652 lines
25 KiB
Perl
652 lines
25 KiB
Perl
.TH Server "Empire2 Changes"
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.NA Empire2 "Changes from the Chainsaw server to the Empire2 Server"
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.LV Expert
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.s1
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There have been several changes/fixes made to the Chainsaw code in the
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new Empire2 Server. This outlines the various changes and how
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they will affect you, the player. Most of these changes were coded by
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Ken Stevens <children@empire.net> and any bug-reports in the new
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server should be directed to him.
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.s1
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.in 0
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.\" -----------------------------------------------------------
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Ships
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.in 0.6in
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.L -
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Ships now have three letter abbreviations.
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.L -
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"load" syntax has been changed to make it the same as the "move"
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syntax.
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.nf
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- The following changes were made to the sonar command:
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- will only work from ships at sea
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- will only detect ships at sea
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- will now detect the shoreline
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- will only detect things if there is a straight line of water
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between the detector and the detected
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- now displays a map and changes your bmap
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- for ships with tech > 310, shows mines on the map with an X and
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puts the X on your bmap
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.fi
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.L -
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All ships (including subs) in harbors are now visible via the \*Qlookout\*U
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command by all ships (including subs) in adjacent sectors
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.L -
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If a NEUTRAL (or worse) ship sails within your coastwatch range,
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then you will receive a telegram like this:
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.nf
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TheBorg lc2 light cruiser 2 (#666) sighted at -9,-1
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.fi
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This telegram is sent before any interdiction is done. If you
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want to turn this feature off, then type "toggle coastwatch off".
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Note that you can also now turn off those nuisance sonar ping
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detection telegrams by typing "toggle sonar off".
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.L -
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You may now tend land units which have
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"assault" capability (see info tend).
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.L -
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"build" syntax has been simplified. You no longer need to specify tech
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level to build at (the default is your current tech level). Also, the
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<NUMBER> arg now comes before the <TECH> arg:
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.EX build s 4,0 fb1
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builds a fishing boat at current tech level.
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.EX build s 4,0 fb1 5
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builds 5 fishing boats at current tech level.
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.EX build s 4,0 fb1 2 99
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builds 2 fishing boats at tech level 99.
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.L -
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"show" output now shows you the total amount of avail used to build something.
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.L -
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The Autonav code has been completely rewritten and is dramatically
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improved. Thanks Chad!
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.L -
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You now get a telegram if someone loads something onto your ship or if
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someone unloads into your harbour.
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.L -
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Load/Unload now tell you exactly how much stuff got loaded/unloaded
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from each ship.
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.L -
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You can now only unload into a sector if you are friendly towards them.
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.L -
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The "coastwatch" command now shows ship names! (Empire invents the
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telescope!)
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.L -
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The "payoff" command now shows the distance your ship has
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traveled--handy for making sure you pass those critical distances.
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.L -
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The tech level required to build aegis cruisers has been increased
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from 150 to 260.
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.L -
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The following ships: "mc missile cruiser", "aac aa cruiser", "agc
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aegis cruiser", and "ncr nuc cruiser" have been given a new ship
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capability called "anti-missile" This means that they will use their
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anti-missile systems to attempt to
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intercept enemy missiles aimed at any ship within a 1 sector radius.
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Note that just like abm & a-sat missile interception, only missiles
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belonging to countries you are "Hostile" or "At War" with will be intercepted.
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Thanks Chad!
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.L -
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Ship damage now always factors the armor value of the ship, no matter
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where the damage comes from. Also, whenever a ship is hit, the player
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is told exactly how hard that particular ship was hit.
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.L -
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The "scuttle", "scrap", "mission", and "fuel" commands will now accept
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"l" for the unit type. (You are no longer required to type "la".)
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.L -
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Now when you load land units onto a ship, the code will automatically
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try to supply them, and if they are out of supply, you will get a warning.
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.in 0
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.\" -----------------------------------------------------------
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Subs
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.in 0.6in
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.L -
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ASW planes will now fly out to track any non-FRIENDLY (including
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NEUTRAL) sub movement.
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.L -
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However there is a chance that the plane won't even leave the ground
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and notice any sub movement at all. The chance of detection is
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identchance = (1 - (1 - hitchance)^2).
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.L -
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ASW planes will no longer detect subs they fly over while flying an
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interdiction mission.
