost of thing * ETUs/update + 5 * mil_cost * crew .FI .s1 diff --git a/info/Concepts/Plague.t b/info/Concepts/Plague.t index 88211a62..0489912b 100644 --- a/info/Concepts/Plague.t +++ b/info/Concepts/Plague.t @@ -66,14 +66,14 @@ based on the high percentage of Lumbagan Legionnaires among the afflicted had led us down a blind alley and that if we were to solve this complex puzzle before the end of the series in the spring -\*[possibly a reference to the series of tests -leading to the mysterious \*QNeilson Rating\*U\*] +[possibly a reference to the series of tests +leading to the mysterious \*QNeilson Rating\*U] we would have to turn to other disciplines for help. It was only by the merest lucky coincidence that as I drove home one evening ... -\*[here Dr. Welby relates an amusing anecdote +[here Dr. Welby relates an amusing anecdote about a Brownie Scout and the director of a film -entitled \*QClose Encounters of the Third Grade\*U\*] ... +entitled \*QClose Encounters of the Third Grade\*U] ... leading us to the following amazing formulation of the relationship between medical research, technology, population, standard of living and the Empire Plague: @@ -81,7 +81,7 @@ technology, population, standard of living and the Empire Plague: .ev .in .s1 -.NF +0.4i +.NF likelihood civ + mil + uw t_level + (iron + oil + rad * 2) / 10 + 100 of = -------------- * ------------------------------------------- plague 999 r_level + effic + mobil + 100 diff --git a/info/Concepts/Plane-types.t b/info/Concepts/Plane-types.t index 5a8cfdd8..4298c3e1 100644 --- a/info/Concepts/Plane-types.t +++ b/info/Concepts/Plane-types.t @@ -188,7 +188,7 @@ minimum tech level to build this unit, .L $ cost of the unit in dollars, .s1 -.in \\n(in +.in For the stats report the fields are: .s1 .in \w'stealth\0\0'u @@ -206,12 +206,12 @@ base range (in sectors). amount of fuel used each trip. .L stealth the percentage chance this plane has of evading detection -.in \\n(in +.in .s1 The abilities are given as a set of attributes for each plane. These include: .s1 -.in \w'intercept\0\0'u +.in \w'half-stealth\0\0'u .L tactical Pinpoint bombing ability. Can be put on interdiction and support missions. Tactical missiles may be launched at sectors unless they @@ -261,7 +261,7 @@ Can lay mines (see info mine). Can sweep mines (see info sweep). .L marine Missiles with this ability may only be launched at ships. -.in \\n(in +.in .s1 Each plane has a stealth rating. The stealth rating of a group of planes is that of the plane with the LOWEST diff --git a/info/Concepts/Sector-types.t b/info/Concepts/Sector-types.t index cae87b09..be75fea4 100644 --- a/info/Concepts/Sector-types.t +++ b/info/Concepts/Sector-types.t @@ -1,12 +1,12 @@ .TH Concept "Sector Types" .NA Sector-types "Description of different sector types" .LV Basic -.NF +0.2i +.NF BASICS INDUSTRIES MILITARY / SCIENTIFIC . sea d defense plant t technical center ^ mountain i shell industry f fortress s sanctuary m mine r research lab - \\ wasteland g gold mine n nuclear plant + \e wasteland g gold mine n nuclear plant - wilderness h harbor l library/school ~ plains w warehouse e enlistment center c capital/city u uranium mine ! headquarters @@ -361,7 +361,7 @@ shown in the "show sect stats" described below.) .s1 .EX des 2,0 f That just cost you $500 -.s1. +.s1 Cost for 1% efficiency is the $$ cost per point of efficiency built. Lcms/Hcms for 1% are similar. @@ -369,10 +369,10 @@ Lcms/Hcms for 1% are similar. .NF max max -- packing bonus -- sector type mcost off def mil uw civ bar other -. sea 0 0.00 0.00 1 1 1 1 1 +\&. sea 0 0.00 0.00 1 1 1 1 1 ^ mountain 25 1.00 4.00 1 1 1 1 1 s sanctuary 0 0.00 99.00 1 1 1 1 1 -\\ wasteland 0 0.00 99.00 1 1 1 1 1 +\e wasteland 