Fix trailing whitespace

This commit is contained in:
Markus Armbruster 2008-09-17 21:09:14 -04:00
parent a9653c475b
commit d702068457
509 changed files with 922 additions and 922 deletions

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@ -27,7 +27,7 @@ projects building on the projects before it):
Steve McClure (ionica@empire.cx) (Wolfpack)
It is due to these above people pulling projects together that the
Empire server has gotten to where it is today.
Empire server has gotten to where it is today.
Empire is copyrighted and released by the 5 people above under the GNU
GPL. See files README, COPYING and CREDITS for related information
@ -98,7 +98,7 @@ Steven Grimm (koreth@ucscb.UCSC.EDU)
Karl Hagen
Doug Hay (Doug_Hay@tsb.ca)
Ken Huisman
Ray Hyatt (Ray.Hyatt@gmail.com)
Ray Hyatt (Ray.Hyatt@gmail.com)
Lewis R. Jansen (lrj@helios.tn.cornell.edu)
Mike St. Johns (stjohns@edn-vax.arpa)
Beorn Johnson

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@ -1,36 +1,36 @@
#
#
# Empire - A multi-player, client/server Internet based war game.
# Copyright (C) 1986-2008, Dave Pare, Jeff Bailey, Thomas Ruschak,
# Ken Stevens, Steve McClure
#
#
# This program is free software; you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation; either version 2 of the License, or
# (at your option) any later version.
#
#
# This program 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 General Public License for more details.
#
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software
# Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
#
#
# ---
#
#
# See files README, COPYING and CREDITS in the root of the source
# tree for related information and legal notices. It is expected
# that future projects/authors will amend these files as needed.
#
#
# ---
#
#
# @configure_input@
# GNUmakefile.in: Makefile template for configure
#
#
# Known contributors to this file:
# Markus Armbruster, 2005-2008
#
#
# The real meat is in Make.mk, which see.

20
Make.mk
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@ -1,35 +1,35 @@
#
#
# Empire - A multi-player, client/server Internet based war game.
# Copyright (C) 1986-2008, Dave Pare, Jeff Bailey, Thomas Ruschak,
# Ken Stevens, Steve McClure
#
#
# This program is free software; you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation; either version 2 of the License, or
# (at your option) any later version.
#
#
# This program 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 General Public License for more details.
#
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software
# Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
#
#
# ---
#
#
# See files README, COPYING and CREDITS in the root of the source
# tree for related information and legal notices. It is expected
# that future projects/authors will amend these files as needed.
#
#
# ---
#
#
# Make.mk: The real Makefile, included by GNUmakefile
#
#
# Known contributors to this file:
# Markus Armbruster, 2005-2008
#
#
# This makefile was inspired by `Recursive Make Considered Harmful',
# Peter Miller, 1997.

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@ -1,35 +1,35 @@
#
#
# Empire - A multi-player, client/server Internet based war game.
# Copyright (C) 1986-2008, Dave Pare, Jeff Bailey, Thomas Ruschak,
# Ken Stevens, Steve McClure
#
#
# This program is free software; you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation; either version 2 of the License, or
# (at your option) any later version.
#
#
# This program 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 General Public License for more details.
#
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software
# Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
#
#
# ---
#
#
# See files README, COPYING and CREDITS in the root of the source
# tree for related information and legal notices. It is expected
# that future projects/authors will amend these files as needed.
#
#
# ---
#
#
# configure.ac: Autoconf input file
#
#
# Known contributors to this file:
# Markus Armbruster, 2005-2008
#
#
# Process this file with autoconf to produce a configure script.
# 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
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.
@ -727,7 +727,7 @@ 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
@ -1632,7 +1632,7 @@ 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.
@ -1727,7 +1727,7 @@ 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.
@ -1862,7 +1862,7 @@ 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.
@ -1893,7 +1893,7 @@ 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.
@ -1905,7 +1905,7 @@ 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
@ -2030,7 +2030,7 @@ 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
@ -2046,9 +2046,9 @@ 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.
@ -2096,7 +2096,7 @@ 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,
@ -2109,7 +2109,7 @@ 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
@ -2272,7 +2272,7 @@ 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.
@ -2290,7 +2290,7 @@ 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.)
@ -2306,7 +2306,7 @@ 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.
@ -2396,7 +2396,7 @@ 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.
@ -2417,7 +2417,7 @@ 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
@ -2427,7 +2427,7 @@ 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
@ -2437,7 +2437,7 @@ 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
@ -2446,10 +2446,10 @@ 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.
@ -2464,7 +2464,7 @@ 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.
@ -2498,7 +2498,7 @@ 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)
@ -2506,7 +2506,7 @@ 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.
@ -2574,7 +2574,7 @@ 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...
@ -2609,7 +2609,7 @@ 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.
@ -2703,7 +2703,7 @@ 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.)
@ -2738,7 +2738,7 @@ 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
@ -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
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.

