Correct spelling as one word and as two words

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
This commit is contained in:
Markus Armbruster 2017-08-05 18:29:36 +02:00
parent b6bfc14ab2
commit c5a2d136ec
18 changed files with 115 additions and 115 deletions

View file

@ -864,7 +864,7 @@ Changes to Empire 4.3.26 - Mon May 24 16:37:40 UTC 2010
* Info page fixes, manual page improvements.
Changes to Empire 4.3.25 - Sun Mar 21 08:27:37 UTC 2010
* Hitting seamines could crash the server. When not, the damage
* Hitting sea mines could crash the server. When not, the damage
reduction for capability sweep was applied unpredictably. Broken
in 4.3.24.
* When an interdiction did damage other than collateral damage, the
@ -1038,14 +1038,14 @@ Changes to Empire 4.3.22 - Sat Apr 25 11:56:29 UTC 2009
is a tty.
* Fix a client bug that could make it hang when EOF on standard input
follows an execute command closely.
* Seamines under bridge spans were disabled a long time ago, in
* Sea mines under bridge spans were disabled a long time ago, in
Empire 2. The drop command refuses to mine there. Change mine
command to do so as well.
* Seamines under bridge spans were mistaken for landmines by ground
* Sea mines under bridge spans were mistaken for landmines by ground
combat, land units retreating from bombs, and non-land unit ground
movement.
* When a bridge tower collapsed, its landmines magically became
seamines.
sea mines.
* Don't log out player when he interrupts a command. Broken in
4.3.19.
* Code cleanup and portability improvements.

View file

@ -27,7 +27,7 @@ Each bomb does the following damage:
blam: 1 + 1d6
Blam: 5 + 1d6
BLAM: 8 + 1d6
When pinbombing a ship, plane, or land unit, damage is doubled.
When pin-bombing a ship, plane, or land unit, damage is doubled.
Whether you get a blam, Blam, or a BLAM depends on the accuracy of the
plane and the difficulty of the target (see info bomb).

View file

@ -873,7 +873,7 @@ Changes to Empire 4.3.26 - Mon May 24 16:37:40 UTC 2010
* Info page fixes, manual page improvements.
Changes to Empire 4.3.25 - Sun Mar 21 08:27:37 UTC 2010
* Hitting seamines could crash the server. When not, the damage
* Hitting sea mines could crash the server. When not, the damage
reduction for capability sweep was applied unpredictably. Broken
in 4.3.24.
* When an interdiction did damage other than collateral damage, the
@ -1047,14 +1047,14 @@ Changes to Empire 4.3.22 - Sat Apr 25 11:56:29 UTC 2009
is a tty.
* Fix a client bug that could make it hang when EOF on standard input
follows an execute command closely.
* Seamines under bridge spans were disabled a long time ago, in
* Sea mines under bridge spans were disabled a long time ago, in
Empire 2. The drop command refuses to mine there. Change mine
command to do so as well.
* Seamines under bridge spans were mistaken for landmines by ground
* Sea mines under bridge spans were mistaken for landmines by ground
combat, land units retreating from bombs, and non-land unit ground
movement.
* When a bridge tower collapsed, its landmines magically became
seamines.
sea mines.
* Don't log out player when he interrupts a command. Broken in
4.3.19.
* Code cleanup and portability improvements.

View file

@ -5,14 +5,14 @@ This page describes the chance of a mine, torpedo, ship anti-missile
defense, missile, or plane hitting its target.
.nf
Sea Mine hitchance
Sea mine hit chance
The chance of a ship hitting a mine at sea is (mines/(mines+20)). (For
example, with 20 mines, the chance of hitting one is 20/40 = 50%) The
damage is dependent upon the size of the ship and the spot that the
mine hits. (see \*Qinfo Damage\*U).
Land Mine Hitchance
Land mine hit chance
The chance of a land unit hitting a land mine is mines/(mines+35).
(For example, with 20 mines, the chance of hitting one is 20/55 =
36%). See \*Qinfo Damage\*U to find out how much damage things take
@ -25,12 +25,12 @@ First the above chance is checked, and then a chance equal to (weight
/ 100) is checked.
Torpedo hitchance
Torpedo hit chance
The chance of a torpedo hitting its target is equal to:
hitchance = 0.9/(range + 1)
where "range" is the range to the target. If the visibility of the
ship firing is less than 6, then (5 - visibility) * 0.03 is added to
the hitchance.
the hit chance.
Thus, the base chance of a sub hitting its target (before visibility
modification) is:
@ -61,10 +61,10 @@ where
tech is the tech level that the ship was built at
Plane and missile hitchance
Plane and missile hit chance
If the target is
a sector, then the hitchance is 100%. Otherwise, the following
procedure is used to calculate hitchance.
a sector, then the hit chance is 100%. Otherwise, the following
procedure is used to calculate hit chance.
The formula for a plane or missile hitting its target depends on the
type of the target (ship, plane, land unit) and the "hardtarget" value
@ -110,12 +110,12 @@ and if the target is a ship and the plane is an ASW plane, then
and if the target is a ship and the plane does not have tactical capability
placc = placc + 35
Lastly we smooth out the bottom end of the hitchance curve. If
Lastly we smooth out the bottom end of the hit chance curve. If
hitchance is less than 20, then it is "belled up" using the following
curve:
hitchance = 5 + 300 / (40 - hitchance).
On the other hand, you can just find out the hitchance by pinbombing
or launching a missile--the hitchance is always printed! :-)
On the other hand, you can just find out the hit chance by pin-bombing
or launching a missile--the hit chance is always printed! :-)
.fi
.SA "fire, launch, bomb, torpedo, Attacking, Damage, Interception, Combat"

View file

@ -418,10 +418,10 @@ ship_bomb(struct emp_qelem *list, struct sctstr *target)
else {
hitchance = pln_hitchance(&plp->plane,
shp_hardtarget(&ship), EF_SHIP);
pr("%d%% hitchance...", hitchance);
pr("%d%% hit chance...", hitchance);
}
if (pct_chance(hitchance)) {
/* pinbombing is more accurate than normal bombing */
/* pin-bombing is more accurate than normal bombing */
dam = 2 * pln_damage(&plp->plane, 'p', "");
} else {
pr("splash\n");
@ -516,10 +516,10 @@ plane_bomb(struct emp_qelem *list, struct sctstr *target)
hitchance = 100;
else {
hitchance = pln_hitchance(&plp->plane, 0, EF_PLANE);
pr("%d%% hitchance...", hitchance);
pr("%d%% hit chance...", hitchance);
}
if (pct_chance(hitchance)) {
/* pinbombing is more accurate than normal bombing */
/* pin-bombing is more accurate than normal bombing */
dam = 2 * pln_damage(&plp->plane, 'p', "");
} else {
pr("thud\n");
@ -617,7 +617,7 @@ land_bomb(struct emp_qelem *list, struct sctstr *target)
else {
hitchance = pln_hitchance(&plp->plane,
lnd_hardtarget(&land), EF_LAND);
pr("%d%% hitchance...", hitchance);
pr("%d%% hit chance...", hitchance);
}
if (pct_chance(hitchance)) {
dam = 2 * pln_damage(&plp->plane, 'p', "");

