Fix trailing whitespace
This commit is contained in:
parent
a9653c475b
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509 changed files with 922 additions and 922 deletions
4
CREDITS
4
CREDITS
|
@ -27,7 +27,7 @@ projects building on the projects before it):
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Steve McClure (ionica@empire.cx) (Wolfpack)
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It is due to these above people pulling projects together that the
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Empire server has gotten to where it is today.
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Empire server has gotten to where it is today.
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Empire is copyrighted and released by the 5 people above under the GNU
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GPL. See files README, COPYING and CREDITS for related information
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@ -98,7 +98,7 @@ Steven Grimm (koreth@ucscb.UCSC.EDU)
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Karl Hagen
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Doug Hay (Doug_Hay@tsb.ca)
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Ken Huisman
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Ray Hyatt (Ray.Hyatt@gmail.com)
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Ray Hyatt (Ray.Hyatt@gmail.com)
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Lewis R. Jansen (lrj@helios.tn.cornell.edu)
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Mike St. Johns (stjohns@edn-vax.arpa)
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Beorn Johnson
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@ -1,36 +1,36 @@
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#
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#
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# Empire - A multi-player, client/server Internet based war game.
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# Copyright (C) 1986-2008, Dave Pare, Jeff Bailey, Thomas Ruschak,
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# Ken Stevens, Steve McClure
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#
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#
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# This program is free software; you can redistribute it and/or modify
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# it under the terms of the GNU General Public License as published by
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# the Free Software Foundation; either version 2 of the License, or
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# (at your option) any later version.
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#
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software
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# Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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#
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#
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# ---
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#
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#
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# See files README, COPYING and CREDITS in the root of the source
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# tree for related information and legal notices. It is expected
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# that future projects/authors will amend these files as needed.
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#
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#
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# ---
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#
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#
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# @configure_input@
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# GNUmakefile.in: Makefile template for configure
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#
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#
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# Known contributors to this file:
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# Markus Armbruster, 2005-2008
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#
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#
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# The real meat is in Make.mk, which see.
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20
Make.mk
20
Make.mk
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@ -1,35 +1,35 @@
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#
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#
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# Empire - A multi-player, client/server Internet based war game.
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# Copyright (C) 1986-2008, Dave Pare, Jeff Bailey, Thomas Ruschak,
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# Ken Stevens, Steve McClure
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#
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#
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# This program is free software; you can redistribute it and/or modify
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# it under the terms of the GNU General Public License as published by
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# the Free Software Foundation; either version 2 of the License, or
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# (at your option) any later version.
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#
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software
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# Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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#
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#
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# ---
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#
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#
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# See files README, COPYING and CREDITS in the root of the source
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# tree for related information and legal notices. It is expected
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# that future projects/authors will amend these files as needed.
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#
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#
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# ---
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#
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#
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# Make.mk: The real Makefile, included by GNUmakefile
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#
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#
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# Known contributors to this file:
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# Markus Armbruster, 2005-2008
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#
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#
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# This makefile was inspired by `Recursive Make Considered Harmful',
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# Peter Miller, 1997.
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20
configure.ac
20
configure.ac
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@ -1,35 +1,35 @@
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#
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#
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# Empire - A multi-player, client/server Internet based war game.
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# Copyright (C) 1986-2008, Dave Pare, Jeff Bailey, Thomas Ruschak,
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# Ken Stevens, Steve McClure
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#
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#
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# This program is free software; you can redistribute it and/or modify
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# it under the terms of the GNU General Public License as published by
|
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# the Free Software Foundation; either version 2 of the License, or
|
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# (at your option) any later version.
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#
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
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# GNU General Public License for more details.
|
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#
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software
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# Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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#
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#
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# ---
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#
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#
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# See files README, COPYING and CREDITS in the root of the source
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# tree for related information and legal notices. It is expected
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# that future projects/authors will amend these files as needed.
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#
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#
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# ---
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#
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#
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# configure.ac: Autoconf input file
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#
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#
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# Known contributors to this file:
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# Markus Armbruster, 2005-2008
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#
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#
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# Process this file with autoconf to produce a configure script.
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# Autoconf makes checking for and programming around assorted ancient
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@ -515,7 +515,7 @@ Changes to Empire 4.3.10 - Thu Sep 6 17:59:53 UTC 2007
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shutdown aborted it. The bug allowed players to delay update and
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shutdown indefinitely.
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* Thread priorities are only implemented by LWP and no longer used.
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With LWP, they let players with a sufficiently fast connection
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With LWP, they let players with a sufficiently fast connection
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starve out the threads that clean the lost file and kill idle
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connections. Drop them.
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* Show nuke rounded required research incorrectly.
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@ -727,7 +727,7 @@ Changes to Empire 4.3.6 - Tue Jun 20 18:46:18 UTC 2006
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in 4.0.2), and trains could be sent down paths without rail (never
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worked). Also fixes unit reaction path cost.
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* The custom table reader can now deal with sector, item, product and
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infra tables more comfortably.
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infra tables more comfortably.
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* Remove option BIG_CITY. Deities can customize the sect table to
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get the same effect.
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* Many more selectors can now be compared with names, not just
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@ -1632,7 +1632,7 @@ Changes to Empire 4.2.13 - Fri Feb 13 22:12:36 UTC 2004
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* News no longer call all sub-launched missiles nuclear.
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* Incoming missiles are now reported with coordinates.
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* Removed some code that served no purpose except crashing on
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Windows.
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Windows.
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* Fixed Mac OSX and AIX build problems.
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* Don't resolve player IP addresses for now, because it can crash
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with certain versions of GNU libc.
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@ -1727,7 +1727,7 @@ Changes to Empire 4.2.8 - Mon Oct 9 17:35:35 MDT 2000
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* Updated order of firing flak in Flak.t.
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* Fixed 80% efficient planes on ships must be maintained.
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* Fixed initial MOB_ACCESS check thread sleep time was set by an uninitialized
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variable.
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variable.
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* Removed "TEMPORARILY DISABLED" message from mission command for escort
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missions. Escort missions have been re-enabled since 4.0.15.
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* Using sonar from the navigate command will print the sonar map.
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@ -1862,7 +1862,7 @@ Changes to Empire 4.2.6 - Fri Jun 4 05:55:20 PDT 1999
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* Fixed bug in sectors that don't revolt not showing up as lost items.
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* Fixed bug where maps with an X of exactly 200 is not drawing third line.
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* Fixed bug where MOB_ACCESS was not updating the mobility just before
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the update.
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the update.
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* Fixed bug in the way treaties are examined and sometimes produce
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wrong results.
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* Fixed edit to allow creating negative mobility for sectors.
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@ -1893,7 +1893,7 @@ Changes to Empire 4.2.5 - Mon Mar 1 06:42:24 PST 1999
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* Fixed bug where scrapping land units was creating military.
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* Fixed description of sect_mob_neg_factor in econfig file.
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* Increased speed of PT boats.
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Changes to Empire 4.2.4 - Tue Feb 2 05:47:44 PST 1999
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* Added check to make military values match up correctly for land
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units.
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@ -1905,7 +1905,7 @@ Changes to Empire 4.2.4 - Tue Feb 2 05:47:44 PST 1999
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* Fixed bug in explore command not setting mobility to correct
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value when MOB_ACCESS was enabled.
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* Fixed bug in enlist setting mobility incorrectly sometimes.
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* Added doc/backup file for deities which recommends how backups and
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* Added doc/backup file for deities which recommends how backups and
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restores of the data directory should be done.
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Changes to Empire 4.2.3 - Wed Jan 13 06:02:35 PST 1999
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@ -2030,7 +2030,7 @@ Changes to Empire 4.2.2 - Sun Dec 27 12:46:34 PST 1998
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* Fixed bug where satellites were not orbiting the world during the
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update.
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* Fixed bug in torpedos being too smart. They knew how to jump over
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land! :) Now the "line_of_sight" routine is used to determine if a
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land! :) Now the "line_of_sight" routine is used to determine if a
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torpedo has a straight path to the destination. If it doesn't, the
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torpedo no longer jumps over land, but instead slams into it. This was
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an interesting bug because you could torp ships on the other side of
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@ -2046,9 +2046,9 @@ Changes to Empire 4.2.2 - Sun Dec 27 12:46:34 PST 1998
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destination sector. Goods are now attempted to be returned to the
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start sector, and apporpriate steps taken if the start sector is no
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longer available.
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* Fixed march to prompt you before you abandon a sector you own by
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* Fixed march to prompt you before you abandon a sector you own by
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marching out the last land unit.
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* Fixed check functions to only check the relevant portions of the structure
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* Fixed check functions to only check the relevant portions of the structure
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and not the timestamp info that doesn't affect how the object functions.
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* Fixed bug in spy command that always told you if a spy unit was in a
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non-owned sector.
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@ -2096,7 +2096,7 @@ Changes to Empire 4.2.2 - Sun Dec 27 12:46:34 PST 1998
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gained information that you wouldn't normally know.)
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* Merged bestpath and bestownedpath and wrote new wrappers, "BestShipPath"
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and "BestAirPath" to use it properly. It is also good to note that
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bestownedpath is used to determine paths for ships and for planes,
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bestownedpath is used to determine paths for ships and for planes,
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and that best_path (which uses the A* algorithm) is used for all land
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based paths, and that the two are never interchanged.
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* Removed "jet recon" plane (it slipped in during the PLANENAMES conversion,
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@ -2109,7 +2109,7 @@ Changes to Empire 4.2.1 - Tue Nov 3 12:56:20 PST 1998
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properly, and thus causing crashes when accessing certain plane
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routines. This happened during the move to make the PLANENAMES option
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run-time configurable.
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Changes to Empire 4.2.0 - Thu Oct 29 06:27:15 PST 1998
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* Bumped rev to 4.2.0 since this is a major release (the server is now
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run-time configurable for just about everything and is released under
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@ -2272,7 +2272,7 @@ Changes to Empire 4.0.18 - Thu Sep 24 06:54:27 PDT 1998
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* Updated Education.t
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* Modified (increased) chances of hitting mines slightly.
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* Removed unused variables from shp_check_mines.
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Changes to Empire 4.0.17 - Fri Jul 31 06:12:21 PDT 1998
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* Added ability in edit to change coastal flag for sectors.
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* Added ability in edit to edit plague values for ships.
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@ -2290,7 +2290,7 @@ Changes to Empire 4.0.17 - Fri Jul 31 06:12:21 PDT 1998
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(works for sea and land mines, used "lmine" to distinguish it from "min"
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which determines mineral (iron) content of a sector.)
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* No longer able to pin bomb land units on a ship.
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* Land units are required to have at least one military loaded to perform
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* Land units are required to have at least one military loaded to perform
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a mission.
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* Firing land units are required to have at least on military loaded to
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be able to fire (or return fire.)
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@ -2306,7 +2306,7 @@ Changes to Empire 4.0.17 - Fri Jul 31 06:12:21 PDT 1998
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they were not cargo capable.
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* Fixed bug in potentially crashing in update code for nations tech/research.
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* Fixed bug in execute putting you into execute mode incorrectly.
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* Fixed bug in board not allowing land units to board from 0 mobility
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* Fixed bug in board not allowing land units to board from 0 mobility
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sectors.
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* Fixed bug where interdicted land units that were missed displayed
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a "SPLASH! Bombs miss your ships" message.
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@ -2396,7 +2396,7 @@ Changes to Empire 4.0.16 - Fri Jun 12 08:52:06 EDT 1998
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before.)
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* Fixed bug in neweff not reporting stopped sectors. It now (correctly)
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reports them as not changing eff.
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Changes to Empire 4.0.15 - Wed May 20 12:35:53 EDT 1998
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* Fixed the spelling of Markus' name in CHANGES4.0 files.
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* Added Markus' patches/fixes. Some are detailed below.
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@ -2417,7 +2417,7 @@ Changes to Empire 4.0.15 - Wed May 20 12:35:53 EDT 1998
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* Fixed bug in setsector telling the deity coordinates of sectors being
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granted/taken away.
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* Fixed bug in setting budget of enlistment sectors to 0.
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Changes to Empire 4.0.14 - Wed Apr 8 08:47:54 EDT 1998
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* Fixed time_t problem in common/log.c
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* Fixed bug in headlines
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@ -2427,7 +2427,7 @@ Changes to Empire 4.0.14 - Wed Apr 8 08:47:54 EDT 1998
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* Fixed bug in printing of "No ship(s)" twice in cargo command when no
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ships were selected.
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* Temporarily disabled escort missions until a fix is found. They are
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randomly crashing the server.