0 0.00 99.00 1 1 1 1 1 - wilderness 2 1.00 2.00 1 1 1 1 1 c capital 2 1.00 2.00 1 1 1 1 1 u uranium mine 2 1.00 2.00 1 1 1 1 1 diff --git a/info/Concepts/Ship-types.t b/info/Concepts/Ship-types.t index 36fb7f81..a466bab7 100644 --- a/info/Concepts/Ship-types.t +++ b/info/Concepts/Ship-types.t @@ -185,13 +185,13 @@ The avail (work) required to build the ship. The minimum technology required to build the ship. .L $ The cost of the ship. -.in \\n(in +.in .s1 The headings for the stats listing are .s1 .EX show ship stats .s1 -.in \w'fir\0\0'u +.in \w'fuel c/u\0\0'u .L def defensive armament of the ship .L spd @@ -217,7 +217,7 @@ The number of light planes the ship can carry. .L lnd The number of 'light' land units the ship can carry. If the ship is a supply ship, it can carry even non-'light' units. -.L fuel c/u +.L "fuel c/u" The ship's fuel capacity & usage. (see info fuel) (If the FUEL option is enabled) .in @@ -229,7 +229,7 @@ The abilities are as follows. .s1 .EX show ship capabilities .s1 -.in \w'sonar\0\0'u +.in \w'anti-missile\0\0'u .L fish The vessel will accumulate food by fishing .L torp @@ -264,7 +264,6 @@ The vessel can torpedo submarines The vessel is a trade ship. (only if TRADESHIPS are enabled) .L anti-missile The vessel will intercept enemy marine missiles (see \*Qinfo Hitchance\*U). -.L .in .s1 Some examples of the output: diff --git a/info/Concepts/Spies.t b/info/Concepts/Spies.t index 8df64e7c..9f4dc504 100644 --- a/info/Concepts/Spies.t +++ b/info/Concepts/Spies.t @@ -34,5 +34,5 @@ Submarines may carry up to two spy units. .s1 When unloaded from a ship, spies are not given over to the owner of the sector as other units are. -.sq +.s1 .SA "lboard, bomb, fire, spy, llookout, LandUnits" diff --git a/info/Concepts/Syntax.t b/info/Concepts/Syntax.t index 3b1c95e3..c3153cfe 100644 --- a/info/Concepts/Syntax.t +++ b/info/Concepts/Syntax.t @@ -9,7 +9,7 @@ The Empire Shell (command interpreter) expects input in the form: .EX VERB ARG1 ARG2 ... -VERB is any one of the Empire commands on the \Q*command list\*U +VERB is any one of the Empire commands on the \*Qcommand list\*U (what you see when you type \*Qlist\*U-- e.g. \*Qmap\*U, \*Qmove\*U, \*Qinfo\*U, etc). .s1 @@ -42,14 +42,14 @@ commodities found in \*Qinfo Selector\*U: .AB .ne 4 ::= sector(s) in the form: -.NF +0i +.NF lox:hix,loy:hiy ?cond&cond&... .FI \*Qlox\*U, \*Qhix\*U, \*Qloy\*U, \*Qhiy\*U are coordinates bounding the rectangular area to be considered .s1 \*Qcond\*U is a condition of the form: -.NF +0i +.NF .FI is either a , as above, @@ -112,7 +112,7 @@ For instance: will list all destroyers that have more than 5 military which are not currently in any fleet. .s1 -.in \\n(in +.in 0 .s1 The output from commands may also be sent to a file or another process by utilizing these alternate syntaxes: diff --git a/info/Concepts/Unit-types.t b/info/Concepts/Unit-types.t index 45ae736f..f94637e7 100644 --- a/info/Concepts/Unit-types.t +++ b/info/Concepts/Unit-types.t @@ -107,7 +107,7 @@ The headings are as follows. For the building data: .s1 .EX show land build .s1 -.in \w'shells\0\0'u +.in \w'avail\0\0'u .L lcm The lcm required to build the land unit. .L hcm @@ -120,13 +120,13 @@ The avail (work) required to build the land unit. The minimum technology required to build the land unit. .L $ The cost of the land unit. -.in \\n(in +.in .s1 The headings for the stats listing are .s1 .EX show land stats .s1 -.in \w'fir\0\0'u +.in \w'fc/fu\0\0'u .L att the attack multiplier of the land unit .L def @@ -191,7 +191,6 @@ and will report enemy units in battle better. the unit has radar capability .L assault the unit may be used in assaults -.L .in .s1 Some examples of the output: diff --git a/info/Introduction/Guide.t