Fix markup: bogus numerical arguments that were mapped to zero
silently (troff) or under protest (groff); table column width (also fixed some .L arguments to match actual game output); spacing in no-fill text; stray .FI, .in and .ce messing up indentation; stray .L; misspelled request and escape names; escaping of control and escape characters; properly ignore form-feed; argument quoting; extra arguments to .NF. Still broken: .L abused for headings, which triggers many groff warnings about negative indentation.
This commit is contained in:
parent
4456ef9a3a
commit
1625567f97
58 changed files with 194 additions and 180 deletions
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@ -232,7 +232,7 @@ will gradually rust, take on water, and sink.
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On a civilian ship: work = etus * (civ/2 + mil/5)
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Crew is the current # of mil (for a military ship), or civs for a
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civilian ship.
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civilian ship.
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Max crew is the max # of mil/civs (depending on ship type)
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@ -12,11 +12,15 @@ or one fleet/army or all ships/units within a given area.
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.s1
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The report format contains the following fields:
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.s1
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.in +1i
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.L shp# or #
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the ship or unit number
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.L shiptype or unit type
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the type of ship/unit; \*Qpatrol boat\*U, \*Qsubmarine\*U, etc,
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.in \w'ship type\0\0'u
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.L shp#
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the ship number, or
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.L lnd#
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the unit number,
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.L "ship type"
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the type of ship; \*Qpatrol boat\*U, \*Qsubmarine\*U, etc, or
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.L "unit type"
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the type of unit; \*Qwar band\*U, \*Qengineer\*U, etc,
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.L x,y
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the ship/unit's current location (relative to your capital),
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.L flt
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@ -22,7 +22,7 @@ CENSUS del dst
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.FI
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These columns represent:
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.s1
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.in \w'gmin\0\0'u
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.in \w'coast\0\0'u
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.L sect
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the x and y coordinates of the sector
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.L eff
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@ -64,7 +64,7 @@ the sector only when you use the census command, so if you want to
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query your sectors depending on whether they're coastal, then you may
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need to do a census twice--the first time to set the coastal flags,
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and the second time to query them.
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.in \\n(in
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.in
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.s1
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For example:
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.EX cens #0
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@ -56,7 +56,7 @@ the number of units of light construction materials
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the number of units of heavy construction materials
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.L rad
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the number of units of radioactive materials
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.in \\n(in
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.in
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.s1
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For example:
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.EX commodity -3:3,-2:2
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@ -21,7 +21,7 @@ DELIVERY CUTOFF LEVELS
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.FI
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These columns represent:
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.s1
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.in \w'ufsgpidbolh\0\0'u
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.in \w'ufsgpidbolhr\0\0'u
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.L sect
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the x and y coordinates of the sector
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.L ufsgpidbolhr
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@ -54,7 +54,7 @@ the delivery cutoff threshold for heavy construction materials
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in that sector
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.L rad
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the delivery cutoff threshold for radioactive materials in that sector
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.in \\n(in
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.in
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.s1
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For example:
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.EX cutoff -3:3,-2:0
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@ -120,6 +120,5 @@ which would list data for all sectors in realm #5.
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A dump lists each of your sectors in the specified area.
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The header line is a list of fields that correspond
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to the order that dump prints the sector info.
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.FI
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.s1
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.SA "census, commodity, cutoff, level, Clients, Sectors"
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@ -17,7 +17,7 @@ SN#123456
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.nf
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hi
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.fi
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.EX echo \Q*hi mom\U*
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.EX echo \*Qhi mom\*U
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.nf
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hi mom
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.fi
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@ -29,9 +29,9 @@ You may respond with any combination of:
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.NF
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y for up-left
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u for up-right y u
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g for left \\\\ /
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g for left \e /
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j for right g -- -- j
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b for down-left / \\\\
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b for down-left / \e
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n for down-right b n
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v for view
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m for map
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@ -13,10 +13,10 @@ the argument '*', i.e. type "land *".
