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.
Where ordinary selectors specify a value stored in some object,
virtual selectors specify a function to call to compute a value
associated with some object.
Use them to replace the special case xdump ver by new table
EF_VERSION.
Move configkeys[] to lib/common because nsc_init() needs it to
initialize empfile[EF_VERSION].cadef.
Before 4.0.6, depth charges required no guns, one military, did damage
like shell fire from two guns, and used two shells. Missions were not
quite consistent with that (bug). 4.0.6 changed depth charges to work
exactly like shell fire (but without updating documentation
accordingly): require guns and gun crew, non-zero firing range, scale
damage and ammunition use with guns.
Go back to the old model, but with damage like three guns, to avoid
changing the stock game's dd now (three gun damage for two shells).
Stock game's af changes from two gun damage for one shell, and nas
from four gun damage for two shells.
Factor out common depth-charging code into shp_dchrg().
Always charge land units at least as much mobility for assaulting from
non-landing ships as for landing ships. Before, marines lost all
mobility when assaulting from a non-landing ship, which could be less
than what the same assault costs from a landing ship (half an update's
worth).
Detect .git instead of CVS. Use git-ls-files with git, else
$(srcdir)/sources.mk. info/findsubj.pl now gets the info files as
arguments rather than from sources.mk.
Remaking info subjects doesn't quite work, but it was broken similarly
before.
off-shore drilling like automatic fishing. Fix the formatting to be
more consistent with other info pages.
Add see also reference for Autofish to Autonav.