TREATIES has issues: * Treaties can cover attack, assault, paradrop, board, lboard, fire, build (s|p|l|n) and enlist, but not bomb, launch, torpedo and enlistment centers. * Usability is very poor. While a treaty is in effect, every player action that violates a treaty condition triggers a prompt like this: This action is in contravention of treaty #0 (with Curmudgeon) Do you wish to go ahead anyway? [yn] If you decline, the action is not executed. If you accept, it is. In both cases, your decision is reported in the news. You cannot get rid of these prompts until the treaty expires. * Virtually nobody uses them. * Virtually unused code is buggy code. There is at least one race condition: multifire() reads the firing sector, ship or land unit before the treaty prompt, and writes it back after, triggering a generation oops. Any updates made by other threads while trechk() waits for input are wiped out, triggering a seqno mismatch oops. * The treaty prompts could confuse smart clients that aren't prepared for them. WinACE isn't, but is reported to work anyway at least common usage. Ron Koenderink (the WinACE maintainer) suspects there could be a few situations where it will fail. This feature is not earning its keep. Remove it. Drop command treaty, consider treaty, offer treaty, xdump treaty, reject treaties. Output of accept changed, obviously. Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
45 lines
1.8 KiB
Perl
45 lines
1.8 KiB
Perl
.TH Server OPTIONS
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.NA Options "Server options"
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.LV Expert
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.nf
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The following options are from KSU code:
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SAIL: another way to automatically move ships (may also be buggy)
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The following options were introduced in the Chainsaw server:
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EASY_BRIDGES: bridges can be built from any sector
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SUPER_BARS: gold bars aren't destroyed by shelling or bombing
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ALL_BLEED: you get tech bleed from all countries, not just allies
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NOMOBCOST: ships pay 0 mob to fire. Subs pay 1/2 a sect's movement cost
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RES_POP: Research affects max sector population.
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NOFOOD: No food is required.
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BLITZ: Players get infinite BTU's.
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NO_PLAGUE: Plague is disabled.
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FALLOUT: Sectors are damaged by radiation for a few updates after blast
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The following options were introduced in the Empire2 Server:
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HIDDEN: Hides information about countries you haven't contacted
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LOSE_CONTACT: In HIDDEN, lose contact after a few updates
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INTERDICT_ATT: Interdict units & mil as they move in after an attack
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The following options were introduced in the Empire4 Server:
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AUTO_POWER: Power report is only updated automatically, at the update
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BRIDGETOWERS: You can build bridge towers, which allow you to build
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bridges from them.
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GODNEWS: The world is told via news when deities are giving or taking
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things from players.
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GUINEA_PIGS: Experimental stuff not ready for prime time. Enable at your
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own risk!
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GO_RENEW: Gold and Oil are renewable resources.
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MOB_ACCESS: Allows real-time updating of mobility.
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MARKET: Time-delay market and trade.
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LOANS: Allows S&L type interaction between countries.
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NO_FORT_FIRE: Forts cannot fire.
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RAILWAYS Highways double as rail
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TECH_POP: Technology costs more to make as your civilian population
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grows past 50,000 civilians.
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.fi
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.SA "Hidden, Server, version"
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