Don't claim the army stops when the leader stops. Don't claim the lowest-numbered land unit is always the leader. The prompt shows minimum mobility, not leader mobility. Clarify that a destination sector is also accepted interactively, not just on the command line. Fix the example output, and update for current code. Replace incorrect landmine hit chance formula by a reference to "info Hitchance". Drop incorrect damage limit for missile interdiction, rely on the reference to "info mission" instead. The hit chance of missiles and pin-bombers interdicting land units is not 100%, but depends on the marching land unit that is easiest to hit. Clarify that interdiction damage is spread evenly among the marching land units. Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
136 lines
4.4 KiB
Perl
136 lines
4.4 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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The program will prompt with the maximum and minimum mobility of the
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land units in the army, and its current position 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 land units have between 23.5 and 57 mobility units, and
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are 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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Leader is cav cavalry #0
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c .
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. + .
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. h
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<105.6:105.6: -24,-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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c .
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. + .
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. h
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<105.6:105.6: -4,-2> yh
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cav cavalry #0 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. In this case, the
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land units will take a cheapest path (in terms of mobility) to the
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destination sector.
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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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Leader is cav cavalry #0
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Using path 'yyh'
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cav cavalry #0 stopped at -6,-2
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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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Land units entering a sector that has been mined may trip landmines
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(see \*Qinfo Hitchance\*U).
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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/missile your units, if
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they're on interdiction missions (see \*Qinfo mission\*U).
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The chance of missiles and bombs hitting your land units is determined by
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the land unit that is easiest to hit (see \*Qbomb\*U for the chance of
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hitting). Any damage incurred is divided evenly among
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the marching land units. 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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