Rename Autofeed to be Autofish and add information on doing automatic
off-shore drilling like automatic fishing. Fix the formatting to be more consistent with other info pages. Add see also reference for Autofish to Autonav.
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6 changed files with 100 additions and 82 deletions
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.TH Concept Autofeed
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.NA Autofeed "How to use fishing boats to automatically feed your civs"
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.LV Expert
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.NF
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For years now people have been setting up large groups of fishing
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boats to feed their island. These groups get very large and are
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difficult to keep track of.
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This is an example of how to set up a fleet of fishing boats
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so they will take their food produced each update and drop it off
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at the harbor of your choice.
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See 'info order' for a complete description and example of
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syntax for the 'order' command.
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map #1
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00000000001111111
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01234567890123456
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-4. . . . . . . . .
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-3 ? ? . . . . . .
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-2? . . . . . . ) .
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-1 ? . . . . . f . .
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0. . . . . g m . .
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1 . . . . f * w h .
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2. . . . . c + + .
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You have ships 0,12,88 in the harbor 15,1
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Sector 16,0 has a very good fert of 93 so you want to use that
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as your fishing grounds.
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1) move your ships to sector 16,0
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"nav 0/12/88 16,0"
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2a) set up autonav using the 'order' command.
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"order 0 des 15,1 16,0"
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This will establish a circular trade route.
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2b) set up food levels for the ship
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"order 0 level 1 start food 30"
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"order 0 level 1 end food 30"
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You can also use a global '*' or a fleet letter here.
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"order * level 1 start food 30"
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"order * level 1 end food 30"
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"order F level 1 start food 30"
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"order F level 1 end food 30"
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NOTE: You should set BOTH start and end fields to insure
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autofeed will work correctly and set them at the
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same levels!
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NOTE: if you are using autonav with normal cargo ships.
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Fishing boats are a special case to the autonav code.
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This setup will only work correctly with fishing boats.
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If you want to use autonav with cargo ships please use
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the examples found in the 'order' command.
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repeat 2a,2b for other ships in the area.
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During the update your fishing boats will now move to the harbor at
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15,1 unload food until it reaches 30, then move back to 15,1 and STOP.
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If you're using fishing boats that require fuel, i.e. fb2
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when the ship enters the harbor, and the fuel level is at 0, the
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autonav code will automaticly refuel the ship for you.
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So unless the ship gets sunk, or something happens to it, like the
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civs starve on board if you don't leave enough food on it,
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the ships will continue to feed your country and you won't even need
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to think about them.
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The Max limit that autonav will stockpile is 99999 units.
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So if your sector get overcrowded the ship will sit in the harbor
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until it can unload all of its food.
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.FI
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.SA "Autonav, order, navigate, Ships, Populace, Updates"
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90
info/Autofish.t
Normal file
90
info/Autofish.t
Normal file
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.TH Concept Autofish
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.NA Autofish "How to exploit resources at sea automatically"
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.LV Expert
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Fishing boats and oil derricks let you exploit sea resources.
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Navigating them back and forth between harbor and fishery / offshore
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oil field is rather tedious. Autonavigation lets you automate this.
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.s1
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It is more commonly used for fishing boats than for oil derricks,
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because oil fields are commonly configured to deplete quickly, and are
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often too far from harbors for the slow oil derricks to make
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autonavigation effective.
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.s1
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This is an example of how to set up a fleet of fishing boats
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so they will take their food produced each update and drop it off
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at the harbor of your choice. Oil derricks work exactly the same.
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.s1
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See info \*Qorder\*U for a complete description and example of
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syntax for the \*Qorder\*U command.
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.s1
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.NF
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map #1
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00000000001111111
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01234567890123456
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-4. . . . . . . . .
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-3 ? ? . . . . . .
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-2? . . . . . . ) .
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-1 ? . . . . . f . .
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0. . . . . g m . .
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1 . . . . f * w h .