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randomly crashing the server.
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* Fixed morale.t to reflect that retreat percentage is based off of
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morale_base and not 75.
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* Fixed bug in bridgefall where planes and units on ship in a sector
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@ -2437,7 +2437,7 @@ Changes to Empire 4.0.14 - Wed Apr 8 08:47:54 EDT 1998
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* Fixed bug in produce command reporting incorrect costs (sometimes).
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* Land units on ships will now try to draw supply from the ship they
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are on.
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Changes to Empire 4.0.13 - Mon Mar 2 11:04:28 EST 1998
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* Fixed bug in distribute when world sizes are other than 64x32
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* Fixed bug in getcommand (not really a bug, just made it work like
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@ -2446,10 +2446,10 @@ Changes to Empire 4.0.13 - Mon Mar 2 11:04:28 EST 1998
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* Fixed building of POSIX threads on Alpha running Digital Unix.
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* Fixed line_of_sight prototype in sona.c
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* Fixed fairland not to conuse stupid C++ compilers.
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Changes to Empire 4.0.12 - Tue Feb 24 11:27:31 EST 1998
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* Fixed client build on linux (whoops)
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Changes to Empire 4.0.11 - Tue Feb 10 10:53:10 EST 1998
|
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* AIX build seems to only work with gcc right now (but at least that works)
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* Vax Ultrix (vaxultrix) build should work now (hopefully) out of the box.
|
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|
@ -2464,7 +2464,7 @@ Changes to Empire 4.0.11 - Tue Feb 10 10:53:10 EST 1998
|
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* Fixed bug where spies were not dying when damaged.
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* Fixed bug in HIDDEN mods in declare command not printing country # of
|
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uncontacted country correctly (or at all as a matter of fact)
|
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|
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|
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Changes to Empire 4.0.10 - Mon Aug 18 12:34:58 EDT 1997
|
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* Fixed bug where fleets were being interdicted but the damage was being
|
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spread to ships not in the same sectors.
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|
@ -2498,7 +2498,7 @@ Changes to Empire 4.0.10 - Mon Aug 18 12:34:58 EDT 1997
|
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a sector.
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* Documented mountains only holding and using 1/10th of the normal sector
|
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population in Sector-types.t.
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* Fixed documentation on ship's firing ranges in fire.t to be less
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* Fixed documentation on ship's firing ranges in fire.t to be less
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ambiguous.
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* Updated nukes in nuke.t
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* Added apropos command (thanks to Mike Wise)
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|
@ -2506,7 +2506,7 @@ Changes to Empire 4.0.10 - Mon Aug 18 12:34:58 EDT 1997
|
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there are two files of the same name, and you don't get a complete match,
|
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then whichever file is found first in the directory is used.
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* Changed documentation in wantupd.h
|
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|
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Changes to Empire 4.0.9 - Sat Apr 19 23:01:51 EDT 1997
|
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* Fixed dump info pages that were getting formatted funny.
|
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* Fixed improve info page.
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|
@ -2574,7 +2574,7 @@ Changes to Empire 4.0.8 - Wed Feb 26 23:00:51 EST 1997
|
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This was major because it affected timestamp values which are more
|
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than 65535.
|
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* Fixed bug in sdump.c for typo in reporting the trade ships origin.
|
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|
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|
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Changes to Empire 4.0.7 - Mon Feb 24 22:48:54 EST 1997
|
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* Fixed bug in aircombat.c when calculating the air combat odds. Negative
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numbers were screwing things up good...
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|
@ -2609,7 +2609,7 @@ Changes to Empire 4.0.7 - Mon Feb 24 22:48:54 EST 1997
|
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* Spies caught in Neutral or Friendly countries cause the Neutral or
|
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Friendly country to go Hostile towards the owner of the spy.
|
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* Tweaked ammunition numbers for artillery units.
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* No more automatic declarations of War should be made. You will go
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* No more automatic declarations of War should be made. You will go
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hostile, but since going to war doesn't increase your countries
|
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defenses, and is purely political, it is left to the player to go
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that final step.
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|
@ -2703,7 +2703,7 @@ Changes to Empire 4.0.4 - Mon Dec 9 11:00:00 EST 1996
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* Fixed doconfig.c to create directories with right modes.
|
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* Fixed install macros in makefiles to move binaries to the right
|
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places.
|
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|
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|
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Changes to Empire 4.0.3 - Wed Dec 4 22:46:53 EST 1996
|
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* Added HP/UX port.
|
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* Fixed doconfig.c (put exit(0) at the end of main.)
|
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|
@ -2738,7 +2738,7 @@ Changes to Empire 4.0.2 - Mon Oct 14 12:26:40 EDT 1996
|
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* Fixed attack value in attack_val in lndsub.c
|
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* Fixed lload in commands/load.c
|
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* Fixed defense_val in lndsub.c - Made it a minimum of 1, so that units will
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||||
always fight until dead or retreating. 0 makes them get stuck.
|
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always fight until dead or retreating. 0 makes them get stuck.
|
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* Fixed update/deliver.c - no delivery of non-oldowned civvies (or anything
|
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else for that matter.)
|
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* Fixed llook in commands/look.c
|
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|
@ -2822,7 +2822,7 @@ Changes to Empire 4.0.0 - Wed Aug 21 1996
|
|||
* Added NO_LCMS, NO_HCMS and NO_OIL options. When any of these options are
|
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enabled, you don't need any of that type of material to build things.
|
||||
If NO_HCMS is enabled, you don't need HCMS to build bridges, you need
|
||||
lcms. If both NO_HCMS and NO_LCMS are enabled, then you don't need
|
||||
lcms. If both NO_HCMS and NO_LCMS are enabled, then you don't need
|
||||
any materials to build a bridge.
|
||||
* There is no mobility cost for assigning missions. But, there is also
|
||||
no longer any benefit for being on a mission either.
|
||||
|
@ -2877,7 +2877,7 @@ Changes to Empire 4.0.0 - Wed Aug 21 1996
|
|||
* Che can now be lessened by making happiness. If you have more happiness
|
||||
than your conquered populace, they don't fight as hard or recruit as
|
||||
much. If you have less than them, they fight harder and recruit more.
|
||||
It's not much though - it ranges from 2.0 in your favor to only 0.8
|
||||
It's not much though - it ranges from 2.0 in your favor to only 0.8
|
||||
against you (whereas it was always 1.0 before.) So, it definitely
|
||||
favors the attackers to make lots of happy now.
|
||||
* Bridgeheads can only be built on coasts.
|
||||
|
|
|
@ -16,7 +16,7 @@ clients-howto
|
|||
troubleshooting
|
||||
Some common problems and solutions.
|
||||
|
||||
configuration
|
||||
configuration
|
||||
How to turn options on and off, change game parameters, etc...
|
||||
|
||||
debugging
|
||||
|
@ -35,7 +35,7 @@ pthreads
|
|||
Sasha Mikheev's notes on Empire's threading abstraction, and
|
||||
its LWP and POSIX threads implementation.
|
||||
|
||||
coding
|
||||
coding
|
||||
Guidelines for coding style
|
||||
|
||||
unicode
|
||||
|
|
|
@ -462,7 +462,7 @@ player->aborted; if it is set after a read, the read failed.
|
|||
git
|
||||
---
|
||||
|
||||
Commit related changes together, unrelated changes separately.
|
||||
Commit related changes together, unrelated changes separately.
|
||||
|
||||
Write meaningfull commit messages. Start with a single short line
|
||||
(ideally less than 50 characters) summarizing the change, followed by
|
||||
|
@ -507,7 +507,7 @@ a procedure, something may well be amiss.
|
|||
|
||||
Sasha Mikheev on indentation:
|
||||
|
||||
The empire indentation style can be achived by using
|
||||
The empire indentation style can be achived by using
|
||||
indent -orig -i8 foo.c
|
||||
|
||||
or in old c-mode emacs (versions before 19.29):
|
||||
|
|
|
@ -468,7 +468,7 @@ requirements than dumps:
|
|||
- No comment syntax.
|
||||
|
||||
* Each table is self-contained. You don't have to look into other
|
||||
tables to make sense of it.
|
||||
tables to make sense of it.
|
||||
|
||||
This conflicts with xdump's separation of data and meta-data. You
|
||||
need the table's meta-data to identify fields, and the referenced
|
||||
|
|
|
@ -26,7 +26,7 @@
|
|||
* ---
|
||||
*
|
||||
* budg.h: Budget related definitions
|
||||
*
|
||||
*
|
||||
* Known contributors to this file:
|
||||
* Ville Virrankoski, 1995
|
||||
*/
|
||||
|
|
|
@ -26,9 +26,9 @@
|
|||
* ---
|
||||
*
|
||||
* com.h: Definitions used to parse Empire commands
|
||||
*
|
||||
*
|
||||
* Known contributors to this file:
|
||||
*
|
||||
*
|
||||
*/
|
||||
|
||||
#ifndef COM_H
|
||||
|
|
|
@ -26,7 +26,7 @@
|
|||
* ---
|
||||
*
|
||||
* combat.h: Definitions for things having to do with combat
|
||||
*
|
||||
*
|
||||
* Known contributors to this file:
|
||||
* Ken Stevens, 1995
|
||||
*/
|
||||
|
|
|
@ -26,9 +26,9 @@
|
|||
* ---
|
||||
*
|
||||
* commands.h: Definitions used for command stuff
|
||||
*
|
||||
*
|
||||
* Known contributors to this file:
|
||||
*
|
||||
*
|
||||
*/
|
||||
|
||||
#ifndef COMMANDS_H
|
||||
|
|
|
@ -27,7 +27,7 @@
|
|||
*
|
||||
* commodity.h: Definitions for buy/market/sell commands in a time delay
|
||||
* market
|
||||
*
|
||||
*
|
||||
* Known contributors to this file:
|
||||
* Pat Loney, 1992
|
||||
* Steve McClure, 1996
|
||||
|
|
|
@ -26,7 +26,7 @@
|
|||
* ---
|
||||
*
|
||||
* damage.h: Damage formulas
|
||||
*
|
||||
*
|
||||
* Known contributors to this file:
|
||||
* Ken Stevens, 1995
|
||||
* Steve McClure, 1998
|
||||
|
|
|
@ -26,9 +26,9 @@
|
|||
* ---
|
||||
*
|
||||
* distribute.h: Definitions for distribution stuff
|
||||
*
|
||||
*
|
||||
* Known contributors to this file:
|
||||
*
|
||||
*
|
||||
*/
|
||||
|
||||
#ifndef DISTRIBUTE_H
|
||||
|
|
|
@ -26,7 +26,7 @@
|
|||
* ---
|
||||
*
|
||||
* econfig-spec.h: Combined include for optlist.h and emp_config.c
|
||||
*
|
||||
*
|
||||
* Known contributors to this file:
|
||||
* Marc Olzheim, 2004
|
||||
* Markus Armbruster, 2004-2008
|
||||
|
|
|
@ -26,9 +26,9 @@
|
|||
* ---
|
||||
*
|
||||
* empio.h: Describes io pointers used in Empire
|
||||
*
|
||||
*
|
||||
* Known contributors to this file:
|
||||
*
|
||||
*
|
||||
*/
|
||||
|
||||
#ifndef EMPIO_H
|
||||
|
|
|
@ -26,7 +26,7 @@
|
|||
* ---
|
||||
*
|
||||
* empobj.h: General empire objects.
|
||||
*
|
||||
*
|
||||
* Known contributors to this file:
|
||||
* Ron Koenderink, 2006
|
||||
* Markus Armbruster, 2006-2008
|
||||
|
@ -68,7 +68,7 @@ struct empobj {
|
|||
signed char effic;
|
||||
signed char mobil;
|
||||
unsigned char off;
|
||||
short tech;
|
||||
short tech;
|
||||
char group; /* valid if EFF_GROUP is in table's flags */
|
||||
coord opx, opy;
|
||||
short mission;
|
||||
|
@ -83,7 +83,7 @@ union empobj_storage {
|
|||
struct lndstr land;
|
||||
struct lonstr loan;
|
||||
struct loststr lost;
|
||||
struct natstr nat;
|
||||
struct natstr nat;
|
||||
struct nwsstr news;
|
||||
struct nukstr nuke;
|
||||
struct plnstr plane;
|
||||
|
|
|
@ -26,7 +26,7 @@
|
|||
* ---
|
||||
*
|
||||
* empthread.h: Definitions for Empire threading
|
||||
*
|
||||
*
|
||||
* Known contributors to this file:
|
||||
* Sasha Mikheev
|
||||
* Doug Hay, 1998
|
||||
|
|
|
@ -26,7 +26,7 @@
|
|||
* ---
|
||||
*
|
||||
* file.h: Describes Empire tables (`files' for historical reasons)
|
||||
*
|
||||
*
|
||||
* Known contributors to this file:
|
||||
* Markus Armbruster, 2005-2008
|
||||
*/
|
||||
|
|
|
@ -26,7 +26,7 @@
|
|||
* ---
|
||||
*
|
||||
* game.h: The game file
|
||||
*
|
||||
*
|
||||
* Known contributors to this file:
|
||||
* Markus Armbruster, 2007-2008
|
||||
*/
|
||||
|
|
|
@ -28,7 +28,7 @@
|
|||
* ioqueue.h: Stores and frees data associated with a file descriptor.