View file

@ -24,7 +24,7 @@
*
* ---
*
* demo.c: De-mobilize "n" military in a given sector
* demo.c: Demobilize "n" military in a given sector
*
* Known contributors to this file:
* Dave Pare, 1986
@ -57,7 +57,7 @@ demo(void)
natp = getnatp(player->cnum);
if (!snxtsct(&nstr, player->argp[1]))
return RET_SYN;
if (!(p = getstarg(player->argp[2], "Number to de-mobilize : ", buf)))
if (!(p = getstarg(player->argp[2], "Number to demobilize : ", buf)))
return RET_SYN;
number = atoi(p);
p = getstarg(player->argp[3],

View file

@ -161,7 +161,7 @@ torp(void)
range = mapdist(sub.shp_x, sub.shp_y, vship.shp_x, vship.shp_y);
hitchance = shp_torp_hitchance(&sub, range);
if (range <= erange) {
pr("Hitchance = %.0f%%\n", hitchance * 100);
pr("Hit chance = %.0f%%\n", hitchance * 100);
}
if (range > erange)
pr("Out of range\n");

View file

@ -76,10 +76,10 @@ struct rptstr rpt[] = {
"gunners decimate %s aggressors" } },
{ N_BROKE_SANCT, 0, N_FOR, { "breaks sanctuary",
"no longer has a sanctuary" } },
{ N_SCT_BOMB, -2, N_SKY, { "planes divebomb one of %s's sectors",
{ N_SCT_BOMB, -2, N_SKY, { "planes dive-bomb one of %s's sectors",
"bombers wreak havoc on %s" } },
{ N_SHP_BOMB, -2, N_SEA, { "divebombs a ship flying the flag of %s",
"airforce bombs %s ships" } },
{ N_SHP_BOMB, -2, N_SEA, { "dive-bombs a ship flying the flag of %s",
"air force bombs %s ships" } },
{ N_BOARD_SHIP, -2, N_SEA, { "seadogs board one of %s's ships",
"pirates board %s ship" } },
{ N_SHP_LOSE, -3, N_SEA, { "is repelled by %s while attempting to board a ship",
@ -147,8 +147,8 @@ struct rptstr rpt[] = {
{ N_SUB_BOMB, 0, N_SEA, { "planes bomb a skulking %s submarine",
"planes drop depth-charges on a %s sub" } },
{ 54, 0, 0, { no_news, no_news } },
{ N_UNIT_BOMB, -2, N_SKY, { "divebombs a brave %s unit",
"airforce bombs %s units" } },
{ N_UNIT_BOMB, -2, N_SKY, { "dive-bombs a brave %s unit",
"air force bombs %s units" } },
{ N_LHIT_MINE, 0, N_FRONT, { "troops run afoul of a landmine",
"troops severely damaged in mine field" } },
{ N_FIRE_F_ATTACK, -2, N_ARTY, { "fortress gunners support troops attacking %s",

View file

@ -487,7 +487,7 @@ perform_mission_ship(int dam, struct shpstr *sp, coord x, coord y,
wu(0, sp->shp_own,
"\tEffective torpedo range is %d.0\n", range);
wu(0, sp->shp_own,
"\tWhooosh... Hitchance = %.0f%%\n", hitchance * 100);
"\tWhooosh... Hit chance = %.0f%%\n", hitchance * 100);
if (!chance(hitchance)) {
wu(0, sp->shp_own, "\tMissed\n");
@ -1057,7 +1057,7 @@ air_damage(struct emp_qelem *bombers, coord x, coord y, int mission,
prplane(pp), cname(victim), s, xyas(x, y, pp->pln_own));
} else {
wu(0, pp->pln_own,
"\t%s pinbombing %s %s in %s\n",
"\t%s pin-bombing %s %s in %s\n",
prplane(pp), cname(victim), s, xyas(x, y, pp->pln_own));
}
@ -1067,7 +1067,7 @@ air_damage(struct emp_qelem *bombers, coord x, coord y, int mission,
else {
hitchance = pln_hitchance(pp, hardtarget, EF_SHIP);
if (hardtarget != SECT_HARDTARGET)
snprintf(buf, sizeof(buf), "\t\t%d%% hitchance...",
snprintf(buf, sizeof(buf), "\t\t%d%% hit chance...",
hitchance);
}
if (pct_chance(hitchance)) {

View file

@ -163,7 +163,7 @@ msl_hit(struct plnstr *pp, int hardtarget, int type,
} else {
hitchance = pln_hitchance(pp, hardtarget, type);
hit = pct_chance(hitchance);
mpr(pp->pln_own, "\t%d%% hitchance...%s\n", hitchance,
mpr(pp->pln_own, "\t%d%% hit chance...%s\n", hitchance,
hit ? "HIT!" : "miss");
}

View file

@ -357,7 +357,7 @@ pln_mine(struct emp_qelem *list, coord tx, coord ty)
if (amt > 0) {
getsect(tx, ty, &sect);
if (sect.sct_type != SCT_WATER) {
pr("Your seamines have no effect here.\n");
pr("Your sea mines have no effect here.\n");
return;
}
sect.sct_mines = MIN(sect.sct_mines + amt, MINES_MAX);

View file

@ -223,7 +223,7 @@ shp_nav_put_one(struct ulist *mlp)
}
/*
* Sweep seamines with engineers in @ship_list for @actor.
* Sweep sea mines with engineers in @ship_list for @actor.
* All ships in @ship_list must be in the same sector.
* If @explicit is non-zero, this is for an explicit sweep command from
* a player. Else it's an automatic "on the move" sweep.
@ -252,7 +252,7 @@ shp_sweep(struct emp_qelem *ship_list, int explicit, int takemob,
getsect(mlp->unit.ship.shp_x, mlp->unit.ship.shp_y, &sect);
if (sect.sct_type != SCT_WATER) {
if (explicit)
mpr(actor, "%s is a %s. No seamines there!\n",
mpr(actor, "%s is a %s. No sea mines there!\n",
xyas(sect.sct_x, sect.sct_y, actor),
dchr[sect.sct_type].d_name);
return 0;
@ -957,7 +957,7 @@ shp_missile_defense(coord dx, coord dy, natid bombown, int hardtarget)
: "SWOOSH!! anti-missile system failed!!");
mpr(ship.shp_own, "Ship #%i anti-missile system activated!\n",
ship.shp_uid);
mpr(ship.shp_own, "%d%% hitchance...%s\n", hitchance,
mpr(ship.shp_own, "%d%% hit chance...%s\n", hitchance,
hit ? "KABOOOM!! Incoming missile destroyed!\n"
: "SWOOSH!! Missile evades anti-missile systems\n");

View file

@ -591,7 +591,7 @@
Play#1 input navi 5 mh
Play#1 command navigate
Play#1 output Play#1 1 Flagship is ms minesweeper (#5)
Play#1 output Play#1 1 1,1 is a harbor. No seamines there!
Play#1 output Play#1 1 1,1 is a harbor. No sea mines there!
Play#1 output Play#1 1 ms minesweeper (#5) stopped at 1,1
Play#1 output Play#1 6 0 593
Play#1 input navi 121/122/128 j

