174 lines
7 KiB
Perl
174 lines
7 KiB
Perl
.TH Server "Empire3 Changes"
|
|
.NA Empire3 "Changes from the Empire2 server to the Empire3 Server"
|
|
.LV Expert
|
|
.s1
|
|
There have been several changes/fixes made to the Empire2 code in the
|
|
new Empire3 Server. This outlines the various changes and how
|
|
they will affect you, the player. Most of these changes were coded by
|
|
Ken Stevens <children@empire.net> and any bug-reports in the new
|
|
server should be directed to him.
|
|
.s1
|
|
Sectors
|
|
.in 0.6in
|
|
.L -
|
|
The delivery and distribution stuff was removed from the output of
|
|
"commodity" and each column was widened to 5 characters (to accomodate
|
|
the new system where sectors are now allowed to hold up to 9999 of
|
|
stuff)
|
|
.L -
|
|
Mountains will now mine gold at 3/4 the rate that gold mines do (thar's
|
|
gold 'n them thar hills!)
|
|
.L -
|
|
Mountains can now only hold 1/10th the population of normal sectors.
|
|
.L -
|
|
The mobility cost to move into a sector has been changed from:
|
|
.nf
|
|
cost = (mcost - eff) / 5
|
|
to:
|
|
if (mcost < 25)
|
|
cost = (2 + (3 - mcost) * eff) / 5
|
|
else
|
|
cost = (mcost - 20 * eff) / 5
|
|
|
|
OLD SYSTEM: eff 0% 100% NEW SYSTEM: eff 0% 100%
|
|
+ 0.2 0.0 + 0.4 0.0
|
|
m 0.4 0.2 m 0.4 0.2
|
|
^ 5.0 4.8 ^ 5.0 1.0
|
|
.fi
|
|
Note that this means land units can attack 100% mountains now, so
|
|
there will be a tradeoff for the defender--either they can have a low
|
|
efficiency mountain that costs more mobility to attack but gets a
|
|
lower defense bonus, or they can have a high efficiency mountain that
|
|
costs less mobility to attack but gets a higher defense bonus.
|
|
.L -
|
|
New conditional query "coastal" which gets set when you take a
|
|
"census" of the sector. Type "cens * ?coast=1" to get a list of all
|
|
of your sectors which are adjacent to water (and thus vulnerable to
|
|
assault).
|
|
.\" -----------------------------------------------------------
|
|
Ships
|
|
.in 0.6in
|
|
.L -
|
|
- The size of "ts1 trade ship 1" was reduced to 100 lcm, 50 hcm, $1500
|
|
(from 200 lcm, 100 hcm, $2500). Most players were waiting for ts2
|
|
so this is a nice way to deal with that.
|
|
.in 0
|
|
.\" -----------------------------------------------------------
|
|
Planes
|
|
.in 0.6in
|
|
.L -
|
|
In the old system, planes would be charged either 10 mobility
|
|
(interceptors), 12 mobility (escorts) or 20 mobility (the rest) per
|
|
flight. This cost was then multiplied by (100 / eff) with the
|
|
restriction that plane mobility could not go below -32. Planes flying
|
|
missions were charged only 1/4 of this. In the new system, planes are
|
|
charged a base rate of 5 mobility to prepare for takeoff. On top of
|
|
this, they are charged a flight cost which is either 10 (interceptors
|
|
and escorts) or 20 (the rest), however this flight cost is scaled down
|
|
according to the length of the flight--it is multiplied by (flight
|
|
length) / (max plane range). The flight cost is then scaled by
|
|
(100/eff) with the restriction that a plane can't go below -32
|
|
mobility. Planes flying missions are charged 1/2 of this.
|
|
.L -
|
|
The mobility of a plane will now go down by one point for every two
|
|
points of damage it took from air-to-air combat, to a limit of -32
|
|
mob. This is to simulate the high mobility cost of air-to-air combat,
|
|
and the fact that air-to-air combat is more effort for low tech planes.
|
|
.L -
|
|
SAM interception is now separate from plane interception; for each
|
|
attacking plane, if it cost at least $1000 to build, then one SAM will
|
|
be launched at it. After SAMs have been fired, fighter planes will
|
|
intercept what's left over.
