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>
This commit is contained in:
Markus Armbruster 2014-12-29 07:02:05 +01:00
parent 4b83bb5ff4
commit 8971d1b7bf

View file

@ -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 may move anywhere, with a chance of getting caught. See \*Qinfo Spies\*U for
more information. more information.
.s1 .s1
If you are moving an army and the lead unit stops, the army stops; The program will prompt with the maximum and minimum mobility of the
(the lowest numbered unit is always considered the lead unit). land units in the army, and its current position in the form:
.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:
.NF .NF
<57.0:23.5: -6,4> <57.0:23.5: -6,4>
.FI .FI
which means the lead unit has 57 mobility units, which means the land units have between 23.5 and 57 mobility units, and
some other unit in the army has 23.5 mobility units and are in sector -6,4.
the lead unit is in sector -6,4.
You may indicate the direction you would like the army to move You may indicate the direction you would like the army to move
by typing a string of letters consisting of any combination of the by typing a string of letters consisting of any combination of the
following: following:
@ -95,41 +90,47 @@ interactively:
.EX march 18 yy .EX march 18 yy
.NF .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 capital 100% efficient with 549 civ with 10 mil @ -5,-3
Your highway 100% efficient with 549 civ with 0 mil @ -4,-2 Your highway 100% efficient with 549 civ with 0 mil @ -4,-2
Your harbor 100% efficient with 549 civ with 109 mil @ -3,-1 Your harbor 100% efficient with 549 civ with 109 mil @ -3,-1
<112.7:112.7: -4, -2> yh c .
war band #18 stopped at -5,-3 . + .
. h
<105.6:105.6: -4,-2> yh
cav cavalry #0 stopped at -5,-3
.FI .FI
.s1 .s1
You may also simply specify the destination sector You may also simply specify the destination sector. In this case, the
on the command line. In this case, land units will take a cheapest path (in terms of mobility) to the
empire will set the path to be the cheapest path (in terms of destination sector.
mobility) that currently exists. The unit(s) will move to the
destination sector, and then ask for more input.
.s1 .s1
For example, For example,
.EX march 18 -6,-2 .EX march 18 -6,-2
.NF .NF
<104.2:104.2: -6,-2> h Leader is cav cavalry #0
war band #18 stopped at -5,-3 Using path 'yyh'
cav cavalry #0 stopped at -6,-2
.FI .FI
.s1 .s1
See \*Qinfo Mobility\*U for the mobility cost to march land units. See \*Qinfo Mobility\*U for the mobility cost to march land units.
.s1 .s1
Moving a unit through a sector that has been mined Land units entering a sector that has been mined may trip landmines
introduces a chance of mines/(mines + 50) that you will be damaged. (see \*Qinfo Hitchance\*U).
Units with engineering capabilities can remove up to five mines per Units with engineering capabilities can remove up to five mines per
pass through a sector (indicated by the message \*QSweep...\*U). pass through a sector (indicated by the message \*QSweep...\*U).
Such units also take 1/2 normal damage from mines. Such units also take 1/2 normal damage from mines.
See info lmine for more details. See info lmine for more details.
.s1 .s1
Hostile land/sea/air units may fire at/bomb your units, if they're Hostile land/sea/air units may fire at/bomb/missile your units, if
on interdiction missions (see info mission). If your enemy has a they're on interdiction missions (see \*Qinfo mission\*U).
stack of missiles on interdiction mission, then they will The chance of missiles and bombs hitting your land units is determined by
automatically fire one after another until 100 damage has been done. the land unit that is easiest to hit (see \*Qbomb\*U for the chance of
Missiles and pin-bombers have a 100% chance of hitting their target hitting). Any damage incurred is divided evenly among
(provided they make it through plane/missile defenses). Collateral the marching land units. Collateral
damage will be done to the sector that the units were marching into. damage will be done to the sector that the units were marching into.
.SA "Unit-types, lmine, LandUnits, Transportation, Spies, Moving" .SA "Unit-types, lmine, LandUnits, Transportation, Spies, Moving"