|
||||
* uses writev to write, and read to read
|
||||
* Known contributors to this file:
|
||||
*
|
||||
*
|
||||
*/
|
||||
|
||||
#ifndef IOQUEUE_H
|
||||
|
|
|
@ -26,9 +26,9 @@
|
|||
* ---
|
||||
*
|
||||
* item.h: Definitions for item characteristics stuff
|
||||
*
|
||||
*
|
||||
* Known contributors to this file:
|
||||
*
|
||||
*
|
||||
*/
|
||||
|
||||
#ifndef ITEM_H
|
||||
|
|
|
@ -26,7 +26,7 @@
|
|||
* ---
|
||||
*
|
||||
* journal.h: Log a journal of events to a file
|
||||
*
|
||||
*
|
||||
* Known contributors to this file:
|
||||
* Markus Armbruster, 2004-2008
|
||||
*/
|
||||
|
|
|
@ -26,7 +26,7 @@
|
|||
* ---
|
||||
*
|
||||
* land.h: Definitions for land units
|
||||
*
|
||||
*
|
||||
* Known contributors to this file:
|
||||
* Thomas Ruschak, 1992
|
||||
* Ken Stevens, 1995
|
||||
|
|
|
@ -26,9 +26,9 @@
|
|||
* ---
|
||||
*
|
||||
* loan.h: Definitions for loans
|
||||
*
|
||||
*
|
||||
* Known contributors to this file:
|
||||
*
|
||||
*
|
||||
*/
|
||||
|
||||
#ifndef LOAN_H
|
||||
|
|
|
@ -26,7 +26,7 @@
|
|||
* ---
|
||||
*
|
||||
* lost.h: Definitions for lost items
|
||||
*
|
||||
*
|
||||
* Known contributors to this file:
|
||||
* Steve McClure, 1997
|
||||
*/
|
||||
|
|
|
@ -6,12 +6,12 @@
|
|||
* modify it under the terms of the GNU Library General Public
|
||||
* License as published by the Free Software Foundation; either
|
||||
* version 2 of the License, or (at your option) any later version.
|
||||
*
|
||||
*
|
||||
* This library is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
* Library General Public License for more details.
|
||||
*
|
||||
*
|
||||
* You should have received a copy of the GNU Library General Public
|
||||
* License along with this library; if not, write to the Free
|
||||
* Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
|
||||
|
|
|
@ -26,9 +26,9 @@
|
|||
* ---
|
||||
*
|
||||
* map.h: Definitions for making maps
|
||||
*
|
||||
*
|
||||
* Known contributors to this file:
|
||||
*
|
||||
*
|
||||
*/
|
||||
|
||||
#ifndef MAP_H
|
||||
|
|
|
@ -26,9 +26,9 @@
|
|||
* ---
|
||||
*
|
||||
* match.h: Used for string compare matching
|
||||
*
|
||||
*
|
||||
* Known contributors to this file:
|
||||
*
|
||||
*
|
||||
*/
|
||||
|
||||
#ifndef MATCH_H
|
||||
|
|
|
@ -27,7 +27,7 @@
|
|||
*
|
||||
* misc.h: Misc. definitions which don't really belong anywhere,
|
||||
* but have to go somewhere!
|
||||
*
|
||||
*
|
||||
* Known contributors to this file:
|
||||
* Doug Hay, 1998
|
||||
*/
|
||||
|
@ -95,7 +95,7 @@ void exit_nomem(void) ATTRIBUTE((noreturn));
|
|||
extern char *getstarg(char *input, char *prompt, char buf[]);
|
||||
extern char *getstring(char *prompt, char buf[]);
|
||||
extern char *ugetstring(char *prompt, char buf[]);
|
||||
|
||||
|
||||
extern char *prbuf(char *format, ...)
|
||||
ATTRIBUTE((format (printf, 1, 2)));
|
||||
|
||||
|
|
|
@ -26,7 +26,7 @@
|
|||
* ---
|
||||
*
|
||||
* mission.h: Definitions for things having to do with missions.
|
||||
*
|
||||
*
|
||||
* Known contributors to this file:
|
||||
* Ken Stevens, 1995
|
||||
*/
|
||||
|
|
|
@ -26,7 +26,7 @@
|
|||
* ---
|
||||
*
|
||||
* nat.h: Definitions for things having to do with nations
|
||||
*
|
||||
*
|
||||
* Known contributors to this file:
|
||||
* Thomas Ruschak
|
||||
* Ken Stevens, 1995
|
||||
|
|
|
@ -26,7 +26,7 @@
|
|||
* ---
|
||||
*
|
||||
* news.h: Definitions for Empire News
|
||||
*
|
||||
*
|
||||
* Known contributors to this file:
|
||||
* Dave Pare
|
||||
* Thomas Ruschak
|
||||
|
|
|
@ -26,7 +26,7 @@
|
|||
* ---
|
||||
*
|
||||
* nsc.h: Definitions for Empire conditionals
|
||||
*
|
||||
*
|
||||
* Known contributors to this file:
|
||||
* Dave Pare, 1989
|
||||
* Markus Armbruster, 2004-2008
|
||||
|
|
|
@ -26,7 +26,7 @@
|
|||
* ---
|
||||
*
|
||||
* nuke.h: Definitions for things having to do with nukes
|
||||
*
|
||||
*
|
||||
* Known contributors to this file:
|
||||
* Dave Pare, 1986
|
||||
*/
|
||||
|
|
|
@ -26,7 +26,7 @@
|
|||
* ---
|
||||
*
|
||||
* optlist.h: Definitions of option listings
|
||||
*
|
||||
*
|
||||
* Known contributors to this file:
|
||||
* Ken Stevens, 1995
|
||||
* Steve McClure, 1998
|
||||
|
|
|
@ -26,9 +26,9 @@
|
|||
* ---
|
||||
*
|
||||
* path.h: Definitions for directions, paths, etc.
|
||||
*
|
||||
*
|
||||
* Known contributors to this file:
|
||||
*
|
||||
*
|
||||
*/
|
||||
|
||||
#ifndef PATH_H
|
||||
|
|
|
@ -26,9 +26,9 @@
|
|||
* ---
|
||||
*
|
||||
* plague.h: plague defines.
|
||||
*
|
||||
*
|
||||
* Known contributors to this file:
|
||||
*
|
||||
*
|
||||
*/
|
||||
|
||||
#ifndef PLAGUE_H
|
||||
|
|
|
@ -26,7 +26,7 @@
|
|||
* ---
|
||||
*
|
||||
* plane.h: Definitions for planes and plane types
|
||||
*
|
||||
*
|
||||
* Known contributors to this file:
|
||||
* Dave Pare, 1986
|
||||
* Ken Stevens, 1995
|
||||
|
|
|
@ -26,7 +26,7 @@
|
|||
* ---
|
||||
*
|
||||
* player.h: Definitions for player information (threads)
|
||||
*
|
||||
*
|
||||
* Known contributors to this file:
|
||||
* Dave Pare, 1994
|
||||
* Doug Hay, 1998
|
||||
|
|
|
@ -26,9 +26,9 @@
|
|||
* ---
|
||||
*
|
||||
* power.h: Definitions for things having to do with the power report.
|
||||
*
|
||||
*
|
||||
* Known contributors to this file:
|
||||
*
|
||||
*
|
||||
*/
|
||||
|
||||
#ifndef POWER_H
|
||||
|
|
|
@ -26,9 +26,9 @@
|
|||
* ---
|
||||
*
|
||||
* product.h: Definitions for things having to do with products
|
||||
*
|
||||
*
|
||||
* Known contributors to this file:
|
||||
*
|
||||
*
|
||||
*/
|
||||
|
||||
#ifndef PRODUCT_H
|
||||
|
|
|
@ -26,7 +26,7 @@
|
|||
* ---
|
||||
*
|
||||
* proto.h: Protocol for client
|
||||
*
|
||||
*
|
||||
* Known contributors to this file:
|
||||
* Dave Pare, 1986
|
||||
*/
|
||||
|
|
|
@ -26,7 +26,7 @@
|
|||
* ---
|
||||
*
|
||||
* prototypes.h: Prototypes for server functions
|
||||
*
|
||||
*
|
||||
* Known contributors to this file:
|
||||
* Curtis Larsen, 1998
|
||||
* Steve McClure, 1998,2000
|
||||
|
@ -54,7 +54,7 @@ extern void finish_server(void);
|
|||
/* in empthread.h */
|
||||
|
||||
/*
|
||||
* src/lib/commands/ *.c
|
||||
* src/lib/commands/ *.c
|
||||
*/
|
||||
extern int check_market(void);
|
||||
extern void gift(natid, natid, void *, char *);
|
||||
|
@ -253,7 +253,7 @@ int xedit(void);
|
|||
int zdon(void);
|
||||
|
||||
/*
|
||||
* src/lib/common/ *.c
|
||||
* src/lib/common/ *.c
|
||||
*/
|
||||
/* bestpath.c */
|
||||
extern char *bestownedpath(char *, char *, int, int, int, int, int);
|
||||
|
@ -315,7 +315,7 @@ extern int demandupdatecheck(void);
|
|||
/* in xdump.h */
|
||||
|
||||
/*
|
||||
* src/lib/gen/ *.c
|
||||
* src/lib/gen/ *.c
|
||||
*/
|
||||
/* fnameat.c */
|
||||
extern char *fnameat(const char *, const char *);
|
||||
|
@ -344,13 +344,13 @@ extern char *plurize(char *buf, int max_len, int n);
|
|||
/* more in misc.h */
|
||||
|
||||
/*
|
||||
* src/lib/global/ *.c
|
||||
* src/lib/global/ *.c
|
||||
*/
|
||||
extern void global_init(void);
|
||||
|
||||
|
||||
/*
|
||||
* src/lib/player/ *.c
|
||||
* src/lib/player/ *.c
|
||||
*/
|
||||
/* accept.c */
|
||||
extern void player_init(void);
|
||||
|
@ -392,7 +392,7 @@ extern void stop_service(void);
|
|||
/* more in service.h */
|
||||
|
||||
/*
|
||||
* src/lib/subs/ *.c
|
||||
* src/lib/subs/ *.c
|
||||
*/
|
||||
/* askyn.c */
|
||||
extern int confirm(char *);
|
||||
|
@ -701,7 +701,7 @@ extern int typed_wu(natid, natid, char *, int);
|
|||
extern int wu(natid, natid, char *, ...) ATTRIBUTE((format (printf, 3, 4)));
|
||||
|
||||
/*
|
||||
* src/lib/update/ *.c
|
||||
* src/lib/update/ *.c
|
||||
*/
|
||||
/* age.c */
|
||||
extern void age_levels(int);
|
||||
|
|
|
@ -26,9 +26,9 @@
|
|||
* ---
|
||||
*
|
||||
* queue.h: Generic vax-like doubly linked list queues
|
||||
*
|
||||
*
|
||||
* Known contributors to this file:
|
||||
*
|
||||
*
|
||||
*/
|
||||
|
||||
#ifndef QUEUE_H
|
||||
|
|
|
@ -26,7 +26,7 @@
|
|||
* ---
|
||||
*
|
||||
* retreat.h: Things having to do with retreating
|
||||
*
|
||||
*
|
||||
* Known contributors to this file:
|
||||
* Ken Stevens, 1995
|
||||
*/
|
||||
|
|
|
@ -26,7 +26,7 @@
|
|||
* ---
|
||||
*
|
||||
* sect.h: Definitions for things having to do with sectors.
