(all): Depend on info. Flatten info directory. This undoes the move to one subdirectory per chapter, which was done during Empire 2. The structure doesn't buy us much, as the info name space is flat, and it complicates makefiles. Overhaul info.pl: - It now wants to run in the root of the build tree. - Information on source files and subjects is now stored in makefiles, thus info.pl no longer picks up random junk from the file system. - Clean up Perl anachronisms, in particular use subroutine arguments and results rather than global variables where convenient. - Change format of diagnostics to the common format used by GNU tools, so that Emacs and the like can parse it. - Catch missing .SA. - When creating a new subject file, cowardly refuse to overwrite an existing file. - Subject files contain topics sorted by chapter, then by name. The order of chapters used to depend on how Perl sorts hash keys. Fix it.
174 lines
7 KiB
Perl
174 lines
7 KiB
Perl
.TH Server "Empire3 Changes"
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.NA Empire3 "Changes from the Empire2 server to the Empire3 Server"
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.LV Expert
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.s1
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There have been several changes/fixes made to the Empire2 code in the
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new Empire3 Server. This outlines the various changes and how
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they will affect you, the player. Most of these changes were coded by
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Ken Stevens <children@empire.net> and any bug-reports in the new
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server should be directed to him.
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.s1
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Sectors
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.in 0.6in
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.L -
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The delivery and distribution stuff was removed from the output of
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"commodity" and each column was widened to 5 characters (to accomodate
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the new system where sectors are now allowed to hold up to 9999 of
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stuff)
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.L -
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Mountains will now mine gold at 3/4 the rate that gold mines do (thar's
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gold 'n them thar hills!)
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.L -
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Mountains can now only hold 1/10th the population of normal sectors.
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.L -
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The mobility cost to move into a sector has been changed from:
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.nf
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cost = (mcost - eff) / 5
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to:
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if (mcost < 25)
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cost = (2 + (3 - mcost) * eff) / 5
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else
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cost = (mcost - 20 * eff) / 5
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OLD SYSTEM: eff 0% 100% NEW SYSTEM: eff 0% 100%
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+ 0.2 0.0 + 0.4 0.0
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m 0.4 0.2 m 0.4 0.2
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^ 5.0 4.8 ^ 5.0 1.0
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.fi
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Note that this means land units can attack 100% mountains now, so
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there will be a tradeoff for the defender--either they can have a low
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efficiency mountain that costs more mobility to attack but gets a
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lower defense bonus, or they can have a high efficiency mountain that
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costs less mobility to attack but gets a higher defense bonus.
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.L -
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New conditional query "coastal" which gets set when you take a
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"census" of the sector. Type "cens * ?coast=1" to get a list of all
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of your sectors which are adjacent to water (and thus vulnerable to
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assault).
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.\" -----------------------------------------------------------
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Ships
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.in 0.6in
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.L -
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- The size of "ts1 trade ship 1" was reduced to 100 lcm, 50 hcm, $1500
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(from 200 lcm, 100 hcm, $2500). Most players were waiting for ts2
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so this is a nice way to deal with that.
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.in 0
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.\" -----------------------------------------------------------
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Planes
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.in 0.6in
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.L -
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In the old system, planes would be charged either 10 mobility
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(interceptors), 12 mobility (escorts) or 20 mobility (the rest) per
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flight. This cost was then multiplied by (100 / eff) with the
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restriction that plane mobility could not go below -32. Planes flying
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missions were charged only 1/4 of this. In the new system, planes are
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charged a base rate of 5 mobility to prepare for takeoff. On top of
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this, they are charged a flight cost which is either 10 (interceptors
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and escorts) or 20 (the rest), however this flight cost is scaled down
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according to the length of the flight--it is multiplied by (flight
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length) / (max plane range). The flight cost is then scaled by
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(100/eff) with the restriction that a plane can't go below -32
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mobility. Planes flying missions are charged 1/2 of this.
