Use all-caps for a few acronyms and for "OK"
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
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18 changed files with 31 additions and 31 deletions
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@ -8,15 +8,15 @@ deities may be more forgiving than others.
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.s1
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One player, one country.
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You may NEVER use any country other than your own.
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It is ok for two people to play one country
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but it is NEVER ok for one person to play two countries.
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It is OK for two people to play one country
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but it is NEVER OK for one person to play two countries.
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If you are caught doing this, your countries will be removed
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from the game.
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In addition, your registrations for future games may be
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declined.
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DON'T DO IT.
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.s1
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Ok, but what do I do when I'm away?
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OK, but what do I do when I'm away?
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.s1
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.in +.5i
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1) you may turn over your country to someone who has never
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@ -86,7 +86,7 @@ The hardtarget of an army is the hardtarget of the "easiest" target in
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the army.
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Plane:
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If the plane is in the air (satellite, icbm), then
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If the plane is in the air (satellite, ICBM), then
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hardtarget = the "def" value of the plane.
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otherwise if the plane is on the ground:
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hardtarget = 0
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@ -129,7 +129,7 @@ infantry 1.0 1.5 60 23 15 2 1 0 0 0 0 0 0
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The infantry unit has an attack multiplier of 1.0, and defensive multiplier
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of 1.5. It has a vulnerability rating of 60, a speed of 23, a visibility of
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15, spy value of 2, reaction radius maximum of 1, no firing range, no accuracy,
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no firing damage, uses no ammo, has no aa fire,
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no firing damage, uses no ammo, has no AA fire,
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and can't carry extra-light planes.
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.s1
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When attacking, a unit's value is expressed in 'mil-equivalents', i.e. 1
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@ -28,7 +28,7 @@ the new server:
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(7) Build fighter planes.
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(8) Always guard your ships with destroyers (or other kinds of ASW ships).
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(9) Build some ASW planes and put them on interdiction mission.
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(10) Build lots of sam's and abm's.
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(10) Build lots of SAMs and ABMs.
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.FI
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.s1
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\*(iFA Treatise of Advice on War and Peace
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@ -122,21 +122,21 @@ satellites
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able to fly higher, as with the U-2 & SR-71. These planes are
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largely superseded by satellites now (for good or ill).
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ssm's
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& icbm's
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SSMs
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& ICBMs
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The first ssm's were used as strategic harassing weapons, and
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The first SSMs were used as strategic harassing weapons, and
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were almost useless. (German V-1 & V-2) There were also combat
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rockets, such as the Russian Katayusha's and the German
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Nebelwerfers, but these were essentially similar to artillery.
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The first true SSM's were the Russian missiles in the 1950's,
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The first true SSMs were the Russian missiles in the 1950's,
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such as the Frog. They were intended to deliver nuclear or
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chemical warheads at medium ranges, and to be un-interceptable.
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Later missiles increase payload & range.
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However, since we've artificially restricted the blast effects
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of nuclear weapons, I am merging these in with tactical
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missiles. (no need for an icbm unless you've got big nukes)
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missiles. (no need for an ICBM unless you've got big nukes)
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marine
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missiles
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@ -144,15 +144,15 @@ missiles
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as the Harpoon, Penguin, Exocet. They are accurate missiles which
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may be launched at ships.
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sam's
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SAMs
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The first sams were nuclear-tipped, and intended to break up
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large attacking bomber forces. Later, they were made smaller
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and more accurate, and were intended to hit single targets
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at any speed or altitude.
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abm's These are to shoot down missiles, and are mostly fantasy.
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ABMs These are to shoot down missiles, and are mostly fantasy.
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asw
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ASW
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planes These are either long-range bomber type aircraft, with some
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sort of equipment for locating & killing submarines, or also
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helicopters, able to fly from most naval vessels.
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@ -152,7 +152,7 @@ the number of guns that fire when the unit fires
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.L amm
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ammo: the number of shells the unit uses when fighting or firing
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.L aaf
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the aa fire rating of the unit
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the AA fire rating of the unit
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.L xpl
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The number of extra-light planes the land unit can carry.
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(If the XLIGHT option is enabled)
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@ -40,7 +40,7 @@ The formula for the chance that a missile hits its target is in
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\*Qinfo Hitchance\*U.
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.s1
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In the case of non-marine tactical missiles, if there are any HOSTILE
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abm's within range of the target sector, then two of them will fire in
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ABMs within range of the target sector, then two of them will fire in
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an attempt to intercept the incoming missile.
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.s1
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Similarly, two AT_WAR a-sat's will attempt to intercept any satellites
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@ -66,7 +66,7 @@ but you are not committed to an all out war against them, then you
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should declare hostile relations towards them. This will ensure that
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your planes will intercept theirs if they
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try to over-fly you, and your forts will fire on their ships when they
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sail within range. Also, your a-sat's and abm's will attempt
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sail within range. Also, your a-sat's and ABMs will attempt
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to intercept their satellites and missiles independent of the target
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sector they have launched them at, and your ships with anti-missile
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capability will attempt to intercept any incoming marine missiles
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