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

View file

@ -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)

View file

@ -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

View file

@ -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

View file

@ -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

View file

@ -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"

View file

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

View file

@ -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

View file

@ -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

View file

@ -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).

View file

@ -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

View file

@ -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"

View file

@ -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
.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"

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@ -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

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@ -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"

View file

@ -9,7 +9,7 @@ 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 100kt fission

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 *

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, Planes, Maps"

View file

@ -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

View file

@ -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

View file

@ -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

View file

@ -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

View file

@ -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

View file

@ -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

View file

@ -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"

View file

@ -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

View file

@ -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

View file

@ -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

View file

@ -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

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@ -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

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@ -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

View file

@ -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

View file

@ -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

View file

@ -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

View file

@ -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

View file

@ -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:

View file

@ -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"

View file

@ -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
<SECTS> ::= 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
<VALUE><OPERATOR><VALUE>
.FI
<VALUE> is either a <COMM>, 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:

View file

@ -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:

View file

@ -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:

View file

@ -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"

View file

@ -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

View file

@ -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
@ -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)

View file

@ -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.

View file

@ -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