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@ -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

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@ -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):

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@ -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

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@ -26,7 +26,7 @@
* ---
*
* budg.h: Budget related definitions
*
*
* Known contributors to this file:
* Ville Virrankoski, 1995
*/

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@ -26,9 +26,9 @@
* ---
*
* com.h: Definitions used to parse Empire commands
*
*
* Known contributors to this file:
*
*
*/
#ifndef COM_H

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@ -26,7 +26,7 @@
* ---
*
* combat.h: Definitions for things having to do with combat
*
*
* Known contributors to this file:
* Ken Stevens, 1995
*/

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@ -26,9 +26,9 @@
* ---
*
* commands.h: Definitions used for command stuff
*
*
* Known contributors to this file:
*
*
*/
#ifndef COMMANDS_H

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@ -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

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@ -26,7 +26,7 @@
* ---
*
* damage.h: Damage formulas
*
*
* Known contributors to this file:
* Ken Stevens, 1995
* Steve McClure, 1998

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@ -26,9 +26,9 @@
* ---
*
* distribute.h: Definitions for distribution stuff
*
*
* Known contributors to this file:
*
*
*/
#ifndef DISTRIBUTE_H

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@ -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

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@ -26,9 +26,9 @@
* ---
*
* empio.h: Describes io pointers used in Empire
*
*
* Known contributors to this file:
*
*
*/
#ifndef EMPIO_H

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@ -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;

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@ -26,7 +26,7 @@
* ---
*
* empthread.h: Definitions for Empire threading
*
*
* Known contributors to this file:
* Sasha Mikheev
* Doug Hay, 1998

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@ -26,7 +26,7 @@
* ---
*
* file.h: Describes Empire tables (`files' for historical reasons)
*
*
* Known contributors to this file:
* Markus Armbruster, 2005-2008
*/

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@ -26,7 +26,7 @@
* ---
*
* game.h: The game file
*
*
* Known contributors to this file:
* Markus Armbruster, 2007-2008
*/

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@ -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

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@ -26,9 +26,9 @@
* ---
*
* item.h: Definitions for item characteristics stuff
*
*
* Known contributors to this file:
*
*
*/
#ifndef ITEM_H

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@ -26,7 +26,7 @@
* ---
*
* journal.h: Log a journal of events to a file
*
*
* Known contributors to this file:
* Markus Armbruster, 2004-2008
*/

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@ -26,7 +26,7 @@
* ---
*
* land.h: Definitions for land units
*
*
* Known contributors to this file:
* Thomas Ruschak, 1992
* Ken Stevens, 1995

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@ -26,9 +26,9 @@
* ---
*
* loan.h: Definitions for loans
*
*
* Known contributors to this file:
*
*
*/
#ifndef LOAN_H

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@ -26,7 +26,7 @@
* ---
*
* lost.h: Definitions for lost items
*
*
* Known contributors to this file:
* Steve McClure, 1997
*/

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@ -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.

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@ -26,9 +26,9 @@
* ---
*
* map.h: Definitions for making maps
*
*
* Known contributors to this file:
*
*
*/
#ifndef MAP_H

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@ -26,9 +26,9 @@
* ---
*
* match.h: Used for string compare matching
*
*
* Known contributors to this file:
*
*
*/
#ifndef MATCH_H

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@ -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)));

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@ -26,7 +26,7 @@
* ---
*
* mission.h: Definitions for things having to do with missions.
*
*
* Known contributors to this file:
* Ken Stevens, 1995
*/

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@ -26,7 +26,7 @@
* ---
*
* nat.h: Definitions for things having to do with nations
*
*
* Known contributors to this file:
* Thomas Ruschak
* Ken Stevens, 1995

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@ -26,7 +26,7 @@
* ---
*
* news.h: Definitions for Empire News
*
*
* Known contributors to this file:
* Dave Pare
* Thomas Ruschak

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@ -26,7 +26,7 @@
* ---
*
* nsc.h: Definitions for Empire conditionals
*
*
* Known contributors to this file:
* Dave Pare, 1989
* Markus Armbruster, 2004-2008

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@ -26,7 +26,7 @@
* ---
*
* nuke.h: Definitions for things having to do with nukes
*
*
* Known contributors to this file:
* Dave Pare, 1986
*/

View file

@ -26,7 +26,7 @@
* ---
*
* optlist.h: Definitions of option listings
*
*
* Known contributors to this file:
* Ken Stevens, 1995
* Steve McClure, 1998