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.L -
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The mobility of a plane will now go down by one point for every two
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points of damage it took from air-to-air combat, to a limit of -32
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mob. This is to simulate the high mobility cost of air-to-air combat,
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and the fact that air-to-air combat is more effort for low tech planes.
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.L -
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SAM interception is now separate from plane interception; for each
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attacking plane, if it cost at least $1000 to build, then one SAM will
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be launched at it. After SAMs have been fired, fighter planes will
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intercept what's left over.
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.L -
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The restriction that high tech nations can not build low tech planes
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has been removed (the above changes address the f1 SAM-soaking problem).
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.L -
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Marine missiles on interdiction now fire at a single ship rather
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than the whole fleet. They pick the ship which is the most valuable
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according to (cost to build) * efficiency. Furthermore, marine
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missiles will only launch at a ship if the ship cost >= $1000 to build
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or if it can carry land units or planes.
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.L -
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Sectors which your planes fly over when they fly missions will now be
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added to your bmap.
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.in 0
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.\" -----------------------------------------------------------
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Land Units
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.in 0.6in
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.L -
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There are three new land units: 'cavalry 2', 'light infantry', and 'aau1'. Here's the basic scheme. The old cavalry are an average
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between the somewhat weaker cav1 and somewhat stronger cav2.
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light infantry are half the size of and slightly fastar than inf1's. 'aau1' come at the same tech as Zepplins and let low tech countries
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try to throw rocks at low tech planes...
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.in 0
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.\" -----------------------------------------------------------
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Maps
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.in 0.6in
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.L -
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You now have 50 realms.
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.L -
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Each country now has two bmaps, their 'working' bmap and their 'true' bmap. The true bmap contains only information put there by the
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server. The working bmap also contains information put there by the
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bdes and sharebmap commands. The 'bmap' command usually displays the
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working bmap unless the player specifies 'bmap <SECTS> true'.
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If the players working bmap becomes corrupted somehow, then they can
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type 'bmap <SECTS> revert' to revert their working bmap back to their
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true bmap. This change was necessary to prevent abuse of the new 'sharebmap' command (which compares the players true bmaps when
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determining whether they overlap).
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.L -
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There is a new command "sharebmap <COUN> <SECTS>". If <COUN>
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is friendly towards you and your 'true' bmaps already share enough information
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in common, then your bmap will be added to their bmap. For more details
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see 'info sharebmap'.
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.in 0
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.\" -----------------------------------------------------------
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Information
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.in 0.6in
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.L -
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The new info page "info Mobility" gives the formulas for all
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mobility costs in the game.
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.in 0
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.\" -----------------------------------------------------------
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Communication
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.in 0.6in
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.L -
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If someone else was the last person to use your country, then when you
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login you will get a message like:
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.NF
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Last connection from: Mon Nov 13 04:48:04 1995
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to: Mon Nov 13 05:13:12 1995
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by: children@RedDragon.Empire.Net
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.FI
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.L -
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If the game is a blitz, then the 'players' command will list other
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countries which are logged on. This will cut down on the 'is anybody
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else logged on?' announcements. Note that for players, 'last command'
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and 'user@hostname' are not printed (only deities get to see this stuff).
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.L -
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You can now read old announcements which you've already thrown away by
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typing:
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.SY "wire <number of days>"
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This works much in the same way as news. The server automatically
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deletes all announcements older than 7 days.
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.L -
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New server commands 'toggle sync', 'toggle async', and 'sync' permit
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client-server database synchronization.
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.L -
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Before you type a telegram, you will now see:
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.nf
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Enter telegram for Fodderland
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undo last line with ~u, print with ~p, abort with ~q, end with ^D or .
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1024 left:
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.fi
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The new tilde escapes work very nicely.
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.\" -----------------------------------------------------------
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.in 0
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.s1
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Options
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.nf
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The following options have been made standard:
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NEWPAF: Plane combat is in nice easy-to-read columns
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.fi
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.s1
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.SA "toggle, sharebmap, Clients, Server"
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