(all): Depend on info. Flatten info directory. This undoes the move to one subdirectory per chapter, which was done during Empire 2. The structure doesn't buy us much, as the info name space is flat, and it complicates makefiles. Overhaul info.pl: - It now wants to run in the root of the build tree. - Information on source files and subjects is now stored in makefiles, thus info.pl no longer picks up random junk from the file system. - Clean up Perl anachronisms, in particular use subroutine arguments and results rather than global variables where convenient. - Change format of diagnostics to the common format used by GNU tools, so that Emacs and the like can parse it. - Catch missing .SA. - When creating a new subject file, cowardly refuse to overwrite an existing file. - Subject files contain topics sorted by chapter, then by name. The order of chapters used to depend on how Perl sorts hash keys. Fix it.
42 lines
1.5 KiB
Perl
42 lines
1.5 KiB
Perl
.TH Command MINE
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.NA mine "Drop sea mines from a ship"
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.LV Basic
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.SY "mine <SHIP> <NUMBER>"
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This command drops mines in the sea and is functional
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from ships with mine-laying capability (see \*Qinfo Ship-types\*U).
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.s1
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See \*Qinfo Hitchance\*U for the chance of a ship hitting a mine.
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.s1
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In the command syntax
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<SHIP> is the number of one of your ships and <NUMBER> is
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the number of mines you wish to drop.
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That number of shells, (assuming you've got them),
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will be dropped in the sector that ship occupies,
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magically becoming mines as they hit the water.
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.s1
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Mines can only be removed safely by a minesweeper.
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(Other ships can remove them by hitting them, but...)
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Planes with the 'sweep'
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ability can clear mines by flying recon missions through
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mined sectors, with each passage through the sector possibly
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removing some mines.
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.s1
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Ships of tech 310 or higher can detect mines with their sonar.
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See \*Qinfo sonar\*U for more information.
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.s1
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Sea sectors under bridge spans can be mined.
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Your ships will automatically avoid these mines when passing through,
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(and your minesweepers will not not pick them up).
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.s1
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Note that the sector is checked for possible mine hits
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only when a ship moves into it;
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thus, a ship may safely drop mines in a sector and then move out.
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On the other hand, the mines know no allegiance,
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so moving back into a mined sector is foolish at best
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unless it is under a bridge span.
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.s1
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Mines in the same sector as a bridge that collapses are cleared.
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.s1
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You cannot drop sea mines into a harbor, only land mines.
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.s1
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.SA "navigate, Hitchance, Damage, Ships"
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