|
||||
*
|
||||
*
|
||||
* Known contributors to this file:
|
||||
* Dave Pare
|
||||
* Ken Stevens, 1995
|
||||
|
|
|
@ -26,7 +26,7 @@
|
|||
* ---
|
||||
*
|
||||
* server.h: Server startup, control and shutdown
|
||||
*
|
||||
*
|
||||
* Known contributors to this file:
|
||||
* Markus Armbruster, 2004-2008
|
||||
*/
|
||||
|
|
|
@ -26,7 +26,7 @@
|
|||
* ---
|
||||
*
|
||||
* service.h: Windows services support
|
||||
*
|
||||
*
|
||||
* Known contributors to this file:
|
||||
* Ron Koenderink, 2004
|
||||
*/
|
||||
|
|
|
@ -26,7 +26,7 @@
|
|||
* ---
|
||||
*
|
||||
* ship.h: Definitions for things having to do with ships
|
||||
*
|
||||
*
|
||||
* Known contributors to this file:
|
||||
* Dave Pare
|
||||
* Thomas Ruschak, 1992
|
||||
|
|
|
@ -26,9 +26,9 @@
|
|||
* ---
|
||||
*
|
||||
* tel.h: Definitions for things having to do with telegrams
|
||||
*
|
||||
*
|
||||
* Known contributors to this file:
|
||||
*
|
||||
*
|
||||
*/
|
||||
|
||||
#ifndef TEL_H
|
||||
|
|
|
@ -27,7 +27,7 @@
|
|||
*
|
||||
* trade.h: Definitions for trading units/ships/planes in a time delay
|
||||
* system
|
||||
*
|
||||
*
|
||||
* Known contributors to this file:
|
||||
* Dave Pare
|
||||
* Pat Loney, 1992
|
||||
|
|
|
@ -26,7 +26,7 @@
|
|||
* ---
|
||||
*
|
||||
* treaty.h: Definitions for treaties
|
||||
*
|
||||
*
|
||||
* Known contributors to this file:
|
||||
* Steve McClure, 1998
|
||||
*/
|
||||
|
|
|
@ -26,7 +26,7 @@
|
|||
* ---
|
||||
*
|
||||
* types.h: Empire types
|
||||
*
|
||||
*
|
||||
* Known contributors to this file:
|
||||
* Markus Armbruster, 2006-2007
|
||||
*/
|
||||
|
|
|
@ -26,12 +26,12 @@
|
|||
* ---
|
||||
*
|
||||
* unit.h: Generalize unit data structures and functions.
|
||||
*
|
||||
*
|
||||
* Known contributors to this file:
|
||||
* Ron Koenderink, 2006-2007
|
||||
* Markus Armbruster, 2006
|
||||
*/
|
||||
|
||||
|
||||
#ifndef UNIT_H
|
||||
#define UNIT_H
|
||||
|
||||
|
|
|
@ -26,9 +26,9 @@
|
|||
* ---
|
||||
*
|
||||
* update.h: Include headers used for updates
|
||||
*
|
||||
*
|
||||
* Known contributors to this file:
|
||||
*
|
||||
*
|
||||
*/
|
||||
|
||||
#ifndef UPDATE_H
|
||||
|
|
|
@ -26,7 +26,7 @@
|
|||
* ---
|
||||
*
|
||||
* version.h: Version information
|
||||
*
|
||||
*
|
||||
* Known contributors to this file:
|
||||
* Thomas Ruschak, 1992
|
||||
* Ken Stevens, 1995
|
||||
|
|
|
@ -26,7 +26,7 @@
|
|||
* ---
|
||||
*
|
||||
* xdump.h: Extended dumps
|
||||
*
|
||||
*
|
||||
* Known contributors to this file:
|
||||
* Markus Armbruster, 2008
|
||||
*/
|
||||
|
|
|
@ -26,7 +26,7 @@
|
|||
* ---
|
||||
*
|
||||
* xy.h: Constants having to do with world locations.
|
||||
*
|
||||
*
|
||||
* Known contributors to this file:
|
||||
* Steve McClure, 1998
|
||||
*/
|
||||
|
|
|
@ -60,7 +60,7 @@ If you are not paradropping, then you will be asked for mil and units
|
|||
you would like to attack with.
|
||||
You must always leave at least 1 mil in
|
||||
the sector or ship you are attacking from, so you may never attack
|
||||
with all of your mil out of a sector or ship.
|
||||
with all of your mil out of a sector or ship.
|
||||
The following limitations apply to the aggressor's mil:
|
||||
.NF
|
||||
Attack: You are limited by the mobility of the attacking sector
|
||||
|
@ -335,7 +335,7 @@ in "assault", "paradrop", "board" or "lboard").
|
|||
When you move your mil into the target sector after an attack, you
|
||||
will risk the same chances of interdiction (number of mil / 200) and
|
||||
stepping on land mines (see "info lmine") as
|
||||
if you were moving them using the "move" command.
|
||||
if you were moving them using the "move" command.
|
||||
.s1
|
||||
Similarly, once you have specified which land units you'd like to move
|
||||
into the conquered sector, then all of your units will move in at
|
||||
|
|
|
@ -11,7 +11,7 @@ specified destination. This is done via the \*Qorder\*U command.
|
|||
Each ship can be ordered to proceed to a destination. During each update,
|
||||
the ship will try and use ALL the mobility it has and use the shortest
|
||||
possible path. It will also avoid any known mines (sectors marked
|
||||
with an 'X' or 'x' on your bmap). Note that this movement is all
|
||||
with an 'X' or 'x' on your bmap). Note that this movement is all
|
||||
done before mobility is accumulated, so that after the update is
|
||||
complete the ship will have a full updates worth of mobility
|
||||
in case you need to move it by hand. Should a ship be fired upon
|
||||
|
|
|
@ -29,10 +29,10 @@ as he/she/it will be watching who is playing what.
|
|||
.s1
|
||||
Bugs: if you find a bug,
|
||||
you are REQUIRED to report it to the deity.
|
||||
I will not let other people know about the bug
|
||||
I will not let other people know about the bug
|
||||
and in most cases, you may exploit it until it is fixed.
|
||||
Punishment for use without telling: at least $50,000 or
|
||||
getting your country removed from the game.
|
||||
getting your country removed from the game.
|
||||
.s1
|
||||
Denial-of-service attacks are forbidden. Any form of attack that
|
||||
prevents a player from connecting to the server is against the rules.
|
||||
|
|
|
@ -70,7 +70,7 @@ ways to kill them, but not by shelling or bombing.
|
|||
A bridge can be built in any sector adjacent to one of yours, providing
|
||||
that the target sector is adjacent to a non-sea, non-bridge sector. Since
|
||||
bridgeheads are not required, you can't collapse bridges by killing the head.
|
||||
(You can still kill them by taking the bridge below 20%) This also fixes a
|
||||
(You can still kill them by taking the bridge below 20%) This also fixes a
|
||||
problem with planes on bridges not dying when the bridge dies. (This was partly
|
||||
fixed before, but the fix didn't work all the time)
|
||||
.s1
|
||||
|
@ -210,7 +210,7 @@ assaulted, or shelled.
|
|||
.s1
|
||||
Your ships/sects will no longer shoot themselves in defense.
|
||||
You can cheerfully blast your own ships/sects without fear of
|
||||
retaliation from your own forces. You can also torp your own
|
||||
retaliation from your own forces. You can also torp your own
|
||||
ships, and they will resignedly watch as the torps slam into them.
|
||||
.s1
|
||||
Gun ranges are no longer truncated. Instead, there is a % chance equal to the
|
||||
|
@ -248,7 +248,7 @@ You may now upgrade allied ships. (If ALLYHARBOR is used)
|
|||
.s1
|
||||
Your civs will work on allied ships in your harbors. (If ALLYHARBOR is used)
|
||||
.s1
|
||||
You may assault your own sectors. Mil assaulting are simply added to the
|
||||
You may assault your own sectors. Mil assaulting are simply added to the
|
||||
number in the sector.
|
||||
.s1
|
||||
You may now land planes on a carrier in an allied harbor. (If ALLYHARBOR is
|
||||
|
@ -301,7 +301,7 @@ a fuel usage of 1 get 10 mob for every 1 fuel, ships with 2 fuel usage get 10
|
|||
mob for 2 fuel, etc. Ships with no fuel do not get mobility. Ships with a fuel
|
||||
usage of 0 do not need fuel. (Sailing ships & nuc ships/subs)
|
||||
.s1
|
||||
A new command, "fuel" is added. It allows fueling from a harbor sector, or a
|
||||
A new command, "fuel" is added. It allows fueling from a harbor sector, or a
|
||||
ship or ships with the "oiler" flag. When fueling, petrol and/or oil in the
|
||||
harbor or on the oiler is exchanged for fuel points, which are loaded on the
|
||||
ship. Petrol is used first, if available, at a rate of 1 pet = 10 fuel. If
|
||||
|
@ -433,12 +433,12 @@ Changes to the Chainsaw code in version 2.1
|
|||
Chainsaw 2.1 has some minor differences from Chainsaw 2.0.
|
||||
.s1
|
||||
Now, when navigating, sonar or radar commands will
|
||||
default to the current ship, or the first (lowest
|
||||
default to the current ship, or the first (lowest
|
||||
numbered) ship in a group. You may override this by
|
||||
specifying the desired ship on the command line.
|
||||
(I.e. "r 12" or "radar 212", etc)
|
||||
.s1
|
||||
The chance of a plane aborting is changed to
|
||||
The chance of a plane aborting is changed to
|
||||
(100-eff)%. This means that if a 100% plane
|
||||
takes a hit for 30% damage, it has a 30% chance to abort.
|
||||
If it then takes another hit for 20% more, a total of 50% damage,
|
||||
|
@ -449,11 +449,11 @@ aborting until after all ships have fired, rather
|
|||
than rolling every time the plane takes a flak
|
||||
hit from a ship.
|
||||
.s1
|
||||
A new command has been added, the 'payoff' command.
|
||||
A new command has been added, the 'payoff' command.
|
||||
It shows the value of trade ships if scuttled at
|
||||
the current sect (check info payoff).
|
||||
.s1
|
||||
Constants have been added to control ship & plane
|
||||
Constants have been added to control ship & plane
|
||||
efficiency growth rate. It is now possible to allow
|
||||
2xETUS growth in efficiency, 3x, etc.
|
||||
.s1
|
||||
|
@ -466,7 +466,7 @@ reads only telegrams & bulletins.
|
|||
.s1
|
||||
When assaulting, troops will always leave at least 1 food on the ship.
|
||||
.s1
|
||||
You may now build multiples of an item by adding a build count at the
|
||||
You may now build multiples of an item by adding a build count at the
|
||||
end of your build command. (see info build)
|
||||
.s1
|
||||
You may now give comments in the hours file. Comment lines start with a
|
||||
|
@ -486,9 +486,9 @@ Chainsaw 2.2 has some minor differences from Chainsaw 2.1.
|
|||
.s1
|
||||
A new option, SNEAK_ATTACK is included. It can only be used in
|
||||
conjunction with SLOW_WAR. It allows you to attack a sector of
|
||||
someone you're not at war with. Once attacked, the attacker
|
||||
someone you're not at war with. Once attacked, the attacker
|
||||
automatically declares war against the defender, and pays $5K.
|
||||
At that point, the attacker has to go through the normal SLOW_WAR
|
||||
At that point, the attacker has to go through the normal SLOW_WAR
|
||||
procedure before attacking again. See info attack, info assault.
|
||||
SNEAK_ATTACKs may not be done by parachute.
|
||||
.s1
|
||||
|
@ -565,7 +565,7 @@ will attempt to load or unload food as necessary to get ship 4 to 10 food.
|
|||
Land units have been added. There are many new commands for dealing with them.
|
||||
Look at info Land-units for a general overview.
|
||||
.s1
|
||||
Sectors that don't have enough food at the update will now attempt to
|
||||
Sectors that don't have enough food at the update will now attempt to
|
||||
draw food from supply sources. (see info supply for details on supply sources.
|
||||
Conquered sectors will not draw food)
|
||||
Other sectors/ships/units will now draw supplies (mostly shells) when they
|
||||
|
@ -585,7 +585,7 @@ them all at once. See info build for more details.
|
|||
Distribution has been changed. Each sector now has a distribution sector
|
||||
rather than a distribution path (during the update, the least-cost path
|
||||
is found and used) Also, importing & exporting via distribute now happen
|
||||
in separate phases, rather than being mingled. See info distribute
|
||||
in separate phases, rather than being mingled. See info distribute
|
||||
and info update-sequence for a full description.
|
||||
Read info distribute, or don't cry.
|
||||
.s1
|
||||
|
@ -609,12 +609,12 @@ may also take lcms or hcms to build. Show sector build will show this.
