(genitem, lndstr, nukstr, plnstr, shpstr): New members off, lnd_off, nuk_off, pln_off, shp_off. (NSC_GENITEM): New selector off. (land, nuke, plan, shi): Display efficiency prefixed by `=' when off. (start, stop, player_coms): Rewrite, new syntax. Print only objects that actually change. (start_hdr, stop_hdr, start_stop_hdr): Consolidate. (item_u, start_stop, start_stop_sector, proff, start_stop_unit) (start_stop_unit_hdr, unit_type_name): New. (upd_land, upd_plane, planerepair, upd_ship): Obey and clear stoppage.
29 lines
979 B
Perl
29 lines
979 B
Perl
.TH Command STOP
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.NA stop "Stop production and repairs"
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.LV Expert
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.SY "stop <TYPE> <SECTS|SHIPS|PLANES|UNITS|NUKES>"
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The stop command stops production and repairs for one update.
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.s1
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Stopped sectors don't gain in efficiency, don't produce anything, and
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don't work on ships, planes or units there, but otherwise function
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normally: they still pay tax, distribute goods and so forth.
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.s1
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Stopping ships, planes and land units works just the same: they don't
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gain in efficiency, they don't produce anything (if applicable), and
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they don't work on embarked land units or planes.
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.s1
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Stopping nukes doesn't do anything in particular, right now.
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.s1
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Conquering a sector stops it automatically. Stop orders expire at the
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update. Use the start command to countermand them manually.
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.s1
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.EX stop se 2,0
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.NF
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Wed Jan 20 21:35:34 1993
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PRODUCTION STOPPAGE
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sect eff
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2,0 c 100% will not produce or gain efficiency.
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1 sector
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.FI
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.s1
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.SA "start, census, Producing, Updates"
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