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.L -
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Once the planes have arrived at the sector where the sub movement
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was detected, then identchance is checked again. If success, then
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the plane is able to identify the owner of the sub. If the owner
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is neutral, then the player gets the message:
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.nf
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np1 naval plane 1 #2 tracks TheBorg subs at 2,-6
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.fi
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If the plane is unable to identify the owner of the sub, then the
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player gets the message:
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.nf
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np1 naval plane 1 #2 detects sub movement in -3,-3
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.fi
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If the ship was identified as HOSTILE or AT_WAR, then the plane will
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drop depth charges.
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.L -
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If depth-charges miss, then the ship owner will get
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the message:
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.nf
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RUMBLE... your sub in 24,0 hears a depth-charge explode nearby
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.fi
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.L -
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torp and fire will now only tell the victim that a "sub" torped
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them, or that return fire damaged a "sub" (rather than giving out
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detailed information about the sub number, type, and owner...)
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.L -
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max sonar range has been reduced to 7 and sonar output no longer
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prints blank lines.
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.L -
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sonar has been changed in the following way:
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detection = (source "spy" value) + (target "vis" value)
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If the detection value is less than 8, then sonar will just print
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.nf
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Sonar detects sub #12
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.fi
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If the detection value is above 7, then sonar will report the type of sub.
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Only if the detection value is above 9 will the owner of
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the sub be revealed.
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.L -
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For ASW planes flying "sonar" or "recon" missions, a similar change
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has been made. The plane needs to pass one identchance check to see
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the type of sub, and needs to pass two identchance checks to see the
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owner of the sub.
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.L -
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Note in both of the above cases, owner and type of FRIENDLY and
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ALLIED subs will always be revealed.
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.in 0
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.\" -----------------------------------------------------------
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Navigation
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.in 0.6in
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.L -
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When you "nav" or "order" your ships, they will automatically avoid "x" and "X"
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sectors on your bmap.
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.L -
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now when you navi (or march), any new sector designations
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automatically appear on your nav map and get added to your bmap (you
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no longer need to do a "look" to find out their designation. Note
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that subs will only see sea, harbors, and bridges and will have to
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look" (and risk detection) to see anything else.
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.L -
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If you hit the wrong character, navi will now display all possible navi
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commands.
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.L -
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You can now draw a 'M' map or a 'B' bmap while navigating.
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.L -
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You can list the ship you are navigating using 'i' and you can change
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your flagship using 'f'.
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.L -
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Navigating using "nav", "order" or "sail" now calls exactly the same
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code and will thus result in exactly the same risks (mines & interdiction).
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.L -
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Now you can type commands like this:
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.EX nav 72 jlsruMluBursh
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That is, you can mix directions with other navigation commands.
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.L -
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Interdiction of navigating ships now works as follows:
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.NF
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1. Forts interdict.
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2. If there are any ships left, ships, land, planes interdict.
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3. If there are any ships left, marine missiles on interdiction fire one at a
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time until there are no ships left.
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.FI
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.L -
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There is now a new kind of diplomatic relation that you can have with
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a country: "Friendly" which falls between "Neutral" and "Allied".
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This basically splits "Allied" into two steps: anything to do with
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ships is available to "Friendly" nations (nav, load, unload, tend,
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upgrade, order, sail, follow), whereas anything to do with planes or
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military support is reserved for Allies. This allows you to
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establish trading relationships without the necessity of a military
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relationship. See info relation for full details.
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.L -
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If the BIG_CITY option is enabled, then small ships may navigate,
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load, and unload in 2% cities.
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.in 0
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.\" -----------------------------------------------------------
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Planes
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.in 0.6in
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.L -
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Planes which are less than 40% efficient can not fly.
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.L -
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If you're tech is higher than 290, then you may not build planes with
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tech lower than 150.
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.L -
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Planes will only abort if they have been damaged below 80% (it used to
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be that they could abort at anything below 100%).
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.L -
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The range of marine missiles and SAM's has been reduced.
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.L -
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Air combat reports are now succinct tables with headers. Much easier
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to read. Thanks Waffen!
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.L -
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New command "skywatch" scans your skies overhead for satellites.
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Works very much like "coastwatch".
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.L -
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You can now filter your satellite output to list, for example, only
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banks owned by country #7 which are over 60% efficient. The selectors
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available are exactly the same as those used by the "census", "ship",
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and "land" commands. See "info satellite" for more details.
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.L -
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A 75% satellite now only sees 75% of sectors (the rest are blank).
