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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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:
|
||||
|
|
|
@ -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"
|
||||
|
|
|
@ -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:
|
||||
|
|
|
@ -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:
|
||||
|
|
|
@ -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:
|
||||
|
|
|
@ -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"
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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)
|
||||
|
|
|
@ -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.
|
||||
|
|
|
@ -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
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue