No need to shout. Name it like we do for other server versions instead. Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
664 lines
26 KiB
Perl
664 lines
26 KiB
Perl
.TH Server "Chainsaw Changes"
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.NA Chainsaw "Changes from KSU Empire to Chainsaw code"
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.LV Expert
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.s1
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CHANGES.CHAINSAW.1.0
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.s1
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Changes to the Chainsaw code in version 1.0
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.s1
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This file enumerates some of the more important changes between
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BBN Empire 1.0 & BSD Empire 1.1.5, KSU, & MERC empire. BBN Empire 1.0
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is a superset of the other versions, including all MERC code, which includes
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all KSU code, which include the BSD 1.1.5 code.
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.s1
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.L "Bug-fixes & Changes"
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.s1
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Scrap and scuttle will now ask for confirmation before scrapping or scuttling
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wing or fleets. The will also ask before scrapping or scuttling ALL planes or
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ships (when a '*' is given as an argument)
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.s1
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Bomb has been changed to allow planes with the P_T (tactical bomber) flag to
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bomb, even if they are also cargo planes. This fixes the problem with Zeppelins
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not being allowed to bomb.
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.s1
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Power has been modified to not report on all deity countries (as opposed to just
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ignoring country 0)
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.s1
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The plane functions have been extensively modified to calculate and enforce
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the ship plane-capacity limits. In previous versions, this was enforced only
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in the load command, and incorrectly maintained. (In some situations, the #
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could go negative, and wrap around to 255, causing much disbelief)
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.s1
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The telegram command was changed so that bulletins from a deity include the
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name of the deity country that sent them. (Useful for multiple deity games)
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.s1
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The nation files are re-read for the report and country commands. Before,
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the program would use the in-memory nation stuff, which meant that it was out
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of date if it changed (i.e. people logging in/out after you would not be shown
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as logged in in the country output, report would be out of date, esp in blitzes,
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etc) With this option, the nation file is closed and re-opened, which updates
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the in-memory stuff to be current. This is still not perfect, as when people
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exit incorrectly, they are still shown as logged on, until they telnet and
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kill the process, or the transaction manager is restarted.
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.s1
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Also, the init_nats function was changed. Previously, if a country did not
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receive a BTU delta when logging in, its last login time was not set.
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.s1
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.L OPTIONS
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.s1
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Many new options have been defined for BBN 1.0.
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.s1
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.L CHOPPER-STEALTH
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.s1
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Choppers have a chance of evading interception. It isn't as good as
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stealth, which is why it's listed as half-stealth. I'm not telling
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the exact numbers... figure them out for yourself.
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.s1
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.L BABY_NUKES
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.s1
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Credit for this idea goes to Tom Tedrick. Damage/effects are the same,
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but blast effects are confined to the target hex. This also automatically turns
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of MISSING MISSILES. Note that launch will still ask about air/ground burst.
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.s1
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.L SUPER_BARS
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.s1
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Gold bars cannot be pin bombed, and are not hurt by firing. There are still
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ways to kill them, but not by shelling or bombing.
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.L EASY_BRIDGES
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.s1
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A bridge can be built in any sector adjacent to one of yours, providing
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that the target sector is adjacent to a non-sea, non-bridge sector. Since
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bridgeheads are not required, you can't collapse bridges by killing the head.
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(You can still kill them by taking the bridge below 20%) This also fixes a
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problem with planes on bridges not dying when the bridge dies. (This was partly
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fixed before, but the fix didn't work all the time)
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.s1
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Note that the sector building the bridge may be a bridge, providing the sector
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that the bridge is being built in is adjacent to a non-sea, non-bridge sector.
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For example, this is legal:
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.NF
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. . . . . . . => . . . . . . .
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. . . . . . . => . . . . . . .
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. - = . - . . => . - = = - . .
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. . . . . . . => . . . . . . .
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. . . . . . . => . . . . . . .
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.FI
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.s1
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This is not legal:
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.NF
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. . . . . . . => . . . . . . .
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. . . . . . . => . . . . . . .
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. - = . . - . => . - = = . - .
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. . . . . . . => . . . . . . .
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. . . . . . . => . . . . . . .
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.FI
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Also, the sector building the bridge must be at least 60% efficient.
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.L BETTERARMOR
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Ship's armor factors now more greatly affect both shelling and bombing. BB's are
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much harder to kill. Smaller ships are more fragile.
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.s1
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.L ALL_BLEED
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When this option is enabled, countries receive tech leakage from ALL tech
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producers, not merely allies. Tech leakage is 33% by default. The leak is
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calculated as 33% of the average tech made by all those making tech. For
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example, if there are 10 players, making 3, 4, 0, 0, 3, 0, 2, 0, 2, 1 tech,
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the total tech made is 15 by 6 countries, for an average of 2.5 tech. All 10
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countries would get .833 tech leak (33% of 2.5), for total tech production of:
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3.833, 4.833, 0.833, 0.833, 3.833, 0.833, 2.833, 0.833, 2.833, 1.833
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.s1
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.L DRNUKE
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You need research to build nukes. (1/4 the tech value, so a tech 300 nuke
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needs 100 research)
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.L SLOW_WAR
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You cannot attack someone's land unless you are at war with them. (You can
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still blow up their ships with fire, board, torp, etc) When you declare war on
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someone, your relation goes to Mobilizing. You still can't attack them. After
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the next update, your relation goes to Sitzkrieg, and you still can't attack
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them. After the NEXT update, you're at war with them, and anything goes.
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.s1
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If someone is Mobilizing or in Sitzkrieg, or At War with you, and you
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declare war against them, your relation is set to be the same as theirs, so
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there is no way to gain any advantage through this stuff. It just means that
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you can't sneak-attack people.
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.s1
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The restrictions do not apply if you are the old_owner of the sector. If you
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are the old_owner, you may bomb/shell/attack at will.
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.s1
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Note that while ships are freely attackable, regardless of war status, even
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if they are in a harbor of a nation you are not at war with.
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.s1
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The first person who declares war pays $1000. Return declarations are free.
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.s1
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.L NOMOBCOST
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Ships do not use mobility when firing. Torpedo mobility cost is reduced to be
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equal to 1/2 the mobility the firing ship would use to move a sector.
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.s1
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.L NEWSUBS
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.s1
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This option encompasses several small changes in sub-warfare. A new flag, sub-t,
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is added. Only ships with the sub-t flag are allowed to torpedo subs. Also,
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ships with depth-charge capability can now use them to their full gun range.
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Depth charges are more affected by sub armor value. Torpedo damage is increased.
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.s1
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.L OTHER-CHANGES
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.s1
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Most of the ships have had their firing ranges bumped up significantly.
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Thomas Ruschak, The_Scum
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.s1
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CHANGES.CHAINSAW.2.0
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.s1
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Changes to the Chainsaw code in version 2.0
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.s1
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This file enumerates some of the more important changes between
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the code used for BBNII (Chainsaw Empire 1.0) & Chainsaw 2.0.
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.s1
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.L Bug-fixes
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.s1
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You can no longer map by attempting to land planes on unknown sectors.
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The replies have been standardized to give no information.
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.s1
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The radar command is fixed to eliminate 'ghost' images at high tech.
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.s1
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Planes can now land on carriers that happen to be in bridge sectors.
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.s1
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You can no longer find out if any enemy subs are under your bridges by
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trying to load things on them.
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.s1
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You can no longer load things onto non-allied ships, even
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if they are in a harbor you own.
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.s1
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\&'break' now breaks ALL sanctuaries you own, even if some are not adjacent
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to 0,0.
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.s1
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When specifying a flight path, the terminating 'h' is no longer counted as
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a sector for purposes of range.
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.s1
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Qorder is now documented, and works as described in the document.
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.s1
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.L CHANGES
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.s1
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When scrapping or scuttling groups of ships/planes or wings of
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ships/planes, you will be asked to confirm that you want to do it.
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(Also when doing scrap * or scuttle *)
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.s1
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Ships that assault will always retain 1 food.
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.s1
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You may now specify a "number to build" parameter for build.
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.s1
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The deity can now make declaration on another country's behalf.
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.s1
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Minesweepers now take less damage from mines (1/2 the normal amount).
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.s1
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A plane unloaded in an ally's harbor now becomes his plane. A plane loaded
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onto an ally's ship also becomes his plane.
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.s1
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Your planes may now land on an ally's sectors or ships. Once there, they become
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his planes.
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.s1
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Ships will fire back in defense of sectors being attacked,
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assaulted, or shelled.
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.s1
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Your ships/sects will no longer shoot themselves in defense.
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You can cheerfully blast your own ships/sects without fear of
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retaliation from your own forces. You can also torp your own
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ships, and they will resignedly watch as the torps slam into them.
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.s1
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Gun ranges are no longer truncated. Instead, there is a % chance equal to the
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decimal portion of the range of gaining a hex. For example, with a range of
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2.50, there is a 50% chance of being able to fire at range 3. With a range of
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6.33, there is a 33% chance of being able to fire at range 7.
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.s1
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The power report has been changed to be more realistic. The relative worth
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of most commodities has been changed, and a country's total is multiplied by
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a tech factor to arrive at a final value.
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.s1
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There is no longer a minimum maintenance cost of $1/ETU for planes and ships.
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The new minimum is $1.
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.s1
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The torpedo command is changed. Surface ships may now have the torpedo ability,
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as well as subs. When surface ships torpedo, they are fired at by defending
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ships BEFORE they fire their torpedos.
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.s1
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An "escort" flag was added for planes. Planes with the escort flag may escort
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missions. (Formerly, only planes with the intercept flag could escort)
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.s1
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Fighter aircraft being used as tactical bombers are now at a greater penalty
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in air-to-air combat.
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.s1
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Ships with no mobility may now be nav'd. This allows fishing boats and oil
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derricks to check resource values without having mob. (Of course, you can't
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move with no mob, and an attempt to do so kicks you out)
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.s1
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The load command will now allow you to load wings/groups of planes.
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.s1
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You may now give things to allied ships using the tend command. (You may not
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take things from allied ships, only give) (If ALLYHARBOR is used)
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.s1
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You may now upgrade allied ships. (If ALLYHARBOR is used)
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.s1
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Your civs will work on allied ships in your harbors. (If ALLYHARBOR is used)
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.s1
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You may assault your own sectors. Mil assaulting are simply added to the
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number in the sector.
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.s1
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You may now land planes on a carrier in an allied harbor. (If ALLYHARBOR is
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used)
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.s1
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Conventional non-tactical missiles will now be intercepted by ABM's.
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.L Options
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.L Trade-Ships
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Trade ships simulate internal or external trade. In the real world, you make
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goods someplace where they're cheap, ship them somewhere they're expensive, and
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sell them, making a profit.
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.s1
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For empire purposes, you make a trade ship, which uses many cm's, and costs
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$2500. You then sail it somewhere and scuttle it. You get money back, more than
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you put into building the ship. The return rate depends on several factors.
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.s1
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The primary factor is distance. The distance is calculated as straight-line
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distance from the sector the ship is scuttled in to the sector in which it was
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built. You have to sail it at least 8 sectors to get any profit at all. If you
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sail it more than eight, the profit rises steadily.
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.nf
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dist < 14: +3.5% * dist
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dist < 25: +5.5% * dist
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otherwise: +7.5% * dist
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.fi
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.s1
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Another factor is the sector in which you scuttle it. If you scuttle it in a
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harbor you own, you get normal cash. If you scuttle it in the harbor of
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an ally, you get a 20% bonus, AND your ally gets 10% of the cash you make as
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a bonus (you still get the full amount)
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.s1
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For example, using the numbers from above, if you sailed 15 sectors, and
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scuttled in an allied harbor, you'd get $4562 * 1.2 = $5.5K, and your ally
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would get $4562/10 = $456.
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.s1
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The last factor is the efficiency of the trade ship. The cash return is
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multiplied by the efficiency of the ship when it is scuttled.
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.s1
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Note that captured trade ships can be scuttled by pirates, who receive cash
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as if it was their own.
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.s1
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.L FUEL
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Each ship has a fuel capacity, and a fuel usage rate. During an update, ships
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use fuel at a rate of 10 mob for every <fuel-usage> units of fuel. Ships with
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a fuel usage of 1 get 10 mob for every 1 fuel, ships with 2 fuel usage get 10
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mob for 2 fuel, etc. Ships with no fuel do not get mobility. Ships with a fuel
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usage of 0 do not need fuel. (Sailing ships & nuc ships/subs)
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.s1
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A new command, "fuel" is added. It allows fueling from a harbor sector, or a
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ship or ships with the "oiler" flag. When fueling, petrol and/or oil in the
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harbor or on the oiler is exchanged for fuel points, which are loaded on the
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ship. Petrol is used first, if available, at a rate of 1 pet = 10 fuel. If
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there is not enough petrol, oil is used, at a rate of 1 oil = 50 fuel.
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.s1
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Ships of allies can be fueled, if the ALLYHARBOR option is in use, either at a
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harbor, or with an oiler.
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.s1
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.L SEMILAND
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This option adds a flag, "semi-lander", which allows the ship to use 25% of its
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mil in an assault.
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.s1
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.L SHIPCHOPPERS
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.L XLIGHT
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.s1
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These two flags are similar. They establish new plane flags, "helo" (ship
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helicopter), and "x-light" (extra light). Each ship is then rated on it's
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ability to carry those types,
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independently of it's ability to carry normal planes. This allows deities
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to let non-carriers carry sams, for example, or to let ships carry anti-sub
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helicopters or transport helos.
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.s1
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.L ASW_PLANES
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A new plane flag is added "asw". This allows planes with the flag to spot
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subs on recon missions. (Detection chance is
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(100-accuracy)-(4-sub visibility)*10)
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Planes with this flag may be informed (depending on detection ability) when
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pin-bombing a sea-sector of the presence of subs. They then have the option of
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bombing the subs. Each plane on such a mission rolls separately to find the
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subs, and can only bomb the ones it can find.
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.s1
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.L PARAFLAG
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A "para" flag is added for planes. Only planes with the para flag can be used
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to paratroop.
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.L STEALTHV
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This option adds a new statistic for planes, stealth percentage. Use of this
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option effectively disables stealth planes and the CHOPPER_STEALTH option, as
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the stealth and half-stealth flags are ignored.
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.s1
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With this option, each plane is rated as to its percentage chance to evade
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ground-fire and interception. The stealth rating of a group of planes is equal
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to the rating of the plane in the group with the lowest stealth rating.
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.s1
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.L MULTIFIRE
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When this option is used, both fire and torpedo accept multiple ships/sectors.
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Each firing ship/sector may be used against a separate target, or all may fire
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together.
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.s1
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Return fire is distributed evenly over the firing ships/sectors, with each
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defending ship/sector firing once. The spreading of damage also applies to
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subs being depth-charged after torping, and for torpedo boats being fired at
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prior to torping.
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.s1
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.L RETREATS
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Each ship/fleet may be given a retreat path, and retreat conditions. Conditions
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are: retreat when damaged at all, retreat when torped, retreat when sonared,
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retreat when fired upon from beyond max range, retreat if bombed, retreat if
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depth-charged.
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.s1
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Retreat conditions are assigned to ships, and may be assigned to entire fleets
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at once. When a ship's retreat condition is satisfied, things happen.
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.s1
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If the ship's fleet has a retreat path, all ships in the fleet that are in the
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affected sector attempt to retreat 2 sectors along the path, using mobility as
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if they were navigating.
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.s1
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If the ship's fleet does not have a retreat path, then the ship checks to see
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if it has it's own retreat path. If so, it retreats 2 sectors along it, as
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above.
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.s1
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Note that retreating ships can hit mines, and could be blocked by new bridges,
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or by an ally changing to non-allied status (which would make them unable to
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retreat into a harbor)
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.s1
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Retreat paths are wiped from a ship when the ship moves. Retreat paths are wiped
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from fleets only at the player's request.
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.s1
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.L HARBOR_POLICE
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With this option, the board command is extended to allow boarding of enemy
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ships in your harbors. The harbor sector must have mobility, but the command
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does not use any mobility.
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.s1
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.L MINE_PLANES
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.s1
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With this option, planes with the \*Qmine\*U ability are allowed to use
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the drop command to drop shells as mines in sea sectors. (see info drop)
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.s1
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.L SWEEP_PLANES
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.s1
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With this option, planes with the \*Qsweep\*U ability will automatically
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attempt to sweep mines while on recon missions. See info recon for more
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details.
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.s1
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.L BUDGET
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This option changes the update ordering a bit, and allows you to set
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priorities for production, for those situations where money is tight.
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A new command, \*Qbudget\*U, is added, that shows financial information,
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and allows setting of priorities.
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.s1
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.L DAVYJONES
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.s1
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When this option is used, nukes striking wasteland or sanctuary sectors do
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not detonate. Nukes striking water sectors affect only their impact sector.
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.s1
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Thanks go to all the people who've helped me with ideas and playtesting:
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Jorge Diaz (Ansalon), Tom Tedrick (Afrika Korps), Keith Graham (DreamLands),
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Dave Nye (Evil_Empire), Sasha Mikheev (Dolgopa), Baldric, Elsinore, Brett Reid
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(Resvon), Kazzadur \eystein Tvedten (Flipper's evil twin), Tharkadia, Yikes, and
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many more I'm forgetting. The good things are mostly ideas contributed by these
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people. The bugs, I'm afraid, are my own.
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.nf
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Thomas Ruschak (The_Scum)
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.fi
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.s1
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CHANGES.CHAINSAW.2.1
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.s1
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Changes to the Chainsaw code in version 2.1
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.s1
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Chainsaw 2.1 has some minor differences from Chainsaw 2.0.
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.s1
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Now, when navigating, sonar or radar commands will
|
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default to the current ship, or the first (lowest
|
|
numbered) ship in a group. You may override this by
|
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specifying the desired ship on the command line.
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(I.e. "r 12" or "radar 212", etc)
|
|
.s1
|
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The chance of a plane aborting is changed to
|
|
(100-eff)%. This means that if a 100% plane
|
|
takes a hit for 30% damage, it has a 30% chance to abort.
|
|
If it then takes another hit for 20% more, a total of 50% damage,
|
|
it has a 50% chance to abort.
|
|
.s1
|
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Also, when bombing ships, rolls are not made for
|
|
aborting until after all ships have fired, rather
|
|
than rolling every time the plane takes a flak
|
|
hit from a ship.
|
|
.s1
|
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A new command has been added, the 'payoff' command.
|
|
It shows the value of trade ships if scuttled at
|
|
the current sect (check info payoff).
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|
.s1
|
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Constants have been added to control ship & plane
|
|
efficiency growth rate. It is now possible to allow
|
|
2xETUS growth in efficiency, 3x, etc.
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|
.s1
|
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Subs may no longer shell.. they may only torpedo.
|
|
.s1
|
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A WIRE option has been added that activates the
|
|
\&'wire' command. The wire command reads only
|
|
announcements. The normal read command then
|
|
reads only telegrams & bulletins.
|
|
.s1
|
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When assaulting, troops will always leave at least 1 food on the ship.
|
|
.s1
|
|
You may now build multiples of an item by adding a build count at the
|
|
end of your build command. (see info build)
|
|
.s1
|
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You may now give comments in the hours file. Comment lines start with a
|
|
\&'#' character. (Players do not need to care about this.. it's for deities)
|
|
.s1
|
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The report command has been changed to not include countries
|
|
that are not active. (i.e. visitor or in sanctuary)
|
|
.s1
|
|
The version command now show the ship/sector/plane mobility max/gain,
|
|
as well as the ship/plane growth constants.
|
|
.s1
|
|
CHANGES.CHAINSAW.2.2
|
|
.s1
|
|
Changes to the Chainsaw code in version 2.2
|
|
.s1
|
|
Chainsaw 2.2 has some minor differences from Chainsaw 2.1.
|
|
.s1
|
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A new option, SNEAK_ATTACK is included. It can only be used in
|
|
conjunction with SLOW_WAR. It allows you to attack a sector of
|
|
someone you're not at war with. Once attacked, the attacker
|
|
automatically declares war against the defender, and pays $5K.
|
|
At that point, the attacker has to go through the normal SLOW_WAR
|
|
procedure before attacking again. See info attack, info assault.
|
|
SNEAK_ATTACKs may not be done by parachute.
|
|
.s1
|
|
The 'list of commands' command now puts a 'c' in front of commands
|
|
that require you to have a capital to use, and a '$' in front of
|
|
commands that require you to be non-broke for use.
|
|
.s1
|
|
CHANGES.CHAINSAW.3.0
|
|
.s1
|
|
Changes to the Chainsaw code in version 3.0
|
|
.s1
|
|
Chainsaw 3.0 has some major differences from Chainsaw 2.2.
|
|
.s1
|
|
Ships that don't carry enough crew lose effic when at sea. See
|
|
info build (the ship building section)
|
|
.s1
|
|
The BUDGET option has been removed. Budget is now standard.
|
|
The NEWSUBS option has been removed. NEWSUBS is now standard.
|
|
The MULTIFIRE option has been removed. MULTIFIRE is now standard.
|
|
.s1
|
|
I took out the 'too much traffic for workers' thing, because it was dumb.
|
|
.s1
|
|
Ships of tech 310 or better can detect mines with sonar.
|
|
.s1
|
|
Conventional missiles launched from subs are anonymous. The
|
|
victim is not notified of the launching country's identity,
|
|
and the news knows naught.
|
|
.s1
|
|
In order to export something from a sector, you must have
|
|
military control of the sector. In order to import something from a
|
|
distribution sector, you must have military control of the distribution
|
|
sector.
|
|
.s1
|
|
The chances to hit a mine are changed. See info mine and info lmine.
|
|
.s1
|
|
Two new deity commands have been added, 'disable' and 'enable',
|
|
which disable and enable updates. The 'update' command will mention
|
|
it if updates are disabled.
|
|
.s1
|
|
When you capture a sector, all distribution info is wiped (distribution
|
|
sector, thresholds). Sectors just taken over are stopped (see start and stop).
|
|
.s1
|
|
The criteria for sector ownership have been changed slightly. See
|
|
info sector-ownership for information.
|
|
.s1
|
|
Countries still in sanctuary can now get telegrams and announcements.
|
|
.s1
|
|
Fishing boats and oil derricks only work in open ocean sectors.
|
|
.s1
|
|
Civs & mil may be distributed. No sector will export its last civ.
|
|
.s1
|
|
A new command, bdesignate, has been added. It allows you to manually
|
|
modify your bmap.
|
|
.s1
|
|
When navigating a ship or marching a unit, you get a map of the sectors around
|
|
your ship or unit, without using BTU's.
|
|
.s1
|
|
When using map or bmap, giving the number of a ship you own instead
|
|
of an area will give you a map centered around that ship. For example,
|
|
.s1
|
|
.EX map 1
|
|
.s1
|
|
will give you a map centered on ship 1. Lmap works similarly, except
|
|
you can get a map around a land unit, and pmap gives a map around a plane.
|
|
.s1
|
|
When loading/unloading, you can give a desired level as a negative number
|
|
instead of an amount to load/unload. For example:
|
|
.s1
|
|
.EX load 4 -10 food
|
|
.s1
|
|
will attempt to load or unload food as necessary to get ship 4 to 10 food.
|
|
(Similar to the syntax for enlist) See info load for details.
|
|
.s1
|
|
Land units have been added. There are many new commands for dealing with them.
|
|
Look at info Land-units for a general overview.
|
|
.s1
|
|
Sectors that don't have enough food at the update will now attempt to
|
|
draw food from supply sources. (see info supply for details on supply sources.
|
|
Conquered sectors will not draw food)
|
|
Other sectors/ships/units will now draw supplies (mostly shells) when they
|
|
need them.
|
|
.s1
|
|
You can now give destination sectors instead of paths for all movement
|
|
commands. For example,
|
|
.s1
|
|
.EX move c 0,0 10 5,-1
|
|
.s1
|
|
will move 10 civs from 0,0 to 5,-1 via the most efficient path, the
|
|
one that uses the least mobility.