View file

@ -22,7 +22,7 @@ build b 5,1 u
edit l 6,0 e 59
desi 1,-3:-1 i
edit l 1,-3:-1 e 1
| seamines
| sea mines
edit l 11,-5 M 100
edit l 11,-3 M 10
| landmines in occupied sectors

View file

@ -364,7 +364,7 @@
Play#1 output Play#1 1 (# 84) 2 completely dd destroyer (#84)
Play#1 output Play#1 4 lb TBD-1 Devastator #4, 2 bombs. Target ('~' to skip)?
Play#1 input 60
Play#1 output Play#1 1 50% hitchance...splash
Play#1 output Play#1 1 50% hit chance...splash
Play#1 output Play#1 1 # owner eff type
Play#1 output Play#1 1 (# 60) 2 completely dd destroyer (#60)
Play#1 output Play#1 1 (# 61) 2 completely dd destroyer (#61)
@ -383,7 +383,7 @@
Play#1 output Play#1 1 (# 84) 2 completely dd destroyer (#84)
Play#1 output Play#1 4 lb TBD-1 Devastator #3, 2 bombs. Target ('~' to skip)?
Play#1 input 61
Play#1 output Play#1 1 50% hitchance...blam-blam
Play#1 output Play#1 1 50% hit chance...blam-blam
Play#1 output Play#1 1 # owner eff type
Play#1 output Play#1 1 (# 60) 2 completely dd destroyer (#60)
Play#1 output Play#1 1 (# 62) 2 completely dd destroyer (#62)
@ -401,7 +401,7 @@
Play#1 output Play#1 1 (# 84) 2 completely dd destroyer (#84)
Play#1 output Play#1 4 lb TBD-1 Devastator #2, 2 bombs. Target ('~' to skip)?
Play#1 input 62
Play#1 output Play#1 1 50% hitchance...Blam-blam
Play#1 output Play#1 1 50% hit chance...Blam-blam
Play#1 output Play#1 1 # owner eff type
Play#1 output Play#1 1 (# 60) 2 completely dd destroyer (#60)
Play#1 output Play#1 1 (# 63) 2 completely dd destroyer (#63)
@ -418,7 +418,7 @@
Play#1 output Play#1 1 (# 84) 2 completely dd destroyer (#84)
Play#1 output Play#1 4 lb TBD-1 Devastator #1, 2 bombs. Target ('~' to skip)?
Play#1 input 63
Play#1 output Play#1 1 50% hitchance...BLAM-Blam
Play#1 output Play#1 1 50% hit chance...BLAM-Blam
Play#1 output Play#1 1 # owner eff type
Play#1 output Play#1 1 (# 60) 2 completely dd destroyer (#60)
Play#1 output Play#1 1 (# 64) 2 completely dd destroyer (#64)
@ -434,7 +434,7 @@
Play#1 output Play#1 1 (# 84) 2 completely dd destroyer (#84)
Play#1 output Play#1 4 lb TBD-1 Devastator #0, 2 bombs. Target ('~' to skip)?
Play#1 input 64
Play#1 output Play#1 1 50% hitchance...BLAM-blam
Play#1 output Play#1 1 50% hit chance...BLAM-blam
Play#1 output Play#1 6 0 607
Play#1 input bomb 0/1/2/3/4 . p -2,2 ggh
Play#1 command bomb
@ -483,7 +483,7 @@
Play#1 output Play#1 1 (# 84) 2 completely dd destroyer (#84)
Play#1 output Play#1 4 lb TBD-1 Devastator #4, 2 bombs. Target ('~' to skip)?
Play#1 input 65
Play#1 output Play#1 1 50% hitchance...blam-BLAM
Play#1 output Play#1 1 50% hit chance...blam-BLAM
Play#1 output Play#1 1 # owner eff type
Play#1 output Play#1 1 (# 60) 2 completely dd destroyer (#60)
Play#1 output Play#1 1 (# 66) 2 completely dd destroyer (#66)
@ -497,7 +497,7 @@
Play#1 output Play#1 1 (# 84) 2 completely dd destroyer (#84)
Play#1 output Play#1 4 lb TBD-1 Devastator #3, 2 bombs. Target ('~' to skip)?
Play#1 input 66
Play#1 output Play#1 1 50% hitchance...blam-blam
Play#1 output Play#1 1 50% hit chance...blam-blam
Play#1 output Play#1 1 # owner eff type
Play#1 output Play#1 1 (# 60) 2 completely dd destroyer (#60)
Play#1 output Play#1 1 (# 67) 2 completely dd destroyer (#67)
@ -510,7 +510,7 @@
Play#1 output Play#1 1 (# 84) 2 completely dd destroyer (#84)
Play#1 output Play#1 4 lb TBD-1 Devastator #2, 2 bombs. Target ('~' to skip)?
Play#1 input 67
Play#1 output Play#1 1 50% hitchance...splash
Play#1 output Play#1 1 50% hit chance...splash
Play#1 output Play#1 1 # owner eff type
Play#1 output Play#1 1 (# 60) 2 completely dd destroyer (#60)
Play#1 output Play#1 1 (# 67) 2 completely dd destroyer (#67)
@ -523,7 +523,7 @@
Play#1 output Play#1 1 (# 84) 2 completely dd destroyer (#84)
Play#1 output Play#1 4 lb TBD-1 Devastator #1, 2 bombs. Target ('~' to skip)?
Play#1 input 68
Play#1 output Play#1 1 50% hitchance...blam-Blam
Play#1 output Play#1 1 50% hit chance...blam-Blam
Play#1 output Play#1 1 # owner eff type
Play#1 output Play#1 1 (# 60) 2 completely dd destroyer (#60)
Play#1 output Play#1 1 (# 67) 2 completely dd destroyer (#67)
@ -535,7 +535,7 @@
Play#1 output Play#1 1 (# 84) 2 completely dd destroyer (#84)
Play#1 output Play#1 4 lb TBD-1 Devastator #0, 2 bombs. Target ('~' to skip)?
Play#1 input 69
Play#1 output Play#1 1 50% hitchance...blam-Blam
Play#1 output Play#1 1 50% hit chance...blam-Blam
Play#1 output Play#1 6 0 605
Play#1 input launch 10 80
Play#1 command launch
@ -543,7 +543,7 @@
Play#1 output Play#1 1 Preparing to launch mi Harpoon #10 at 2 dd destroyer (#80) in -6,2
Play#1 output Play#1 1 Launching from -2,2
Play#1 output Play#1 1 SHWOOOOOSH! Missile launched!
Play#1 output Play#1 1 50% hitchance...miss
Play#1 output Play#1 1 50% hit chance...miss
Play#1 output Play#1 1 splash
Play#1 output Play#1 6 0 602
Play#1 input launch 11 81
@ -552,7 +552,7 @@
Play#1 output Play#1 1 Preparing to launch mi Harpoon #11 at 2 dd destroyer (#81) in -6,2
Play#1 output Play#1 1 Launching from -2,2
Play#1 output Play#1 1 SHWOOOOOSH! Missile launched!
Play#1 output Play#1 1 50% hitchance...miss
