Use all-caps for a few acronyms and for "OK"
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
This commit is contained in:
parent
ab004fed13
commit
a83c512dd5
18 changed files with 31 additions and 31 deletions
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@ -97,7 +97,7 @@ struct lchrstr {
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int l_acc; /* firing accuracy */
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int l_acc; /* firing accuracy */
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int l_dam; /* # of guns firing */
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int l_dam; /* # of guns firing */
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int l_ammo; /* firing ammu used per shot */
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int l_ammo; /* firing ammu used per shot */
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int l_aaf; /* aa fire */
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int l_aaf; /* AA fire */
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int l_flags; /* what special things can this unit do */
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int l_flags; /* what special things can this unit do */
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unsigned char l_nxlight; /* maximum number of xlight planes */
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unsigned char l_nxlight; /* maximum number of xlight planes */
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unsigned char l_nland; /* maximum number of units */
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unsigned char l_nland; /* maximum number of units */
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@ -107,7 +107,7 @@ struct plchrstr {
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#define P_I bit(8) /* Imaging ability (advanced spying) */
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#define P_I bit(8) /* Imaging ability (advanced spying) */
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#define P_O bit(9) /* Orbital ability (a satellite) */
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#define P_O bit(9) /* Orbital ability (a satellite) */
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/* unused bit(10) */
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/* unused bit(10) */
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#define P_N bit(11) /* Nuclear RV interceptor (abm) */
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#define P_N bit(11) /* Nuclear RV interceptor (ABM) */
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/* unused bit(12) */
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/* unused bit(12) */
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#define P_E bit(13) /* extra light */
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#define P_E bit(13) /* extra light */
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#define P_K bit(14) /* chopper */
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#define P_K bit(14) /* chopper */
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@ -8,15 +8,15 @@ deities may be more forgiving than others.
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.s1
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.s1
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One player, one country.
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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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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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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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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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If you are caught doing this, your countries will be removed
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from the game.
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from the game.
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In addition, your registrations for future games may be
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In addition, your registrations for future games may be
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declined.
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declined.
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DON'T DO IT.
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DON'T DO IT.
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.s1
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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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.s1
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.in +.5i
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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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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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the army.
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Plane:
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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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hardtarget = the "def" value of the plane.
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otherwise if the plane is on the ground:
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otherwise if the plane is on the ground:
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hardtarget = 0
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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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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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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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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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and can't carry extra-light planes.
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.s1
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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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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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(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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(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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(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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.FI
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.s1
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.s1
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\*(iFA Treatise of Advice on War and Peace
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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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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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largely superseded by satellites now (for good or ill).
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ssm's
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SSMs
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& icbm's
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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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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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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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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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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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chemical warheads at medium ranges, and to be un-interceptable.
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Later missiles increase payload & range.
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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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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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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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marine
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missiles
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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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as the Harpoon, Penguin, Exocet. They are accurate missiles which
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may be launched at ships.
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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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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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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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and more accurate, and were intended to hit single targets
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at any speed or altitude.
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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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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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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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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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.L amm
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ammo: the number of shells the unit uses when fighting or firing
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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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.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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.L xpl
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The number of extra-light planes the land unit can carry.
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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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(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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\*Qinfo Hitchance\*U.
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.s1
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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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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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an attempt to intercept the incoming missile.