|
|
.s1
|
|
Ships/planes/units now use lcms/hcms as they gain efficiency, rather than using
|
|
them all at once. See info build for more details.
|
|
.s1
|
|
Distribution has been changed. Each sector now has a distribution sector
|
|
rather than a distribution path (during the update, the least-cost path
|
|
is found and used) Also, importing & exporting via distribute now happen
|
|
in separate phases, rather than being mingled. See info distribute
|
|
and info update-sequence for a full description.
|
|
Read info distribute, or don't cry.
|
|
.s1
|
|
There is a document that details the update sequence. (info update-sequence)
|
|
.s1
|
|
Civs/mil/uw's are much harder to kill (how much harder is deity-settable)
|
|
with shelling or bombing or nuking.
|
|
.s1
|
|
Air to air combat is changed. Check info interception for an explanation
|
|
of the interception process and a description of air combat.
|
|
.s1
|
|
Fully efficient roads now have a small mob cost to move through.
|
|
.s1
|
|
Fort gun range is now (7*tech factor). Damage from fort shelling now
|
|
depends on the number of guns firing. Forts get a +1 range bonus if at
|
|
least 60% efficient.
|
|
.s1
|
|
Sectors can cost money to designate, and may cost extra to build. They
|
|
may also take lcms or hcms to build. Show sector build will show this.
|
|
.s1
|
|
A new command, cede, allows you to give a sector or ship to a neighbor. See
|
|
info cede for more details.
|
|
.s1
|
|
There are several new information commands, such as neweff and
|
|
starvation. See the info pages for details.
|
|
.s1
|
|
Sectors are damaged by combat occurring in them. See info attack for details.
|
|
.s1
|
|
Missions may be given to ships/planes/units, allowing them to interdict
|
|
enemy movement, support friendly attacks & defense, and other things.
|
|
See info mission for details.
|
|
.s1
|
|
Forts automatically fire at enemy ships coming within range.
|
|
.s1
|
|
Mountains can be used (poorly) as capitals. See info capital.
|
|
.s1
|
|
New options:
|
|
.s1
|
|
RES_POP: when RES_POP is enabled, the maximum number of civilians, mil,
|
|
or uw's that can be in a sector is determined by research. See info
|
|
research for exact details.
|
|
.s1
|
|
NEW_STARVE: when NEW_STARVE is enabled, the starvation ordering is changed.
|
|
Instead of losing equal numbers of each type of population (uws, civs, mil),
|
|
you first lose uw's, then civs, then mil. As before, no more than 1/2 the total
|
|
population of a sector can starve in one update. Example: if you have 200 uw's,
|
|
100 mil, and 500 civilians, and no food, normally you'd have 100 uw's, 50 mil,
|
|
and 250 civs after the update. With NEW_STARVE in effect, you'd have 0 uw's,
|
|
300 civilians, and 100 mil.
|
|
.s1
|
|
NEW_WORK: When moving civs to or from a sector with low work, the new loyalty
|
|
and work percentage of the destination sector is computed proportionally.
|
|
For example, of you move 100 people from a 0% work sector to a 100% work
|
|
destination sector with 100 people in it, the destination sector will have 200
|
|
50% work people in it. If you then moved in 100 people with a 100% work
|
|
percentage, the sector would have 300 67% work people in it.
|
|
.s1
|
|
CARRIER_WORK: carriers will now work on damaged planes on board. It's not much,
|
|
but it's something.
|
|
.s1
|
|
STOP: there are now 2 new commands, stop & start. If you stop a sector, it
|
|
will not gain efficiency or produce for 1 update. Start counteracts stop.
|
|
Census is also changed to report the production status of a sector.
|
|
.s1
|
|
CHANGES.CHAINSAW.3.3
|
|
.s1
|
|
Changes to the Chainsaw code in version 3.3
|
|
.s1
|
|
Sectors taken over have the their production stopped.
|
|
This should prevent the "redesignate a dozen tech centers" update attack.
|
|
If STOP is not defined, the new sector designation is set to be the
|
|
same as the current sector designation.
|
|
|
|
.s1
|
|
The 'file' utility now creates an all-sea world instead of not creating a world.
|
|
.SA "Server"
|