b/info/Introduction/Guide.t index 0f7995db..b4723c4c 100644 --- a/info/Introduction/Guide.t +++ b/info/Introduction/Guide.t @@ -2,6 +2,7 @@ .NA Guide "The Empire Users Guide" .LV Basic .nf +.tr \& | | | *** *** | | *** *** * | @@ -29,29 +30,29 @@ User's Guide to Empire 1 - . . . . . . . . . . . . . . . . . . . . -. . . . . . . . . . . . . . . . . . . . - . . . . . . . . . . . . . . . . . . . . -. . . . . . . . . . . . . . . . . . . . - . . . . . . . . . . . . . . . . . . . . -. . . . . . . . . . . . . . . . . . . . - . . . . ---------------------------------------------. . . . . -. . . . .| | . . . . - . . . . | This work copyright 1991, Geoff Cashman |. . . . . -. . . . .| All rights reserved except you may copy | . . . . - . . . . | this work using electronic methods. Non |. . . . . -. . . . .| electronic copying, hard copies for the | . . . . - . . . . | purpose of distribution and/or selling, |. . . . . -. . . . .| is strictly prohibited without author's | . . . . - . . . . | express written consent. No changes may |. . . . . -. . . . .| be made to the content of this edition. | . . . . - . . . . | |. . . . . -. . . . .--------------------------------------------- . . . . - . . . . . . . . . . . . . . . . . . . . -. . . . . . . . . . . . . . . . . . . . - . . . . . . . . . . . . . . . . . . . . -. . . . . . . . . . . . . . . . . . . . - . . . . . . . . . . . . . . . . . . . . +\& . . . . . . . . . . . . . . . . . . . . +\&. . . . . . . . . . . . . . . . . . . . +\& . . . . . . . . . . . . . . . . . . . . +\&. . . . . . . . . . . . . . . . . . . . +\& . . . . . . . . . . . . . . . . . . . . +\&. . . . . . . . . . . . . . . . . . . . +\& . . . . ---------------------------------------------. . . . . +\&. . . . .| | . . . . +\& . . . . | This work copyright 1991, Geoff Cashman |. . . . . +\&. . . . .| All rights reserved except you may copy | . . . . +\& . . . . | this work using electronic methods. Non |. . . . . +\&. . . . .| electronic copying, hard copies for the | . . . . +\& . . . . | purpose of distribution and/or selling, |. . . . . +\&. . . . .| is strictly prohibited without author's | . . . . +\& . . . . | express written consent. No changes may |. . . . . +\&. . . . .| be made to the content of this edition. | . . . . +\& . . . . | |. . . . . +\&. . . . .--------------------------------------------- . . . . +\& . . . . . . . . . . . . . . . . . . . . +\&. . . . . . . . . . . . . . . . . . . . +\& . . . . . . . . . . . . . . . . . . . . +\&. . . . . . . . . . . . . . . . . . . . +\& . . . . . . . . . . . . . . . . . . . . User's Guide to Empire 2 @@ -694,7 +695,7 @@ While you are in a sanctuary state you can not be attacked, overrun, or otherwise hurt. However, while you are in sanctuary you can not do very many things. In order to really begin playing the game you need to do what is known as "break sanctuary". You can do this using the -'break' command. When you do this, your two sanctuary sectors (which +\&'break' command. When you do this, your two sanctuary sectors (which everyone starts with) will become capital sectors. You are no longer protected from attacks from enemy countries. @@ -781,6 +782,7 @@ Chapter 4 :-: Geography in Empire. Maps in Empire are based on a simple hex design. For example: +.eo ---------------------------------- There are three basic sector types in Empire (note: "type" is different than / \ / \ / \ / \ / \ "designation". Designation refers to what @@ -803,6 +805,7 @@ Chapter 4 :-: Geography in Empire. Example of an Empire map Why the maps have coordinates in this way is one of the great mysteries of Empire. ---------------------------------- +.ec Figure 4 below is a real map of Empire, in its real size and form. Figure 