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.s1
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The report format contains the following fields:
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.s1
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.in \w'unit-type\0\0'u
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.in \w'unit type\0\0'u
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.L #
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the unit number
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.L unit type
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.L "unit type"
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the type of unit; \*Qwar band\*U, \*Qengineer\*U, etc,
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.L x,y
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the unit's current location (relative to your capital),
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@ -40,7 +40,7 @@ are less efficient,
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and missiles below 60% cannot be launched.
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.s1
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The formula for the chance that a missile hits its target is in
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\*Uinfo Hitchance\*U.
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\*Qinfo Hitchance\*U.
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.s1
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Of course, things don't always go as planned!
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.s1
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@ -12,11 +12,15 @@ or one fleet/army or all ships/units within a given area.
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.s1
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The report format contains the following fields:
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.s1
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.in +1i
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.L shp# or #
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the ship or unit number
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.L shiptype or unit type
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the type of ship/unit; \*Qpatrol boat\*U, \*Qsubmarine\*U, etc,
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.in \w'ship type\0\0'u
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.L shp#
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the ship number, or
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.L lnd#
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the unit number,
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.L "ship type"
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the type of ship; \*Qpatrol boat\*U, \*Qsubmarine\*U, etc, or
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.L "unit type"
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the type of unit; \*Qwar band\*U, \*Qengineer\*U, etc,
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.L x,y
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the ship/unit's current location (relative to your capital),
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.L flt
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@ -58,7 +58,7 @@ the distribution threshold for heavy construction materials
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in that sector
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.L rad
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the distribution threshold for radioactive materials in that sector
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.in \\n(in
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.in
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.s1
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For example:
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.EX level -2,2
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@ -2,7 +2,7 @@
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.NA list "List commands which are currently legal"
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.LV Expert
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.SY list
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.SY list of commands
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.SY "list of commands"
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The list command gets you a list of currently legal commands
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with their associated BTU costs,
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(see \*Qinfo time\*U for description of BTU's).
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@ -17,12 +17,14 @@ UNIT to UNIT
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This range is dependent on both the visibility of the unit
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being observed and the visual range of the observing unit.
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(see \*Qinfo Unit-types\*U)
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.in \\n(in
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.in
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.s1
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UNIT to PLANE
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.s1
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Planes are treated as if they had a visibility of 10.
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.in +0.2i
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Planes are treated as if they had a visibility of 10.
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.in
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.s1
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For example:
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.EX lookout 24
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.NF
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@ -62,7 +62,7 @@ the same for a ship.
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.s1
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If you give an 's' flag, all your ships will be shown on the map.
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An 'l' flag does the same for land units, and a 'p' for planes.
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'*' shows all in this order: land units, ships, planes.
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\&'*' shows all in this order: land units, ships, planes.
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To highlight sectors you own, specifiy the 'h' flag.
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.s1
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.SA "census, commodity, radar, realm, route, update, LandUnits, Maps"
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@ -21,12 +21,14 @@ can see using their periscope--they can usually only see ships in the
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same sector. However, all ships (including subs) which are docked in
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a harbour are visible to all ships (including subs) in adjacent sectors.
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(see also \*Qinfo sonar\*U)
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.in \\n(in
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.in
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.s1
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SHIP to SHIP
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.s1
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This range is effectively 1.0.
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.in +0.2i
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This range is effectively 1.0.
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.in
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.s1
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For example:
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.EX lookout 24
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.NF
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@ -38,16 +38,14 @@ timestamp. The third line is the columns which are output.
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.s1
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These columns represent:
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.s1
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.in \w'gtimestamp\0\0'u
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.in \w'timestamp\0\0'u
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.L type
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The type of lost item. They are as follows:
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.NF
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0 - Sector
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1 - Ship
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2 - Plane
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3 - Land unit
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4 - Nuclear stockpile
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.FI
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0 - Sector
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1 - Ship
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2 - Plane
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3 - Land unit
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4 - Nuclear stockpile
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.L id
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The # of the ship, plane, land unit or nuke. All of these items
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are identified by id. Sectors are identified by x and y.
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@ -57,6 +55,6 @@ The x coordinate of the lost item when it was lost.
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The y coordinate of the lost item when it was lost.