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.s1
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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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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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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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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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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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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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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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capability will attempt to intercept any incoming marine missiles
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@ -218,7 +218,7 @@ sneak_ashore(struct combat off[], struct emp_qelem *olist,
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wu(0, def->own, "%s spy spotted in %s.\n",
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wu(0, def->own, "%s spy spotted in %s.\n",
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cname(player->cnum), xyas(def->x, def->y,
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cname(player->cnum), xyas(def->x, def->y,
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def->own));
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def->own));
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pr(" but made it ok.\n");
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pr(" but made it OK.\n");
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}
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}
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}
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}
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}
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}
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@ -606,7 +606,7 @@ land_bomb(struct emp_qelem *list, struct sctstr *target)
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flak = roundavg(techfact(land.lnd_tech,
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flak = roundavg(techfact(land.lnd_tech,
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aaf * 3.0 * land.lnd_effic / 100.0));
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aaf * 3.0 * land.lnd_effic / 100.0));
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mpr(land.lnd_own,
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mpr(land.lnd_own,
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"Flak! Firing flak guns from unit %s (aa rating %d)\n",
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"Flak! Firing flak guns from unit %s (AA rating %d)\n",
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prland(&land), aaf);
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prland(&land), aaf);
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if (pinflak_planedamage(&plp->plane, plp->pcp, land.lnd_own, flak))
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if (pinflak_planedamage(&plp->plane, plp->pcp, land.lnd_own, flak))
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continue;
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continue;
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@ -130,7 +130,7 @@ struct rptstr rpt[] = {
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"frowns upon %s" } },
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"frowns upon %s" } },
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{ N_TAKE, 0, N_ECON, { "sacrifices to %s",
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{ N_TAKE, 0, N_ECON, { "sacrifices to %s",
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"makes divine payment to %s" } },
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"makes divine payment to %s" } },
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{ N_NUKE_STOP, -10,N_MISS, { "abms intercept a %s missile",
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{ N_NUKE_STOP, -10,N_MISS, { "ABMs intercept a %s missile",
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"strategic defense systems destroy a %s missile" } },
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"strategic defense systems destroy a %s missile" } },
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{ N_SCT_MISS, -2, N_MISS, { "missile fired at one of %s's sectors",
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{ N_SCT_MISS, -2, N_MISS, { "missile fired at one of %s's sectors",
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"missile wreaks havoc on %s" } },
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"missile wreaks havoc on %s" } },
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@ -177,7 +177,7 @@ struct rptstr rpt[] = {
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"ship damaged by marine missile" } },
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"ship damaged by marine missile" } },
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{ N_START_COL, 0, N_COLONY,{ "pilgrims settle on a new island",
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{ N_START_COL, 0, N_COLONY,{ "pilgrims settle on a new island",
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"discovers new land and starts a colony" } },
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"discovers new land and starts a colony" } },
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{ N_NUKE_SSTOP, 0, N_MISS, { "abms intercept an incoming sub-launched missile",
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{ N_NUKE_SSTOP, 0, N_MISS, { "ABMs intercept an incoming sub-launched missile",
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"strategic defense systems destroy an incoming sub-launched warhead"}},
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"strategic defense systems destroy an incoming sub-launched warhead"}},
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{ N_LND_MISS, 2, N_MISS, { "missile fired at %s ground troops",
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{ N_LND_MISS, 2, N_MISS, { "missile fired at %s ground troops",
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"missile hits %s troops" } },
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"missile hits %s troops" } },
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@ -663,7 +663,7 @@ ac_landflak(struct emp_qelem *list, coord x, coord y)
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ngun += flak;
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ngun += flak;
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total += techfact(land.lnd_tech, flak * 2.0);
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total += techfact(land.lnd_tech, flak * 2.0);
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mpr(land.lnd_own, "firing flak guns from unit %s (aa rating %d)\n",
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mpr(land.lnd_own, "firing flak guns from unit %s (AA rating %d)\n",
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prland(&land), aaf);
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prland(&land), aaf);
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from = land.lnd_own;
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from = land.lnd_own;
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}
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}
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@ -106,7 +106,7 @@ abandon_askyn(struct sctstr *sp, i_type vtype, int amnt,
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/*
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/*
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* First, would we be abandoning it? If not, just return that
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* First, would we be abandoning it? If not, just return that
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* it's ok to move out.
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* it's OK to move out.
