(info, html): Implement.
(all): Depend on info. Flatten info directory. This undoes the move to one subdirectory per chapter, which was done during Empire 2. The structure doesn't buy us much, as the info name space is flat, and it complicates makefiles. Overhaul info.pl: - It now wants to run in the root of the build tree. - Information on source files and subjects is now stored in makefiles, thus info.pl no longer picks up random junk from the file system. - Clean up Perl anachronisms, in particular use subroutine arguments and results rather than global variables where convenient. - Change format of diagnostics to the common format used by GNU tools, so that Emacs and the like can parse it. - Catch missing .SA. - When creating a new subject file, cowardly refuse to overwrite an existing file. - Subject files contain topics sorted by chapter, then by name. The order of chapters used to depend on how Perl sorts hash keys. Fix it.
This commit is contained in:
parent
641879abc7
commit
4ea4a01fd5
258 changed files with 318 additions and 239 deletions
79
info/Nuke-types.t
Normal file
79
info/Nuke-types.t
Normal file
|
@ -0,0 +1,79 @@
|
|||
.TH Concept "Nuke Types"
|
||||
.NA Nuke-types "Description of different kinds of nuclear weapons"
|
||||
.LV Expert
|
||||
There are two different types of nuclear devices in Empire:
|
||||
fission bombs, fusion bombs.
|
||||
Both fission and fusion bombs perform similarly,
|
||||
with fusion bombs giving \*Qmore bang for the buck\*U.
|
||||
.s1
|
||||
In general, the only way to avoid damage by a nuclear detonation
|
||||
is to avoid the area prior to and during actual detonation.
|
||||
\*QHardening\*U missiles (in silos) is the only exception,
|
||||
and even that cannot protect from a direct hit
|
||||
by the larger nuclear devices.
|
||||
.s1
|
||||
The details of the nuclear devices present in Empire can be seen using
|
||||
the show command.
|
||||
The meaning of the fields are as follows:
|
||||
.s1
|
||||
.in \w'name\0\0'u
|
||||
.L name
|
||||
The nukes name.
|
||||
.L lcm
|
||||
The amount of lcm needed to build the nuke
|
||||
.L hcm
|
||||
The amount of hcm needed to build the nuke
|
||||
.L oil
|
||||
The amount of crude oil required to build it.
|
||||
.L rad
|
||||
The number of radioactive products required to build it.
|
||||
.L tech
|
||||
The minimum tech level required to construct the nuke.
|
||||
.L $
|
||||
The cost of the nuke to construct.
|
||||
.s1
|
||||
.in
|
||||
The other fields given in the capabilities are as follows.
|
||||
.s1
|
||||
.in \w'blst\0\0'u
|
||||
.L blst
|
||||
The blast type of the nuke
|
||||
.L dam
|
||||
The damage rating of the nuke
|
||||
.L lbs
|
||||
the weight of the warhead, limiting missile and plane nuclear
|
||||
device carrying capacity.
|
||||
.in
|
||||
.s1
|
||||
As a guide (these numbers are subject to change):
|
||||
.EX show nuke build
|
||||
.NF
|
||||
lcm hcm oil rad tech $
|
||||
10kt fission 50 50 25 50 200 $7500
|
||||
50kt fission 60 60 30 75 225 $9000
|
||||
100kt fission 75 75 40 100 250 $12000
|
||||
250kt fusion 50 50 25 50 280 $7500
|
||||
500kt fusion 60 60 30 75 295 $9000
|
||||
1mt fusion 75 75 50 100 310 $12000
|
||||
3mt fusion 100 100 75 127 325 $19000
|
||||
.FI
|
||||
.s1
|
||||
.EX show nuke capab
|
||||
.NF
|
||||
blst dam lbs tech $
|
||||
10kt fission 3 80 4 200 $7500
|
||||
50kt fission 3 100 6 225 $9000
|
||||
100kt fission 4 120 8 250 $12000
|
||||
250kt fusion 4 150 4 280 $7500
|
||||
500kt fusion 5 170 6 295 $9000
|
||||
1mt fusion 6 190 8 310 $12000
|
||||
3mt fusion 7 210 10 325 $19000
|
||||
.FI
|
||||
.s1
|
||||
The larger the megatonnage, the more damage done by the weapon.
|
||||
Effects (as in the real world) can only be determined
|
||||
by experimentation,
|
||||
although research suggests that radioactivity left behind by nuclear
|
||||
detonations may have lasting effects.
|
||||
.s1
|
||||
.SA "launch, fly, build, transport, show, Planes"
|
Loading…
Add table
Add a link
Reference in a new issue