|
|
.L -
|
|
The restriction that high tech nations can not build low tech planes
|
|
has been removed (the above changes address the f1 SAM-soaking problem).
|
|
.L -
|
|
Marine missiles on interdiction now fire at a single ship rather
|
|
than the whole fleet. They pick the ship which is the most valuable
|
|
according to (cost to build) * efficiency. Furthermore, marine
|
|
missiles will only launch at a ship if the ship cost >= $1000 to build
|
|
or if it can carry land units or planes.
|
|
.L -
|
|
Sectors which your planes fly over when they fly missions will now be
|
|
added to your bmap.
|
|
.in 0
|
|
.\" -----------------------------------------------------------
|
|
Land Units
|
|
.in 0.6in
|
|
.L -
|
|
There are three new land units: 'cavalry 2', 'light infantry', and 'aau1'. Here's the basic scheme. The old cavalry are an average
|
|
between the somewhat weaker cav1 and somewhat stronger cav2.
|
|
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
|
|
try to throw rocks at low tech planes...
|
|
.in 0
|
|
.\" -----------------------------------------------------------
|
|
Maps
|
|
.in 0.6in
|
|
.L -
|
|
You now have 50 realms.
|
|
.L -
|
|
Each country now has two bmaps, their 'working' bmap and their 'true' bmap. The true bmap contains only information put there by the
|
|
server. The working bmap also contains information put there by the
|
|
bdes and sharebmap commands. The 'bmap' command usually displays the
|
|
working bmap unless the player specifies 'bmap <SECTS> true'.
|
|
If the players working bmap becomes corrupted somehow, then they can
|
|
type 'bmap <SECTS> revert' to revert their working bmap back to their
|
|
true bmap. This change was necessary to prevent abuse of the new 'sharebmap' command (which compares the players true bmaps when
|
|
determining whether they overlap).
|
|
.L -
|
|
There is a new command "sharebmap <COUN> <SECTS>". If <COUN>
|
|
is friendly towards you and your 'true' bmaps already share enough information
|
|
in common, then your bmap will be added to their bmap. For more details
|
|
see 'info sharebmap'.
|
|
.in 0
|
|
.\" -----------------------------------------------------------
|
|
Information
|
|
.in 0.6in
|
|
.L -
|
|
The new info page "info Mobility" gives the formulas for all
|
|
mobility costs in the game.
|
|
.in 0
|
|
.\" -----------------------------------------------------------
|
|
Communication
|
|
.in 0.6in
|
|
.L -
|
|
If someone else was the last person to use your country, then when you
|
|
login you will get a message like:
|
|
.NF
|
|
Last connection from: Mon Nov 13 04:48:04 1995
|
|
to: Mon Nov 13 05:13:12 1995
|
|
by: children@RedDragon.Empire.Net
|
|
.FI
|
|
.L -
|
|
If the game is a blitz, then the 'players' command will list other
|
|
countries which are logged on. This will cut down on the 'is anybody
|
|
else logged on?' announcements. Note that for players, 'last command'
|
|
and 'user@hostname' are not printed (only deities get to see this stuff).
|
|
.L -
|
|
You can now read old announcements which you've already thrown away by
|
|
typing:
|
|
.SY "wire <number of days>"
|
|
This works much in the same way as news. The server automatically
|
|
deletes all announcements older than 7 days.
|
|
.L -
|
|
New server commands 'toggle sync', 'toggle async', and 'sync' permit
|
|
client-server database synchronization.
|
|
.L -
|
|
Before you type a telegram, you will now see:
|
|
.nf
|
|
Enter telegram for Fodderland
|
|
undo last line with ~u, print with ~p, abort with ~q, end with ^D or .
|
|
1024 left:
|
|
.fi
|
|
The new tilde escapes work very nicely.
|
|
|
|
.\" -----------------------------------------------------------
|
|
.in 0
|
|
.s1
|
|
Options
|
|
.nf
|
|
The following options have been made standard:
|
|
NEWPAF: Plane combat is in nice easy-to-read columns
|
|
.fi
|
|
.s1
|
|
.SA "toggle, sharebmap, Clients, Server"
|