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*/
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*/
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if (!would_abandon(sp, vtype, amnt, land_list))
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if (!would_abandon(sp, vtype, amnt, land_list))
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return 1;
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return 1;
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@ -61,7 +61,7 @@ deliver(struct sctstr *from, struct ichrstr *ip, int dir,
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if ((amt_moved = amt_src - thresh) <= 0)
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if ((amt_moved = amt_src - thresh) <= 0)
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return 0;
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return 0;
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/*
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/*
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* make sure delivery looks ok. Check where its going,
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* make sure delivery looks OK. Check where its going,
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* where its coming from, and see if there is more than
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* where its coming from, and see if there is more than
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* the threshold amount
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* the threshold amount
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*/
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*/
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@ -1459,7 +1459,7 @@
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Play#0 output Play#0 1 tra train #37 takes 1
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Play#0 output Play#0 1 tra train #37 takes 1
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Play#0 output Play#0 1 1 planes spotted over -1,1
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Play#0 output Play#0 1 1 planes spotted over -1,1
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Play#0 output Play#0 1 1 planes spotted over 1,1
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Play#0 output Play#0 1 1 planes spotted over 1,1
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Play#0 output Play#0 1 Flak! Firing flak guns from unit eng engineer #44 (aa rating 1)
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Play#0 output Play#0 1 Flak! Firing flak guns from unit eng engineer #44 (AA rating 1)
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Play#0 output Play#0 1 1 bombs did 40% damage to eng engineer #44 at 1,1
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Play#0 output Play#0 1 1 bombs did 40% damage to eng engineer #44 at 1,1
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Play#0 output Play#0 1 eng engineer #44 takes 10
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Play#0 output Play#0 1 eng engineer #44 takes 10
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Play#0 output Play#0 1 eng engineer #44 retreats along path yu
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Play#0 output Play#0 1 eng engineer #44 retreats along path yu
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@ -1795,7 +1795,7 @@
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Play#0 output Play#0 1 43 "aids\\040%s\\040with\\040divine\\040intervention" "smiles\\040upon\\040%s" 0 9
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Play#0 output Play#0 1 43 "aids\\040%s\\040with\\040divine\\040intervention" "smiles\\040upon\\040%s" 0 9
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Play#0 output Play#0 1 44 "hurts\\040%s\\040with\\040divine\\040intervention" "frowns\\040upon\\040%s" 0 9
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Play#0 output Play#0 1 44 "hurts\\040%s\\040with\\040divine\\040intervention" "frowns\\040upon\\040%s" 0 9
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Play#0 output Play#0 1 45 "sacrifices\\040to\\040%s" "makes\\040divine\\040payment\\040to\\040%s" 0 7
