Info markup fixes

This commit is contained in:
Markus Armbruster 2009-07-26 13:47:09 -04:00
parent 9697912a90
commit 2b237bfa89
4 changed files with 4 additions and 4 deletions

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@ -2365,7 +2365,7 @@ Changes to Empire 4.2.2 - Sun Dec 27 12:46:34 PST 1998
* Fixed missing -ltermcap in HP/UX build. * Fixed missing -ltermcap in HP/UX build.
* Fixed setsector to limit mobility to 127 not 255 (255 was being caught * Fixed setsector to limit mobility to 127 not 255 (255 was being caught
later and being reset to 0 anyway) later and being reset to 0 anyway)
* Fixed Sector-types.t to show a '\' instead of a '/' for wasteland, * Fixed Sector-types.t to show a '\e' instead of a '/' for wasteland,
since that is what it really is. since that is what it really is.
* Fixed retreat.t documentation to reflect the "retreat upon failed * Fixed retreat.t documentation to reflect the "retreat upon failed
boarding" flag. boarding" flag.

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@ -17,7 +17,7 @@ efficiency in column \*Qrl eff\*U.
If option RAILWAYS is enabled, all highway-like sectors are railways, If option RAILWAYS is enabled, all highway-like sectors are railways,
and the track is operational as long as the sector is at least 5% and the track is operational as long as the sector is at least 5%
efficient. A sector is highway-like if its mobility cost at 100% is efficient. A sector is highway-like if its mobility cost at 100% is
zero (column mob cost in \*Qshow sect s\*u). Operational railways zero (column mob cost in \*Qshow sect s\*U). Operational railways
additionally extend track into adjacent sectors that are at least 60% additionally extend track into adjacent sectors that are at least 60%
efficient and owned by the same nation. Sector selector track gives efficient and owned by the same nation. Sector selector track gives
the number of operational railways within one sector range. Spy and the number of operational railways within one sector range. Spy and

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@ -82,7 +82,7 @@ COMMUNICATIONS
.s1 .s1
HIGHWAY - Moving stuff through sectors costs mobility. Efficienct HIGHWAY - Moving stuff through sectors costs mobility. Efficienct
highways cost much less than other sectors. To find out more about highways cost much less than other sectors. To find out more about
moving stuff, start with \*info Transportation\*. moving stuff, start with \*Qinfo Transportation\*U.
.s1 .s1
RADAR - Radar stations can scan the surrounding RADAR - Radar stations can scan the surrounding
area, and generate area, and generate

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@ -37,7 +37,7 @@ the amount of food on board,
.L tch .L tch
the tech level of the land unit, the tech level of the land unit,
.L retr .L retr
the retreat percentage of the land unit (see info \*morale\*U), the retreat percentage of the land unit (see info \*Qmorale\*U),
.L xl .L xl
the number of extra-light planes on board, the number of extra-light planes on board,
.L ln .L ln