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Markus Armbruster a269cdd7e9 Limit nukes to strategic missions
Before Empire 2, nukes could be delivered only with bomb (special
mission 'n', airburst only) and launch (targeting sectors or
satellites only).

Empire 2 made nukes available for any kind of bombing, and for any
missile strike on sectors or ships.  This included interdiction and
support missions.  Nuclear-tipped anti-sats and bomb mission n were
removed.

Unfortunately, this was done in a messy way, which led to
inconsistencies and bugs.  The problem is that ordinary damage affects
just the target, while nuke damage affects an area.  Code dealing with
plane damage was designed for the former.  Instead of rewriting it to
cope with area damage cleanly, nuke damage got shoehorned into
pln_damage(), the function to compute conventional plane damage, as a
side effect: computing damage blasted sectors in the area.

If the plane carried a nuke, pln_damage() returned zero (conventional)
damage.  Without further logic, this simply bypassed the code to apply
damage to the target.  This worked out okay when the target already
got damaged correctly by the side effect.

However, some targets are immune to the side effect: when interdicting
a move or explore command, the commodities being moved are not in any
sector.

For other targets, damage has effects other than damaging the target:
offensive and defensive support don't apply the (conventional) damage
to the target sector.  Instead, they turn it into a combat bonus.
Without further logic, nuclear damage doesn't contribute to that.

To make all that work, pln_damage() returned the nuclear damage for
ground zero as well.  Because a plane does either conventional or
nuclear damage, one of them is always zero.

Most callers simply ignored the nuclear damage, and applied only the
conventional damage.

Bug: land units and ships failed to retreat when pin-bombed or
missiled with a nuke.  That's because they received zero conventional
damage.

The mission code flies planes and missiles and tallies their damage.
This mission damage included nuclear damage at ground zero (except for
missiles sometimes, see below), to make support and commodity
interdiction work.  Unfortunately, this broke other things.

Bug: when bombers interdicted ships or land units, nukes first damaged
the ships or land units by the side effect, then again through mission
damage.  Interdicting missiles had a special case to avoid this.

Bug: when interdicting move, explore or transport, nukes first damaged
the sector by the side effect, then again through mission damage's
collateral damage.

There may well be more bugs hiding in this mess.

The mess is not worth fixing.  While the idea of interdicting and
supporting with nukes sounds kind of cool, I believe it's pretty
irrelevant in actual play.

Instead, go back to a variation of the original rules: nukes can be
delivered only through bomb mission 's' and launch at sectors.

Make arm reject marine missiles in addition to satellites, ABMs and
SAMs, and clear the mission.  Make mission reject planes armed with
nukes.  Oops when they show up in mission_pln_equip() anyway.

Make pln_equip() allow planes with nukes only for missions 's' and
't'.

Clean up pln_damage() to just compute damage, without side effect.
Change strat_bomb() and launch_missile() to detonate nukes.  Simplify
the other callers.  Parameter mission of msl_launch_mindam() is now
unused, remove it.