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.L timestamp
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The timestamp of when the item was lost.
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.in \\n(in
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.in
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.s1
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.SA "dump, ldump, sdump, ndump, pdump, Ships, Planes, LandUnits, Sectors, Clients"
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@ -18,7 +18,7 @@ The report format contains the following fields:
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.in \w'unit-type\0\0'u
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.L lnd#
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the unit number
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.L unit type
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.L unit-type
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the type of unit
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.L x,y
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the unit's current location (relative to your origin),
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@ -60,7 +60,7 @@ the same for a ship.
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.s1
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If you give an 's' flag, all your ships will be shown on the map.
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An 'l' flag does the same for land units, and a 'p' for planes.
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'*' shows all in this order: land units, ships, planes.
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\&'*' shows all in this order: land units, ships, planes.
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To highlight sectors you own, specifiy the 'h' flag.
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.s1
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.SA "census, commodity, radar, realm, route, update, Maps"
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@ -28,9 +28,9 @@ following:
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.NF
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y for up-left
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u for up-right y u
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g for left \\\\ /
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g for left \e /
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j for right g -- -- j
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b for down-left / \\\\
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b for down-left / \e
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n for down-right b n
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r for radar
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l for lookout
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@ -40,9 +40,9 @@ You may respond with any combination of:
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.NF
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y for up-left
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u for up-right y u
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g for left \\\\ /
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g for left \e /
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j for right g -- -- j
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b for down-left / \\\\
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b for down-left / \e
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n for down-right b n
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v for view
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m for map
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@ -26,9 +26,9 @@ following:
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.NF
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y for up-left
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u for up-right y u
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g for left \\\\ /
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g for left \e /
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j for right g -- -- j
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b for down-left / \\\\
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b for down-left / \e
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n for down-right b n
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.FI
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Other commands you may type while navigating are:
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@ -39,6 +39,5 @@ which would list data for all nukes in realm #5.
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A ndump lists each of your sectors in the specified area.
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The header line is a list of fields that correspond
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to the order that ndump prints the nuke info.
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.FI
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.s1
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.SA "nuke, Clients, Planes"
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@ -60,7 +60,7 @@ the same for a ship.
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.s1
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If you give an 's' flag, all your ships will be shown on the map.
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An 'l' flag does the same for land units, and a 'p' for planes.
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'*' shows all in this order: land units, ships, planes.
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\&'*' shows all in this order: land units, ships, planes.
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To highlight sectors you own, specifiy the 'h' flag.
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.s1
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.SA "census, commodity, radar, realm, route, update, Maps"
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@ -9,9 +9,9 @@ build nuclear warheads), then you will be given additional information
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about the sector relevant to the building of nukes.
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.s1
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.EX nuke #1
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.NF +0.3i
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.NF
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sect eff num nuke-type lcm hcm oil rad avail
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21,-3 n 100% 2 5mt fusion 499 499 1498 783 549
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21,-3 n 100% 2 5mt fusion 499 499 1498 783 549
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21 100kt fission
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1 250kt fusion
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19,-3 + 100% 12 5mt fusion
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@ -162,6 +162,6 @@ After an update has completed
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your ship will have mobility so it can be moved by hand if needed.
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.s1
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For information on setting up ships to feed your country see
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'info autofeed' for details.
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\&'info autofeed' for details.
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.s1
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.SA "sorder, qorder, bmap, navigate, ship, Autofeed, Autonav, Ships"
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@ -13,16 +13,17 @@ exactly as for the "route" command:
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.sp
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m/ up-right (u in level)
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m> right (j in level)
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m\\\\ down-right (n in level)
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m\e down-right (n in level)
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/m down-left (b in level)
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<m left (g in level)
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\\\\m up-left (y in level)
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\em up-left (y in level)
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.FI
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.sp
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An example:
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.sp
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.EX path -2,0
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.NF
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.eo
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- - - 0 0 0 0 0 0 0 0 0 0 1 1
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3 2 1 0 1 2 3 4 5 6 7 8 9 0 1
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-5 . . a a . . . a -5
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@ -30,11 +31,12 @@ An example:
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-3 a h j a . . +/ . -3
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-2 ^ a a a . a/ a -2
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-1 . a a a b +/ + . -1
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0 0\\\\ c u> t> i/ . . 0
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0 0\ c u> t> i/ . . 0
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1 . a> l/ ^ a a . . 1
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2 . a a a . a . 2
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- - - 0 0 0 0 0 0 0 0 0 0 1 1
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3 2 1 0 1 2 3 4 5 6 7 8 9 0 1
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.ec
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.FI
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.sp
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where -2,0 distributes to 10,-4 along the path shown.
