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().
103 lines
4.2 KiB
Perl
103 lines
4.2 KiB
Perl
.TH Command RELATIONS
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.NA relations "Shows diplomatic relations between countries"
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.LV Basic
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.SY "relations"
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The relations command displays your diplomatic status with other nations.
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If the optional argument is specified, the command displays that country's
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diplomatic status with other nations.
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.s1
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The data displayed by the nation command is formatted as a single page
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report.
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.EX relations
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.NF
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MGM Diplomatic Relations Report Sat Jun 17 23:24:46 1989
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0) POGO Allied Allied
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1) 1 Neutral Neutral
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2) Groonland At War Hostile
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.FI
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.EX relations 2
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.NF
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Groonland Diplomatic Relations Report Sat Jun 17 23:24:46 1989
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0) POGO Neutral Neutral
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1) 1 Allied Neutral
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3) MGM Hostile At War
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.FI
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.s1
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Relations are: \*QAllied\*U, \*QFriendly\*U, \*QNeutral\*U,
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\*QHostile\*U, \*QMobilizing\*U, \*QSitzkrieg\*U, and \*QAt
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War\*U. Each has certain ramifications.
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.s1
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.L Allied
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Your ally is someone you trust deeply, and are willing to make
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sacrifices for. If you are allied with someone, then your forts,
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ships, planes, & artillery will support them in battle. Also, they
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can over-fly you, and you will not be told. (I.e. an ally can map you
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out easily). When you use the "wall" command, it sends a flash
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message to all of your allies (see info wall). Unless the ALL_BLEED
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option is in effect, you will benefit from tech produced by your
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allies, but not by others . Allied nations are assumed to have
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"friendly" trade relations.
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.s1
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.L Friendly
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When you accept a country as a trustworthy trading partner, then you
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establish friendly relations towards them. This allows them to sail
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ships into your harbours, load and unload goods, and have their
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ships repaired there. You are allowed to "tend" and "follow" friendly
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ships. You are allowed to cede sectors to a friendly
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nation, and may send them "flash" messages (see info flash). You will
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be warned, however, if they overfly
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your territory. And if they do it enough times, your diplomatic
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relations towards them will be automatically downgraded. You may
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"spy" on a friendly nation with no consequences.
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.s1
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.L Neutral
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You start out neutral towards all countries. It simply means that you
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are ambivalent towards them. If they overfly your territory, you will
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be warned and your relations will automatically downgrade. Caught
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spies will be deported.
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.s1
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.L Hostile
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If you are suspicious that a nation may be planning to attack you,
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but you are not committed to an all out war against them, then you
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should declare hostile relations towards them. This will ensure that
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your planes will intercept theirs if they
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try to over-fly you, and your forts will fire on their ships when they
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sail within range. Also, your a-sat's and abm's will attempt
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to intercept their satellites and missiles independent of the target
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sector they have launched them at, and your ships with anti-missile
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capability will attempt to intercept any incoming marine missiles
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within range. Caught spies will be shot.
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.s1
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.L War
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If you are committed to expending major resources against a nation,
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then you should declare war on them. This will cause all of your
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ships, artillery, planes and missiles which have been put on a mission
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to react to enemy movement.
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.s1
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Also, there is an automatic progression. If someone you are allied with
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attacks you, you become hostile towards them. If someone you are neutral
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to over-flies or attacks you, you become hostile towards them. Neither of
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these progressions can lead to war, however, they both stop at hostility.
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.s1
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The following paragraphs apply only if the SLOW_WAR option is used.
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.s1
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.L Mobilizing
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If you are Mobilizing, it means that you have declared war, and are getting
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ready to attack. You cannot attack someone's land until you are actually
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\*QAt War\*U. At the next update, you will automatically move to
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\*QSitzkrieg\*U. Your interdiction of the enemy will be the same as
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if you were hostile towards them.
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.s1
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.L Sitzkrieg
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Sitzkrieg is the same as \*QMobilizing\*U. You still are unable to attack
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their land. At the next update, you will automatically move to \*QAt War\*U.
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.s1
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When you are At War with someone, you may attack them willy-nilly.
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.s1
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.SA "Diplomacy"
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