Missiles exploding on launch no longer set off their nukes.  That was
pretty ridiculous anyway.
2009-12-13 07:46:00 +01:00
doc Update change log for 4.3.22 2009-04-25 13:57:45 +02:00
include Limit nukes to strategic missions 2009-12-13 07:46:00 +01:00
info Limit nukes to strategic missions 2009-12-13 07:46:00 +01:00
m4 Rename m4/my_termlib.m4 to m4/my_terminfo.m4 2009-04-25 13:57:45 +02:00
man New server option -E to choose what to do on oops 2008-04-21 21:52:27 +02:00
scripts Make savecore put $PWD in the mail subject 2009-04-23 20:32:42 +02:00
src Limit nukes to strategic missions 2009-12-13 07:46:00 +01:00
.gitignore Fix unintentionally broad patterns in .gitignore 2008-02-07 08:01:53 +01:00
bootstrap Replace other occurences of git-FOO by git FOO 2008-12-03 07:57:14 -05:00
compile Replace the build process. The new one requires GNU Make, Autoconf 2005-12-20 20:25:35 +00:00
config.guess Replace the build process. The new one requires GNU Make, Autoconf 2005-12-20 20:25:35 +00:00
config.sub Replace the build process. The new one requires GNU Make, Autoconf 2005-12-20 20:25:35 +00:00
configure.ac Bump version to 4.3.23 2009-04-30 21:16:56 +02:00
COPYING Update to current version from http://www.gnu.org/licenses/gpl.txt: 2006-01-22 21:29:04 +00:00
CREDITS Fix trailing whitespace 2008-09-17 21:31:40 -04:00
depcomp Replace the build process. The new one requires GNU Make, Autoconf 2005-12-20 20:25:35 +00:00
GNUmakefile.in Fix autoconfiguration of libraries 2009-04-25 13:57:45 +02:00
INSTALL Replace the build process. The new one requires GNU Make, Autoconf 2005-12-20 20:25:35 +00:00
install-sh Replace the build process. The new one requires GNU Make, Autoconf 2005-12-20 20:25:35 +00:00
Make.mk Use src/lib/w32/w32sockets.c for client 2009-12-05 15:19:36 +01:00
README Update copyright notice 2009-02-08 09:33:18 +01:00

Welcome to Empire 4, code-named Wolfpack.

Empire is a multi-player, client/server Internet based war game.
Copyright (C) 1986-2009, Dave Pare, Jeff Bailey, Thomas Ruschak, Ken
Stevens, Steve McClure

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License (in file
`COPYING'), or (at your option) any later version.

See file `CREDITS' for a list of contributors.

Directory `doc' has additional information.  File `doc/README'
describes the files there and what they talk about.

To build the server and set up a game, follow the steps below.

(1) Unpacking the source tree

    If you downloaded a tarball, unpack it.

    If you cloned a git repository, run bootstrap.  This requires
    recent versions of Autoconf and Automake to be installed.

(2) Building a server

    Prerequisites: IEEE Std 1003.1-2001 (POSIX.1-2001), GNU make, a
    curses library, Perl, and either nroff or GNU troff (`groff').

    See file `INSTALL' for detailed compilation and installation
    instructions.  Quick guide for the impatient: run configure; make;
    make install.  The last step is optional; everything runs fine
    right from the build tree.

    If make fails without doing anything, you're probably not using
    GNU make.  Some systems have it installed as `gmake'.

    Solaris supports POSIX.1-2001, but you need to set up your
    environment for that.  Try passing
        SHELL=/usr/xpg4/bin/sh PATH=/usr/xpg6/bin:/usr/xpg4/bin:$PATH
    to make.  See standards(5) for details.

(3) Creating a game

    * Create a configuration for your game.  make install installs one
      in $prefix/etc/empire/econfig ($prefix is /usr/local unless you
      chose something else with configure).  You can use pconfig to
      create another one.

    * Edit your configuration file.  See doc/econfig for more
      information.

      Unless you put your configuration file in the default location
      (where make install installs it), you have to use -e with all
      programs to make them use your configuration.

    * Run files to set up your data directory.

    * Run fairland to create a world.  For a sample world, try
      `fairland 10 30'.  This creates file ./newcap_script, which will
      be used below.  You can edit it to change country names and
      passwords.

      Check out fairland's manual page for more information.

    * Start the server.  For development, you want to run it with -d
      in a debugger, see doc/debugging.  Do not use -d for a real
      game!

    * Log in as deity POGO with password peter.  This guide assumes
      you use the included client `empire', but other clients should
      work as well.

      For help, try `info'.

      To change the deity password, use `change re <password>'.

    * Create countries with `exec newcap_script'.

    Your game is now up!

Naturally, there's more to running a real game than that, but that's
beyond the scope of this file.

Please report bugs to <wolfpack@wolfpackempire.com> or via SourceForge
http://sourceforge.net/projects/empserver (registration required).

For more information or help, try rec.games.empire on Usenet, or send
e-mail to <wolfpack@wolfpackempire.com> and we'll try to answer if we
can.  Also check out our web site at "http://www.wolfpackempire.com".

Have fun!

Wolfpack!