Remove option SLOW_WAR
SLOW_WAR has issues: * The check whether the attacker old-owns the attacked sector is broken, because att_abort() uses sect.sct_oldown uninitialized. Spotted by the Clang Static Analyzer. * Its implementation in setrel() is somewhat scary. It's actually okay, because that part of setrel() only runs within decl(). Other callers don't reach it: update_main() because player->god != 0 there, and the rest because they never pass a rel < HOSTILE. * Documentation is a bit vague. SLOW_WAR hasn't been used in a public game in years. Fixing it is not worth it, so remove it instead.
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23 changed files with 11 additions and 274 deletions
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@ -44,10 +44,6 @@ The "assault" command is the only command which will let you attack
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your own sector (you can use this to get mil & assault units on
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shore). You should not "attack" unowned land (see info explore).
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.s1
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If the SLOW_WAR option is enabled, you will not be able to attack
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a sector owned by a country you are not AT_WAR with, unless you
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are the old owner of the sector.
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.s1
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.L "(2) Ask the aggressor further details about the offensive force."
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.s1
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When you board, you are asked for a ship or sector to board from.
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@ -11,7 +11,6 @@ The following options were introduced in the Chainsaw server:
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EASY_BRIDGES: bridges can be built from any sector
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SUPER_BARS: gold bars aren't destroyed by shelling or bombing
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ALL_BLEED: you get tech bleed from all countries, not just allies
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SLOW_WAR: War declaring takes time. No land attacks unless at war.
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NOMOBCOST: ships pay 0 mob to fire. Subs pay 1/2 a sect's movement cost
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TRADESHIPS: you can build/nav/scuttle trade ships to make money
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RES_POP: Research affects max sector population.
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@ -15,31 +15,6 @@ which case you will declare <POSITION> towards all nations.
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For a complete list of the meanings of all the different types of
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relations, see "info relations".
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.s1
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GOING TO WAR
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.s1
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(Note: the following stuff is only in effect if the SLOW_WAR option is selected)
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With the SLOW_WAR option in use, you cannot attack the land of someone you are
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not at war with. When you declare war on
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someone, your relation goes to \*Qmobilizing\*U. You still can't attack them.
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After the next update, your relation goes to \*Qsitzkrieg\*U, and you still
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can't attack them. After the NEXT update, you're at war with them, and anything
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goes.
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.s1
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If someone is \*Qmobilizing\*U or in \*Qsitzkrieg\*U, or at war with you,
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and you
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declare war against them, your relation is set to be the same as theirs, so
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there is no way to gain any advantage through this stuff. It just means that
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you can't sneak-attack people.
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.s1
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The first person who declares war pays $1000. Return declarations are
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free.
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There is an exception to the SLOW_WAR restrictions. If you are listed as
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the old owner of a sector, you are still allowed to attack it. This is to
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prevent someone from declaring war with you, taking some sectors, then
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declaring neutrality before you declare war. (Assuming you didn't notice
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their declaration of war)
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.s1
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The newspaper is very interested in declarations of war or alliance --
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don't expect to keep such declarations secret.
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.s1
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@ -7,9 +7,6 @@ changes. It is still used to shoot up land sectors or ships. However,
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you may now use multiple ships, units, sectors to fire from. Return
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fire is spread amongst all the firing things.
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.s1
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If the SLOW_WAR option is in use, you cannot fire on the
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land of any nation you are not at war with. (see info relations)
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.s1
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The general form for shooting at land from a sector is:
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.EX fire sect <ASECTS> <VSECT>
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Where <VSECT> is the victim sector,
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@ -30,8 +30,7 @@ report.
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.FI
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.s1
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Relations are: \*QAllied\*U, \*QFriendly\*U, \*QNeutral\*U,
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\*QHostile\*U, \*QMobilizing\*U, \*QSitzkrieg\*U, and \*QAt
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War\*U. Each has certain ramifications.
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\*QHostile\*U, and \*QAt War\*U. Each has certain ramifications.
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.s1
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.L Allied
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Your ally is someone you trust deeply, and are willing to make
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@ -85,19 +84,4 @@ attacks you, you become hostile towards them. If someone you are neutral
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to over-flies or attacks you, you become hostile towards them. Neither of
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these progressions can lead to war, however, they both stop at hostility.
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.s1
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The following paragraphs apply only if the SLOW_WAR option is used.
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.s1
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.L Mobilizing
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If you are Mobilizing, it means that you have declared war, and are getting
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ready to attack. You cannot attack someone's land until you are actually
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\*QAt War\*U. At the next update, you will automatically move to
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\*QSitzkrieg\*U. Your interdiction of the enemy will be the same as
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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\*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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.SA "Diplomacy"
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@ -81,8 +81,7 @@ Options enabled in this game:
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Options disabled in this game:
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AUTO_POWER, GO_RENEW, GUINEA_PIGS, HIDDEN, LOANS, LOSE_CONTACT, MARKET,
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MOB_ACCESS, NO_FORT_FIRE, RES_POP, SLOW_WAR, SUPER_BARS, TECH_POP,
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TRADESHIPS
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MOB_ACCESS, NO_FORT_FIRE, RES_POP, SUPER_BARS, TECH_POP, TRADESHIPS
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See "info Options" for a detailed list of options and descriptions.
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