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:
Markus Armbruster 2004-02-15 15:59:09 +00:00
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.
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)

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@ -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

View file

@ -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

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@ -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

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@ -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

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@ -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"

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@ -17,7 +17,7 @@ SN#123456
.nf
hi
.fi
.EX echo \Q*hi mom\U*
.EX echo \*Qhi mom\*U
.nf
hi mom
.fi

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@ -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

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@ -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),

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@ -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

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@ -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

View file

@ -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

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@ -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).

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@ -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

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@ -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"

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@ -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

View file

@ -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"

View file

@ -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),

View file

@ -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"

View file

@ -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

View file

@ -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

View file

@ -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:

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@ -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"

View file

@ -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"

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@ -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

View file

@ -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"

View file

@ -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)
<m left (g in level)
\\\\m up-left (y in level)
\em up-left (y in level)
.FI
.sp
An example:
.sp
.EX path -2,0
.NF
.eo
- - - 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
-5 . . a a . . . a -5
@ -30,11 +31,12 @@ An example:
-3 a h j a . . +/ . -3
-2 ^ a a a . a/ a -2
-1 . a a a b +/ + . -1
0 0\\\\ c u> 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.

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@ -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 *

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@ -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"

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@ -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

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@ -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

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@ -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

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@ -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

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@ -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

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@ -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:

View file

@ -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

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@ -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"

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@ -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

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@ -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

View file

@ -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

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@ -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