View file

@ -26,9 +26,9 @@
* ---
*
* path.h: Definitions for directions, paths, etc.
*
*
* Known contributors to this file:
*
*
*/
#ifndef PATH_H

View file

@ -26,9 +26,9 @@
* ---
*
* plague.h: plague defines.
*
*
* Known contributors to this file:
*
*
*/
#ifndef PLAGUE_H

View file

@ -26,7 +26,7 @@
* ---
*
* plane.h: Definitions for planes and plane types
*
*
* Known contributors to this file:
* Dave Pare, 1986
* Ken Stevens, 1995

View file

@ -26,7 +26,7 @@
* ---
*
* player.h: Definitions for player information (threads)
*
*
* Known contributors to this file:
* Dave Pare, 1994
* Doug Hay, 1998

View file

@ -26,9 +26,9 @@
* ---
*
* power.h: Definitions for things having to do with the power report.
*
*
* Known contributors to this file:
*
*
*/
#ifndef POWER_H

View file

@ -26,9 +26,9 @@
* ---
*
* product.h: Definitions for things having to do with products
*
*
* Known contributors to this file:
*
*
*/
#ifndef PRODUCT_H

View file

@ -26,7 +26,7 @@
* ---
*
* proto.h: Protocol for client
*
*
* Known contributors to this file:
* Dave Pare, 1986
*/

View file

@ -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);

View file

@ -26,9 +26,9 @@
* ---
*
* queue.h: Generic vax-like doubly linked list queues
*
*
* Known contributors to this file:
*
*
*/
#ifndef QUEUE_H

View file

@ -26,7 +26,7 @@
* ---
*
* retreat.h: Things having to do with retreating
*
*
* Known contributors to this file:
* Ken Stevens, 1995
*/

View file

@ -26,7 +26,7 @@
* ---
*
* sect.h: Definitions for things having to do with sectors.
*
*
* Known contributors to this file:
* Dave Pare
* Ken Stevens, 1995

View file

@ -26,7 +26,7 @@
* ---
*
* server.h: Server startup, control and shutdown
*
*
* Known contributors to this file:
* Markus Armbruster, 2004-2008
*/

View file

@ -26,7 +26,7 @@
* ---
*
* service.h: Windows services support
*
*
* Known contributors to this file:
* Ron Koenderink, 2004
*/

View file

@ -26,7 +26,7 @@
* ---
*
* ship.h: Definitions for things having to do with ships
*
*
* Known contributors to this file:
* Dave Pare
* Thomas Ruschak, 1992

View file

@ -26,9 +26,9 @@
* ---
*
* tel.h: Definitions for things having to do with telegrams
*
*
* Known contributors to this file:
*
*
*/
#ifndef TEL_H

View file

@ -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

View file

@ -26,7 +26,7 @@
* ---
*
* treaty.h: Definitions for treaties
*
*
* Known contributors to this file:
* Steve McClure, 1998
*/

View file

@ -26,7 +26,7 @@
* ---
*
* types.h: Empire types
*
*
* Known contributors to this file:
* Markus Armbruster, 2006-2007
*/

View file

@ -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

View file

@ -26,9 +26,9 @@
* ---
*
* update.h: Include headers used for updates
*
*
* Known contributors to this file:
*
*
*/
#ifndef UPDATE_H

View file

@ -26,7 +26,7 @@
* ---
*
* version.h: Version information
*
*
* Known contributors to this file:
* Thomas Ruschak, 1992
* Ken Stevens, 1995

View file

@ -26,7 +26,7 @@
* ---
*
* xdump.h: Extended dumps
*
*
* Known contributors to this file:
* Markus Armbruster, 2008
*/

View file

@ -26,7 +26,7 @@
* ---
*
* xy.h: Constants having to do with world locations.
*
*
* Known contributors to this file:
* Steve McClure, 1998
*/

View file

@ -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

View file

@ -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

View file

@ -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.

View file

@ -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.

View file

@ -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

View file

@ -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

View file

@ -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

View file

@ -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.

View file

@ -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.

View file

@ -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

View file

@ -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

View file

@ -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

View file

@ -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.

View file

@ -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

View file

@ -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:

View file

@ -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

View file

@ -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

View file

@ -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"

View file

@ -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

View file

@ -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.

View file

@ -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

View file

@ -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

View file

@ -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

View file

@ -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

View file

@ -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.

View file

@ -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

View file

@ -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.

View file

@ -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

View file

@ -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

View file

@ -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"

View file

@ -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

View file

@ -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

View file

@ -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,

View file

@ -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

View file

@ -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.

View file

@ -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.

View file

@ -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.

View file

@ -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.

View file

@ -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.

View file

@ -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

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