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It's always the same 25% that are blank.
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.L -
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All missiles are now VTOL. In particular, this means that missiles on
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missions will now fire from anywhere (including on subs).
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.L -
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Surface missiles can now be put on interdiction mission. To
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distinguish surface missiles from anti-ship missiles, the latter have
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been given a new capability called "marine". Surface missiles on
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interdiction will keep firing on the enemy until at least 100 damage
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has been done.
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.L -
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Interdicting marine missiles will also fire on ships when they "fire".
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.L -
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Missiles and planes flying interdiction missions will now detonate
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any nuclear warheads that they are carrying.
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.L -
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When you "arm" a missile or plane, you will be asked whether you
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would like to program the warhead to airburst or groundburst.
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.L -
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Missiles and planes are now limited to a maximum of one warhead
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apiece.
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.L -
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A-sats will now automatically attempt to intercept any satellites
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launched by a country you're "Hostile" or "At War" with. This works exactly the same
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way as ABM defense. Also, if you launch a satellite over a sector
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which is owned by a non-ally then they will get a message telling them
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that you have positioned a satellite over their sector. In the age of
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advanced telecommunication such things don't go unnoticed.
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.L -
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There is now only one formula for determining whether a plane/missile
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hits its target and how much damage it does (including abm's and
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a-sat's). See "info bomb" for the formula. In particular,
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planes/missiles flying missions will now have exactly the same
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hitchance as those flown by hand.
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.in 0
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.\" -----------------------------------------------------------
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Land Units
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.in 0.6in
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.L -
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Land units now have three letter abbreviations.
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.L -
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Artillery must be at least 20% efficient before it can fire.
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.L -
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The "lmine" command now allows you to lay as many land mines as you
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want. If the unit can't carry as many mines as you asked it to lay,
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then it will just keep resupplying itself until it finishes the job.
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Also, it now costs engineers 1 point of mobility per mine laid.
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.L -
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If land units are accompanied by engineers, then their chance of
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hitting a land mine is reduced by a factor of 3. E.g. if there
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are 25 mines in the sector, then a land unit has a 33%
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chance of hitting a land mine. If it is accompanied by an
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engineer, then that chance drops to 11%.
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.L -
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If an engineer sweeps a land mine that it cannot carry, it drops
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it as a shell into the sector.
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.L -
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Engineers now sweep a number of times equal to 2 times the number
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of shells they can carry.
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.L -
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The chance of an engineer finding a land mine in a sector is now
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50% time the "att" value of the unit:
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.nf
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# of sweeps chance of finding a mine
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old system 5 66%
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eng1 130 6 60%
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eng2 165 8 75%
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meng 260 8 90%
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.fi
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.L -
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You can now draw a 'M' map or a 'B' bmap while marching. Also, if
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you hit the wrong character, navi will now display all possible march
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commands.
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.L -
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Fortifying a land unit no longer clears the unit's mission.
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.L -
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You can list the units you are marching using 'i' and you can change
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your leader using 'f'.
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.L -
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Now you can type commands like this:
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.EX mar 72 jlruMluBurh
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That is, you can mix directions with other march commands.
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.\" -----------------------------------------------------------
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.in 0
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Forts
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.in 0.6in
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.L -
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Forts now get their range bonus for return fire if they're > 60%.
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.L -
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Forts now do not cost anything to designate.
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.L -
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You may not fire a fort which is less than 5% efficient.
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.L -
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Forts will now only automatically interdict ships that the country
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would be able to see using the "coastwatch" command. Ships out of
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visual range will not be interdicted by forts. Note that
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ship/ship, unit/ship, plane/ship interdiction was not changed,
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and also the "fire" command was not changed. _only_ fort/ship
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interdiction was changed.
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.in 0
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.\" -----------------------------------------------------------
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Sectors
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.in 0.6in
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.L -
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Bank interest is now scaled by efficiency rather than simply turning
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off below 60%.
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.L -
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Shoot syntax has changed from "shoot 2,0 c 400" to "shoot c 2,0 400".
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.L -
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Harbors now have the same packing bonus as a warehouse.
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.L -
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You can now build bridges all on one line as in:
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.EX build b 2,2 j
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.L -
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You are now only allowed to cede to nations which are Friendly towards you.
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.L -
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The new Empire command "strength" will show you the defense strength
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of all your sectors (including number of land mines and reacting units
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from nearby sectors).
