From 8971d1b7bfdcec646d142f943570558b5f9e0a25 Mon Sep 17 00:00:00 2001 From: Markus Armbruster Date: Mon, 29 Dec 2014 07:02:05 +0100 Subject: [PATCH] info/march: Correct and clarify Don't claim the army stops when the leader stops. Don't claim the lowest-numbered land unit is always the leader. The prompt shows minimum mobility, not leader mobility. Clarify that a destination sector is also accepted interactively, not just on the command line. Fix the example output, and update for current code. Replace incorrect landmine hit chance formula by a reference to "info Hitchance". Drop incorrect damage limit for missile interdiction, rely on the reference to "info mission" instead. The hit chance of missiles and pin-bombers interdicting land units is not 100%, but depends on the marching land unit that is easiest to hit. Clarify that interdiction damage is spread evenly among the marching land units. Signed-off-by: Markus Armbruster --- info/march.t | 55 ++++++++++++++++++++++++++-------------------------- 1 file changed, 28 insertions(+), 27 deletions(-) diff --git a/info/march.t b/info/march.t index bfc1afd1..218892ba 100644 --- a/info/march.t +++ b/info/march.t @@ -11,18 +11,13 @@ you are allied with or deity-owned sectors with 1 exception. Spies. Spies may move anywhere, with a chance of getting caught. See \*Qinfo Spies\*U for more information. .s1 -If you are moving an army and the lead unit stops, the army stops; -(the lowest numbered unit is always considered the lead unit). -.s1 -The program will prompt with the mobility of the lead unit, -the minimum mobility value for the army, and the current sector -coordinates in the form: +The program will prompt with the maximum and minimum mobility of the +land units in the army, and its current position in the form: .NF <57.0:23.5: -6,4> .FI -which means the lead unit has 57 mobility units, -some other unit in the army has 23.5 mobility units and -the lead unit is in sector -6,4. +which means the land units have between 23.5 and 57 mobility units, and +are in sector -6,4. You may indicate the direction you would like the army to move by typing a string of letters consisting of any combination of the following: @@ -95,41 +90,47 @@ interactively: .EX march 18 yy .NF -<112.7:112.7: -4, -2> l +Leader is cav cavalry #0 + c . +. + . + . h +<105.6:105.6: -24,-2> l Your capital 100% efficient with 549 civ with 10 mil @ -5,-3 Your highway 100% efficient with 549 civ with 0 mil @ -4,-2 Your harbor 100% efficient with 549 civ with 109 mil @ -3,-1 -<112.7:112.7: -4, -2> yh -war band #18 stopped at -5,-3 + c . +. + . + . h +<105.6:105.6: -4,-2> yh +cav cavalry #0 stopped at -5,-3 .FI .s1 -You may also simply specify the destination sector -on the command line. In this case, -empire will set the path to be the cheapest path (in terms of -mobility) that currently exists. The unit(s) will move to the -destination sector, and then ask for more input. +You may also simply specify the destination sector. In this case, the +land units will take a cheapest path (in terms of mobility) to the +destination sector. .s1 For example, .EX march 18 -6,-2 .NF -<104.2:104.2: -6,-2> h -war band #18 stopped at -5,-3 +Leader is cav cavalry #0 +Using path 'yyh' +cav cavalry #0 stopped at -6,-2 .FI .s1 See \*Qinfo Mobility\*U for the mobility cost to march land units. .s1 -Moving a unit through a sector that has been mined -introduces a chance of mines/(mines + 50) that you will be damaged. +Land units entering a sector that has been mined may trip landmines +(see \*Qinfo Hitchance\*U). Units with engineering capabilities can remove up to five mines per pass through a sector (indicated by the message \*QSweep...\*U). Such units also take 1/2 normal damage from mines. See info lmine for more details. .s1 -Hostile land/sea/air units may fire at/bomb your units, if they're -on interdiction missions (see info mission). If your enemy has a -stack of missiles on interdiction mission, then they will -automatically fire one after another until 100 damage has been done. -Missiles and pin-bombers have a 100% chance of hitting their target -(provided they make it through plane/missile defenses). Collateral +Hostile land/sea/air units may fire at/bomb/missile your units, if +they're on interdiction missions (see \*Qinfo mission\*U). +The chance of missiles and bombs hitting your land units is determined by +the land unit that is easiest to hit (see \*Qbomb\*U for the chance of +hitting). Any damage incurred is divided evenly among +the marching land units. Collateral damage will be done to the sector that the units were marching into. .SA "Unit-types, lmine, LandUnits, Transportation, Spies, Moving"