Spell harbor consistently
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
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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,
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you would get 153%, or $2678.
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.s1
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Use the \*Qpayoff\*U command to see how much the trade ship would pay
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were it scuttled in a harbour at its present location.
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were it scuttled in a harbor at its present location.
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.s1
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If you scuttle a trade ship in the harbor you do not own, you get a 20% bonus
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(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
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.L Friendly
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When you accept a country as a trustworthy trading partner, then you
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establish friendly relations towards them. This allows them to sail
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ships into your harbours, load and unload goods, and have their
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ships into your harbors, load and unload goods, and have their
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ships repaired there. You are allowed to "tend" friendly
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ships. You may send "flash" messages (see info flash) to friendly nations.
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You will be warned, however, if they overfly
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@ -5,7 +5,7 @@
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This command allows you to scrap planes/units/ships when you no longer
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need them.
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.s1
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Ships may only be scrapped in own or friendly 60% harbours.
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Ships may only be scrapped in own or friendly 60% harbors.
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Planes may only be scrapped in own or allied 60% airfields.
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Land units may only be scrapped in own or allied sectors.
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.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
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sector already has 999. For example, if a ship has 10 food, and the harbor
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has 994, you can only unload 5 of the 10 food.
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.s1
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Also, you must have Friendly relations with the owner of the harbour
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Also, you must have Friendly relations with the owner of the harbor
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in order to unload into it.
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.SA "load, Ships, Moving"
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@ -216,7 +216,7 @@ build_ship(struct sctstr *sp, int type, int tlev)
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memcpy(mat, mp->m_mat, sizeof(mat));
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if (sp->sct_type != SCT_HARBR && !player->god) {
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pr("Ships must be built in harbours.\n");
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pr("Ships must be built in harbors.\n");
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return 0;
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}
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if (!sector_can_build(sp, mat, mp->m_bwork, SHIP_MINEFF, mp->m_name))
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@ -57,7 +57,7 @@
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Play#1 output Play#1 6 0 636
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Play#1 input build s 0,0 pt
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Play#1 command build
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Play#1 output Play#1 1 Ships must be built in harbours.
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Play#1 output Play#1 1 Ships must be built in harbors.
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Play#1 output Play#1 6 0 635
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Play#1 input build s 4:6,0 pt
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Play#1 command build
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