|
|||
A new command, cede, allows you to give a sector or ship to a neighbor. See
|
||||
info cede for more details.
|
||||
.s1
|
||||
There are several new information commands, such as neweff and
|
||||
There are several new information commands, such as neweff and
|
||||
starvation. See the info pages for details.
|
||||
.s1
|
||||
Sectors are damaged by combat occurring in them. See info attack for details.
|
||||
.s1
|
||||
Missions may be given to ships/planes/units, allowing them to interdict
|
||||
Missions may be given to ships/planes/units, allowing them to interdict
|
||||
enemy movement, support friendly attacks & defense, and other things.
|
||||
See info mission for details.
|
||||
.s1
|
||||
|
@ -634,7 +634,7 @@ you first lose uw's, then civs, then mil. As before, no more than 1/2 the total
|
|||
population of a sector can starve in one update. Example: if you have 200 uw's,
|
||||
100 mil, and 500 civilians, and no food, normally you'd have 100 uw's, 50 mil,
|
||||
and 250 civs after the update. With NEW_STARVE in effect, you'd have 0 uw's,
|
||||
300 civilians, and 100 mil.
|
||||
300 civilians, and 100 mil.
|
||||
.s1
|
||||
NEW_WORK: When moving civs to or from a sector with low work, the new loyalty
|
||||
and work percentage of the destination sector is computed proportionally.
|
||||
|
|
|
@ -44,7 +44,7 @@ See the various info pages on these for complete documentation on how they
|
|||
work and how you can use them to help improve your clients.
|
||||
.s1
|
||||
In addition, there is a "timestamp" field on each object (sectors, ships,
|
||||
land units, planes, nuclear stockpiles, lost items) that you can use to
|
||||
land units, planes, nuclear stockpiles, lost items) that you can use to
|
||||
compare against to keep data between clients and the database in sync with
|
||||
each other. These timestamps are kept in systems seconds, so they should
|
||||
be accurate down to 1 second. Every time an object is changed, it's
|
||||
|
|
|
@ -287,9 +287,9 @@ then it will just keep resupplying itself until it finishes the job.
|
|||
Also, it now costs engineers 1 point of mobility per mine laid.
|
||||
.L -
|
||||
If land units are accompanied by engineers, then their chance of
|
||||
hitting a land mine is reduced by a factor of 3. E.g. if there
|
||||
hitting a land mine is reduced by a factor of 3. E.g. if there
|
||||
are 25 mines in the sector, then a land unit has a 33%
|
||||
chance of hitting a land mine. If it is accompanied by an
|
||||
chance of hitting a land mine. If it is accompanied by an
|
||||
engineer, then that chance drops to 11%.
|
||||
.L -
|
||||
If an engineer sweeps a land mine that it cannot carry, it drops
|
||||
|
|
|
@ -110,7 +110,7 @@ You now have 50 realms.
|
|||
Each country now has two bmaps, their 'working' bmap and their 'true' bmap. The true bmap contains only information put there by the
|
||||
server. The working bmap also contains information put there by the
|
||||
bdes and sharebmap commands. The 'bmap' command usually displays the
|
||||
working bmap unless the player specifies 'bmap <SECTS> true'.
|
||||
working bmap unless the player specifies 'bmap <SECTS> true'.
|
||||
If the players working bmap becomes corrupted somehow, then they can
|
||||
type 'bmap <SECTS> revert' to revert their working bmap back to their
|
||||
true bmap. This change was necessary to prevent abuse of the new 'sharebmap' command (which compares the players true bmaps when
|
||||
|
|
|
@ -524,7 +524,7 @@ Changes to Empire 4.3.10 - Thu Sep 6 17:59:53 UTC 2007
|
|||
shutdown aborted it. The bug allowed players to delay update and
|
||||
shutdown indefinitely.
|
||||
* Thread priorities are only implemented by LWP and no longer used.
|
||||
With LWP, they let players with a sufficiently fast connection
|
||||
With LWP, they let players with a sufficiently fast connection
|
||||
starve out the threads that clean the lost file and kill idle
|
||||
connections. Drop them.
|
||||
* Show nuke rounded required research incorrectly.
|
||||
|
@ -736,7 +736,7 @@ Changes to Empire 4.3.6 - Tue Jun 20 18:46:18 UTC 2006
|
|||
in 4.0.2), and trains could be sent down paths without rail (never
|
||||
worked). Also fixes unit reaction path cost.
|
||||
* The custom table reader can now deal with sector, item, product and
|
||||
infra tables more comfortably.
|
||||
infra tables more comfortably.
|
||||
* Remove option BIG_CITY. Deities can customize the sect table to
|
||||
get the same effect.
|
||||
* Many more selectors can now be compared with names, not just
|
||||
|
@ -1641,7 +1641,7 @@ Changes to Empire 4.2.13 - Fri Feb 13 22:12:36 UTC 2004
|
|||
* News no longer call all sub-launched missiles nuclear.
|
||||
* Incoming missiles are now reported with coordinates.
|
||||
* Removed some code that served no purpose except crashing on
|
||||
Windows.
|
||||
Windows.
|
||||
* Fixed Mac OSX and AIX build problems.
|
||||
* Don't resolve player IP addresses for now, because it can crash
|
||||
with certain versions of GNU libc.
|
||||
|
@ -1736,7 +1736,7 @@ Changes to Empire 4.2.8 - Mon Oct 9 17:35:35 MDT 2000
|
|||
* Updated order of firing flak in Flak.t.
|
||||
* Fixed 80% efficient planes on ships must be maintained.
|
||||
* Fixed initial MOB_ACCESS check thread sleep time was set by an uninitialized
|
||||
variable.
|
||||
variable.
|
||||
* Removed "TEMPORARILY DISABLED" message from mission command for escort
|
||||
missions. Escort missions have been re-enabled since 4.0.15.
|
||||
* Using sonar from the navigate command will print the sonar map.
|
||||
|
@ -1871,7 +1871,7 @@ Changes to Empire 4.2.6 - Fri Jun 4 05:55:20 PDT 1999
|
|||
* Fixed bug in sectors that don't revolt not showing up as lost items.
|
||||
* Fixed bug where maps with an X of exactly 200 is not drawing third line.
|
||||
* Fixed bug where MOB_ACCESS was not updating the mobility just before
|
||||
the update.
|
||||
the update.
|
||||
* Fixed bug in the way treaties are examined and sometimes produce
|
||||
wrong results.
|
||||
* Fixed edit to allow creating negative mobility for sectors.
|
||||
|
@ -1902,7 +1902,7 @@ Changes to Empire 4.2.5 - Mon Mar 1 06:42:24 PST 1999
|
|||
* Fixed bug where scrapping land units was creating military.
|
||||
* Fixed description of sect_mob_neg_factor in econfig file.
|
||||
* Increased speed of PT boats.
|
||||
|
||||
|
||||
Changes to Empire 4.2.4 - Tue Feb 2 05:47:44 PST 1999
|
||||
* Added check to make military values match up correctly for land
|
||||
units.
|
||||
|
@ -1914,7 +1914,7 @@ Changes to Empire 4.2.4 - Tue Feb 2 05:47:44 PST 1999
|
|||
* Fixed bug in explore command not setting mobility to correct
|
||||
value when MOB_ACCESS was enabled.
|
||||
* Fixed bug in enlist setting mobility incorrectly sometimes.
|
||||
* Added doc/backup file for deities which recommends how backups and
|
||||
* Added doc/backup file for deities which recommends how backups and
|
||||
restores of the data directory should be done.
|
||||
|
||||
Changes to Empire 4.2.3 - Wed Jan 13 06:02:35 PST 1999
|
||||
|
@ -2039,7 +2039,7 @@ Changes to Empire 4.2.2 - Sun Dec 27 12:46:34 PST 1998
|
|||
* Fixed bug where satellites were not orbiting the world during the
|
||||
update.
|
||||
* Fixed bug in torpedos being too smart. They knew how to jump over
|
||||
land! :) Now the "line_of_sight" routine is used to determine if a
|
||||
land! :) Now the "line_of_sight" routine is used to determine if a
|
||||
torpedo has a straight path to the destination. If it doesn't, the
|
||||
torpedo no longer jumps over land, but instead slams into it. This was
|
||||
an interesting bug because you could torp ships on the other side of
|
||||
|
@ -2055,9 +2055,9 @@ Changes to Empire 4.2.2 - Sun Dec 27 12:46:34 PST 1998
|
|||
destination sector. Goods are now attempted to be returned to the
|
||||
start sector, and apporpriate steps taken if the start sector is no
|
||||
longer available.
|
||||
* Fixed march to prompt you before you abandon a sector you own by
|
||||
* Fixed march to prompt you before you abandon a sector you own by
|
||||
marching out the last land unit.
|
||||
* Fixed check functions to only check the relevant portions of the structure
|
||||
* Fixed check functions to only check the relevant portions of the structure
|
||||
and not the timestamp info that doesn't affect how the object functions.
|
||||
* Fixed bug in spy command that always told you if a spy unit was in a
|
||||
non-owned sector.
|
||||
|
@ -2105,7 +2105,7 @@ Changes to Empire 4.2.2 - Sun Dec 27 12:46:34 PST 1998
|
|||
gained information that you wouldn't normally know.)
|
||||
* Merged bestpath and bestownedpath and wrote new wrappers, "BestShipPath"
|
||||
and "BestAirPath" to use it properly. It is also good to note that
|
||||
bestownedpath is used to determine paths for ships and for planes,
|
||||
bestownedpath is used to determine paths for ships and for planes,
|
||||
and that best_path (which uses the A* algorithm) is used for all land
|
||||
based paths, and that the two are never interchanged.
|
||||
* Removed "jet recon" plane (it slipped in during the PLANENAMES conversion,
|
||||
|
@ -2118,7 +2118,7 @@ Changes to Empire 4.2.1 - Tue Nov 3 12:56:20 PST 1998
|
|||
properly, and thus causing crashes when accessing certain plane
|
||||
routines. This happened during the move to make the PLANENAMES option
|
||||
run-time configurable.
|
||||
|
||||
|
||||
Changes to Empire 4.2.0 - Thu Oct 29 06:27:15 PST 1998
|
||||
* Bumped rev to 4.2.0 since this is a major release (the server is now
|
||||
run-time configurable for just about everything and is released under
|
||||
|
@ -2281,7 +2281,7 @@ Changes to Empire 4.0.18 - Thu Sep 24 06:54:27 PDT 1998
|
|||
* Updated Education.t
|
||||
* Modified (increased) chances of hitting mines slightly.
|
||||
* Removed unused variables from shp_check_mines.
|
||||
|
||||
|
||||
Changes to Empire 4.0.17 - Fri Jul 31 06:12:21 PDT 1998
|
||||
* Added ability in edit to change coastal flag for sectors.
|
||||
* Added ability in edit to edit plague values for ships.
|
||||
|
@ -2299,7 +2299,7 @@ Changes to Empire 4.0.17 - Fri Jul 31 06:12:21 PDT 1998
|
|||
(works for sea and land mines, used "lmine" to distinguish it from "min"
|
||||
which determines mineral (iron) content of a sector.)
|
||||
* No longer able to pin bomb land units on a ship.
|
||||
* Land units are required to have at least one military loaded to perform
|
||||
* Land units are required to have at least one military loaded to perform
|
||||
a mission.
|
||||
* Firing land units are required to have at least on military loaded to
|
||||
be able to fire (or return fire.)
|
||||
|
@ -2315,7 +2315,7 @@ Changes to Empire 4.0.17 - Fri Jul 31 06:12:21 PDT 1998
|
|||
they were not cargo capable.
|
||||
* Fixed bug in potentially crashing in update code for nations tech/research.
|
||||
* Fixed bug in execute putting you into execute mode incorrectly.
|
||||
* Fixed bug in board not allowing land units to board from 0 mobility
|
||||
* Fixed bug in board not allowing land units to board from 0 mobility
|
||||
sectors.
|
||||
* Fixed bug where interdicted land units that were missed displayed
|
||||
a "SPLASH! Bombs miss your ships" message.
|
||||
|
@ -2405,7 +2405,7 @@ Changes to Empire 4.0.16 - Fri Jun 12 08:52:06 EDT 1998
|
|||
before.)
|
||||
* Fixed bug in neweff not reporting stopped sectors. It now (correctly)
|
||||
reports them as not changing eff.
|
||||
|
||||
|
||||
Changes to Empire 4.0.15 - Wed May 20 12:35:53 EDT 1998
|
||||
* Fixed the spelling of Markus' name in CHANGES4.0 files.