Play#1 output Play#1 1 50% hit chance...miss
Play#1 output Play#1 1 splash
Play#1 output Play#1 6 0 599
Play#1 input launch 12 82
@ -561,7 +561,7 @@
Play#1 output Play#1 1 Preparing to launch mi Harpoon #12 at 2 dd destroyer (#82) in -6,2
Play#1 output Play#1 1 Launching from -2,2
Play#1 output Play#1 1 SHWOOOOOSH! Missile launched!
Play#1 output Play#1 1 50% hitchance...miss
Play#1 output Play#1 1 50% hit chance...miss
Play#1 output Play#1 1 splash
Play#1 output Play#1 6 0 596
Play#1 input launch 13 83
@ -570,7 +570,7 @@
Play#1 output Play#1 1 Preparing to launch mi Harpoon #13 at 2 dd destroyer (#83) in -6,2
Play#1 output Play#1 1 Launching from -2,2
Play#1 output Play#1 1 SHWOOOOOSH! Missile launched!
Play#1 output Play#1 1 50% hitchance...HIT!
Play#1 output Play#1 1 50% hit chance...HIT!
Play#1 output Play#1 1 Blam-blam-Blam-Blam-Blam-blam
Play#1 output Play#1 6 0 593
Play#1 input launch 14 84
@ -579,14 +579,14 @@
Play#1 output Play#1 1 Preparing to launch mi Harpoon #14 at 2 dd destroyer (#84) in -6,2
Play#1 output Play#1 1 Launching from -2,2
Play#1 output Play#1 1 SHWOOOOOSH! Missile launched!
Play#1 output Play#1 1 50% hitchance...miss
Play#1 output Play#1 1 50% hit chance...miss
Play#1 output Play#1 1 splash
Play#1 output Play#1 6 0 590
Play#1 input torp 6 100
Play#1 command torpedo
Play#1 output Play#1 1 1 ships are eligible to torpedo
Play#1 output Play#1 1 Effective torpedo range is 2.0
Play#1 output Play#1 1 Whooosh... Hitchance = 51%
Play#1 output Play#1 1 Whooosh... Hit chance = 51%
Play#1 output Play#1 1 BOOM!...
Play#1 output Play#1 1 Torpedo hit lc light cruiser (#100) for 75 damage.
Play#1 output Play#1 6 0 587
@ -594,14 +594,14 @@
Play#1 command torpedo
Play#1 output Play#1 1 1 ships are eligible to torpedo
Play#1 output Play#1 1 Effective torpedo range is 2.0
Play#1 output Play#1 1 Whooosh... Hitchance = 51%
Play#1 output Play#1 1 Whooosh... Hit chance = 51%
Play#1 output Play#1 1 Missed
Play#1 output Play#1 6 0 584
Play#1 input torp 6 102
Play#1 command torpedo
Play#1 output Play#1 1 1 ships are eligible to torpedo
Play#1 output Play#1 1 Effective torpedo range is 2.0
Play#1 output Play#1 1 Whooosh... Hitchance = 51%
Play#1 output Play#1 1 Whooosh... Hit chance = 51%
Play#1 output Play#1 1 BOOM!...
Play#1 output Play#1 1 Torpedo hit lc light cruiser (#102) for 44 damage.
Play#1 output Play#1 6 0 581
@ -609,7 +609,7 @@
Play#1 command torpedo
Play#1 output Play#1 1 1 ships are eligible to torpedo
Play#1 output Play#1 1 Effective torpedo range is 2.0
Play#1 output Play#1 1 Whooosh... Hitchance = 51%
Play#1 output Play#1 1 Whooosh... Hit chance = 51%
Play#1 output Play#1 1 BOOM!...
Play#1 output Play#1 1 Torpedo hit lc light cruiser (#103) for 95 damage.
Play#1 output Play#1 6 0 578
@ -617,7 +617,7 @@
Play#1 command torpedo
Play#1 output Play#1 1 1 ships are eligible to torpedo
Play#1 output Play#1 1 Effective torpedo range is 2.0
Play#1 output Play#1 1 Whooosh... Hitchance = 51%
Play#1 output Play#1 1 Whooosh... Hit chance = 51%
Play#1 output Play#1 1 Missed
Play#1 output Play#1 6 0 575
Play#1 input navi 5 bsh
@ -710,7 +710,7 @@
Play#1 output Play#1 1 (# 36) 2 completely cav cavalry #36
Play#1 output Play#1 4 ac AH-64 Apache #30, 1 bombs. Target ('~' to skip)?
Play#1 input 30
Play#1 output Play#1 1 83% hitchance...Blam
Play#1 output Play#1 1 83% hit chance...Blam
Play#1 output Play#1 6 0 567
Play#1 input __cmd added -1 -2 0
Play#1 command __cmd
@ -733,7 +733,7 @@
Play#1 output Play#1 1 (# 33) 2 completely cav cavalry #33
Play#1 output Play#1 4 ac AH-64 Apache #30, 1 bombs. Target ('~' to skip)?
Play#1 input 33
Play#1 output Play#1 1 72% hitchance...Blam
Play#1 output Play#1 1 72% hit chance...Blam
Play#1 output Play#1 1 -1,1 takes 4% collateral damage
Play#1 output Play#1 6 0 563
Play#1 input bomb 30 . p -2,2 ujh
@ -767,7 +767,7 @@
Play#1 output Play#1 1 (# 44) 2 completely eng engineer #44
Play#1 output Play#1 4 ac AH-64 Apache #30, 1 bombs. Target ('~' to skip)?
Play#1 input 37
Play#1 output Play#1 1 91% hitchance...Blam
Play#1 output Play#1 1 91% hit chance...Blam
Play#1 output Play#1 6 0 561
Play#1 input bomb 30 . p -2,2 ujh
Play#1 command bomb
@ -800,7 +800,7 @@
Play#1 output Play#1 1 (# 44) 2 completely eng engineer #44
Play#1 output Play#1 4 ac AH-64 Apache #30, 1 bombs. Target ('~' to skip)?
Play#1 input 40
Play#1 output Play#1 1 72% hitchance...Blam
Play#1 output Play#1 1 72% hit chance...Blam
Play#1 output Play#1 6 0 559
Play#1 input __cmd added -1 0 0
Play#1 command __cmd
@ -834,7 +834,7 @@
Play#1 output Play#1 1 (# 44) 2 completely eng engineer #44
Play#1 output Play#1 4 ac AH-64 Apache #30, 1 bombs. Target ('~' to skip)?
Play#1 input 41
Play#1 output Play#1 1 72% hitchance...Blam
Play#1 output Play#1 1 72% hit chance...Blam
Play#1 output Play#1 6 0 557
Play#1 input bomb 30 . p -2,2 ujh
Play#1 command bomb
@ -863,7 +863,7 @@
Play#1 output Play#1 1 (# 44) 2 completely eng engineer #44
Play#1 output Play#1 4 ac AH-64 Apache #30, 1 bombs. Target ('~' to skip)?
Play#1 input 42
Play#1 output Play#1 1 72% hitchance...Blam