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.L -
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The "test" command no longer requires there to be the commodity in
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the sector (useful if you want to use that sector as a temporary
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stopover and you don't want the stuff to get stranded there).
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.L -
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Shelling now factors in the efficiency of the sector into its
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defensive bonus, so now a 0% bank defends the same as a 0% fort which
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defends the same as a 0% road. The formula for calculating the new
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defense value of a sector is:
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((defense - 2)*eff/100) + 2
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.L -
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The "neweff" command now checks to see if a sector has been stopped.
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.L -
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xdist and ydist are now in player coordinates.
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.L -
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Any interdiction of things being moved will also damage the sector
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being moved into. Note: this will slow down bridge attacks!
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.L -
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Deliver now gets the same 4x bonus that distribute gets.
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.L -
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The "spy" command now gives you much more useful information:
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.in 0
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.NF
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SPY report
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Wed Jul 26 21:10:13 1995
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sect type own oldown eff civ mil shl gun pet food bars units planes
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29,5 c+ 4 4 90 980 0 940 10 0 0 0 2 0
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.FI
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.in 0.6in
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.L -
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A new option has been added to the server called BIG_CITY.
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When the BIG_CITY option is turned on, it
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takes lcm's, hcm's, and money to create a city ('c' sector), but they
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can hold ten times as many civs, and get a 10x packing bonus for moving civs.
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.L -
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It used to be that a gold mine could not hold more than 999 dust. Now
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all sectors are allowed to hold 9999 of anything, but it is now only
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_production_ which is limited to 999 per update.
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.L -
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Now the "starvation" command will let you check for starvation on land
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units or ships.
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.in 0
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.\" -----------------------------------------------------------
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Info
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.in 0.6in
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.L -
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The info pages are now organized into subjects. Type "info" for a list.
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.L -
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The budget command has been changed so that now you may choose not to
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pay maintenance costs. Also, "mil" on ships/planes/units has been
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moved from the maintenance costs for those items to the "Military" section
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of the budget.
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.in 0
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.\" -----------------------------------------------------------
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Commands
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.in 0.6in
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.L -
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Broke countries are now allowed to use all commands except for the
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following:
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.s1
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arm assault attack board bomb build convert disarm drop enlist explore
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fire fly grind harden launch lmine mine paradrop recon satellite scrap
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shoot sweep torpedo treaty upgrade work
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.L -
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Broke countries used to be prevented from using the following
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commands, but will now be allowed to use them:
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.s1
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demobilize lload llookout load lookout lradar lrange lretreat ltend
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lunload march mission morale mquota navigate order qorder radar range
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retreat sail sonar sorder spy supply tend transport unload unsail
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.in 0
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.\" -----------------------------------------------------------
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Update
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.in 0.6in
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.L -
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If you can not afford to maintain your ships/planes/units or you
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choose not to maintain them using the "budget" command, then they will
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lose ETU/5 % efficiency at the update. Also, if you are broke at the
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point of the update when it comes time to build something, then that
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thing will not be built. In short, the only way you can go broke now
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is by having lots of mil to pay.
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.in 0
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.\" -----------------------------------------------------------
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Communication
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.in 0.6in
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.L -
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The new commands "flash" and "wall" permit instant communication
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between friends and allies respectively. Type "info flash" and "info
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wall" for more details.
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.L -
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The new command "toggle" can be used to instantly inform you when
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you receive a new telegram. You can also use "toggle" to temporarily
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block flash messages. To find out which clients support this, type
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"info Clients".
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.L -
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The server will now correctly report how many telegrams you have
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waiting.
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.L -
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The new command "pray" lets you send a telegram to the Deity. Also
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a telegram from the deity is no longer called a BULLETIN, it is now
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called a TELEGRAM.
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.L -
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The new command "motd" lets you see the "message of the day" (login
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message) again.
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.L -
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The buggy commands "mail" and "wmail" have been removed from the
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server. If you want to use them, you'll have to use pei.
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.L -
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You can now specify which countries you'd like to see in your "power"
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report.
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.L -
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New "report" command lists number ranges rather than "advanced",
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"superior", etc...