|
||||
* Added Markus' patches/fixes. Some are detailed below.
|
||||
|
@ -2426,7 +2426,7 @@ Changes to Empire 4.0.15 - Wed May 20 12:35:53 EDT 1998
|
|||
* Fixed bug in setsector telling the deity coordinates of sectors being
|
||||
granted/taken away.
|
||||
* Fixed bug in setting budget of enlistment sectors to 0.
|
||||
|
||||
|
||||
Changes to Empire 4.0.14 - Wed Apr 8 08:47:54 EDT 1998
|
||||
* Fixed time_t problem in common/log.c
|
||||
* Fixed bug in headlines
|
||||
|
@ -2436,7 +2436,7 @@ Changes to Empire 4.0.14 - Wed Apr 8 08:47:54 EDT 1998
|
|||
* Fixed bug in printing of "No ship(s)" twice in cargo command when no
|
||||
ships were selected.
|
||||
* Temporarily disabled escort missions until a fix is found. They are
|
||||
randomly crashing the server.
|
||||
randomly crashing the server.
|
||||
* Fixed morale.t to reflect that retreat percentage is based off of
|
||||
morale_base and not 75.
|
||||
* Fixed bug in bridgefall where planes and units on ship in a sector
|
||||
|
@ -2446,7 +2446,7 @@ Changes to Empire 4.0.14 - Wed Apr 8 08:47:54 EDT 1998
|
|||
* Fixed bug in produce command reporting incorrect costs (sometimes).
|
||||
* Land units on ships will now try to draw supply from the ship they
|
||||
are on.
|
||||
|
||||
|
||||
Changes to Empire 4.0.13 - Mon Mar 2 11:04:28 EST 1998
|
||||
* Fixed bug in distribute when world sizes are other than 64x32
|
||||
* Fixed bug in getcommand (not really a bug, just made it work like
|
||||
|
@ -2455,10 +2455,10 @@ Changes to Empire 4.0.13 - Mon Mar 2 11:04:28 EST 1998
|
|||
* Fixed building of POSIX threads on Alpha running Digital Unix.
|
||||
* Fixed line_of_sight prototype in sona.c
|
||||
* Fixed fairland not to conuse stupid C++ compilers.
|
||||
|
||||
|
||||
Changes to Empire 4.0.12 - Tue Feb 24 11:27:31 EST 1998
|
||||
* Fixed client build on linux (whoops)
|
||||
|
||||
|
||||
Changes to Empire 4.0.11 - Tue Feb 10 10:53:10 EST 1998
|
||||
* AIX build seems to only work with gcc right now (but at least that works)
|
||||
* Vax Ultrix (vaxultrix) build should work now (hopefully) out of the box.
|
||||
|
@ -2473,7 +2473,7 @@ Changes to Empire 4.0.11 - Tue Feb 10 10:53:10 EST 1998
|
|||
* Fixed bug where spies were not dying when damaged.
|
||||
* Fixed bug in HIDDEN mods in declare command not printing country # of
|
||||
uncontacted country correctly (or at all as a matter of fact)
|
||||
|
||||
|
||||
Changes to Empire 4.0.10 - Mon Aug 18 12:34:58 EDT 1997
|
||||
* Fixed bug where fleets were being interdicted but the damage was being
|
||||
spread to ships not in the same sectors.
|
||||
|
@ -2507,7 +2507,7 @@ Changes to Empire 4.0.10 - Mon Aug 18 12:34:58 EDT 1997
|
|||
a sector.
|
||||
* Documented mountains only holding and using 1/10th of the normal sector
|
||||
population in Sector-types.t.
|
||||
* Fixed documentation on ship's firing ranges in fire.t to be less
|
||||
* Fixed documentation on ship's firing ranges in fire.t to be less
|
||||
ambiguous.
|
||||
* Updated nukes in nuke.t
|
||||
* Added apropos command (thanks to Mike Wise)
|
||||
|
@ -2515,7 +2515,7 @@ Changes to Empire 4.0.10 - Mon Aug 18 12:34:58 EDT 1997
|
|||
there are two files of the same name, and you don't get a complete match,
|
||||
then whichever file is found first in the directory is used.
|
||||
* Changed documentation in wantupd.h
|
||||
|
||||
|
||||
Changes to Empire 4.0.9 - Sat Apr 19 23:01:51 EDT 1997
|
||||
* Fixed dump info pages that were getting formatted funny.
|
||||
* Fixed improve info page.
|
||||
|
@ -2583,7 +2583,7 @@ Changes to Empire 4.0.8 - Wed Feb 26 23:00:51 EST 1997
|
|||
This was major because it affected timestamp values which are more
|
||||
than 65535.
|
||||
* Fixed bug in sdump.c for typo in reporting the trade ships origin.
|
||||
|
||||
|
||||
Changes to Empire 4.0.7 - Mon Feb 24 22:48:54 EST 1997
|
||||
* Fixed bug in aircombat.c when calculating the air combat odds. Negative
|
||||
numbers were screwing things up good...
|
||||
|
@ -2618,7 +2618,7 @@ Changes to Empire 4.0.7 - Mon Feb 24 22:48:54 EST 1997
|
|||
* Spies caught in Neutral or Friendly countries cause the Neutral or
|
||||
Friendly country to go Hostile towards the owner of the spy.
|
||||
* Tweaked ammunition numbers for artillery units.
|
||||
* No more automatic declarations of War should be made. You will go
|
||||
* No more automatic declarations of War should be made. You will go
|
||||
hostile, but since going to war doesn't increase your countries
|
||||
defenses, and is purely political, it is left to the player to go
|
||||
that final step.
|
||||
|
@ -2712,7 +2712,7 @@ Changes to Empire 4.0.4 - Mon Dec 9 11:00:00 EST 1996
|
|||
* Fixed doconfig.c to create directories with right modes.
|
||||
* Fixed install macros in makefiles to move binaries to the right
|
||||
places.
|
||||
|
||||
|
||||
Changes to Empire 4.0.3 - Wed Dec 4 22:46:53 EST 1996
|
||||
* Added HP/UX port.
|
||||
* Fixed doconfig.c (put exit(0) at the end of main.)
|
||||
|
@ -2747,7 +2747,7 @@ Changes to Empire 4.0.2 - Mon Oct 14 12:26:40 EDT 1996
|
|||
* Fixed attack value in attack_val in lndsub.c
|
||||
* Fixed lload in commands/load.c
|
||||
* Fixed defense_val in lndsub.c - Made it a minimum of 1, so that units will
|
||||
always fight until dead or retreating. 0 makes them get stuck.
|
||||
always fight until dead or retreating. 0 makes them get stuck.
|
||||
* Fixed update/deliver.c - no delivery of non-oldowned civvies (or anything
|
||||
else for that matter.)
|
||||
* Fixed llook in commands/look.c
|
||||
|
@ -2831,7 +2831,7 @@ Changes to Empire 4.0.0 - Wed Aug 21 1996
|
|||
* Added NO_LCMS, NO_HCMS and NO_OIL options. When any of these options are
|
||||
enabled, you don't need any of that type of material to build things.
|
||||
If NO_HCMS is enabled, you don't need HCMS to build bridges, you need
|
||||
lcms. If both NO_HCMS and NO_LCMS are enabled, then you don't need
|
||||
lcms. If both NO_HCMS and NO_LCMS are enabled, then you don't need
|
||||
any materials to build a bridge.
|
||||
* There is no mobility cost for assigning missions. But, there is also
|
||||
no longer any benefit for being on a mission either.
|
||||
|
@ -2886,7 +2886,7 @@ Changes to Empire 4.0.0 - Wed Aug 21 1996
|
|||
* Che can now be lessened by making happiness. If you have more happiness
|
||||
than your conquered populace, they don't fight as hard or recruit as
|
||||
much. If you have less than them, they fight harder and recruit more.
|
||||
It's not much though - it ranges from 2.0 in your favor to only 0.8
|
||||
It's not much though - it ranges from 2.0 in your favor to only 0.8
|
||||
against you (whereas it was always 1.0 before.) So, it definitely
|
||||
favors the attackers to make lots of happy now.
|
||||
* Bridgeheads can only be built on coasts.
|
||||
|
|
|
@ -20,7 +20,7 @@ The way that flak works when planes fly over a sector is:
|
|||
scaled by unit tech factor.
|
||||
.fi
|
||||
.s1
|
||||
In addition, if you are pin-bombing a land unit or a ship, when
|
||||
In addition, if you are pin-bombing a land unit or a ship, when
|
||||
you make your bombing run, the specific unit/ship you are bombing
|
||||
gets to fire flak at you again. This number of guns firing flak
|
||||
in these cases does NOT saturate.
|
||||
|
|
|
@ -53,7 +53,7 @@ Use the "improve" command to improve the infrastructure of your sectors.
|
|||
To find out the required amounts of materials, mobility, and money
|
||||
use the "show sect build" command.
|
||||
.s1
|
||||
Also, defensive infrastructure is not always improvable. See the version
|
||||
Also, defensive infrastructure is not always improvable. See the version
|
||||
info to see if the DEFENSE_INFRA option is enabled or not. If it is not
|
||||
enabled, the defense infrastructure of the sector is always the same
|
||||
as the efficiency of the sector. If it is enabled, you must improve your
|
||||
|
|
|
@ -8,10 +8,10 @@ abilities. With the addition of land units, mil are now more or less
|
|||
considered to be militia instead of military, and are less important.
|
||||
.s1
|
||||
The way that military are incorporated into units are that the mil are
|
||||
loadable commodities of the unit. The offensive or defensive
|
||||
loadable commodities of the unit. The offensive or defensive
|
||||
.s1
|
||||
Commands for land units are generally similar to those of planes/ships, and
|
||||
will usually start with 'l'.
|
||||
will usually start with 'l'.
|
||||
.s1
|
||||
.L "Land unit characteristics"
|
||||
.s1
|
||||
|
@ -58,7 +58,7 @@ morale checks, see info \*QAttacking\*U) Just as you can use \*Qrange\*U to chan
|
|||
range of your planes and control how far away they'll intercept, you can
|
||||
change the reaction radius for land units with \*Qlrange\*U. Units with a base reaction
|
||||
radius of 0, or those whose radius you have set to 0, will not react.
|
||||
When built, the unit will have as its reaction radius set to zero.
|
||||
When built, the unit will have as its reaction radius set to zero.
|
||||
.s1
|
||||
.L Cargo
|
||||
.s1
|
||||
|
@ -126,7 +126,7 @@ in other sector types, but at a much reduced efficiency (1/3rd normal gain)
|
|||
.s1
|
||||
.L "Land unit statistics"
|
||||
.s1
|
||||
Each land unit has certain vital statistics which show how it will
|
||||
Each land unit has certain vital statistics which show how it will
|
||||
operate. These are obtainable from the show command:
|
||||
.s1
|
||||
.EX show land statistics
|
||||
|
@ -175,7 +175,7 @@ units' visibility (see info \*Qllookout\*U for more details).
|
|||
Spy is the other side of the equation, i.e. how well can the unit find things?
|
||||
A unit with a low spy won't be very good at locating other units, and won't
|
||||
be able to report much when it encounters them in battle. A high-spy unit
|
||||
will be able to use the \*Qllookout\*U command with more chance of success, and
|
||||
will be able to use the \*Qllookout\*U command with more chance of success, and
|
||||
will be able to more accurately report information about the units it runs
|
||||
into in battle. (See info \*QAttacking\*U for information about intelligence
|
||||
reports) Units with radar capacity also use their spy value to determine how
|
||||
|
@ -291,7 +291,7 @@ When you decide to attack a sector, you can use mil and units from adjacent
|
|||
sectors. The attack value of your forces is the combined attack values of all
|
||||
attacking land units, plus the number of mil coming in from adjacent sectors.
|
||||
.s1
|
||||
The defense value is equal to the mil in the defending sector, plus
|
||||
The defense value is equal to the mil in the defending sector, plus
|
||||
the defense values of any defending units in the sector, as well as any that
|
||||
react and move there.
|
||||
.s1
|
||||
|
|
|
@ -238,7 +238,7 @@ The first thing you want is land.
|
|||
Lots of land.
|
||||
A whole hell of a lot of land.
|
||||
You should try to expand your country from the very beginning.
|
||||
From there, you'll meet your neighbors who are doubtlessly
|
||||
From there, you'll meet your neighbors who are doubtlessly
|
||||
doing the same thing you're doing.
|
||||
Expanding wildly.
|
||||
Now comes the first of a series of decisions you have to make.