Play#1 output Play#1 1 72% hit chance...Blam
Play#1 output Play#1 6 0 555
Play#1 input __cmd added -1 0 0
Play#1 command __cmd
@ -896,7 +896,7 @@
Play#1 output Play#1 4 ac AH-64 Apache #30, 1 bombs. Target ('~' to skip)?
Play#1 input 44
Play#1 output Play#1 1 Flak! ac AH-64 Apache #30 takes 1.
Play#1 output Play#1 1 72% hitchance...Blam
Play#1 output Play#1 1 72% hit chance...Blam
Play#1 output Play#1 6 0 553
Play#1 input bomb 31 . p -2,2 uyuuh
Play#1 command bomb
@ -921,7 +921,7 @@
Play#1 output Play#1 1 (# 46) 2 completely cav cavalry #46
Play#1 output Play#1 4 ac AH-64 Apache #31, 1 bombs. Target ('~' to skip)?
Play#1 input 45
Play#1 output Play#1 1 92% hitchance...Blam
Play#1 output Play#1 1 92% hit chance...Blam
Play#1 output Play#1 6 0 551
Play#1 input __cmd added -1 0 0
Play#1 command __cmd
@ -952,7 +952,7 @@
Play#1 output Play#1 1 (# 47) 2 completely cav cavalry #47
Play#1 output Play#1 4 ac AH-64 Apache #31, 1 bombs. Target ('~' to skip)?
Play#1 input 47
Play#1 output Play#1 1 72% hitchance...Blam
Play#1 output Play#1 1 72% hit chance...Blam
Play#1 output Play#1 6 0 549
Play#1 input __cmd added 2 4 0
Play#1 command __cmd
@ -983,7 +983,7 @@
Play#1 output Play#1 1 (# 42) 2 completely cav cavalry #42
Play#1 output Play#1 4 ac AH-64 Apache #30, 1 bombs. Target ('~' to skip)?
Play#1 input 10
Play#1 output Play#1 1 71% hitchance...Blam
Play#1 output Play#1 1 71% hit chance...Blam
Play#1 output Play#1 6 0 551
Play#1 input __cmd added -1 0 0
Play#1 command __cmd
@ -1020,7 +1020,7 @@
Play#1 output Play#1 1 (# 28) 2 completely cav cavalry #28
Play#1 output Play#1 4 ac AH-64 Apache #30, 1 bombs. Target ('~' to skip)?
Play#1 input 10
Play#1 output Play#1 1 73% hitchance...Blam
Play#1 output Play#1 1 73% hit chance...Blam
Play#1 output Play#1 1 cav cavalry #24 takes 1
Play#1 output Play#1 6 0 549
Play#1 input __cmd added -1 0 0
@ -1058,7 +1058,7 @@
Play#1 output Play#1 1 (# 28) 2 completely cav cavalry #28
Play#1 output Play#1 4 ac AH-64 Apache #30, 1 bombs. Target ('~' to skip)?
Play#1 input 10
Play#1 output Play#1 1 76% hitchance...BLAM
Play#1 output Play#1 1 76% hit chance...BLAM
Play#1 output Play#1 1 cav cavalry #24 takes 1
Play#1 output Play#1 6 0 547
Play#1 input bomb 30 . p -3,1 h
@ -1086,7 +1086,7 @@
Play#1 output Play#1 1 (# 3) 1 completely inf infantry #3
Play#1 output Play#1 4 ac AH-64 Apache #30, 1 bombs. Target ('~' to skip)?
Play#1 input 2
Play#1 output Play#1 1 73% hitchance...Blam
Play#1 output Play#1 1 73% hit chance...Blam
Play#1 output Play#1 1 inf infantry #2 takes 22
Play#1 output Play#1 1 -3,1 takes 4% collateral damage
Play#1 output Play#1 1 inf infantry #0 takes 1
@ -1124,7 +1124,7 @@
Play#1 output Play#1 1 (# 28) 2 completely cav cavalry #28
Play#1 output Play#1 4 ac AH-64 Apache #30, 1 bombs. Target ('~' to skip)?
Play#1 input 25
Play#1 output Play#1 1 71% hitchance...Blam
Play#1 output Play#1 1 71% hit chance...Blam
Play#1 output Play#1 6 0 543
Play#1 input __cmd added 1 2 0
Play#1 command __cmd
@ -1164,7 +1164,7 @@
Play#1 output Play#1 1 (# 64) 2 completely cav cavalry #64
Play#1 output Play#1 4 lb TBD-1 Devastator #24, 2 bombs. Target ('~' to skip)?
Play#1 input 60
Play#1 output Play#1 1 50% hitchance...Blam-BLAM
Play#1 output Play#1 1 50% hit chance...Blam-BLAM
Play#1 output Play#1 1 # owner eff type
Play#1 output Play#1 1 (# 61) 2 completely cav cavalry #61
Play#1 output Play#1 1 (# 62) 2 completely cav cavalry #62
@ -1172,7 +1172,7 @@
Play#1 output Play#1 1 (# 64) 2 completely cav cavalry #64
Play#1 output Play#1 4 lb TBD-1 Devastator #23, 2 bombs. Target ('~' to skip)?
Play#1 input 61
Play#1 output Play#1 1 50% hitchance...thud
Play#1 output Play#1 1 50% hit chance...thud
Play#1 output Play#1 1 # owner eff type
Play#1 output Play#1 1 (# 61) 2 completely cav cavalry #61
Play#1 output Play#1 1 (# 62) 2 completely cav cavalry #62
@ -1180,7 +1180,7 @@
Play#1 output Play#1 1 (# 64) 2 completely cav cavalry #64
Play#1 output Play#1 4 lb TBD-1 Devastator #22, 2 bombs. Target ('~' to skip)?
Play#1 input 62
Play#1 output Play#1 1 50% hitchance...thud
Play#1 output Play#1 1 50% hit chance...thud
Play#1 output Play#1 1 # owner eff type
Play#1 output Play#1 1 (# 61) 2 completely cav cavalry #61
Play#1 output Play#1 1 (# 62) 2 completely cav cavalry #62
@ -1188,7 +1188,7 @@
Play#1 output Play#1 1 (# 64) 2 completely cav cavalry #64
Play#1 output Play#1 4 lb TBD-1 Devastator #21, 2 bombs. Target ('~' to skip)?
Play#1 input 63
Play#1 output Play#1 1 50% hitchance...thud
Play#1 output Play#1 1 50% hit chance...thud
Play#1 output Play#1 1 # owner eff type
Play#1 output Play#1 1 (# 61) 2 completely cav cavalry #61
Play#1 output Play#1 1 (# 62) 2 completely cav cavalry #62
@ -1196,7 +1196,7 @@
Play#1 output Play#1 1 (# 64) 2 completely cav cavalry #64
Play#1 output Play#1 4 lb TBD-1 Devastator #20, 2 bombs. Target ('~' to skip)?
Play#1 input 64
Play#1 output Play#1 1 50% hitchance...Blam-Blam
Play#1 output Play#1 1 50% hit chance...Blam-Blam
Play#1 output Play#1 6 0 543
Play#1 input ctld
Play#1 output Play#1 1 Bye-bye

