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 <armbru@pond.sub.org>
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info/march.t
55
info/march.t
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@ -11,18 +11,13 @@ you are allied with or deity-owned sectors with 1 exception. Spies. Spies
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may move anywhere, with a chance of getting caught. See \*Qinfo Spies\*U for
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may move anywhere, with a chance of getting caught. See \*Qinfo Spies\*U for
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more information.
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more information.
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.s1
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.s1
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If you are moving an army and the lead unit stops, the army stops;
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The program will prompt with the maximum and minimum mobility of the
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(the lowest numbered unit is always considered the lead unit).
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land units in the army, and its current position in the form:
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.s1
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The program will prompt with the mobility of the lead unit,
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the minimum mobility value for the army, and the current sector
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coordinates in the form:
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.NF
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.NF
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<57.0:23.5: -6,4>
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<57.0:23.5: -6,4>
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.FI
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.FI
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which means the lead unit has 57 mobility units,
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which means the land units have between 23.5 and 57 mobility units, and
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some other unit in the army has 23.5 mobility units and
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are in sector -6,4.
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the lead unit is in sector -6,4.
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You may indicate the direction you would like the army to move
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You may indicate the direction you would like the army to move
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by typing a string of letters consisting of any combination of the
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by typing a string of letters consisting of any combination of the
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following:
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following:
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@ -95,41 +90,47 @@ interactively:
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.EX march 18 yy
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.EX march 18 yy
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.NF
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.NF
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<112.7:112.7: -4, -2> l
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Leader is cav cavalry #0
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c .
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. + .
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. h
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<105.6:105.6: -24,-2> l
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Your capital 100% efficient with 549 civ with 10 mil @ -5,-3
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Your capital 100% efficient with 549 civ with 10 mil @ -5,-3
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Your highway 100% efficient with 549 civ with 0 mil @ -4,-2
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Your highway 100% efficient with 549 civ with 0 mil @ -4,-2
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Your harbor 100% efficient with 549 civ with 109 mil @ -3,-1
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Your harbor 100% efficient with 549 civ with 109 mil @ -3,-1
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<112.7:112.7: -4, -2> yh
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c .
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war band #18 stopped at -5,-3
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. + .
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. h
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<105.6:105.6: -4,-2> yh
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cav cavalry #0 stopped at -5,-3
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.FI
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.FI
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.s1
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.s1
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You may also simply specify the destination sector
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You may also simply specify the destination sector. In this case, the
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on the command line. In this case,
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land units will take a cheapest path (in terms of mobility) to the
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empire will set the path to be the cheapest path (in terms of
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destination sector.
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mobility) that currently exists. The unit(s) will move to the
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destination sector, and then ask for more input.
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.s1
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.s1
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For example,
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For example,
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.EX march 18 -6,-2
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.EX march 18 -6,-2
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.NF
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.NF
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<104.2:104.2: -6,-2> h
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Leader is cav cavalry #0
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war band #18 stopped at -5,-3
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Using path 'yyh'
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cav cavalry #0 stopped at -6,-2
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.FI
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.FI
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.s1
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.s1
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See \*Qinfo Mobility\*U for the mobility cost to march land units.
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See \*Qinfo Mobility\*U for the mobility cost to march land units.
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.s1
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.s1
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Moving a unit through a sector that has been mined
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Land units entering a sector that has been mined may trip landmines
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introduces a chance of mines/(mines + 50) that you will be damaged.
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(see \*Qinfo Hitchance\*U).
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Units with engineering capabilities can remove up to five mines per
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Units with engineering capabilities can remove up to five mines per
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pass through a sector (indicated by the message \*QSweep...\*U).
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pass through a sector (indicated by the message \*QSweep...\*U).
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Such units also take 1/2 normal damage from mines.
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Such units also take 1/2 normal damage from mines.
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See info lmine for more details.
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See info lmine for more details.
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.s1
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.s1
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Hostile land/sea/air units may fire at/bomb your units, if they're
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Hostile land/sea/air units may fire at/bomb/missile your units, if
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on interdiction missions (see info mission). If your enemy has a
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they're on interdiction missions (see \*Qinfo mission\*U).
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stack of missiles on interdiction mission, then they will
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The chance of missiles and bombs hitting your land units is determined by
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automatically fire one after another until 100 damage has been done.
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the land unit that is easiest to hit (see \*Qbomb\*U for the chance of
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Missiles and pin-bombers have a 100% chance of hitting their target
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hitting). Any damage incurred is divided evenly among
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(provided they make it through plane/missile defenses). Collateral
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the marching land units. Collateral
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damage will be done to the sector that the units were marching into.
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damage will be done to the sector that the units were marching into.
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.SA "Unit-types, lmine, LandUnits, Transportation, Spies, Moving"
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.SA "Unit-types, lmine, LandUnits, Transportation, Spies, Moving"
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