empserver/info/Autofish.t
Markus Armbruster 3b4de2feb1 Remove option FUEL
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().
2008-05-12 09:25:20 +02:00

87 lines
2.9 KiB
Perl

.TH Concept Autofish
.NA Autofish "How to exploit resources at sea automatically"
.LV Expert
Fishing boats and oil derricks let you exploit sea resources.
Navigating them back and forth between harbor and fishery / offshore
oil field is rather tedious. Autonavigation lets you automate this.
.s1
It is more commonly used for fishing boats than for oil derricks,
because oil fields are commonly configured to deplete quickly, and are
often too far from harbors for the slow oil derricks to make
autonavigation effective.
.s1
This is an example of how to set up a fleet of fishing boats
so they will take their food produced each update and drop it off
at the harbor of your choice. Oil derricks work exactly the same.
.s1
See info \*Qorder\*U for a complete description and example of
syntax for the \*Qorder\*U command.
.s1
.NF
map #1
00000000001111111
01234567890123456
-4. . . . . . . . .
-3 ? ? . . . . . .
-2? . . . . . . ) .
-1 ? . . . . . f . .
0. . . . . g m . .
1 . . . . f * w h .
2. . . . . c + + .
.s1
You have ships 0,12 and 88 in the harbor at 15,1.
Sector 16,0 has a very good fert of 93 so you want to use that
as your fishing grounds.
.s1
1) move your ships to sector 16,0
"nav 0/12/88 16,0"
2a) set up autonav using the 'order' command.
"order 0 des 15,1 16,0"
This will establish a circular trade route.
2b) set up food levels for the ship
"order 0 level 1 start food 30"
"order 0 level 1 end food 30"
You can also use a global '*' or a fleet letter here.
"order * level 1 start food 30"
"order * level 1 end food 30"
"order F level 1 start food 30"
"order F level 1 end food 30"
NOTE: You should set BOTH start and end fields to insure
autofish will work correctly and set them at the
same levels!
NOTE: Fishing boats and oil derricks are a special case
to the autonav code. This setup will only work
correctly with them. If you want to use autonav
with cargo ships please use the examples found in
the \*Qorder\*U command.
repeat 2a,2b for other ships in the area.
.FI
.s1
During the update your fishing boats will now move to the harbor at
15,1 unload food until it reaches 30, then move back to 15,1 and STOP.
So unless the ship gets sunk, or something happens to it, like the
civs starve on board if you don't leave enough food on it,
the ships will continue to feed your country and you won't even need
to think about them.
.s1
For oil derricks, step 2b becomes:
.nf
"order 0 level 1 start food 30"
"order 1 level 2 end oil 1"
Note: If food is not required, food cargo levels can be zeroed.
Note: In this configuration, the end oil level is not important
as it is not used.
.fi
.s1
If your ship can't be unloaded because the the harbor is overcrowded,
it will continue along its route.
.SA "Autonav, order, navigate, Ships, Populace, Updates"