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.in 0
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.\" -----------------------------------------------------------
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Combat
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.in 0.6in
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.L -
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Defense against attack, assault, and paradrop is now exactly the same.
|
|
.L -
|
|
If attack odds are > 90%, then defensive support is no longer called.
|
|
This will put a stop to most shell-draining techniques.
|
|
.L -
|
|
You can now specify how many troops you want to board with. Also, the
|
|
code now always forces you to leave at least 1 mil on your ship when
|
|
boarding. You can also board from any sector type and with land units
|
|
having "assault" capability. You may not board with more mil or units
|
|
than the boarded ship can hold.
|
|
.L -
|
|
You may not attack with supply, security, artillery, or
|
|
anti-aircraft (flak capability) land units.
|
|
.L -
|
|
Attacking land units & mil used to be taken out of the sectors/ship
|
|
they were attacking/assaulting/boarding from. This caused endless problems
|
|
(including stranded units). In the new code, mil and units stay where
|
|
they were until they have finished attacking. The battle is assumed
|
|
to take place along the "border" between the two sectors. Thus, the
|
|
attacking mil & land units will be vulnerable to shelling and
|
|
attacking while you are answering the attack prompts.
|
|
.L -
|
|
If, while you are answering the attack prompts, anything happens to
|
|
either the sector you are attacking, or the mil & units you are attacking
|
|
with, then you will be notified ("land unit #3 damaged from 80% to 50%",
|
|
"Your mil in 3,1 damaged from 180 to 12", "defending mil has been increased
|
|
from 10 to 250").
|
|
You will also be notified in this way if a bridge collapses, one of your
|
|
attacking sectors was taken, you were shelled, your enemy abandoned
|
|
the sector you were attacking, your land units reacted to fight another
|
|
battle, ...) You will be notified if any of these things change before the
|
|
battle and given a chance to abort your attack. If for some reason it
|
|
is no longer possible to attack (e.g. you now own the sector, or a
|
|
bridge collapses) then the attack will be automatically aborted.
|
|
.L -
|
|
The sub-prompt for both the "attack with" and the "move in" questions
|
|
has changed to [ynYNq?]. The meanings of these 6 answers are:
|
|
.NF
|
|
y - yes this unit
|
|
n - no this unit
|
|
Y - yes all units in this army
|
|
N - no all units in this army
|
|
q - quit attack
|
|
? - print this help message
|
|
.FI
|
|
.L -
|
|
The server will now add up the mil you saw and the enemy land units your
|
|
scouts saw, and based on this info, it will estimate a defense strength of the
|
|
enemy. If your scouts didn't see the efficiency of the enemy units, then
|
|
it will assume that they were at 100%. Based on this estimated defense
|
|
strength, the server will calculate an estimate of your success odds for
|
|
you and if these
|
|
estimated odds are less than 50%, then the server will ask you if you're
|
|
sure you want to continue with the attack. These estimates are
|
|
made before support is calculated, and before the enemy reacting
|
|
units have reacted, so it will not be particularly accurate. However, if
|
|
by the time you've finished answering all the attack prompts something has
|
|
happened which has made your odds much worse than you expected (e.g. your
|
|
cavalry got shelled or your enemy beefed up his mil), then this will give
|
|
you a chance to abort the attack.
|
|
.L -
|
|
Immediately after a battle is won (i.e. before any move-in sub-prompts
|
|
are asked), 1 mil (first choice) or 1 land unit (second choice) is
|
|
automatically moved into the taken sector. Not only does this put a
|
|
definitive stop to shell-draining tricks, but it also resolves what was a
|
|
big problem in the old code of the taken sector being owned but not
|
|
occuppied for a period. This problem resulted in, among other things,
|
|
stranded land units. It is impossible to strand a land unit in the new
|
|
code.
|
|
.L -
|
|
I have added a new option to the server called INTERDICT_ATT,
|
|
which, when enabled, calls the usual interdiction routines against
|
|
mil & land units moving into the victim sector after an attack.
|
|
The same chances of interdiction apply as in "move" and
|
|
"march". The mil get interdicted sector by sector, and the
|
|
land units all at once.
|
|
.L -
|
|
In the new attack code, it is much harder for a unit to fail a morale check.
|
|
The new chance (recalculated after each hit) is (retreat% - unit efficiency).
|
|
Thus, a land unit which has a retreat percentage of 60% and is now 50%
|
|
efficient, will have a 10% chance of retreating with each hit.
|
|
.in 0
|
|
.\" -----------------------------------------------------------
|
|
|
|
Important bugfixes
|
|
.in 0.6in
|
|
.L -
|
|
Missiles on subs will now fly missions against enemy planes (in
|
|
chainsaw, the missiles simply vanish).