|
||||
|
@ -255,13 +255,13 @@ about 20% agribusinesses
|
|||
(later dropping to 10%, 5%, or even none at all!),
|
||||
and a few schools, research, parks, etc.
|
||||
to fill up some of the other space.
|
||||
The most important thing to have is a good transportation system
|
||||
The most important thing to have is a good transportation system
|
||||
in the form of your highways.
|
||||
Anywhere from 20-40% of your country should be highways.
|
||||
You'll find them infinitely useful
|
||||
in moving food to a starving sector,
|
||||
taking people to a new settlement,
|
||||
or transporting troops to a local revolution, highways are vital!
|
||||
or transporting troops to a local revolution, highways are vital!
|
||||
.s1
|
||||
Another important consideration is \*Qdo you want really want to win?\*U
|
||||
This implies the idea of competing
|
||||
|
@ -335,7 +335,7 @@ Try to get a hold of nukes to devastate them.
|
|||
Form a cartel with other small nations
|
||||
and try to run over a big country.
|
||||
As in real life, the possibilities are endless!
|
||||
Look at the Middle East, they're having fun, right?
|
||||
Look at the Middle East, they're having fun, right?
|
||||
.s1
|
||||
This is just a game, and from this point on,
|
||||
you don't have to worry about watching over your nation too closely.
|
||||
|
@ -410,7 +410,7 @@ You can do this for all of your sectors using a command like
|
|||
And give a threshold for each of your sectors as prompted.
|
||||
.s1
|
||||
Now at each update,
|
||||
Empire will move food to and from your warehouse
|
||||
Empire will move food to and from your warehouse
|
||||
in an attempt to satisfy all your threshold requirements.
|
||||
If for example a certain sector
|
||||
has more than its allotted threshold of a certain product
|
||||
|
@ -435,7 +435,7 @@ Empire would move all iron off your iron mine (except for one unit),
|
|||
try to put 45 iron on your lcm factory and take all lcm's
|
||||
(except for one)
|
||||
off your lcm plant
|
||||
(possibly to be used somewhere else).
|
||||
(possibly to be used somewhere else).
|
||||
.s1
|
||||
Note: the order in which this happens is predictable,
|
||||
but not always desirable.
|
||||
|
@ -489,7 +489,7 @@ Sector -2,0 (the distribution sector for 4,0)
|
|||
will attempt to keep 400 units of food in 4,0
|
||||
by importing or exporting as necessary.
|
||||
.s1
|
||||
.EX thresh oil 4,0 100
|
||||
.EX thresh oil 4,0 100
|
||||
This command is the same as above,
|
||||
but will instead attempt to keep 100 units of oil.
|
||||
.s1
|
||||
|
|
|
@ -10,7 +10,7 @@ So you want to try the New Empire Huh?
|
|||
Okay, I have written this document with YOU in mind!
|
||||
Welcome to the University of California at Berkeley's Empire!
|
||||
(From now on called UCB Empire).
|
||||
There are a whole bunch of changes in the game
|
||||
There are a whole bunch of changes in the game
|
||||
since we last played, so I need to bring you up to date.
|
||||
.s1
|
||||
Our OLD EMPIRE game was Version 1.2 -
|
||||
|
@ -40,7 +40,7 @@ and you can make an \*Qannouncement\*U to the World.
|
|||
In the OLD game -
|
||||
you simply dug up ORE and sent it to the Shell, Defense, etc.
|
||||
factory to have it processed into something else
|
||||
(make guns, shells, etc).
|
||||
(make guns, shells, etc).
|
||||
.s1
|
||||
But in the NEW game - sectors are a lot more complex.
|
||||
For one thing curtain sectors CAN'T even PRODUCE
|
||||
|
@ -55,7 +55,7 @@ Uranium Mines (need at least 40 TECH)
|
|||
Other sectors can produce normally,
|
||||
even though your TECH level is still 0.
|
||||
Keep in mind that you CAN DESIGNATE the ABOVE sectors -
|
||||
but they won't produce until you reach the desired TECH LEVEL.
|
||||
but they won't produce until you reach the desired TECH LEVEL.
|
||||
.s1
|
||||
Also, it takes more \*QMaterials\*U
|
||||
to make 1 Unit of a finished product.
|
||||
|
|
|
@ -110,7 +110,7 @@ Most commands that are not merely informative cost BTU's.
|
|||
.s1
|
||||
BTU's are generated by your country's capital.
|
||||
The more efficient your capital, the more BTU's that are generated.
|
||||
The number of BTU's also depend on the game's settings.. See the
|
||||
The number of BTU's also depend on the game's settings.. See the
|
||||
output of the 'version' command for an estimate of BTU generation speeds.
|
||||
However, you may have a maximum of 512 BTU's at any one time.
|
||||
And once your BTU's reach zero, you may not issue any commands
|
||||
|
@ -226,7 +226,7 @@ code, most notably, Dave Pare added plane units in 1986, Jeff Bailey
|
|||
added many configurable options in the KSU distribution, Thomas
|
||||
Ruschak added land units and missions in 1992-1993 and released the
|
||||
"Chainsaw" server, and Ken Stevens rewrote much of the server code in
|
||||
1995 and released the "Empire2" server, and Steve McClure and the Wolfpack
|
||||
1995 and released the "Empire2" server, and Steve McClure and the Wolfpack
|
||||
made lots
|
||||
of other changes and released the "Empire4" server in August of 1996.
|
||||
.in
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
.LV Expert
|
||||
.sp
|
||||
.s1
|
||||
If the RES_POP option is in use,
|
||||
If the RES_POP option is in use,
|
||||
the research level of a country determines the maximum number of civilians
|
||||
and uw's
|
||||
that can live in a sector. For ordinary sectors, the maximum is:
|
||||
|
|
|
@ -71,9 +71,9 @@ described in \*Qinfo capital \*U.
|
|||
Capitals are typically better at defending against attack than other
|
||||
sectors, except fortresses.
|
||||
.s1
|
||||
PARK - Parks are provided solely for the convenience of the
|
||||
PARK - Parks are provided solely for the convenience of the
|
||||
people.
|
||||
Parks require construction materials to provide maintenance
|
||||
Parks require construction materials to provide maintenance
|
||||
services and
|
||||
add to a nation's \*Qhappiness\*U level.
|
||||
.s1
|
||||
|
@ -118,7 +118,7 @@ FINANCIAL
|
|||
.s1
|
||||
BANK - Banks are used for smelting and storing gold bars.
|
||||
They include a smelter to refine gold dust into gold bars.
|
||||
While the bars are stored in the bank the busy little bankers
|
||||
While the bars are stored in the bank the busy little bankers
|
||||
invest them and return a profit on their use.
|
||||
Banks are of the Fort Knox variety; they are more impervious to shelling
|
||||
than most other sectors, and military in them fight harder
|
||||
|
@ -170,7 +170,7 @@ AGRIBUSINESS - These sectors are large farms and provide food.
|
|||
Agribusiness sectors produce much more food than other sectors.
|
||||
.s1
|
||||
OIL - Oil fields produce oil by pumping it out of the ground.
|
||||
.s1
|
||||
.s1
|
||||
REFINERY - Refineries produce petroleum by processing oil.
|
||||
.s1
|
||||
LIGHT - Light manufacturing plants produce light construction materials
|
||||
|
|
|
@ -10,7 +10,7 @@ The Empire Shell (command interpreter)
|
|||
expects input in the form:
|
||||
.EX VERB ARG1 ARG2 ...
|
||||
VERB is any one of the Empire commands on the \*Qcommand list\*U
|
||||
(what you see when you type \*Qlist\*U-- e.g.
|
||||
(what you see when you type \*Qlist\*U-- e.g.
|
||||
\*Qmap\*U, \*Qmove\*U, \*Qinfo\*U, etc).
|
||||
.s1
|
||||
The number of ARGs varies from command to command.
|
||||
|
@ -92,7 +92,7 @@ have food delivery.
|
|||
Note that \*Qhix\*U, \*Qhiy\*U, and \*Q?cond\*U are all optional.
|
||||
Also, the entire \*Qlox:hix,loy:hiy\*U section may be replaced
|
||||
by either \*Q#\*U, \*Q#0\*U, \*Q#1\*U, \*Q#2\*U,
|
||||
or \*Q#3\*U, ... which refer to
|
||||
or \*Q#3\*U, ... which refer to
|
||||
\*Qrealm\*Us which you can define.
|
||||
(See \*Qinfo realm\*U.)
|
||||
Note that \*Q#\*U and \*Q#0\*U are equivalent. Also \*Q*\*U refers to
|
||||
|
|
|
@ -32,5 +32,5 @@ already have made the technological investment.
|
|||
.s1
|
||||
Also note that captured civilians only pay 1/4 the normal taxes. They
|
||||
like to hide money until they are all finally agree to become naturalized
|
||||
citizens of their new government.
|
||||
citizens of their new government.
|
||||
.SA "Updates, Nations"
|
||||
|
|
|
@ -85,7 +85,7 @@ chance that your tech level will increase by one third of the
|
|||
difference between your tech level and the minimum tech.
|
||||
.fi
|
||||
.s1
|
||||
Note that if the TECH_POP option is enabled, technology costs
|
||||
Note that if the TECH_POP option is enabled, technology costs
|
||||
proportionately more $$$ to make as your civilian population grows
|
||||
past 50,000 civilians.
|
||||
.s1
|
||||
|
|
|
@ -40,7 +40,7 @@ Currently, the return rates are:
|
|||
For example, if you sail the ship 10 sectors from the harbor where it was
|
||||
built and scuttle it in a harbor there, you would get 125% of the money you
|
||||
paid for it, or $2188. If you sailed it 15 sectors to a harbor and scuttled it,
|
||||
you would get 153%, or $2678.
|
||||
you would get 153%, or $2678.
|
||||
.s1
|
||||
Use the \*Qpayoff\*U command to see how much the trade ship would pay
|
||||
were it scuttled in a harbour at its present location.
|
||||
|
|
|
@ -27,8 +27,8 @@ Units do not participate in the anti command. A sector can revert
|
|||
to the old owner while your units are stuck in it.
|
||||
.s1
|
||||
Note that che are finicky. If you manage to lose a sector fighting them,
|
||||
they do unpredictable things.
|
||||
They may all come out of hiding to join the
|
||||
they do unpredictable things.
|
||||
They may all come out of hiding to join the
|
||||
military. A few may stay in hiding while the majority come out to join
|
||||
the military. Who knows what else they may do.
|
||||
.s1
|
||||
|
|
|
@ -17,7 +17,7 @@ This represents the use of the Admiral's gig, the Captain's barge, etc.
|
|||
Note that some ships will have the
|
||||
semi-lander flag, which allows them to land 25% of their troops.
|
||||
.s1
|
||||
If you have land units with the 'assault' ability
|
||||
If you have land units with the 'assault' ability
|
||||
aboard the ship assaulting, you will be asked if
|
||||
you wish them to join in the assault as well.
|
||||
Assaulting units pay one update's worth of mobility, except for marine
|
||||
|
|
|
@ -7,7 +7,7 @@ Bdes allows you to change a sector of your bmap.
|
|||
.s1
|
||||
Bmap differs from map in that it reflects everything you've learned
|
||||
about the world. If, for example, you navigate near a sector and find
|
||||
out that it is as sea, it will show up on your bmap as sea, even if it
|
||||
out that it is as sea, it will show up on your bmap as sea, even if it
|
||||
doesn't show up on your map.
|
||||
.s1
|
||||
When you get new information, it will overwrite the designation you put in
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
.LV Expert
|
||||
.SY "bestpath <SECTS> <SECTS>"
|
||||
.s1
|
||||
The bestpath command shows you the best path from any sector
|
||||
The bestpath command shows you the best path from any sector
|
||||
to any sector. You must own both sectors.
|
||||
.s1
|
||||
The path shown by bestpath is the cheapest
|
||||
|
|
|
@ -10,7 +10,7 @@ A bmap gives you a graphic representation of all or part of your country.
|
|||
.s1
|
||||
Bmap differs from map in that it reflects everything you've learned
|
||||
about the world. If, for example, you navigate near a sector and find
|
||||
out that it is sea, it will show up on your bmap as sea, even if it
|
||||
out that it is sea, it will show up on your bmap as sea, even if it
|
||||
doesn't show up on your map.
|
||||
.s1
|
||||
Note that bmap shows the \*QLAST KNOWN INFORMATION\*U you have about
|
||||
|
@ -65,7 +65,7 @@ and also put the bmap in the file called \*Qmapfil\*U.