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2. . . . . c + + .
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.s1
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You have ships 0,12 and 88 in the harbor at 15,1.
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Sector 16,0 has a very good fert of 93 so you want to use that
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as your fishing grounds.
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.s1
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1) move your ships to sector 16,0
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"nav 0/12/88 16,0"
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2a) set up autonav using the 'order' command.
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"order 0 des 15,1 16,0"
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This will establish a circular trade route.
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2b) set up food levels for the ship
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"order 0 level 1 start food 30"
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"order 0 level 1 end food 30"
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You can also use a global '*' or a fleet letter here.
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"order * level 1 start food 30"
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"order * level 1 end food 30"
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"order F level 1 start food 30"
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"order F level 1 end food 30"
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NOTE: You should set BOTH start and end fields to insure
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autofish will work correctly and set them at the
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same levels!
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NOTE: Fishing boats and oil derricks are a special case
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to the autonav code. This setup will only work
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correctly with them. If you want to use autonav
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with cargo ships please use the examples found in
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the \*Qorder\*U command.
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repeat 2a,2b for other ships in the area.
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.FI
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.s1
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During the update your fishing boats will now move to the harbor at
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15,1 unload food until it reaches 30, then move back to 15,1 and STOP.
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If you're using fishing boats that require fuel, i.e. fb2
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when the ship enters the harbor, and the fuel level is at 0, the
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autonav code will automatically refuel the ship for you.
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So unless the ship gets sunk, or something happens to it, like the
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civs starve on board if you don't leave enough food on it,
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the ships will continue to feed your country and you won't even need
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to think about them.
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.s1
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For oil derricks, step 2b becomes:
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.nf
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"order 0 level 1 start food 30"
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"order 1 level 2 end oil 1"
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Note: If food is not required, food cargo levels can be zeroed.
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Note: In this configuration, the end oil level is not important
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as it is not used.
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.fi
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.s1
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If your ship can't be unloaded because the the harbor is overcrowded,
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it will continue along its route.
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.SA "Autonav, order, navigate, Ships, Populace, Updates"
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@ -40,9 +40,12 @@ two destinations and two commodities, the ship will move back and forth between
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the two destination loading and unloading the appropriate commodities.
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Specific examples can be found in the \*Qorder\*U info file.
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.s1
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Autonavigation also supports automatic resource production at sea.
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See info \*QAutofish\*U for details.
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.s1
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The same rules for navigating, loading, and unloading apply for
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Autonavigation as they do when you do these things by hand, namely
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that you may only use harbours owned by nations which consider you to
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be a friendly trading partner (see info relations).
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.s1
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.SA "navigate, order, Ships, Updates"
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.SA "navigate, order, Ships, Updates, Autofish"
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@ -161,7 +161,8 @@ is all done before mobility is gained from the update.
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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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Ships with capability fish or oil can be setup to \*Qload\*U
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from the sea sector.
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See info \*QAutofish\*U for details.
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.s1
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.SA "sorder, qorder, bmap, navigate, ship, Autofeed, Autonav, Ships"
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.SA "sorder, qorder, bmap, navigate, ship, Autofish, Autonav, Ships"
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@ -24,4 +24,4 @@ light construction materials. Then sail to the ending sector, again
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displayed in the sorder command, unload the cargo and load cargo hold
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1 with 50 guns.
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.s1
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.SA "order, sorder, bmap, navigate, ship, Ships, Autonav, Autofeed"
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.SA "order, sorder, bmap, navigate, ship, Ships, Autonav, Autofish"
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@ -32,4 +32,4 @@ Destroyer 1 is at sector -10,0 and only has orders to sail to sector
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When it arrives order will be cleared since only one destination
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order was given to it.
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.s1
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.SA "order, qorder, bmap, navigate, ship, Ships, Autonav, Autofeed"
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.SA "order, qorder, bmap, navigate, ship, Ships, Autonav, Autofish"
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