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