View file

@ -13173,7 +13173,7 @@
Play#1 output Play#1 1
Play#1 output Play#1 1 > BULLETIN from POGO, (#0) dated Thu Jan 1 00:00:00 1970
Play#1 output Play#1 1 Flying a support mission from 11,-1 to 12,-2
Play#1 output Play#1 1 f1 Sopwith Camel #2 pinbombing 8 in 12,-2
Play#1 output Play#1 1 f1 Sopwith Camel #2 pin-bombing 8 in 12,-2
Play#1 output Play#1 1 hit 8 for 26 damage
Play#1 output Play#1 1
Play#1 output Play#1 6 0 611

View file

@ -88,7 +88,7 @@
Play#1 command torpedo
Play#1 output Play#1 1 1 ships are eligible to torpedo
Play#1 output Play#1 1 Effective torpedo range is 3.0
Play#1 output Play#1 1 Whooosh... Hitchance = 36%
Play#1 output Play#1 1 Whooosh... Hit chance = 36%
Play#1 output Play#1 1 BOOM!... Torpedo slams into land before reaching target.
Play#1 output Play#1 6 0 598
Play#1 input torp 11 42
@ -102,7 +102,7 @@
Play#1 output Play#1 1 1 ships are eligible to torpedo
Play#1 output Play#1 1 Starting our attack run...
Play#1 output Play#1 1 Effective torpedo range is 1.0
Play#1 output Play#1 1 Whooosh... Hitchance = 90%
Play#1 output Play#1 1 Whooosh... Hit chance = 90%
Play#1 output Play#1 1 BOOM!...
Play#1 output Play#1 1 Torpedo hit sub #45 for 46 damage.
Play#1 output Play#1 6 0 592
@ -110,14 +110,14 @@
Play#1 command torpedo
Play#1 output Play#1 1 1 ships are eligible to torpedo
Play#1 output Play#1 1 Effective torpedo range is 2.0
Play#1 output Play#1 1 Whooosh... Hitchance = 45%
Play#1 output Play#1 1 Whooosh... Hit chance = 45%
Play#1 output Play#1 1 Missed
Play#1 output Play#1 6 0 589
Play#1 input torp 10 51
Play#1 command torpedo
Play#1 output Play#1 1 1 ships are eligible to torpedo
Play#1 output Play#1 1 Effective torpedo range is 1.0
Play#1 output Play#1 1 Whooosh... Hitchance = 45%
Play#1 output Play#1 1 Whooosh... Hit chance = 45%
Play#1 output Play#1 1 BOOM!...
Play#1 output Play#1 1 Torpedo hit pt patrol boat (#51) for 64 damage.
Play#1 output Play#1 6 0 586
@ -125,14 +125,14 @@
Play#1 command torpedo
Play#1 output Play#1 1 1 ships are eligible to torpedo
Play#1 output Play#1 1 Effective torpedo range is 2.0
Play#1 output Play#1 1 Whooosh... Hitchance = 45%
Play#1 output Play#1 1 Whooosh... Hit chance = 45%
Play#1 output Play#1 1 Missed
Play#1 output Play#1 6 0 583
Play#1 input torp 10 53
Play#1 command torpedo
Play#1 output Play#1 1 1 ships are eligible to torpedo
Play#1 output Play#1 1 Effective torpedo range is 1.0
Play#1 output Play#1 1 Whooosh... Hitchance = 45%
Play#1 output Play#1 1 Whooosh... Hit chance = 45%
Play#1 output Play#1 1 Missed
Play#1 output Play#1 6 0 580
Play#1 input torp 15 55
@ -140,7 +140,7 @@
Play#1 output Play#1 1 1 ships are eligible to torpedo
Play#1 output Play#1 1 Starting our attack run...
Play#1 output Play#1 1 Effective torpedo range is 2.0
Play#1 output Play#1 1 Whooosh... Hitchance = 45%
Play#1 output Play#1 1 Whooosh... Hit chance = 45%
Play#1 output Play#1 1 BOOM!...
Play#1 output Play#1 1 Torpedo hit pt patrol boat (#55) for 64 damage.
Play#1 output Play#1 6 0 577
@ -149,7 +149,7 @@
Play#1 output Play#1 1 1 ships are eligible to torpedo
Play#1 output Play#1 1 Starting our attack run...
Play#1 output Play#1 1 Effective torpedo range is 1.0
Play#1 output Play#1 1 Whooosh... Hitchance = 45%
Play#1 output Play#1 1 Whooosh... Hit chance = 45%
Play#1 output Play#1 1 Missed
Play#1 output Play#1 6 0 574
Play#1 input torp 15 57
@ -157,7 +157,7 @@
Play#1 output Play#1 1 1 ships are eligible to torpedo
Play#1 output Play#1 1 Starting our attack run...
Play#1 output Play#1 1 Effective torpedo range is 1.0
Play#1 output Play#1 1 Whooosh... Hitchance = 45%
Play#1 output Play#1 1 Whooosh... Hit chance = 45%
Play#1 output Play#1 1 Missed
Play#1 output Play#1 6 0 571
Play#1 input torp 15 58
@ -165,7 +165,7 @@
Play#1 output Play#1 1 1 ships are eligible to torpedo
Play#1 output Play#1 1 Starting our attack run...
Play#1 output Play#1 1 Effective torpedo range is 2.0
Play#1 output Play#1 1 Whooosh... Hitchance = 45%
Play#1 output Play#1 1 Whooosh... Hit chance = 45%
Play#1 output Play#1 1 BOOM!...
Play#1 output Play#1 1 Torpedo hit pt patrol boat (#58) for 77 damage.
Play#1 output Play#1 6 0 568
@ -174,7 +174,7 @@
Play#1 output Play#1 1 1 ships are eligible to torpedo
Play#1 output Play#1 1 Starting our attack run...
Play#1 output Play#1 1 Effective torpedo range is 1.0
Play#1 output Play#1 1 Whooosh... Hitchance = 45%
Play#1 output Play#1 1 Whooosh... Hit chance = 45%
Play#1 output Play#1 1 BOOM!...
Play#1 output Play#1 1 Torpedo hit sub #60 for 70 damage.
Play#1 output Play#1 6 0 565
@ -183,7 +183,7 @@
Play#1 output Play#1 1 1 ships are eligible to torpedo
Play#1 output Play#1 1 Starting our attack run...
Play#1 output Play#1 1 Effective torpedo range is 1.0
Play#1 output Play#1 1 Whooosh... Hitchance = 45%
Play#1 output Play#1 1 Whooosh... Hit chance = 45%
Play#1 output Play#1 1 Missed
Play#1 output Play#1 6 0 562
Play#1 input torp 15 62
@ -191,7 +191,7 @@
Play#1 output Play#1 1 1 ships are eligible to torpedo
Play#1 output Play#1 1 Starting our attack run...
Play#1 output Play#1 1 Effective torpedo range is 1.0
Play#1 output Play#1 1 Whooosh... Hitchance = 45%
Play#1 output Play#1 1 Whooosh... Hit chance = 45%
Play#1 output Play#1 1 BOOM!...
Play#1 output Play#1 1 Torpedo hit sub #62 for 67 damage.
Play#1 output Play#1 6 0 559
@ -200,21 +200,21 @@
Play#1 output Play#1 1 1 ships are eligible to torpedo
