The server doesn't let you send land units without offensive strength into combat: ask_olist() simply doesn't offer them. Good. However, it needs to offer spies for assault, because assault is how they sneak ashore. To make it offer spies, which have no offensive strength, attack_val() artificially sets their offensive strength to one for assault. Dirt effect: spies fight (and die) in assaults, even though they can't otherwise attack. Lame. Has been that way since spies were added in 4.0.0. Make ask_olist() offer spies regardless of offensive strength when assaulting, and drop the special case from attack_val(). They get offered exactly as before. However, since their offensive strength is now zero, they won't enter actual combat (see the previous commit). Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
35 lines
1.5 KiB
Perl
35 lines
1.5 KiB
Perl
.TH Concept Spies
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.NA Spies "How spies work"
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.LV Expert
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.s1
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There is a land unit type "spy". These can be very valuable land units
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to have wandering around the planet...
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.s1
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Spies are very special land units. They are able to march into any sector
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(owned or unowned) and look about. Of course, if you are marching in unallied
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territory, there is a chance you will get caught.
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.s1
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If a spy is caught by a friendly or neutral country, the country will get a
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message that a spy was spotted in their country. If the spy is caught
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by a hostile or at war nation, the spy gets shot on the spot. The chance
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of getting caught while marching about is inverse to the efficiency of the
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spy. So, at 100%, a spy has a 10% chance of getting caught. At 10%,
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a spy has a 100% chance of getting caught. Thus, you want efficient spies.
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.s1
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Spies are also very fragile. If they are caught in any kind of combat,
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shelling, bombing, etc. and take ANY damage at all, they die.
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.s1
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Spies may also be snuck on shore via ships using the "assault"
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command. If you assault a sector using just spies, a 100% spy has a
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60% chance of getting caught, which increases to 100% for a 20% spy.
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.s1
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You may locate spies using the "llookout" or the "spy" command.
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.s1
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Use your imagination on how to eradicate errant spies. ;-)
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.s1
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Submarines may carry up to two spy units.
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.s1
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When unloaded from a ship, spies are not given over to the owner of the
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sector as other units are.
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.s1
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.SA "lboard, bomb, fire, spy, llookout, LandUnits"
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