(all): Depend on info. Flatten info directory. This undoes the move to one subdirectory per chapter, which was done during Empire 2. The structure doesn't buy us much, as the info name space is flat, and it complicates makefiles. Overhaul info.pl: - It now wants to run in the root of the build tree. - Information on source files and subjects is now stored in makefiles, thus info.pl no longer picks up random junk from the file system. - Clean up Perl anachronisms, in particular use subroutine arguments and results rather than global variables where convenient. - Change format of diagnostics to the common format used by GNU tools, so that Emacs and the like can parse it. - Catch missing .SA. - When creating a new subject file, cowardly refuse to overwrite an existing file. - Subject files contain topics sorted by chapter, then by name. The order of chapters used to depend on how Perl sorts hash keys. Fix it.
44 lines
2 KiB
Perl
44 lines
2 KiB
Perl
.TH Command PARADROP
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.NA paradrop "Attack a sector from the air"
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.LV Expert
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.SY "paradrop <TRANSPORTS> <ESCORTS> <SECT> route|destination"
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The \*Qparadrop\*U command is used to sneak troops behind enemy lines,
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or to drop in unawares on lightly-defended enemy islands or outposts.
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It represents a complete mission for one or more transports and escorts
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taking off from one place and returning to base at the end of the mission.
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.s1
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<TRANSPORTS> represents a list of planes which can carry commodities.
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Only planes which have a transport capacity, belong in a sector which is
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stocked with gas and military, and have sufficient mobility will
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be successfully selected for the mission. Only planes with the para ability
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may be used for paratroop missions.
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.s1
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<ESCORTS> represent a list of fighter planes which are capable of escorting
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the transports all the way to the target.
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To be selected, escorts must have fuel and mobility.
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.s1
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<SECT> represents an assembly point, where all of the planes in the
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mission meet before proceeding on to the target sector.
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The assembly point must be owned by you or an ally, or you or an ally
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must have a ship there. It must not be more than
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four sectors away from any of the planes selected for the mission.
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.s1
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Route is a normal empire path specification. You may also give a
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destination sector on the command line, or at any time while giving
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the route, and empire will use the best path from the current sector
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to the desired destination sector.
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.s1
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If the planes manage to fight through enemy air defenses and arrive
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on-target, each transport in the mission will be shot at by any
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guns present on the ground.
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Surviving transports will drop the paratroops they carry, which will
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attack any enemy military occupying the target sector.
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.s1
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See info \*QAttacking\*U for the exact procedure. The sector being air-assaulted
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will have exactly the same reaction to being conquered as if it were attacked
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by land.
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.s1
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Note that a plane must be at least 40% efficient before it can leave
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the ground.
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.s1
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.SA "bomb, fly, drop, recon, Attacking, Mobility, Combat, Planes"
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