The abstract idea of tying ships and land units to a logistical tether is sound, the concrete implementation as option FUEL is flawed. It adds too much busy-work to the game to be enjoyable. It hasn't been enabled in a public game for years. The code implementing it is ugly, repetitive, and a burden to maintain. Remove selector fuel from ship_ca[] and land_ca[], and selectors fuelc, fuelu from mchr_ca[] and lchr_ca[]. Remove fields fuelc, fuelu from ship.config and land.config. Remove command fuel from player_coms[]. Deprecate edit key 'B' in doship(), dounit(), and don't show it in pr_ship(), pr_land(). Drop opt_FUEL code from build_ship(), shi(), sdump(), ship_damage(), show_ship_stats(), do_mob_ship(), nav_ship(), build_land(), land(), ldump(), land_damage(), show_land_stats(), do_mob_land(), resupply_all(), resupply_commod(), get_minimum(), has_supply(), unit_list(), vers(). Remove opt_FUEL, fuel_mult, struct shpstr member shp_fuel, struct mchrstr members m_fuelc and m_fuelu, M_OILER, struct lndstr member lnd_fuel, struct lchrstr members l_fuelc and l_fuelu, fuel(), and auto_fuel_ship().
38 lines
1.5 KiB
Perl
38 lines
1.5 KiB
Perl
.TH Command FORTIFY
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.NA fortify "Fortify a land unit"
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.LV Basic
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.SY "fortify <UNITS> <MOBILITY>"
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The \*Qfortify\*U command is used to make units dig in and
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make themselves harder to damage. The maximum amount of
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fortification is the same as the maximum amount of mobility
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a unit can have. (The version command will print this info).
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Each point of mobility used increases the fortification value by one.
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.s1
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If <MOBILITY> is a positive number, at most that much mobility will be
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used.
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.s1
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If <MOBILITY> is a negative number, at least -<MOBILITY> will be left
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in each unit.
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.s1
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A fully fortified unit is twice as hard to hurt as it normally
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would be, and is twice as strong on the defense.
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.s1
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Units fortifying in a sector containing an engineering unit
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are better at it: they get 50% more fortification per mobility.
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.s1
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If a unit moves or retreats, it loses all fortification value.
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A unit that reacts to defend a sector, on the other hand, does NOT
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lose its fortification unless it is forced to retreat. It receives
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the fortification bonus in combat, and is still fortified when it
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returns to its original sector after the battle.
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.s1
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Note that fortification will not help a unit fight Guerrillas in
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an occupied sector (see info Guerrilla). Also note that fortifying
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a unit does not affect it's mission status.
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.s1
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Units with maximum mobility automatically use further mobility gains
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to fortify. For example, when a unit with 120 of 127 mobility gains
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60 mobility, its mobility increases to the maximum 127, and it uses 53
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mobility to fortify.
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.s1
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.SA "bomb, Unit-types, LandUnits"
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