|
|
.L -
|
|
Subs now only interdict subs if they have sub-torp ability (in
|
|
chainsaw, sb1's will interdict sb1's).
|
|
.L -
|
|
Missiles will no longer hit subs.
|
|
.L -
|
|
Your airport now needs to be at least 60% eff in order to fly bombing
|
|
runs from it (in chainsaw you can bomb from 40% airports, but only fly
|
|
and recon to 60% airports).
|
|
.L -
|
|
You can't sweep, hit, or lay sea mines in a harbour. You can't sweep,
|
|
hit, or lay land mines on a bridge. (In chainsaw, your ally can hit
|
|
your land mines in your harbour.)
|
|
.L -
|
|
It is no longer possible to accidently go broke through any of the
|
|
following commands: build, convert, demob, des, harden, upgrade. (In
|
|
chainsaw it's easy to accidentally go broke through one of these commands.)
|
|
.L -
|
|
Much of the "attack" function was rewritten to check for "special
|
|
cases" which can result in lost military and units. Thanks Chad!
|
|
.L -
|
|
The range of missiles on interdiction mission was half
|
|
of what it should be. this is now fixed.
|
|
.L -
|
|
If you typed "realm #2 0:10,0:10", it would change realm
|
|
#0. This is now fixed
|
|
.L -
|
|
If you downgraded your relations from Allied to Neutral,
|
|
then the other country would downgrade their relations towards you to
|
|
Hostile. This is now fixed.
|
|
.L -
|
|
You used to have to log out and back in again to stop being broke.
|
|
Now your status will be updated as soon as you get the money (well,
|
|
one command after to be exact).
|
|
.in 0
|
|
.s1
|
|
Options
|
|
.NF
|
|
The following options have been made standard:
|
|
DROPANY: you can drop things on sectors belonging to allies
|
|
REJECTS: you can reject announcements and teles from annoying countries
|
|
BMAP: map info gained is saved in a big world map (bmap command)
|
|
AUTONAV: ships can move automatically
|
|
SCUTTLE: you can sink your own ships automatically
|
|
CONVASAT: anti-satellite missiles don't need nuclear warheads
|
|
ABM: anti-missile missiles exist
|
|
GRIND: you can grind gold bars back into dust
|
|
NONUKESUB: nukes don't affect submarines
|
|
RANGEDIT: you can modify the range of your planes
|
|
MISSDEF: ships with tactical missiles will fire them in defense
|
|
SHIPSAM: ships can carry and use SAMSs
|
|
BIND: network stuff, no interest to players (NITP)
|
|
MERC: a collection of bug fixes
|
|
TACARGO: planes that are cargo AND tactical can bomb (zeppelins)
|
|
NOGODS: deity countries don't show up on power reports
|
|
BETTERARMOR: armor has more of an effect on ship damage
|
|
GODNAMES: bulletins are identified by which deity sent the
|
|
MULTIFIRE: multiple ships/sects can fire at once
|
|
SHIPTORP: ships can have torp ability
|
|
SWEEP_PLANES: some planes can sweep mines
|
|
MINE_PLANES: some planes can lay mines
|
|
ASW_PLANES: some planes can detect/kill subs
|
|
HARBOR_POLICE: you can board ships in your harbor using mil from the harbor
|
|
WING_LOAD: you can load groups of planes on ships with 1 command
|
|
ALLYUPGRADE: allies can upgrade your ships in their harbors
|
|
ALLYHARB(etc): allies will increase your ships' efficiency in their harbors
|
|
RETREAT: ships can automatically retreat, under conditions you set
|
|
STEALTHV: stealth is a % chance to evade, all planes are rated 0-100%
|
|
SEMILAND: some ships can land 20% of mil instead of 10% or 100%
|
|
WIRE: announcements are seperated from teles/bulletins
|
|
STOP: Sectors taken over must be started. Start and stop are enabled
|
|
|
|
The following options have been permanently turned off
|
|
REALM_IN_NAT: realms are displayed by the nation command
|
|
DAVYJONES: nukes hitting sea affect 1 sect, hitting waste/sanct don't det
|
|
BABY_NUKES: Nukes affect only 1 sector
|
|
.FI
|
|
.s1
|
|
.SA "strength, tend, toggle, flash, relations, arm, starvation, Damage, report, power, Clients, Attacking, Server"
|