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@ -25,6 +25,7 @@ the type of ship; \*Qpatrol boat\*U, \*Qsubmarine\*U, etc,
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the ship's current location (relative to your capital),
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.L $$
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the money you would get if you scuttled this ship
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.in
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.s1
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For example:
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.EX payoff *
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|
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@ -60,7 +60,7 @@ the same for a ship.
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.s1
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If you give an 's' flag, all your ships will be shown on the map.
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An 'l' flag does the same for land units, and a 'p' for planes.
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'*' shows all in this order: land units, ships, planes.
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\&'*' shows all in this order: land units, ships, planes.
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To highlight sectors you own, specifiy the 'h' flag.
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.s1
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.SA "census, commodity, radar, realm, route, update, Planes, Maps"
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|
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@ -39,7 +39,7 @@ Note that some sectors although working at 100%
|
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may show up less as the natural resources influence this figure.
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.L wkfc
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the number of active workers in the sector (in units of civilians).
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.L will make---
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.L "will make---"
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How much of what product will be made at the next update.
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.L p.e.
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Production efficiency \- the efficiency with which the product is made
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@ -56,7 +56,7 @@ was available).
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.L max
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This field gives the maximum output for the workforce if all the raw
|
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materials were present.
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.in \\n(in
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.in
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.s1
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For example:
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.EX prod #4 ?civ>100
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|
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@ -91,7 +91,7 @@ next come cargo ships, heavy cruisers and tenders, and so on.
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See \*Qinfo Ship-types\*U for a chart.
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.s1
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Ship A will see ship B if the distance between them is less than:
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.NF + 0.3i
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.NF
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spy factor of ship A * visibility of ship B
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efficiency * ------------------------------------------- * technology factor
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20
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@ -100,7 +100,7 @@ efficiency * ------------------------------------------- * technology factor
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Note that, although subs can not be found via radar,
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destroyers automatically use sonar so they can see subs.
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Destroyer A will see submarine B if the distance between them is less than:
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.NF + 0.3i
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.NF
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spy factor of ship A * visibility of ship B
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efficiency * ------------------------------------------- * technology factor
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20
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@ -91,7 +91,7 @@ if you were hostile towards them.
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.s1
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.L Sitzkrieg
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Sitzkrieg is the same as \*QMobilizing\*U. You still are unable to attack
|
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their land. At the next update, you will automatically move to \*QAt War\*.
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their land. At the next update, you will automatically move to \*QAt War\*U.
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.s1
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When you are At War with someone, you may attack them willy-nilly.
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.s1
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|
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@ -22,7 +22,7 @@ RESOURCE
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.FI
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These columns represent:
|
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.s1
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.in \w'gmin\0\0'u
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.in \w'uran\0\0'u
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.L sect
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the x and y coordinates of the sector
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.L eff
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||||
|
@ -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
|
||||
|
|
|
@ -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)
|
||||
<m left (g in census)
|
||||
\\\\m up-left (y in census)
|
||||
\em up-left (y in census)
|
||||
$m$ distribution ($ in census)
|
||||
<m$ left & distribution (g and $ in census)
|
||||
etc.
|
||||
|
@ -43,18 +43,20 @@ An example:
|
|||
.sp
|
||||
.EX route f #
|
||||
.NF
|
||||
.eo
|
||||
- - - 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
|
||||
-5 /a$ /a$ /a$ -5
|
||||
-4 /k <o /g <a$ -4
|
||||
-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
|
||||
-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
|
||||
|
|
|
@ -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:
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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"
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue