Add the See Also "Moving" to the commands described
in the info file.
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12 changed files with 12 additions and 12 deletions
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@ -18,4 +18,4 @@ on, just arm the plane/missile again (in this case, the second
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argument will be ignored). You can see whether a nuke will air- or
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ground-burst using the "plane" command.
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.s1
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.SA "disarm, plane, build, transport, launch, Damage, Planes"
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.SA "disarm, plane, build, transport, launch, Damage, Planes, Moving"
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@ -6,4 +6,4 @@ The \*Qdisarm\*U command removes nuclear warheads from
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delivery systems such as planes or missiles.
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.s1
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.s1
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.SA "arm, transport, Planes"
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.SA "arm, transport, Planes, Moving"
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@ -43,4 +43,4 @@ number (e.g. it is of the form "a" or "*" or "#1" and not of the form
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so that you can type something like "lload plane * *" without getting a
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hundred error messages.
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.s1
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.SA "lunload, Unit-types, Plane-types, LandUnits"
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.SA "lunload, Unit-types, Plane-types, LandUnits, Moving"
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@ -70,4 +70,4 @@ number (e.g. it is of the form "s" or "*" or "#1" and not of the form
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so that you can type something like "load land * *" without getting a
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hundred error messages.
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.s1
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.SA "unload, navigate, Ship-types, Unit-types, Plane-types, Ships"
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.SA "unload, navigate, Ship-types, Unit-types, Plane-types, Ships, Moving"
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@ -5,4 +5,4 @@
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The ltend command allows transfer of commodities
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from a particular (supply) ship to a land unit it is carrying.
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.s1
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.SA "load, unload, lload, lunload, tend, Ships, LandUnits"
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.SA "load, unload, lload, lunload, tend, Ships, LandUnits, Moving"
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@ -11,4 +11,4 @@ The only thing to know is that lunload won't unload more of a thing if the
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sector already has 999. For example, if a unit has 10 food, and the sector
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has 994, you can only unload 5 of the 10 food.
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.s1
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.SA "lload, LandUnits"
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.SA "lload, LandUnits, Moving"
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@ -101,4 +101,4 @@ automatically fire one after another until 100 damage has been done.
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Missiles and pinbombers have a 100% chance of hitting their target
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(provided they make it through plane/missile defenses). Collateral
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damage will be done to the sector that the units were marching into.
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.SA "Unit-types, lmine, LandUnits, Transportation, Spies"
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.SA "Unit-types, lmine, LandUnits, Transportation, Spies, Moving"
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@ -113,4 +113,4 @@ If a sector is infected with the plague, then anything moved out of
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the sector will infect the sector that it moves into. Note that
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sectors moved through will not catch the plague.
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.s1
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.SA "navigate, transport, test, explore, Plague, Mobility, Commodities, Transportation"
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.SA "navigate, transport, test, explore, Plague, Mobility, Commodities, Moving, Transportation"
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@ -116,4 +116,4 @@ all the ships in the fleet which are in the same sector.
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While navigating, you cannot enter a sector that belongs to another
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country unless they have FRIENDLY relations with you. This includes bridges, and harbors.
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.s1
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.SA "mine, Ship-types, mission, order, sail, Ships, Transportation"
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.SA "mine, Ship-types, mission, order, sail, Ships, Transportation, Moving"
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@ -27,4 +27,4 @@ the same effect as though you were simply loading the unit onto a
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ship. In particular, you may tend land units to "friendly" ships in
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the same sector.
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.s1
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.SA "load, unload, lload, lunload, ltend, Ships"
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.SA "load, unload, lload, lunload, ltend, Ships, Moving"
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@ -29,4 +29,4 @@ immune to land mines and interdiction.
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.s1
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See info \*QMobility\*U for the mobility cost to transport planes and nukes.
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.s1
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.SA "arm, move, navigate, nuke, Mobility, Planes, Transportation"
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.SA "arm, move, navigate, nuke, Mobility, Planes, Transportation, Moving"
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@ -14,4 +14,4 @@ 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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in order to unload into it.
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.SA "load, Ships"
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.SA "load, Ships, , Moving"
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