Spelling fixes.

This commit is contained in:
Markus Armbruster 2004-02-15 18:23:45 +00:00
parent a825fd9f2c
commit d368e696c0
9 changed files with 17 additions and 17 deletions

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@ -9,7 +9,7 @@ The command take the following form:
.s1 .s1
Once issued, the strength of the che is Once issued, the strength of the che is
compared to the number of mil in the sector. The maximum number of mil compared to the number of mil in the sector. The maximum number of mil
allowed to fight is equal to the mobility in the sector. Che recieve a allowed to fight is equal to the mobility in the sector. Che receive a
combat multiplier which may or may not make combat multiplier which may or may not make
them tougher to kill. There are only them tougher to kill. There are only
three outcomes for this command. three outcomes for this command.

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@ -12,10 +12,10 @@ are considered invulnerable to attack (buried inside of mountains),
and cannot be used by any potential conqueror (they don't know the and cannot be used by any potential conqueror (they don't know the
fail-safe codes). fail-safe codes).
.s1 .s1
You decide whether the warhead will airburst or groundburst at the You decide whether the warhead will air-burst or ground-burst at the
time you arm it. If you'd like to change airburst/groundburst later time you arm it. If you'd like to change air-burst/ground-burst later
on, just arm the plane/missile again (in this case, the second on, just arm the plane/missile again (in this case, the second
argument will be ignored). You can see whether a nuke will air or argument will be ignored). You can see whether a nuke will air- or
ground burst using the "plane" command. ground-burst using the "plane" command.
.s1 .s1
.SA "disarm, plane, build, transport, launch, Damage, Planes" .SA "disarm, plane, build, transport, launch, Damage, Planes"

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@ -56,7 +56,7 @@ not included on the command line,
number of brave troops to disembark, land units to use). number of brave troops to disembark, land units to use).
.s1 .s1
The offensive value of assaulting units is cut in half to represent The offensive value of assaulting units is cut in half to represent
the difficulty of getting to shore, except for "marine" units whihc the difficulty of getting to shore, except for "marine" units which
assault at full strength. assault at full strength.
.s1 .s1
Units may not retreat from an assault, and will take extra casualties Units may not retreat from an assault, and will take extra casualties

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@ -1,9 +1,9 @@
.TH Command ATTACK .TH Command ATTACK
.NA attack "Sector vs sector combat" .NA attack "Sector vs. sector combat"
.LV Basic .LV Basic
.SY "attack <SECT> [<forts?> <ships?> <arty?> <planes?>]" .SY "attack <SECT> [<forts?> <ships?> <arty?> <planes?>]"
.s1 .s1
The attack command is used to attack a sector from neighbouring sectors. The attack command is used to attack a sector from neighboring sectors.
For more details, see "info Attack". For more details, see "info Attack".
.s1 .s1
.SA "Attack, Combat, LandUnits" .SA "Attack, Combat, LandUnits"

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@ -1,5 +1,5 @@
.TH Command BOMB .TH Command BOMB
.NA bomb "Dispose of inconvenient enemy assets with airpower." .NA bomb "Dispose of inconvenient enemy assets with air power."
.LV Basic .LV Basic
.SY "bomb <BOMBERS> <ESCORTS> mission-type <SECT> route|destination" .SY "bomb <BOMBERS> <ESCORTS> mission-type <SECT> route|destination"
The \*Qbomb\*U command is used to rain destruction upon helpless The \*Qbomb\*U command is used to rain destruction upon helpless
@ -108,7 +108,7 @@ When you pin-bomb a land unit, it will fire flak at the plane bombing it,
unless it is an 'flak' unit (in which case it fired earlier), or unless it is an 'flak' unit (in which case it fired earlier), or
it has an AA fire rating of 0. it has an AA fire rating of 0.
.s1 .s1
In the case of pinbombing, see \*Qinfo Hitchance\*U for the formula In the case of pinpoint bombing, see \*Qinfo Hitchance\*U for the formula
determining whether a plane hits its target. determining whether a plane hits its target.
.s1 .s1
Note that a plane must be at least 40% efficient before it can leave 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
of that type. (This is true even if the sector will change to a different of that type. (This is true even if the sector will change to a different
type as a result of that work. For example, costs for libraries will include type as a result of that work. For example, costs for libraries will include
all costs for work done in library sectors, even if one of the sectors is all costs for work done in library sectors, even if one of the sectors is
being turned into an aggie) being turned into an agribusiness)
.s1 .s1
Estimated Delta Estimated Delta
.s1 .s1
@ -80,8 +80,8 @@ only show you how much you'll pay for work that will actually get done
in cases where your headquarters/airports/harbors will not have enough avail in cases where your headquarters/airports/harbors will not have enough avail
to work on all units/planes/ships. to work on all units/planes/ships.
.s1 .s1
If a cost is in [ brackets ], then that means that you will not pay it If a cost is in [brackets], then that means that you will not pay it
because you will not have enough money. If a cost is in ( brakets ), because you will not have enough money. If a cost is in (parenthesises),
then that means that you will not pay it because you have chosen not then that means that you will not pay it because you have chosen not
to pay that cost (i.e. you have set the priority of that item to 0). to pay that cost (i.e. you have set the priority of that item to 0).
.s1 .s1

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@ -4,7 +4,7 @@
.SY "bye" .SY "bye"
The bye command is how you go \*Qbye-bye\*Q to log out of the game. The bye command is how you go \*Qbye-bye\*Q to log out of the game.
.s1 .s1
This command costs zero BTU's. You can use it often. This command costs zero BTUs. You can use it often.
.s1 .s1
If, for some obscure reason, If, for some obscure reason,
you would like to end an Empire session you would like to end an Empire session

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@ -5,8 +5,8 @@
This command gives a sector or sectors to the country of your choice, or This command gives a sector or sectors to the country of your choice, or
a ship or ships. a ship or ships.
A sector to be ceded must have mobility, and must be adjacent to a A sector to be ceded must have mobility, and must be adjacent to a
sector with mobility owned by the country you are cedeing it to, \*QOR\*U sector with mobility owned by the country you are ceding it to, \*QOR\*U
contain a ship owned by the country you are cedeing it to, \*QOR\*U a contain a ship owned by the country you are ceding it to, \*QOR\*U a
sector owned by the recipient that contains a land unit with mobility. sector owned by the recipient that contains a land unit with mobility.
.s1 .s1
A ship to be ceded must either be in a sector owned by the recipient, or A ship to be ceded must either be in a sector owned by the recipient, or

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@ -1,4 +1,4 @@
.TH Concept "Beurocratic Time Units" .TH Concept "Buerocratic Time Units"
.NA BTU "How BTUs are generated" .NA BTU "How BTUs are generated"
.LV Expert .LV Expert
.s1 .s1