3 is "zoomed in". Note that the '?' marks on the right part of @@ -1811,6 +1814,7 @@ User's Guide to Empire 39 hit with a 3mt nuclear warhead at your sector -12,-6. It wastelanded 7 of your sectors and damaged nearly the entire area. +.eo -------------------------------------------------------------------------------- 21111111111---------- @@ -1830,6 +1834,7 @@ User's Guide to Empire 39 Map of area hit by 3mt nuclear warhead -------------------------------------------------------------------------------- +.ec Here is a basic outline of what you will need to do should you be hit with one or more 3mt or greater warheads: diff --git a/info/Introduction/Novice.t b/info/Introduction/Novice.t index ee27b46c..20bd8058 100644 --- a/info/Introduction/Novice.t +++ b/info/Introduction/Novice.t @@ -580,6 +580,4 @@ and as long as you stand idly by and watch those two countries blow each other to little pieces, you'll be left intact and growing richer off their little war. .s1 -.ce -.s1 .SA "Overview, Hints, Expert, Introduction" diff --git a/info/Server/Bugs.t b/info/Server/Bugs.t index 92b408ba..024dce18 100644 --- a/info/Server/Bugs.t +++ b/info/Server/Bugs.t @@ -3,7 +3,7 @@ .LV Expert .s1 NOTE: This file is dramatically out of date. -.S1 +.s1 The classification scheme used by report is dumb. .s1 You can make a sector temporarily useless by filling up all its diff --git a/info/Server/CHANGES.CHAINSAW.t b/info/Server/CHANGES.CHAINSAW.t index 1aa13653..afde02c2 100644 --- a/info/Server/CHANGES.CHAINSAW.t +++ b/info/Server/CHANGES.CHAINSAW.t @@ -11,7 +11,7 @@ BBN Empire 1.0 & BSD Empire 1.1.5, KSU, & MERC empire. BBN Empire 1.0 is a superset of the other versions, including all MERC code, which includes all KSU code, which include the BSD 1.1.5 code. .s1 -.L Bug-fixes & Changes +.L "Bug-fixes & Changes" .s1 Scrap and scuttle will now ask for confirmation before scrapping or scuttling wing or fleets. The will also ask before scrapping or scuttling ALL planes or @@ -77,28 +77,29 @@ fixed before, but the fix didn't work all the time) Note that the sector building the bridge may be a bridge, providing the sector that the bridge is being built in is adjacent to a non-sea, non-bridge sector. For example, this is legal: - - . . . . . . . => . . . . . . . -. . . . . . . => . . . . . . . - . - = . - . . => . - = = - . . -. . . . . . . => . . . . . . . - . . . . . . . => . . . . . . . - +.NF + . . . . . . . => . . . . . . . + . . . . . . . => . . . . . . . + . - = . - . . => . - = = - . . + . . . . . . . => . . . . . . . + . . . . . . . => . . . . . . . +.FI .s1 This is not legal: - . . . . . . . => . . . . . . . -. . . . . . . => . . . . . . . - . - = . . - . => . - = = . - . -. . . . . . . => . . . . . . . - . . . . . . . => . . . . . . . - +.NF + . . . . . . . => . . . . . . . + . . . . . . . => . . . . . . . + . - = . . - . => . - = = . - . + . . . . . . . => . . . . . . . + . . . . . . . => . . . . . . . +.FI .s1 Also, the sector building the bridge must be at least 60% efficient. .s1 .L BETTERARMOR .s1 Ship's armor factors now more greatly affect both shelling and bombing. BB's are -much harder to kill. Smaller ships are more fragile.