119 lines
3.9 KiB
Perl
119 lines
3.9 KiB
Perl
.TH Command NAVIGATE
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.NA navigate "Move ship or fleet around"
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.LV Basic
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.SY "navigate <SHIP/FLEET> <ROUTE|DESTINATION>"
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The navigate command is the \*Qmove\*U command applied to the sea.
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You can control one ship or an entire fleet with it.
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.s1
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A ship must have at least one crew
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(which may be civilian or military,
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but not an uncompensated worker)
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to be navigated.
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When you navigate, you see the hex of sectors around the flagship.
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(The lowest numbered ship is always considered the flagship).
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.s1
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The program will prompt with the maximum and minimum mobility of the
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ships in the fleet, and the current sector of the flagship in the form:
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.NF
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<57.0:23.5: -6,4>
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.FI
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which means one ship has 57 mobility units,
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some other ship in the fleet has 23.5 mobility units and
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the flagship is in sector -6,4.
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You may indicate the direction you would like the fleet to move
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by typing a string of letters consisting of any combination of the
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following:
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.NF
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y for up-left
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u for up-right y u
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g for left \e /
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j for right g -- -- j
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b for down-left / \e
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n for down-right b n
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.FI
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Other commands you may type while navigating are:
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.NF
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M for map
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B for bmap
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f to change flagship
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i to list ships you are navigating
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v to view oil content and fish
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r for radar
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l to look at land and nearby ships
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s for sonar
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m to sweep mines
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h for end of movement
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.FI
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.s1
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While navigating you may also use radar, sonar, or lookout
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(by entering r, s, or l). By default, it will radar, sonar, or
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lookout from the flagship. You may also
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give a ship number or fleet or group of ships on the same
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line: "r 12/13/14/73"
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.s1
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You may also use minesweepers in the currently navigating group to
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sweep mines by entering a 'm'.
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This costs them the equivalent of 1 sector's mobility.
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.s1
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Since the <ROUTE> can be specified in the command line,
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simple ship movements are often typed as a single line, such as:
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.EX nav 19 jjjh
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.s1
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Or some movements may be done partly on the command line and partly
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interactively:
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.EX nav 18 jj
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.NF
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<112.7:112.7: -4, -2> v
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patrol boat #18 on open sea @ -3,-2
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<112.7:112.7: -4, -2> gh
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patrol boat #18 stopped at -6,-2
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.FI
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.s1
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You may also simply specify the destination sector
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on the command line. In this case,
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empire will set the path to be the cheapest path (in terms of
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length) that currently exists. The unit(s) will move to the
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destination sector, and then ask for more input.
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.s1
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For example,
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.EX nav 18 -6,-2
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.NF
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<104.2:104.2: -6, -2> h
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patrol boat #18 stopped at -6,-2
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.FI
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.s1
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Note that if you are naving multiple ships, you may only specify a
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destination sector on the command line if all the ships start in the
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same sector.
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.s1
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The formula for the movement cost for 1 sector is:
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.NF
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480 / (( speed + speed * (50+tech)/(200+tech) ) * Efficiency/100)
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.FI
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.s1
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Moving a ship through a sector that has been mined risks hitting a
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mine (see \*Qinfo Hitchance\*U).
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Minesweeps can remove up to five mines per pass through a
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sector (indicated by the message \*QSweep...\*U).
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Minesweeps also take 1/2 normal damage from mines.
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.s1
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Also, note that some things may affect you while you are moving. Forts
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belonging to hostile countries will fire at you when you come within
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range. Hostile land/sea/air units may fire at/bomb your ships, if they're
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on interdiction missions (see info mission). If your enemy has a
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stack of missiles on interdiction mission, then they will
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automatically fire one after another until all of your ships are sunk.
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The chance of missiles and planes hitting your ships is determined by
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the "worst" ship in your fleet (see \*Qbomb\*U for the chance of
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hitting). Any damage incurred by the fleet is divided evenly among
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all the ships in the fleet which are in the same sector.
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.s1
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.L NOTE
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.s1
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While navigating, you cannot enter a sector that belongs to another
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country unless they have FRIENDLY relations with you. This includes bridges, and harbors.
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.s1
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.SA "mine, Ship-types, mission, order, sail, Ships, Transportation, Moving"
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