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Play#0 output Play#0 1 45 "sacrifices\\040to\\040%s" "makes\\040divine\\040payment\\040to\\040%s" 0 7
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Play#0 output Play#0 1 46 "abms\\040intercept\\040a\\040%s\\040missile" "strategic\\040defense\\040systems\\040destroy\\040a\\040%s\\040missile" -10 5
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Play#0 output Play#0 1 46 "ABMs\\040intercept\\040a\\040%s\\040missile" "strategic\\040defense\\040systems\\040destroy\\040a\\040%s\\040missile" -10 5
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Play#0 output Play#0 1 47 "missile\\040fired\\040at\\040one\\040of\\040%s's\\040sectors" "missile\\040wreaks\\040havoc\\040on\\040%s" -2 5
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Play#0 output Play#0 1 47 "missile\\040fired\\040at\\040one\\040of\\040%s's\\040sectors" "missile\\040wreaks\\040havoc\\040on\\040%s" -2 5
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Play#0 output Play#0 1 48 "missile\\040fired\\040at\\040a\\040ship\\040flying\\040the\\040flag\\040of\\040%s" "missiles\\040hit\\040%s\\040ships" -2 5
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Play#0 output Play#0 1 48 "missile\\040fired\\040at\\040a\\040ship\\040flying\\040the\\040flag\\040of\\040%s" "missiles\\040hit\\040%s\\040ships" -2 5
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Play#0 output Play#0 1 49 "engages\\040in\\040friendly\\040trade\\040with\\040%s" "profits\\040from\\040a\\040merchant\\040venture\\040with\\040%s" 2 7
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Play#0 output Play#0 1 49 "engages\\040in\\040friendly\\040trade\\040with\\040%s" "profits\\040from\\040a\\040merchant\\040venture\\040with\\040%s" 2 7
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@ -1818,7 +1818,7 @@
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Play#0 output Play#0 1 67 "sector\\040is\\040struck\\040by\\040a\\040sub-launched\\040missile" "sector\\040devastated\\040by\\040missile" 0 5
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Play#0 output Play#0 1 67 "sector\\040is\\040struck\\040by\\040a\\040sub-launched\\040missile" "sector\\040devastated\\040by\\040missile" 0 5
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Play#0 output Play#0 1 68 "ship\\040is\\040hit\\040by\\040a\\040sub-launched\\040missile" "ship\\040damaged\\040by\\040marine\\040missile" 0 5
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Play#0 output Play#0 1 68 "ship\\040is\\040hit\\040by\\040a\\040sub-launched\\040missile" "ship\\040damaged\\040by\\040marine\\040missile" 0 5
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Play#0 output Play#0 1 69 "pilgrims\\040settle\\040on\\040a\\040new\\040island" "discovers\\040new\\040land\\040and\\040starts\\040a\\040colony" 0 8
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Play#0 output Play#0 1 69 "pilgrims\\040settle\\040on\\040a\\040new\\040island" "discovers\\040new\\040land\\040and\\040starts\\040a\\040colony" 0 8
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Play#0 output Play#0 1 70 "abms\\040intercept\\040an\\040incoming\\040sub-launched\\040missile" "strategic\\040defense\\040systems\\040destroy\\040an\\040incoming\\040sub-launched\\040warhead" 0 5
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Play#0 output Play#0 1 70 "ABMs\\040intercept\\040an\\040incoming\\040sub-launched\\040missile" "strategic\\040defense\\040systems\\040destroy\\040an\\040incoming\\040sub-launched\\040warhead" 0 5
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Play#0 output Play#0 1 71 "missile\\040fired\\040at\\040%s\\040ground\\040troops" "missile\\040hits\\040%s\\040troops" 2 5
|
Play#0 output Play#0 1 71 "missile\\040fired\\040at\\040%s\\040ground\\040troops" "missile\\040hits\\040%s\\040troops" 2 5
|
||||||
Play#0 output Play#0 1 72 "regiment\\040struck\\040by\\040sub-launched\\040missile" "ground\\040troops\\040hit\\040by\\040missile" 0 5
|
Play#0 output Play#0 1 72 "regiment\\040struck\\040by\\040sub-launched\\040missile" "ground\\040troops\\040hit\\040by\\040missile" 0 5
|
||||||
Play#0 output Play#0 1 73 "navy\\040secures\\040a\\040beachhead\\040on\\040%s\\040territory" "sailors\\040take\\040a\\040coastal\\040sector\\040from\\040%s" -4 2
|
