Before, they always reacted to their maximum range, and the op-area
was unused. Change mission() to define the op-area for reserve
missions as well. Remove the special-case for showing reserve
missions from mission() and show_mission(). New lnd_reaction_range()
factored out of att_reacting_units(). Use it in oprange() to cover
reserve missions. Pass the mission as separate parameter to oprange()
for now, because miss() doesn't set it in the object until later.
Land units on reserve missions used to pay only half the usual
mobility for combat. This bonus was commented out in the code in
4.0.0, but not in info. Remove it from both.
With RAILWAYS, highway-like sectors double as rail. They need to be
at least 5% efficient to be operational, and then they additionally
extend rail into adjacent sectors that are at least 60% efficient.
New opt_RAILWAYS, SCT_HAS_RAIL(), sct_rail_track(). Update
sector_mcost(), bp_neighbors(), lnd_mar_one_sector() for RAILWAYS
mobility rules. Update sinfra(), spyline(), satdisp_sect() to show
rail track instead of rail infrastructure for RAILWAYS.
New virtual sector selector track, implemented by nsc_sct_track().
Planes and land units on ships are sold along with the ship, but trade
showed them only when SHOWPLANE was enabled. Show them always.
Planes on land units are not sold along with the land unit, but trade
showed them when SHOWPLANE was enabled. Don't.
You can now scrap ships in own or friendly, efficient harbors, planes
in own or allied, efficient airfields, and land units in any own or
allied sector.
When something can't be scrapped because of these rules, print a
suitable message.
Before, you could scrap ships regardless of relations to sector owner
(info claimed friendly was required), land units regardless of
relations, but not while on ships, and planes even in friendly
airfields (info claimed allied was required).
When scrapping in a deity sector, scrap claimed it gave the cargo to
POGO, which is somewhat bogus, as POGO can't own such stuff.
This is the human-readable buddy of xdump product, which dumps pchr[].
It duplicates much of the information in show sect c, but in more
accessible form. It's in show_product().
Remove product information from info Quick-ref. show reflects the
actual game, is more complete, and should be just as readable.
show_sect_stats() used to show packing bonuses for military,
uncompensated workers, civilians, bars and lcms. The bonus for lcms
was labelled "other", which was okay only as long as all other
commodities receive the same packing bonuses.
Show packing bonus type instead. The actual bonus for each commodity
and packing type is already shown by show item. But change its header
for the NPKG column from "rg" to "no", because packing type NPKG is
shown by show se s as "normal".
show_sect_build() showed only sectors with unusual build
characteristics. Which begged the question what the usual build
characteristics are. Add a line to show them.
Commit db1ac2ed (v4.3.6) introduced a separate territory for deities,
and made the territory command use it by default for deities. Deities
can still access the old default territory as territory number 0.
Selectors terr, terr0 (alias for terr), terr1, terr2, terr3 remained
unchanged, and a new selector dterr was created to let deities access
the deity territory.
Make selector terr virtual, so that it can do "the right thing", just
like the territory command: select territory 0 for mortals, and the
deity territory for deities.
Unfortunately, this requires us to switch xdump to use terr0 instead
of terr, because otherwise the deity xdump would contain the deity
territory twice, and territory 0 not at all.
Remove confusing columns Op-sect and Radius from table of available
missions. Add their code letters.
Fix efficiency required for artillery units to fire.
People can be delivered since v4.0.0 (the check that disabled that was
commented out), and cutoff shows these deliveries since v4.0.2. The
change was documented in info Empire4, but info pages weren't updated.
Do that, and remove the commented out code.
The abstract idea of tying ships and land units to a logistical tether
is sound, the concrete implementation as option FUEL is flawed. It
adds too much busy-work to the game to be enjoyable. It hasn't been
enabled in a public game for years. The code implementing it is ugly,
repetitive, and a burden to maintain.
Remove selector fuel from ship_ca[] and land_ca[], and selectors
fuelc, fuelu from mchr_ca[] and lchr_ca[]. Remove fields fuelc, fuelu
from ship.config and land.config.
Remove command fuel from player_coms[].
Deprecate edit key 'B' in doship(), dounit(), and don't show it in
pr_ship(), pr_land().
Drop opt_FUEL code from build_ship(), shi(), sdump(), ship_damage(),
show_ship_stats(), do_mob_ship(), nav_ship(), build_land(), land(),
ldump(), land_damage(), show_land_stats(), do_mob_land(),
resupply_all(), resupply_commod(), get_minimum(), has_supply(),
unit_list(), vers().
Remove opt_FUEL, fuel_mult, struct shpstr member shp_fuel, struct
mchrstr members m_fuelc and m_fuelu, M_OILER, struct lndstr member
lnd_fuel, struct lchrstr members l_fuelc and l_fuelu, fuel(), and
auto_fuel_ship().
The code to find a suitable sanctuary location is flawed: to find
space and resources around the location, it does a depth-first search
limited to 300 sectors. Pretty useless when the limit is reached. A
breadth-first search would work, but why bother? This feature is
obscure and rarely (if ever) used: no conscientious deity would use it
for a real game, and for blitzes fairland does a better job. Remove
it.