The capability to march land units spread over several sectors is obscure and rarely useful. Accidental use is probably more frequent than intentional use. Issues: * Interactive prompts show only the leader's position, and give no clue that some land units are actually elsewhere. * Path finding is supported only when all marching land units are in the same sector. * In each step, the bmap is updated for the leader's radar. The bmap is not updated around other marching land units. Already odd when all units are in the leader's sector, and odder still when some are elsewhere. * Interdiction becomes rather complex. For each movement, every sector entered is interdicted independently. This means the same ship, land unit or plane can interdict multiple times. Interdiction order depends on the order the code examines land units. which the player can control. This is all pretty much undocumented. * Complicates the code and its maintenance. Multiplies the number of test cases needed to cover march. I feel we're better off without this feature. Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
135 lines
4.7 KiB
Perl
135 lines
4.7 KiB
Perl
.TH Command MARCH
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.NA march "Move a land unit or units"
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.LV Basic
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.SY "march <LAND UNIT/ARMY> <ROUTE|DESTINATION>"
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The march command is the \*Qmove\*U command applied to land units.
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You can control one unit or an entire army with it, but they must all
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start in the same sector.
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.s1
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Land units may only move into sectors you own, sectors of countries
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you are allied with or deity-owned sectors with 1 exception. Spies. Spies
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may move anywhere, with a chance of getting caught. See \*Qinfo Spies\*U for
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more information.
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.s1
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If you are moving an army and the lead unit stops, the army stops;
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(the lowest numbered unit is always considered the lead unit).
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.s1
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The program will prompt with the mobility of the lead unit,
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the minimum mobility value for the army, and the current sector
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coordinates in the form:
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.NF
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<57.0:23.5: -6,4>
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.FI
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which means the lead unit has 57 mobility units,
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some other unit in the army has 23.5 mobility units and
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the lead unit is in sector -6,4.
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You may indicate the direction you would like the army to move
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by typing a string of letters consisting of any combination of the
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following:
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.NF
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y for up-left
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u for up-right y u
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g for left \e /
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j for right g -- -- j
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b for down-left / \e
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n for down-right b n
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.FI
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Other commands you may type while navigating are:
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.NF
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M for map
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B for bmap
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f to change the leader
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i to list land units you are marching
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r for radar
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l for lookout
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m to sweep landmines
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d to drop landmines
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h for end of movement
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.FI
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.s1
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The \*Qradar\*U command will cause the lead unit to use it's radar, if any.
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You may also give a unit number or army or group of units on the same
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line: \*Qr 12/13/14/73\*U
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.s1
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The lookout command works in the same way as radar.
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.s1
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The \*Qmap\*U command will give you a
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map surrounding the current position.
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By default, it will be around the leader.
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You can also supply additional parameters:
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.EX <32.3: g 6,2> M 3 ls
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.s1
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is equivalent to a \*Qlmap\*U command. like
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this:
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.EX lmap 3 ls
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The \*Qbmap\*U command works in the same way, it is equivalent to a
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\*Qlbmap\*U command.
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.s1
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The \*Qleader\*U command will the change the leader.
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By default, it will select next unit in the list, but you may also
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specify a land unit.
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.s1
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The \*Qdrop\*U command will lay land mines using engineers.
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You can specify the unit number or army or groups of units
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and the number of land mines on the same line: \*Qd 12/13 10\*U.
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An omitted unit number defaults to the leader,
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for example \*Qd 10\*U lays ten land mines from the leader.
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If you omit the number of land mines as well, the leader will lay one
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mine.
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.s1
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The \*Qsweep\*U command will have the engineers in the marching
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group search for mines in the current sector.
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This costs as much mobility as entering a sector with mobility cost
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of 0.2.
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.s1
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Note: the lookout, radar, drop and sweep commands use BTUs,
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just as if you'd typed them
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separately from the command line.
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.s1
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Since the <ROUTE> can be specified in the command line,
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simple unit movements are often typed as a single line, such as:
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.EX march 19 jjjh
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.s1
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Or some movements may be done partly on the command line and partly
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interactively:
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.EX march 18 yy
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.NF
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<112.7:112.7: -4, -2> l
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Your capital 100% efficient with 549 civ with 10 mil @ -5,-3
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Your highway 100% efficient with 549 civ with 0 mil @ -4,-2
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Your harbor 100% efficient with 549 civ with 109 mil @ -3,-1
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<112.7:112.7: -4, -2> yh
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war band #18 stopped at -5,-3
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.FI
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.s1
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You may also simply specify the destination sector
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on the command line. In this case,
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empire will set the path to be the cheapest path (in terms of
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mobility) that currently exists. The unit(s) will move to the
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destination sector, and then ask for more input.
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.s1
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For example,
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.EX march 18 -6,-2
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.NF
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<104.2:104.2: -6,-2> h
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war band #18 stopped at -5,-3
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.FI
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.s1
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See \*Qinfo Mobility\*U for the mobility cost to march land units.
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.s1
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Moving a unit through a sector that has been mined
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introduces a chance of mines/(mines + 50) that you will be damaged.
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Units with engineering capabilities can remove up to five mines per
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pass through a sector (indicated by the message \*QSweep...\*U).
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Such units also take 1/2 normal damage from mines.
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See info lmine for more details.
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.s1
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Hostile land/sea/air units may fire at/bomb your units, if they're
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on interdiction missions (see info mission). If your enemy has a
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stack of missiles on interdiction mission, then they will
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automatically fire one after another until 100 damage has been done.
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Missiles and pin-bombers have a 100% chance of hitting their target
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(provided they make it through plane/missile defenses). Collateral
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damage will be done to the sector that the units were marching into.
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.SA "Unit-types, lmine, LandUnits, Transportation, Spies, Moving"
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