167 lines
6.5 KiB
Perl
167 lines
6.5 KiB
Perl
.TH Command ORDER
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.NA order "Order a ship to auto-navigate"
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.LV Expert
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.SY "order <SHIP/FLEET> [c|r|s|d|l]
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You use the \*Qorder\*U command to give sailing orders to ships.
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At each update, ships sailing under orders \*Qautonavigate\*U toward a
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specific destination sector. Telegrams notify you of arrivals.
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.s1
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ONLY merchant ship may be given orders, but in order to move during the
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update a ship must have at least one crew (which may be civilian or military,
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but not an uncompensated worker). Merchant ships are those that
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have 0 for their firing range and gun limit values.
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.s1
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Note that your ships sailing on orders will be interdicted just as if
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you were navigating them by hand.
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.s1
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.EX order <SHIP/FLEET> c Clear Orders
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.s1
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Use the clear option to wipe out any orders the ship
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currently has. This will remove all starting and ending
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points and clear all the cargo levels for the ship.
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.s1
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.EX order <SHIP/FLEET> s Suspend Orders
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.s1
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If you want to keep orders but don't want the ship
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to move during the update use the suspend option.
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A quick look at 'sorder'
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will display the eta time as suspended.
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As long as a ship is suspended it will be unable to move
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during the update.
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.s1
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.EX order <SHIP/FLEET> r Resume Orders
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Resume will allow ships that have a suspended order to move
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again.
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.s1
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.EX order <SHIP/FLEET> d <dest1> [dest2|scuttle|-] Declare Orders
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.s1
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To declare an order you have 3 options.
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.NF
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1) Order a ship to any sector on the map.
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When it arrives it will clear its orders.
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2) Order a ship to any sector, load goods,
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move to a second sector and unload goods.
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Continue to loop between the 2 points.
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3) Order a ship to any sector on the map.
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When it arrives, it will scuttle itself if it is in a harbor that
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is at least 2% efficient. This is useful for tradeships.
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Example: You have a cargo ship (#6) in your harbor at sector 6,0
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You want to move good between that harbor and another harbor at
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sector 14,0.
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order 6 d 6,0 14,0
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This reads:
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Cargo Ship #6, move to sector 6,0 load goods, sail to sector 14,0
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unload cargo then load again and sail back to 6,0.
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Example: You have a tradeship (#666) at sea in sector -10,0 and you
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want to move it to a friendly harbor at 20,4.
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order 666 d 20,4 -
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The ship will now move to sector 20,4 with the most efficient path.
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Example: You have a tradeship (#666) at sea in sector -10,0 and you
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want to move it to a friendly harbor at 20,4, and then scuttle itself.
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order 666 d 20,4 scuttle
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The ship will now move to sector 20,4 with the most efficient path,
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and scuttle itself when done.
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Note that only trade ships can be given auto-scuttle orders, and won't
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scuttle themselves at sea.
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.FI
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.s1
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.EX order <SHIP/FLEET> l <hold> <start/end> <COMM> <amount>
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.s1
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Set cargo Levels.
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.NF
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Example: Cargo ship #109 is at your harbor in sector 10,0.
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You have agreed to trade 200 lcm and 100 hcm to your friend and
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he will give you 100 shells each update. His harbor is at -10,2.
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Using 'order declare' you set up your start point 10,0 and end point -10,2
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order 109 l 1 start lcm 200
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order 109 l 2 start hcm 100
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order 109 l 1 end shell 100
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When your finished the output would look like this.
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sorder 109
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shp # type x,y start end len eta
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109 cargo ship 2 10,0 10,0 -10,2 11 1
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qorder 109
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shp # type [Starting] (Ending)
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109 cargo ship 2 [1-l:200 2-h:100 ] , (1-s:100 )
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.FI
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.s1
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AutoNav Features.
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.s1
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Whenever a ship is autoloading cargo, it will always wait until it loads
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to capacity. If a ship does not load fully it will not move!!!
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Remember 'ships need food!!' unless the NOFOOD option is enabled.
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Set one of your cargo holds to load food or your ship will starve at sea.
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When unloading cargo, the ship will unload all goods
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listed in the cargo holds ONLY! It will not unload any extra good
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manually placed on the ship.
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.s1
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If you are dealing with civilians 1 will be left in either the
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sector or the harbor depending if your loading or unloading.
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In either case when you arrive at the other harbor all but 1 civ
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will be dumped into the harbor. Be careful if you set civilians
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as one of your cargo levels.
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.s1
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If the FUEL option is enabled ships will try and fuel when they load
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cargo in the starting or ending point and they currently have a fuel
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level less then half of their max fuel level.
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Auto fueling is not foolproof. If you declare a
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long path and the ship does not pass through any harbors it might
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run out of fuel and mobility. Remember ships can only autofuel
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in harbors.
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.s1
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You can set any commodity in the game to be loaded on the ship.
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However if you tell a ship to load a commodity it can not hold it
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will be ignored. Example: If you tell a battleship to load
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Lcm, and of course it does not have that capability, see 'show ship
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capability' that level will be ignored at the update.
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Planes and Units are not commodities so they can not be loaded this way.
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.s1
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At update time, the most direct path from the ship to destination
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is calculated. Each ship is then autonavigated along that path to
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the best of its mobility. The path is calculated from what the player
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knows of the world (what you can see using the \*Qbmap\*U command).
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Open sea, bridges, harbors, and unexplored regions of the world
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are considered to be navigable. Your friend's harbors and bridges
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may be uses as long as the harbor >= 2% and the bridge >= 60%.
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Your ships will also try to avoid any mines you have declared on your
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bmap. 'x' or 'X' characters. Should your ship hit a mine the ship
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will stop moving and its orders suspended. You bmap will also be updated
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with a 'x' marking the sector for you.
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.s1
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If a ship sails in range of enemy forts they will be fired upon.
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Setting your ship to autonavigate into an area with good fort
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cover could result in many ships getting sunk fast.
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However you could put an invasion fleet off someone's coast in a hurry.
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.s1
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If the ship has a 'sweep' flag
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ships will try and sweep any mines if any are present as they move.
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.s1
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Radar operates continuously as the ship moves along the path, constantly
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adding sector information to the known world map.
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.s1
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The autonav code will try and use as much mobility as possible and this
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is all done before mobility is gained from the update.
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After an update has completed
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your ship will have mobility so it can be moved by hand if needed.
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.s1
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For information on setting up ships to feed your country see
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'info autofeed' for details.
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.s1
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.SA "sorder, qorder, bmap, navigate, ship, Autofeed, Autonav, Ships"
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