empserver/info/Options.t
Markus Armbruster 4ea4a01fd5 (info, html): Implement.
(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.
2005-12-22 10:09:17 +00:00

64 lines
2.9 KiB
Perl

.TH Server OPTIONS
.NA Options "Server options"
.LV Expert
.nf
The following options are from KSU code:
SHOWPLANE: planes/units on ships/units up for trade are shown
PINPOINT(etc): Missile exist which target ships instead of sectors
SAIL: another way to automatically move ships (may also be buggy)
NUKEFAIL(etc): nukes on missiles that explode in launching may detonate
DEMANDUPDATE: updates may be allowed on player demand
UPDATESCHED: updates can be controlled by the 'hours' file. NITP
The following options were introduced in the Chainsaw server:
EASY_BRIDGES: bridges can be built from any sector
SUPER_BARS: gold bars aren't destroyed by shelling or bombing
ALL_BLEED: you get tech bleed from all countries, not just allies
DRNUKE: research is required to make nukes
SLOW_WAR: War declaring takes time. No land attacks unless at war.
NOMOBCOST: ships pay 0 mob to fire. Subs pay 1/2 a sect's movement cost
TRADESHIPS: you can build/nav/scuttle trade ships to make money
FUEL: ships need fuel to gain mobility
RES_POP: Research affects max sector population.
NOFOOD: No food is required.
BLITZ: Turns NOFOOD option on and players get infinite BTU's.
NONUKES: No nuclear weapons
NO_PLAGUE: Plague is disabled.
NEUTRON: Enables neutron bombs
FALLOUT: Sectors are damaged by radiation for a few updates after blast
The following options were introduced in the Empire2 Server:
HIDDEN: Hides information about countries you haven't contacted
LOSE_CONTACT: In HIDDEN, lose contact after a few updates
ORBIT: Satellites can orbit the planet
BIG_CITY: 'c' sectors cost $, lcm, hcm to build and hold 10x civs
INTERDICT_ATT: Interdict units & mil as they move in after an attack
The following options were introduced in the Empire4 Server:
BRIDGETOWERS: You can build bridge towers, which allow you to build
bridges from them.
DEFENSE_INFRA: Use the new defensive infrastructure. Otherwise, use
sector efficiency for defensive values.
GODNEWS: The world is told via news when deities are giving or taking
things from players.
GUINEA_PIGS: Experimental stuff not ready for prime time. Enable at your
own risk!
GO_RENEW: Gold and Oil are renewable resources.
MOB_ACCESS: Allows real-time updating of mobility.
MARKET: Time-delay market and trade.
LOANS: Allows S&L type interaction between countries.
LANDSPIES: Creates land unit style spies.
NO_FORT_FIRE: Forts cannot fire.
NO_LCMS: The game doesn't need lcms to be played.
NO_HCMS: The game doesn't need hcms to be played.
NO_OIL: The game doesn't need oil to be played.
TECH_POP: Technology costs more to make as your civilian population
grows past 50,000 civilians.
TREATIES: Sign treaties with your friends and enemies, and breaking of
them is reported in the news.
.fi
.SA "Hidden, Server"