Play#1 output Play#1 1 Starting our attack run...
Play#1 output Play#1 1 Effective torpedo range is 1.0
Play#1 output Play#1 1 Whooosh... Hitchance = 45%
Play#1 output Play#1 1 Whooosh... Hit chance = 45%
Play#1 output Play#1 1 Missed
Play#1 output Play#1 6 0 556
Play#1 input torp 11 65
Play#1 command torpedo
Play#1 output Play#1 1 1 ships are eligible to torpedo
Play#1 output Play#1 1 Effective torpedo range is 3.0
Play#1 output Play#1 1 Whooosh... Hitchance = 36%
Play#1 output Play#1 1 Whooosh... Hit chance = 36%
Play#1 output Play#1 1 Missed
Play#1 output Play#1 6 0 553
Play#1 input torp 11 66
Play#1 command torpedo
Play#1 output Play#1 1 1 ships are eligible to torpedo
Play#1 output Play#1 1 Effective torpedo range is 3.0
Play#1 output Play#1 1 Whooosh... Hitchance = 36%
Play#1 output Play#1 1 Whooosh... Hit chance = 36%
Play#1 output Play#1 1 BOOM!...
Play#1 output Play#1 1 Torpedo hit sub #66 for 114 damage.
Play#1 output Play#1 1 sub #66 sunk!
@ -223,7 +223,7 @@
Play#1 command torpedo
Play#1 output Play#1 1 1 ships are eligible to torpedo
Play#1 output Play#1 1 Effective torpedo range is 3.0
Play#1 output Play#1 1 Whooosh... Hitchance = 36%
Play#1 output Play#1 1 Whooosh... Hit chance = 36%
Play#1 output Play#1 1 BOOM!...
Play#1 output Play#1 1 Torpedo hit sub #67 for 81 damage.
Play#1 output Play#1 6 0 547
@ -231,7 +231,7 @@
Play#1 command torpedo
Play#1 output Play#1 1 1 ships are eligible to torpedo
Play#1 output Play#1 1 Effective torpedo range is 3.0
Play#1 output Play#1 1 Whooosh... Hitchance = 36%
Play#1 output Play#1 1 Whooosh... Hit chance = 36%
Play#1 output Play#1 1 Missed
Play#1 output Play#1 6 0 544
Play#1 input torp 20 70
@ -266,7 +266,7 @@
Play#1 output Play#1 1 \007BLAM! 20 damage!
Play#1 output Play#1 1 pt patrol boat (#21) takes 17
Play#1 output Play#1 1 Effective torpedo range is 0.0
Play#1 output Play#1 1 Whooosh... Hitchance = 90%
Play#1 output Play#1 1 Whooosh... Hit chance = 90%
Play#1 output Play#1 1 BOOM!...
Play#1 output Play#1 1 Torpedo hit dd destroyer (#70) for 94 damage.
Play#1 output Play#1 1 Starting our attack run...
@ -283,7 +283,7 @@
Play#1 output Play#1 1 BOOM!...
Play#1 output Play#1 1 pt patrol boat (#22) takes 36
Play#1 output Play#1 1 Effective torpedo range is 0.0
Play#1 output Play#1 1 Whooosh... Hitchance = 90%
Play#1 output Play#1 1 Whooosh... Hit chance = 90%
Play#1 output Play#1 1 BOOM!...
Play#1 output Play#1 1 Torpedo hit dd destroyer (#70) for 61 damage.
Play#1 output Play#1 1 Starting our attack run...
@ -293,7 +293,7 @@
Play#1 output Play#1 1 \007BLAM! 43 damage!
Play#1 output Play#1 1 pt patrol boat (#23) takes 37
Play#1 output Play#1 1 Effective torpedo range is 0.0
Play#1 output Play#1 1 Whooosh... Hitchance = 90%
Play#1 output Play#1 1 Whooosh... Hit chance = 90%
Play#1 output Play#1 1 BOOM!...
Play#1 output Play#1 1 Torpedo hit dd destroyer (#70) for 81 damage.
Play#1 output Play#1 1 dd destroyer (#70) sunk!
@ -303,7 +303,7 @@
Play#1 command torpedo
Play#1 output Play#1 1 1 ships are eligible to torpedo
Play#1 output Play#1 1 Effective torpedo range is 3.0
Play#1 output Play#1 1 Whooosh... Hitchance = 96%
Play#1 output Play#1 1 Whooosh... Hit chance = 96%
Play#1 output Play#1 1 BOOM!...
Play#1 output Play#1 1 Torpedo hit bb battleship (#75) for 64 damage.
Play#1 output Play#1 1 Captain! Torpedoes sighted!
@ -318,7 +318,7 @@
Play#1 command torpedo
Play#1 output Play#1 1 4 ships are eligible to torpedo
Play#1 output Play#1 1 Effective torpedo range is 2.0
Play#1 output Play#1 1 Whooosh... Hitchance = 96%
Play#1 output Play#1 1 Whooosh... Hit chance = 96%
Play#1 output Play#1 1 BOOM!...
Play#1 output Play#1 1 Torpedo hit bb battleship (#75) for 79 damage.
Play#1 output Play#1 1 Captain! Torpedoes sighted!
@ -329,14 +329,14 @@
Play#1 output Play#1 1 click...WHAM! 19 damage!
Play#1 output Play#1 1 sb submarine (#26) takes 14
Play#1 output Play#1 1 Effective torpedo range is 3.0
Play#1 output Play#1 1 Whooosh... Hitchance = 96%
Play#1 output Play#1 1 Whooosh... Hit chance = 96%
Play#1 output Play#1 1 BOOM!...
Play#1 output Play#1 1 Torpedo hit bb battleship (#75) for 60 damage.
Play#1 output Play#1 1 Captain! Torpedoes sighted!
Play#1 output Play#1 1 BOOM!...
Play#1 output Play#1 1 sb submarine (#27) takes 40
Play#1 output Play#1 1 Effective torpedo range is 2.0
Play#1 output Play#1 1 Whooosh... Hitchance = 96%
Play#1 output Play#1 1 Whooosh... Hit chance = 96%
Play#1 output Play#1 1 BOOM!...
Play#1 output Play#1 1 Torpedo hit bb battleship (#75) for 73 damage.
Play#1 output Play#1 1 bb battleship (#75) sunk!
@ -352,7 +352,7 @@
Play#1 command torpedo
Play#1 output Play#1 1 1 ships are eligible to torpedo
Play#1 output Play#1 1 Effective torpedo range is 1.0
Play#1 output Play#1 1 Whooosh... Hitchance = 90%
Play#1 output Play#1 1 Whooosh... Hit chance = 90%
Play#1 output Play#1 1 BOOM!...
Play#1 output Play#1 1 Torpedo hit af asw frigate (#16) for 67 damage.
Play#1 output Play#1 1 af asw frigate (#16) takes 44
@ -362,7 +362,7 @@
Play#1 output Play#1 1 1 ships are eligible to torpedo
Play#1 output Play#1 1 Starting our attack run...
Play#1 output Play#1 1 Effective torpedo range is 1.0
Play#1 output Play#1 1 Whooosh... Hitchance = 90%
Play#1 output Play#1 1 Whooosh... Hit chance = 90%
Play#1 output Play#1 1 Missed
Play#1 output Play#1 6 0 526
Play#1 input ctld

