Spell harbor consistently

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
This commit is contained in:
Markus Armbruster 2017-08-05 17:04:23 +02:00
parent 2bcd875715
commit b6bfc14ab2
6 changed files with 6 additions and 6 deletions

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@ -43,7 +43,7 @@ paid for it, or $2188. If you sailed it 15 sectors to a harbor and scuttled it,
you would get 153%, or $2678.
.s1
Use the \*Qpayoff\*U command to see how much the trade ship would pay
were it scuttled in a harbour at its present location.
were it scuttled in a harbor at its present location.
.s1
If you scuttle a trade ship in the harbor you do not own, you get a 20% bonus
(applied after the value is multiplied by the return rate above), AND the

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@ -46,7 +46,7 @@ allies, but not by others . Allied nations are assumed to have
.L Friendly
When you accept a country as a trustworthy trading partner, then you
establish friendly relations towards them. This allows them to sail
ships into your harbours, load and unload goods, and have their
ships into your harbors, load and unload goods, and have their
ships repaired there. You are allowed to "tend" friendly
ships. You may send "flash" messages (see info flash) to friendly nations.
You will be warned, however, if they overfly

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@ -5,7 +5,7 @@
This command allows you to scrap planes/units/ships when you no longer
need them.
.s1
Ships may only be scrapped in own or friendly 60% harbours.
Ships may only be scrapped in own or friendly 60% harbors.
Planes may only be scrapped in own or allied 60% airfields.
Land units may only be scrapped in own or allied sectors.
.s1

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@ -12,6 +12,6 @@ The only thing to know is that unload won't unload more of a thing if the
sector already has 999. For example, if a ship has 10 food, and the harbor
has 994, you can only unload 5 of the 10 food.
.s1
Also, you must have Friendly relations with the owner of the harbour
Also, you must have Friendly relations with the owner of the harbor
in order to unload into it.
.SA "load, Ships, Moving"

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@ -216,7 +216,7 @@ build_ship(struct sctstr *sp, int type, int tlev)
memcpy(mat, mp->m_mat, sizeof(mat));
if (sp->sct_type != SCT_HARBR && !player->god) {
pr("Ships must be built in harbours.\n");
pr("Ships must be built in harbors.\n");
return 0;
}
if (!sector_can_build(sp, mat, mp->m_bwork, SHIP_MINEFF, mp->m_name))

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@ -57,7 +57,7 @@
Play#1 output Play#1 6 0 636
Play#1 input build s 0,0 pt
Play#1 command build
Play#1 output Play#1 1 Ships must be built in harbours.
Play#1 output Play#1 1 Ships must be built in harbors.
Play#1 output Play#1 6 0 635
Play#1 input build s 4:6,0 pt
Play#1 command build