Spelling fixes.
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9 changed files with 17 additions and 17 deletions
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@ -9,7 +9,7 @@ The command take the following form:
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.s1
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.s1
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Once issued, the strength of the che is
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Once issued, the strength of the che is
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compared to the number of mil in the sector. The maximum number of mil
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compared to the number of mil in the sector. The maximum number of mil
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allowed to fight is equal to the mobility in the sector. Che recieve a
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allowed to fight is equal to the mobility in the sector. Che receive a
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combat multiplier which may or may not make
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combat multiplier which may or may not make
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them tougher to kill. There are only
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them tougher to kill. There are only
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three outcomes for this command.
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three outcomes for this command.
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@ -12,10 +12,10 @@ are considered invulnerable to attack (buried inside of mountains),
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and cannot be used by any potential conqueror (they don't know the
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and cannot be used by any potential conqueror (they don't know the
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fail-safe codes).
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fail-safe codes).
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.s1
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.s1
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You decide whether the warhead will airburst or groundburst at the
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You decide whether the warhead will air-burst or ground-burst at the
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time you arm it. If you'd like to change airburst/groundburst later
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time you arm it. If you'd like to change air-burst/ground-burst later
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on, just arm the plane/missile again (in this case, the second
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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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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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ground-burst using the "plane" command.
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.s1
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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"
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@ -56,7 +56,7 @@ not included on the command line,
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number of brave troops to disembark, land units to use).
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number of brave troops to disembark, land units to use).
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.s1
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.s1
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The offensive value of assaulting units is cut in half to represent
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The offensive value of assaulting units is cut in half to represent
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the difficulty of getting to shore, except for "marine" units whihc
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the difficulty of getting to shore, except for "marine" units which
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assault at full strength.
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assault at full strength.
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.s1
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.s1
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Units may not retreat from an assault, and will take extra casualties
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Units may not retreat from an assault, and will take extra casualties
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@ -1,9 +1,9 @@
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.TH Command ATTACK
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.TH Command ATTACK
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.NA attack "Sector vs sector combat"
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.NA attack "Sector vs. sector combat"
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.LV Basic
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.LV Basic
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.SY "attack <SECT> [<forts?> <ships?> <arty?> <planes?>]"
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.SY "attack <SECT> [<forts?> <ships?> <arty?> <planes?>]"
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.s1
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.s1
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The attack command is used to attack a sector from neighbouring sectors.
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The attack command is used to attack a sector from neighboring sectors.
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For more details, see "info Attack".
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For more details, see "info Attack".
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.s1
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.s1
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.SA "Attack, Combat, LandUnits"
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.SA "Attack, Combat, LandUnits"
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@ -1,5 +1,5 @@
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.TH Command BOMB
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.TH Command BOMB
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.NA bomb "Dispose of inconvenient enemy assets with airpower."
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.NA bomb "Dispose of inconvenient enemy assets with air power."
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.LV Basic
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.LV Basic
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.SY "bomb <BOMBERS> <ESCORTS> mission-type <SECT> route|destination"
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.SY "bomb <BOMBERS> <ESCORTS> mission-type <SECT> route|destination"
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The \*Qbomb\*U command is used to rain destruction upon helpless
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The \*Qbomb\*U command is used to rain destruction upon helpless
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@ -108,7 +108,7 @@ When you pin-bomb a land unit, it will fire flak at the plane bombing it,
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unless it is an 'flak' unit (in which case it fired earlier), or
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unless it is an 'flak' unit (in which case it fired earlier), or
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it has an AA fire rating of 0.
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it has an AA fire rating of 0.
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.s1
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.s1
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In the case of pinbombing, see \*Qinfo Hitchance\*U for the formula
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In the case of pinpoint bombing, see \*Qinfo Hitchance\*U for the formula
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determining whether a plane hits its target.
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determining whether a plane hits its target.
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.s1
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.s1
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Note that a plane must be at least 40% efficient before it can leave
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Note that a plane must be at least 40% efficient before it can leave
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@ -67,7 +67,7 @@ Costs for each sector type include costs for building efficiency in sectors
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of that type. (This is true even if the sector will change to a different
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of that type. (This is true even if the sector will change to a different
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type as a result of that work. For example, costs for libraries will include
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type as a result of that work. For example, costs for libraries will include
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all costs for work done in library sectors, even if one of the sectors is
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all costs for work done in library sectors, even if one of the sectors is
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being turned into an aggie)
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being turned into an agribusiness)
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.s1
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.s1
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Estimated Delta
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Estimated Delta
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.s1
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.s1
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@ -80,8 +80,8 @@ only show you how much you'll pay for work that will actually get done
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in cases where your headquarters/airports/harbors will not have enough avail
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in cases where your headquarters/airports/harbors will not have enough avail
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to work on all units/planes/ships.
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to work on all units/planes/ships.
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.s1
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.s1
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If a cost is in [ brackets ], then that means that you will not pay it
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If a cost is in [brackets], then that means that you will not pay it
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because you will not have enough money. If a cost is in ( brakets ),
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because you will not have enough money. If a cost is in (parenthesises),
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then that means that you will not pay it because you have chosen not
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then that means that you will not pay it because you have chosen not
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to pay that cost (i.e. you have set the priority of that item to 0).
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to pay that cost (i.e. you have set the priority of that item to 0).
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.s1
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.s1
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@ -4,7 +4,7 @@
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.SY "bye"
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.SY "bye"
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The bye command is how you go \*Qbye-bye\*Q to log out of the game.
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The bye command is how you go \*Qbye-bye\*Q to log out of the game.
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.s1
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.s1
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This command costs zero BTU's. You can use it often.
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This command costs zero BTUs. You can use it often.
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.s1
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.s1
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If, for some obscure reason,
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If, for some obscure reason,
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you would like to end an Empire session
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you would like to end an Empire session
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@ -5,8 +5,8 @@
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This command gives a sector or sectors to the country of your choice, or
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This command gives a sector or sectors to the country of your choice, or
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a ship or ships.
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a ship or ships.
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A sector to be ceded must have mobility, and must be adjacent to a
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A sector to be ceded must have mobility, and must be adjacent to a
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sector with mobility owned by the country you are cedeing it to, \*QOR\*U
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sector with mobility owned by the country you are ceding it to, \*QOR\*U
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contain a ship owned by the country you are cedeing it to, \*QOR\*U a
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contain a ship owned by the country you are ceding it to, \*QOR\*U a
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sector owned by the recipient that contains a land unit with mobility.
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sector owned by the recipient that contains a land unit with mobility.
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.s1
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.s1
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A ship to be ceded must either be in a sector owned by the recipient, or
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A ship to be ceded must either be in a sector owned by the recipient, or
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@ -1,4 +1,4 @@
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.TH Concept "Beurocratic Time Units"
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.TH Concept "Buerocratic Time Units"
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.NA BTU "How BTUs are generated"
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.NA BTU "How BTUs are generated"
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.LV Expert
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.LV Expert
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.s1
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.s1
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