\ +much harder to kill. Smaller ships are more fragile. .s1 .L ALL_BLEED .s1 @@ -176,7 +177,7 @@ trying to load things on them. You can no longer load things onto non-allied ships, even if they are in a harbor you own. .s1 -'break' now breaks ALL sanctuaries you own, even if some are not adjacent +\&'break' now breaks ALL sanctuaries you own, even if some are not adjacent to 0,0. .s1 When specifying a flight path, the terminating 'h' is no longer counted as @@ -309,7 +310,7 @@ there is not enough petrol, oil is used, at a rate of 1 oil = 50 fuel. Ships of allies can be fueled, if the ALLYHARBOR option is in use, either at a harbor, or with an oiler. .s1 -.L SEMILAND +.L SEMILAND .s1 This option adds a flag, "semi-lander", which allows the ship to use 25% of its mil in an assault. @@ -417,7 +418,7 @@ not detonate. Nukes striking water sectors affect only their impact sector. Thanks go to all the people who've helped me with ideas and playtesting: Jorge Diaz (Ansalon), Tom Tedrick (Afrika Korps), Keith Graham (DreamLands), Dave Nye (Evil_Empire), Sasha Mikheev (Dolgopa), Baldric, Elsinore, Brett Reid -(Resvon), Kazzadur \ystein Tvedten (Flipper's evil twin), Tharkadia, Yikes, and +(Resvon), Kazzadur \eystein Tvedten (Flipper's evil twin), Tharkadia, Yikes, and many more I'm forgetting. The good things are mostly ideas contributed by these people. The bugs, I'm afraid, are my own. .nf @@ -442,7 +443,7 @@ The chance of a plane aborting is changed to takes a hit for 30% damage, it has a 30% chance to abort. If it then takes another hit for 20% more, a total of 50% damage, it has a 50% chance to abort. -.s2 +.s1 Also, when bombing ships, rolls are not made for aborting until after all ships have fired, rather than rolling every time the plane takes a flak @@ -459,7 +460,7 @@ efficiency growth rate. It is now possible to allow Subs may no longer shell.. they may only torpedo. .s1 A WIRE option has been added that activates the -'wire' command. The wire command reads only +\&'wire' command. The wire command reads only announcements. The normal read command then reads only telegrams & bulletins. .s1 @@ -469,7 +470,7 @@ You may now build multiples of an item by adding a build count at the end of your build command. (see info build) .s1 You may now give comments in the hours file. Comment lines start with a -'#' character. (Players do not need to care about this.. it's for deities) +\&'#' character. (Players do not need to care about this.. it's for deities) .s1 The report command has been changed to not include countries that are not active. (i.e. visitor or in sanctuary) diff --git a/info/Server/Empire2.t b/info/Server/Empire2.t index b8f69f7c..15ceed67 100644 --- a/info/Server/Empire2.t +++ b/info/Server/Empire2.t @@ -30,7 +30,7 @@ syntax. puts the X on your bmap .fi .L - -All ships (including subs) in harbors are now visible via the \Q*lookout\U* +All ships (including subs) in harbors are now visible via the \*Qlookout\*U command by all ships (including subs) in adjacent sectors .L - If a NEUTRAL (or worse) ship sails within your coastwatch range, @@ -511,8 +511,8 @@ with, then you will be notified ("land unit #3 damaged from 80% to 50%", from 10 to 250"). You will also be notified in this way if a bridge collapses, one of your attacking sectors was taken, you were shelled, your enemy abandoned -the sector you were attacking, your land units reacted to fight another battle, -...) You will be notified if any of these things change before the +the sector you were attacking, your land units reacted to fight another +battle, ...) You will be notified if any of these things change before the battle and given a chance to abort your attack. If for some reason it is no longer possible to attack (e.g. you now own the sector, or a bridge collapses) then the attack will be automatically aborted. diff --git a/info/Server/Old-empire.t b/info/Server/Old-empire.t index 4248cafd..2a0ef636 100644 --- a/info/Server/Old-empire.t +++ b/info/Server/Old-empire.t @@ -116,7 +116,7 @@ more SECTORS per world. Basically means that the MAP display is more condensed - and you'll be able to see more sectors on a MAP display than ever before. -.NF +0.2i +.NF A few new SECTOR-DESIGNATIONS have been added: BASICS INDUSTRIES MILITARY / SCIENTIFIC