110 lines
4 KiB
Perl
110 lines
4 KiB
Perl
.TH Command MARCH
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.NA march "Move a land unit or units"
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.LV Basic
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.SY "march <LAND UNIT/ARMY> <ROUTE|DESTINATION>"
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The march command is the \*Qmove\*U command applied to land units.
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You can control one unit or an entire army with it.
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.s1
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Land units may only move into sectors you own, sectors of countries
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you are allied with or deity-owned sectors with 1 exception. Spies. Spies
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may move anywhere, with a chance of getting caught. See "info Spies" for
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more information.
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.s1
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If you are moving an army and the lead unit stops, the army stops;
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(the lowest numbered unit is always considered the lead unit).
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.s1
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The program will prompt with the mobility of the lead unit,
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the minimum mobility value for the army, and the current sector
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coordinates 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 the lead unit has 57 mobility units,
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some other unit in the army has 23.5 mobility units and
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the lead unit is in sector -6,4.
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You may indicate the direction you would like the army 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 \\\\ /
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j for right g -- -- j
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b for down-left / \\\\
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n for down-right b n
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r for radar
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l for lookout
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m to sweep landmines
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h for end of movement
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.FI
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.s1
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The radar option will cause the lead unit to use it's radar, if any.
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You may also give a unit number or army or group of units on the same
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line: "r 12/13/14/73"
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.s1
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The lookout option works in the same way as radar, i.e. it will cause the
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lead unit to do a lookout.
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.s1
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Note: the lookout and radar commands use BTU's, just as if you'd typed them
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separately from the command line.
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.s1
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You may also use the 'm' command to have engineers in the marching
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group search for mines in the current sector. Example: "m 12"
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.s1
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Since the <ROUTE> can be specified in the command line,
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simple unit movements are often typed as a single line, such as:
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.EX march 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 march 18 yy
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.NF
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<112.7:112.7: -4, -2> l
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Your capital 100% efficient with 549 civ with 10 mil @ -5,-3
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Your highway 100% efficient with 549 civ with 0 mil @ -4,-2
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Your harbor 100% efficient with 549 civ with 109 mil @ -3,-1
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<112.7:112.7: -4, -2> yh
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war band #18 stopped at -5,-3
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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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mobility) 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 march 18 -6,-2
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.NF
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<104.2:104.2: -6,-2> h
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war band #18 stopped at -5,-3
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.FI
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.s1
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Note that if you are marching multiple units, you may only specify a
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destination sector on the command line if all the units start in the
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same sector.
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.s1
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See "info Mobility" for the mobility cost to march land units.
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.s1
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At the update, units with negative mobility have their mobility halved
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before new mob is added. For example, in a game where units got 32 mob
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per update, a unit with -100 mobility would have -18 after an update.
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(-100/2 = -50 + 32 = -18) This helps inefficient units be not quite as
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slow.
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.s1
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Moving a unit through a sector that has been mined
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introduces a chance of mines/(mines + 50) that you will be damaged.
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Units with engineering capabilities can remove up to five mines per
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pass through a sector (indicated by the message \*QSweep...\*U).
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Such units also take 1/2 normal damage from mines.
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See info lmine for more details.
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.s1
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Hostile land/sea/air units may fire at/bomb your units, 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 100 damage has been done.
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Missiles and pinbombers have a 100% chance of hitting their target
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(provided they make it through plane/missile defenses). Collateral
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damage will be done to the sector that the units were marching into.
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.SA "Unit-types, lmine, LandUnits, Moving, Spies"
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