Belatedly remove NUKEFAILDETONATE, NONUKES, NEUTRON, ORBIT, NO_LCMS,
NO_HCMS, NO_OIL. Don't claim BLITZ implies NOFOOD.
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1 changed files with 1 additions and 8 deletions
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@ -7,7 +7,6 @@ The following options are from KSU code:
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SHOWPLANE: planes/units on ships/units up for trade are shown
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SHOWPLANE: planes/units on ships/units up for trade are shown
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PINPOINT(etc): Missile exist which target ships instead of sectors
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PINPOINT(etc): Missile exist which target ships instead of sectors
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SAIL: another way to automatically move ships (may also be buggy)
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SAIL: another way to automatically move ships (may also be buggy)
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NUKEFAIL(etc): nukes on missiles that explode in launching may detonate
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DEMANDUPDATE: updates may be allowed on player demand
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DEMANDUPDATE: updates may be allowed on player demand
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UPDATESCHED: updates can be controlled by the 'hours' file. NITP
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UPDATESCHED: updates can be controlled by the 'hours' file. NITP
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@ -23,17 +22,14 @@ TRADESHIPS: you can build/nav/scuttle trade ships to make money
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FUEL: ships need fuel to gain mobility
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FUEL: ships need fuel to gain mobility
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RES_POP: Research affects max sector population.
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RES_POP: Research affects max sector population.
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NOFOOD: No food is required.
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NOFOOD: No food is required.
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BLITZ: Turns NOFOOD option on and players get infinite BTU's.
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BLITZ: Players get infinite BTU's.
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NONUKES: No nuclear weapons
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NO_PLAGUE: Plague is disabled.
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NO_PLAGUE: Plague is disabled.
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NEUTRON: Enables neutron bombs
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FALLOUT: Sectors are damaged by radiation for a few updates after blast
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FALLOUT: Sectors are damaged by radiation for a few updates after blast
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The following options were introduced in the Empire2 Server:
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The following options were introduced in the Empire2 Server:
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HIDDEN: Hides information about countries you haven't contacted
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HIDDEN: Hides information about countries you haven't contacted
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LOSE_CONTACT: In HIDDEN, lose contact after a few updates
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LOSE_CONTACT: In HIDDEN, lose contact after a few updates
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ORBIT: Satellites can orbit the planet
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BIG_CITY: 'c' sectors cost $, lcm, hcm to build and hold 10x civs
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BIG_CITY: 'c' sectors cost $, lcm, hcm to build and hold 10x civs
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INTERDICT_ATT: Interdict units & mil as they move in after an attack
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INTERDICT_ATT: Interdict units & mil as they move in after an attack
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@ -52,9 +48,6 @@ MARKET: Time-delay market and trade.
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LOANS: Allows S&L type interaction between countries.
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LOANS: Allows S&L type interaction between countries.
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LANDSPIES: Creates land unit style spies.
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LANDSPIES: Creates land unit style spies.
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NO_FORT_FIRE: Forts cannot fire.
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NO_FORT_FIRE: Forts cannot fire.
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NO_LCMS: The game doesn't need lcms to be played.
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NO_HCMS: The game doesn't need hcms to be played.
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NO_OIL: The game doesn't need oil to be played.
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TECH_POP: Technology costs more to make as your civilian population
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TECH_POP: Technology costs more to make as your civilian population
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grows past 50,000 civilians.
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grows past 50,000 civilians.
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TREATIES: Sign treaties with your friends and enemies, and breaking of
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TREATIES: Sign treaties with your friends and enemies, and breaking of
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