Play#0 output Play#0 1 73 "navy\\040secures\\040a\\040beachhead\\040on\\040%s\\040territory" "sailors\\040take\\040a\\040coastal\\040sector\\040from\\040%s" -4 2
|
||||||
|
@ -2446,7 +2446,7 @@
|
||||||
Play#1 output Play#1 1 43 "aids\\040%s\\040with\\040divine\\040intervention" "smiles\\040upon\\040%s" 0 9
|
Play#1 output Play#1 1 43 "aids\\040%s\\040with\\040divine\\040intervention" "smiles\\040upon\\040%s" 0 9
|
||||||
Play#1 output Play#1 1 44 "hurts\\040%s\\040with\\040divine\\040intervention" "frowns\\040upon\\040%s" 0 9
|
Play#1 output Play#1 1 44 "hurts\\040%s\\040with\\040divine\\040intervention" "frowns\\040upon\\040%s" 0 9
|
||||||
Play#1 output Play#1 1 45 "sacrifices\\040to\\040%s" "makes\\040divine\\040payment\\040to\\040%s" 0 7
|
Play#1 output Play#1 1 45 "sacrifices\\040to\\040%s" "makes\\040divine\\040payment\\040to\\040%s" 0 7
|
||||||
Play#1 output Play#1 1 46 "abms\\040intercept\\040a\\040%s\\040missile" "strategic\\040defense\\040systems\\040destroy\\040a\\040%s\\040missile" -10 5
|
Play#1 output Play#1 1 46 "ABMs\\040intercept\\040a\\040%s\\040missile" "strategic\\040defense\\040systems\\040destroy\\040a\\040%s\\040missile" -10 5
|
||||||
Play#1 output Play#1 1 47 "missile\\040fired\\040at\\040one\\040of\\040%s's\\040sectors" "missile\\040wreaks\\040havoc\\040on\\040%s" -2 5
|
Play#1 output Play#1 1 47 "missile\\040fired\\040at\\040one\\040of\\040%s's\\040sectors" "missile\\040wreaks\\040havoc\\040on\\040%s" -2 5
|
||||||
Play#1 output Play#1 1 48 "missile\\040fired\\040at\\040a\\040ship\\040flying\\040the\\040flag\\040of\\040%s" "missiles\\040hit\\040%s\\040ships" -2 5
|
Play#1 output Play#1 1 48 "missile\\040fired\\040at\\040a\\040ship\\040flying\\040the\\040flag\\040of\\040%s" "missiles\\040hit\\040%s\\040ships" -2 5
|
||||||
Play#1 output Play#1 1 49 "engages\\040in\\040friendly\\040trade\\040with\\040%s" "profits\\040from\\040a\\040merchant\\040venture\\040with\\040%s" 2 7
|
Play#1 output Play#1 1 49 "engages\\040in\\040friendly\\040trade\\040with\\040%s" "profits\\040from\\040a\\040merchant\\040venture\\040with\\040%s" 2 7
|
||||||
|
@ -2469,7 +2469,7 @@
|
||||||
Play#1 output Play#1 1 67 "sector\\040is\\040struck\\040by\\040a\\040sub-launched\\040missile" "sector\\040devastated\\040by\\040missile" 0 5
|
Play#1 output Play#1 1 67 "sector\\040is\\040struck\\040by\\040a\\040sub-launched\\040missile" "sector\\040devastated\\040by\\040missile" 0 5
|
||||||
Play#1 output Play#1 1 68 "ship\\040is\\040hit\\040by\\040a\\040sub-launched\\040missile" "ship\\040damaged\\040by\\040marine\\040missile" 0 5
|
Play#1 output Play#1 1 68 "ship\\040is\\040hit\\040by\\040a\\040sub-launched\\040missile" "ship\\040damaged\\040by\\040marine\\040missile" 0 5
|
||||||
Play#1 output Play#1 1 69 "pilgrims\\040settle\\040on\\040a\\040new\\040island" "discovers\\040new\\040land\\040and\\040starts\\040a\\040colony" 0 8
|
Play#1 output Play#1 1 69 "pilgrims\\040settle\\040on\\040a\\040new\\040island" "discovers\\040new\\040land\\040and\\040starts\\040a\\040colony" 0 8
|
||||||
Play#1 output Play#1 1 70 "abms\\040intercept\\040an\\040incoming\\040sub-launched\\040missile" "strategic\\040defense\\040systems\\040destroy\\040an\\040incoming\\040sub-launched\\040warhead" 0 5
|
Play#1 output Play#1 1 70 "ABMs\\040intercept\\040an\\040incoming\\040sub-launched\\040missile" "strategic\\040defense\\040systems\\040destroy\\040an\\040incoming\\040sub-launched\\040warhead" 0 5
|
||||||
Play#1 output Play#1 1 71 "missile\\040fired\\040at\\040%s\\040ground\\040troops" "missile\\040hits\\040%s\\040troops" 2 5
|
Play#1 output Play#1 1 71 "missile\\040fired\\040at\\040%s\\040ground\\040troops" "missile\\040hits\\040%s\\040troops" 2 5
|
||||||
Play#1 output Play#1 1 72 "regiment\\040struck\\040by\\040sub-launched\\040missile" "ground\\040troops\\040hit\\040by\\040missile" 0 5
|
Play#1 output Play#1 1 72 "regiment\\040struck\\040by\\040sub-launched\\040missile" "ground\\040troops\\040hit\\040by\\040missile" 0 5
|
||||||
Play#1 output Play#1 1 73 "navy\\040secures\\040a\\040beachhead\\040on\\040%s\\040territory" "sailors\\040take\\040a\\040coastal\\040sector\\040from\\040%s" -4 2
|
Play#1 output Play#1 1 73 "navy\\040secures\\040a\\040beachhead\\040on\\040%s\\040territory" "sailors\\040take\\040a\\040coastal\\040sector\\040from\\040%s" -4 2
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue