SAIL has issues: * Sail orders are executed at the update. Crafty players can use them to get around the update window. * The route is fixed at command time. You can't let the update find the best route, like it does for distribution. * The info pages documenting it amount to almost 100 non-blank lines formatted. They claim you can follow friendly ships. This is wrong. They also show incorrect follow syntax. Unlikely to be the only errors. * Few players use it. Makes it a nice hidey-hole for bugs. Here are two nice ones: - If follow's second argument is negative, the code attempts to follow an uninitialized ship. Could well be a remote hole. - If ship #1 follows #2 follows #3 follows #2, the update goes into an infinite loop. * It's more than 500 lines of rather crufty code nobody wants to touch. Thanks to a big effort in Empire 2, it shares some code with the navigation command. It still duplicates other navigation code. The sharing complicates fixing the bugs demonstrated by navi-march-test. Reviewing, fixing and testing this mess isn't worth the opportunity cost. Remove it instead. Drop commands follow, mquota, sail and unsail. Drop ship selectors mquota, path, follow. struct shpstr shrinks some more, on my system from 160 to 120 bytes. Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
86 lines
3.4 KiB
Perl
86 lines
3.4 KiB
Perl
.TH Command RELATIONS
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.NA relations "Shows diplomatic relations between countries"
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.LV Basic
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.SY "relations"
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The relations command displays your diplomatic status with other nations.
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If the optional argument is specified, the command displays that country's
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diplomatic status with other nations.
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.s1
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The data displayed by the nation command is formatted as a single page
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report.
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.EX relations
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.NF
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MGM Diplomatic Relations Report Sat Jun 17 23:24:46 1989
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0) POGO Allied Allied
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1) 1 Neutral Neutral
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2) Groonland At War Hostile
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.FI
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.EX relations 2
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.NF
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Groonland Diplomatic Relations Report Sat Jun 17 23:24:46 1989
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0) POGO Neutral Neutral
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1) 1 Allied Neutral
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3) MGM Hostile At War
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.FI
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.s1
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Relations are: \*QAllied\*U, \*QFriendly\*U, \*QNeutral\*U,
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\*QHostile\*U, and \*QAt War\*U. Each has certain ramifications.
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.s1
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.L Allied
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Your ally is someone you trust deeply, and are willing to make
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sacrifices for. If you are allied with someone, then your forts,
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ships, planes, & artillery will support them in battle. Also, they
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can over-fly you, and you will not be told. (I.e. an ally can map you
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out easily). When you use the "wall" command, it sends a flash
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message to all of your allies (see info wall). Unless the ALL_BLEED
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option is in effect, you will benefit from tech produced by your
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allies, but not by others . Allied nations are assumed to have
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"friendly" trade relations.
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.s1
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.L Friendly
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When you accept a country as a trustworthy trading partner, then you
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establish friendly relations towards them. This allows them to sail
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ships into your harbours, load and unload goods, and have their
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ships repaired there. You are allowed to "tend" friendly
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ships. You may send "flash" messages (see info flash) to friendly nations.
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You will be warned, however, if they overfly
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your territory. And if they do it enough times, your diplomatic
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relations towards them will be automatically downgraded. You may
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"spy" on a friendly nation with no consequences.
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.s1
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.L Neutral
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You start out neutral towards all countries. It simply means that you
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are ambivalent towards them. If they overfly your territory, you will
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be warned and your relations will automatically downgrade. Caught
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spies will be deported.
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.s1
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.L Hostile
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If you are suspicious that a nation may be planning to attack you,
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but you are not committed to an all out war against them, then you
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should declare hostile relations towards them. This will ensure that
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your planes will intercept theirs if they
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try to over-fly you, and your forts will fire on their ships when they
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sail within range. Also, your a-sat's and abm's will attempt
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to intercept their satellites and missiles independent of the target
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sector they have launched them at, and your ships with anti-missile
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capability will attempt to intercept any incoming marine missiles
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within range. Caught spies will be shot.
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.s1
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.L War
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If you are committed to expending major resources against a nation,
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then you should declare war on them. This will cause all of your
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ships, artillery, planes and missiles which have been put on a mission
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to react to enemy movement.
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.s1
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Also, there is an automatic progression. If someone you are allied with
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attacks you, you become hostile towards them. If someone you are neutral
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to over-flies or attacks you, you become hostile towards them. Neither of
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these progressions can lead to war, however, they both stop at hostility.
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.s1
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.SA "Diplomacy"
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