View file

@ -1771,8 +1771,8 @@
Play#0 output Play#0 1 13 "ships\\040torpedoed\\040by\\040enemy\\040wolf-packs" "ships\\040torpedoed\\040by\\040marauding\\040U-boats" 0 3
Play#0 output Play#0 1 14 "gunners\\040fire\\040on\\040%s\\040in\\040self-defense" "gunners\\040decimate\\040%s\\040aggressors" 0 6
Play#0 output Play#0 1 15 "breaks\\040sanctuary" "no\\040longer\\040has\\040a\\040sanctuary" 0 1
Play#0 output Play#0 1 16 "planes\\040divebomb\\040one\\040of\\040%s's\\040sectors" "bombers\\040wreak\\040havoc\\040on\\040%s" -2 4
Play#0 output Play#0 1 17 "divebombs\\040a\\040ship\\040flying\\040the\\040flag\\040of\\040%s" "airforce\\040bombs\\040%s\\040ships" -2 3
Play#0 output Play#0 1 16 "planes\\040dive-bomb\\040one\\040of\\040%s's\\040sectors" "bombers\\040wreak\\040havoc\\040on\\040%s" -2 4
Play#0 output Play#0 1 17 "dive-bombs\\040a\\040ship\\040flying\\040the\\040flag\\040of\\040%s" "air\\040force\\040bombs\\040%s\\040ships" -2 3
Play#0 output Play#0 1 18 "seadogs\\040board\\040one\\040of\\040%s's\\040ships" "pirates\\040board\\040%s\\040ship" -2 3
Play#0 output Play#0 1 19 "is\\040repelled\\040by\\040%s\\040while\\040attempting\\040to\\040board\\040a\\040ship" "pirates\\040prove\\040inept\\040at\\040boarding\\040%s's\\040ships" -3 3
Play#0 output Play#0 1 21 "seizes\\040a\\040sector\\040from\\040%s\\040to\\040collect\\040on\\040a\\040loan" "collects\\040one\\040of\\040%s's\\040sectors\\040in\\040repayment\\040of\\040a\\040loan" -2 7
@ -1803,7 +1803,7 @@
Play#0 output Play#0 1 51 "pirates\\040keep\\040their\\040%s\\040booty" "buccaneers\\040laugh\\040and\\040bury\\040their\\040%s\\040goods" 0 7
Play#0 output Play#0 1 52 "ships\\040torpedoed\\040by\\040%s\\040torpedo-boats" "ships\\040sunk\\040by\\040marauding\\040%s\\040torpedo-boats" 0 3
Play#0 output Play#0 1 53 "planes\\040bomb\\040a\\040skulking\\040%s\\040submarine" "planes\\040drop\\040depth-charges\\040on\\040a\\040%s\\040sub" 0 3
Play#0 output Play#0 1 55 "divebombs\\040a\\040brave\\040%s\\040unit" "airforce\\040bombs\\040%s\\040units" -2 4
Play#0 output Play#0 1 55 "dive-bombs\\040a\\040brave\\040%s\\040unit" "air\\040force\\040bombs\\040%s\\040units" -2 4
Play#0 output Play#0 1 56 "troops\\040run\\040afoul\\040of\\040a\\040landmine" "troops\\040severely\\040damaged\\040in\\040mine\\040field" 0 2
Play#0 output Play#0 1 57 "fortress\\040gunners\\040support\\040troops\\040attacking\\040%s" "fortress\\040artillery\\040massacres\\040%s\\040defenders" -2 6
Play#0 output Play#0 1 58 "gunners\\040support\\040troops\\040attacking\\040%s" "artillery\\040battery\\040massacres\\040%s\\040defenders" -2 6
@ -2422,8 +2422,8 @@
Play#1 output Play#1 1 13 "ships\\040torpedoed\\040by\\040enemy\\040wolf-packs" "ships\\040torpedoed\\040by\\040marauding\\040U-boats" 0 3
Play#1 output Play#1 1 14 "gunners\\040fire\\040on\\040%s\\040in\\040self-defense" "gunners\\040decimate\\040%s\\040aggressors" 0 6
Play#1 output Play#1 1 15 "breaks\\040sanctuary" "no\\040longer\\040has\\040a\\040sanctuary" 0 1
Play#1 output Play#1 1 16 "planes\\040divebomb\\040one\\040of\\040%s's\\040sectors" "bombers\\040wreak\\040havoc\\040on\\040%s" -2 4
Play#1 output Play#1 1 17 "divebombs\\040a\\040ship\\040flying\\040the\\040flag\\040of\\040%s" "airforce\\040bombs\\040%s\\040ships" -2 3
Play#1 output Play#1 1 16 "planes\\040dive-bomb\\040one\\040of\\040%s's\\040sectors" "bombers\\040wreak\\040havoc\\040on\\040%s" -2 4
Play#1 output Play#1 1 17 "dive-bombs\\040a\\040ship\\040flying\\040the\\040flag\\040of\\040%s" "air\\040force\\040bombs\\040%s\\040ships" -2 3
Play#1 output Play#1 1 18 "seadogs\\040board\\040one\\040of\\040%s's\\040ships" "pirates\\040board\\040%s\\040ship" -2 3
Play#1 output Play#1 1 19 "is\\040repelled\\040by\\040%s\\040while\\040attempting\\040to\\040board\\040a\\040ship" "pirates\\040prove\\040inept\\040at\\040boarding\\040%s's\\040ships" -3 3
Play#1 output Play#1 1 21 "seizes\\040a\\040sector\\040from\\040%s\\040to\\040collect\\040on\\040a\\040loan" "collects\\040one\\040of\\040%s's\\040sectors\\040in\\040repayment\\040of\\040a\\040loan" -2 7
@ -2454,7 +2454,7 @@
Play#1 output Play#1 1 51 "pirates\\040keep\\040their\\040%s\\040booty" "buccaneers\\040laugh\\040and\\040bury\\040their\\040%s\\040goods" 0 7
Play#1 output Play#1 1 52 "ships\\040torpedoed\\040by\\040%s\\040torpedo-boats" "ships\\040sunk\\040by\\040marauding\\040%s\\040torpedo-boats" 0 3
Play#1 output Play#1 1 53 "planes\\040bomb\\040a\\040skulking\\040%s\\040submarine" "planes\\040drop\\040depth-charges\\040on\\040a\\040%s\\040sub" 0 3
Play#1 output Play#1 1 55 "divebombs\\040a\\040brave\\040%s\\040unit" "airforce\\040bombs\\040%s\\040units" -2 4
Play#1 output Play#1 1 55 "dive-bombs\\040a\\040brave\\040%s\\040unit" "air\\040force\\040bombs\\040%s\\040units" -2 4
Play#1 output Play#1 1 56 "troops\\040run\\040afoul\\040of\\040a\\040landmine" "troops\\040severely\\040damaged\\040in\\040mine\\040field" 0 2
Play#1 output Play#1 1 57 "fortress\\040gunners\\040support\\040troops\\040attacking\\040%s" "fortress\\040artillery\\040massacres\\040%s\\040defenders" -2 6
Play#1 output Play#1 1 58 "gunners\\040support\\040troops\\040attacking\\040%s" "artillery\\040battery\\040massacres\\040%s\\040defenders" -2 6