|
|||
You can also give the number of a ship, and bmap will give you a small
|
||||
bmap centered on the location of that ship, provided you own it.
|
||||
.s1
|
||||
If you use lbmap, you can get a bmap around a land unit.
|
||||
If you use lbmap, you can get a bmap around a land unit.
|
||||
If you use pbmap, you can get a bmap around a plane.
|
||||
If you use sbmap, you can get a bmap around a ship.
|
||||
If you use nbmap, you can get a bmap around a nuke.
|
||||
|
|
|
@ -7,7 +7,7 @@ combat.
|
|||
To board ship #16 from ship #93 you might type:
|
||||
.EX board 16
|
||||
.s1
|
||||
The program will ask from which ship or sector you wish to board,
|
||||
The program will ask from which ship or sector you wish to board,
|
||||
(you may only board from one ship at a time), how many troops to board
|
||||
with, and which land units (having "assault" capability) to board with.
|
||||
.s1
|
||||
|
|
|
@ -36,7 +36,7 @@ The assembly point must be owned by you or an ally, or you or an ally
|
|||
must have a ship there. It must not be more than
|
||||
four sectors away from any of the planes selected for the mission.
|
||||
.s1
|
||||
Route is a normal empire path specification. You may also give a
|
||||
Route is a normal empire path specification. You may also give a
|
||||
destination sector on the command line, or at any time while giving
|
||||
the route, and empire will use the best path from the current sector
|
||||
to the desired destination sector.
|
||||
|
@ -67,14 +67,14 @@ at the target sector, your force must still contend with
|
|||
any flak guns which your enemy has stationed there.
|
||||
What's more, any enemy ship in the target sector will also
|
||||
shoot at each of your bombers before any attacks are performed.
|
||||
Any enemy land units with the 'flak' ability will also fire at
|
||||
Any enemy land units with the 'flak' ability will also fire at
|
||||
all your planes at this time.
|
||||
.s1
|
||||
A well-equipped fleet of battleships in a heavily-defended harbor
|
||||
can be very risky to attack, even though hitting ships in harbor is
|
||||
like shooting fish in a barrel.
|
||||
.s1
|
||||
When bombing ships/planes/units, entering a '~' character will cause a
|
||||
When bombing ships/planes/units, entering a '~' character will cause a
|
||||
particular plane not to bomb. Other planes on the mission will still
|
||||
be asked for their targets.
|
||||
.s1
|
||||
|
@ -93,7 +93,7 @@ sector which has fuel in it.
|
|||
.s1
|
||||
When you pin-bomb a land unit, it will fire flak at the plane bombing it,
|
||||
unless
|
||||
it has an AA fire rating of 0.
|
||||
it has an AA fire rating of 0.
|
||||
.s1
|
||||
In the case of pinpoint bombing, see \*Qinfo Hitchance\*U for the formula
|
||||
determining whether a plane hits its target.
|
||||
|
|
12
info/build.t
12
info/build.t
|
@ -56,7 +56,7 @@ military crew. So, for maximum efficiency growth,
|
|||
put full crews on your newly built
|
||||
ships and leave them in harbor until they reach 100%.
|
||||
.s1
|
||||
The work required to add a point of efficiency to a ship is
|
||||
The work required to add a point of efficiency to a ship is
|
||||
.s1
|
||||
.NF
|
||||
(20 + (lcm_to_build + 2 * hcm_to_build))/100
|
||||
|
@ -66,7 +66,7 @@ Ships at sea have only their crews to make repairs.
|
|||
A small crew on a large ship
|
||||
may not be able to make any repairs at all.
|
||||
(Moral: keep your ships fully crewed in anticipation of future damage.)
|
||||
Repairs at sea do not use any lcms or hcms, but may not push the
|
||||
Repairs at sea do not use any lcms or hcms, but may not push the
|
||||
efficiency of a ship over 80%.
|
||||
.s1
|
||||
AIRFIELD SECTORS & BUILDING PLANES
|
||||
|
@ -80,7 +80,7 @@ A plane is not capable of leaving the ground until
|
|||
it has reached 40% efficiency. Planes below 10% efficiency are
|
||||
destroyed.
|
||||
.s1
|
||||
The work required to add a point of efficiency to a plane is
|
||||
The work required to add a point of efficiency to a plane is
|
||||
.s1
|
||||
.NF
|
||||
(20 + (lcm_to_build + 2 * hcm_to_build))/100
|
||||
|
@ -89,7 +89,7 @@ The work required to add a point of efficiency to a plane is
|
|||
Planes will also gain efficiency in non-airport sectors, but at only 1/3rd
|
||||
the normal rate.
|
||||
.s1
|
||||
Planes on carriers will also gain
|
||||
Planes on carriers will also gain
|
||||
efficiency. The amount of work available is based on the carrier's crew,
|
||||
and the rate is the same as a non-airport sector.
|
||||
Repairs at sea do not use any materials, but may not push the
|
||||
|
@ -101,11 +101,11 @@ Land units are built in headquarters sectors.
|
|||
In order to build a land unit, you must have 10% of the items
|
||||
listed by \*Qshow\*U available at the time of building. The land unit will
|
||||
appear at 10% efficiency (a unit of less than 10% efficiency is
|
||||
dead). Then,
|
||||
dead). Then,
|
||||
each update, the unit will grow in efficiency, and use up more
|
||||
of the required goods until it reaches 100%.
|
||||
.s1
|
||||
The work required to add a point of efficiency to a land unit is
|
||||
The work required to add a point of efficiency to a land unit is
|
||||
.s1
|
||||
.NF
|
||||
(20 + (lcm_to_build + 2 * hcm_to_build))/100
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
.LV Basic
|
||||
.SY "cargo [<SHIP/FLEET> | <SECTS>]"
|
||||
.SY "lcargo [<UNIT/ARMY> | <SECTS>]"
|
||||
The cargo command lists the commodities on board your ships
|
||||
The cargo command lists the commodities on board your ships
|
||||
in readable format. The lcargo command does the same for land units.
|
||||
.s1
|
||||
The <SHIP/FLEET>, <UNIT/ARMY>, and <SECTS> arguments are
|
||||
|
|
|
@ -22,7 +22,7 @@ Pandora (#5) oil derrick #74 @3, -9
|
|||
Galexis (#2) destroyer #35 @-3, 11
|
||||
.FI
|
||||
.s1
|
||||
Note that subs will NOT show up on coastwatch, unless they are in a
|
||||
Note that subs will NOT show up on coastwatch, unless they are in a
|
||||
sector you own.
|
||||
.s1
|
||||
.SA "skywatch, lookout, Sector-types, radar, Ships, Detection"
|
||||
|
|
|
@ -11,7 +11,7 @@ is no longer occupied (i.e. you become the "oldowner" of the sector).
|
|||
After the program has collected any necessary information
|
||||
it will list each sector where civilians are converted.
|
||||
.s1
|
||||
Note: you must have enough military in the sectors to force the
|
||||
Note: you must have enough military in the sectors to force the
|
||||
populace to become uncompensated workers -- about 10%. Land units
|
||||
count toward this at a value equal to the number of mil required
|
||||
to build them. Security units are even more efficient, counting for
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
.NA cutoff "List delivery thresholds"
|
||||
.LV Expert
|
||||
.SY "cutoff <SECTS>"
|
||||
The cutoff report provides information about the various
|
||||
The cutoff report provides information about the various
|
||||
delivery cutoff levels in some or all of the sectors that
|
||||
you occupy.
|
||||
.s1
|
||||
|
|
|
@ -40,7 +40,7 @@ Will set iron delivery threshold to 80 in all mines.
|
|||
Will list all lcm delivery specifications. (Sectors with no delivery
|
||||
threshold or direction will not be listed).
|
||||
.s1
|
||||
The census and commodity reports will indicate deliveries by the
|
||||
The census and commodity reports will indicate deliveries by the
|
||||
same characters used to specify them in this command.
|
||||
.s1
|
||||
If, during an update, the destination sector is not owned by you,
|
||||
|
|
|
@ -82,7 +82,7 @@ will flow to and from the warehouse.
|
|||
.s1
|
||||
.L "Finding sectors with not dist point set"
|
||||
.s1
|
||||
If you want to find sectors with no distribution point set, use the
|
||||
If you want to find sectors with no distribution point set, use the
|
||||
xdist and ydist selectors:
|
||||
.s1
|
||||
.EX level # ?xdist=xloc&ydist=yloc
|
||||
|
|
|
@ -24,7 +24,7 @@ four sectors away from any of the planes selected for the mission.
|
|||
<COMMODITY> is the name of a commodity which is to be carried along
|
||||
on all of the planes which have a transport capacity.
|
||||
.s1
|
||||
Route is a normal empire path specification. You may also give a
|
||||
Route is a normal empire path specification. You may also give a
|
||||
destination sector on the command line, or at any time while giving
|
||||
the route, and empire will use the best path from the current sector
|
||||
to the desired destination sector.
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
.LV Expert
|
||||
.SY "dump <SECTS> [<fields>]"
|
||||
The dump command displays all information on
|
||||
some or all of the sectors you occupy.
|
||||
some or all of the sectors you occupy.
|
||||
dump is a combination of census, commodity, cutoff and level.
|
||||
Each sector's information is printed on one very long line.
|
||||
Fields are separated by a single space.
|
||||
|
|
|
@ -24,7 +24,7 @@ four sectors away from any of the planes selected for the mission.
|
|||
on all of the planes which have a transport capacity.
|
||||
If nothing is specified, then nothing will be carried.
|
||||
.s1
|
||||
Route is a normal empire path specification. You may also give a
|
||||
Route is a normal empire path specification. You may also give a
|
||||
destination sector on the command line, or at any time while giving
|
||||
the route, and empire will use the best path from the current sector
|
||||
to the desired destination sector.
|
||||
|
|
|
@ -44,7 +44,7 @@ The formula for the chance that a missile hits its target is in
|
|||
.s1
|
||||
In the case of non-marine tactical missiles, if there are any HOSTILE
|
||||
abm's within range of the target sector, then two of them will fire in
|
||||
an attempt to intercept the incoming missile.
|
||||
an attempt to intercept the incoming missile.
|
||||
.s1
|
||||
Similarly, two AT_WAR a-sat's will attempt to intercept any satellites
|
||||
you attempt to launch within their range. Also, if the sector you are
|
||||
|
@ -52,7 +52,7 @@ launching your satellite at is owned by a non-allied country, then
|
|||
they will get a telegram informing them of the positioning of the
|
||||
satellite. See below for details of a satellite's orbit path.
|
||||
.s1
|
||||
When launching missiles, there is a
|
||||
When launching missiles, there is a
|
||||
% chance equal to (5 + 100 - efficiency) * (1 - techfactor) that the
|
||||
missile will blow up on
|
||||
the launching pad instead of launching.
|
||||
|
|
|
@ -10,7 +10,7 @@ A bmap gives you a graphic representation of all or part of your country.
|
|||
.s1
|
||||
Bmap differs from map in that it reflects everything you've learned
|
||||
about the world. If, for example, you navigate near a sector and find
|
||||
out that it is sea, it will show up on your bmap as sea, even if it
|
||||
out that it is sea, it will show up on your bmap as sea, even if it
|
||||
doesn't show up on your map.
|
||||
.s1
|
||||
Note that bmap shows the \*QLAST KNOWN INFORMATION\*U you have about
|
||||
|
@ -67,7 +67,7 @@ and also put the bmap in the file called \*Qmapfil\*U.
|
|||
You can also give the number of a ship, and bmap will give you a small
|
||||
bmap centered on the location of that ship, provided you own it.
|
||||
.s1
|
||||
If you use lbmap, you can get a bmap around a land unit.
|
||||
If you use lbmap, you can get a bmap around a land unit.
|
||||
If you use pbmap, you can get a bmap around a plane.
|
||||
If you use sbmap, you can get a bmap around a ship.
|
||||
If you use nbmap, you can get a bmap around a nuke.
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
.LV Basic
|
||||
.SY "cargo [<SHIP/FLEET> | <SECTS>]"
|
||||
.SY "lcargo [<UNIT/ARMY> | <SECTS>]"
|
||||
The cargo command lists the commodities on board your ships
|
||||
The cargo command lists the commodities on board your ships
|
||||
in readable format. The lcargo command does the same for land units.
|
||||
.s1
|
||||
The <SHIP/FLEET>, <UNIT/ARMY>, and <SECTS> arguments are
|
||||
|
|
Some files were not shown because too many files have changed in this diff Show more
Loading…
Add table
Add a link
Reference in a new issue